Mr. Bigglesworth Posted March 21, 2011 Report Share Posted March 21, 2011 Haven't seen a post in guild for a while so I felt compelled to start. On to the point what guild minions and crew lists are the fastest moving? For those strategies where speed is of the essence. 35ss Perdita Ryle Fran Judge Watcher Enslaved nephlim (not that fast but obey helps make others fast.) 3 guild hounds Fastest minions: 15" peacekeeper 12" Ryle Up to 20" Guild hound 14" Watcher 8-12" Santiago 10" Judge and Francisco Papa (the one model in the guild that you want to push into the enemy line and away from crew as fast as possible) Everything else is 8 or less. Witchling and Nino are notable 8" minions since they have scout. Our gun lines make up for our lack of speed but sometimes you need to beat them to the center and the guns are just not atong enough. Quote Link to comment Share on other sites More sharing options...
Wodschow Posted March 21, 2011 Report Share Posted March 21, 2011 Hoffman + Peacekeeper = Reactivating Peacekeeper = Potential 30" move for Peacekeeper + Hoffman + Toolkit Lucius would be worth mentioning aswell. He got a 15" move if you for whatever reason spends his Casting Expert on issuing a Walk command to himself. His Reinforcement spell is also great for moving things around. Quote Link to comment Share on other sites More sharing options...
Jonas Albrecht Posted March 21, 2011 Report Share Posted March 21, 2011 Hoffman + Peacekeeper = Reactivating Peacekeeper = Potential 30" move for Peacekeeper + Hoffman + Toolkit. This makes me wish I had modding skill, because I would totally redo the PK as a motorcycle with Hoff and the MT riding. Quote Link to comment Share on other sites More sharing options...
ducat Posted March 21, 2011 Report Share Posted March 21, 2011 you should add Samuel to the notable 8" models, as he too is a scout Quote Link to comment Share on other sites More sharing options...
Mr. Bigglesworth Posted March 21, 2011 Author Report Share Posted March 21, 2011 you should add Samuel to the notable 8" models, as he too is a scout I forgot about Sammy. Hoffman + Peacekeeper = Reactivating Peacekeeper = Potential 30" move for Peacekeeper + Hoffman + Toolkit Lucius would be worth mentioning aswell. He got a 15" move if you for whatever reason spends his Casting Expert on issuing a Walk command to himself. His Reinforcement spell is also great for moving things around. Hoffman has the ability to make himself and one model faster, however Perdita and enslaved can do a similar action with obey for 2 models. I also forgot to add the hunter with its shadow ability he will close the distance much faster. Quote Link to comment Share on other sites More sharing options...
Sliver Chocobo Posted March 21, 2011 Report Share Posted March 21, 2011 Have you tried Lady J, the peacekeeper and the student of conflict, have a peacekeeper with fast and melee expert, and put in a brawl with Hoffman and it had fast, melee expert and reactiveate and don't forget relentless, just try and run away from it Quote Link to comment Share on other sites More sharing options...
Wodschow Posted March 21, 2011 Report Share Posted March 21, 2011 Hoffman has the ability to make himself and one model faster, however Perdita and enslaved can do a similar action with obey for 2 models. Not sure if you're arguing anything here? :S I don't really think the speed added to the crew by having Hoffman vs. having Perdita is comparable.. They're both fast which is what i thought this thread was all about. If we're talking speed in general for throwing into a Guild crew there's of course also Abuela and Hamelin for extra Obeys (and maybe even Piper's Lure). All the Freikorps (especially Von Schill himself), Bishop, Desperate Mercenaries and Jack Daw are also rather fast. Austringer opens up for Malifaux Raptors. Hoffman lets you take several Arcanist constructs, Mechanical Rider being the fastest one - The Soulstone Miner and Steamborg Executioner are also worth mentioning though Quote Link to comment Share on other sites More sharing options...
Mr. Bigglesworth Posted March 22, 2011 Author Report Share Posted March 22, 2011 (edited) Not sure if you're arguing anything here? :S I don't really think the speed added to the crew by having Hoffman vs. having Perdita is comparable.. They're both fast which is what i thought this thread was all about. If we're talking speed in general for throwing into a Guild crew there's of course also Abuela and Hamelin for extra Obeys (and maybe even Piper's Lure). All the Freikorps (especially Von Schill himself), Bishop, Desperate Mercenaries and Jack Daw are also rather fast. Austringer opens up for Malifaux Raptors. Hoffman lets you take several Arcanist constructs, Mechanical Rider being the fastest one - The Soulstone Miner and Steamborg Executioner are also worth mentioning though Not really arguing more pointing out an alternative to the Hoffman shocktroop. Obey let's you push you crew up faster. Some strategies are better done if the whole crew is able to move faster. granny, hamelin and nephlim can't obey and keep up like Perdita can. However the nephlim is 2 ss cheap enough to include compared to or 10 ss granny and ham cost. Hoffman peacekeeper works great for treasure hunt being able to grab and move the treasure 8 in back to deployment is great. rushing Hoffman and peacekeeper forward ahead of the crew by so much can have dire consequences. Original intent of the post was to look at ways the guild could fulfil a need for speed. This could fastest model combo overall or how to make a faster crew. Both obeying and Hoffman reactivate have there role. Edited March 22, 2011 by Mr. Bigglesworth Quote Link to comment Share on other sites More sharing options...
Aarkon Posted March 22, 2011 Report Share Posted March 22, 2011 If I need speed in my usual crew I tend to use Perdita/Abula/Enslaved to sling shot models forward since Perdita can move up I will have either Abula or enslaved obey them up then run perdita up and obey them again. This is how I tend to get papa into a large gorup of the enemy crew and make him pop before they have time to stop him. Quote Link to comment Share on other sites More sharing options...
Mr. Bigglesworth Posted March 23, 2011 Author Report Share Posted March 23, 2011 I love launching papa in on second turn. 3 charges and walk 26" boom. Love it. Quote Link to comment Share on other sites More sharing options...
Pitstop Posted May 13, 2011 Report Share Posted May 13, 2011 Can you explain the 3 charges and walk 26" please. I am a newer player. Quote Link to comment Share on other sites More sharing options...
Sliver Chocobo Posted May 13, 2011 Report Share Posted May 13, 2011 Can you explain the 3 charges and walk 26" please. I am a newer player. 3 obey's Perdita Enslaved nephilim And Abula(I think that's right) Quote Link to comment Share on other sites More sharing options...
Serigala Posted May 13, 2011 Report Share Posted May 13, 2011 Can you explain the 3 charges and walk 26" please. I am a newer player. Obey allows you to cause another model to make either any (1) Action, or a Charge action (complete with strike). Any model can make a charge even if they cannot reach the target model, but the charge would need to follow normal charge rules (declare target within LOS etc). A typical Perdita crew will have 3 models with Obey. Perdita, Abuela and the enslaved nephilim. I think the OP means charge+charge+charge+walk=26" Quote Link to comment Share on other sites More sharing options...
Pitstop Posted May 14, 2011 Report Share Posted May 14, 2011 Thanks' I understand now. Wow... seems like it would be hard to stay within range of all three obeys. cool though. Quote Link to comment Share on other sites More sharing options...
Mr. Bigglesworth Posted May 14, 2011 Author Report Share Posted May 14, 2011 Not at all last obey he will be 14" away so any one of the models can move and cast the 3rd obey for him to get his 3rd charge in. Quote Link to comment Share on other sites More sharing options...
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