Just a brief one today taking a look at a roster list I’ve
been mulling over recently (Author’s note: I thought of this before the
impromptu Malifools episode where Joel Henry brought it up. That said, Joel is
smarter than me, and was likely thinking about this before Book 3 came out, or
something, and was just keeping it to himself.)
Let’s start with the list:
Cavalry Charge!
Guild 50SS
Lucas McCabe-Badge of Speed, Glowing Sabre, Promises
3x Mounted Guard
Pale Rider
The Lone Marshall
6SS
So, obviously this list is built to
capitalize on the Book 3 guild minion the Mounted Guards. Individually, these
horsemen provide a lot of good abilities. They’re fast; relatively tough with
armor +1, 8 wounds, and a 0 action to give themselves and everything near them
a + to defense flips; and a Melee 6 saber and ever popular Guild
Peacebringer (both with critical strike built in, of course) to dish out
punishment. Their real value to the crew, however, comes from their interaction
with other models in the crew. Whenever they declare a charge against a target,
they can bring any other friendly model with a Cg of 7 or more that’s nearby
along for the ride, placing within 2” of where the Mounted Guardsman ends up,
creating the titular “Cavalry Charge!” effect on the game board. This creates some awesome maneuverability,
especially since their other front of the card ability, “Reinforcements” lets
them push friendly models engaged with their charge targets away. This bonus movement
is a key advantage for the crew, and can help overcome its lower model count.
So obviously this crew needs a
mounted master to lead them, and that brings us to Lucas McCabe. He’s fast
enough, and since Mounted Guardsmen are all minions, his upgrade tossing
shenanigans grant them the full benefits of the thrown upgrades as well as "Promises." A glowing sabre being tossed to someone
with a cavalry charge action could lead to some very injured faces. Also, its
not like anyone doesn’t take Badge of Speed anyways, but its clutch for this
crew as a means of overcoming their reduced number of activations. As for
the rest of the crew, the options for staying within the Cg of 7+ theme are a little limited in Guild (there
are more if you take Lucius with his upgrade and hire Mounted Guards into the
Neverborn, but that’s for somebody else’s blog post.) Just to stay with the
mounted combat theme, I went with Pale Rider and The Lone Marshall. Lone Marshal is no slouch in melee and can tank, but I sort of envision a bubble of McCabe and Mounted Guards taking the fight directly to the enemy while Lone Marshal and/or Pale Rider take flank sweeping duty followed by scheme running. Once you
reach later turns, Pale Rider will be better suited to get into the mix and try
to capitalize on his big-time damage outputs, but as usual with the Riders its
best to keep him distant early on until he can protect himself. Also, his zero
action lets him drop scheme markers rapidly as well, filling what is very
obviously a gap in the crew. There are some other models you can
take in their place that make the charge numbers (Lady Justice is one slightly
terrifying option, surprisingly Sonnia’s Purifying Flame totem is a less
frightening one.) McCabe has always had strong synergy with Guild Hounds using
his totem, Luna, and they can charge right along with the Guardsmen as well.
Is it a great crew? I don’t really
know. The only model I’ve ever used on the tabletop was a Lone Marshall once in
the early days of Wave 1, and he got mulched by a Red Joker damage flip with
Lady Justice that left a bad taste in my mouth. The big risk, as I’ve kept
mentioning, is that you’re going to get out activated in most games so you’re
going to have to make those activations count by having a plan, sticking to it,
and executing it. Chances are, a more mixed force with some elements of the cavalry mixed with strong support models like Austringers will end up being more competitive, but I still think you could beat some people with this crew. Be the bullies (this is the Guild, after all), and pick on
the weaker models to get them out of the way so you can focus fire the big-bads
down as a team. Use McCabe to protect the other members of the crew, as he’s
much more tanky and frankly if you start losing models your crew is going to
fall apart in chunks. I think they’ll be very good for some scheme pool/strategy
combinations, less effective for others where they have to split up to claim
quadrants, but I love the theme, so I want to see what they can do.
You know, after I get done with
this narrative campaign thing, that is.
Speaking of which, time for a quick
update!
MMNCL Week 2 Standings
Total
|
|||
TP
|
Diff
|
VP
|
|
Ryle's Retaliators
|
0
|
-4
|
13
|
Hannah's Hellions
|
6
|
9
|
18
|
Anna's Executioners
|
6
|
7
|
14
|
Wu Kang
|
3
|
4
|
14
|
Tokkun
|
3
|
-5
|
11
|
Rolling Thunder
|
3
|
-1
|
9
|
Big Hats
|
3
|
0
|
11
|
The Outcast and Restrictionist
crews are both off to strong starts thus far, with both winning by healthy
margins in the first two games. A lucky injury flip on a belle has resulted in
a belle that drops multiple corpse markers when it dies, which is troubling
since Anna’s bringing Spare Parts. The Outcasts have notably made it through
the first two weeks with a clean slate for injuries, and Hannah’s suit currently
sports a fearsome steam gatling gun for ranged support. Bringing up the rear
are the brave forces of the Guild (clearly their defeats coming due to
treachery and deceit,) but early reports from Week 3 suggest that Ryle’s
Retaliators’ fortunes may have changed.
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