Guild+Guard+Captain

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 * Guild Guard Captain, Guild Minion**

=__Overview__= The Captain is a tough proposition. He has the power of the Guild behind him, and the people on the street know it. He is part of Lucius' Elite Division and can certainly play well as part of the team.

=__Mobility__= The Guard Captain is very slow, with only Wk 3 and Cg 5. It is possible to move further if you cast //Menace// which includes a move of up to 4" towards the target, and his //Officer of the Guild// ability gives him a bonus on Ca and range when casting it. He can also //Companion// with your Master and //Captain// to activate a friendly Guardsman after him, allowing several models to activate together in a chain.

=__Offense__= The Captain's Axe comes with a Ram for his //Critical Strike// trigger, which gives it a very good damage profile. His Mauser 9 has a short range of 8". It has a low damage spread, but if it does Severe damage, there is a bonus damage flip. This flip works in the same way as the additional flip you get after flipping a Red Joker for damage, and adds its damage to the total before applying //Armor// and similar defenses. Flipping the Red Joker for damage with this weapon causes two additional flips for damage!

The Captain also has the ability to make use of //Automatic Fire// with the Mauser 9, which allows him to take a shot at up to 3 models clumped together. This is the opposite of //Rapid Fire//, in that it is only worth doing if you are going to hit 3 models, and each one will only get hit once, so unless they are badly hurt or very weak, they will probably survive.

=__Resilience__= The Captain has an average Df, but also comes with //Armor 1// and //Hard to Wound 1//. These combine well to keep his 10 Wd lasting for a long time.

His Wp is average, so he is vulnerable to very scary models, but if you can get him to stay he can use his //Frightening Authority// to give friendly Guild models within 6" a positive twist in Morale duels.

He has //Duty//, which means that his Controller cannot be changed, making him safe from //Obey// and similar spells.

His //Menace// spell is capable of stopping enemy models from making Move actions, which can be useful to keep melee models out of the fight.

His //Attennn-Hut!// spell is capable of protecting models from //Slow//. It both removes //Slow// from the target and makes it immune to //Slow// for the rest of the turn.

=__Tips and Tricks__= In conjunction with Guild Guards, Guild Hounds and Austringers, the Guard Captain makes it possible to activate your entire crew (depending on composition) in one activation by using //Companion// to activate your Master and //Captain// to activate an Austringer, who can use //Deliver Orders// to activate a Guard, who can use //Raise the Alarm// to activate the other Guards. The Guild Hounds can be activated simultaneously with your Master using //Companion//. If done at the right time, this can deliver a devastating alpha strike, but bear in mind that you will then have to weather all the opposing crew's remaining activations.

=__Master-Specific Tips__= Since the Captain is so slow and can only use //Menace// to increase his mobility within 10", having Lucius bring him forward using //Reinforcements// will greatly increase his value.

=__Minion-Specific Tips__= A Drill Sergeant with a //Link// to the Captain greatly increases his melee capability. Alternatively, if the Drill Sergeant or any other model with //Link// is attached to another model further forward, casting //Menace// on the Drill Sergeant will allow the Captain to get to the fight more quickly than using his Walk. //Link// means that the Drill Sergeant never needs to Walk, so there is no penalty.

=__Playing Against Guard Captains__= The Captain's weakest area is his Wp 5 (unless the opponent is using a Governor's Proxy). Forcing Morale checks can severely reduce his effectiveness. Abilities which bypass damage and simply kill, such as Seamus' //Slit Jugular// or Hans' //Headshot//, are also very useful.

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