Friday, 26 August 2016

Wild Ones Play Style (One Way to Play Them)

(I will refer to the models by their 'count-as' names as it will make it easier for referencing)

So spending some time going over the models and their rules, I think I've got a feel for the play style this box set gives. While the style of McCabe, Luna and Sidir have their usual connection, though I feel that McCabe would work well supporting his crew either through upgrades or combat support, it's Luna that would be useful when you throw in Guild Hounds. This idea was brought about by the two other models in the set, the count-as Mounted Guard.

Mounted Guard have a few good abilities (though their attacks are good) that when I looked over them, made sense when working with the hounds. First off, Luna removes their Insignificant problem (Guild Hounds need other Guild Hounds nearby to ignore this issue), which removed problems they have with schemes. With this in mind, sticking them next to a Mounted Guard will let them benefit from their Cavalry Charge ability. Cavalry Charge lets the charging Mounted Guard to pick a friendly non-leader model within 2" and LoS with a Cg value of 7 or more (Hounds have Cg 9) to be placed within 2" of the Mounted Guard after they've made the charge move. This means you can either move the Hound into combat with the same enemy target as the Guard or move them just out of range so the Hound can run off to drop more scheme markers or something else. As far as combat after the charge is concerned, the Mounted Guard can use his 0 action to discard a card to give a 3" aura that gives friendly models a positive flip to Df flips. Not only that, but the Guild Hound also has the Companion ability, meaning he can then activate after the Mounted Guard is finished. This would let them benefit in that they are a killer combat combo or it means the Hound can just run off straight away to take any advantage that shows itself. Hell, if you really want, throw the Hound a Strangemetal Shirt to activate in harder combats and you have one mad tag-team.

This means I'll have to get myself a few Guild Hounds to go with them. Still not sure what format to use, such as if I should replace both Guild Guard for two Hounds or one Guard and the Effigy or what. Perhaps when I finally get them all done I'll get a chance to play test and see what happens.

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