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Thread: Crew selection fun!
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08-14-2012, 01:04 AM #11
If you can put some damage on the models that are likely to be attacking the Executioner from afar (the new Riflemen will be great for this), it makes the Executioner much more survivable since he can S2D and Love the Job.
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08-14-2012, 04:39 AM #12Rank: Super Wyrd!
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Lucius
2 Guild hounds
Ryle
Guard Captain
Drill sergent
2 Guild guard
Austringer
If you win initiative, you can do a mini alpha strike.
Companion Lucius with the 2 hounds. Move Lucius up 10 Inches and re-enforce the dog onto the treasure counter. (If you aren't close enough Lucius can issue command to move him nearer). Dog collects counter and brings it back 10". Guild Guard can cordon areas off to help protect areas.
I link the drill sergent to Ryle to improve his melee, and give me some control over his free push.
The Guild guard, austringer and Captain can all also be included in the activation if you need.
I would consider bodyguard and Hold out as schemes.
Turn two against Leveticus I would aggressively hunt the waifs down. Lucius with reenforcements and the Austringer mean that it is hard to hide them.
Against the Viks, I would try and keep them at range as much as possible, trying to pick off one of the Viks to prevent movement tricks.
Holding slower crew back on turn one, to allow them to be re-enforced on later turns can be useful.
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