Firing the Blacksmiths – Iron

Everyone needs some Iron in their diet…

Stats

He is slow not tortoise slow but you get the idea! His TAC is higher than average but his KICK is very meh. His DEF is rubbish but he does bring some healthy ARM to the table. Finally his INF is also meh he only brings 1 to the table but can take the average from the pool.

Heroic Play

Tryhard – A strange heroic play as he needs to be extremely close to the enemy goal post and then in possession of the ball he can make shots on goal without spending MP but at a negative to the target number.

So the last point cancels out the bonus for being so close to the goal anyway. While the spending of a MP to active the play and not spending the MP to try for a goal again brings you null net gain. Where this play does come into its own is if you miss the first shot and the scatter is favourable for a second try or even a third if you have the INF and fluke with the scatter.

Traits

Battering Ram – Great way of messing with an opponent’s positioning as you push people out of bubbles but also just making it harder for them to get favourable movement. While also helping out your team with a little more movement. Does take some thinking about as you need to consider larger melee zones that will mean he will suffer some pain (possibly knockdowns) if he continues to move. But the potential is high to do things with this so always keep it in mind.

Tough Hide – With that amount of armour makes sense you can’t hurt him very well!

Playbook

Has some scary damage in his playbook but you are only going to see it on the charge or with some set up. He does bring some great double pushes, which is amazing as is the option for some knock down as well. He also has a momentous tackle on column 2 which for someone with a decent goal threat range is nice.

He doesn’t bring on momentum on column 1 though so when the dice fail it is going to hurt! With this and the smaller TAC than playbook length you are probably not going to want him going early in the turn because of the set he needs to get going and the danger of where the momentum generation is on his book.

Plays

Impetus – Costs 1 INF, interesting play as it speeds up the big guy significantly to average speed as a jog while his sprint becomes almost godly! But does mean he needs 2 INF on him to get motoring which needs to be considered during the game.

Overall

Has the potential to be one of the fastest models in the game, with insane goal threat. However it needs a lot of set up AND INF to pull it off and most of the time you wont have the time to pull it off but it is still there and its fun to terrify your opponent 🙂 He does have some nice damage output but again needs some set-up first. He does make a decent holder of the ball as well, but all this means he is terrifying to play against BUT he is going to need help to do what he can do really! His possible bets use is a bluff way, thrown on Tooled up or use Ferrite to boost his speed and let your opponent assume you are going for damage or ball and attempt the opposite. As your opponent probably won’t naturally play around both possibilities. A very tricky model to get right!

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

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Firing the Blacksmiths – Furnace

Out of the fire and into the Furnace we go…

Stats

His speed is average as is his DEF, but he brings decent amount of ARM. His KICK is decent and hovering around that Striker range, His TAC is decent and like all masters his INF is the usual 3/3 we see in box 1 of the blacksmiths.

Legendary Play

Tempered Steel – Grants him +1 ARM which combined with his plays means he is going to be really hard to shift. If he is the captain, he also hands out Searing Strike which across multiple models is going to be pretty scary for the likes of brewers but less so for say Fishermen.

Traits

Sentinel (1”) – Seen on some other masters as well, which hands out ARM to apprentices which with their squishiness is a real boon.

Fire Forged – Lets him ignore the first burning condition placed on him, which is pretty thematic really and also helpful to stop him being slowed down.

Searing Strike – Nasty ability as handing out burning on damage is nasty the addition of minus to ARM is super nasty.

Playbook

A playbook that could be easy in the Brewers, he brings a decent amount of momentum with access to pushes and a very small amount of momentous damage. Interestingly he does have a Tackle on column 1 although not momentous though, it is worth remembering and makes him respected for ball players due to this and his good melee range.

Plays

One at a Time Lads – Costs 0 INF, Anyone like a mobile Rowdy bubble? So for free he can drop an AoE that removes the ganging up and crowding out for models within the AoE. Remember it is only for models within the bubble that are effected they can still help with  the de(buff) for models attacking outside the AoE. So worth really thinking about positioning.

Tooled Up – Costs 1 INF, everyone knows this one makes a model hurt that little bit more and can be terrifying in Blacksmiths with the potential damage around! Remember that damage needs set up so be careful when you drop this as your opponent will see the nice Flare you have sent up and try to play around the problem if they can. But it is glorious when it comes off on the likes of Iron and Sledge 😉

Overall

The tarpit of the team, he can sit in the middle and just be a pain to shift or just get away from and if you do get away there is a chance he will have debuffed you as you go. Yes the super fast players will play round him with minimal effort but if he catches them, they are in for some pain. With the One at a time and his legendary he will probably be an early activation to make the best impact with them. But like Anvil the game plays around them if nothing more but to avoid them. He is also a decent user of the ball so always keep that in mind!

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

Firing the Blacksmiths – Ferrite

Can you feel the magnetism in the air? Sorry Ferrite is hard to pun for, Iron was hard enough to do..

Stats

Her speed is pretty average but she can also get going by other means. Her TAC is average as is her DEF, however she does get lots of ARM which is really helpful. Her INF is like all box 1 masters but her headline stat is her KICK it is the best in the team makes her your main goal threat.

Legendary Play

Tong in Cheek – A great legendary that increases her speed to Fishermen levels. But if she is your captain then she also gives this boost to the rest of the team and also hobble. This means even the likes of Anvil are going to be feared with the boost. Hobble will also really hurt any player as it is a movement without the ability to drop it off.

Traits

Get Over Here (Iron) – We have seen this on Mascots before, in this case it is what makes Iron have such a terrifying threat range but can still be used to help Ferrite out should she need a hand with ganging up.

Hobble – Hands out a debuff to movement which isn’t a condition if she causes damage, this can really hurt anyone really so she needs to be respected just for this nevermind everything else.

Playbook

Like a few of the Blacksmiths there is a touch of Brewer about her book. She brings momentum on all her columns and more importantly all of them are very good choices. Momentous tackle on a striker is always appreciated and it is low enough you can usually get it. It’s just an amazing playbook for what you would want her to do!

Plays

Acrobatic – Costs 1 INF, helps make her a little bit more of a threat from distance. Particularly as this isn’t straight line movement so can really do some bouncing around!

Disarm – Costs 1 Guild Ball (1 hit), reduces an enemy targets TAC by 2. Which with most blacksmiths high ARM this is going to hurt all players except on a charge! This is really strong play and if using her early turn or hitting a model yet to activate this is going to hurt them (also see that it is not once per turn…nasty).

Weak Point – Costs 1 Guild Ball (1 hit), reduces an enemy targets ARM by 1. Again nasty but more so against certain players.

Overall

She is a nasty nasty debuff player that can in theory really make one players turn a miserable one if you wish. But she is also one of your best goal threats with a pretty good range. Due to that goal threat and some of the other options she has, she is a strong choice of master to be your captain as she can get a lot of work done.

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

Firing the Blacksmiths – Cinder

Don’t worry this Ella will be going for the ball!! (Fairy tale pun for Spud there ;)).

Stats

She is one of the fastest team members around (fastest in box 1 without shenanigans), her TAC is average but her KICK is really nice not super striker levels but very nice regardless. Her DEF is meh but average for the Blacksmiths and she comes with some ARM of course! Her INF like all apprentices is low to the pool but can take a fair chunk if she needs it.

Traits

Unpredictable Movement – Great defensive tech, wont save her against 2” melee zones but can keep her safe against a fair number of models.

Hot Shot – Amazing ability that lets her declare an attack at range as if engaged this means she can steal the ball pretty quickly or at least let her hit an easier target to get out of trouble. You will be doing this most turns as it is such a cool idea.

Kindled (Furnace) – When she starts near her boss she gains Burning Strike which means she hands out Burning if she does damage. Which when combined with hot shot means you can mess with people at range.

Playbook

Reasonable playbook which lets her get out of trouble easily with plenty of dodges (double on 2 is great) and she also brings a reasonable tackle on 3 (which is great when we consider her plays/abilities). She has reasonable momentum generation and generally on results you want.

Plays

Kill the Ball – Costs 1 INF, this allows you to take a free ball within 6 and make a goal kick with the ball. An interesting ability which should let you position a ball quickly! However the chances of this happening too often is rare as not many people leave a ball free for long!

Decoy – Costs 1 INF, great ability as this makes her DEF 6 for the next time she is targeted by an enemy attack/play. If you plan to activate her early in the turn this is a great thing to drop on her just for the frustration.

Overall

A nice secondary striker for the team who has a decent threat range (easily boosted by the rest of the team). She is also a fun way of getting the ball with no disruption due to the range she has with Hot Shot. Opponents need to be wary of her with the toolbox she brings to the table! So make use of this, stealing the ball or handing out burning at a threat of 14” is something that needs to be respected.

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

Firing the Blacksmiths – Anvil

It is with a ‘’heavy’’ heart I introduce you to Anvil..

Stats

He is a slow chap, but his TAC is decent and his KICK is about average as well. He brings slightly higher INF than normal but he cannot take anymore as his maximum which is pretty unusual (Blacksmith rule about captains explains this). His DEF is rubbish but he does have the most ARM around minus a couple of certain mascots. So even before the odd miss people are not going to get very good results against him but he is worried about character plays.

Legendary Play

Tested Mettle – A nice legendary that hands out +1 TAC, which on top of Singled Out makes for the potential of a lot of hits (every hit is almost a charge hit). If he is also your captain then the team gets Tough Hide as well, it’s not bad but better against some teams over others.

Traits

Sentinel (1”) – Any apprentice models when in the bubble around him get +1 ARM which makes him a great anchor for the team, although does mean the chance to clump up is high. As those squish apprentices love the extra ARM

Tough hide – Seen on a few models, he is going to stick around for a while unless really ganged up on (on top of all those wounds).

Playbook

A sort of brewers playbook this one, lower knock down, pushes and a small amount of damage as well. It also generate OK momentum (4/6 columns) and all of it at the start of the book as well. Certainly looks like a book that is there to set up an opponent for others.

Plays

Single Out – Costs 1 Guild Ball (3 hits), seen in other Guilds and always powerful and should be reasonably easily to get in his activation.

While the Iron is Hot – Costs 2 INF or 1 Guild Ball (3 hits), this is pretty powerful as plays go, pick your or your opponents goal and all friendly models within the pulse get to make a free dodge directly towards that goal. Can be used either defensively or offensively, although be wary as you do telegraph your next potential moves with this one.

Does help counter some of the slowness of the team though, which means he can be a popular guy to have around!

Overall

He is lives up to his name, stick him in the centre of your team and he can help you be both offensive and defensive depending on how the turn is going. He obviously helps set up the rest of the team with those 2 plays and with his ARM and wounds he can easily get into the thick of things and not really worry too much as no-one will want to tempt him to counter attack with low knock downs.

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

Firing the Blacksmiths – Sledge

Is it snowing? No?! Then why are we going Sledging…

Stats

He is a touch slow although not like the Boars of this world. His TAC is average as is his KICK to be honest. Actually while we are at it, his DEF is average as well and he does rock some ARM as well. His INF is pretty poor though he only brings 1 and his maximum is lower than average as well. Suppose makes sense as an apprentice in that he isn’t as experienced as the masters.

Traits

Tutelage (Anvil) – If he activates close to Anvil, he can use a character play without spending any INF. What this means is as long the big lad stays near the boss, he gets to play as with a little more INF that on first look.

Knockback – When he makes a successful attack then he gains additional push and dodge from it. Which means he can push models around a decent amount which means he is great for messing with positioning.

Playbook

Interesting playbook that will make most Butchers jealous, first lets go with the headline of that 7 DMG at column 7!! Yes it will be unusual to see it (needs a charge and a play really) but when it does it will make anyone cry!

There is also a couple of Knockdown options as well, which moves nicely into making that column 7 easier to reach. His momentum generation is not bad either with 5/7 columns giving you some, also the majority is damage momentum as well. He also has a column 1 tackle as well which is worth remembering as he isn’t a bad kicker really. A few pushes as well which will really make his knockback even more powerful as well.

Plays

Long Bomb – Costs 1 INF, Makes him a pretty good passer of the ball as it suddenly gives him a huge range to punt the ball forward with the added bonus that the ball cant be intercepted! He might not need it every game but don’t forget about it.

Piledriver – Costs 1 INF or 1 Guild Ball (2 hits), incredibly powerful play that matches up well with Tutelage and his wider than normal playbook. His next attack gains +3 hits (not just dice) to his result. This is incredibly powerful as not only does it mean you can generate some really nasty results, it also means (in my case) even when the dice are bad you can still get something out of them!

Overall

Big bruiser of a player that has surprisingly soft feet! He wont be scoring you many goals but he can get the ball to where you need it but also people will be terrified of his hammer. Use this well as players will want to play round him or shut him down just to keep that headline damage away! Great player to have in the middle of the pitch looking scary waiting for a chance to get the ball or hit someone!!

Be wary against any damage dealers as like all apprentices he will fall to a stiff breeze, but should go down swinging for you!

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