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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Netting the Fishermen (S3) – the Hag

Say hello to the Hag the Grandma of the team and certainly someone you don’t want to cross…

Stats

She is very slow particularly in a team like Fish (she does get a boost from shadow like), Her TAC is meh but she probably doesn’t want to be in the thick of it unless she can pick on a smaller melee zone model. Her KICK is OK for a Fishermen but she is probably not going to score you many goals. Her DEF is average but she doesn’t bring ARM to the table so is pretty squishy if your opponent concentrates on her.

INF is average although she doesn’t have a high max level, but again like her speed there is more to her that first seems.

Legendary Play

Call of the Sea – Unusual legendary, she takes DMG for every model in the pulse area (minus herself obviously). All enemies suffer a 2” push and friendly models gain a 2” dodge. This has the potential to really help get your team moving or even just clear a path to the goal. As well as controlling where both teams are positioned. However with the damage taken it has the potential to be really damaging to the Hag so caution is needed.

Traits

Talisman – makes her a little more INF efficient as she can once a turn do a character play without spending the INF.

Shadow Like – She gets a 2” dodge at the start of her activation, which makes locking her down very difficult.

Fear – As seen on the likes of Ghast, the first time she is targeted by an attack or play it costs an extra INF to do it. Helps make her a less attractive target for your opponent (no joke about her looks here oh no not me…).

Playbook

She has a small playbook (charges would give good chance of wraps though). She has pretty standard book really, plenty of access to momentous dodges, however her tackle will be hard to go for outside of a charge really. She can easily get her Guild ball result off which is helpful as it is a decent one.

Plays

Decoy – Costs 1 INF, The next attack/play that targets her is at +2 DEF, which means she is incredibly difficult to hit. On top of Fear she really is a target you won’t want to touch unless you really need to.

Fisher’s Reel – Costs 1 INF or 1 Guild Ball (2 hits), as this is not a once per turn play this is a really nice play. It allows her to make a friendly model make a dodge, but only once per player. This does mean she can move 4 players a turn like this if she wanted. The possibilities for a movement team like Fish couldn’t be written here if I wanted to do. Possibly the best utility play for the team!!

Overall

A team-buffer for the Fishermen, when you must have more movement shenanigans than you  already have may as well turn it up to 11!!

She is not going to be keeping up with a lot of players but she isn’t needed for that she goes early in the turn pushes her friends around to open up all sort of charge/goal lanes. Her Legendary is odd but again get be used to push her movement uses up or just mess with your opponent as it doesn’t need hitting. Need Midas out of snap shot range? Done, need to ensure tenderiser loses his free charging? Done, need to make sure Shark can’t get counter-attacked by a smaller melee zone model? Done!!

All the while Fear, Shadow-like and Decoy make sure she keeps out of trouble most of the time. She can be easily ignored by your opponent for those alone which means she goes about her work almost unhindered.

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

Raising the Morticians (S3) – Brainpan and Memory

Next on the list is the frankly weird Brainpan and his friend, I forget his name….

Stats

Brainpan – He has average speed and his TAC is super low, this is not a model you want swinging unless it has help. KICK is a bit meh certainly passable but not a goal scorer without bonus time. His DEF is average as well but he does have some ARM and his INF is standard as well.

Memory – He can’t move and has no INF generation, his TAC is average and his DEF is very good. His KICK is unusual (like Hearne) it brings decent dice pool but mascot level range but as we will see that is not an issue.

Traits

Brainpan

Thought (Memory) – If Memory has been taken out before you activate you can remove the condition and place him close by and at full HP. OK he doesn’t have an activation but he is a road block.

One, Two! (Memory) – Allows you to pass to Memory with a bonus to his KICK (a pretty big bonus). It also allows Memory to make a teamwork action for 1 less MP than normal, which can make Memory move around the board nicely or even go for that cheeky snap shot as well.

Memory

Benched (Brainpan) – Basically means he comes along with Brainpan when you pick him and he doesn’t count as one of your 6.

Inanimate Object – He doesn’t have an activation and doesn’t generate VP when taken out.

Control Strings – At the start of every (other) friendly model he may make a 2” dodge, with no range on this it means he can move 12” a turn happy with no issue. So he is actually one of the fastest models in the game.

Playbook

BP – Its rubbish, he does have a momentous tackle on one which is great but that is all he has going for him! He can dodge and causes a tiny amount of damage but he is not going to get you momentum so only use his playbook if you really really need to.

Memory – Brings all the MP generation for the duo, he brings plenty of damage output while also having some dodges in there as well and all this is momentous!!

Plays

I’m open! – Costs 2 INF, allows a friendly model make a pass which targets Brainpan without spending INF. It only has a small range but most players will be in range of passing regardless with this distance.

Puppet show – Costs 1 INF, allows memory to make an attack for free or make a 2” dodge, very versatile ability which lets you make memory do the heavy lifting for the pair.

Pulling the strings – Costs 1 INF, allows Memory to make a KICK without spending any INF, ties in nicely with his traits to allow for some puppet goals or even letting Brainpan doing the scoring..

Overall

They are an unusual pair, one will not work without the other however they are not the easiest pair to separate so your opponent will probably ignore Memory which can only be a good thing as he is a great little roadblock that is nigh on impossible to lock down.

Between the pair of them they can score goals from crazy angels and it is not impossible to have 3 passes in a brainpan activation with the last leading to a snapshot. Which makes them a serious goal threat. It is also worth noting they make great momentum generators as Memory will get something every time unless tough hide is round.

A very interesting choice for the spooks and one worth considering.

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

Building the Masons (S3) – Granite

When you need a polished stone you may as well have a hard one.. Its time for some Granite.

Stats

She is the slowest model in the game, on par with a Tortoise!!! Her TAC is pretty good. While her DEF is poor but she does have some decent ARM. Her KICK is OK but she isn’t scoring goals with that movement stat generally. Her INF is the usual average for the game.

Character Traits

Determination – When she is engaged by 2 or more models she gains a boost to her DEF. Still pretty easy to hit but it does help.

Foundation– At the start of the game she may make a free jog before INF is allocated. This means that if she spirits she can move the same distance as most models the first turn (average 8”)

Sturdy – Once per turn she ignores the first Knock down she suffers which helps when she is so easy to hit.

Between a Rock – A healthy aura around her, once a turn when another friendly model takes damage from a play or attack. She gets to make a free jog, so if placed right she is actually faster than she looks but it is dependent of the enemy helping you out.

Playbook

She doesn’t bring lots of Momentum (only half her columns) but it is all situated at the early side of the book. She has an early Knock down and does do some nice damage across the book. She does have access to pushes but no dodges which makes sense really.

Plays

Gut and String – Costs 1 Guild Ball (3/5 hits) – We have seen this Shark and Jaecar. Hands out a big MOV buff and also a DEF debuff as well. Which is always nasty..

Tar Pit – Costs 1 INF or 1 Guild Ball (3/5 hits) – Enemy models within the aura (reasonable size due to her base size) count as being in rough ground. Helps slow a lot of models down to her speed which is cool idea. Unfortunately this is perhaps a little situational as her placement is key to getting legs out of this.

Overall

A really slow player that can surprise the opponent if they start handing out damage to your players. As any free movement is great to have, she is a tarpit (literally in some cases) but as she is slow and also slows down the opposition she is probably not going to be good to use against fishermen. She brings the debuff of the likes of Casket and Fangtooth but she needs to activate early to get the most out of it (and spending of INF but makes sense as it only affects enemy models).

She does represent a good wall for the masons to use to stop the enemy going anywhere near the goal. You will need to really think about placement with her as your opponent will probably want to play around her than go through her use this to your advantage.

Fermenting the Brewers (S3) – Pint pot

Whenever you need a little help in a bar brawl you reach for the pint pot…..

Stats

He is average speed, his TAC is pretty good. While his DEF is meh and he has some ARM. His KICK is mediocre as well but that is not what he is about…

He unusually brings the average amount of INF but that is also his maximum as well.

Character Traits

Rowdy – Both a great thing to have and a bad thing as he doesn’t gain any boosts from Gang Up but he also ignores crowding out. So he is always going to be swinging with most of his TAC (cover still works). Worth noting that he still helps with ganging up though.

Six Pack – A great rule very much in theme with the brewers. Pint Pot starts the game with 6 beer tokens. He can use a maximum of 3 in a turn. They allow him swing without INF, use his Heroic without MP and also do a character play without the INF spending. Using these right will be the tricky thing about him, as you could front load them and really go to town early game or be more frugal with them to get more out of Pint Pot for the entire game.

Playbook

He brings a decent amount of Momentum generation with the usual shorter than TAC that we see from a lot of Brewers.

His knock down is actually hard to get to for a Brewer but he is more about the damage output without it. He has access to both pushes and dodges (all dodges are non-momentous though). He can hand out a decent about of damage but really he will need the help of Tooled Up and the like to make him really scary.

Heroic Play

Come on Then! – Next time he is hit with an enemy attack or play he gets to ignore it (parting blows still happen), this means he can actually have a sort of gluttonous mass once he has activated. Helps loads once he has drank his beer and can easily take fewer hits back…Well if the enemy is still standing.

Plays

Concussion – Costs 2 Guild Ball (4 hits) – We have seen this on other models like Boar and Rage. The targeted model loses a point of INF. Which means you could remove 5 INF from a target. This can really hurt any team particularly those that have ‘super captains’. Suddenly Shark is going to struggle to do his super striker act. Fillet can’t kill as much etc.. Obviously without his beer he is only going to manage 2 INF removal which is still not terrible.

Smashing Face – Costs 2 INF – All models in his melee zone (decent size due to 40mm base) suffer some DMG and also the bleed condition. Has the potential to be pretty nasty especially if done late in the turn as that equates to 5 DMG, which is nothing to be sniffed at.

Overall

So we have an unusual damage dealer for the brewers, he can really be incredibly nasty for 2 turns or you can make his beer last a bit longer. He does still gain the bonus from friendly plays so Tooled Up and the like is going to help him loads (and make him terrifying). With that up he can one activation a lot of models in the game which is very much like the butchers.

Pick his fights well as he is usually going to be going alone (as he wont get bonuses anyway), but anyone already knocked down or other DEF reduction (looks at Friday) he is going to enjoy hitting.

He is certainly a good INF battery for Tapper as he can get the INF back with Old Jakes, but saying that with Esters he is going to be more of a damage threat. Basically wind him up and let him punch himself to a stand still.

Building the Masons (S2) – Hammer

The last of the season 2 captains is finally being covered, didn’t take me long at all did it? Well its now blunt instrument period of sun movement (Hammer Time)…..

Stats

He is average speed (and unusual as he is one of the few 1” melee Masons), his TAC is pretty good seen on a few other captains. His DEF is meh and he has ARM (again not as much as other masons).

He brings the average amount of INF for a captain but he isn’t greedy as can only have 1 more as a max. His KICK is good for distance but only meh dice pool. He does have some OK stats but he has ways of boosting himself and others as we shall see..

Character Traits

Tough Hide – He hangs around long than most against being beaten up.

Stoic – He ignores the first push against him every turn, this is very powerful with his average melee range as he charges into someone itmeans he isn’t swinging in the wind against the players who can move him about. Although be wary around Fishermen with their many many dodges.

Knockback – We have seen this on Brick, basically when he hits anything each of his playbook results also have an additional 1” push and dodge that you can’t see. This on top of his playbook means he can really mess with an opponents placement of models. It also means it is harder to lock him in combat than you expect as he basically has a 2” push on 1 hit.

Playbook

Lots and lots of pushes on his book, he does reasonable momentum generation (4/6 columns). He doesn’t dodge at all (outside of knockback), but he does bring some pushes also some larger ones at the top end but they are not momentum generating. He has reasonable chance of Knockdown (3 hits) and he is a pretty good tackler (2 hits) in fact all his tackle results will generate you momentum.

He has lots of chance for damage dealing as well, although only the low amounts will generate momentum (so those big swings will be held back for charges and potential wrap arounds). However with his plays he can bump that up to pretty scary levels, almost Butcher levels in most cases.

Heroic Play

Hammer Time – a massive aura that allows friendly guild models to use his plays as if their own. Very powerful as we shall see..

Plays

Quick note on all his plays the cost is misleading, as they all require you take an INF of a friendly model to activate the play (it is also short-range), which means it would cost 3 INF to activate all three. But it does mean there is no such thing as wasted INF in a Hammer crew. You over spend on one model who has done all they can, with these plays (with the Heroic play active) you can still make use of the left overs if you are in range.

Punishing March – Costs 0 INF – This allows him to gain a nice boost to his MOV, which takes him up to Fishermen levels of speed.

Iron Fist – Costs 0 INF – This makes him a scary combat beast as he gains +1 DMG to his playbook damage, which at the top end is nasty. Even the lower end is going to make a lot of players nervous to have him around.

Ball Hog – Costs 0 INF – This makes him a better goal scorer as that meh KICk dice pool gets a boost which makes him edge toward average Fishermen goal threat.

Overall

So we have a Swiss army knife of a captain. As long as there is still friendly INF on the table he can be exactly what you need him to be at that point in the turn. Fast and good goal threat? sure, bring the pain and hand out some very nice damage? easy!

Timing his activation is going to be key as it will depend how you have placed INF around your team as to what he is able to do. But also how important his heroic is going to be for the team due to his final placement..

Get the most of him with this in mind is going to be tricky but if he clicks he is going to be very hard to deal with. He can easily stand in the middle of the pitch letting his team do the health lifting. Ball Hog makes the goal scorers even scarier, everyone faster and the damage dealers almost butchers!!!

Although saying that he can just go super saiyan and smash the opposition..

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