The big man of the masons, he certainly hits like his namesake.
Mov – At 4”/6” Brick is slow but he does come with a 2” Melee to make his threat larger. He needs to sit pretty central of the crew keeping charge lanes open as we will see..
Tac – 5 is average for most players in Guild Ball and he is no different.
Kick – At 1/6” he is a bit rubbish with the ball so you probably don’t want him doing too much with it (although Mallets Football Legend aura is always worth remembering).
Def – 2+ is rubbish but also average for most big guys in the game. It is a liability but something you will just need to deal with. Always remember defensive stance for these guys to make him harder to deal with.
Arm – 2 Arm is very good however you need to remember there are plenty of ways round it so be careful who Brick goes against. Certain Butcher builds will just ignore all that ARM so his DEF becomes even worse when considering that.
Inf – An unusual 2/3 means he is going to be average for generating INF however he wont get as much done as other team mates due to having one less INF max than most..
Knockback – This is a really interesting ability as it more or less grants a push/dodge playbook result regardless of the actual results you get. Admittedly you can’t use it to redeploy Brick but if he hits 3 times that’s 3” he has pushed a model out-of-the-way (another 1” if he got to counter charge as well).
Counter Charge – This is why you want him pretty central with clear charge lanes. Being able to counter charge if an enemy moves within his bubble makes him incredibly dangerous. Especially as he has pretty easy access to Knockdown! This can really mess up an opponent’s plans. Just watch out for repositions (push/dodge) as he will just ignore this movement.
Tough Hide – On top of his ARM this makes him that little bit more survivable, still easy to hit but MUCH harder to take out now. (added from Errata)
He only comes with 3 possible momentous results, although these are all in the early columns of the playbook. He does do a decent amount of damage in the higher end of the book as well or you can swap some damage output for using his character play or knock down as well. This is pretty handy as Brick can really smash home some big damage OR if he has countered charged than taking some INF off the enemy could be miles better than more damage. The knock down can’t be ignored either, as it can mess the opponents just as well as concussion. Always remember he has knockback built-in as well (pushing charging model out of engagement with target wastes lots of INF).
Concussion – For the Cost of 5 hits he can take an INF of the opponents model. This can be incredibly effective as if done on a charge he has a strong possibly of getting it off. In a game with resource management is very important being able to remove that resource is very powerful.
Brick makes a great bodyguard for the Masons as long as he can reach all the team with counter charge it means he will disrupt the enemy or just the threat of it alone could be enough. He suffers big man syndrome being very easy to hit but his ARM will protect him to a certain extent against some teams at least (as well as Tough Hide making him harder to take out). He will be pretty good at clearing lanes as well with knock back so use him as roving bulldozer.
EDIT: been pointed out I should mention you can’t counter charge while engaged (which I forgot to mention )
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