M2E+Guild+Guard


 * Guild Guard, Guild Minion**

=__Overview__= The boys in Blue (or red and black, as the case may be) these are the basic rank-and-file policemen of Malifaux. Guild Guard are best taken in groups and do well at negating enemy Scheme Markers and causing the opposing player to discard resources.

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=__Mobility__= A good Guild Guard doesn't hurry anywhere. He walks his beat casually, taking in the sights and sounds of the city 4 inches at a time. When there is a villain to pursue he gives chase, but is limited to a charge of 6 inches.

Investigate
If a Guild Guard starts an activation within 5" of an enemy Scheme Marker in line of sight they can be immediately placed into base contact with it. This is essentially free movement to free up their Ap for discarding the marker before going about their business. As a place you get a good bit of flexibility in where the Guild Guard ends up, and it can be a very useful ability for getting your Guard out of Engagement and getting rid of a marker unexpectedly.

Menace
Arguably a movement trick, but more often an empty passage of text. Menace allows a Guild Guard to push 4" toward any living model which then must pass a TN 12 Horror duel. Given that activating this ability requires at least a 7 of Rams and the results are mediocre at best it's an ability that will seldom be used. Situations **Menace** might come in handy include pushing out of an engagement, through difficult terrain or into Melee range of an enemy with better reach.

=__Offense__= The Guild Guard comes with a sword and a gun, both of which have the same attack stat of 4 and damage spread 1/3/4. The sword comes with a //Critical Strike// Trigger which can up your damage if the suit is Rams. The gun has a good range of 12" and an automatic Trigger which makes the target discard a card in order to Walk or Charge. If used on an unactivated model, this puts a drain on your opponent's control hand and limits their mobility, plus you get to say "Halt! Who goes there?" when declaring Triggers.

=__Resilience__= With average stats in both **Wp** and **Df** the Guild Guard is pretty easy to hit. Five wounds and **Ar****mor +1** means they do take a hit better than most things their points cost though.

Patrol
As long as there is another Guild Guard within 3" inches the defense of both models is increases by two. This makes removin a pair of Guards far more troublesome as most attackers will need to cheat decent cards to hit them and they have enough wounds to soak up a fair few attacks. Great for strategies and schemes that require multiple models to be within a certain area.

=__Tactics and Tips__= Guild Guard provide cheap activations. They are significant Minions which are surprisingly annoying to kill but have poor offence and movement. The typical purpose of a Guild Guard is to be a nuisance to your opponent while claiming objectives, not to kill things. They aren't a particularly fast scheme runner but they're cheap and disposable and will get where they're going eventually.

In a scheme marker heavy game Guild Guard become much better because of their **Investigate** ability. Because they like to clump up for **Patrol** they are less good for strategies where you need to spread out or against opponents with a lot of area effect damage.

Don't over-rely on **Patrol -** if spreading out your Guards scores you more VPs do it; they are disposable.

If you need to un-engage a Guardsman badly and have a 7+ of Rams you can target one of your own models with **Menace**. There are probably better ways to spend the card, but you never know.

=__Playing Against Guild Guard__= Any way to separate Guild Guard from one another is a good idea. If they are clumped together try to get blasts off, or attack **Wp**. Don't underestimate them, they can take a hit better than you might think and will wander around scoring VPs if left to their own devices.

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