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..

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

The Alchemist Formula – Smoke

Its time for some mirrors as well I have the Smoke already.

Stats

She is slow, like Boar slow (but that is easily tweaked as we shall see). Her TAC is also poor especially for a captain not even average for the game. Her INF is average for a captain as is her DEF and some ARM as well.

The standout is her KICK it brings an amazing amount of dice to the pool while also only having a small range on it. There is a reason for this as we shall see…

Character Traits

Cloud Jumper – Her big trait it allows her to be placed within any AoE that she can target with 4” which means her low-speed suddenly becomes significantly larger and without the worry of parting blows. As that 4” plus the length of the AoE plus her MOV suddenly she is moving more than 12” that is fishermen speed!!

Unpredictable Movement –Advance into her melee range and she can skip away (dodge 2″) once per turn, just to make her but more survivable. But as always watch out for that 2″ melee..

Momentous Inspiration – Last seen on Ballista, this helps boost early game Momentum generation when you consider the likes of Calculus and Mercury. Does become less important later into the game but certainly helps.

Legendary Play

Chemical Shower – Pretty straight forward play as, Smoke creates 2 AoEs that both do 3 damage to any models in one of them. Now this is condition damage so doesn’t trigger tough skin, so everyone takes the 3. These AoEs then stay around as poison AoEs which she can obviously move around.

Playbook

A small playbook that gives us some access to momentous pushes and Tackle, however you don’t really want her in combat she isn’t going to get you much out of going unless she charges. Keep her out as a goal threat and using her plays to get AoEs everywhere…

She could get wraps on the charge it has to be said BUT you would need to be in need of Momentum to do that (or want the ball).

Plays

Smoke Bomb – Costs 1 INF, Creates a cover AoE which is handy with cloud jumper. Means she can reach some pretty impressive speed! Also moveable cover is always handy..

Alchemy Mix – Costs 1 INF, Allows her to create a new AoE from one that is already on the board which is a duplicate (copy a burning you get a second burning etc.). Which is placed in base contact with the original. Can only do this once a turn but you can create a wall of AoEs your opponent wont want to get near.

Chemical Breeze – Cost 1 INF, Allows you to move an AoE on the board (placed by friendly model) up to 4” from its current location. This counts for any models ending up within the AoE after its movement as if they had moved into it. So therefore taking the ongoing effect from the AoE. Targetting models that have already gone means you can really stack the different conditions from the alchemists.

Overall

She is the Queen of conditions and AoEs, in the right team she can litter the pitch with them that makes it that the opposition is going to have to take some conditions to get anywhere. She is an a great goal threat and it isn’t straight line threat either as her cloud jump makes it so she can go more or less where she wants which is incredibly powerful.

Her cloud jump gets around a lot of issues in the game from counter charge to Unpredictable Movement so use this to your advantage. If you do play the condition game, you are going to want her to go later in a turn so you can get conditions on the opponent with less reprisals or using MP to remove the condition. This means her team becomes a goal threat but also a team of a thousand cuts as players just keep taking 1-3 damage a turn maybe more if you have Venin on the board. Although it would take a while it does weaken teams far quicker than you expect so keep that in mind.

A very unique captain that offers a goal scoring/damaing dealing way to play that no-one currently gets close to duplicating.

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

Beared-itorial

Back on the wagon after a long christmas break, so what have we missed then?

Well the GW model of stand alone games continues with the Deldar jetbike battles, which looks pretty cool although hopefully they let us use more than bikes and hellions!

I have been struggling with the hobby recently, not helped by the new baby throwing the night rhythm out slightly. Suppose he is cute so is forgiven, for now 😉

Anyway with this in mind, I am thinking of launching a personal #TOMB (Tale of Malifaux Blogger). As at the moment I have a lot of ressers that need painting. So in theory I wont be buying much but I will be able to set some goals out and get some games played even if only Vassal.

Games This Week

Some practice for the Infinity event, as we try to get to grips before the event… I also played with myself some Dropfleet Commander to get my head round the rules. Here are some of the things I learnt;

  • Shifting orbits is pretty damn important.
  • The launch section and ground game, is a really odd sub-game. Like the ring half-pipe in Sonic 🙂
  • Burnthrough lasers are horrible.
  • Anything in atmosphere is horrendous to shift.
  • Getting two 7 results on catastrophe table is messy….5 frigates gone and plenty of damage on cruisers.
Hobby This Week

Trying to finish off the list I am taking to the infinity event. Then onto who knows plenty of stuff to keep me busy 🙂

Make sure you check out my sponsors the best malifaux shop around and also carrier of many other shiny things 🙂 all at a great price. Please order using the link below I get a warm glow and hopefully we get a bricks and mortar store sooner 😉

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WAAC-ing the Crops – Farmers Guild Raffle

WAAC

Hello to everyone, I have something really exciting to share. But first the plug, in 2014 I lost my Mum to Cancer, the MacMillan Nurses were amazing in looking after my Mum but also my Dad and I wanted to give back to them. So far in the 3 years we have run this we have raised over £16000!!!

So please if you want to help with a donation, run an event, raffle some models please let me know 🙂

Now for the exciting bit, the amazing guys at Steamforge have agreed to let me raffle off a full 6 man Farmers team which the postal service allowing will be with the winner by Salute!

Unfortunately for me, they are going to be sent straight from Steamforge HQ so I wont get to see them early 😦 boooooo 😉

So have I made you wait long enough yet?

The RULES!

  1. 1 Raffle ticket = £1 donation to https://www.justgiving.com/fundraising/waac2017
  2. Multiple purchases are fine (MOAR tickets = MOAR chances) so feel free to give me all your monies 😉
  3. When you donate please ensure that you say Farmers in the comments
  4. Please make sure JustGiving have your email (you may need to log in) as I will need those emails to contact the winner. IF you don’t want them to have your email feel free to drop me a DM on social media.
  5. The draw closes on the 7th of April 2017 to allow Steamforged as much time as possible to get the Farmers out to the winner.
  6. The aim is for the winner to get the team early but we asked 2 things do NOT spoil the models or cards till Saturday! and we can’t be responsible for the postal service so don’t moan if they don’t turn up in time 🙂
  7. I am not responsible for rules governing other countries, with regards raffles/gambling so you as individuals will need to take responsibility for those not me.
  8. Finally remember WAAC has a new meaning Wargamers All Against Cancer!