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.

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Muck Spreading the Farmers – Grange

Grange I can’t think of a decent pun, I found myself farming the depths and coming up empty.

Stats

His speed is average, while he is a bit meh for his DEF with no ARM as well. His KICK is decent, although his distance is only average. His TAC is average for a captain but his INF is great more than nearly anyone else in the game (but he can only take 1 more INF for the pool to max out).

Legendary Play

Huge Tracts of Land – Allows him to drop 2 harvest markers nearby, so 3 for 1 turn in the game. Which is very healthy and will help most of the team. It also creates an aura of Sturdy as well, with their general low DEF this has to be a good thing.

Traits

For the Family – A decent aura that makes the whole team much better at passing. Which is only a good thing, what you will need to keep an eye on is the bonus is only for passing not shooting. So makes it easier to feed models the ball but finishing off can still be tricky so choose your targets wisely.

Lend a Hand – With his 2” melee zone this makes the ability very nice. What it means is crowding out debuff from him is even nastier. Also means that even captains are going to be cautious getting close to him if they need a high playbook result.

Planting Season – Lets him drop a free Harvest marker during his activation. Farmers need them, not much else to say.

Playbook

Decent playbook plenty of momentum generation, reads almost like a Brewers playbook! Decent amount of knockdown and also damage output while also some pushes in there for when you need it!

Plays

Constitution – Costs 1 INF, hands out Tough Hide so model suffers 1 less DMG for the turn. Always great to have around against certain teams and less so against others.

Honest Labour – Costs 1 INF or 1 Guild Ball (4 hits), a sort of mini boost for the rest of the team. Any friendly model hitting an enemy with his melee zone gains a boost to their TAC and DMG. This means everyone can get the equivalent of singled out and tooled up. Which is a pretty nasty thing to have around!

Overall

Like a force multiplier for the farmers, he makes the rest of the team much nastier be it via honest labour or just extra harvest markers on the board. In a similar way to Ox, he wants to be in the middle making sure he helps out his team but also he is going to be a pain for your opponents to work around as he has a reasonable bubble of denial around him which although can be worked around the fact your opponent needs to work around will make it harder for them to play their game!

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

Muck Spreading the Farmers – Thresher

When you really need to clear a path you need to Thresher the opponents.

Stats

His speed is average as is his DEF again no ARM for the farmers. His KICK is decent and hovering around that Striker range, His TAC is impressive (Butcher captain levels) and his INF is a little low for a captain both for pool and maximum allowed.

Legendary Play

Against the Grain – A great little legendary that increases the teams output. It hands out +2 TAC (so team singled out anyone) plus Life drinker which is a nice touch. This will make a lot of the team even scarier so timing this is going to be interested.

Traits

Scything March – When he knocks down an enemy model he gets a free dodge. In theory this could be pretty nasty when he is able to get into a bubble of models.

Crow Scarer – While he is near a Harvest marker he gains poised, so free counter attack a turn while near it.

Extended Reach – Like Mallet while in his activation his melee zone increases.

Playbook

Decent playbook for her with great MP generation, all columns but the dreaded missing on the first column :(. Lots of damage output as well as knockdowns! He does bring an earlier tackle but non-momentously he gets one very early dodge but he can get it elsewhere as well.

Plays

Don’t Fear The – Costs 0 INF, removes a nearby harvest marker, he then does 3 damage to all models in his engagement zone which is pretty nasty for a free play.

They Ain’t Tough – Costs 1 INF or 1 Guild Ball (4 hits), reduces an enemy targets ARM by one. Really nasty against models who have ARM  as they usually have slightly lower DEF anyway. When combined with his Legendary this is a big swing of hits for the team.

Overall

He is lives up to his name, very much in the vein of Tapper in that he does bring some boosts to the team but mainly he is around to smash face possibly while they are on the floor. He can potentially do a lot of damage in a turn especially with Tooled up available in the team. Like all Farmers he needs Harvest markers around to be even more terrifying but he possibly needs them less than others..

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

Muck Spreading the Farmers – Jackstraw

Are you scared yet? Maybe you should be its Jackstraw!

Stats

He is I believe the slowest model in the game, like amazing slow. His TAC is also very low, but his KICK is interesting dice pool is low but range is impressive. His DEF is really good, while as usual no ARM to go with that. He does bring 3 INF to board and can only ever use 3. So a great INF generator for the team.

Traits

Reanimate – Makes it a little harder to take him out (especially with some little wounds he has anyway). But do not rely on it as he is still incredibly squishy, like he was made of straw…

The Last Straw – At the end of his activation he gets a free place towards a harvest marker nearby. Nice way of keeping him moving considering his slow movement normally.

At your Post – He gets a free place during his activation to a harvest marker or friendly goal post. Combined with The Last straw he can really get moving during/after his activation. The place is also incredibly powerful as it gives him the length of the base as a little big more movement as well.

Playbook

Really small playbook you would expect but he does have some momentum generation (2/3 columns) with both momentous results being Tackle or Knockdown. Which are pretty helpful. He also comes with some dodges if he is desperate or loses touch with the harvest markers.

Plays

Crop Dusting – Costs 2 INF, an AoE play that hands out a small amount of damage but more importantly lets him drop out 2 harvest markers so he can keep himself moving with his place jumps.

If I Only Had a Brain – Costs 1 INF, Another place towards a harvest marker means this really slow model can actually move pretty fast.

Overall

A lot of movement madness with the scarecrow man, he has the potential to move easily over 16” in a turn. So if you need something to quickly relocate no-one does it better than him. This of course makes him a pretty scary goal threat but he does need momentum to do it. It also means he is a great ball retriever for the team and can also do incredibly well at keeping the ball out of your opponents hands.

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

Muck Spreading the Farmers – Millstone

I feel a weight around my neck, hopefully it’s not because of Millstone.

Stats

Her speed is average, while her TAC is a little low. Her KICK is average and her DEF is meh but she does come with a healthy ARM 2. She also brings 3 INF to the board (and can only use 3).

Traits

Planting Season – Once a turn she can place a harvest marker nearby, which as we have seen helps plenty of the farmers.

Take One for the Team – This is a great little trait and a decent sized aura, she can have a condition (that she isn’t already suffering) placed on her instead of the friendly model targeted. Very powerful as it can neuter a few different models.

Playbook

A reasonable playbook, which generates a decent amount of momentum (3/4 columns), all of it is damage as well. She also has access to a column 1 tackle and a Knockdown, plus a few pushes when needed.

Plays

Get Out – Costs 1 INF, interesting play similar to ramming speed, in that as she moves and touches a model they get a 2” push. What is different is that it is for friendly models this time. This means she can get a fair number of models further up the field turn 1 or simply help get a model out of a bad situation. Some interesting possibilities with this one.

Get in the Goal – Costs 1 INF, nice little buff for a model as it grants Goal Defence to a model, so increasing the target number for goals if the model is near the goal post. The only issue is that it means Millstone or another model need to be sat far back to get the bonus. This then counters her need to be handing out harvester tokens and being the condition sponge.

Overall

Like some many of the Sowers in the farmers she is a supportive player that can really help the team out. She obviously brings some Harvest which is important and her condition sponge thing is really helpful against certain teams.

Try not to fall into the trap of Get in the Goal unless you are happy with playing defensively with her (or another model), as it is too easy to get round (with tap-in) or the good strikers aren’t going to be as worried about hitting the higher number.

She is a great defensive model, but she can bring a lot of damage momentously to the board.

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

Muck Spreading the Farmers – Tater

It’s the bonny lad of the team in the great shape of Tater.

Stats

He is pretty fast (just above average), while his TAC and KICK are average as well as his DEF (but no ARM). He also brings a smaller amount of INF than average but his maximum is average.

Traits

Charmed (female) – The girls find it harder to hit that sweet face, everyone else doesn’t have an issue. Thankfully in Guild ball the sex split is pretty even so you will get some mileage out of this.

Fork Off – While near a harvest marker he gains counter charge which means he can really lock down a nice area of the board as no-one will want to get hit by him.

Making it Rain – First time we have seen this, as part of parting blow he can use character play playbook results which is pretty nasty.

Sweeping Charge – On a charge if he uses one of the damage results all models in his melee zone suffer 3 damage which is very nasty and allows him to really load up on the damage.

Playbook

A nice playbook which generates a decent amount of momentum (4/5 columns) all of it is damage dealing as well. He does have some pushes should he need them he also has a Tackle but no knockdown.

Plays

Cropping – Costs 0 INF, Remove a harvest marker to get a small heal. Very handy way of using a team resource instead of using momentum.

Mow down – Costs 1 Guild Ball (3 hits), really nasty ability as you get to knock down the target but also all other models in his melee zone.

Overall

He is a great little hitter that will do a decent amount of damage in a turn while also handing out a lot of knockdown in the right situation. Combine this with Counter Charge and he is a tricky model to deal with. Who can really hurt any team that clumps up, he is going to be a popular choice.

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