The Alchemist Formula (S3) – Crucible

I need to come up with some decent snooker pun for this one but I have been black balled…. Welcome to the world of Crucible.

Stats

Reasonably fast she can keep up with most of the team, her TAC is average as is her DEF (no ARM though). Her INF is also average while her KICK is ok nice dice poll but not striker distance.

Traits

Incensed – At the start of her activation she gains either the burning or poison condition, why we shall see next.

Chemical admixture – When she damages a model they also gain the same condition she has. Which means you have to decide between her doing damage or dodging around during her activation.

Covalence – An aura around her which is a momentum sink for your opponent as they need to spend an extra MP to shift conditions if they are suffering one of  the ones she hands out. Incredibly powerful when you consider what the alchemists can do against models with conditions. This can quickly hurt opponents momentum as it is always on.

Reactive Solution – We have seen something similar with the return shadows trait, if an enemy is suffering poison/burning near her at the end of her activation she gets a free 4” dodge.

Playbook

She has plenty of access to momentum (4/5) and a lot of this is dodges and some pushes. She does have momentous damage but it is so high you will usually only get it on the charge. Her most interesting choices are at the low end with her play and tackle and dodge to keep her moving..

Plays

Nimble – Costs 1 INF, boosts her DEF up to good, but obviously she needs to go early in the turn to get the most out of it.

Sling past – Costs 1 INF or 1 Guild Ball (2 hits), allows her to ‘jump over’ an enemy she is engaged with. Actually makes her a little bit faster in an odd way as she can just engage a model and be moved to any point around the model staying in her engagement zone. This means against a 30mm based model it is almost an extra 3” of movement. If she manages to get a wraparound she can also move out of engagement as well making her movement possibilities interesting in the right situation.

Overall

She is a really interesting choice of team member for the alchemists, she brings an unusual condition game. Particularly in that she needs to be suffering the condition to hand it out. This means with burning you actually slow her down as she doesn’t have the same trait as vKataylst.

On top of this she is a bit tricky about when to active her (in the same vein as Venin) as she will get more out of Nimble she needs to go early but to ensure she gets the most out of the condition game she needs to go later in the turn.

Sling past is an interesting play that will work well if she goes on a goal run as if she has the ball already on the charge she has the chance to have a decent threat range which is always worth keeping in your head when looking for those lanes.

So really she can achieve a few things for you but when getting the most out of her during a turn is going to be a very delicate balance between her abilities/plays. Sometimes you are going to get it wrong, but she is naturally going to want to appear in a list that is strong on the condition game so keep that in mind (but still competing with Calculus, Venin and Mercury).

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

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