Author Archives: docbungle

Tinkering the Engineers – Team Talk

Welcome to the last post in the Tinkering the Engineers series. If you missed anyone you can find links to them here;

What can we expect from a team of engineers then? Well range, lots and lots of range which grants some knockdown and pushes as well.

They also bring a glut of momentum point gathering at the range they have, this is mainly down to Ballista’s bubble Momentous Inspiration any damage at range gives you extra MPs which means you don’t need to get up close and personal to gain momentum, hell you don’t even need to pass the ball!! They are also very good at kicking the ball even the mascot can put in a good show with super kick up, but generally not great on massive damage output (generally looking at 1-2 damage even from range).

So generally what you will see is Ballista, Ratchet and Salvo all together being a MP generating ranged battery, while Mainspring goes to blow up and Colossus and Velocity deal with the ball.

Obviously the 3 mechs in the team love Ratchet for his extra (non-MP) healing and we all know Ratchet is there to create more mainsprings and to sending the little guy off to explode again..

It’s also worth nothing that Ballista’s second wind play works well with ratchets long bomb play as together you can get the ball out of harms way and then be fast enough to get it back as well particularly if its done to one of the faster members of the team (looks at velocity).

They also as a team Tackle very very well, with lots of tackle options sometimes in multiples on the same playbook and a fair amount of MPs being generated from these tackles.

They could be kings of the short passing game, whereas Fishies are about the crazy threat range. Gear heads want to stay with a 6″ bubble so the boys can play with their range weapons (snigger) while also passing the ball between themselves moving up the field. Only worry and issue is with only 2 close control players in the team the others are going to be targets for tackles! How you get over this will make a huge difference for them..

Building the Masons – Brick

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..

Character Traits

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.


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. 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 )

Bendy Boards Mob Football Team Board Review

Today I will be having a look at the new Mob Football Team Board (cue crowd noise) from the guys at Bendy boards , you may remember when I looked at the gaming widgets they have done in their Mob Football range as well as the massively useful Battle Board which are suitable for Warmachine and those with a Malifaux addiction *cough* BigBoyBucky *cough*..

So what does the Team Board bring to the table then? simply flexibility by the ring full (will make sense later) and as always great build quality.

Bendy Boards are really cornering the tournament tray business in the UK, this is a good thing as the quality is awesome and they are at a price which will not hurt anyone (these rock in at the same price as 1 40mm Guild Ball player)!

As with all the new design boards you receive a lovely package through the post from Leee as everything is flat pack, how very Swedish although with no lost screws or meatballs.


Awww look I have been tagged, this is my board there are many like it but this one is mine!!

As you can see it is almost a snap fit build.


As always with Bendy Boards everything is clean and fits together in literally 5 minutes with only a touch of glue needed (or a bit more if you are clumsy)


The rings are this boards party piece as you can see we have space for a Goal and 5 players (30mm) bases as standard on the board (or 4 and a ball). We are then given some nice flexibility between 2 30/40mm bases and 2 30/40/50mm bases. What this means is that we have space for the goal and 8/9 players but with the flexibility of base size very much at the fore.

So if other teams start getting a 50mm base player like the Morticians Bone Saw then you are covered. It also covers you in tournament play as roster size is capped at 8 players anyway at the moment.

Another nice feature is the lip around the tray although small, it is certainly high enough to help catch the minis before the fall when you stumble/nudge while moving about at a tournament.


So overall, with the ‘as expected’ area for holding cards and over paraphernalia from a BB board and the flexibility of the rings it means all teams can travel in style from table to table.

The bases are held snuggly in their spots so I have no concerns about slipping either :), it does the job and does it well. So what about the price then? Well for the price of £12-13 (higher price is for name tag) you can not go wrong!

Overall if you play Guild Ball and your team needs a team bus to get around this is as good as you are going to get :) without air conditioning and toilet.

The only question I have left is do I make the storage area a box by having a crowd stand on top that can be removed or is that silly? :D

#WAAC Malifaux Raffle


After the success of the Alchemsit raffle. Its now time for the Malifaux Raffle, around 100 soulstones of resser good/badness for someone to win painted by people all cross the UK. Want to win all this sexiness? then simply follow the rules below!!

Missing from the picture are a translucent Bette Noire and some corpse markers.



  1. Go to
  2. Donate £5 gets you 3 tickets and say you wish to enter the Malifaux Raffle.
  3. Ensure you include your email when donating otherwise I cannot contact you.
  4. You will be sent your raffle numbers ASAP
  5. The Raffle will stay open for 1 month to give everyone a chance to enter – CLOSING DATE 7th November 2015.
  6. Winner will be picked by draw will occur during that week.
  7. I will contact the winner who will have 7 days from contact to confirm they want the team and their postage address.
  8. If contact not made OR they don’t wish to have the team I will redraw.
  9. If you are based outside of the UK there are additional rules;
    1. I cannot follow any addition rules/laws around raffles/gambling as such you are responsible for such things if you win.
    2. I will require the cost of postage as well (not cheap sending outside of UK), this will be dealt with via the winners, if applicable.



Tinkering the Engineers – Velocity

Do you feel the need for speed? Well how about the last Tinkering the Engineers post and feeling Velocity?


Fast moving and an awesome KICK means she is your go-to goal scorer. She becomes an even better option when you see her DEF which is very high (although no ARM which is odd from a wooden person), Her INF is average while her TAC is pretty low..

Character Traits

Close Control – The first tackle against her a turn is ignored, this means it is incredibly hard to get the ball of her usually, unless your opponent puts some effort into it.

Reanimate – Once a turn (and every turn) when she is reduced to 0 health and so would get taken out she immediately gets 3 points back and remove all conditions. Incredibly powerful ability when combined with her DEF, she just won’t die!!


Lots of pushes and dodges in her playbook and also very column has momentous choices in them which is very powerful. Basically she can can’t actually do any damage beyond a tickle but she can get the ball back and then disappear VERY quickly. A possibility for a 2” push AND dodge means she won’t be engaged!


Nimble – Costs 1 INF, Grants her +1 DEF which makes her almost impossible to hit! Very nasty if she needs to get away from an engagement.


She is fast, hard to hit, hard to pin down and can score goals for fun. That’s about it really. Go where you need her and wait for the ball, or if you get bored go get it yourself she wont be engaged for long.

Tinkering the Engineers – Salvo

DUCK!! For this Tinkering the Engineers post as its Salvo’s turn.


Fast moving and a decent KICK means he has an OK threat range as a goal scorer. While his INF is average (maximum is below average though) and his DEF is also average as well but he does get some ARM. His TAC is pretty low but like Ratchet this isn’t a bad thing as on the charge he is doubling his dice (easier to wrap around results with).

Character Traits

Pumped – Once a turn when using Bonus Time he doesn’t need to spend a MP to actually do it. Makes him pretty efficient as one of his 2 plays are more likely to come off.

Swift Strikes – Whenever he causes damage to an enemy model he can make a 1” dodge. This really adds to his speed and also means 2 hits and he could be unengaged from some models.


Lots of pushes in this playbook as well as a TWO momentous tackles which is unusual (one has a push) while he has very little damage output.

This means that he can do as much damage with more effects (push/knockdown) from his plays than what he can do engaging with the enemy.


Kick Bolt – Costs 1 INF, Pushes model 3” which is a healthy distance and does 2 DMG. Helpful for clearing a path, if you get the angle right and on top of other boosts is helpful for the team.

Floored Bolt – Costs 1 INF, allows him to knock down a model and do 1 DMG. Powerful when you consider the dodge he will get and the MP generated if he is near Ballista.


Certainly does not want to get into the middle of things just sit back and use his various bolts. Both of which allow to get a move on as well for free. This makes him surprisingly fast which means he can be a goal threat BUT also with those Tackles in his book he is not bad at retrieving the ball for you when you need to.


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