Guild+Hound

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 * Guild Hound, Guild Minion**

=__Overview__= A savage beast that should be man's best friend, enhanced by sharp metal additions to the region that bites the other guy.

These models are almost always taken in pairs, and can be a cheap speedy minion for most Guild crews.

=__Mobility__= The Hounds are quick normally, and they have a few tricks that make them quicker. They gain an additional Walk action when they activate near other Hounds (which is easy with //Companion//), and they can Charge targets that are carrying Body Parts, Corpse, Blood or Eye counters for 1 AP. This gives them the potential for a Walk-Walk-Charge from 21" away.

=__Offense__= The Hounds' Teeth have a short range and a fairly low damage spread. However, their //Source of Blood// Trigger forces the target to discard a Corpse, Blood, Eye or Body Parts counter.

Although one hound is not likely to do much, 2-4 5CB (depends on charge) attacks can start to take some dents out of an opponent.

=__Resilience__= Hounds have a decent Df built in, and Wd more on par with a 4-5 Soulstone model - not bad when you can effectively buy two Hounds for 5 Soulstones.

=__Tips and Tricks__= Clearly, the Hounds are intended for dealing with Resurrectionist and Neverborn crews, with their focus on Charging and removing various counters from the models that collect them. However, they are also a cheap addition to Guild Guard forces, as the Guard spell //Cordon// can target these models. This gives you a cheaper alternative to more Guild Guards, and gives you more flexibility in board control.

These guys are great at activation control, rarely can the Guild get 2 activations for 5 points!

They are great objective grabbers, just remember that they are only significant in pairs... Even thought they do not have the best damage spread, they can take down an injured model, totems or some support models.

Use them to run up to a cluster of powerful models or spell casters and force them to use AP to kill them or disengage. Depending on the situation, sacrificing 2.5 or 5SS of models can be the difference in a game.

=__Master-Specific Tips__= Lady Justice's ability to give models //(+1) Melee Expert// can be very useful on the Hounds. This can allow them to move three times in a turn and still attack once.

Because the dogs have //Companion (Master)//, they can be incorporated into an Ortega alpha strike very easily, so they don't make a terrible choice of minion for Perdita.

As Guardsmen, the Hounds are able to be hired into crews led by Lucius. Many of the models in Lucius' crews have abilities that affect Guardsmen, so the Hounds are a good fit. These poor puppies are great for Lucius to sacrifice to get Reactivate.

Sonnia can also get great use of these guys via companion-activating them, running one or two dogs up to just outside melee range of some enemy models, then bouncing blasts off the dogs. Beware though that the dogs can not survive a severe-flip, so try to make the first spell do moderate for 3, then go for severe on the second. If you really need both to be severe, you need to use two dogs.

=__Minion-Specific Tips__= Guild Guard can cast Cordon on them, and then have them walk, to create a huge line of impassible terrain.

They can companion with other hounds and your master, which can open up some alpha strike options.

=__Playing Against Guild Hounds__= Hounds are not tough and will go down with 1 or 2 hits. They also are not going to do a lot of damage on their own, although a lucky severe wound spell trouble.

They lose their significance when not in pairs, so to stop them from being objectives grabbers you will only have to kill one.

They become marginally more nasty if you use counters as they can get rid of them with an action, and can charge (and have a trigger to make a model drop a counter) with 1AP. Worst case scenario is you have a model which relies on counters getting hit, dropping the counter and then losing it. However, it should be noted that if you then kill the hound, you can probably get any counters you lost back.

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