Iron Skies Posted August 24, 2012 Author Report Share Posted August 24, 2012 Another late post. Have posted thoughts on book 4 stuff. Pleanty of games in with Lucius and a very informative game against ARamos the other night played by Mythicfox. So fellow Guild players for a 35 stone Slaughter game I give you. The Good, The Bad and the Ugly Perdita Ortega. Lucius. Sue. Brutal Effigy. Nino Ortega. (Can be switched out for a Guardian on Sue/Brutal Effigy if needed) Worked surprisingly well though I'll let the internet take the list apart Quote Link to comment Share on other sites More sharing options...
FearLord Posted August 24, 2012 Report Share Posted August 24, 2012 Lucius and Brutal Effigy are different Special Forces and cannot be in the same list... Quote Link to comment Share on other sites More sharing options...
snord Posted August 24, 2012 Report Share Posted August 24, 2012 Another late post. Have posted thoughts on book 4 stuff. Hey Iron Skies, did you noticed that McCabe gets automatically +1 Df for each enemy engaged with him after the first? Since he already starts with defense 5, that is average, and can choose armor+2 as a relic, I don't think defense is really his weakness.. Quote Link to comment Share on other sites More sharing options...
Iron Skies Posted August 25, 2012 Author Report Share Posted August 25, 2012 Lucius and Brutal Effigy are different Special Forces and cannot be in the same list... Argh, looks like I have to apologise to James on Thursday for taking an illegal list. Always the little things that you slip Quote Link to comment Share on other sites More sharing options...
Iron Skies Posted August 25, 2012 Author Report Share Posted August 25, 2012 I'd discount the +1 to defence myself. If you're playing against someone who know's what they're doing it'll be very hard to get any more than just +1. Not dismissing it just wouldn't say it's one of his strong points Quote Link to comment Share on other sites More sharing options...
Iron Skies Posted August 26, 2012 Author Report Share Posted August 26, 2012 This is probably going to turn into a full thoughts review on Lucas. Going to go more in depth here. Strengths - Fast. Very fast if mounted especially. And if he can remain mounted he has 13 wounds!. Comes with bearskin armour and a ranged expert action when mounted melee when dismounted. With a walk of 8 when mounted he has a potential threat range of 24". Customisable against most situations and strategies. Gives out lots of slow and paralyze. Weaknesses - Low DF for a master that want's to get close and in there. Looks very easy to get separated from the rest of his crew. Not many tricks so will need to plan out each turn. Fast does not really do Lucas justice. Even dismounted he has the potential to go 25" (Though sacrifices himself afterwards). He can form a mini alpha strike with dogs and Luna as well as a single Black Sheep model and if taken can even reactivate another black sheep (Though not himself) At first glance he revolves around making models slow then paralyzing them with his stunner spell. I feel this is a trap and is only a small part of his tricks. Used to hold a key model in place etc. With his speed it's easy to get the extra DF though do not rely on this, use him to pick off isolated models and support his crew by keeping your opponent slow and limited on actions. Simple theory tricks : If you have a high :tomes in your hand companioning Luna using her to cast the -2DF and WP spell will help to slow targets with Lucas' net gun Reactivate a Wastrel after his reload twice trigger (think we all figured this out) Dismounted Keeps much of the abilities he had before though loses the net gun and gains Scout. Also picks up a :melee3 weapon. Also manages to pull some clockwork traps out from somewhere. Keeps the same spells and abilities to slow and paralyze but in melee more than at range (Again the Luna howl combo will be good with this form) On killing an enemy model Lucas gets to loot their body for a possible bonus. And if the book is to be believed the flip can be cheated! He can either gain a soulstone, get terrifying, soft cover agains ranged attacks, find another clockwork trap or gain stubborn. Or he can inflict posion 2 on himself. Lots of rambling but hopefully food for thought. Have fun Guildies Quote Link to comment Share on other sites More sharing options...
Dumb Luck Posted August 26, 2012 Report Share Posted August 26, 2012 I would never take McCabe off his pony. Ever. Quote Link to comment Share on other sites More sharing options...
Iron Skies Posted August 26, 2012 Author Report Share Posted August 26, 2012 I would never take McCabe off his pony. Ever. There will be times when he's better on foot than mounted. Would normally be late game though Quote Link to comment Share on other sites More sharing options...
Jaceplayer77 Posted August 26, 2012 Report Share Posted August 26, 2012 Very neat.... hmmm what is this.... i need to report this to my master ..Rasputina , oh yes a Arcanists spy is amoung you. Down with the Guild your evil rule is slipping from your icy cold grip. Quote Link to comment Share on other sites More sharing options...
Iron Skies Posted September 29, 2012 Author Report Share Posted September 29, 2012 Long time without a post on this. Though not really had much to write about. Attended York's tournament recently with amazingly disasterous results (Apart from getting best sports somehow) Paintings progressing slowly thanks to waiting for base inserts to come back in stock in the UK. Been trying not to proxy any more games with any book 4 stuff so been light there. Random thought, we always hear tactics against other factions though what do people find when playing against other Guild players? Quote Link to comment Share on other sites More sharing options...
dgraz Posted September 29, 2012 Report Share Posted September 29, 2012 Random thought, we always hear tactics against other factions though what do people find when playing against other Guild players? Shoot first? Quote Link to comment Share on other sites More sharing options...
Iron Skies Posted September 29, 2012 Author Report Share Posted September 29, 2012 Shoot first? That made me facepalm then chuckle followed by another facepalm. But I guess I did ask for that Quote Link to comment Share on other sites More sharing options...
Odin1981 Posted September 29, 2012 Report Share Posted September 29, 2012 Depending on the speed of each crew do everything you can (praying to rng gods giving a animal sacrifice beforehand just not doggies :-) ) to win initative 2/3 times or 3/3 times on turn 2,3,4 so you can set the pace of each turn and hopefully get to strike first. Quote Link to comment Share on other sites More sharing options...
i_was_like_you Posted September 30, 2012 Report Share Posted September 30, 2012 Need an Ortega who can enslave more than just 'Dita's totem or avatar nephilim so that Guild can forcibly hire the Doppelganger for those initiative flips. Quote Link to comment Share on other sites More sharing options...
Aramasu Posted October 1, 2012 Report Share Posted October 1, 2012 I'm really having some trouble against Resurrectionists, particularly Kirai and McMourning, both with their avatars. In preparation for a local tournament (35 SS) I've been grinding games against the player, who's excellent, but it's frustrating to lose constantly. Any advice for dealing with either of these masters would be a tremendous help. Hopefully advice that just doesn't consist of taking Lady J and hoping to carve my way through... a bit more in-depth Guild vs. McMourning/Kirai advice is preferable. Quote Link to comment Share on other sites More sharing options...
dgraz Posted October 1, 2012 Report Share Posted October 1, 2012 Hopefully advice that just doesn't consist of taking Lady J and hoping to carve my way through... a bit more in-depth Guild vs. McMourning/Kirai advice is preferable. Well, you could do that. Lady J is pretty good against Dougie thanks to Riposte and the damage she can do...since Doug likes to kill things. Judge is pretty good at hurting undead also. Honestly, I think Doug is the tougher one for Guild. I like Sonnia for him...just for her anti-construct tricks. Against Kirai, again my choice is Sonnia...the shear amount of magic damage that can be kicked out makes short work of most spirits. With Stalkers and a Handler she is about as anti-Kirai as they come....adding an Exorcist is pretty mean too. I think the main thing with both of them is to know what they can do. They're deceptively fast....Dougie gets free movement with Scalpel slinging and can gain Fast....Kirai can summon brutal killers far from herself, and swap them around. With Doug, you have to hit him hard and not let him get away. If you 'almost' kill him and he activates, he will just heal himself....while killing you. With Kirai, if you don't get rid of the Seishin, you're wasting time targeting her. Quote Link to comment Share on other sites More sharing options...
Kadeton Posted October 1, 2012 Report Share Posted October 1, 2012 Interesting thread! I'm seriously looking forward to the release of McCabe and his Guild compatriots from Book 4 - it looks like they'll work very nicely with my existing Guardsmen and Lucius. Of the Book 4 models, the one I thought you most skipped over was the Pathfinder - just for starters, if he gets to deploy both his traps, he's effectively a 2 SS model. Being unable to cap objectives until turn 3 is a bit of a pain, but you can spend your time loading them down with traps instead. If you were considering taking at least 6 SS worth of traps in a list, I can't see any reason why you wouldn't take a Pathfinder instead. My regular opponent came to similar conclusions as yourself regarding Avatar Perdita - in most cases, there's just no reason to go avatar, because the net effect is that she's much easier to kill and doesn't get significantly better at anything. It's a shame, because it's a seriously cool model. Quote Link to comment Share on other sites More sharing options...
Iron Skies Posted October 1, 2012 Author Report Share Posted October 1, 2012 Of the Book 4 models, the one I thought you most skipped over was the Pathfinder - just for starters, if he gets to deploy both his traps, he's effectively a 2 SS model. Being unable to cap objectives until turn 3 is a bit of a pain, but you can spend your time loading them down with traps instead. If you were considering taking at least 6 SS worth of traps in a list, I can't see any reason why you wouldn't take a Pathfinder instead. Not actually played any games with the Pathfinder yet, the traps do look fun. IE funnelling models through terrain or into firezones or risk being paralysed. Going back to the pathfinder I think he himself will be amazing with Lucius around to order him about and give him extra shots otherwise he'll just be a one shot wonder before being ganked Quote Link to comment Share on other sites More sharing options...
FearLord Posted October 1, 2012 Report Share Posted October 1, 2012 While Lucius can order him around, he can't really give the Pathfinder more shots - the musket can only be fired once per turn - bit of a pain if your opponent has obey... He looks good to me though - not worth 6 ss without the traps, but certainly worth more than 2ss, so still a good deal. Traps don't care about interacting anyway, as they are insignificant, so you can use it to deploy traps around objectives, primed and ready which is a great defence against those lists that can start interacting turn 1! Quote Link to comment Share on other sites More sharing options...
dgraz Posted October 1, 2012 Report Share Posted October 1, 2012 I've played the Pathfinder a few times. He is hit or miss. If you have a decent spot to hide him in he can be a great denial piece....especially since the traps deploy Primed with him. But if there isn't a decent spot then he can spend most of the game sitting around...sometimes there just isn't a spot more than 12" from an enemy...Pointman only makes it so he can ignore objectives. The traps are still good though....since they have a good threat range. Quote Link to comment Share on other sites More sharing options...
cyberrave Posted October 2, 2012 Report Share Posted October 2, 2012 What about hiring the guardian with lady J? Will this help her with the usual early game attention she always seems to get? Or is getting an executionner to follow her a better idea? Or getting both for a 35SS game along with the death marshals and juge...? Quote Link to comment Share on other sites More sharing options...
WaywardSun13 Posted October 2, 2012 Report Share Posted October 2, 2012 Guardians are usually a good thing to have when you're a Guild player. They're tough, can give armor to other people, and allow you some control of where damage goes. Plus, they have some nice (0) actions to either heal itself, or dispel magic. And on top of that, swinging with the shield (although w/ a low Cb), will always get you at least 1 point of damage, even if you miss. There have been a couple of times when my Guardian has brought down some high Df masters with it's shield! If you're trying to keep Lady J alive your best bet is to keep her in cover, because she dies fast to ranged fire. Having some decent masks in your hand with some soulstones can make your opponents pay for attacks. I've Riposted my way out of some sticky situations that way. I've found that the Executioner is kind of overrated...he's a fluffy marshmallow with claws. He draws a lot of attention. His low Df and lack of Df abilities means he goes down fast. I've had some luck coupling him with a Guardian, but I prefer the Judge or Nino to the Executioner. Quote Link to comment Share on other sites More sharing options...
Talos Posted October 2, 2012 Report Share Posted October 2, 2012 Interesting thread! I'm seriously looking forward to the release of McCabe and his Guild compatriots from Book 4 - it looks like they'll work very nicely with my existing Guardsmen and Lucius. I think McCabe and Lucius are going to be a good combo. You can move Lucius 15 ( casting issue command on himself) and then cast reinforcements on McCabe. McCabe has now moved 19" before he has even started, great for treasure hunter and other movement strats. McCabe spell which lowers defence and WP is also going to be great. Austringers strike at CB9 with Lucius, which against a enemy that has been hit by braying of hounds is going to mostly likely hit. The WP debuff could also help the Lawyer and I think McCabe has a spell that can speed up some models. Very much looking forward to McCabe Lucius and a ton of hounds. Quote Link to comment Share on other sites More sharing options...
Odin1981 Posted October 2, 2012 Report Share Posted October 2, 2012 That is why in my trapper thread I suggested to take watchers with them. That way your opponent won't be able to use from the shadows and you can deploy all your from the shadows stuff unimpeded from enemy models in regards to distance away from enemy models. Quote Link to comment Share on other sites More sharing options...
Kadeton Posted October 2, 2012 Report Share Posted October 2, 2012 That is why in my trapper thread I suggested to take watchers with them. That way your opponent won't be able to use from the shadows and you can deploy all your from the shadows stuff unimpeded from enemy models in regards to distance away from enemy models. Damn, that's sneaky. Nice! Quote Link to comment Share on other sites More sharing options...
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