Building the Masons – Flint

What can I say about Flint? Our charming out-and-out striker needs no introduction. He appears to be one of the few ever presents in my line ups and you’ll soon see why. As one of the games pure strikers he possesses all the key aspects to make him one of the best out there, if not the best out there.

Stats

Mov – With values only just shy of Honour at 5/8” Flint is still very mobile. He can outpace most of the players in the Butchers or Brewers team but will be caught by the Fishermen. His normal move of 5” isn’t fantastic however the 8” Sprint is what you can expect to use move of the time, either in pure movement distance or charging.

Tac – A Tactical Ability of 4 isn’t fantastic, a certain angry cat shares this value. However it’s enough for what you need. Flints most important Playbook results are all really low scores so on a charge with 8Tac he’ll usually be able to pick up what he’s required to. While not his most important stat it’s one he’ll use a fair amount in-game.

Kick – His dice pool of 4 which is standard for a striker really as is his distance of 8”. A pool is normally enough to get the job done (especially if you use Bonus Time it). This gives him a natural 16” Goal Threat without bonus’ (he has those as well) which is pretty fantastic no matter how you look at it.

Def – A Striker who’s hit on a 3+? What’s the point of this I hear you ask. Don’t worry though, against a vast majority of the players in the game he’ll only be hit on a 4+ and he does have Arm which most others strikers do not.

Arm – As mentioned above, 1Arm is more than most strikers which will protect him from some attack rolls. If Boar gets into him he’s going down though, he’s not that tanky.

Inf – The rather standard 2/4 for Masons if ever-present again here. Flint however fills that nice point where in early turns where he just needs to position he’ll be a net gain for the team only requiring 1 to run or advance and “Where’d They Go?” into position. However on the turns where he needs to turn it on in a similar fashion to Ronaldo he’ll pull in all 4 he’s allowed and make damn good use of them.

Character Traits

Close Control – The skill all strikers want but only a few have. Close Control allows you to ignore the first tackle playbook result (just the playbook, if you are tackled as the result of a Character Play you’ll still lose the ball) suffered each turn. This means that for most opponents (even charging ones) they’ll need to spend an additional Inf for yet an additional attack to strip the ball off him. Any time you force your opponent to roll dice there is a chance they’ll fail the required roll, anytime they fail it’s for your benefit!

Charmed [Male] – Due to Flints … nature … with other male figures in this game he’s at +1Def against any attack made by them again him. Boar now hits on 4’s instead of 3’s. 5’s with Defensive Stance up. That 1Arm you have doesn’t look as useless as it did a few minutes ago now does it? Lucky for us that Flint is who is ‘eh?

Playbook

As I mentioned earlier, Flints Playbook while only short isn’t by any means weak. It contains all you want from a striker. A first result momentous tackle is the most important result in there, however the 2 hit Push&Dodge has won me games when failing to get to the 3 hit trigger for “Where’d They Go?”. He has a 1 Damage (on 1 hit) and 2 Damage (on 4 hits) within his play book but when you’re having to use Flint to Deal the Damage it’s either a certain thing or you’re desperate. Don’t worry again though, against low Def Models without Tough Hide he can do 3 Damage on a Charge, 5 if buffed by Marbles.

Plays

Where’d They Go? – One of the more useful skills for a Striker to have. Being able to spend 1 Inf for a 4” Dodge is massive. However you can also trigger this skill by scoring 3 hits, something which isn’t too hard against the right targets on a charge, you’ll also generate a momentum to shoot. So with 3 Inf you can charge 8”, hit, generate the momentum and the 4” dodge and shoot accurately from 8” away, 10” if you gave him 4 for the Super Shot. Not bad goal threat really is it?

Overall

So there we have Flint. Arguably one of the best Striker in the Game. After all he’s quick, has plenty of low Playbook scores which generate momentum and has a 4” dodge on tap! What more could you want?

Make sure you check out Leodis Games for all your Guild Ball Goodness

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2 comments on “Building the Masons – Flint

  1. He now has charm [human] as far as I can tell. Even more useful right? Only animal mascots can ignore his charm!

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