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Elite Division Models


Gruesome

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I've been getting tidbits of info from various threads and thought that I would like learn and ask questions in one place.

I recently have done a "tour" of guild crews playing each of the masters a few times(No McCabe yet) and have had a surprisingly fun time.

My first time with the horrible woman(Lady J), I did not care for her too much and moved to to greatly enjoy Sonnia dropping bombs and C. Hoffman and his Hoffball...

Perdita was not my cup of tea, either.

So, I thought that I was happiest with Hoffman and Sonnia until I decided to try LadyJ one more time last week. More accurately, I wanted to try Lucius and decided to include LadyJ in the list.

I've played two games with it and LOVED IT. Its my favorite guild list I have played and it was so easy to build.

LadyJ + Drill Sergeant

Lucius

2x Austringers

1 Guild Guard

1 Guild Guard Captain

Drill Sergeant links to Lucius and he and the austringers turn into artillery battery. And LJ gets tossed across the board at threats by Lucius.

So... Great fun...

But...

Someone help me understand the 7 point Guild Guard Captain?!? I like the model and I want an elite division in the list to give another pair of eyes for Hidden Sniper for Lucius, but he has done NOTHING for me. I would rather have another Guild guard and a Watcher or even just another guard and 3 cache points.

What do other people use him for? I see that he is good at Menace... Which seems to be the only thing that sort of stands out that I can see.

I go through Guild battle reports and I never see him mentioned.

I would like to learn to use him better.

For my next game, I am replacing Captain with the Lawyer as I have always wanted to try it out.

Any thoughts on uses for him?

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The best I have come up with is that the Captain is a bit tanky. I would attach the Drill Sergeant to Lucius (so if Lady J dies, you don't lose him), and then Link him to the Captain for the :+fate on melee attacks.

Honestly, though, Lady J fills the same role as the Captain (big hitter), so I really wouldn't take them together. If you want to run Lucius without Lady J, the Captain is a bit better. With Lady J, I would take the second Guild Guard, so that they could cast Cordon if you wanted them to.

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I think that since you are already taking LadyJ as your big hitter, the Captain is somewhat wasted. The best (only?) real use for him I see is when you are taking just Lucius. He provides a decent hitter/shooter who is also rather tanky. Probably not worth 7 stones, but not bad in a pure Guardsmen/Elite Division crew.

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Wouldn't the Captain be good with Lady J because she can give him Melee expert? Removing his terrible speed somewhat.

Also, I would take him for tankiness, more guards for the other things (like Cordon) to work and also his Menace is actually pretty amazing. using it on enemy models to stop them from moving around is pretty awesome.

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When I use the Captain (with Lucius) I typically will re-enforce him on turn 2 to bypass his poor speed.

He is a pretty tough model having both hard to wound and armour, and his damage output with the Axe is pretty nice.

I will sometimes link a drill sergent to him to get the bonus' to melee.

Its worth remembering that his Mence will move him futher than a walk action would.

I think his problem is he is not a specialist, and so if you want more Melee you pick an executioner over him, if you want more shooting you Pick Nino, and if you want more survivability you are probably lookign at a Guardian. He does each of those roles pretty well, but not as well as the other models.

Good luck with the laywer, I have struggled to get a role for him even more so than the Captain.

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The lawyers (2) spell is really good for taking down models. He will be paralysed plus he is on negative defense flips and the lawyer is on positive sfter he casts it.

Also making an enemy model no longer considered friemdly can be quite usefull. As your opponent wont be able to heal them or target them with spells talents etc. If used on the right model it can be great. I got the spell off on leilu and watched the twins slowly die :)

He is also resistant enough with a negitive flip to attack and damage flips. His spell that makes the target take a will power flip seems pretty redundant in all but the rarest circumstances.

He can also give hard to wound 2 upto 3 times a turn which can be really usefull.

His spell censure is probbably the one i use the most. It allows you to choose walk charge strike or cast and stop the target model from doing one of those. Can be exceptionally usefull in the rigjt circumstance.

I tend to keep the lawyer behind my front lines buffing my troops. He has a decent range of 12" with his defense spell. Ive decided im only taking him against crews like neverborn etc with low will power ro ensure i get the most from him.

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