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Guild lucious minons


yames

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So I've gotten back into Mali after stopping when 2.0 came out. I've been using lucious a lot as I loved him in 1.5. In guild what is your go to minion with him? As he needs a good number of minions to have options for issue command since it can't be used on the same one twice per turn. I really like riflemen but there lack of ability to fight in melee hurts them and everyone tries to engage them asap and I don't blame them. Guild guards are great in clusters at holding the line and what not but that 4 mi 4 Sh really hurts. I've been dabbling with death Marshalls and they seem ok but require I stay closer to lucious. I want to try witchling stalkers to but havnt picked them back up. Just looking for others experience with the diffrent guild minions ( and beckoner since she can be used) and what's been a good general pick

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I try and stick to models that have good on-death or on-damaging effects, or models that add wounds to my side of the board. Pathfinders summon traps which I kill for stones and card cycling, Performers (hired as mercs) give me reactivate on a minion. Guardians bring staying power, area control, and some healing. Wastrels bring a solid heal. Anything with Finish the Job has a spot in my Lucius lists (Death Marshals, Lawyers). I've not tried out Wardens but they look great on paper - solid staying power, positive twists to horror duels, and Lucius gives you the potential to abuse Pursue a bit. Sue isn't a minion, but he's worth a mention because he can give models Finish the Job, he's fairly independent and he gives you extra cards. The only models I consider infiltrating with Surprisingly Loyal are Graves (black blood, utility pushes) and Candy (area control, activation control, healing) but I tend not to take Surprisingly Loyal in Guild, it just ends up making me frustrated that Illuminated aren't Mimics.

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Thanks for the info I havnt played him neverborn yet but it's on my list as I picked up the illuminated. One of my problems is that I need to get back into the practice of picking master based on scheme and strategies not just what I want to play atm. The witchlings have a nice on death mechanism. I hadn't thought of merc minions I'll do some more looking. I have a warden from back in the day I need to test him some more. The guardian looks good but if I remember right he immune to horror duels which is a little limiting. Have u tried the hunter?

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I like guild guards for warm bodies to engage things and do basic scheming/anti-scheming. Witchlings are great bodyguards for him and death marshalls are always solid, but not necessarily stellar in my experience.

Warden is good with it's reasonable tanking and damage and built in synergy. I wouldn't worry too much about the range buff to Issue command, he can always to the horror thing a good distance and I find maintaining line of sight and aura buffs far more limiting.

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