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Guild dirty tricks


mistercactus

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Hi All,

Thought it was about time for us to have our own thread on dirty tricks we can employ, since most other factions seem to have one.

I think most people are aware of the trick of Hoffman assimilating tunnelling from a soulstone miner, so you can keep him off table during opponent's activations. Especially handy if your opponent has contain power as their strategy. You will have to surface eventually, so try to avoid getting the tunneling marker surrounded by enemies before you do.

Something I thought of was using a a witchling to dispel magic on a desperate merc after you've used "for my family" on it. Then you can do it again and again!

If you are doing this, you may want to keep the merc around after turn 3. You can pine box them from the end of turn 3, then let them out at the end of turn 4 to save yourself the extra soulstone. This will be situational, however, as it will cost you a turn's worth of ap from your death marshall.

I don't think any of these are earth-shattering compared to what some other factions can do, but they may come in useful.

Anyone else have anything like this to share with the rest of us?

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If you use Sonnia, don't allways use her to nuke the enemy, use her to earn VP-s. In destroy/plant evidence, first move a slow to die model b2b with one evidence / terrain feature, next activate Sonnia, nuke your minion to 1 wound, violate it, it gets the slow to die, activate the evidence, then summon the witchling stalker 6' to it, next to another evidence / terrain feature. It can activate it later, +2VP done, and when you nuke your first model, you can deploy your last blast marker from it to 8', because it's easy to damage your modell with a severe if you cheat his defense lower... :)

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Use lucius to launch lady j into your opponents deployment zone on the first turn. Us[PHP][/PHP]e a student of conflict to make her fast before you do.

You have to be careful with this one as it is an easy to see coming and for some crews can be easy to avoid,

try this one

Justice+Student

Lucius+Drill sergeant

Judge

have the drill sergeant link to the judge and have him move lucius

get justice to make the Judge a melee expert

get the student to make him fast

double move lucius up so he is 15" ahead of the judge

- reinforcements the Judge so he moves 4" ahead of him for just over 20" of movement

Activate judge and kill something

If you have the cards cast bullets and blades 3 times and melee expert for 7 attacks

or flurry and pop two more for 5 without cards

remember he has a :+fate on attack flips and an insane damage track with his long arm

With this trick I have killed most enemy masters turn one failing that taken all the stones off of them..

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As you said, pretty easy to see coming, but I've not once thought of a way to avoid it with my Marcus/Ramos crews. Thoughts?

this one as it is an easy to see coming and for some crews can be easy to avoid,

I was talking mostly about neverborn or crews where they can kill lucius or the judge before you even get to activate or have fun movement shenanigans to hold you up

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You have to be careful with this one as it is an easy to see coming and for some crews can be easy to avoid,

With crews like collette and dreamer this idea fails since they have better move shennigans. Also the big return for this idea is she is loaded with ap and can kill multiple targets if oppenent is bunched up.

To make this effective it is knowing when to do it in a turn. So you need activations to burn so you can pull this off. Dogs come in handy for this. Your opponent has to have moved a target up you want. So keep in mind it is easy to bate a lady j player doing this trick. I will gladly sacrifice Sam for j and if you ignore my offer you will feel it next turn.

The judge suggestion can be done with almost any of the 7-8ss minions we have. Judge is one of my favorites for it, but executione sans drill, or sam sans melee expert. This is also a good primer before you reinforce lady j.

Last point to lucius slingshot is placibg him in cover, he is almost impossible to threaten while he is on cover with ranged attacks.

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I definitely think keeping lucius in cover is key here, that double negative really would help cobsidering how useful a single neagtive can be, I think tricks with guild are quite difficult, I've done some good tricks with cordon and guardsmen like guild hounds, you can really block off and isolate some models in especially depending on terrain like no other faction.

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something to consider using against the Dreamer. If you can get first initiative companion string using a Guild Guard Captain, with an Austringer, Lucious and the Drill Sergeant. Start with the Guild Guard Captain to setup off the string and then do whatever you like. then move to the Drill Sergeant and link him to Lucious and activate the shooting range, move Lucious up 10 inches and cast reinforcements and to bring up an austringer which you then issue command to have them attack at a range of 12", that ignores LoS and gets a + flip to attack. Plus you can then activate the Austringer right afterwards with the chose to spend both AP for an 18" range.

Have them target daydreams, which will severly limit the Dreamers movement tricks. I know that anytime I have ever deployed the Austringer against the dreamer its the first model my oponent goes for so that I can't take out his daydreams. its true they can bring back more but that is at the cost of soulstones. If the austringer is still there for a second turn you can now use lucius to issue command 3 more times if you choose but this time boosting them to a Cb 9. which will hit just about anything so you are talking about some serious reach. downside is he will probably go after you pretty hard and fast. to remove that threat

This tactic does use up a bunch of AP to take out week models but its not much different then how the LCB slingshot works seeing as it cost them most everything to pull off. the differance is they are killing a single model which you just have to adapt to not relying on one particular model to achieve victory wher you are literally chagning the way they have to play the game. which is what they relly don't want. if you take to Austringers you will have a backup if the dreamer wins initative and decides to take out the austringer.

if you have Lucius running the crew then your looking at 20 stones if your running 2 austringers if Lucius is the henchmen your looking at 30 so it can be a bit expensive but could make it very interesting and might make those dreamers players think twice.

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can a witchling be used to dispel a Freikorps Specialist to allow it to regain its flammenwerfer?

If so detonate tanks would be handy to have durring the game. And if lady J gives him CB + 2 through Inspiring swordplay then all the better.

Oh if you are not in a good placement for detonate tanks after lady j kills something you can bury him with a death marsal to keep the +2cb on him till the time is right.

Or in perdita lists activate the specialist first detonate tanks then dispel and then obey repeat.

Edited by TimeLapse
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something to consider using against the Dreamer. If you can get first initiative companion string using a Guild Guard Captain, with an Austringer, Lucious and the Drill Sergeant. Start with the Guild Guard Captain to setup off the string and then do whatever you like. then move to the Drill Sergeant and link him to Lucious and activate the shooting range, move Lucious up 10 inches and cast reinforcements and to bring up an austringer which you then issue command to have them attack at a range of 12", that ignores LoS and gets a + flip to attack. Plus you can then activate the Austringer right afterwards with the chose to spend both AP for an 18" range.

Have them target daydreams, which will severly limit the Dreamers movement tricks. I know that anytime I have ever deployed the Austringer against the dreamer its the first model my oponent goes for so that I can't take out his daydreams. its true they can bring back more but that is at the cost of soulstones. If the austringer is still there for a second turn you can now use lucius to issue command 3 more times if you choose but this time boosting them to a Cb 9. which will hit just about anything so you are talking about some serious reach. downside is he will probably go after you pretty hard and fast. to remove that threat

This tactic does use up a bunch of AP to take out week models but its not much different then how the LCB slingshot works seeing as it cost them most everything to pull off. the differance is they are killing a single model which you just have to adapt to not relying on one particular model to achieve victory wher you are literally chagning the way they have to play the game. which is what they relly don't want. if you take to Austringers you will have a backup if the dreamer wins initative and decides to take out the austringer.

if you have Lucius running the crew then your looking at 20 stones if your running 2 austringers if Lucius is the henchmen your looking at 30 so it can be a bit expensive but could make it very interesting and might make those dreamers players think twice.

The austringer can hide way in the back, he doesn't need to be up he can be in back touching the board edge, this doesn't fully protect him, but it should help.

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can a witchling be used to dispel a Freikorps Specialist to allow it to regain its flammenwerfer?

I'm fairly sure you can't dispel it because it isn't considered an effect as much as its considered an ongoing condition of detonate tanks. Though I'd double check.

That being said you are a terrible person for suggesting this and I'm going to call you names when next we meet.

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I'm fairly sure you can't dispel it because it isn't considered an effect as much as its considered an ongoing condition of detonate tanks. Though I'd double check.

That being said you are a terrible person for suggesting this and I'm going to call you names when next we meet.

This post is Called dirty tricks not totally unhelpful tricks, so I had to put on my evil hat for this one, I keep it next to my Politically correct hat.

Well a game effect changes the natrual state of a card, so I don't think that it is not different then the despert merc trick that uses dispel to keep him alive.

Edited by TimeLapse
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A variation on Stern's idea would be to use Lady J and Student of Conflict to add Fast and Melee Expert to a minion such as The Judge or The Executioner. Then bury the minion them with Pine Box from a Death Marshall. You can leave a nasty surprise for the enemy and get a melee monster close without taking to much fire. Also good for protecting your master/minion from Assassinate/Kill protégé etc.

However it is pretty card intensive needing a 8 crows to pull off.

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Surprise in box is slow and best for claim jump like activities. Also, the marshal that carries the package should get fast the following turn to make up for lost ground. Also Perdita is my master of choice when doibg this because obey also can help with speed lost, however, I wouldn't take student and i lose the melee expert.

Student is pretty key for most guild shennigans. The guild has some best damage lines so that extra ap to do one more strike is where we can get real nasty. For example, One more so for Nino can mean 2-3 more shots.

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The Protect Chain with an added Booby Trap:

Take Hoffman, a Guardian and the Governor's Proxy.

Turn 1 Hoffman assimilates (1) Protect from the Guardian and casts it on his favourite toy (probably the Peacekeeper). The Governor's Proxy suddenly notices his master's new spell and casts it on the Guardian, who then casts it on Hoffman. So the chain should now be Peacekeeper (or whatever) -> Hoffman -> Guardian -> Proxy. Apart from the rock-hard center (29 wounds with 2 to 4 armour and fairly easy healing) you now have the option of shunting damage to the proxy, who then promptly ^dies and makes the attacker take a WP duel (opposed by his 8 WP, since he can see himself and considers himself to be a rather friendly bloke too) which will insta-kill him if the Proxy wins...

Note that this will slow your taxi down considerably if you want to use it, since Protect only works within 3".

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The Protect Chain with an added Booby Trap:

Take Hoffman, a Guardian and the Governor's Proxy.

Turn 1 Hoffman assimilates (1) Protect from the Guardian and casts it on his favourite toy (probably the Peacekeeper). The Governor's Proxy suddenly notices his master's new spell and casts it on the Guardian, who then casts it on Hoffman. So the chain should now be Peacekeeper (or whatever) -> Hoffman -> Guardian -> Proxy. Apart from the rock-hard center (29 wounds with 2 to 4 armour and fairly easy healing) you now have the option of shunting damage to the proxy, who then promptly ^dies and makes the attacker take a WP duel (opposed by his 8 WP, since he can see himself and considers himself to be a rather friendly bloke too) which will insta-kill him if the Proxy wins...

Note that this will slow your taxi down considerably if you want to use it, since Protect only works within 3".

I can just see hoffman saying, "force sheilds up!"

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The Protect Chain with an added Booby Trap:

Take Hoffman, a Guardian and the Governor's Proxy.

Turn 1 Hoffman assimilates (1) Protect from the Guardian and casts it on his favourite toy (probably the Peacekeeper). The Governor's Proxy suddenly notices his master's new spell and casts it on the Guardian, who then casts it on Hoffman. So the chain should now be Peacekeeper (or whatever) -> Hoffman -> Guardian -> Proxy. Apart from the rock-hard center (29 wounds with 2 to 4 armour and fairly easy healing) you now have the option of shunting damage to the proxy, who then promptly ^dies and makes the attacker take a WP duel (opposed by his 8 WP, since he can see himself and considers himself to be a rather friendly bloke too) which will insta-kill him if the Proxy wins...

Note that this will slow your taxi down considerably if you want to use it, since Protect only works within 3".

This would be something to try if you were going for Shared Claim jump. Move up your team, form HoffProtectatron and sit on the objective.

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The austringer can hide way in the back, he doesn't need to be up he can be in back touching the board edge, this doesn't fully protect him, but it should help.

its true you could keep them but I was making referance to first activation and what you can do to try and seriously jack up a dreamers movement shinanigans. I agree with you though you could keep him at the edge and attack from afar but if you allow the dreamer to keep those daydreams he will eventually just take out the austringer. Though my experiance is that any time I take an austringer it is the first model to be taken out and it does hamper my ability to work on the dreamer cause of the distance and the ability to ignore LoS.

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So the chain should now be Peacekeeper (or whatever) -> Hoffman -> Guardian -> Proxy. Apart from the rock-hard center (29 wounds with 2 to 4 armour and fairly easy healing)

Protected models give away wounds, not Dg, so only the first model's armor counts. But the Hoff can make a damage reduction flip when it's his turn in the chain. Also, i think, the protect's effect kill the Proxy, so the Guardian needs to flip or die...

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Protected models give away wounds, not Dg, so only the first model's armor counts.

Of course, it would be a bit too nasty if you got to subtract armour each time.

But the Hoff can make a damage reduction flip when it's his turn in the chain.

Note that you can only prevent if Hoffman is taking the wounds, you can't prevent and then move the rest on to the Guardian. Game timing issues and such...

Also, i think, the protect's effect kill the Proxy, so the Guardian needs to flip or die...

Nope, the source of the damage is still the attacker.

Bad, Bad attacker. Needs to be punished. Yes yes.

I think I've missed something here. I was under the impression that Magical Extension only allowed you to cast a spell 'printed' on the Master's card, not one they've acquired from elsewhere. Can anyone confirm or deny?

You can copy any (1) spell on your master, it doesn't have to be printed. You're probably thinking of (0) Assimilate here, which was changed to printed abilities only. Usualy it's used to have the Mechanical attendant copy the protect, but the mechanical attendant sort of stinks for a 3-point model. Only good thing about it is the second 6" bubble of ability suppression, which can also get rid of Dampening (useful if you're using a Steamborg).

Edited by Headcase2
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Note that you can only prevent if Hoffman is taking the wounds, you can't prevent and then move the rest on to the Guardian. Game timing issues and such...

I disagree. I believe that Hoffman (like any master) can prevent wounds from any single game event. Just like how Leveticus can prevent wounds from using his abilities that do Wd to himself. When protect kicks in, it's a new "event" time. So when it's Hoffman's turn you resolve his Protect ability as its own "event" and he can use a soulstone. Each player in the chain does this:

Incoming Wd! ---> Anything you can do about it? (object? soulstone? other effects tied to this damage?) ---> Wd Result ---> DONE with damage event...but just before marking off the wounds NEXT protect kicks in making this model take no damage and the next one have...

Incoming Wd!

etc.

I believe this because the only the original model takes any special effects tied to the wording "after defending model suffers damage..." The protect needs to happen after damage resolution - so that the original model counts as having suffered the damage - but just before the wounds are actually applied to the model.

I hope this explanation makes sense...I don't feel like I did a very good job.

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