Skinning the Hunters – Skatha

I am not even going to try a pun this one out…Just let it go!!! Its Skatha.

Stats

Her speed is average as is he TAC (perhaps a little low for a captain) while her KICK has a healthy dice pool but only average range. She brings the usual amount of INF to the board for a captain and she has good DEF but no ARM.

Legendary Play

Winter’s Night – A legendary that increases the teams manoeuvrability. All enemy models within the pulse get a frost token. This means when they get hit by a hunter you can remove the token from them to gain an additional push-dodge playbook result. The uses are pretty interesting as you can really get you team moving either out of trouble or into a better spot for a cheeky goal. Worth doing when you want a player to be in a certain spot, will certainly make hunters better at some crazy goal scoring vectors, hope you have brushed on your trigonometry.

Traits

Nature’s Chill – At the start of her activation she can drop an AoE of fast ground. Which is great for some of the slow team members. Do be cautious using it though as it sticks around till the end of the turn. So is a viable option for your opponent as well.

Light Footed – Seen before means her average speed is less of an issue as she can go where she likes.

Playbook

Decent playbook for her with great MP generation (all columns). She brings a little of everything but pushes in her playbook. From momentous damage, tackle and dodges but also she has access to knock down (probably only on the charge though), while the play she can trigger is a nasty one so you will only see that on charges unless she has help.

Plays

Cold Snap – Costs 2 INF or 1 guild ball (5 hits), this is an AoE with a decent range on it that hands out a little bit of damage and also Snared. That is pretty nasty as she can tag multiple models with the DEF debuff which helps the entire team out.

Snowball – Costs 1 INF, really unusual play this one. She basically creates a new ball to kick around during her activation (no sneak goals though). What it does allow her to do is generate some MP by passing and as such lets you gain some extra movement from herself or a friendly by spending said momentum. It also allows you to get a certain mascot into a different position should you need it.

Blessing of the Moon Goddess – Costs 1 INF, nice little bonus to the hunters (as it can be given to multiple models), the next time the make a successful attack against an enemy they can add an additional dodge to their playbook result. That is pretty powerful as it allows the entire team to be a bit more manoeuvrable, it can also ensure you generate MP. Lets say you hit a model with tough hide and your only chance of MP is that 1 DMG that wouldn’t get you any MP as no damage. But with this you get a dodge as well so is now a viable choice still and gets you that MP you would have missed out on.

Overall

An interesting captain that brings a lot utility to the team. You have someone who can easily speed up the team in the right places, via Nature’s Chill which is direct increase in speed. But her ability to grant additional dodges to anyone is pretty powerful as it allows the team to be in better positions if planned right but also allows them to quickly get out of trouble or unfavourable engagements. She also hands out Snared at a good range which helps everyone get the results they need more often while the uses of Snowball are interesting and something that could take a while to fully unlock.

She is also a decent threat herself but it is her plays that will help drive the rest of the team towards victory.

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

Skinning the Hunters – vHearne

The grumpy old man is back and this time he is tired…well I assume he is tired if he is moving around when the moon is up!!

Stats

He is big man slow as you would expect, his TAC is average and his KICK is also average, his DEF is meh but he does come with some ARM. He also brings the average amount of INF but can’t use as much.

Traits

Winters Blessing – Grants him with a boost to his movement while he is in rough ground. Coupled with Light footed it makes him have a much better threat range. So worth using this as much as possible when you can.

Lunar Eclipse – Any place in the game is powerful, one that can happen multiple times is scary. If the enemy model suffers damage from Hearne while it is snared he gets to be placed within 1” of the model. This allows him to move around easily and also grants additional movement he would normally have. In theory you could allow him to jump from model to model with his reach to get where he wants.

Light footed – Means he doesn’t need to worry about terrain which is a great help as he is an old man.

Playbook

Decent playbook for him with good MP generation (4/5 columns although that 1 is in at the 1 position which is frustration when the dice fail). He has easy access to both knock down and tackle (both early and momentous). He also has a handy double push and also some momentous damage. Which is always nice.

Plays

Skewered – Costs 1 INF or 2 guild balls (5 hits), we have seen this before on his first version so is the nasty 3 DMG and also handing out Snared, generally he is only getting this on the charge due to its location unless he spends the INF.

Last Night – Costs 0 INF, a pretty nice play that sort of borrows from the Blessing of the Sun Father. It allows a model to use a character play by spending Momentum instead of INF. Possibly situation but if you are high on MP or low INF this is still a pretty powerful play to have around as an emergency. Does need some planning on who would get the most out of it. But otherwise pretty nasty.

Overall

The old man has turned from the sun father but he has kept a lot of his movement tricks even though his base move is still bad.

As always time to look at a comparison between his two versions, the stats are more or less the same, the only difference is vHearne getting more INF which is always nice.

Their playbooks are pretty similar as well, with Hearne having a Guild Ball to trigger Singled out. There is a change-up on where the results are however, vHearne has both Tackle and Knockdown much earlier in the playbook but Skewered (2 guild balls) is still at the far end of the book. They both however suffer from the dreaded no momentum on column 1 though..

Hearne has his heroic for free character plays while brings the play to allow you spend MP instead of INF so slight version in play for them there. Both versions have movement high-jinx but both ways are very different and offer different thought processes about how best to use him.

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

Skinning the Hunters – Ulfer

Pretty sure Ulfer is what happens when someone eats too much raw meat..

Stats

He has average speed, below average TAC but his DEF is average (but no ARM). His KICK is about average as is his INF. Unusually his playbook is much longer than his basic TAC but this is dealt with in this abilities.

Traits

Light footed – Means he doesn’t need to worry about terrain which is a great help to one of the better goal threats in Hunters.

Blood scent – A great ability that means if he damages an enemy model he gets a boost to his KICK brining him into the striker stat range which brings his threat range to 19”!

Lone Hunter – While he is not within 4” of a friendly model he gains a TAC bonus which means he can start to hit those higher playbook choices. So if he wants to join up with his friemds, he is going to need singled out on the board to help him out.

Ambush – A new ability for the game and a powerful one, if he charges then the enemy model needs to spend more MP to activate Defensive Stance. Which makes it a tougher choice to take a hit on the MP count or accept the hit (especially as if placed right he can avoid counter attacks with his dodges).

Playbook

An interesting playbook, which does OK MP generation (3/5 columns). He has plenty of access to dodges while he also has some tackles although momentous one will be tough to get without a charge or if he is on his own! He does a little bit of damage but he is all about the dodges.

Plays

Where’d They Go – Costs 1 INF or 1 GB (2 hits), This makes him pretty nippy and not a terrible goal threat as well which is always handy to have. But can also get him out of trouble for little cost.

Overall

A lone wolf for the hunters who is a little bit of a damage dealer but really he is a striker who has the potential to score from distance away (one of the best in the team). He does nicely go about as a scalpel for the team but rather than heavily cut the team. He is going for the ball, he really likes what Skatha brings to the table as she can make him so much faster especially with the extra dodges she gives to him.

Overall a great striker that is less on training wheels as Mist and Flint.

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

Skinning the Hunters – Snow

I am going to resist any puns with this one don’t want them snowballing towards the wolf..

Stats

Standard speed really and low TAC as you would expect from a mascot. Her DEF is average and no ARM. While INF is pretty standard for a mascot while the KICK is actually not bad even if the distance is very poor.

Traits

Pack Mentality – A small-sized aura around her but very powerful, as long as guild models are not knocked down if they take damage they can take a dodge towards her. Pretty powerful if it gets the friend out of range. Easily forgotten ability for both Hunter and opponent. But one worth remembering.

Oooh…Ball – If the ball is free during the turn and within her Jog she gets to make a free Jog towards the ball. A nice ability that means you can control the ball a bit better. Can leave her open though so use it cautiously.

Playbook

Lots of momentum generation from the wolf. And a 1 hit momentous tackle is always handy while on the charge you could expect a wrap which is going to give you 2 momentum, which is nothing to sneeze at.

Plays

Feral Instincts – Costs 1 INF, a pretty nasty ability to have around. Possibly even greater than Tooled Up as having anatomical precision on tap is very nasty. Removing ARM from anyone is going to make them nervous with some of the players the Hunters have around.

Overall

A real support piece of a mascot is the faithful hound/wolf, she wants to be almost central to the team to get the most out of Pack Mentality but also means she has greatest scope to use Oooh Ball.

While her play can really ruin one models day but does throw up some tough choices. Ooh..Ball is more powerful if she hasn’t activated yet as she can move the ball into a safer place when she does activate rather than being stuck somewhere with a large target on her.

But then her play wants to go early so the rest of team can abuse it more. But this will like most things come down to timing her activation just right.

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

State of the Union (S3) – sBrisket

The first Seasoned player of the game and they chose Brisket! They are stealing my bad puns dammit!!

Stats

She is pretty fast not fish fast but she is not bad. Her TAC is average as is her DEF (with some ARM) and average captain INF generation. She has a decent KICK as well. So overall pretty average for a captain but it’s her abilities that make her tasty.

Legendary Play

Worthy Sacrifice – Interesting legendary, you can place (which is incredibly powerful before anything else) Brisket into base contact with a friendly model. The model then gets to make a large dodge, this has many possibilities that we couldn’t flag them up here but some obvious ones is allowing her to get a friendly model into a nice snap shot position but you could just as easy move a model that is in a spot of bother from being taken out, to just increasing a friendly model threat range. Imagine Fangtooth being 6” up the board in a position you opponent is not going to like.

Traits

Unpredictable Movement – Great defensive tech available to any model but be wary she only has 1” melee so anything with 2” will eat her up and spit her out!

Scores for Fun – Reduces her target number for goals during her activation. Which means if she gets near the goal for a tap-in she is laughing.

Goal of the Month – Allows her to get a Screamer if she gets any 2 successful dice rather than just 6s. Which makes going for bonus time shots MP neutral for her which is pretty powerful.

Playbook

Decent playbook for her with good MP generation (4/5 columns although that 1 is in at the 1 position which is frustration when the dice fail). She does bring a little bit of damage from her butcher days but as a goal scorer she needs those dodges and she gets plenty of them. While a low momentous tackle (with dodge) is going to be very strong for her.

Plays

I’m Open – Costs 2 INF, She can make a friendly model pass her the ball for no INF cost. This is pretty strong as someone can collect the ball and not have enough INF to do anything with it. Along comes Brisket to get the ball from them and is it is a pass she can use teamwork plays from the generated momentum helping increase her threat range.

Route One – Costs 2 INF, This can make her incredibly fast as it grants a free jog towards and enemy with the ball. Can give her a huge threat range (which is non-linear), people wont want to hold the ball anywhere near her to slow her down. Which is going to be tricky with a 12” bubble around her.

With Aplomb – Costs 2 Guild Balls (4 hits), the next time she scores a goal you gain an additional VP. This is huge and very powerful, although the dream is to get this in her activation for the easier chance of a goal. Although as it isn’t activation only she can become pretty powerful for snap shots as well. 5 VP goals are something that are going to terrify your opponent use this to your advantage as they try to play around when this is up.

Overall

A goal-scoring machine, that doesn’t grant much for her team outside a legendary push and access to some team work pushes if they pass the ball to her. Her goal threat is scary and allows potential turn 1 goals, she is as scary as Shark. She allows for a pretty balanced Union team in that herself and one or two models can deal with the ball with the others smash face or just slow the opposition down.

A selfish captain but one that can more or less win the game single-handed. A scary prospect to deal with.

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

Tinkering the Engineers (S3) – Locus

I feel with the engineers we need to focus on one spot….Say hello to Locus

Stats

He is slow, normal big guy slow, his TAC is average. His DEF is meh but he does bring 2 ARM which is good and his INF is average. His standout stat is his healthy KICK for a big guy although like all engineers the distance is not amazing but he should succeed most of the time.

Traits

Gravity Well – An unusual ability when an enemy ends an advance engaging him, he can push them towards him. This does allow you to mess slightly with your opponent’s location. However a canny opponent can use this against Locus so be weary of it.

Reanimate – Seen on plenty of the Engineers, just means he is that little bit harder to take out and a little bit more of an INF sink against the hitty teams.

Stoic – Allows him to ignore the first push he suffers each turn, has it uses but more effective against certain models.

Playbook

He has plenty of momentum generating choices (all columns have MP), easy access to knock down as well as lots and lots of pushes, he can also cause some damage although it will not be picked often if you want momentum. He also has access to a momentous tackle (with a push) which could be very handy to get the ball and then stop all retaliation.

Plays

Destructive Impulse – Costs 2 INF, The target suffers some damage and also a push. A nice way of freeing up Locus or just messing with enemies location. While the damage is a nice little bonus.

Remote Control – Costs 2 INF, Allows you to target a free ball and make a kick from the point of the ball. This is such an interesting play as the ball could be free from kick-off or after a goal. This makes him a nice choice to dealing with this play (and your opponent will need to play round it).

Overall

An amazing looking model, who certainly brings plenty of MP generation to the team and of course more knock downs and pushes (for when minefield is up). What really stands out for him is Gravity Well which although situation has the potential to mess just a little with opponents positioning and in a game where positioning is king it could be big.

His plays are really nice although Remote Control is not going to happen too often unfortunately. While Destructive Impulse is better when Gravity Well has done its job. Although situational it is always worth remembering that a certain other team member can borrow these plays to make the possible utility much greater.

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