Im Josh AMA Posted February 13, 2016 Report Share Posted February 13, 2016 Hey, Was reading a thread the other day about a molly player in a tournament (not totally sure on the details) who did something like double walk madame sybelle>>call belle on molly>>molly walks twice and summons something which instantly dies from summon damage?>>killjoy pops out and turn one kills enemy master. Seems like a really cool super aggressive move. So i'm just wondering what Guild has in terms of Alpha strikes. Feel free to list your favourites! Thanks! Quote Link to comment Share on other sites More sharing options...
Hunt.er Posted February 14, 2016 Report Share Posted February 14, 2016 The Peacekeeper bomb for example. It`s discribed on PullMyFinger. Quote Link to comment Share on other sites More sharing options...
Cadaverousbirth Posted February 14, 2016 Report Share Posted February 14, 2016 The Brutal Emmisary can upset a lot of enemy planning if they aren't sure what he can do when his Destined condition is at +2 Quote Link to comment Share on other sites More sharing options...
admiralvorkraft Posted February 14, 2016 Report Share Posted February 14, 2016 Something I've been doing requires Sonnia, Dr. Grimwell, Nurse Heartsbane, and (ideally) a Brutal Effigy. Effigy passes Fear Not the Sword to Sonnia, Grimwell moves her forward, Heartsbane charges her, triggers Convulsions (I think that's what it's called, the crow trigger) and moves Sonnia 6". That's 10" of out of activation movement for 2 damage, which she will heal once she starts blasting. That combined with her natural range of 14" means that there's pretty much nowhere on the board that is safe from her turn 1, and (unlike a normal alpha strike) she's not exactly cut off from the rest of the crew, both Grimwell and Heartsbane are close enough to countercharge anything that tries to engage her on turn two. Now, since Grimwell+Heartsbane+Brutal is 21-24 points (depending on upgrades) I generally fill the crew with inexpensive activations. Fortunately I like Witchling Stalkers and Watchers with Sonnia anyway. 1 Quote Link to comment Share on other sites More sharing options...
Im Josh AMA Posted February 14, 2016 Author Report Share Posted February 14, 2016 H 1 hour ago, admiralvorkraft said: Something I've been doing requires Sonnia, Dr. Grimwell, Nurse Heartsbane, and (ideally) a Brutal Effigy. Effigy passes Fear Not the Sword to Sonnia, Grimwell moves her forward, Heartsbane charges her, triggers Convulsions (I think that's what it's called, the crow trigger) and moves Sonnia 6". That's 10" of out of activation movement for 2 damage, which she will heal once she starts blasting. That combined with her natural range of 14" means that there's pretty much nowhere on the board that is safe from her turn 1, and (unlike a normal alpha strike) she's not exactly cut off from the rest of the crew, both Grimwell and Heartsbane are close enough to countercharge anything that tries to engage her on turn two. Now, since Grimwell+Heartsbane+Brutal is 21-24 points (depending on upgrades) I generally fill the crew with inexpensive activations. Fortunately I like Witchling Stalkers and Watchers with Sonnia anyway. Hahah awesome i can't wait to get my Grimwell and nurse models! My friend just told me one with perdita where you can get a family member with the upgrade to push her into base contact, then she can be pushed with either the enslaved neph or her relocate towards nino who's deployed further up with 'from the shadows' and still has 3 ap. Pretty cool Quote Link to comment Share on other sites More sharing options...
dalleron Posted February 14, 2016 Report Share Posted February 14, 2016 Relocating a fast Perdita, from the student of conflict, with either trick shooting going on sounds fun Quote Link to comment Share on other sites More sharing options...
Myyrä Posted February 14, 2016 Report Share Posted February 14, 2016 1 hour ago, dalleron said: Relocating a fast Perdita, from the student of conflict, with either trick shooting going on sounds fun That Student of Conflict sounds like a plainly bad idea most of the time, considering that a single relocate isn't usually enough to get her where she needs to be, and that the Nephilim can most of the time offer her at least that 5" of extra movement she would gain from that fast. Add to that the fact that the Nephilim costs less and isn't useless after turn 1, it's quite easy to figure out my favorite totem from the two. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted February 14, 2016 Report Share Posted February 14, 2016 I did one the other day that was stupid expensive and lost badly because of it. Death marshall, dita, daschell, papa, and killjoy, though probably didnt need the enslaved to make this work. Daschrll gave reactivate to the death marshall. Dita obeyed papa forward, then the death marshall up, and then had him box papa. Daschel gave the dm reactivate. The dm can then walk another 20 inches onto the board, dropping papa out upon his death. Papa then gets to blow up twice draining hand and doing tons of damage. Killjoy pops out where papa died. It was a disaster of a game. But for 1 glorious turn it was a blast. I want to try it with a better beater than papa (probably peacekeeper) so both killjoy and him n pop out at the same time. Quote Link to comment Share on other sites More sharing options...
Myyrä Posted February 14, 2016 Report Share Posted February 14, 2016 6 hours ago, 4thstringer said: I did one the other day that was stupid expensive and lost badly because of it. Death marshall, dita, daschell, papa, and killjoy, though probably didnt need the enslaved to make this work. Daschrll gave reactivate to the death marshall. Dita obeyed papa forward, then the death marshall up, and then had him box papa. Daschel gave the dm reactivate. The dm can then walk another 20 inches onto the board, dropping papa out upon his death. Papa then gets to blow up twice draining hand and doing tons of damage. Killjoy pops out where papa died. It was a disaster of a game. But for 1 glorious turn it was a blast. I want to try it with a better beater than papa (probably peacekeeper) so both killjoy and him n pop out at the same time. You are using a wrong faction for this. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted February 15, 2016 Report Share Posted February 15, 2016 Please report to your nearest guild reeducation center for forceful reprogramming. 1 Quote Link to comment Share on other sites More sharing options...
Myyrä Posted February 15, 2016 Report Share Posted February 15, 2016 41 minutes ago, 4thstringer said: Please report to your nearest guild reeducation center for forceful reprogramming. You are the one who needs reeducation for not following the Guild military doctrine! Quote Link to comment Share on other sites More sharing options...
Jokerboy Posted February 15, 2016 Report Share Posted February 15, 2016 I like Alpha Striking with the Railgolem in a Hoffman Crew. Give him Fast with Machine Puppet(Walk action)(first AP), second Walk(second AP) and the Nimble Upgrade (third AP), Loop in a Metal Gamin (by activating), the Golem and a Guardian(AP4 with trigger). Give the Golem the Guardian's Buff. Then he can start killing things with MI7 and +flips. And he has df6 wp6 und two +flips on df-duels. And he has Ca8 for his zero action. Quote Link to comment Share on other sites More sharing options...
CapnBloodbeard Posted February 15, 2016 Report Share Posted February 15, 2016 Somebody in my meta was talking about getting Perdita to kill things turn 1 using some of the Family movement tricks... Quote Link to comment Share on other sites More sharing options...
Myyrä Posted February 15, 2016 Report Share Posted February 15, 2016 1 hour ago, CapnBloodbeard said: Somebody in my meta was talking about getting Perdita to kill things turn 1 using some of the Family movement tricks... Yeah, it's relatively simple to get her at least 15" up the board before she has even spent any AP. Quote Link to comment Share on other sites More sharing options...
Gnomezilla Posted February 16, 2016 Report Share Posted February 16, 2016 Alpha strikes do look like fun, but I am so starved for AP all the time I have been letting my opponents do the walking if we are just going to butt heads, and only racing for the center bubble, if there is a strategy that creates one. (Note: current play group has very few ranged attacks. We generally must butt heads in order to kill anything.) Quote Link to comment Share on other sites More sharing options...
CapnBloodbeard Posted February 16, 2016 Report Share Posted February 16, 2016 23 hours ago, Myyrä said: Yeah, it's relatively simple to get her at least 15" up the board before she has even spent any AP. How? Quote Link to comment Share on other sites More sharing options...
Myyrä Posted February 17, 2016 Report Share Posted February 17, 2016 31 minutes ago, CapnBloodbeard said: How? How many ways do you want? You can deploy Nino far up the board, and then have Nephilim push Perdita twice towards him and have her relocate towards him at the start of her activation, giving you up to 20" of pushes. You can take Abuela and have some model push her 5" forward, then activate Abuela and have her command Nephilim to Command her to walk and then walk twice more, getting Abuela 20" away from her starting point. You can then use Nephilim and Relocate to get Perdita to her. You can have some other family model take Hermanos de Armas, then walk, push Perdita to base contact and walk again. Then have Nephilim make that model walk again and push Perdita towards it. Perdita can then Relocate to base contact with a model that has advanced 15". You can easily get even further if you also use Abuela to command that model walk once more. It's not terribly difficult to get her even farther if you include some non-family models like Death Marshals, Brutal Emissary, Judge, Doctor Grimwell, Nurse Heartsbane or something else. 4 Quote Link to comment Share on other sites More sharing options...
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