im_open_to_suggestions Posted January 6, 2018 Report Posted January 6, 2018 Guild guards are now 3SS. this makes me happy beyond words 1 Quote
4thstringer Posted January 7, 2018 Report Posted January 7, 2018 I'm not sure they will be an any scheme set choice, but they are a good significant option, and a contender for top tarpit en masse Quote
Ludvig Posted January 7, 2018 Report Posted January 7, 2018 I will use them a lot now on pure principle. Those models deserve table time! 3 Quote
The Governor-General Posted January 8, 2018 Report Posted January 8, 2018 I still can't see myself hiring them. They are the only 3 stone, non totem, significant minions I can think of, but I'm still not hiring them. Those 4 attack stats are a nonstarter. Sure, I love summoning them with Dashel, but that's it. I guess it's now easier for Aionus to give them fast... if that's what you want to do? If I want to hire 3 stone minions, it's dogs. They are faster, and can possibly hit something. Quote
Ludvig Posted January 8, 2018 Report Posted January 8, 2018 They hit plenty of models in my first game with them, there are still df 5 defenses out there and if you are running Dashel for positives the sheer number of flipped cards help a lot. If my opponwnt had actuqlly been interested in moving and not just shooting me off the table they would have been awesome with the trigger. @The Governor-General In ply for information I think the difference in survivability will be felt, it could very well mean the difference between one or two ap to kill between a guard and a hound. Desperate mercs and bayou gremlins are also 3ss aignificant minions. Quote
The Governor-General Posted January 8, 2018 Report Posted January 8, 2018 It's possible. I was actually just thinking that two Guard are the same cost as a Sergeant, who I used to take for scheme running. Another activation, plus more scheming (even if you lose the "kick") could be nice. However, I still don't like the 4's. Even against a Df 5 model... I'm cheating up just to hit. I don't want to waste cards on that crappy attack. Also, if the only way they're (marginally) good is with Dashel... that's a pretty big investment, with aura restrictions, in order to make a Sh/Ml 4 attack hit a Df 5 model. Still, the defensive capabilities are nice. Df 6 is nothing to sneeze at, and armor +1 is great against the kind of models your opponent would want to send against them. No one wants to send Langston to kill a Guild Guard. Quote
4thstringer Posted January 8, 2018 Report Posted January 8, 2018 1 hour ago, The Governor-General said: It's possible. I was actually just thinking that two Guard are the same cost as a Sergeant, who I used to take for scheme running. Another activation, plus more scheming (even if you lose the "kick") could be nice. However, I still don't like the 4's. Even against a Df 5 model... I'm cheating up just to hit. I don't want to waste cards on that crappy attack. Also, if the only way they're (marginally) good is with Dashel... that's a pretty big investment, with aura restrictions, in order to make a Sh/Ml 4 attack hit a Df 5 model. Still, the defensive capabilities are nice. Df 6 is nothing to sneeze at, and armor +1 is great against the kind of models your opponent would want to send against them. No one wants to send Langston to kill a Guild Guard. If you are spending any cards on these models offensively you are doing it wrong. 1 Quote
Freman Posted January 8, 2018 Report Posted January 8, 2018 Bayou Gremlins and Desperate Mercenaries (now) are the other three stone significant minions. Quote
Ludvig Posted January 8, 2018 Report Posted January 8, 2018 I wouldn't spend cards on the guardsmen, the idea is to have them waste opponent cards because you flip higher than them from your double positives and they do not feel like discarding for walks. Dashel is 8ss now, he is armoured and htk and has min 3 (possible min 6 for debt + double rams) and can summon. That's not exactly bad for 8ss and his 6" aura is pretty big, that means you could have guardsmen about 13" from each other and still be in his aura with both. The condition can really mess with both scheme runners and close range beaters. Quote
Vorschlag Posted January 8, 2018 Report Posted January 8, 2018 That and the obnoxious number of buffs other gaurdsmen offer. Df flips from mounted guard with additional walk and wp from sergeant etc. It might make it worth keeping a few around, especially if you're running the above with hounds and/or riflemen. Taking guild patrols and urban militia another step towards functional. 1 Quote
PanzerHarris Posted January 8, 2018 Report Posted January 8, 2018 I don't see Guild Guard as costing 3SS, I see the pair costing 6SS. One is so easy to gun down you're wasting your time. They need that Df buff, and running in pairs means they can feed each other scheme markers to advance to as well. Quote
Ludvig Posted January 8, 2018 Report Posted January 8, 2018 8 minutes ago, PanzerHarris said: I don't see Guild Guard as costing 3SS, I see the pair costing 6SS. One is so easy to gun down you're wasting your time. They need that Df buff, and running in pairs means they can feed each other scheme markers to advance to as well. They can only teleport to enemy scheme markers. If it was friendly ones I might have run them at 4ss. I think you would need to bring three or four just like with hounds only you can break the pairs up and scheme independently if no enemy hitter descends on you. Quote
PanzerHarris Posted January 8, 2018 Report Posted January 8, 2018 Really? Oops. Been out of the game 6 months and yes, it seems you can tell... All the same. A pair operating together is a tougher nut to crack than most of the other ways you could spend 6SS, and a timely Arrested could be very useful. 1 Quote
FinalForm Posted January 8, 2018 Report Posted January 8, 2018 This thursday I will test guards spam. Reports later) 2 Quote
4thstringer Posted January 8, 2018 Report Posted January 8, 2018 Turns out round three of the tournament next weekend has a challenge of master and one other model spam. If proxies are allowed, I'm going to run 15 gg. 3 Quote
Adran Posted January 8, 2018 Report Posted January 8, 2018 4 minutes ago, 4thstringer said: Turns out round three of the tournament next weekend has a challenge of master and one other model spam. If proxies are allowed, I'm going to run 15 gg. Have you considered just 14 Guild Guard, then you can take Dashel with the Arrest him upgrade? Quote
4thstringer Posted January 8, 2018 Report Posted January 8, 2018 7 minutes ago, Adran said: Have you considered just 14 Guild Guard, then you can take Dashel with the Arrest him upgrade? I'm not allowed. It is master and one other unique model. 1 Quote
FinalForm Posted January 9, 2018 Report Posted January 9, 2018 17 hours ago, 4thstringer said: I'm not allowed. It is master and one other unique model. hmmm, Lilith+babies seems legit if summon is legal Quote
Ludvig Posted January 9, 2018 Report Posted January 9, 2018 51 minutes ago, FinalForm said: hmmm, Lilith+babies seems legit if summon is legal Tricky to do if soloing Lucius or playing guild for the event but she would be fun in that challenge. Tara and void wretches are also a thing. Hamlin and rats, Somer with bayous and Ramos with spiders also comes to mind. Maybe McMourning with canines or autopsies or Marcus with some silly beasts. Quote
Impact UK Posted January 10, 2018 Report Posted January 10, 2018 Well it looks like I may just have to buy some Guild Guard now, though I would have preferred them being buffed slightly 1ss less is going to see them considered in a list now. Quote
4thstringer Posted January 14, 2018 Report Posted January 14, 2018 I played 16 gg with sword fighter lj into parker in a game of ours. The gg were dominant, killing off all the enemies (LJ killed parker, emissary and a dead bandit by herself) but the take prisoner target by turn 4. My opponent was running a bandit heavy list, which may have played to strength. Too much min damage 2. Only 1 gg died. My opponent said after the weekend he would post a report in the forums with pictures. He was a really fun opponent. 2 Quote
James Dyson Posted January 14, 2018 Report Posted January 14, 2018 53 minutes ago, 4thstringer said: I played 16 gg with sword fighter lj into parker in a game of ours. The gg were dominant, killing off all the enemies (LJ killed parker, emissary and a dead bandit by herself) but the take prisoner target by turn 4. My opponent was running a bandit heavy list, which may have played to strength. Too much min damage 2. Only 1 gg died. My opponent said after the weekend he would post a report in the forums with pictures. He was a really fun opponent. Said opponent here- the game was intense! The board had a lot of elevation shenanigans going on, and it didn’t help that I overextended some models. The sheer volume of df 6, armor 1 wounds to chew through was compounded by me spending my hand to survive the 20+ shots I was receiving a turn. The full write up should be out in a week or so. @4thstringer was an excellently opponent and a gentleman to boot. 10/10, would play again. 1 Quote
4thstringer Posted January 14, 2018 Report Posted January 14, 2018 Ran two more gg spams on day 2. The first game my opponent played a game with big z and wisps. I ran with lucius abd scribe abd 16 gg In symbols. I lost 6-5 because I gave away my take prisoner too early. My second was another parker list. I ran lj with swordfighter, a brutal eff, and 15 gg. I won 10-1. Quote
Ludvig Posted January 14, 2018 Report Posted January 14, 2018 Hahaha! That Justice list!!! Not to sound mean but it really looks like Parker is as bad a they say. Quote
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