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Guild Minion power


Argentbadger

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Let's not forget the stalkers aslo have, effectively, the dmg line of 10 and 12 stone hitters. With min dmg 2 and an automatic burning on top of it, they are melee 6 min dmg 3 models. That's pretty much the star line of really expensive hitters. Stalkers are amazing.

Hilarious situation happened recently with them. 3 stalkers were charging en mass across the board after getting deployed out of position due to their player having to deploy first. All within at least 2" of one other stalker.

Molly summons 2 hanged into their midst across the end of a turn as the beginning of the next. The hanged hit all three at least once with whisper from beyond. One of which also then gets hit with Molly's revelation for 2 dmg, bringing him to 1.

That one attacks a hanged, hitting him, and bringing him to 1 wound and burning 1, but that hanged was within 6" and LoS of Molly, so black blood splashes hitting and killing the attacking stalker and putting another wound on a second stalker. The original stalker explodes. This deals a dmg to the origional hanged and the second hanged. Both of which splash black blood dmg on the second stalker, and 1 dmg on the third stalker. And the first hanged dies, however so does the second stalker, who explodes, dealing dmg to the last hanged and the third stalker. The hanged splashes dmg to the third stalker, then dies. The third stalker then explodes.

1 Attack action succeeds, 2 hanged and 3 stalkers die in a fiery explosion of acidic blood and flames.

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That one attacks a hanged, hitting him, and bringing him to 1 wound and burning 1, but that hanged was within 6" and LoS of Molly, so black blood splashes hitting and killing the attacking stalker and putting another wound on a second stalker. The original stalker explodes. This deals a dmg to the origional hanged and the second hanged. Both of which splash black blood dmg on the second stalker, and 1 dmg on the third stalker. And the first hanged dies, however so does the second stalker, who explodes, dealing dmg to the last hanged and the third stalker. The hanged splashes dmg to the third stalker, then dies. The third stalker then explodes.

 

Hahahahaha. That is amazing! 

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Witchling Stalkers are so good because they have all that....and they bring condition removal to the table (other factions are often paying 7ss for comparable condition removal).

 

But witchling stalkers are generalists - there's good reason to take them in multiples. Belles are the only 5ss generalist model I'd consider better value that you'd consider taking more than two of. Rail workers, for example, are nice, but card intensive (so there's a huge cost to taking them in multiples). They're also, as mentioned, slow. 

 

Scheme runners are something else entirely, but by definition they aren't generalists. 

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  • 4 weeks later...

An amazing combination of Guild minions is:

2 Guild Guard & 1 Pistolero.

The Guild guard become DF6 with positive flips on DF from the Pistolero as long as they stay within in 3" of each other.
If you have the points, throw in a Wastrel for healing.

I've had this little trio (Wastrel excluded) hold their own against massive attacks in multiple games. This weekend, this trio held up McCabe, Luna, 1 Rail Worker & 1 Wastrel for 3 turns and only McCabe escaped alive from that fight. Never under estimate the hitting power of a Pistolero.

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