Forum: The Guild
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Thread: The Rifle men!
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08-09-2012, 11:37 PM #11
As long as your opponent isn't against using proxies (I mean, unless you buy them at Gencon, I highly doubt many people will be getting them shipped, built/primed/painted and tabled before DH runs its course in the next two weeks), I don't see why not.
Guild through and through; Perdita, Sonnia, Hoffman, LJ, Lucius and McCabe are how I roll!
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08-10-2012, 12:00 AM #12Professor Pink
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I'll definitely be looking at adding these guys to my Lucius crew....
...but I wouldn't say they're auto-include. ;) They are, after all, a serious investment for what amounts to a team of shooting specialists. Right now they seem to compare well with the Guild Guard (who has much better melee/resiliance) and make a decent alternative to the ubiquitous Austringer.
I love how they've got the three shooting options each activation though, being able to choose between long range shooting, a fulisade of alpha-strike fire or the Malifaux equivalent of Overwatch. :D
And Hunter! Freaking Soft Cover was half the reason I'd take a Drill Sarge, now I've got Riflemen who can just flat out ignore it!
I'm actually looking at taking just one in a crew? You effectively lose Combined Arms and Companion, but keeping one up the back to snipe at targets in cover and shoot charging models could be very nice for 4SS?Ye Olde Malifaux Podcast - http://theaethervox.com/ Twitter Account - https://twitter.com/Dranthar
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08-10-2012, 12:05 AM #13
To me, I think I would take at least 2 as I would not want to lose the option of using all their abilities. I wonder if they will be similar to Dogs, who need to be taken in at least 3's so you can afford to lose 1 without completely losing effectiveness.
Here's hoping they come in a 3pack box.Author: Dead Tau Project (Now mostly Malifaux) / Host: Gamers Lounge Podcast
Quoting Karn: "So, and I can't believe I'm saying this (again!), I agree with Nix.."
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08-10-2012, 12:08 AM #14
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08-10-2012, 12:08 AM #15
3 of them and 3 DM would be devastating range fire....... Lady Justice is smiling right now.
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08-10-2012, 12:46 AM #16Wanted Dead or Alive Rank: Touched
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I'd say you always want at least two of these guys, if you're going to run them at all. Combined Arms is too good to miss out on. Yes, they are more than a bit squishy, but there are ways around that. I think there are some neat synergies between the Riflemen and the run-of-the-mill Guild Guard. For instance, using Raise The Alarm to move your Riflemen 3" closer so that they can use Combined Arms instead of needing Take Aim to get range. Drill Sergeant's Shooting Range will be sick with these guys, too. Once again, Guild always gets the best 4SS generics. As an Arcanist, I declare police-state shenanigans. ;)
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08-10-2012, 12:57 AM #17Big Bad Voodoo Daddy
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They will be very good in a Lucius crew. The Guild guard are great with them because they can establish cordons which will protect them from melee forces (until they are dealt with).
I would definately recommend taking them in 3's to preserve their nastiness.President of the Louisana Chapter of the Gremlin Anti-Defamation League
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08-10-2012, 02:00 AM #18Goes up to 11 Rank: Twisted
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I imagine we're looking at a 3 sculpt box, similar to the Escorts or Metal gamin.
Rare 3 - so that's as many as you need.
Another solid 4ss minion. Nice.
Obviously best usage will be with Lucius due to the Guardsman designation and mentioned Synergies.
With anyone else I'm less sure. Useful, an option, but not autoincludes. Combined arms means that they become a significant investment (which is obviously mitigated somewhat in a Henchman led crew). They'll be come a bit more situational in other crews. These guys in a Turf War with Hold out though...wow...
Very happy with them. Nice addition.
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08-10-2012, 02:27 AM #19
Also the listed preliminary price for the Riflemen is $21. I'd take bets that it's a 3 pack.
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08-10-2012, 02:28 AM #20Loves the Ladies ...
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They are a very solid minion that goes with a lot of other very solid 4ss model choices that the guild have. They are an investment though as you will want to take 2-3 to maximise their capabilities. They wont be suited to all strategies but do give other options beyond austringers.
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