Brettqpublic Posted December 31, 2011 Report Share Posted December 31, 2011 Hello Guildmates, Out of the 5 core encounters Destroy the Evidence seems like the most difficult one for The Guild to pull off due to the fair amount of mobility required to get the rear evidence counter. I have only played the strategy once and it was Lady J vs. an inexperienced Marcus player that I tabled on turn 4. I've put together a couple of lists that I think ought to do well in the scenario but would greatly appreciate C&C. Hoffman 5 Cache Peacekeeper 9 Guardian 7 Mobile Toolkit 4 Nino 7 Santiago 7 Lady Justice 7 Cache ^ Student of Conflict 4 Lucius 10 Guild Hound 3 Guild Hound 3 Watcher 3 Austringer 5 Austringer 5 In both lists I'm thinking the fire bases will be pulled when Wardens are released but that could be a while so I'm focusing on released models. Thanks for reading! Quote Link to comment Share on other sites More sharing options...
micahwc Posted December 31, 2011 Report Share Posted December 31, 2011 I've done it with Hoffman and a Peacekeeper. A think a Mechanical Rider would also work for this, and the Pale Rider when it is released if you prefer those over the peacekeeper. Could you throw some watchers in with Hoffman? Watchers work great for objective grabbing. Quote Link to comment Share on other sites More sharing options...
Brettqpublic Posted January 1, 2012 Author Report Share Posted January 1, 2012 Could you throw some watchers in with Hoffman? Watchers work great for objective grabbing. I've thought about Watchers but my concern there is it'll erode my fire base. Maybe I could try Nino as the fire base with Francisco covering him. That would give me enough points for a Watcher. Quote Link to comment Share on other sites More sharing options...
Todd Posted January 1, 2012 Report Share Posted January 1, 2012 If mobility is the issue, why worry about fire power? Why not more speed? How about... Lucius (4 SS Pool) Guild Hounds x 13 Numbers/proximity mitigate insignificant on the hounds (they only need to be significant long enough to tag the evidence). So fast, your opponent can chase you for 6+ turns, but they're not going to accomplish anything. Bodyguard along with Breakthrough should work well. Or this, if you want to maintain a small level of ranged firepower... Lucius (4 SS Pool) Drill Sergeant Guild Austringer x 2 Guild Hounds x 8 I know, I know, who is actually going to buy that many hounds. Quote Link to comment Share on other sites More sharing options...
Manlapas Posted January 2, 2012 Report Share Posted January 2, 2012 If mobility is the issue, why worry about fire power? Why not more speed? How about... Lucius (4 SS Pool) Guild Hounds x 13 Numbers/proximity mitigate insignificant on the hounds (they only need to be significant long enough to tag the evidence). So fast, your opponent can chase you for 6+ turns, but they're not going to accomplish anything. Bodyguard along with Breakthrough should work well. I have joked about doing this. The models are honestly the only reason I've never seriously considered it. With only 2 hound sculpts, I'd get real tired of painting dogs. I've seen several Nicodem and McMourning crews that are basically a bunch of dogs and a master. Then again, they get to do more fun stuff with their dead dogs than we do. Quote Link to comment Share on other sites More sharing options...
micahwc Posted January 2, 2012 Report Share Posted January 2, 2012 If you swap half a guild hound with half of the other guild hound you can have 4 sculpts. It takes a little greenstuff. There is a pic in my christmas painting thread of what they look like. One looks like it is running, and one is sitting. Quote Link to comment Share on other sites More sharing options...
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