Forum: The Guild
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05-19-2012, 06:42 PM #41Rank: Super Wyrd!
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I don't cast through totem because I either take the student where it is rarely worth it or no totem at all. But yes if i had a totem i would more likely use totem, but I tend to keep j back and shoot stragglers while my roided crew attacks.
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05-20-2012, 01:55 AM #42Are really heavy
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One other thing I want to add to this. I took the effigy and witchling handler out in the same game against the gremlins. The handler I used to just push witchlings around and get them into combat without a charge action. The effigy didn't do much thanks to being one shotted pretty early on. When I get more games in with them I'll do a proper writeup.
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05-20-2012, 04:33 AM #43
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06-30-2012, 01:07 PM #44Are really heavy
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Long time since I've posted anything here. The Avatar Perdita challenge has finished and while only 10 games with her normal perdita is best used for 80% of the schemes and strategies. While gaining paired and an extra 2" of range is a tempting tradeoff going down to DF5 will come back to haunt you. Losing gunfighter all the time as well will make for a sad panda.
On the plus side if you want to distract your opponent she's very good at that and isolated models are pretty much mincemeat with her around (Especially if you have a high ram in your hand)
Other than that she does really change much apart from becoming easier to kill.
If anyone wants a more detailed rundown just pester and I'll write one up.
Next challenge for me is the Govenors secretary, after some discussion at the team GT I feel I do not have as good a grasp of him as I should.
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06-30-2012, 08:39 PM #45Marked by chaos Rank: Unusual
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I've been wondering about her Avatar. A list I was considering was abusing her hand manipulation, Taking along Sue and someone to heal him (Brutal effigy as I own one and will lose her totem when she manifests anyway).
Only problem is this costs 16ss, leaving me without much to utilize the card manipulation.
I really like Perdita, and really enjoyed the short story before her Avatar stats in the latest book :DCurrently own:Perdita, Dreamer/LCB, Zoriada, Collodi and Seamus. mostly playing Collodi
Bit of a noob to Malifaux but I love it!
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07-01-2012, 05:40 AM #46Are really heavy
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The hand manipulation is a very powerful tool however you do have to play with those cards open to your opponent. And the Brutal is like all Guild 4 stone models, very solid and good for his points.
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07-02-2012, 01:37 PM #47Marked by chaos Rank: Unusual
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I was under the impression only one of her draw cards abilities required you to have them face up, the other one you had to show to your opponent but doesn't specify leaving them face up...
Currently own:Perdita, Dreamer/LCB, Zoriada, Collodi and Seamus. mostly playing Collodi
Bit of a noob to Malifaux but I love it!
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08-03-2012, 07:11 PM #48Are really heavy
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Phew, over a month since my last post on this. Before I get into the nitty gritty here's a summary of what's going to follow.
- Lucius is awesome, only scratching the surface with him
- Wardens are pure gold for ANY Guild master when taken in pairs
- Guild hounds have managed to make it into nearly all of my lists
- The Witchling Handler is fantastic
Ok, so first point. Having taken Lucius on his own a few times he plays a very defensive game. So far what seems to happen is I reach the middle line then sit there with Lucius buffing the crew and making them kill key models while the Austringers throw birds at people. As it is my usual 35 stone crew with Lucius has been :
Guild Crew - 35 - Scrap
Lucius -- 4 Pool
Drill Sergeant [3ss]
Guild Austringer [5ss]
Guild Austringer [5ss]
Guild Guard [4ss]
Guild Guard [4ss]
Guild Hound [3ss]
Guild Hound [3ss]
Ryle, Guild Pawn [8ss]
Though with the release of the Wardens it is likely to change to something like this :
Guild Crew - 35 - Scrap
Lucius -- 4 Pool
Drill Sergeant [3ss]
Guild Austringer [5ss]
Guild Austringer [5ss]
Guild Guard [4ss]
Guild Guard Captain [7ss]
Guild Hound [3ss]
Guild Hound [3ss]
Warden [5ss]
Speaking of Wardens so far I have used them in pairs with Lady J where their key moment so far has been punching a December Acolyte off a HT5 treehouse to his doom. Not had chance to use the restraint claw yet as been using them as Melee hitters and cheap(ish) distraction models.
Don't actually need to expand on the hounds as it's more of a statement though the handler, especially when taken with at least 3 witchlings boosts an already good 4 stone model into an amazing 4 stone model. So far I've mainly used her with Perdita as the master. The handler sits back in my deployment zone pushing witchlings forwards to get the anti-magic buff up (This does require some clever movement and positioning turn 1 to get them where they are neeed) or to push them into Melee range for 2 attacks.
She's been equally effective in objective scenario's such as claim jump where after turn 3 or so she can start walking to the objective and plonk a greatsword on it.
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08-05-2012, 03:03 PM #49
Wrong - see here http://www.wyrd-games.net/showthread...hield+critical
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08-06-2012, 02:35 AM #50Are really heavy
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Huh, and a ruling from a Marshall as well there. Shield bash has come back into the game for me! >
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