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Old November 24th, 2007, 02:17 PM
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Unit Strategy Review: How to use Guilty McCreech

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Unit Strategy Review
Units: Guilty McCreech
Author: Taeblewalker (with thanks to my sewing circle)

Ah, Guilty. As the only true gunslinger among the Lawmen, Guilty McCreech has the look and feel of a really cool sculpt and a concept that fills a nice hole in the Heroscape universe. His low point cost and modest stats, however, often relegate him to the status of filler unit. We will see how to maximize your use of Guilty McCreech, using him to take out more than his share of your opponent’s forces.

We will begin with his stats.

Vital Statistics
Cost - 30 - Pawn
Size - Medium 4 - vulnerable
Life - 2 - Delicate
Move - 5 - Average
Range - 7 - Long Range
Attack - 2* - Poor
Defense - 2 - Poor
*Double Attack - tactical advantage high

In-Depth Analysis:
We shall now look carefully at Guilty McCreech’s statistics, and draw strategies from our conclusions. Below is an explanation of Agatagary's cost classification:

Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)

Class:
Let us begin with an analysis of Guilty McCreech’s size and cost. Guilty is a Medium-size Pawn Class unit. He is not ideally suited to take out any particular type of unit, but for only 30 points his Double Attack and Life of 2 make him the equivalent of a 2-figure squad of shooters. Under the right circumstances, he can be an effective offensive unit - just like any Pawn.

To examine Guilty McCreech’s core stats, we will break them up into two categories: offensive ability and survivability.

Offense:
Guilty McCreech has an average Attack of 2. However, his Double Attack and Range of 7 allow him some interesting offensive options. If he has height advantage he suddenly becomes more powerful. His threat range is 12 - high enough to reach most targets quickly.

Survivability:
Guilty is vulnerable to any powers that affect Medium units, and he has no immunities due to his Species. His Life and Defense are both 2, making him highly likely to be destroyed if your opponent makes any competent effort to attack him. His size makes him somewhat easy to conceal - which, along with putting him on height, is the only reliable way to protect him.

General Strategy:
The proper way to use Guilty McCreech is with height advantage. Height advantage gives him an Attack of 3 or even 4. With any advantage at all, his Attack is the equivalent of Syvarris. His Defense goes up too, making him likely to survive just long enough to use his Double Attack several times, and to force your opponent to spend a precious extra order marker or two trying to take him out. Your opponent won’t want to waste activations with his more expensive units going toe-to-toe with a 30 point unit, but that’s just what he will likely have to do to take out your unit with Double Attack at 3 or 4 dice each.

There are several ways to give Guilty height. If your start zone is on a castle or other high point, and you plan to hold that position, leave Guilty right where he is. Otherwise, if you plan to use him early in the game, you will want to get him there as quickly as possible. Saylind the Kyrie Warrior can get him up to a double-spaced, elevated area while Theracus can get him up to a triple-spaced area, even if the third space is not exactly on level with the other two. If Acolarh is adjacent to either Saylind or Theracus, each can move faster thanks to Ullar’s Amulet. If Venoc Warlord is in your army, add two to Theracus’ Move due to Scout Leadership. Brunak, while he does not fly, can also do the job, as long as the higher elevation is not higher than height 7. Once Guilty is up there, remember that his own Move of 5 can get him higher still if the terrain is there to exploit. The location of height advantage locations will vary by map, but a central location, or one central to where the battle will likely take place, will let him maximize his threat range of 7 spaces in every direction, even when he stands still.

You might come from a different school of thought; namely, that Guilty should be held until the endgame, rather than early on. Yet another school eschews either of these extremes and says to hold off on him until needed, keeping him suited up and at ready the gate, so to speak. If you choose to wait, understand that your opponent will have more opportunities to take out Guilty and any other units you planned to use to move him into position. If you can keep Guilty and possibly Theracus or a similar unit safe behind a ruin or castle wall, you have a better chance at using them effectively later in the game. The advantage to activating Guilty later rather than sooner is that you get to pick your targets once the game is under way and you have seen your opponent’s deployment strategy. Sending him into battle at a crucial time to turn the tide or as a clean-up unit can both be useful, provided you use cover or distance to keep Guilty and his ride alive and well until the point when you need him.

Given Guilty’s low Survivability, you will want to use him as soon as you can after deployment to do as much damage as possible. Your best targets from height advantage are expensive units with a Defense of 4 or less. Using Guilty this way can really pay dividends as these units tend to be very costly. Don’t use him on cheap squad figures, as he is not likely to last long enough to take out more than few of them. His turns are better spent doing as many wounds as possible to the likes of Spartacus, Taelord the Kyrie Warrior, and Jotun. An Attack of 3 or 4, twice per round, is likely to inflict at least 30 points worth of damage to these costly figures before Guilty is taken out.

The exception would be expensive, low Defense squads like the Einar Imperium or the Templar Cavalry - attack these units with abandon! Your opponent will be devastated if scrappy little Guilty McCreech manages to take out even one of these squad figures, let alone two. Taking these units out early will pay dividends for the rest of the game since they can hurt your forces so badly. Give them priority if they are within range. Another exception might be the Venoc Vipers, whose Defense is 0 and who therefore can be taken out very quickly. Their ability to Frenzy also makes them offensively dangerous, so by taking them out Guilty can spare your other units their wrath, even if he falls to the remaining Vipers while doing so.

Perhaps you have managed to get Guilty to higher ground, only to have him engaged up there by an enemy unit. Many units might fly, leap or climb to engage him and thereby negate his Attack bonus. Assuming he has not already been killed by the engaging unit, is it worth your time to take any more turns with Guilty? If you have any order markers left on him, the question is moot. Shoot at the adjacent figures. Even if they have Counter Strike, Guilty is not likely to last long anyway, so take the chance to get rid of those Samurai! If he is still engaged when the new round comes, look at the Defense of the figures adjacent to him. If you think he can shoot his way out and then resume shooting at enemies with height advantage, go for it. If he is engaged with figures too powerful for him to take out with an Attack of 2, then either rescue him with other units to free him up and give him back his height advantage, or simply place your order markers elsewhere.

What happens if you cannot get Guilty to higher ground? Any Defense of 3 or less is likely to be wounded by an Attack of 2. Higher Defense units become increasingly worse bets, so you are probably better off putting your order markers elsewhere. You can still go for units like the Templars or the Imperium, as their Defense is low. You are better off not going for any unit that has a Defense of 4 or higher while he is on level or lower ground. If you cannot get Guilty to higher ground early in the game, you will not get the most effective use out of him.

To what other uses may Guilty be put? As an Einar unit, he provides Hatamoto Taro with the Adjacent Tough bonus. He can also lure your opponent’s assassin units away from your Rook Class units and Queen Class units. The threat of Double Attack on higher ground is very real - no one will blame your opponent for sending the Deathstalkers or the Rechets of Bogdan after him - until, that is, they realize that your Taelord or Raelin the Kyrie warrior was spared. For that matter, if Guilty can get within the auras of Taelord, Raelin, or Thorgrim the Viking Champion, his Offense or Survivability goes up. One thing you probably won’t want to do is to place destroyed Viking Champions on his card unless you have no other choice or you are very sure you can keep him alive. Having Finn on his card may be tempting, but other units are usually better recipients of that benefit.

Above all, remember that he is only a 30 point Pawn! You will want to take a few early turns with him, after which point he might well be dead. If he is still there in the mid-game, consider only one order marker per round on him. Use the X Order Maker to fool your opponent into worrying about his enhanced Attack on higher ground. Guilty is a great alternative to Syvarris when you are strapped for points, and you can’t go wrong with his cost.

Optional Strategies:
Marvelous!: If you are playing a mixed game with Marvel units, try putting Guilty on the Warehouse ruin or other high place and take the odd turn with him via the Red Skull’s Master Manipulator. With great height, Guilty can take pot shots at heroes with an Attack equal to Iron Man’s. He becomes a great stand-in for Iron Man if the two are on opposite sides of the board. Even with normal height, you can still use him to take pot shots at Spider-Man and Venom, both of whom have a fairly low Defense when Spidey-Sense or Spider-Sense fails. Of course, if your opponent has his own Red Skull, attack his Defense of 3. The best way to get Guilty on height in the first place is either to place him there at start, or to use another unit like Saylind to summon him up there. This is easier on a classic map than a Marvel map, as high elevations will allow more opportunities for him to climb himself and more landing spaces for Theracus. For a warehouse ruin on a Marvel map, you will either need to place Guilty there at the beginning of the game or have either Saylind or the Glyph of Erland up there to transport him to position.

Deuces Wild: If you want a cool thematic army that also gives you many options, choose Guilty McCreech, Dead-eye Dan, Johnny "Shotgun" Sullivan, James Murphy, and the Red Skull. The Skull gives you the option to use Double Attack, Shotgun Blast, or Sniper on any order marker. This is a 420 point combination that lets you play any "hand" you wish, including good ol' Dust-of-Death. With Red Skull as your Ace of Spades and Guilty (Attack, Defense and Life of 2) as your "wild" deuce, James as the King of Spades, Johnny as the Queen of Spades and Dan as the Jack of Spades, you get a royal flush of mayhem! Guilty's Wild Personality (in the flush he becomes the Ten of Spades) and Double Attack really help give the flavor to this combo. For that matter, since when is a wild deuce satisfied with being a mere 2? Put Guilty on higher ground, possibly using Theracus, bringing the total so far to 460 points. A few Deathreavers to stop the enemy's advance make a good be at 500 points.

Units to Avoid:
Braxas, Grimnak, etc. : Units with instant destroy powers such as Poisonous Acid Breath and Chomp will make quick work of Guilty McCreech. That said, if you can get some shots at them from height, take them! Guilty’s Range of 7 will allow him to do some damage before they get too close.

Morsbane: Guilty’s only real benefit is his Double Attack. If he loses that, he is hardly worth using. On the other hand, if you want to tie up a negation marker, you are better off having Morsbane target Guilty than a more powerful unit. Use your judgement.

Swarm Units: If Guilty is surrounded by units such as the Deathreavers, he has very little chance of getting free. Try to place him so he can do some damage from afar. Having him on higher ground, which is your strategy anyway, will help him to stay away from these units.

For additional information see the Book of Guilty McCreech


Last edited by Malechi; June 5th, 2008 at 03:19 PM. Reason: Changed contact info
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  #2  
Old November 24th, 2007, 02:18 PM
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Bloody the Marro Stinger Bloody the Marro Stinger is offline
 
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Personally, I think you should have held off on this until December 2nd so you could show people how Guilty is meant to be played. :P
All joking aside, great guide!

Bloody the Marro Stinger is the Chimeran Ravager in the....
KEEP OF THE NECRONOMICON
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Old November 24th, 2007, 02:19 PM
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Quote:
Originally Posted by Bloody the Marro Stinger
Personally, I think you should have held off on this until December 2nd so you could show people how Guilty is meant to be played. :P
All joking aside, great guide!
Well, the cat's out of the bag now!

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Old November 24th, 2007, 02:23 PM
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What cat??
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Old November 24th, 2007, 02:25 PM
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Taeblewalker Taeblewalker is online now
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Quote:
Originally Posted by S1R_ART0R1US
What cat??
I am going to use Guilty at a tournament in Albany, NY on December 1st. Now, people can read my guide! I still think he will be most useful.

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Old November 24th, 2007, 02:27 PM
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Quote:
Originally Posted by Taeblewalker
Quote:
Originally Posted by Bloody the Marro Stinger
Personally, I think you should have held off on this until December 2nd so you could show people how Guilty is meant to be played. :P
All joking aside, great guide!
Well, the cat's out of the bag now!
Lucky I wasn't planning to use the Templars in that tourney. Oh.

Great article (again). Thanks!
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Old November 24th, 2007, 02:38 PM
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Quote:
Originally Posted by ollie
Quote:
Originally Posted by Taeblewalker
Quote:
Originally Posted by Bloody the Marro Stinger
Personally, I think you should have held off on this until December 2nd so you could show people how Guilty is meant to be played. :P
All joking aside, great guide!
Well, the cat's out of the bag now!
Lucky I wasn't planning to use the Templars in that tourney. Oh.

Great article (again). Thanks!
It's bad enough when Syvarris kills your Templar or Imperium figure, but Guilty? That's ignominious.

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Old November 24th, 2007, 03:23 PM
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Shiny!

Great guide. I really like the "dueces wild" army. I'll have to try that.

Kumiko is not impressed with your sculpt, either.
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Old November 24th, 2007, 04:36 PM
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I've played that Deuce's Wild army! It is a fun one, and works rather well. It's very tactically flexible.

Most of the time I use Guilty for late-game fighting though. He is a great unit, if a bit lacking in flash.
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Old November 24th, 2007, 11:33 PM
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Quote:
Originally Posted by Taeblewalker
Quote:
Originally Posted by S1R_ART0R1US
What cat??
I am going to use Guilty at a tournament in Albany, NY on December 1st. Now, people can read my guide! I still think he will be most useful.
Ah, I see...
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Old November 25th, 2007, 04:52 PM
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Pretty dang good! He is one of the only units that I actually wanted a strategy guide for!

See Valhalla like never before:
Airborne Elite in the
BYZANTINE CAVE...
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Old December 2nd, 2007, 11:16 AM
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So last night I tried your dueces wild army. I couldn't remember what you said to finish up 500 points with, so I opted for Thorgrim. In hindsight, Theracus, and 40 points of filler, maybe Marcu and Isamu would have been more fun. So my opponent drafted Cap America, Marcus Decimus, Zettian Guards, and Airborne Elite. Unfortunately the Elite dropped before I could get Guilty onto high ground, but he did manage to take out one before he went to that ranch in the sky. Next I moved up Sullivan, to take a shot at the cluster of AE, he took out one as well. My opponent only used one more marker on the elite, which he took opportunity of a grenade into my main force. Luck and Thorgrimm were on my side and only Murphy took 1 wound. The rest of his order markers were used that round to bring up Cap. I finished the round with Dan mopping up what was left of the elite with 2 successful Enhanced Rifle Attacks. Next turn Cap America finishes his charge, ending up adjacent to Sullivan, he tries throwing his shield, but fails to take out Sullivan buying me one more order Marker. Always a sucker for the d20, I activate Dan and use his SharpShooter...19 As I do my little dance of success, my opponent is reading Deadeye trying to cope with the shock of Cap's loss. To make it short, Dan answered the Zettians with his Enhanced Rifle with 2 successful shots, and since the dice gods were happy with Dan, I tried his Sharpshooter on Marcus, and ended the game with a 20.
I apologize if this should have been somewhere else, but since I played with Taeblewalkers army, I figured this was the appropriate place.
All told Deadeye was 6-0 for use of his abilty taking out 445 points.

I just hope Aquilla doesn't summon me any time soon.
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