Firing the Blacksmiths – Hearth

Home is where the Hearth is..

Stats

She is a slow lass but then with what she is carrying is it any wonder! Her TAC is average and her KICK is OK lacks the range but healthy dice pool. Her DEF is really bad but she does as you would expect bring the ARM. Her INF like all the masters so far is it that decent minimum but capped max unless she is the captain!

Legendary Play

Armoury – For how slow she is this is a nice boost as it ups her melee zone to 3” Which means she has the potential to catch people out. If she is captain she also boosts everyones zone to 2” this really helps the apprentices more than the masters (makes sense). But to get the best out of it requires some planning (as she would need to activate early) or use it as a sort of surgical strike on one or two models.

Traits

Match Experience (4”) – Great bubble which lets you become very momentum efficient. When a friendly model uses ‘Give n Go’ the receiving player gets to make a 4” dodge as well. With this is mind you can get 2 momentum worth of free movement for the cost of 1. Any point in a game that is going to be a great thing to have access to.

Sturdy – She ignores the first knock down of a turn! This helps her a little bit with her being a target of such things with her low DEF..

Playbook

A brewers playbook again with the book being shorter than the TAC. All her columns bring momentum which is really nice to have. She has also knock down on 1 which means she can protect herself against those counterattacks a little. While access to pushes and also a tackle means she can get out of trouble usually but also means people want to avoid her.

Plays

Instruction – Costs 1 INF, gives apprentice models an extra 2 net hits (so not extra dice just hits). This is obviously really nice on any of apprentices but the one that stands out is Sledge for the potential 5 net hits by also being near Anvil!!

Use This! – Costs 1 INF, grants a friendly model a boost to their melee zone, this is nice as it means you don’t need to use her legendary (if she is captain) to have a specific model have the boost but also means you have more options for her activation rather than early to get most out of her legendary.

Overall

She is a great support model to have the team as she can help a few types but obviously she really lets the apprentices start motoring. Is she going to score you goals/take outs probably not in most games but she helps the rest of the team do it for her!

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

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Firing the Blacksmiths – Alloy

Sometimes it’s good to mix things up….

Stats

One of the fastest in the team, he is on par with Fishermen fast! His TAC is OK and his kick is great (not super striker but there are ways). His DEF is average, which means good for Blacksmiths and of course still a little ARM. And as an apprentice his INF is the low minimum but can take a normal amount out.

Traits

Back to the Shadows – If he damages during his activation he gets a free dodge at the end of it. Which with his speed lets him be really dangerous and lets him be a great hit and runner.

Arsenal (Hearth) – If he starts his activation near Hearth (his master) he gets to pick one of a three different small boosts for the remainder of the turn. He can up his melee zone to 2” which makes his threat over 10” which is nasty! He can up his kick dice pool which takes him into the scary striker range or he can gain anatomical precision (so ignores 1 ARM when attacking). All have uses but I think the kick or melee zone are going to be the more popular ones.

Playbook

Like most apprentices his book is longer than his TAC, so some set-up is needed to make the most of his book. He brought decent momentum generation (5/6 columns) and as mainly a ball player first access to a lower momentous tackle and also a higher momentous tackle and double dodge. Makes him pretty dangerous to get the ball and use it! He isn’t a damage dealer but some decent damage can be welcome sometimes.

Plays

Acrobatic – Costs 1 INF, just increases his movement ability and makes him have a very large threat range.

Dirty Knives – Costs 2 INF or 1 Guild Ball (3 hits), seen in other teams and always nasty reducing DEF (not clearable as not a condition) as well as a little bit of damage (triggers back to the shadow) and also poison. Just makes it a great thing to trigger off his playbook or even just try if you don’t have anything else for him to do!

Overall

He is fast, he is bouncy (so many dodges), he can be a pain to deal with and is a great goal threat! The main issue you may have is he needs Hearth around to make it really scary, however as he is so fast and she is so slow. It is going to be easy to separate the pair! So choose when to wind him up and let him loose as there is going to be times it will take a turn or 2 to get him back into the lovely bubble Hearth gives him! But overall he is one of your best goal threats he can also bring some other work as well when needed.

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

Firing the Blacksmiths – Burnish

Keep on rubbing lets see what shines..

Stats

His speed is pretty average as is his TAC, his KICK is decent without being spectacular he can do a job for you but he isn’t a go to goal scorer usually. His DEF is average for the team and he brings the healthy 2 ARM that most masters do. And like all masters he has the same INF stat as the rest.

Legendary Play

Covering Fire – Lets him use a character play without INF, which can at least let him be useful in a turn that you don’t assign INF to him. Can also let you catch out an opponent as they may not see he can drop a free flame belch till it is too late. It also lets him throw out 3 of them if he is your captain. Speaking of which if he is your captain he also hands out reinforced plating, which is nice but nasty against certain teams, engineers and alchemists spring to mind.

Traits

Fire Forged – Lets him ignore the first burning placed upon him, thematically but only worrying against certain players.

Reinforced Plating – For the cost of a MP you can ignore all damage and effects from an enemy play. This is huge as it can shut-down so much of another teams play. It could be costly across a turn, more so on a legendary turn. But could prove brutal in stopping certain players getting going.

Playbook

Another one with a brewers playbook, maybe I should say both teams in that breath now.. Anyway smaller book than TAC, access to momentum across all 4 columns and access to an easy knockdown (and almost the same for a Tackle) while he also has pushes as well. If he gets into trouble he can easily get himself out again.

Plays

Reduction – Costs 0 INF, Interesting play that lets you drop off all conditions on them current to give them burning instead. Now this is a double-edged sword because you are giving up some movement to remove other conditions. However it is momentum efficient as it lets you remove the potentially nastier poison or bleed if the damage is a concern (or giving boosts to your opponents) but it can also remove knock down and with the lower DEF you have in the team this can be very handy!

Flame Belch – Costs 2 INF, decent damage AoE play that also hands out burning as well. (As well as some board control as the AoE sticks around). In theory he can generate a fair number of these if he is your captain and with Tooled Up being around in the team he needs to be respected as the damage is hefty!

Kill the Ball – Costs 1 INF, lets you take a free ball and get a reposition via a goal kick. Interesting ability with his early knockdown can have the potential to disrupt your opponent but there is a good chance against certain teams it will only slow them down a bit (looks at Fish). The main worry is it is a goal kick so will scatter which means you may not get where you want it!

Overall

He is a support player, who can help keep your team ticking over. Well, as long as you keep generating momentum anyway. Some of the things he can do are a dangerous trap to protect your team with Reduction you are leaving them open to AoE attacks or anything that would hurt a large bubble (looks at Sharks Legendary). He brings plenty of fire so helps slow down the opponents which is great as you can bring many teams down to your speed level. He can be pretty quirky as your captain but there are other masters that could probably get more work done for you. So he is in an odd spot in that he brings some interesting things to the table. But when he is one of your master spots there may be hard decisions to find space unless against certain teams.

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

Firing the Blacksmiths – Cast

I feel I need to make a boating pun here for some reason..

Stats

Her speed is about average for the team, although her sprint is pretty decent. Her TAC is average as is her DEF and ARM. As is her INF as an apprentice, her standout is her KICK which has a great dice pool, but she does suffer from a low range.

Traits

Burning Passion – Increases her damage output if the enemy model is burning, which means she can be pretty dangerous. However as she can’t hand out burning herself she is reliant on a couple different players. Which means your opponent can react to this. So don’t fall into the trap of relying on it.

Charmed (male) – Gives her a DEF boost against male players, which is great but it wont protect her for long or against female players.

Swift Strikes – Allows her to make a free dodge if she causes damage, this helps her reposition effectively.

Playbook

Like the other apprentices she has a longer book than her TAC and she has some impressive damage (momentous as well), she has some push/dodges as well which are always nice but need less with her Swift strike ability. She does have a low tackle as well which is always good to have just in case!

Plays

Shield Glare – Costs 1 Guild Ball (3 hits), great little play that is a nasty debuff, -1 TAC and DEF will hurt any player, but when coupled with the high ARM of the team in general this can really shut down players. While everyone loves reduced DEF, just an amazing play that isn’t limited by once per turn which makes it very powerful!

Shield Throw – Costs 2 INF or 1 Guild Ball (3 hits), interesting little play that hurts any ball handler in the game. The damage is average for a play (unless they are burning) but what makes it dangerous is it forces the player to give up possession of the ball. Now this is only a scatter so there is a chance that you don’t get a helpful scatter. But if it disrupts your opponents plans great!

Overall

The great disruptor of the team, yes she does have an OK goal threat but she makes an effective debuffer while also just messing with your opponents play they setting up for an early turn goal hopefully she is close enough to mess with that. Which has a knock on effect that their INF allocation will not be what they had hoped.

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

Firing the Blacksmiths – Ferris

In a game with crazed drug addled mutants, sure lets throw in a horse what could go wrong! Yes I couldn’t think of a good Farris pun!!

Stats

She is on a horse!!! So her jog is fairly average but she does get up to a very high-speed with the sprint which makes sense! Her TAC is captain levels so one of the best in the team. Her KICK is meh as is her DEF but she does bring a lot or ARM to the board and her INF is like all other masters in the team!

Legendary Play

Ride Off – Once up if she causes a push and the enemy has the ball then they lose the possession of the ball. With her threat this is a nice way of messing with your opponent’s ball control but it is random as the scatter makes it so. Feels like an odd legendary as there will be games you wont see a good point to use this! Although with some of her traits and also having to deal with close control sometimes on a target does make it something you shouldn’t forget about.

If she is captain it does hand out give it a whack to everyone which is a nice boost for the team especially with all the 2” melee around.

Traits

Give It a Whack – If there is a free ball within her melee zone during her activation (see legendary and hope for a nice scatter) then she can make a kick action as if she is in control of it. With the kick taking place from where the ball is. Situational but something that has a lot of potential and means peoples aren’t going to want to leave the ball free for long when she is on the board! If nothing else she can get the ball from a kick-off and be a bit less of a target for your opponent to go for, as whe will be 1″ further back than a normal model.

Sentinel (1”) – Any apprentice models when in the bubble around her 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

Impact – Incredibly powerful ability, if she sprints during her turn and if she moves into base contact with an enemy she gets to make a free attack without spending INF. Yes it doesn’t get the boost of a charge but getting to be a threat with only 1 INF more or less on the board is incredibly powerful. It also means she is perhaps more selfless as a master than some of the others as being so fast and still able to attack and hopefully gain momentum is awesome.

Playbook

Standard sort of masters playbook really, she has plenty of momentum generation. However caution over that her column 1 doesn’t have any (looks at my dice 😦 ). She has a nice to reach tackle, while knockdown is a little harder to reach. She has access to pushes (see legendary) and her play should be easy to get off which helps as the turn goes on!

Plays

Stagger – Costs 1 Guild Ball (2 hits), great little debuff that reduces enemies DEF by 1 which as we always know is nasty especially when it is not a condition.

Quick Foot – Costs 2 INF, sure let’s make the horse even faster. It is expensive when used if she isn’t your captain (reduces what she can do a lot). However makes all your goal threat players even scarier. Or just lets Farris have a bigger threat on her Impact ability if you need it.

Overall

She is Calvary model! She can go more or less where she wants and despite her speed she isn’t the best goal threat but she is an amazing ball threat as she will find it very easy to get the ball for your team. However you are going to have to deal with some of her slight situational Legendary but when it comes off it is going to be very cinematic (especially with a ball playing horse around). She is perhaps the least selfish captain around as she can in a lot of situations need maybe 2  INF. One to sprint to activate impact then one to do kick when she has dislodged the ball. She will certainly be trickier to use than other Masters in the team but could be great fun.

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

Firing the Blacksmiths – Bolt

Like something out of the blue..

Stats

He looks pretty slow but in fact he can be one of your fastest options. His TAC is average as is his DEF and he still gets some ARM. As an apprentice he also only brings 1 INF to the pool and unlike most others can only have a max of 3 which is pretty low but if positioned right he always has the equivalent of 2.

His KICK is odd, as he has an amazing dice pool but his range is lacklustre but with his speed he still has a decent threat range.

Traits

Stamina – Makes him that little bit faster than you are expecting, so can actually make him one of the fastest models around. A free jog is great but beware free-strikes as it isn’t a dodge.

Tutelage (Farris) – If he starts near Farris then he gets to use one of his Plays for free which is a great way to save INF as long as he stays near her you have 2 INF for free.

Playbook

For a zippy goal threat his playbook reads like one, which access to a low momentous tackle and momentous dodges as well. He does bring some damage options as well. But there are better options for that in the team. But he is certainly able to stick the boot into a weakened foe.

Plays

I’m Open – Costs 2 INF, If you have issues with activation order, this helps a lot, as you can get someone to pass him the ball. We have seen in the Morts and Fish how strong out of activation passes can be so this is always worth considering. It is expensive, but in theory free (see above).

Shoemerang – Costs 2 INF, Short range play that hits target for 2 damage but then knocks down another enemy that is close to target. The potential for this is insane, as you could target out of an engagement to knockdown the model engaging Bolt. Or just make that hard to hit model a better target. Or knock down the ball carrier that has been hidden by friends. That is just what I can think off, shame you can only do it once a turn..

Overall

Gives you another goal scoring threat who can be deceptive with his speed. He also allows for some quick ball repositioning that will be hard for your opponent to deal with. But due to all this he is perhaps the easiest apprentice to take out as he will generally be off running around more than the others so more likely to be outside of master protection when he needs it.

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