Ludvig Posted July 24, 2017 Report Share Posted July 24, 2017 1 hour ago, Adran said: I'm not denying it, (And I'd certainly add Perdita to that list) but what I'm saying is you have the option. You can stand in 1 quarter to score interference, and still kill models in a different quarter, or be in position to score out flank, and still be able to effect the turf war area. If you haven't played other factions you don't always appreciate how useful this is. Too much shooting is a trap, but shooting is a guild strength Proper terrain mitigates a lot of the shooting advantage but it is nice to project some threat at range. Hanged though... Feels wrong to be out-shot by ressers and you can't neutralize them by engaging like you can with guild shooters. Quote Link to comment Share on other sites More sharing options...
4thstringer Posted July 24, 2017 Report Share Posted July 24, 2017 Guild's shooting focused enforcers, henchmen, and minions are amongst our worst (Sam, Santiago, and riflemen). The models where the range is useful are usually the same ones that are already good (Frank or thralls) where the shoot is a useful bonus when we need it. 4 Quote Link to comment Share on other sites More sharing options...
Myyrä Posted July 24, 2017 Report Share Posted July 24, 2017 The problem with shooting is that many cheaper models seem to pay quite a lot for it. Many of them have ended up with piss poor defenses, and thus are nearly useless when forced to go near enemies for schemes or strategies 2 Quote Link to comment Share on other sites More sharing options...
bertmac Posted July 25, 2017 Report Share Posted July 25, 2017 Ml7 CA8 rail golem makes me a wee bit jealous as an arcanist player. 1 Quote Link to comment Share on other sites More sharing options...
Myyrä Posted July 25, 2017 Report Share Posted July 25, 2017 4 hours ago, bertmac said: Ml7 CA8 rail golem makes me a wee bit jealous as an arcanist player. I'll just rather machine puppet Joss 4 times in a row and kill that Rail Golem. Quote Link to comment Share on other sites More sharing options...
Jernmajoren Posted July 25, 2017 Report Share Posted July 25, 2017 What makes Guild good is the general access to Critical Strike triggers on most models, meaning that the majority of models are capable of dealing good damage. Chain activations are also fairly common, mostly among Family and Guardsmen, allowing you to kill off opponents exposed key models before they can retaliate. Many models also have access to abilities that Slow, or force opponent to discard to move their models. Last there are quite a few Guild models that ignore severe terrain allowing for a often surprising high mobility. The single most enviable non-Henchaman Guild model imo, is the Guild Marshall Recruiter, that can kill Buried models, and also allowing other Guild Marshalls to shrug off being killed. Quote Link to comment Share on other sites More sharing options...
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