The Guild, Tactics and Suggestions

Discussions of all things Malifaux here.
Post Reply
User avatar
Primarch
Evil Overlord
Posts: 11410
Joined: Fri May 14, 2010 9:33 am
Location: Nagoya
Contact:

The Guild, Tactics and Suggestions

Post by Primarch » Fri Jun 18, 2010 2:42 pm

Personally, I really like the guild in Malifaux. Here you have cowboys and marshals battling with zombies, sorcerors and demons and not backing down an inch.
I have only played with the Death Marshals a few times so I am still getting a feel for them, but my current feeling is that the entire crew exists for one purpose only: Getting Lady Justice into melee unscathed.

In every game so far, the good lady has mauled anything and everything she got close too. This includes such scary things as Lilith and a Mature Nephilim from the Neverborn and Sonia Criid (also of the guild).

I am sure that there are things the Marshals and the Judge will be good at, but so far I haven't worked out what yet. When everything finally clicks, I think the crew will be rock solid.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

User avatar
Primarch
Evil Overlord
Posts: 11410
Joined: Fri May 14, 2010 9:33 am
Location: Nagoya
Contact:

Re: The Guild, Tactics and Suggestions

Post by Primarch » Sat Jun 19, 2010 7:55 am

Lets look at a breakdown of the three Guild starter boxes.
We have:
Death Marshals – Basic crew = 19 Soulstones
Witch Hunters – Basic crew = 20 Soulstones
The Ortegas – Basic crew = 25 Soulstones

The Death Marshals have a couple of abilities, which make them tougher. Hard to Wound means that they reduce the damage they take when attacked, whilst Slow to Die grants them a free (1) action before they are removed from play. They also get Wp bonuses in duels with resurrectionists, their preferred foe.

The Witch Hunters take the hunting part of their name seriously. Their Hunter and Scout abilities let them ignore cover for attacking and terrain for moving, allowing them to outmanouver their foes and blast them out of cover. The stalkers themselves work well as bombs, each one exploding for 2 damage when they die.

The Ortegas are the most expensive crew straight out of the box, which means your opponents will either have more guys in their crew, or more soulstones on their caster. All of the Ortegas have different skills, and each is an expert at something. Used correctly they have great potential

Of course, in this game, the Master is the focal point of the crew. The Guild’s three masters all focus on beating their opponents down through one particular method.

Lady Justice of the Death Marshals is all about melee combat. She has a few spells, which buff her and her crew. Her triggers are fairly easy to make use of (Riposte being particularly powerful) and with Melee expert on top of this she can easily mince most other foes.

Sonnia Criid of the Witch Hunters is the magical powerhouse of the guild. Able to match up against any of the Arcanists in terms of power, Sonnia has a number of offensive powers as well as some immunity to damage from spells. Of particular note is her ability to summon more minions if she kills a model with one of her spells.

Perdita Ortega is the ranged specialist to Lady Justice’s melee expertise. Her Df is very high, which will help offset her low starting wounds total. Her ability to interrupt other players activations (a limited form of overwatch called Quick Draw) is very useful in the right situations and will keep opponents second guessing their moves.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

Post Reply

Return to “Malifaux”