wobbly_goggy Posted January 27, 2015 Report Share Posted January 27, 2015 Yes? No? Maybe? Just got them, playing McCabe mainly right now (have Perdita also for Guild, obviously I have my eye on Lucis eventually...), looking for hints/tips/advice that anyone can think of or knows of. Even if it's 'DUH, don't do that!'. Well, maybe don't put it like that, but... y'know... Quote Link to comment Share on other sites More sharing options...
Myyrä Posted January 27, 2015 Report Share Posted January 27, 2015 I have found riflemen very useful with McCabe. Ability to help their mobility and give them reactivate really makes them dangerous.Guild Guard on the other hand falls to the category "useful with McCabe's saber" which is actually code for "not very useful at all". I wouldn't recommend. Take hounds instead. Quote Link to comment Share on other sites More sharing options...
Fireuser Posted January 27, 2015 Report Share Posted January 27, 2015 I have had a pair of Guild Guard tie up Izamu for the majority of the game. They really need to be run in pairs, and if one dies they become less good. Quote Link to comment Share on other sites More sharing options...
MrKittens Posted January 27, 2015 Report Share Posted January 27, 2015 This is the major downside for Guild Guard: you need three to make them dependable, which makes them a 12 point unit. For 12 points, I expect a lot more. They're pretty bad. Quote Link to comment Share on other sites More sharing options...
Vorschlag Posted January 27, 2015 Report Share Posted January 27, 2015 If you're using them with Lucius in conjunction with hounds and sergeants etc you can run a very fun and effective scheme marker heavy crew. I plan to run a Lucius scheme crew against Collette and see just how far I can push it, especially with the new beta models I see some opportunities for really fun guardsman crews, other than that I think they have limited use (the fact guild autopsies outshoot them bothers me to no end but I've ranted enough about that). Rifleman I'd take in a more offensive crew and will run well with McCabe or Lucius, I generally wouldn't run them outside of those two but that is personal preference not a view on their power level or effectiveness. Quote Link to comment Share on other sites More sharing options...
ArcticPangolin Posted January 28, 2015 Report Share Posted January 28, 2015 Have used Riflemen with McCabe and they're great, the pushes and Reactivate are the main sellers, but definitely are not used every game. Unexpected Sabres wreck many people's day too, especially when they're expecting the Riflemen to be easily pushed over. Quote Link to comment Share on other sites More sharing options...
wobbly_goggy Posted January 30, 2015 Author Report Share Posted January 30, 2015 Brilliant, thanks guys! Sounds like Guard are generally derided by everyone?? Do they have any good points? Also, I've started experimenting with a Pistolero de Latigo in the middle of my crew, and with out activation, I can usually ensure they're giving positive flips to Df. Any tips or tricks around this? Or, again, advice? Especially for positioning etc as the aura doesn't include them, so how do you stop the PdL getting killed too easily? Quote Link to comment Share on other sites More sharing options...
Adran Posted January 30, 2015 Report Share Posted January 30, 2015 A pair of guild guard are cheap, reasonably durable, and have the potential to scare opponents. They are good at chasing down enemy scheme runners (bonus movement to enemy scheme markers - these things can almost keep up with a scheme dropping silurid), and the halt trigger on their gun can ruin the day of quite a few of the big monsters if you are prepared to support them. Not a play in every list, but they certainly have a place Quote Link to comment Share on other sites More sharing options...
zFiend Posted January 30, 2015 Report Share Posted January 30, 2015 This is the major downside for Guild Guard: you need three to make them dependable, which makes them a 12 point unit. For 12 points, I expect a lot more. They're pretty bad. They really are exactly that. Quite bad and I would never field them myself. Quote Link to comment Share on other sites More sharing options...
MasterDisaster Posted January 30, 2015 Report Share Posted January 30, 2015 The general rule of thumb is.... Rifleman YAY! Guards NAY! However as discussed above Guards have some uses and are not bad for their cost. But for their cost you could also be hiring Wastrels who fit in with McCabe a lot better. Quote Link to comment Share on other sites More sharing options...
Dirial Posted January 30, 2015 Report Share Posted January 30, 2015 Do they have any good points? Well, the male Guild Guard plastic model is pretty badass looking, so there's that. They really are exactly that. Quite bad and I would never field them myself. Only in their refined form, eh? As Autopsies... 1 Quote Link to comment Share on other sites More sharing options...
MasterDisaster Posted January 30, 2015 Report Share Posted January 30, 2015 Well, the male Guild Guard plastic model is pretty badass looking, so there's that. Only in their refined form, eh? As Autopsies... I prefer the female one myself. But no doubt zFiend prefers the "New and Improved Guild Guard" Courtesy of McMourning Enterprises. 1 Quote Link to comment Share on other sites More sharing options...
jonahmaul Posted January 30, 2015 Report Share Posted January 30, 2015 I plan to run a Lucius scheme crew against Collette and see just how far I can push it, especially with the new beta models I see some opportunities for really fun guardsman crews, other than that I think they have limited use (the fact guild autopsies outshoot them bothers me to no end but I've ranted enough about that). I commented to an opponent last week about how Autopsies were better at shooting now they were dead and he replied that it's because they don't have to worry about whether they left the kettle on at home or have to pick up a loaf of bread on the way home! And they just highlight the efficiency of the Ressers cause - improving (un)life Quote Link to comment Share on other sites More sharing options...
zFiend Posted January 30, 2015 Report Share Posted January 30, 2015 I prefer the female one myself. But no doubt zFiend prefers the "New and Improved Guild Guard" Courtesy of McMourning Enterprises. You of all ought to know. Also that's a great name! Quote Link to comment Share on other sites More sharing options...
The Godlyness Posted January 30, 2015 Report Share Posted January 30, 2015 Why all the guild guard hate? 8 stones 2 activations df 6 armor one. They are really good for so many Strats and schemes. Reccnoiter or interference. They have arrest built into their gun. And if you deplete someone's hand via Austringers guild guard exorcists etc menace is super funny to pull off. But hey no you guys are right bad models. No usefulness or versatility at all. Rifleman are good as long as they don't get sneezed on. Df 4 5 wounds doesn't liked being looked at. So with their 14" gun they make you stop looking at them. Both models are good when used correctly. Quote Link to comment Share on other sites More sharing options...
admiralvorkraft Posted January 30, 2015 Report Share Posted January 30, 2015 I've really only managed to use Guild Guard well when Watch My Back is in play, otherwise they get split up and taken apart too easily. Of course it makes them more like 1 1/2 activation, and 10 stones. It's useful, I don't know that it's the best use of those stones. Don't expect Guild Guard to kill anything. Quote Link to comment Share on other sites More sharing options...
Myyrä Posted January 30, 2015 Report Share Posted January 30, 2015 Both models are good when used correctly.Good isn't really good enough. You have to be than the alternatives. Quote Link to comment Share on other sites More sharing options...
jonahmaul Posted January 30, 2015 Report Share Posted January 30, 2015 What do people find making their lists instead of Guild Guards? I'm branching out into a Guild force soon but will mostly be the contents of some of the crew boxes so I'll like only have Witchling Stalkers, Death Marshalls and Guild Guards so my options would be limited. What do you guys use for scheme runners as seems Guard would be ok at that. 2 Quote Link to comment Share on other sites More sharing options...
Myyrä Posted January 30, 2015 Report Share Posted January 30, 2015 Watchers and Guild Hounds. Quote Link to comment Share on other sites More sharing options...
jonahmaul Posted January 30, 2015 Report Share Posted January 30, 2015 Guild Hounds suck without Luna don't they? Quote Link to comment Share on other sites More sharing options...
Dirial Posted January 30, 2015 Report Share Posted January 30, 2015 Guild Hounds suck without Luna don't they? Why? You have to run them in pairs, just like Guild Guard. They are cheaper, though. Also, welcome to the right side of the law! Quote Link to comment Share on other sites More sharing options...
The Godlyness Posted January 30, 2015 Report Share Posted January 30, 2015 Guild hounds are fine. With out Luna. But once one dies every it's brother/sister is quite sad. But they are quick and run objectives really well. If you have Luna and a guard sergeant walk 8 dogs get where needs getting quickly. But if it's scheme marker heavy anyways Guild sergeant pulls his weight just fine. I find throwing a scheme marker at an enemy to have my dogs charge it effective at both moving the dogs up/across field quickly. Watchers can contest a guild guards spot, but df 4 4 wounds is not the best for trying to hold something. But they are walk 6 and have an assortment or tricks. I still say it's all about what you want to accomplish that makes a model good. Quote Link to comment Share on other sites More sharing options...
jonahmaul Posted January 30, 2015 Report Share Posted January 30, 2015 Don't know much about the dogs! Just been on the other side from them with Luna and McCabe turbo charging them! What would be the advantage of running Guards over Hounds then (or are there really not any!)? I have some Zombicide Dogs that would make good proxies for them fortunately (just like my Zombie Dogs became Canine Remains). Not on the right side of the law, just corrupting... Quote Link to comment Share on other sites More sharing options...
Dirial Posted January 30, 2015 Report Share Posted January 30, 2015 Well, Guards are way more resilient, at least in pair, and have a ranged attack. So, this: I still say it's all about what you want to accomplish that makes a model good. Also: Not on the right side of the law, just corrupting... You only say that so zFiend isn't mad at you. I always knew you were a good guy. Quote Link to comment Share on other sites More sharing options...
zFiend Posted January 30, 2015 Report Share Posted January 30, 2015 Jonah what is this?! Dirial, if I learn you have something to do with this I declare an undying war against you! 2 Quote Link to comment Share on other sites More sharing options...
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