dunce002917 Posted March 30, 2012 Report Share Posted March 30, 2012 Hey guys, I have all the Guild's masters (box sets) except for Lucius. I'm currently making my next order which includes: 2 Guild Austringers 2 pairs of Guild Hounds 1 Executioner I read up on the Desperate Mercenaries and figured it could be a cheap way to get 2 extra Witchling Stalkers for Sonnia plus at 2 ss, it's a cheap way to get more models in play. So right now, I'm deciding whether to include the Desperate Mercenaries (both the make and female) into my order. What else should I get from the Outcasts faction? Or should I just stay pure Guild? Quote Link to comment Share on other sites More sharing options...
Finnegan Posted March 30, 2012 Report Share Posted March 30, 2012 Von Schill is a very good Henchman - grabbing the Freikorps boxset can be a good idea. Sue can be useful to give you some Wp control. And yes, desperate mercs all the way! Faster than your average guild human, cheap, ranged attack which becomes stronger when it takes damage, and a ton of other things make it the best investment of 2SS you could have - barring some totems. Quote Link to comment Share on other sites More sharing options...
dunce002917 Posted March 30, 2012 Author Report Share Posted March 30, 2012 Von Schill is a very good Henchman - grabbing the Freikorps boxset can be a good idea. Sue can be useful to give you some Wp control. And yes, desperate mercs all the way! Faster than your average guild human, cheap, ranged attack which becomes stronger when it takes damage, and a ton of other things make it the best investment of 2SS you could have - barring some totems. I will check Von Schill and Sue out. Thanks. Quote Link to comment Share on other sites More sharing options...
cerealkiller195 Posted March 30, 2012 Report Share Posted March 30, 2012 Big fan of the convict gunslinger, yes he brings shooting to an already shooting oriented crew. BUT the main difference is that he can also mix it up in close combat with zero change in effectiveness. Quote Link to comment Share on other sites More sharing options...
Finnegan Posted March 31, 2012 Report Share Posted March 31, 2012 Big fan of the convict gunslinger, yes he brings shooting to an already shooting oriented crew. BUT the main difference is that he can also mix it up in close combat with zero change in effectiveness. And he doesn't care about Terrifying, which can be very useful. How could I forget him? Convict Gunslinger ftw, of course Quote Link to comment Share on other sites More sharing options...
Mr. Bigglesworth Posted March 31, 2012 Report Share Posted March 31, 2012 Forget sue, not very good merc. First get lucius, he makes a lot pf your crews better, and can make sone mercs amazing. Try tailor with Lucius and student, you have a beast in melee. Lucius Student Tailor Von Schill Desperate Mercs Convict Are all solid mercs, can imagine including any others. the first two models on the list are a must. Quote Link to comment Share on other sites More sharing options...
RebeccaJo Posted March 31, 2012 Report Share Posted March 31, 2012 I would get Lucius first... Also, I would make sure you understand Von Schill's hiring rules before you get him. Any time he is hired as a henchman, you can only hire other models with the Friekorps characteristic and your faction's models. Quote Link to comment Share on other sites More sharing options...
snord Posted March 31, 2012 Report Share Posted March 31, 2012 Von Schill wins you games by himself. I use him a lot in my guild crews (and I have basically all guild models to date). Desperate Mercs are great, but I only use one. Convict Gunslinger is a good model, but I don't use him all the time. Jack Daw is great for strategies/schemes were you have to kill masters/henchmans or big models (just never take him against Leveticus or Collette). Hamelin is fun to play, but situational. I still don't think Sue justifies it's cost in a Guild crew, unless you know you are playing Pandora/Zoraida, but I have to play him more. I am having a ton of fun with McTavish. It grew on me a lot. Quote Link to comment Share on other sites More sharing options...
Stern Posted March 31, 2012 Report Share Posted March 31, 2012 Just keep an eye on your special forces/ Merc limits... Have to admit Lucius+Drill Sergeant+Taelor+Student = a bad day for the opponent (If your brawling try this but with the Viks instead of Taelor - that's one crazy slingshot) Quote Link to comment Share on other sites More sharing options...
RebeccaJo Posted March 31, 2012 Report Share Posted March 31, 2012 Have to admit Lucius+Drill Sergeant+Taelor+Student = a bad day for the opponent (If your brawling try this but with the Viks instead of Taelor - that's one crazy slingshot) How do you do that with the Viks in a brawl? Quote Link to comment Share on other sites More sharing options...
Stern Posted March 31, 2012 Report Share Posted March 31, 2012 How do you do that with the Viks in a brawl? basically - Use the Student to make one Vik Fast (stand the other anywhere) - The drill sergeant to issue commands to move Lucius up and keep him safe by linking to him for that bonus +2 Df, - Activate Lucius double walk (for a total of 15" ahead of your deployment zone) and cast reinforcements on the fast Vik who is now 19/20" ahead of where she started, do anything you want with his last Ap - The Vik is now allowed to activate just outside the enemy deployment zone (or among the enemy) she has 3Ap + melee expert and she can pull her sister to her for a (1) action. - The other vik can also go nuts works very well with Fast Justice (obviously for a few massive Cb and high damage attacks) and the Turbo Judge (Judge with Fast(student)+Melee expert(Justice)+bonus attack flips(Drill sergeant)+3 random masks for bullets and blades/ blades and bullets) he churns out 7 attacks with less damage but its 7 attacks! Quote Link to comment Share on other sites More sharing options...
RebeccaJo Posted March 31, 2012 Report Share Posted March 31, 2012 basically - Use the Student to make one Vik Fast (stand the other anywhere) - The drill sergeant to issue commands to move Lucius up and keep him safe by linking to him for that bonus +2 Df, - Activate Lucius double walk (for a total of 15" ahead of your deployment zone) and cast reinforcements on the fast Vik who is now 19/20" ahead of where she started, do anything you want with his last Ap - The Vik is now allowed to activate just outside the enemy deployment zone (or among the enemy) she has 3Ap + melee expert and she can pull her sister to her for a (1) action. - The other vik can also go nuts works very well with Fast Justice (obviously for a few massive Cb and high damage attacks) and the Turbo Judge (Judge with Fast(student)+Melee expert(Justice)+bonus attack flips(Drill sergeant)+3 random masks for bullets and blades/ blades and bullets) he churns out 7 attacks with less damage but its 7 attacks! That is awesome. I might have to look over and see if I can transfer that into a regular game with the Viks. Without Lucius or the Drill Sergeant of course...lol Quote Link to comment Share on other sites More sharing options...
dunce002917 Posted April 1, 2012 Author Report Share Posted April 1, 2012 Wow! Looks like Convict Gunslinger, Desperate Mercs and Von Schill are the top 3! I'll get Lucius eventually.. hehehe.. I just need to catch up with my painting tasks... Quote Link to comment Share on other sites More sharing options...
nilus Posted April 1, 2012 Report Share Posted April 1, 2012 (edited) I've never understood the Convict Gunslinger with Guild crews. Just seems like you can get a better Guild model for less stones that does the same thing(with the exception of suppressive fire which can be useful, I am thinking it might be good against Hamelin crews). Sue I have not tested enough to know if hes really great with them. Desperate Mercs and Von Schill are both very good Edited April 1, 2012 by nilus Quote Link to comment Share on other sites More sharing options...
Omenbringer Posted April 1, 2012 Report Share Posted April 1, 2012 Just keep an eye on your special forces/ Merc limits... Have to admit Lucius+Drill Sergeant+Taelor+Student = a bad day for the opponent For as many SS as that is, it damn well better be a bad day for the opponent. Quote Link to comment Share on other sites More sharing options...
Mr. Bigglesworth Posted April 1, 2012 Report Share Posted April 1, 2012 It is a bad day. I agree with Nilus on convict just not worth it. No need to target wp with a guild crew. As for against hamelin not really worth it since most times rats can be mass killed and effect lost. A card would be worth getting rat catcher moving again. Quote Link to comment Share on other sites More sharing options...
BlueStar86 Posted April 1, 2012 Report Share Posted April 1, 2012 For as many SS as that is, it damn well better be a bad day for the opponent. I like to call Taelor "The bad news bear". Quote Link to comment Share on other sites More sharing options...
Shut Up Posted April 2, 2012 Report Share Posted April 2, 2012 basically - Activate Lucius double walk (for a total of 15" ahead of your deployment zone) and cast reinforcements on the fast Vik who is now 19/20" ahead of where she started, do anything you want with his last Ap - The Vik is now allowed to activate just outside the enemy deployment zone (or among the enemy) she has 3Ap + melee expert and she can pull her sister to her for a (1) action. - The other vik can also go nuts surely the (1) action to pull vik no.2 is pointless, reinforcements is a spell and so if you effect one vik the otherone could be affected as well? im not 100% as i play niether viks nor lucius but I see that as a nice way to get 5 seperate AP from the viks, the exception being if you gave the paired masamune vik fast and used the other vik to swap her into melee allready for some squishy goodness... Quote Link to comment Share on other sites More sharing options...
nimtron Posted April 2, 2012 Report Share Posted April 2, 2012 (If your brawling try this but with the Viks instead of Taelor - that's one crazy slingshot) When you write this list up do you count Viks and Lucius as a Master? And thus Lucius would cost no SS? Otherwise how are the viks able to hire him? Also in regards to Von Schill and Lucius being in the same list: Can a Henchman as a master(Lucuis) hire a Merc Henchman (Von Schill)? If Lucius were in a Lady J list could she simultaneously hire Von Schill? Quote Link to comment Share on other sites More sharing options...
Kadeton Posted April 2, 2012 Report Share Posted April 2, 2012 When you write this list up do you count Viks and Lucius as a Master? And thus Lucius would cost no SS? Otherwise how are the viks able to hire him? Also in regards to Von Schill and Lucius being in the same list: Can a Henchman as a master(Lucuis) hire a Merc Henchman (Von Schill)? If Lucius were in a Lady J list could she simultaneously hire Von Schill? The Viks can't hire him directly. You'd have to be playing a Brawl with a Guild Master who hired Lucius and also hired the Viks (giving up a further 10 SS to do so). This is never going to happen in an actual game. You can't hire Lucius and Von Schill because they're of different Special Forces, and you can have only one type of Special Forces in your crew. Quote Link to comment Share on other sites More sharing options...
Stern Posted April 2, 2012 Report Share Posted April 2, 2012 Last time I ran that style list it was a 55ss brawl Lady justice w/student Lucius w/drill sergeant -Viks w/student Judge Guard Captain 2 x austringers 9ss pool must say the strategy was a single destroy evidence against aRamos/ Levi and their claim jump turn 1 Ramos was dead (I made both viks fast and slung them up... ) and levi was taken off the board @shut up I forgot a spell can affect both, so you can bring both fast viks up and each still has 3 general ap and a +1 melee expert great part is you still have justice and judge waiting for the next jump or 2 fast autringers for some good shooting... This 'kill everything by turn 3' tactic has done me good so far with my guild in tournaments Quote Link to comment Share on other sites More sharing options...
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