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Absolution Black
03-24-2011, 06:29 AM
I am still relatively new to the game and so have difficulty seeing all the synergies that can happen between models.

For this reason, I tend to build crews for games using models I like, or just expand a starting crew.

I have an idea to try this crew in a game (when i get one!) but want to know in advance if I should scrap it and take alternatives. I have chosen Lady justice as my master. I should say that i like to 'get involved' rather than sit back and shoot, though I think there should be enough ranged attacks in the list too.

35ss

Lady Justice 0
Drill Sergeant 3
Guild Guard Captain 7
Guild Guard 4
Guild Guard 4
Death Marshall 4
Death Marshall 4
Death Marshall 4
Guild Austringer 5

SS cache (4 from Lady J)

So would it work? Do I need more cache?

Any help, comments welcome!

Dark Alleycat
03-24-2011, 07:34 AM
Austringer 5
Sammael Hopkins 8
Guild Guard Captain 7
Guild Guard X2 8
Death Marshal 4
Drill Seargent 3

Throwing Sam in or 2 Witchling Stalkers would give you some Anti Magic capabilities,which from what I can see is the only thing your missing really. The Stalkers would also give you some more anti-spirit capability. And Sammael is incredibly nasty when blasting Caster Masters.

Absolution Black
03-24-2011, 07:55 AM
Austringer 5
Sammael Hopkins 8
Guild Guard Captain 7
Guild Guard X2 8
Death Marshal 4
Drill Seargent 3

Throwing Sam in or 2 Witchling Stalkers would give you some Anti Magic capabilities,which from what I can see is the only thing your missing really. The Stalkers would also give you some more anti-spirit capability. And Sammael is incredibly nasty when blasting Caster Masters.

I could work with that! Though I am not a big fan of the Sammael or stalker models (which shouldn't affect how I choose a crew lol!) I can see the point about anti-magic.

Losing 2 Death Marshalls wouldn't be too much of a kicker, as they were only really in there for thematic purposes.

I'm leaning towards Sammael rather than the stalkers at the moment, unless anyone else has any other ideas/suggestions?

TheOneWhoFell
03-24-2011, 08:27 AM
I really like to start with Perdita. Don't get me wrong, I really like Justice; it's just that Perdita is pretty BA against almost everything. My crew would be:

Perdita (Cache of 2)
Judge (7ss)
Francisco Ortega (5ss)
Santiago Ortega (7ss)
Guild Austringer x2 (10ss)
Death Marshal (4ss)

I personally don't have any of Sonia's crew right now, so I can't run witchling stalkers. I really like to run the Judge with Perdita (she has a 5 or 6 inch walk, the judge has a 5 inch walk, they work well together) because the Judge is wicked BA (bullets and blades/blades and bullets are both REALLY useful on this crew).

Recently someone posted a link for a page with a bunch of downloads on it. One of the links is a Crew Builder by our very own Ratty. I've been messing around with it. It's pretty cool. There are some figs I didn't even know I could use in the particular crew I was building. It's got me thinking quite a bit.

Good Luck!!

Mr. Bigglesworth
03-24-2011, 09:17 AM
Black your list suffers from low wound counts but marshals hard to wound helps. You also have a higher than average model count this will probably give you activation advantage for first 2-3 turns.

Only thing I would suggest is drop one marshal to give lady j 8in her cache. She needs a lot of ss to survive.

Clousseau
03-24-2011, 11:43 AM
I agree with Mr B that 7 or 8SS for lady J is advisable.

Otherwise the list is certainly workable - similar to lists I've used, though I tend to take 2 Austringers, which with the Drill Sergeants positive flip on ranged attacks can be pretty awesome at distance.

Personally I prefer Peacekeeper to Samuel, but that's just me (and Samuel usually gets picked on early!).

LoboStele
03-24-2011, 12:17 PM
I don't play Guild, but I play against it a lot, and I would agree that Sammael usually has a big target painted on his forehead.

I was impressed with the Guild Guardsman and the Guild Special Forces lately though. The Drill Sargeant's ability to Link and then do the Action which grants a :+fate to attacks is pretty awesome, since it lets you fire at anything you want, regardless of cover, and still have straight flips. I could definitely see where that would be quite helpful.

Peacekeeper is pretty sweet, but royally sucks when you keep flipping 1's and 2's, like my opponent this past weekend did. Probably depends on what your opponents are running though. If you know they are playing Arcanists, then definitely go with Sammy. If they're Ressers or Neverborn, the Peacekeeper might be best with its resistance to Terrifying. For Outcasts or other Guild, probably a toss up between Sammy and the Peacekeeper.

Personally, all said and done, I've never been that impressed with the Death Marshalls. They have awesome sculpts, and the Critical Strike is nice. But even with Hard to Wound, they seem to die way too fast.

Absolution Black
03-24-2011, 12:27 PM
All these suggestions are great, so keep them coming! But I have to admit its giving me a selection headache!!

I mostly play against Ressers (seamus, mcmourning) and neverborn (lilith) so i don't know if this would alter any advice already given?

I own all the guild models so replacing won't be a problem. I am thinking maybe drop all 3 marshalls, and replace with Sammael and extra 4 ss for the cache.

I guess i may just try a few lists as suggested in the thread, and see what happens!

All part of the fun!

Dark Alleycat
03-24-2011, 12:47 PM
Well,Sammael will be less useful against Lilith,but will be spectacular against the ressers,given their high Cast. Though I think in that one case the Stalkers might work better.The anti-spell aura they have will shut down much of what Mcmourning can do other then melee,and will cramp Seamus a bit,as well as his Belle's.

Iamwyrd
03-24-2011, 12:48 PM
My friends list, (which I must say is pretty darn good):

Lady J 8ss cache
x3 death marshals
Executioner
Watcher
Guardian

What he does is Pinebox the executioner, and has the guardian follow lady j giving her armor and giving her more wounds technically, as she just passes them to him. And just proceeds to wreck face like lady j does so well. Its a good list and I hate playing against it. But it is more of a competitive list.

A friendly list would be straight fluff list:

Lady j
Death Marshall's
Executioner
Judge
Guild guard
guild guard captain
Austringers
Drill sergeant.

Stuff you would see lady j roll into a tussel with. Kinda like your first list.

Hope you find a crew build you like.

Iamwyrd

JayBarlekamp
03-24-2011, 01:20 PM
might I suggest dropping the Death Marshals from your first list and adding Lucius and 2SS for a cache of 6? Lucius can definetely help with Lady J's speed by pulling her from the deployment zone, and she can do what she does best and slaughter a bunch of stuff with her big pointy sword.

Mr. Bigglesworth
03-24-2011, 01:28 PM
I prefer the death marshals the moat against dresser their extra wp against unread can really help against red hookers plus their slow to die ability has helped me much more than Witchling pop. You killed I kill you works great especially when you can sac the corpae counter.

Dark Alleycat
03-24-2011, 02:00 PM
I was thinking more the two negative flips on casts was more useful. It means that they couldnt cheat Lures half the time.

Mr. Bigglesworth
03-24-2011, 08:18 PM
I was thinking more the two negative flips on casts was more useful. It means that they couldnt cheat Lures half the time.

Problem is +2 is always there against lure. the negative flip is a small bubble that they will normally be out of range of unless they lure you or by turn 3 you make it in range with bubble.

Most importantly you death marshals never leave a corpse counter. That really shuts down most ressers.

Ropetus
03-25-2011, 03:50 AM
Most importantly you death marshals never leave a corpse counter. That really shuts down most ressers.
Must be a new rule we have never heard of before...

The Judge is the only Death Marshal that leaves no counters due to his "Never Me" Ability. Other Death Marshals have no such rule. Models killed by them in melee don't drop them if you trigger Final Repose but that never prevents themselves from generating corpses.

-Ropetus

Mr. Bigglesworth
03-25-2011, 09:22 AM
Lol yeah caught that when I got home thought they all had never me. I will still take them over Witchling because they are better at surviving which means they are more capable of completing the strategy.

Lord Shaper
03-26-2011, 06:12 AM
This is what I'm currently looking at for a 35ss tournament coming up...

Lady Justice -- 8 Cache
Drill Sergeant [3ss]
Francisco Ortega [5ss]
Guild Austringer [5ss]
Judge [7ss]
Ryle, Guild Pawn [8ss]
Watcher [3ss]

The Drill Sargent sits with the Austringer giving the + flip each turn for him.

Ryle goes just ahead Lady J and the Judge and Francisco with Lady J in the middle for some protection from charge

The Watcher sits back and stacks the deck for you and also if need be can move 14 a turn to grab objectives as well as denying deep strikers.

Mr. Bigglesworth
03-26-2011, 07:14 PM
I would suggest to Austringers instead of Fransico that will give you a very strong firing platform with the Drill Sergeant.

Otherwise solid heavy hitting list may suffer in games requiring lots of movement and interacts like line in the sand.

Treasure hunt should be able to rock that one well.