I got my first game in with Guild yesterday. Actually, I guess it’s my second since my
first one was in the Pied Piper tournament back at the beginning of this year
where I kept getting handed lists I’d never used before. This was the first time I had voluntarily
chosen to play Guild. Skill-less Brian
was nice enough to lend me his Guild and I opted to make a list out of the
stuff that I have on order. Second
Generation Awesome Dan was across from me with his Avatar Seamus list. Since he was playing a crew he was very
familiar with, and I was just starting a newer crew, he took some of the harder
schemes.
He flipped Deliver the Message and I flipped
Reconnoiter. I reflipped and took Plant
Evidence instead.
My Crew: Lucius (4 stones), Drill Sergeant, Austringer
x2, Guild Hound x4, Guild Guard x3
Strategy: Plant
Evidence
Schemes: Bodyguard
(Lucius), Stake a Claim
Dan’s Crew: Seamus
+ Avatar (7 stones), Night Terror x3, Drowned x2, Dead Rider, Grave Spirit
Strategy: Deliver
the Message
Schemes: Eye for
an Eye, Exterminate (Beasts)
I know how much I drool when I sit down against Guild and
take Avatar Seamus, so my goal was to minimize him as best I could. Also, I needed a way to handle the three
Night Terrors coming in to Deliver the Message early. Austringers could help, but I had to put
these guys down fast.
There was a ton of terrain all over the board, with
probably four or five large pieces that would block LOS. The rest of the board had barrels, crates,
grave stones, fences, etc. to keep people able to hop from cover to cover.
I deployed one pair of dogs on a flank to go grab some
objectives, and the other pair on the other flank, but closer to Lucius to help
protect him if need be. Two Guardsmen
and an Austringer deployed in the middle, and the other Guardsman, Austringer,
and Drill Sergeant deployed on the side next to Lucius.
He deployed pretty much everything across from Lucius
with one Drowned slightly more towards the flanking dogs.
TURN ONE – SEAMUS INITIATIVE
He probably didn’t want the initiative here, seeing as I
outnumbered him 11-8, but that’s the way it broke. His Grave Spirit linked to his Dead Rider (no
shock there) and then cast Face of Death.
My Drill Sergeant linked to an Austringer and put up Shooting
Range. His Drowned headed out, one of
them heading towards the middle of the board and the other heading out to meet
the flanking dogs. My flanking dogs
moved out with On the Trail (these guys are fast!) and two of my Guardsmen moved
up to the barrels in the middle of the board.
His bats started hop-scotching up the board and his Dead Rider pulled in
behind them near the midpoint. My
Austringer started firing and with Lucius ordering him, managed to get two of
the bats down by two each. Lucius
started giving the Austringer orders, and the bats flew in. The last two Guild Hounds went and I ended up
with his bats having taken 2, 2, and 3 points of damage, and had them out of
range of Delivering a Message to Lucius.

TURN TWO – SEAMUS INITIATIVE
He started with his first bat that flew to the other side
of my dog and then pulled his two brothers into melee with Lucius. Lucius activated, attacked one of the bats
twice and killed him, then had only one left to deal with, and it had only one
wound. Unfortunately, Lucius was the
only one in range of attacking the bat, so he tried to Order himself, but the
(-) flip on the cast, and even tossing a Soulstone, he failed the cast.
Now, if I was a more savvy player, Skill-less Brian
pointed out that my Guild Hounds had Companion: Master, and could have moved in
to finish off the last bat. Gah! Oh well – I won’t forget that option next
time.
His bat with one wound activated and Delivered the
Message, securing 4 VPs. My dogs
activated and finished off the two bats that were remaining, just clearing the
board a little. The two Drowned moved up
some more, the one facing off against the dogs being just out of range of doing
anything, and the one against the pair of Guardsmen blasting one of them for 2
wounds but failing to spill the damage onto the second one. The dogs on the flank rushed out and grabbed
two Plant Evidence markers, trying to peal away from the Drowned as they
did. The Drill Sergeant put up his
shooting buff, and the Dead Rider picked up Fast and rolled in, cheating a Red
Joker on damage to one-shot one of my Austringers.
My Guardsmen started plinking the Dead Rider, doing a
point here and a point there, until one finally hit the Red Joker and dropped 7
wounds (5 after Armor) on him. From
there, my remaining Austringer picked a target that meant only the Dead Rider
and one of my models could be shot at, and randomized into the Dead Rider
twice, finishing him off.
Seamus kept moving up, grabbing his second Face of Fear,
and leveled a gunshot at my remaining Austringer, killing him.
TURN THREE – SEAMUS INITIATIVE
Damn. The Drowned
near the dogs moved in and shot one, doing 2 wounds to it, but I cheated to
make sure the second one did not take wounds.
Also, one of the dogs was now in melee.
I went with one of my Guardsmen, focusing a shot on the Drowned near him
and taking down a few wounds. The
Drowned then shot back at my Guardsmen, but I was able to cheat to make the
attack miss. My second Guardsman
finished off the Drowned and it exploded, doing a wound to each of my
Guardsmen.
Seamus went and shot my Drill Sergeant dead, ending his
short-lived reign of terror.
My dogs near the other Drowned rolled out, making it away
with a disengaging strike on the second time, and activated my last two Plant
Evidence markers. Now it was a battle of
the schemes. One of my other dogs got
rid of all the piling up Corpse tokens and then they both went after Seamus, one
of them fleeing (Seamus held him in place) and the other one putting a few
wounds into him. Lucius moved up a
little and had the dogs go again, knocking Seamus down a little more.
TURN FOUR – SEAMUS INITIATIVE
Lost initiative again, and the Drowned near my dogs
killed one of them. I looked over the
board and realized I could not have the dog outrun the Drowned’s range anymore
without On the Trail, so I’d have to turn and fight. I started with my other dogs first, though,
having them bite Seamus some more to keep him lower for when he manifested.
Sure enough, Seamus activated and Manifested, then
smashed one of the dogs flat. Lucius had
the second one start picking off on aSeamus some more, but it didn’t really do
too much.
My Guardsmen avoided the whole situation and started
moving towards my Stake a Claim, keeping out of range. Lucius tried to get my dog to walk away, but
aSeamus stopped him, then flipped the BJ on damage from Wicked, keeping the dog
around. Lucius just moved away from the
fight with his last AP. My dog near the
Drowned charged and did a few wounds to the Drowned.
TURN FIVE – LUCIUS INITIATIVE
I activated my dog near the Drowned and finished him off,
taking a few wounds from the explosion, and leaving me with a dog that could
possibly get away from aSeamus and save me from Exterminate. aSeamus wrecked the last dog then started
moving over towards the last one. My
Guardsmen tried to avoid aSeamus as much as they could. One of them got onto the Stake a Claim marker
and the other two huddled near it so they could run in if necessary. aSeamus’ path to the dog took him right by
the terrain piece.
TURN SIX – aSEAMUS INITIATIVE
So much for trying to get my dog away. aSeamus moved twice to grab the dog and kill
him, also engaging two of my Guardsmen.
By this point his Anathema was at 17 too. Fortunately I had a 12 and 13 with which to
cheat my terrifying checks for my two Guardsmen engaged and keep them
alive. They both put a few attacks in on
Seamus, figuring that if the game went on any longer, I’d need to do as much
damage to him as possible. Finally at
the end of the turn, we flipped and the game did not go on.
FINAL SCORE:
LUCIUS 8 (4 Plant Evidence, 2 Bodyguard, 2 Stake a Claim)
aSEAMUS 6 (4 Deliver the Message, 2 Exterminate (Beasts),
0 Eye for an Eye)
Not a bad showing for my first romp out with Lucius. I don’t like having to rely on Austringers
for much, but with as squishy as they are, I think taking two is essentially
ensuring that one will survive a bit longer.
The Guild Guardsmen were pretty solid, surprisingly good in melee with
their CB 6 and minimum damage of 2.
Guild puts out a lot of damage! I
can’t wait to get some Witchling Stalkers in there instead and do that much
more.
I’m interested in trying out Ryle and the Guard Captain a
bit to see how they roll. I think my
biggest hurdle at the moment is learning which models do what. Missing out on Companion: Master essentially
handed Dan 4 VPs early on. I may not
have been able to stop the Rider from coming in and getting the strategy later,
but I might have been able to delay him long enough to drop him to 2 VPs.
In the end, had Dan not been hindering himself with
harder schemes, it would have rolled through as a tie, most likely. I have a lot to learn with these guys, but it’s
nice to come out of the gates swinging.