Jump to content

How does the Guild handle Seamus


Brettqpublic

Recommended Posts

I was looking through the rulebook last night and was quite perplexed as to what I'm going to do when I face Seamus (at least one player in my group has him).

He looks extremely hard to kill even for Lady J. I guess The Family could hypothetically take him down over a couple of turns at the expense of doing anything else.

My gut reaction is to ignore him and take out his crew but my fear with that is he's going to be making all of my models 'insignificant'.

How do other players generally deal with Seamus and is there any way to ditch the 'insignificant' characteristic?

Thanks,

Brett

Link to comment
Share on other sites

Sam...

...

...

...

Hopkins...

That is all.

Thats pretty much it, but to work around his crew take armour and Immune to Influence or high Wp, Fear not Death, Stubborn, makes him much less effective (there are ways for a Seamus player to get around it but your gong to make their life that much harder)

Link to comment
Share on other sites

Sam...

...

...

...

Hopkins...

That is all.

Eh, if your opponent lets Hopkins shoot Seamus dead, then your opponent isn't very good. Hopkins is such a huge threat that your opponent should make it a top priority to deal with him and Seamus has ample tools at his disposal to do just that (Lure, Necropunks, Night Terrors, Molly).

Of course, while he is dealing with Hopkins, the rest of your crew should perform your strategies and schemes and thus win the game.

Link to comment
Share on other sites

Ya know,there is a wonderful solution to dealing with worrying about lure. Granted it makes Sammy stationary till you want him to move again but still. Use his ability and trap himself. Push is still a movement effect which would mean that he couldn't move off that 50mm marker.

But if you place him centrally enough,watch the expression on the Seamus players face for great amusement.

As for Lady Justice,she deals with seamus much the same way that she deals with everyone else,by planting a gigantic sword in his face repeatedly until he falls down and stays down. Sonnia can use Flame walls to block off line of sight for his support models and make things harder for him.

Other then that,lots of Death Marshals and Family members or immune to influence models as others have said.

Link to comment
Share on other sites

Lady J does more than flay someone to death her all action has killed or weakened many undead crews for me. Then throw her ability or executioner ability to sac all corpse counters. He isn't that tough without a crew. You have seen first hand what I have done with her Cat but you haven't tried Seamus against me yet.

Link to comment
Share on other sites

Eh, if your opponent lets Hopkins shoot Seamus dead, then your opponent isn't very good. Hopkins is such a huge threat that your opponent should make it a top priority to deal with him and Seamus has ample tools at his disposal to do just that (Lure, Necropunks, Night Terrors, Molly).

Of course, while he is dealing with Hopkins, the rest of your crew should perform your strategies and schemes and thus win the game.

The last time I played Seamus was in a brawl... I had Perdita and Justice on the board... with Judge, Sam, Francisco, and Santiago... with a number of DMs... Sam and Judge were following the ladies around, and Seamus poked his head up at the wrong moment... the nice thing about using Sam is the bonus he gets against Seamus.

To be fair, I tend to mix and match my crews (as seen above), so I have multiple "Oh God my master's gonna get it" models on the board. Sam is a threat, but my opponent will have to decide which model is the most dangerous and deal accordingly.

Link to comment
Share on other sites

The last time I played Seamus was in a brawl... I had Perdita and Justice on the board... with Judge, Sam, Francisco, and Santiago... with a number of DMs... Sam and Judge were following the ladies around, and Seamus poked his head up at the wrong moment... the nice thing about using Sam is the bonus he gets against Seamus.

To be fair, I tend to mix and match my crews (as seen above), so I have multiple "Oh God my master's gonna get it" models on the board. Sam is a threat, but my opponent will have to decide which model is the most dangerous and deal accordingly.

Aye, the dynamic is completely different in brawls which is why I tend to default to advice for 35SS games unless something else is mentioned.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information