Monday, December 10, 2018

Top 5 Strikers in Season 4

Hello Guild Ball fans, today I am taking a break from the guild primers to talk about my favourite category of players, the striker. Scoring goals is the key to winning games. Whether you like to score a goal to close out a game after 4 takeouts or winning with only goals, every guild needs to plan to score at least one goal to win. Here are my top 5 striker models in the game (excluding captains, sorry Shark).

 FATHOM

Fathom is a new kid on the block who after much delay is finally here. She may be listed as a winger but that is a bold lie. Fathom is absolutely ridiculous at scoring, whether she needs to tackle and score in the same activation or if you have the ball and just need a player to go put in the goal Fathom is your girl. First off her stats look underwhelming being Tac 4 with a 2/8'' kick and a pretty bad playbook, but Navigators have rerolls so that kick is truely a 4 or 6 dice kick making Fathom the most reliable goal scorer. The amount of movement fathom can do in one turn is dumb, Sprint 8'' + Acrobatics 2" dodge + heroic 4'' dodge is 14 inches of movement then an 8 inch kick giving fathom a total goal threat range of 22'' before hitting any playbook dodge *cough* momentous tackle, double dodge *cough*. Being a striker with a 2'' melee, Fathom can charge to be 2 inches away and tackle double dodge out of being counter attacked then dodge with acrobatics and score with ease. In a fish team with Hag and Jac Fathom can be pushed 2'' further with battering ram and the fishers reeled another 2'' for a casual 26'' goal threat and if that is not enough Hag can legendary play to move Fathom 2'' more. I don't think Fathom needs all of her potential 30'' goal threat, but the option is there if you needs to score from the opposite end of the pitch with a 3 die rerollable goal. Now to get real silly on how far this goal can happen, fathom could've done this crazy amount of moving and kicking to pass to Angle, linked activate Angel who herself as an 18'' goal threat. When Fathom isn't going in for a goal run she supports the team with smelling salts to clear conditions. Simply, Fathom should be in every single Fish line up and Navs line up.

 MIST

This may or may not be my biased of Mist just straight up winning big games, but Mist is the second best striker in the game. Mist brings my favourite rule on a striker model, 2'' melee. So when going in for a goal run which requires tackling, Mist can remain safe from one inch melee model's counter attacking him and 2 inch melees if you are okay losing a kick die in most circumstances. However Mist isn't as fast as he once was, a 20'' goal threat before playbook dodges is still respectable. Having the momentous tackle on one is a live safer if you need to use the acrobatics dodge after tackling the ball in a scrum giving Mist the one momentum he needs to take the goal kick.

 oBRISKET

I bet you didn't expect to see a butcher making a best striker list, but oBrisket deserves this spot. She is a great place to kill the ball having charmed male and unpredictable movement to keep the ball safe. Or being a butcher with momentous 2 on two, sorry ox is standing within 6'' that's 3 damage on the second column, oBrisket contributes to what the Butchers game plan of doing momentous damage and brings 'dirty knives' to help facilitate the take out game. If you want to score early with your Butchers rather than to end the game, oBrisket has above and beyond giving an extra influence for the team. A 14/15 influence Butchers team is scary good after that turn one Brisket goal when receiving and opens up a 2/2 game which can catch some people off guard scoring twice with the Butchers. Her goal threat isn't as far as most strikers, being only 18'' before playbook dodges because oBrisket doesn't have a buyable dodge. So to do a turn one goal brisket needs to do a pass and move, but tap in passes make generating the momentum needed with the ball for the Brisket goal way more reliable.

 vVELOCITY

Velocity changed a considerable amount going from a goalkeeper to one of the best strikers in the game. First off vVelocity is Tac 6 with a 5 long playbook randomly making wraps happen but has one of the best tackles in the game momentously on one with Tac 6. Her kick is a 4/8 so Velocity is a solid scoring option and can stand in snapshot range to be the new goal post for the team. However her threat range is swingy, velocity can sprint 8'' and kick 8'' for a 16'' goal threat with no buyable dodge (note I said dodge). For two influence, or hitting it on the playbook, vVelocity can attempt to do route one which jogs her towards target enemy model. So vVelocity can jog 6'', route one 6'' then push dodge 1'' or double dodge 2'' +8'' kick for 21-22'' goal threat, or sprint 8'' + route one 6'' + 8 inch kick for 22'' goal threat losing a dice for being engaged. However missing route one will leave vVelocity sitting in a bad position and have not scored. But hitting route one off the playbook is where the crazy combos emerge. For example vVelocity rolled all success on a charge for a double push double dodge plus a route one (or just a route one against a knocked down target is good enough) to dodge into route one range and jog towards a model that is closer to the goal then push dodge off that model to get into goal range for a potential 23-26'' goal threat depending on dice.

 VITRIOL

Vitriol has all of the things you'd look for in a striker: a 4/8'' kick, 2'' melee, momentous tackle on the first column, a way to disengage on the second column with a momentous push dodge, and is really fast being 7''/9''. Alchemists make her more efficient by being able to give her a free character play (clone making her immune to a counter attack or a parting blow when going to score) and applying a condition somewhere to trigger her free charge ability. Vitriol truly deserves to be higher on this list for how good she is, however she should be played in every Midas line up and rarely in Smoke line up (Smoke being the more played captain captain). Playing the condition game with Smoke, where denying the opponent access to the ball is important, all of Vitriol's upsides are not taken advantage of to the fullest extent. But Vitriol is still a great striker and deserves a spot in the top 5.

Honourable mentions go out to Bonesaw, Flint and Friday, but Flint will forever rot in my case for scoring zero goals in the seven attempts I have taken with him. They didn't make the cut because they don't feel as great on the table as these other 5 models do, whether that be they aren't as reliability, flexible, or tricky. How would you rank the top 5 strikers in the game?

Monday, November 19, 2018

Union Primer

With my next installment in the series I am going to go over The Union. The Union is the guild I started investing a lot of time in near the end of season three and had a tonne of fun with them. Losing access to vFangers, sSpigot, and Pride is going to change the way I was playing Union as they were integral members of my Blackheart team but they got some new tools which slot into any union line up nicely. The strength of the guild lies in its flexibility due to having a larger bench of models that are all really solid at what they do. The challenge of playing union is making a line up that each model compliments each other well, creating a unique line up to suit your playstyle.

BLACKHEART

Blackheart has secretly been the best captain in the game resulting in him seeing no buffs or nerfs in the season change. Looking at Blackheart most people have no idea what he does which is a reasonable response. He is slow but one of if not the most maneuverable model in the game, with a 4/6 move, shadow like, and a momentous one damage double dodge on two. Well this makes him look like he wants to score goals, which he does very well if he has the ball, but a tackle on three isn't the greatest if he needs to tackle and score in one activation. Now looking at his character plays he has butchery which is a damage buff for the team, so Blackheart is now wanting to play a takeout game. But he also has On my Mark which can be used to extend threat ranges of his team using the ball which has good uses for football teams as well as a fighting team. The last play is misdirection, which is a control play to mess with the opponents influence. His legendary play either gives everyone within 6'' +1 def or everyone can dodge 2''. It is a very strong legendary by extending the threat ranges of your team in a standoff, forming a scrum on a model for Blackheart to takeout himself, or using the +1 defense with the right line up can be back breaking (def 6 Mist, Hemlocke, and Snakeskin seems rather annoying to attack).

All of these things combine to make Blackheart a well rounded captain that fits really well with the flexibility of the union roster. In game with a good Blackheart list he can play any path to victory, a  3-0 4-1 or 2-2, by switching up the playstyle from fighting to football and vice versa. Most Blackheart teams will focus more towards the fighting side of the triangle due to union having more options that are good at fighting. I think Blackheart is the more consistent captain and will be played as the primary captain, and is complimented by vRage in certain match ups.

VRAGE

VRage didn't see much change other than his tackle becoming worse. To contrast the complicated mess that is Blackheart, vRage is very straight forward in that he wants to do damage. He has furious for efficiency, and a damage buff via his heroic and legendary play. More importantly vRage can make other models make attacks with red fury. So if Gutter or Fangtooth were engaging a model when vRage activates, one of those fantastic damage dealers can make attacks with red fury. Combined with either the heroic or legendary play a vRage team can use 7-8 influence through a damage buff. A vRage led team will want to scrum up with Harry the Hat and/or Benediction to control the scrum with good pushes so beaters like gutter and Fangtooth or vRage himself can get into position to deal large amounts of damage.

COIN

Union have two really strong options for mascots in coin and strongbox. Coin has a two inch melee with follow up and is decently durable for a mascot. Where he earns his spot is with his charter trait bag of coffers to give any non-captain model an influence and a free bonus time. Having an extra influence for the team is amazing, but this one influence gets to allocated mid turn so it can catch unsuspecting opponents off guard. It can be used for a bonus timed blind from Hemlocke for free
that the opponent didn't think was on the table, a pass with a model when the ball looked like it was dead, or even just an extra attack for the team.

STRONGBOX

The turtle is the other mascot the union can take. He is super slow being a turtle carrying a chest of coins. Strongbox brings a character trait, shelling out, which gives friendly guild models +1 TAC as well as an extra momentum for a take out against enemy models within a 4'' aura. This aura works really well with vRage teams as they tend to scrum more than a Blackheart team, but Blackheart doesn't mind being TAC 7. Unlike coin, Strongbox can deal damage if set up, having momentous 1 on one (or a knockdown on 1) and 2 damage on two. With a charge rolling 7+ dice (depending on crowd outs) Strongbox can chip in some damage. If the turtle is affected by vRage's legendary play, he is a monster on the charge.


AVARISSE & GREEDE

The duo has the ability to pump out some serious damage. If Greede is engaged with the model Avarisse is attacking he gets +1 damage and a knockdown added to every attack thanks to thuggery. And Greede has singled out as a TAC buff for the team, but Avarisse is going to be the main benefactor from this singled out. For the cost of 5 influence (3 to the big man and 2 to the little rascal) they will ideally takeout a model if it is within 6 inches of Avarisse. the sequence goes; Averisse jogs to melee with a model, drops off Greede who makes an attack to single out the target, Averisse makes 3 attacks with thuggery rolling 8 dice (TAC 5 +2 for singled out +1 for Greede) hopping to wrap to do momentous 3 up to 4 and momentous 1 up to 2 on the wrap which would net 18 damage taking out most squaddies, and finally Greede spends his last influence to be picked up to not give up an easy take out in return. Well this sounds good but is easily avoided if the opponent doesn't have a model within 6'' of Averise, if Averisse has to sprint that significantly reduces the damage he does. Or any amount of control can limit him. In my experiences A&G get dropped from my 12 man roster because for 5 influence most union players or a combination of them exceed what A&G do and are harder to control. But if you are looking for pure fighting teams A&G will be for you.

DECIMATE

Decimate is the definition of consistent. Decimate is 6/9 move so she is decently quick and has dodges all over her playbook making her a decent goal threat. If you give her 4 influence to do damage decimate will do momentous 2 damage four times and no more because her playbook damage doesn't scale well but she has TAC 6 and anatomical precision so reaching the second column is quite easy. Second wind is a welcome character play for stand off situations. There isn't much to say about Decimate, she does average damage, average kick, and is quite fast.

FANGTOOTH

My boy Fangtooth is so much better then in season 3. No longer is Fangtooth a detriment to the team with foul odour now only affecting enemy models, and his heroic only damaging himself rather than any models from your team within a pulse. When Fangtooth uses his heroic he gains +1 damage and +2/+2 move in exchange for 4 damage. This is what makes Fangtooth so deadly, his 2 damage becomes 3 early in his playbook but this also works on the unmasking. If Fangtooth can tag multiple models with the unmasking he dishes out ridiculous amounts of damage. Fangers playbook also comes with a momentous knockdown one one and momentous double push on three to help take over a scrum. Defensively he is pretty solid being 3/1 with 22 health and resilience. All in all Fangtooth is a really solid player.

GUTTER

Gutter is a deceptively hard to take out model. She is 4/1 with 14 health which is among the average defensive stats, but Gutter has life drinker. So she can attack four times doing momentous damage and health, then spend a momentum to heal 8 damage in her activation, and can also be targeted by encourage to heal 4 more health. This could be combined with Red Fury to have Gutter do 4 more momentous damage results to be healed a whopping 16 damage in a turn if need be. However most people take gutter for her character plays, and as reliable source of damage. The first play Gutter has is chain grab, which is triggered on the third column of the playbook. This pushes a model within 6'' directly towards Gutter, which is great for getting slippery models into the scrum. Lastly Gutter has scything blow with a 2'' melee to do 3 damage to everyone in her melee. This is on the fifth column of her playbook, but is still the money play that teams with gutter are looking to set up. In a vet rage team, Gutter can use her activation to chain grab in a few models and maybe hit a scything blow if she has enough gang ups. Then vRage can red fury gutter to do 4 more scything blows dealing lots of damage to all the models gutter brought in. Gutters best case scenarios are all with vRage, and rarely seen with Blackheart.

HEMLOCKE

Hemlocke is a good supporting model. She is a serviceable psuedostriker having a momentous tackle on one and decently fast and 3/6'' kick. But the reason to bring Hemlocke is for her character plays. First off she has blind which is a strong control play, and can shut down opponents goal runs or a key activation. This play energizes best with coin because bag of coffers give Hemlocke the one influence needed for blind, and allows Hemlocke to use blind for free. Hemlocke's second character play is noxious blast which is great for chipping in damage. If the only condition being applied is poison, people will rarely clear their conditions with momentum and opt to heal instead. So poison can chip away at players bringing them to the perfect health level to be one rounded by Unions beaters. For example if a 4/1 14 health model took poison damage from last turn taking them to twelve health, oRage can do 8 damage very reliably as the last activation and apply bleed. The bleed and poison combine to take out that model. Lastly Hemlocke has smelling salts which clears conditions from all friendlies within an AoE. This is a silver bullet in the alchemists match up, and is great to have in a scrum to clear random knockdowns to restore gang ups and to still allow that model to move and heal as normal during their activation.

MINX

Minx is Unions best battery. She brings 2 influence for the team and has furious so she does something for nothing. What makes this even better is Minx applies the snared condition to any model she damages and has back to the shadows so Minx gets to dodge 4'' to a safe spot. Like most models I've covered, Minx can be used to score goals pretty well. Since she has damaged target she can charge 2'' extra if that model has taken damage, so Minx can charge 11'' with the ball netting at minimum a momentous dodge on one giving her a 18'' goal threat with that one dodge. If these low influence investment plays are not your thing, then Minx doing set the set up is another way she can be played. The first character play that does this is marked target which extends the threat ranges against a model. The last character play minx has is Screeching Banshee which is a net -2 defense from the play and applying snare to that target. Combine this with a union beater, lets say Avarisse and Greede for example will skyrocket there damage output as it makes wrapping easier for the duo that wants to wrap to gain the most out of the thuggery damage buff.


oRAGE

oRage is an efficient model. He brings one influence to the team, and can only have one influence on him. But that influence will always be well spent. Rage is the guilds source of tooled up, which is a welcome damage buff as it turns some of unions consistently average damage dealers into real threats. A turn one Blackheart goal run is silly with tooled up as the 4-5 momentous 1 damage double dodges turn into momentous 2 damage double dodge, which would leave a model easily taken out by Blackheart at the start of turn 2. That one influence is better spent on an attack, because if Rage does damage on an attack he applies the bleed condition and gets to make another attack for free due to berserk. Combined with having furious, Rage can make 4 attacks for the low investment of one influence. This efficiency comes with some downsides however, as Rage is a squishy model with 4/0 and 16 health for defensive stats and if her gets engaged he misses out on two attack since he doesn't have a single push or dodge result to disengage. Harry the Hat shores up the latter weakness that Rage has because he is a reliable source for double pushes to disengage Rage. Harry can also single out a target which makes Rage reliable one round a model. The four attacks should net four hits on the playbook every time to do momentous 3 damage four times for 12 damage and bleed which will finish off the target. The Charge attack should also roll higher for damage since Rage will roll 13 dice for that attack. Coin also can fully clip Rage with Bag of Coffers, however Rage should always be allocated his one influence since it can always be spent effectively.

SNAKESKIN

Snakeskin is a solid tech piece for certain match ups. When kicking into Hunters, Engineers, and Obulus Morticians, Snakeskin is a solid pick. She has beautiful which reduces the range of character plays that target her by 5'', so those ranged focus teams can't take advantage of Snakeskin if she is the kickoff model. She is also very hard to kill having charmed male putting her up to a solid def 5 against males, and has nimble so for 1 influence she gets another +1 def but against everything. All of this defensive tech makes Snakeskin good at controlling the ball, and she is fast enough to go score the goal when needed. With a 6/8'' move and where'd they go, Snakeskin has an 18'' goal threat before playbook dodges.

BENEDICTION

Benediction is a beefy scrum control piece. Being Tac 6 with a 2'' melee zone, Benediction can hit the early playbook results to push and double push momentously. This allows for the Union to rearrange the scrum in their favour. The beefiness comes from being 3/2 with 19 health and a great counter attack. This superb statline is aided by the suite of defensive character plays and traits Benediction has. At the end phase Benediction heals 2 health for free. For the low cost of 1 influence (or momentously on the third column) Benny can get +2 arm for the next attack. The last one can be put on any model, but Benny has stand firm to allow a friendly model to ignore the next knockdown they suffer. This play is great when doing a pressure kickoff as it takes away the knockdown counter attack from preventing the goal run. The last, but most important, character trait Benny has is Impart Wisdom. This allows friendly models to use benediction as the origin for character plays that target friendly models. vRage makes the most out of this ability by allowing him to extend the range of Red Fury so Rage can influence the fight from a further distance away, but can enable so yolo-jank plays. Blackheart can trigger on my mark from his playbook and have a model within 6'' of benediction pass the ball to benediction (or another model), then trigger on my mark again and have Benny (or that other model to make a pass). Using this ability Blackheart can move the ball from 12'' + Benediction's base size with On My Mark from a different area code (Bonus style points if you snapshot with a model other then Blackheart using benedictions extension). However Benediction should exclusively by vRage as he uses what Benediction brings the the table the best.

GRACE

Grace is an interesting model to have in the union. She has an influence cap of 5, but only brings 1 influence for the team, so she has the potential for a big activation, but has a pretty bad playbook to take advantage of. However, Grace allocates herself two influence at the start of her activation for free. Even though a team that includes Grace is a 11-12 influence team, its actually a 13-14 influence team where 2 of those influence must be used by Grace. She is packing two character plays that both cost two influence, so essentially free. The first one is Healing light which heals 3 damage from friendlies within an AoE which can be a nice source of healing in a scrum or against condition heavy teams. Secondly, Grace has quick foot to extend the threat ranges of friendly models by 2. Like Benediction, Grace can manipulate that point of origin of Character plays with Impart Faith. This allows Grace to use other friendly models within 6'' to be the point of orgin for her character plays. Grace has a solid goal threat range with an 8'' kick and an 8'' sprint. Grace can quick foot herself making her have a 18'' goal threat before playbook dodges. I don't think Grace brings enough to the table to make most Union rosters.

HARRY THE HAT

Harry the Hat is another scrum control model. Harry has momentous pushes and a knockdown on the front half of his playbook, and has a 2'' melee. Harry is slightly less tanky then Benediction being 3/1 with 19 health, but Harry has rising anger so you get 2 momentum after he takes damage for the first time. The other character trait has is Inspiring Hat, which reduces the cost of pass and moves and snapshots by 1. This enables using the ball for threat ranges while banking the momentum which is amazing for Union. Blackheart can double dip on this ability using On My Mark to pass the ball around the team and get dodges for free. For character plays Harry has molotov to apply the burning condition, or by controlling where the opponent can threat, but even better Harry has singled out on his second column. Singled out is extremely powerful as it makes the money results on models like Fangtooth, Gutter, and Blackheart easier to achieve, or just giving Union that slight damage increase to take out models in one activation. The Hat brings so much to the table, that he will be a stable model in the guild.

MIST

Good ole Mist is in contention for best striker in the game. Mist has a base move of 6/8, but gets +2 move when she starts an advance in cover, then has acrobatics for a 2'' dodge, and has a 3/8'' kick. Putting this all together Mist has a 20'' goal threat. What truly makes Mist great is having a 2'' melee and a momentous tackle on one. Having 2'' melee allows mist to get the ball off of 1'' melee without threat of a counter attack, and makes it easier to play around counter charges, unpredictable movement, and other 2 inch melees. The rest of Mist play book is momentous dodges and a push dodge. If the model Mist attacks is in cover Mist gets +2 Tac thanks to skilled with the shadows. Mist is an amazing striker that will be a stable in union line ups due to her abilities to win games by scoring goals and strength as a pressure kick off piece.



Blackheart and vRage both have good and bad match ups and compliment each other well. The go to line up that I would use in Union would be Blackheart, Coin, Fangtooth, Rage, Harry the Hat, and Mist. This line up has the flexibility to play goal focused or fighting focused which plays to the strength of the guild, flexibility. The big change would be switching out Mist for Hemlocke. Adding Hemlocke shifts the team from having a secondary goal threat to have overall more damage output and flexibility. This team is strong into teams that can't threaten to one round blackheart, or have access to easy ranged plays. Thankfully, vRage is decent into these match ups because rising anger helps alleviate the issue that union has on closing the gap to these teams. Once the gap is closed vRage can start taking over the game with red fury on Harry or Benediction to push a model into our team. The team I would use with vRage is strongbox, mist, Harry, Benediction, Gutter. Playing with vFangooth and Benediction in season 3 with vRage really made me enjoy having two hard to dislodge models anchoring a scrum with vRage, so it forces more models to commit to the scrum if the opponent want to win the fight which creates space for Mist to do Mist's thing. Fangtooth could easily replace Benediction in the line up and fulfill the same role that I am after.

For the tournament roster, both mascots and captains make it, while Harry, oRage, Mist, Fangtooth, and Gutter all make the cut which brings the roster up to 9 models. The finally three can be used for personal preferences, Mine being Benediction, Minx, and Decimate. Benediction as a crutch in my Rage line up, and Minx and Decimate are all around solid models and never a bad choice in a game as they bring a football element and extra damage that can be contributed. Union is chalk full of solid models, which makes Union full of possible line ups which will perform well for different people.

Riley

Wednesday, November 7, 2018

Hunters Primer

I’ve been playing Hunter’s competitively since the season 3 FAQ and as soon as that FAQ came out, I knew Hunters were going to become a force to be reckoned with. After the additions of the Falconers, and vMinx, I thought they were easily one of the top teams in the game. With that being said I did not expect to receive so many buffs to models that really needed no changes, or get so many changes that they go over the top.


So let’s start with Theron, he did not need to be changed in anyway after the season 3 faq, but he got a minor buff and minor nerf. He lost 2hp, and the forest can now be placed anywhere that isn’t touching other terrain (let’s just call Snipe turning back to non-opt Arrow to the Knee, a wash).
This is why I love Theron so much, he has good defensive stats at 4/1 16 boxes, he brings access to cover for himself or other players on the team, he hands out snare like candy, has control character plays, and has a great counter attack against 1” melee models. Yes, that is pretty much saying I like everything on his card.. Because I do! Theron is extremely versatile because he can be an absolute beat stick in combat, and can also be a pseudo striker because of his double dodge on 2 hit. He can shut down super solo captain/players and just be an overall pain from debuffing the enemy.


Hunters now have a second captain instead of a cheerleader! Skatha is so over the top now, and the changes to her card leave me speechless. Her biggest issue in Season 3 was the fact that her movement was 5”/7” for a “striker”. All she needed to be actually playable was to increase her movement, and they did. She is now 7”/9”, with placeable fast ground to possibly make her 9”/11”. They didn’t stop there on making her quicker, they made Blessing of the Moon Goddess a 1 cost buyable << from a <. WOW! It didn’t stop there either, they changed her legendary to go from a pulse that gave models a possible < on an attack to, a < on every attack while within 6” of Skatha! She still has Snowball so she can dodge herself or teammates forward, so her team or herself are fast!


She is crazy good at chasing the ball down and scoring, or just going to score if she has the ball to start her activation. She also has 2 dmg on 3 hits like Theron, but she is Tac 5, though Hunters have access to Singled Out, and Eye Spy for a possible +4 Tac, and access to Harrier. She can mix it up in a fight if set up well, but she would much prefer other players to fight while she goes and scores goals.

The Hunter captains compliment each other so well, and ask very different questions when it comes to the pregame draft part of the game. They feel very similar to how Shark/Corsair felt in Seasons 2 and 3. Very flexible, able to ask questions, and able to answer questions.

Let’s talk squaddies next. I’m going to start off talking with Seenah. He no longer hugs players, but it now rips players faces off without breaking a sweat. He brings an influence to the team now, lost Furious, but gained Feral. The part where he becomes bonkers good is his playbook coupled with Isolated Target. Seenah has access to a possible +4 tac and +2 dmg against a model. He is tac 7 with a 6 long book where each success is another dmg. He doesn’t even need the buffs besides Isolated Target to take another player out. He also became a 3/0 defensively which makes him a lot harder to take out. Don’t get me wrong, he will still go down in a scrum, but he is such a great late turn beater.

Vet Minx is the next squaddie I want to talk about. She is my favourite squaddie in the game. She is 7”/9” with a 2” melee so she gets to where she wants to go. It is very hard to hide from Minx. She gets +1 defence against damaged targets, and she places traps which hand out 1 dmg and snare, so she should almost always be 5/1 unless your opponent can heal away the damage, but then they aren’t clearing the snare which is fine. If they charged and are damaged she is a 6/1 when you Defensive Stance! Ok, now her playbook. It is amazing! Her money result is 2 successes where she has Mom 2 dmg, and a Non-Mom Tackle. This is what makes her the Swiss army knife of the hunters team. With the beat down buffs of Singled Out, Eye Spy, and Harrier she can put out some serious hurt. She could also threaten the ball extremely well. She has scored me a ton of goals, stolen the ball off of players who are nowhere near her and gotten the ball back to my team so I can be in control of it and deny the opponent the chance of scoring. She generates momentum quite easily, and needs to be played like a yo-yo to be effective. She may be tough to take out 1 on 1 but don’t let her sit in the other teams lines for too long to have a scrum formed around her.

Time for Minerva. Another 2” melee model for Hunters, woo! She is incredibly squishy being 4/0 with a pretty bad counter attack. I’ve learned the hard way, do not initiate a scrum with her. That is asking for her to get taken out. She sets up the scrum in combat AFTER the opponent puts a model onto your side. Otherwise she gets 2 influence and a blessing to put out Eye Spy and Harrier from as far back as possible. Eye Spy and Harrier are both triggerable on the playbook for 1 success, and she has a KD on 2 successes! What more could you ask in a model who wants to set up a scrum? She lets you use Encourage for free when you take out an opposing player within 6” of her. I initially didn’t like playing her, but with playing her a little but I have a hard time not playing her. She enables Hunters players to win fights, easy as that. 2” melee is also a rule that makes any player in my eyes attractive.

Zarola is so good, that everytime I leave her off the pitch I regret it. Midnight Offering is too good not to take. It is usually free because of a Blessing of the Sun Father, and free repositioning/threat extension are always welcome. Unpredictable Movement and Linked with Fahad shouldn’t be forgotten about and Linked can have some janky/game winning interactions. With Midnight Offering, a sprint, and her 6” kick she has a 19” goal threat. This is is just 1” shorter than Ulfr’s goal threat with Where’d They Go.

Let’s use that as an opportunity to transition the animal himself, Ulfr. He got some needed changes, but he will continue to sit on the shelf for me. He is a 4/0 with 16 health and a straight up bad counter attack (if he has already used Where’d They Go). Lone Hunter was up there with Deteriorate in Season 3 as the worst rules in the game in my mind. Deteriorate is gone and we are left with Lone Hunter… Sure it got reduced to 4” but it is still a 9” bubble on the pitch where you can’t put players. Why would I want to restrict an already small play space like that? There is so many things wrong with him still that I don’t know where he falls in a Hunters team. We have access to better overall models who nearly threaten as far as he does to score who can meaningfully contribute to other aspects of the game and don’t get worse being close to teammates. But if you do want to play with him, because come on he's an animial, Ulfr can operate on a wing alright with a Skatha football line up.

I’m going to lump the Hearne’s together. Personally I think vHearne is just better than oHearne. He has a mom Tackle and KD on 2 hits. That is what you want. He is also deceptively quick, and has a janky jumping goal run. oHearne makes you do dumb plays by flinging him forward with Theron. Sure you can teleport him next turn to get away, but every team has a way of taking out a 3/1 with no Tough Hide and a bad counter attack. vHearne is great operating on minimal influence, and helps control a scrum with KD.

Jaecar is a sad boy now with the change to his trap, and Gut n String changing. I haven’t gotten to play him in Season 4 yet but I think Seenah just took his place as the team damage dealer.

Chaska is an interesting choice. I’ve played him in a really strange team to little success but don’t boombox, it is great. He is just incredibly squishy and if you move up to boombox he is going to have a rough time, even if that boombox is free.

Egret got so much better and I have been enjoying putting her on the table for once. Against teams that bunch up I will try to find a spot to take her otherwise I think loses effectiveness. Giving her two influence to threaten a flurry and 6” dodge back to where she started is really good, and she is a serviceable striker in a pinch.

I’ve put off Mataagi till the end for a reason. In theory he is great. Ranged attack, puts out bleed, has harrier, all great things to have. Here is where practice has got me to not like him. 10 health is not what you want, it leads to him accidentally getting taken out. He has even been one shotted by a vCinder when the dice exploded. Here is where everyone tells me, but he is 6” away from models. 6” is not far enough!! He also has a flawed playbook to compensate for his ranged attack so if a model gets into him, he will highly unlikely be able to get away. Also he is not that great of a striker with a 2/8” kick. He needs to Bonus Time (usually to just get back to 2 dice because odds are he will be obscured in some way when shooting) and I don’t like giving the ball up on 75% goal runs.

Overall I think the Hunters will be everywhere, much as they were at the end of Season 3. They are clearly the best team at this point and if you don’t get to practice against them a lot, find someone who does and play against them. 

Rhett T

Sunday, November 4, 2018

Blacksmiths Primer

Hey Internet world, this is the first installment of the season 4 Guild primers. I'm starting with the smiths because they are they guild I have been jamming in the most games with. The smiths are a scorey team that has the ability to brawl with the best of them, and have great armour scores across the board which further bolsters their scrum game. Lets start with the Captain erm I mean Masters.

The Smiths rosters is a relation of having an equal number of masters and apprentices on the pitch. Because of this they have the potential to have a captain level of ability impact the pitch three times a turn. When choosing the three masters, one of which should have the sentinel ability which gives apprentices within an inch an extra point of armour. This brings most of the apprentices up to a hearty 4/2 defensive statline which is flipping amazing.

ANVIL
Anvil is the anchor of a brawling smith line up. He extends the threat of the entire team with his character play 'While the Iron is Hot', which is a key play in having an aggressive kick off play. When the scrum develops, Anvil is the set up piece with momentous knockdown on one and momentous guild ball on 2. The guild ball can be used for the 2 inch dodge of almost an entire smiths team 2 inch towards a goal post with 'While the Irons is Hot' to shift the scrum in your favour, or for 'Singled out'. Singled out is incredibly powerful for apprentices to utilize, it makes the top end of the playbook accessible which is where smiths start to really turn out the damage (who doesn't love saying momentous 8 with sledge). Anvil is a great choice to be the Captain because his Legendary as the Captain is backbreaking for the other team. Anvil's legendary is a 6'' Aura where all models gain tough hide and Stoic. This makes fighting the blacksmith scrum insanely difficult because apprentices are 4/2 tough hide and stoic, masters have 2 or 3 armour, a metric crapload of health boxes, and now tough hide! Layering this legendary in the scrum with cover and/or crowd outs even the fightiest of teams will struggle to take out any player.

BURNISH
If you like playing with Fire, Burnish is your guy. Although his playbook is not the greatest, Burnish makes up for this with an AoE character play to damage and set the other team on fire. Burnish even can set your own team on fire to clear every condition they were suffering previous. Most importantly Burnish brings an ability to stop any character play that hits a model within 1'' of him. This is great in any guild but smiths love this ability because across the board have garbage defense which makes them weak to character plays. I never play Burnish as my captain because he doesn't make good use out of the 5 influence cap, or have a great legendary play, but he Burnish is a solid tech piece for the hunters, engineers, and alchemist match up. Being able to stop key plays like deadbolt, pinned, and boombox can through a wrench into the opponents plans.

FARRIS
Unlike Mr. Bueller, Farris doesn't take days off. For just a single influence, the horse has a 20' goal threat with her legendary. Her legendary is very efficient granting herself +1/+2 kick and a free kick, but if she is the captain that becomes a 6'' aura. It is rather hard to use the legendary twice in a turn for goal runs but it is a nifty aura if you are going for a pure footballing Smith's team, and free reliable passes aren't really that bad either because those passes lead to an extra 4'' of threat that your players have. Farris is also a nice big and mobile sentinel aura for the team and brings a 2'' stick to crowd things out with.

FERRITE
Ferrite is the go to striker captain of the team. With a base 4/8 kick and a buyable dodge she is a reliable striker. Her legendary play as the captain is easy to use and shores up a weak spot of the smiths which is there speed giving everyone within 6" +2/+2 move. Don't doubt her ability to scrum, disarm is extremely frusterating for the other team to play against. If they have a super solo model that takes all of the buffs, Ferrite can get into melee with them and use get over here iron to move iron to engage that model then apply another -2 tac through disarm. That model is at -3 dice to any of there attacks against either Ferrite or iron, both of which have 2 armor. Against most captains who have Tac 6 or 7 this makes it so only the first or second column of the playbook can reliably chosen which usually isn't enough to do anything meaningful. All in all Ferrite is a solid master to pick as a captain because she has the ability to use all 5 of the influence cap meaningfully and has a good legendary play that the entire team benefits from. If you are just starting out with Blacksmiths, Ferrite is the easiest master to play as the Captain.

FURNACE
In case burnish wasn't fire enough for you, Furnace brings even more. Whenever Furnace deals damage to a model that model suffers the burning condition and loses a point of armour. Furnace, is a more damage focused captain having momentous 1 on 1 which a shorter playbook than his Tac. He also brings 'tooled up' to the team, and with 'one at a time lads' can essentially  make Blacksmith players rowdy which can help turn an unfavourable scrum around. Furnace is one of the masters with the sentinal ability to bump up apprentices armour and brings a 2" melee to provide crowd outs easier. He isn't a slouch at football sporting a 3/8 kick which is good at passing the ball out to a striker on the wing, or even slotting in a crackback goal himself. Furnace brings so much to any six man line up the blacksmiths can make, so much so that I find it hard to not take him. He is a decent Captain because he can use the 5 influence to takeout a moderately healthy model to start a turn, but I find that an apprentice can do the same thing but better in the same situations. His legendary play is decent giving everyone the same ability furnace has to burn models and gain a tac.

HEARTH
This Grandma doesn't have hard candies in her purse, she is packing lots of big weapons. Hearth is great at setting up apprentices, being able to get 2 net hits with 'instruction', or by giving any guild model a 2" melee zone with 'use this'. That is any model, Anvil can get the big hammer he always dreamed of, Cast can bridge huge gaps with swift strikes dodges and a 2'' melee, and generally having a 2'' melee is always better then a one inch melee. Hearth herself has a 2'' melee with a momentous knockdown on 1. She is going to engage and knockdown multiple models for the apprentices to come pick on. Although she isn't the most invincible model so she doesn't want to be the first one into the fight, rather a secondary model to complete the set up. Hearth brings some efficiency with the ball allowing the smiths to double dip on pass and moves with 'Match Experience" trait. I don't recommend using Hearth as the captain unless you want a challenge, or have a specific game plan in mind that utilizes her legendary to make everything on your team 2'' melee. In my experience I am bring 1 or 2 models that do not have a 2'' melee already making the legendary less valuable.

There is plenty of flexibility in choosing between 6 models to be a captain. This adds a lot of options to find the best Captain to compliment your playstyle. The Masters tend to have captain level survivability when looking at there defensive stats and health pools, but have weak counter attacks. Contrasting this are the apprentices who have below average health pools, but make up for it with better counter attacks. Now that the Masters are concluded, and we are starting to get a view of the team as a whole, lets get into the Apprentices.

ALLOY
One of the better strikers in the game, Alloy is a flexible player but geared towards goal scoring. If he is taken with his master Hearth (which he should be), Alloy gets to either have +1/+0 kick or anatomical precision if he begins his activation within 6''. He is also packing back to the shadows to dodge back to hearth after his activation so he can gain one of his buffs. On his goal runs Alloy can damage a model on the way and use run the length to dodge 8" after he scores!! But also being a blacksmith apprentice alloy has ridiculous top end damage so with a little set up alloy can help contribute to the takeout game.

BOLT
Bolt is a striker who has Stamina so he can jog at the beginning of his activation for free. Combined with all of the movement buffs available in the guild bolt can go extremely far. If he starts within 6'' of his master Farris, Bolt gets to use a free character play. This can be 'Im Open' so bolt's threat range can be upped by 8'', by passing to a model then using im open, if you make both the passes to use pass and move, and this could dodge another model as well 8'' when combined with Hearth's match experience. Or Bolt can use 'Shoemerang' this can knockdown a model, potentially freeing the ball for bolt to go score. Unlike Alloy bolt isn't quite as flexible in his game plan, Bolt isn't the greatest at doing damage but he isn't the worst.

CAST
Cast is a fiery devil. If she attacks a model suffering the burning condition, her attacks do +1 damage. This turns Cast's momentous 2 on 2 into momentous 3, and her momentous 3 on 4 into 4 on 4. Cast is also a 7/9 movement with a 4/6 kick so she is decent at football. While it turns out cast is better then we think, She has swift strike so she dodges 2'' every time cast does damage. While having a long goal threat range and a 4 dice kick isn't all the football tech cast is bringing, she has a character play 'shield throw' which knocks the ball off of the ball holder, and does damage so Cast can dodge 2'' afterwards. However, Cast is limited by having tac 5 so she needs to have a decent amount of set up to get into her magical Christmas zone of amazing.

CINDER
Original Cinder is an anomaly compared to the rest of the apprentices. Cinder doesn't do a whole lot when she is fully loaded and set up, rather she shines in taking an influence or two. Cinder just wants to shoot from 6'' with far strike once every turn to tackle the ball or get a momentum and apply the burning condition if She started within 6'' of furnace to get searing strike. Cinder has unpredictable movement and a character play 'Kill Ball' which allows a free ball to be removed from the pitch and resolve a goal kick. This makes cinder good at controlling the ball, keeping the ball on her safe from 1'' melee strikers then dropping the ball to use kill ball to either get the ball as far away from the enemy strikers bearing down on Cinder as possible or to get the ball to your team to try and score a goal.

vCINDER
Veteran Cinder is amazing. She has 2'' melee, searing strike, is fast, and has a solid playbook. The best thing about her is whenever vCinder inflicts the taken out condition, she can dodge 2'', make another attack, or perform a kick for free! Have I gushed enough about how good vCinder is?! Well im not done, Cinder has sweeping charge. So if vCinder does damage on a charge every model in her melee suffers 3 damage. Thanks to searing strikes this also inflicts the burning condition and strips an armour from every model in her melee. While this could be bad if you clip some of your own models in the scrum, you don't trigger searing strikes on friendlies, but the upside of this ability is so great that doing some damage to a master isn't actually that bad. This model should be in every single six man lineup, however oCinder does have an edge in an aggressive football line up as a tool to get the ball back.

IRON
This guy is a beast. Iron has battering ram so he can push models, like his own team on turn 1, 2''. Iron is also has close control so he is a decent option to sit the ball on, and has 'tryhard' so he reduces the TN on a goal attempt within 2'' of the goal by 1, so Iron needs a 2 to score if you can get him there. Iron also has the best counter attack on the team with a double push on 1 with Tac 6, and is no slouch at pumping out damage. Im not done yet with Iron, he is a 3/2 defensive stat apprentice. That becomes 3/3 with sentinel. This makes iron one of the best ways to kill the ball in blacksmiths, and if not killing the ball Iron is the most annoying model to try and deal with.

SLEDGE
Sledge, Sledge, Sledge, the most polarizing blacksmith model. If played smart he can be the momentous 8 damage wrecking ball everyone ever wanted, the most reliable finisher to be found by being able to do momentous 4 twice without having to roll dice. Sledge has tutelage so he can use a free character play if he starts within 6'' of his master, Anvil. This can be a free 'piledriver' for 3 net hits. With 2 on 1, 4 on 3, 6 on 5, and 8 on 7 in his playbook, Sledge's damage output can get ridiculous real quickly. If there isn't anything to hit immediately, 'piledriver' can be used on a counter attack making sledge's counter attack very scary.  Alternatively, Sledge can use 'longbomb' to pass the ball across the pitch. Sledge like to charge as well, when he does a playbook result on the charge Sledge also inflicts the knockdown condition. So with Tac 5, +4 dice for charging, +3 net hits from a free piledriver, a momentous 8 damage isn't that out of the ordinary. With a good roll, or extra set up this could be a wrap for double momentous 10 or 12 and a knockdown, if it is against some poor defensive stats or an incredible spike Sledge might do double momentous 14 or 16 damage! Sledge doesn't really have a downside to him but has a tremendous upside making him a great apprentice who should always be taken if you have anvil on the pitch. At the end of the day Sledge is one of the two natural 2'' melee apprentices and appreciates all the support Blacksmiths have to offer.

The blacksmiths have a lot of synergies. It will take a fair amount of games with them before the team truly starts to click. They are very well rounded and versatile, but also are insanely defensive. Some guilds will struggle to do a whole lot against the armour that blacksmith have which is even more punishing if you get enough of the two inch melee zones starting to dominate a scrum. The traits burnish brings neutralizes the benefits control/character play centric teams have on the smiths. Some guild will struggle  to just keep up with the damage that the Smiths can put out.

Six man lineups that I have been playing with them are Anvil(c), Furnace, Farris, Sledge, vCinder, Iron. This line up is my go to with great scrum control and Farris is an option for an opportunistic goal. My secondary line up swaps Burnish in for Farris if I am against alchemists, hunters, and engineers. Other line ups I have played around with are: Ferrite(c), Hearth, Furnace, Alloy, oCinder, Iron. This line up has well balanced football and scrum allowing for a 2-2 game, and is great against teams were they hinge on a particular models activation being good like brewers, fillet butchers, hammer masons. And the last team that has potential is the Fire Force. This has Furnace, Burnish, vCinder, Cast and your choice of a master and apprentice. This team has a lot of synergy around the burning condition is is quite rounded, and then is tailored to choice depending on the last pair of models chosen.

I hope this little write up was useful. Next up Rhett is going to breaking down the Hunters Guild.

Riley

Friday, October 26, 2018

Season 4 Hot Takes



What is the beginning of a new season of Guild Ball without some serious hot takes? Having some deep thought theory talks as well as some very tight, and fun games I think that I am ready to share my thoughts. With that being said, let’s dive right into things. I won’t be doing hot takes for minor guilds, as I think minor guilds all have inherent weaknesses and flaws, but will be including minor guild crossover models for certain major guilds.





Alchemists:


Where do we even start with this team.. I mean, they are completely different than any of the past 3 seasons. Smoke has become an absolute menace on the pitch. She has the potential to put out some serious damage with her Infuse character play to one player a turn, while having all of the other players tick down 3 damage a turn. If you are looking into winning a tournament she needs to be planned for, because without a plan she can be a handful. Midas.. he isn’t the crazy man he was at the start of Season 3 but I think he does what smoke is doing, except less efficiently. He was left in the middle of goal scorer and condition giver.. His 2 dmg is on 4!





With Captains out of the way, let’s get into the squaddies. They are crazy efficient with their new rules Beaker Keeper, Test Subject, and Reactive Solution. Pretty much expect to always be poisoned and burning against a smoke team. If your plan to remove conditions is strictly with Rest and Encourage, you may be in for a rough time. Also, Vitriol is back and scarier than ever to give the Alch’s a great ball retrieval piece and striker.





I believe Alchemists to be a top tier team with easy access to momentum, the ability to deny the opponent of points, and a good football game.





Blacksmiths:


Having 6 possible captain choices could lead to quite a lengthy section so I am going to narrow it down to my top 2 choices. Anvil and Hearth are the two I believe will be seeing the most time at the captain position. They offer the most to the apprentices and that is what the masters are all about. Hearth legendary, Armoury will lead to a turn of serious hurt. While Anvil bringing a team wide dodge in, While the Iron is Hot and Singled Out. He is quite the set up piece. Let’s not forget about him bringing Sentinel and his legendary, Tested Mettle. An Anvil legendary turn will be a tough rock to move or dislodge.


The Smiths apprentices are their weak point, but they can still be quite difficult to take out (Iron went to 3/2!!). These are the models that are going to be doing the point scoring and what should be focused in on. Seriously, why would anybody attack Anvil? With that being said, unless Burnish is on the table, teams with range damage should continue to give Smith’s a hard time.


Blacksmith’s are also a top tier team in my eyes. They can fight, score, deny (somewhat), and are flexible.





Brewers:


Well the first downer team to talk about. Tapper got better having his KD moved from 2 to 1, thank goodness. While Esters lost out on her “control” character plays Blast Earth and Fire Blast, she did gain Tooled Up and Quick Foot to take the place of her former songs. Ester’s got worse, only way to say it. The only redeeming factor for her is a team with Esters and Hooper will give Alchemists a tough time.


Decimate got worse, as she needed to but is still one of the best squaddies in the game. Friday is a great striker. Vet. Spigot will probably finally see the pitch, as will Stave with his new Heroic Play.


Brewers don’t break into my top tier of teams but are still a team capable of winning games. They lost out on Esters control, need to be fighting to get momentum, and their football game leaves something to be desired. The changes they received in season changes didn’t do anything to shore up their weakness overall to raise them up with all the things they lost.





Butchers:


Ox got enough to be seen as viable option to actually not play Fillet. This is the biggest buff any team can receive. Having two viable captain choices come draft time makes your options greater and that’s the best thing you can get. Just don’t let Ox get to far forward.. He didn’t become invincible.


The squaddies that got their playbooks looked at, just kill more now. Shank going up to a 4 influence cap again is great, he can reliably do damage in the scrum. The 3 cap in season 3 was unnecessary because player’s didn’t come on with 6 or less health anymore for him to just off anymore. oBrisket will be on every team as well now instead of vetBrisktet


This is where I have always had my problems with Butchers much like Brewers, they excel in fighting and have one model who scores. That isn’t a recipe for winning tournaments. They will struggle with teams that can condition and control them if they stay out of fighting them.





Engineers:


The good ol’ cogs. They have what I like in every team, a flexible pair of captains who offer drastically different play-styles from each other. The only notable change is on the back of Pin Vice’s card where she lost the [Mechanic] tag was removed from her Legendary Play, Well Oiled Machine.


Hoist finally became mortal, losing Tough Hide. Thought after a lot of thinking, he doesn’t lose his auto-include tag. Salvo, and Locus both received major buffs and will be seeing a lot of the table. I was the only one preaching that vVelocity was amazing in season 3, but now she is not a secret gem anymore. She is an efficient striker, and still can lay down a load of hurt with a few buffs put out.


Engineers are a very flexible team, with loads of options which will both be their saving grace and downfall. They are a mid tier team with potential to be top tier with more playtesting. They have access to football, fighting, and denial methods making them a great team in my eyes.





Farmers:


What a short lived boogeyman they were. Thresher barely made is a few months in season 3 and Grange also lost a lot of his season 3 prison style game play, his scoring may see more incorporation now because of it. Both captains came down in power level, but still look to be alright.


The players all had their basement damage upped but their ceilings all stayed about the same so they will hit hard consistently, considering they still bring a lot of influence to the table. I really like Ploughman, and Windle got better but can still be a major liability.


I think Farmers are a great team to learn with because they have some neats tricks with some basic positioning, but nothing like in season 3 and are very straight forward. I see them as a mid level team because they have some minor control in Take one for the Team, Fork Off!, and Protective Instincts. Their defensive stats will continue to let them down and let your opponent to live the dream, but they can fight and have some interesting scoring options.





Fisherman:


Fish are in this really weird spot right now with their captains. I think Shark with Navigators coming out are going to be one of the boogeymen at tournaments once the Navigators are released. Shark basically remained unchanged from his end of season 3 state, and that is fine. He is still great. Corsair on the other hand.. Wow the changes! His playbook is the first thing that jumps out at me. No more momentous damage in fish, phew. He doesn’t have a repeatable momentous result on his playbook until the 3rd column which leaves something to be desired. His new legendary play is really strong, but without momentous damage it looks like it will just be a harassment tool.


Let’s start with Kraken. He is Corsair’s new best friend, taking that from vetSiren who is now probably going to be left on the bench (I want to say unfortunately but she deserves a time out). Jac seems like he will be joining vSiren on the shelf for the upcoming season. The two key additions to Fish, are Fathom and Horizon. They both do exactly what Fish want in players and at least one if not both will be in every Fish team.


Fish-Nav’s are going to be a force to be reckoned with in the tournament scene with the amount of threat they will be able to put on the ball. What they lack in denial or defense tech they make up for in all out offense.





Hunters:


Well my personal bias is going to show for Hunters since I have been playing them since the Hunters changes halfway through season 3. They were one of the top teams at the end of season 3 with the addition of vMinx and Minerva and they only got better because they “finally” got a second captain, in Skatha. Skatha was released early on in the teasers, and she is over the top. I fully expect her to get a little bit of a nerf in the near future. Theron and Skatha are a great compliment even though they can both play the exact same game style.


Hunters have amazing squaddies but how can I write about them without bringing up Seenah. The bear got quite a few things changed and he is amazing now. He will rip any player apart! Minerva and Mataagi are both huge additions from the Falconers guild and they really make Hunters sing.


I will go more in depth on the Hunters in a later article because I can talk about them all day long.


I believe Hunters are the best team in the game. The have the best control, above average scoring, excellent fighting, and can play a complete range team that denies whatever the opponent wants to do. With that being said, they are still a fragile team and that is their weakness. But expect to see a lot of Hunters on the tables at tournaments.





Masons:


Honour stayed pretty much the same, and Hammer now plays different than before now that he has to pay for his plays, which significantly cuts his damage potential, but guess what he doesn’t really care and I’ll explain in the squaddies section. Mason’s captains continue to be flexible and compliment each other very well.


Granite, vHarmony, and vChisel are going to be the new prison in Masons instead of Brick and Marbles like in season 3. They will slowly move across the table until they can get a model in the blender for Hammer and Chisel. It looks like it is going to be a serious nut to crack.


Mason’s continue to be the jack of all trades team with some serious new control/denial rules. They can fight decently, and score decently. I see the Mason’s as that team that can be top tier with some serious play test but currently look like a gatekeeper at a tournament as of now.





Morticians:


Wow new Scalpel is good! Having played a recent game against her, she really can disrupt a pitch. Initially she looked like a yo-yo style of captain, but she wants to dominate the middle turns with some 2” sticks surrounding her. Obulus is still the go to guy if you want to keep one model in your death circle, while she can just make an entire enemy team and her own team be in completely different places.


New bonesaw is amazing, but I think he will be better suited for a rats team and not a morts teams. vGraves is amazing, but is still competing against oGraves for Tooled Up. Ghast receiving a 1 inf base increase, made him actually viable to be on the table, especially in a Scalpel team. Skulk will see his play in Morts team just because he is annoying with 0 inf and a 2” stick, while Pelage doesn’t bring much in my eyes. Cosset is finally the damage dealer who doesn’t need to hurt herself, coupled with Tag Along on Dirge and Back to the Shadows, she became less of a liability.


Morts are still a team that will not allow their opponent to do what they want to do, so forget your plan when you play them and take what they give you. They are back up near the top after a season off from glory. Expect to see a lot of Scalpel on the table.





Union:


Union still have one of the most flexible captain pairs in the game. Rage lost vFangtooth but he should never have had him. Blackheart is still going to do a janky goal game which is going to be harder to pull off with the loss of sSpigot. New Harry is great. He is like a mix of Benediction and old Averisse by having good momentous double pushes and brings singled out. oFangtooth will take vFangtooths place in the roster because he no longer hurts his own team on his heroic. Mist should still be in every team, and she finally got her momentous T back on her card.





They are going to be a team that gets win’s at tournaments but still believed that they are over hyped much like they were in season 3. They have a serious weakness to any control. Messing with their plans seriously puts them on the back foot. They have so many options with so many different players that they can easily leave some helpful tools on the bench. I believe they will be a mid tier team at the start of this new season.


Rhett T

Sunday, September 2, 2018

Canada West Nationals Tournament Report

Sorry about the long wait for this post, It took a while to put all together and some laziness to get it finished.... And back to the blog post.

After a lot of anticipation, Canada West Nationals came to a conclusion. It was an excellently ran event, at a great gaming space. It was a field of lots of great people, and strong players. Huge thanks to the TOs, Cam, Jeremy, and Mike, for running a smooth event.

The Team composition I brought to the event was; Blackheart, vRage, Pride, vFangtooth, Mist, Gutter, Harry 'The Hat', Grace, sSpigot, Benediction. I went into detail about this line up in a previous blog post (there are a few different models that weren't released yet ala Fangers and Spigot). The Hat is a new inclusion that I love to enable Blackheart Jank and Harry has a solid toolbox along with my favourite rule is the game with a 2 inch melee. vFangtooth and sSpigot get there spot because they are way too good not to take. The spread of guilds for the event was a good mix of guilds but heavily favouring fish. The weeks leading into the event union was the most represented guild according to longshanks, but flip flopped to fish being the most represented with union and hunters tied for second most represented. In my practice leading up to the event I never practiced against fish, or played against fish in a few months. 
Now lets get into the recaps of the games. 

Game 1: I played Jonathan, an Albertan who is newer to the game. I played my go to Blackheart six of Pride, Mist, vFangers, The Hat, Spigot. Jonathan brought Obulus, dirge, silence, vHemlocke, graves, pelage. I received the ball. Turn 1 consisted of passes around the team to generate easy momentum and dodge forwards. Mist capped off the turn with a screamer (the first of many that weekend). I won initiative, and gave Fangtooth +1 TAC with the game plan to start turn 2. The Hat engaged and knocked down a few players, and sat applying bonuses for the rest of my team as he was afraid of triggering rising anger. A couple butcheries, and Blackheart's legendary to set up the scrum, vFangers took out silence and pelage putting me up to 8VPs. I won initiative again, and blackheart got the ball to score a tap in to finish off the game 12-2. (2 goals, 2 takeouts). 

Game 2: I played against Keith from Chicago playing the union. He played vRage, coin, minx, spigot, gutter, vFangers. I stuck with my Blackheart lineup from last game. I kicked off with mist. Keith did a great job denying me from doing anything useful turn 1 (happy accident as a result of spigot failing his goal run when gutter missed the heroic pass). Turn 2 we position around in a stalemate but eventually sends vRage in last activation. Turn 3 the scrum was set. Keith started to win the scrum so I backed away a touch having a large clock advantage, this was to bait rage into a bad position where he was to far away from his team to contribute to the scrum. His spigot gave me the ball by gutter failing the heroic pass... Again... With a second triple ones roll... The ball scattered to Blackheart. At this point the score is 2-4 in Keith's favour, but he clocks out. I have the ball and take control of the scrum with Harry, Fangtooth, Pride, and Blackheart. I get a takeout on vRage, then his spigot goes for a third goal run. He tackles the ball from Blackheart, then misses the pass to dodge. The ball scatters 6 inches making the ball irrelevant to the game. I get two more takeouts (gutter and spigot) and score six clock points to win the game 12-4. The missed passes really sucked this game for both sides, He would've been closer to victory by the time he clocked putting more pressure on my play to deny points long enough to win. 

Game 3: I played a local, Caleb, playing Obulus, dirge, Brainpan and memory, pelage, graves, vHemlocke. I stuck with the Blackheart Six from game 1 and 2. I received, a few passes and a blackheart to farm momentum led to mist scoring a screamer and dodged away. Caleb missiles pelage at spigot. Top of 2 spigot got takenout, fangtooth took out pelage in return, Obulus scored, and Blackheart butcheries Graves who was crowded out a few times, graves survives by a couple health which required my entire team to finally finish off. Next turn pelage comes back in to the fight, but got taken right back out. Mist kicked the ball right next to his goal post to kill the ball long enough for me to get a takeout to win, and the puppet takes out vFangers. This is a dangerous situation for myself, i should've prevented the take out on vFangers denying any possibility of Caleb to end the game in one activation because I am one activation from winning but if my activation goes wrong I do not have a back up. I lost initiative, worst case scenerio for me but Obulus did legendary last turn to give me a worse chance at initiative. Pelage came back on the pitch and passed the ball to obulus who dodged 4 inches. Blackheart has six influence to take out 5 health pelage. Charges nets 2 damage, next attack 1 damage, next attack 1 damage, bonus timed attack to win... wiffed. I had one last attack to do one damage and i got one success to take out pelage for the game 12-8 (1 goal ,4 takeouts). Had I failed obulus had 7 influence to score for the win. After the game I realized brainpan was crowded out 3 times with a few damage taken which may have been the better target, but I successful overcame my disaster game. Everything that could go wrong for me that game went wrong and Caleb did a great job of capitalizing on it.

Game 4: The top four of the tournament was myself, two other people that I traveled to the event with and a Chicagoan. The odds were very good that I'd play a practice mate, which happened. I dropped vRage into Jeremy's Smoke. This is a great match up for me plus I have experience with the style he plays it. I brought Grace, Benediction, vFangers, and Gutter as my squaddies. Grace is a silver bullet for smoke alchemists, she essentially makes smoke play with one condition and provides either healing or a speed buff to close the gap quicker. He brought, naja, calculus, mercury, mist, vitriol. He was trying a different lineup to catch me off guard. Mist has a great kick off which only benny can get, and not pass it to anyone. Benny puts up +2 armour while holding the ball and killed the ball. He throws out AoEs, Grace quick foots gutter and gets rid of the fire AoE. Gutter pushes mist into charge range of Rage. vRage takes mist down to 3 health to end turn 1. I go First turn 2 and have Rage red fury gutter to take out mist and heroics on gutter, He then walks to cover. More AoEs thrown, Grace removing the fire one again. Benny runs further away from any striker. Fangtooth engages 3 alchemist players for gutter to hit. I put some damage onto mercury. Turn 3, Fangtooth takes out mercury then goes to engage vitriol, calculus and smoke. Mist suicides for a low odds goal run, fails, then gets taken out by rage again. I needed to redeploy grace to score next turn so I charge her into a bad spot and she gets taken out. I won initiative, and had gutter take out vitriol. Calculus tried to blind grace and failed. Benediction passed to grace who dodged 4 inches, then went and scored a goal. 12-2 (1 goal 4 takeouts). Without vKat, vfangers and gutter were able to get way to comfortable in the middle of the pitch and put too much distance between his strikers and the ball. Im onto the finals, where the person I practice against most, Rhett, lost the Hunters mirror so I am the last hope to defend Canada from America.

Game 5: The final Game against Zach Grey of Chicago. He brought hunters, Theron, snow, minerva, vMinx, zarola, oHearne. I had to play vRage because I feel Theron shuts down blackhearts entire strategy with a 2 cost character play. I had gutter, mist, benny, vFangers as all of my squadies. I recieve the ball, and he kicks with theron. I miss a pass over to mist at the end of my passing chain so I don't score the turn 1 goal I planned for. Zach brilliantly started the scrum using vMinx to marked for death and have theron charge into vFangers. He won initiative and did some damage with theron, and pinned rage. I was able to fish theron back to vRage to get the takeout, but I lost Fangtooth in the process. Minerva got into the fight and my second tower started to take heavy damage. I fish hearne into a spot for a taken out vRage to charge in for vengeance. Mist scored a screamer at the end of the turn and used run the length to get into cover engaging zarola. Score is 6-6. I won initiative and bring rage on the field to charge benny, theron comes back using get back in there for extra movement. Gutter was enaging minerva, vMinx, and a knocked down crowded out hearne. I completely forget she has scything blow and have rage legendary and charge into hearne for the takeout. I red fury gutter to put some damage on minerva.
Had I remembered why gutter is so good with Rage I could've scything blow'd hearne 4 times to take him and vMinx out, leaving minerva on 3 health and Pride on 1 health putting the score at 10-6(7 as pride is a free takeout at that point) with a legendaried gutter and vFangertooth with clips to finish off minerva. More importantly it would keep vRage in a safe position to heal up and come in the scrum next turn safely. Foolishly throughout the entire game Gutter would wrap and do 2 momentous and 1 momentous instead.
The scrum escalates but I eventually lose the scrum when theron charges in with marked for death and get back in there taking out vRage on his legendary turn before gutter went. He was an influence short from a six point activation to win.
Its time to bust out a play I've practiced a tonne. I pull out proxy bases and measure out what seemingly meaningless locations. You can hear a faint whisper of if I gone crazy from the pressure. Mist walks into theron and attacks him. I am rolling 7 dice and get my tackle. I pass the ball to fangtooth with a bonus time. Hit the 5 i needed and did the first dodge to a proxy base. Potbelly pass that ball back to mist with a bonus time. I miss. Luckily the ball scatters to a spot mist snaps the ball and she acrobatics into cover. Turn 4. I lose initiative. Theron takes out vFangers again, then snipes mist. Gutter takes 8 damage then she heals 8 damage. Mist takes a 1 dice goal, misses with  three and the ball jams at his goal post. Benny engages snow, then rage red furies benny to make 3 momentum. Snow takes a parting blow which knocks him down. Hearne was half an inch out from grabbing the ball. Turn Ends

Benny is within 6 to give mist shadow like, and mist is within 4 inches of  snow in cover, Theron is 4 inches away from a double crowded out gutter. Momentum is tied, its going to turn 5 so we both have one card left. Whoever has the higher card wins. I throw my card face down and step back from the table, Zach sets his card down. We both take a couple deep breathes to ease the tension. I had a +5, he had a +4. I allocate 4 to mist and the rest didn't matter to me to I put it out randomly. Theron got 6, minx 4, minerva 2. Mist shadow likes, attacks snow twice for 2 momentum, sprints to the ball and shoots for the game. 4 dice Tap in was good and sealed the intense finish 12-10 (2 goals, 2 Takeouts). It was an intense, action packed, clean game from start to finish. There was a lot of back and forth moments which could have gone either way and a few mistakes on both sides that could've gave one of us the edge had we done something slightly different. We shook hands multiple times after that finish.

A short anecdote, before the tournament I was doing ridiculous plays with blackheart, vFangers, and sSpigot to get goals. For about 2 weeks before the event everyone in my local meta said not to do any of the jank that I practiced because I was due to fail at some point. I haven't used any of the rules that I used to enable silly goal runs the entire tournament. The one time I try a potbelly pass at Nations it failed me, so I am never going to stop hearing about it. You guys told me so, but if that Potbelly pass worked it would've been the greatest story ever.

After the big event there was a Falconers release event to have some fun in a wild format, and an amazing dinner and drinks at a Steakhouse because you have to have Alberta beef whenever you find yourself in Alberta. I took Obulus on a week long extravaganza like Ovechkin did with the Stanley Cup, and now the Ferryman resides in the display case at Dragons Den Games beside Blaine Dobson's Blackheart trophy from last years nationals. Next up is Worlds where I can try and break the tradition of Canadian National Champs scrubbing out in the first round.

Monday, August 6, 2018

Time is Money

The clock is an integral part of a competitive game of Guild Ball. It offers an alternative win condition and ultimately is a constraint on how "perfectly" we can analyze, decide, and execute our path to 12 VPs. Time can be a resource for making better, more thought out, decisions than our opponents. That is if we can manage our time better than our opponents, and if they have more of a clock advantage on us then the tables are turned. Having good time management skills can give us the edge over the person across the table from us. Here are some tips to manage the clock.

The first and easiest is being organized. Having our widgets, tokens, dice, and cards sorted in an organized manner can save time fumbling around to grab the right tool for the job.

Having a plan. I have talked rather a lot on this topic. If we can avoid analysis paralysis and have a general plan it saves time on decision making. Sometimes spending time on finding the perfect play each activation will lose us the game by burning to much time. If we can prioritize quickly finding a practical response to our opponents decisions, we can give us more time when we need it. As always practice makes this easier to spot.

Utilizing our opponents time can give us more time. This isn't being a jerk by flipping the clock over to them constantly over little things, but it is being two steps ahead if possible. Whenever they are thinking about an activation we can be thinking about what they are most likely going to and plan a reaction to that move. If they have multiple activations in a turn that they are taking a lot of time to think, this give us more time to think about what the "best" response is. Some models abilities, such as unpredictable movement and counter charge can take more time away from our opponent. By forcing the opponent into playing around those abilities, which can swing the game if triggered, gives us more time thinking about what to do next. If our opponent is really struggling with analysis paralysis and taking a lot of time, we can do quick filler activations that put them back on their own time to think and you can return to plotting your course to victory on their time. These could be mascots, buffing activations, or just a player we gave zero influence to.

If we think of our team in modules it can speed up our play by cutting down branches from our decision tree. Having model A that will go before model B which leads into Models C's activation. Most teams have support models that will fill that sort of formula, i.e tooled up. For example in Engineers, Mother and Ratchet both want to activate before Hoist to make his activation be optimal, or Farmers, Harrow and Jackstraw want to activate before Thresher so he has his peak offensive output available to him.

Now that we are playing better on the clock what can we do with it? If we are ahead on time we can play more conservatively. The less risk involved with our plays the better, and it forces our opponent into taking riskier plays that we can capitalize on. If this advantage holds until our opponent clocks out we can play with little risk and minimize the amount of points they can get until we gain enough VPs from clock to achieve 12VPs first. That sounds like a boring game to play, but it works. If we have more time then our opponent, we can spend more time analyzing the game and finding the "best" activation. Cashing in our time advantage like this can turn the advantage we earned with better time management into more of an advantage in the VP race. Practice, is the best way to improve any skills in Guild Ball.

And Remember to Stay Ballsy out there.


Saturday, June 16, 2018

The First Turn

Hello Guild Ball fans, today I am going to talk about the importance of the first turn. The first turn is the most practicable turn in the game, as well as the easiest turn to theory craft outside of play. A strong turn one will put us in a better position for the second turn. If we continue to have a better turn than the last, it puts us in the best position to have a successful outcome from our game. So we should have a routine first turn for our team into many match ups to start out strong. The more practiced our first turn becomes, will give you more time on our clock for later turns.

Turn one begins at the kick off.
When we are kicking we want to apply as much pressure on the opposing team with our kick off model. Ideally this should be a striker model who can threaten to take the ball away from the receiving team, or by giving a superstar play an extra jog before the game to apply their threat to a larger area of the pitch. When kicking we want to try and mess up the receiver's turn 1 plan; this could be by kicking to the model they want to score a goal with, forcing a key player to retrieve the ball leaving them in a position we can capitalize on, or kicking to a spot that the other team has no way to get the ball for there team turn one which eliminates the benefit of receiving.
When receiving, we want to have our team spread out to cover as much of the pitch as possible to prevent getting burned by a perfect kick off. This doesn't mean to be so spread out to much that our team can execute any sort of turn one plan. After getting the ball, we should pass it around our team for free momentum or movement. Then later into the turn move in for a goal or putting our set-upped value player into the opponents team.

Different guilds do turn one differently, mainly those with access to character plays. An example of this would be Smoke Alchemists where the Alches want to stay as far away as possible from the other team with character plays, then have smoke condition the entire team. Blacksmiths are a foil to this turn one by having a very aggressive turn one having two buffed apprentices having the ability to do work. Finding out the ideal turn one for your team as well as play style when kicking or receiving takes some time, but after a few games we can narrow down what actions we tend to do.

Monday, June 4, 2018

Choosing a Roster

Hello Guild Ballers, today I am going to ramble about picking a team. I've been going through Guild ADD recently and haven't settled on a single guild yet to practice. The best way to get good with a guild is by picking a six man team and playing as many games as possible. This allows us to find what players we like and don't like in that line up, and what match ups are bad for that team. I am going to go through my thought process when I am picking a guild and my six.

When I am picking a team I look for which guilds have the best ability to reward an aggressive play style, the way I prefer to play. I thought about all the guilds I have played throughout the three seasons, and arrived at union being one of my favourites because of the diversity within the guild. With a large pool of players, a Union team should be able to be made to fit my playstyle.

Starting at captain... There is three choice Blackheart, vRage, and sBrisket. All of them play aggressively which checks off my big box of approval, but only one can be picked in a six. Blackheart has a lot of flexibility and helps both a football and beat down game but is unfocused, sBrisket scores goals but lacks flexibility so she is a pass for me, and vRage has a strong focused toolkit for beatdown. So far I have narrowed my choice down to two, both of which will be in the tournament 10, but need to pick one to be the main captain. I like to have a balanced team of goal scoring and beatdown, so I am picking to have vRage as the main captain. He has a more focused role on the team and I can use Unions inherent strength as a guild to have a balanced team.

Mascot choice... This is harder for Union then any other guild because they all are really strong. I like my mascots to bring a strong trait or play that can help the team in a pinch. Pride is the new hotness in town for the Union. Having counter charge on a mascot is insane, and his survivability deters people from wasting attacks on him.

I like to have a tough to take out model to form a scrum with. Benediction fills this role perfectly, plus he extends the range vRage can use his character plays to affect the game. Benny brings two inch reach, the best rule in the game, and efficiencies built in to him through character traits. As a result he doesn't need to use any of the teams resources to do be valuable.

Next I want a payoff player, one that has synergies with vRage that I can plan my game around. This spot is for Gutter. She brings AoE damage output, chain grab, and good kick on a resilient body. Every turn I should reliably have her contribute meaningfully towards a victory.

I have 4 players in my team and I don't have a real goal threat. My options in union are Mist, snakeskin, or grace. Snakeskin is a good piece to kill the ball with but struggles to score if the opponent has possession of the ball. Grace brings utility and fuels herself. Mist brings two inch melee, has synergies with two other players on my team, and is the only true striker option out of the three so she is going to be my pick.

My last line-up spot is a hard choice here. So far every player is influence hungry except for Benediction sometimes. I could go with a battery to supply my team with influence, or a player that I don't use unless I have to. Minx is a great battery and brings snare for the team. Decimate is an average player that I know exactly what I am going to get out of her influence if I allocate to her. Ultimately I chose Decimate over Minx to play test. If my team feels too influence strapped after a few games this will be the first swap I make. After a few games played I have found second wind incredibly useful and Decimate is good at counter attacking, but am still uncertain which one is the better pick.

Playtesting the team for some games I have found that Grace is incredibly useful in the Alchemists match, and Hemlocke to be a great pick against many teams. This brings my six up to a tournament 8, which will be 9 by bringing Blackheart as a second captain. Having Blackheart forces the opponent to respect that the game could be a fast football style game at the captain choice. To bring my self up to a 10 I will throw in Minx. Minx being a battery helps Blackheart's game, but gives me the option to switch her in for Decimate in the rage team if I feel that it is stronger in the end.

I hope that some people can apply some of this when designing their rosters. The most important part is to practice a Six that you like for a lot of games before making any major changes if any to the team.


Friday, June 1, 2018

The Ball

Hello again, it has been awhile since my last blog post. I've been trying to get a battle report video series started, but I need to find a new video editing software. Reflecting on the past games and a chat after a game with a local inspired me with this topic, the value of the ball. In the game of guild ball both players have access to the same resources, momentum and influence. However there is only one ball. The ball can be used to generate momentum, add to the threat range of our players, and is 4 VPs whenever we want it. My hot take on this topic is that we should hold on to and protect the ball for as long as possible before taking the goal. This doesn't me we should never play the ball or score unless it wins us the game, if we need to score a goal to progress our plan we should try and score the goal as late as possible in the turn. Doing this limits the potential for an immediate crack-back goal, as well as allows us to deny our opponent from using the ball to there advantage. Some teams play different to this idea, teams like Shark Fish who look to score three goals as quickly as possible will want to score whenever the opportunity presents itself. However, I still believe these 3-0 teams want to play a bit more reserved when these teams have the ball, scoring later in turns will give them a better chance to score again because more of the opponents players will have activated which makes protecting the ball slightly harder. Lets dive deeper into the different cases.

The way I like to play a team is a flexible 2-2 or 4-1 path to victory, which I feel is the best fit for my playstyle. To do so I protect the ball behind the bulk of my team on a player with some sort of defensive "tech". The tech could be unpredictable movement, close control, or a solid counter attacker. Recently the guilds I have been playing around with are Brewers, Hunters, and Union. The models I use in these guilds are: Mash or Friday, Zarola, and Mist or Decimate. Throughout the course of a turn I feel safe having the ball on these players so that I don't have my resource taken from me. If I allocate influence to most of those players they can score a goal at the end of a turn, or contribute other ways in the game. Mash and Zarola have the option to kill the ball if I need to and focus on a beat down plan. Having control of the ball gives me the advantage in a stalemate. Sitting on the ball gives my team further threat ranges by being able to dodge off a pass, the ability to generate momentum without having to engage, and forces the opponent to come to my team because I have 4 VPs in my pocket. I like to score at the most opportune time, this is more of a feel that is developed by playing the game. The last game I played was an extremely close game, I was playing Union against Blaine's Hunters. I received the ball so I passed it around my team and got it to Mist and dodged her forward, in cover and behind Benediction and Pride. There was no way for Blaine to prevent my first turn goal with Theron so I got those 4 VPs for free. The game then went into a long drawn out brawl where my players got chipped away at and controlled, while Mist was on a suicide mission to secure the ball for my team. By turn 4 I had firm control of the ball, and this allowed VetRage to to meaningfully contribute to the fight by having the extra threat range that the ball provides. The following turn I closed out the game with a goal after we traded captains. There were mistakes on either side throughout the game, but talking about the game we came to the conclusion that I won the game because I played the ball more effectively, using it to project threat even with -6/-6 move or having a key player pinned, and using it for points. 

Some situations call for killing the ball. This can be done in many ways like sticking the ball on a mascot in the corner or leaving a free ball in the corner, having the ball on a Mash, Obulus, or Corsair type player which makes it extremely difficult for the opponent to take the ball away. Some people may think that it is a negative play experience, but it is a tool that helps more beat-down style teams compete against fast paced scoring teams. Breaking the ball kill or getting creative with a scoring team to score points are very useful skills to develop and practice. There isn't really much to talk about this strategy. When the opponent will struggle to score victory points without the ball, pick the best option your team has access to killing and do that. Score a goal to win the game or grind out the last takeouts. Not all teams want to do this, if you are playing a goal scoring team it will be better to play with the ball. I used this technique playing my Brewers against Jeremy's Alchemists. I kicked off with Friday to apply kickoff pressure. I got the ball back and stuck the ball on Mash and put him behind a obstruction, the rest of my team, and in a corner. With no way to get the ball, the alchemists had to try for push dodges into mash or by having oKat get take outs. The game slowed down into the Brewers favour until Mash passed the ball to Friday who drove in the winning goal.

Lastly there is fighting for the ball. The goal focused teams want the ball to work there way to winning the game. Positioning players to threaten every area of the pitch is important to getting the ball back for our team, later scoring a goal. If we have the ball at the start of the turn we want to score first or last activation. Scoring first activation allows for the rest of the team to retrieve the ball and potentially scoring twice in a turn, but this leaves the opponent with a player they can abuse. Scoring last activation denies the opponent the ball for the turn, but shifts the teams focus to protecting the ball for the entirety of the turn. When the opponent is in control of the ball it is a feel situation of when you should pull the trigger on going in for a goal run. If you go in too early it leaves an easy target for the opponent to start attacking, too late and the ball may be to well protected to get to. Getting the timing right comes down to practicing with your team. Combating a team that is trying to play football it is sometimes better to not take out a striker right away, rather setting them up for a take out at the beginning of a turn. When strikers are taken out, it allows them to reposition. The majority of the time the reposition sets them up in a better position to threaten the ball. 

Finally I am going to leave you with two of my Golden Rules of the ball. When playing a team that doesn't want to play all out football having a model that can put pressure on where the opponent keeps the ball is valuable because if you can take the ball away from them giving us the advantage in the game or having to position the ball in places on the pitch where they do not want it. When behind in the game playing the ball is the key getting back in the game. 

Sunday, May 20, 2018

Understanding the Dice

Hello again, today I am going to talk math. Dice are an important part of Guild Ball, and make for an exciting yet random outcome. Casinos always win by stacking the odds in there favour, doing the same techniques we can position ourselves better to win at guild ball. If we are able to use the power of math to understand the dice, we can choose better targets which leads to forming better plans.

First lets delve into the math around kicking. Players that roll more dice are better at kicking the ball, right? That assumption is correct but the difference between rolling 4 dice compared to 5 dice isn't noticeable (93.8% compared to 96.9%). Using the chart below, we can know the percentage for success for scoring a goal (or completing a pass)

  # of dice  normal TN      Tap In     + 1 TN
1 50 66.7 33.3
2 75 88.9 55.6
3 87.5 96.3 70.4
4 93.8 98.8 80.2
5 96.9 99.686.8
6 98.4 99.991.2
If you want to do your best to ensure the goal, stacking more dice will raise the certainty of a successful goal. The best way to raise the certainty of a goal is by reducing the TN, and to defend against a goal you want to try and increase the TN while reducing their dice pool. Most of the time I aim my dice pool to be between 3-5 dice when shooting a goal because I can live that high of a percentage for success. If I am in a position where missing the goal will put me in a bad spot, I try to get as many dice as possible. If you are getting behind in a game, taking a two dice shot is still a great option for getting back into the game.

The dice math for attacking is more complex, but I look at it with a more simple approach. 

TN                 Percentage
6+ 16.7
5+ 33.3
4+ 50.0
3+ 66.7
2+ 83.3

Looking at the percentages for successful outcomes at each defense value, we can predict the amount of success we should get. 
Lets look at an example of this. Honour is TAC 6 so she is rolling 6 dice for an attack against Tapper who is a 3/1. On those six dice she rolled two-thirds (66.7%) so Honour should get four dice being higher than a 3, but we have to take away 1 success because of Tappers arm. So Honour is left with 3 net successes.  
So if we take the Player we are using to attack TAC and multiply is by the percentage of expected outcomes, we are given an idea of what our player can do. Certain players have efficiencies built into there playbook to help boost there output if they can reach a certain part of there playbook. Fillet, Tapper, and Veteran Decimate are great examples of this.

Fillet really wants to attack a bleeding target. If no one on the other team is bleeding, she has to do it herself (usually the scenario on turn 1). In a classic butcher v fish, fillet kicked off which brought Sakana forward to retrieve the ball. So with only that one target to go for, Fillet goes in. At TAC 8 attacking a 4/1, Fillet should get 4 success, which leads to 3 net hits which is short of her blood rain to bleed Sakana. If she rolls slightly above average Fillet gets her blood rain and is happy, but we don't like to be in the position when odds are not in our favour. If Fillet charges she has a dice pool of 12, which would result in 6 successes which is 5 net hits which gets us our blood rain. However, if Sakana uses defensive stance to a 5/1, Fillets 12 dice should result in 4 successes, which again puts us outside where we want to be. This was a bad example to look at because with tooled up Fillet should hit her Momentous 2 up to 3 every time, which will takeout Sakana without the blood rain.

Tapper, like all brewers, wants to wrap on his first attack for commanding aura and a knockdown. His charge can be the difference between him setting up the team or getting a take out. So lets look at Tapper attacking Brick. Tapper charges because he wants to have the most dice to get him to his Knockdown and commanding aura. Taps has a dice pool of 10 attacking a 2/2. He should only get around 8 successes for 6 net hits which leaves him short of getting commanding aura and a knockdown. The Masons player should ensure that this doesn't happen by using defensive stance to make Tappers activation less efficient.

Veteran decimate is the new hotness, that has turned a few heads. Having knockdown and stagger on the same playbook result can swing the dice heavily. Given bag of quaffers on Decimate to bring her up to Tac 7. Attacking the game average of 4/1 defensive stats on a charge, decimate will get 5 to 6 success on average which will get her the KD+stagger. Now that 4/1 player is effectively a 2/0 model to decimate, which will give her about 33% more success on the following two attacks and for the rest of the brewers.

Playing with an idea of what to expect from every model should give you an advantage. But, dice are random and can roll higher or lower than you expected at any point. Using the expected results of the dice can help you put your opponent in a position where the odds are stacked against them. When you use this information to help form a plan on the pitch you should plan pessimistically. This means that if the dice math says you should get a certain outcome, you should plan that you will fall short on an attack. For example if a player is on 4 hit points and you have a model with 2 damage on three hits, plan that you won't hit the two damage a couple times rather then he should hit his two damage every time. It is better to play where the dice do not matter and that you can guarantee an action on the pitch.

Controlling tilt caused by dice is another key to success. Attacking in this game is binary, the dice roll is either a success or a miss. If our player has a defense of three, and the opponent rolls all sixes for his successes. The result being a six doesn't change that it was a hit. In my last game against a local practice partner, tower counter attacked Jaecar rolling 4 sixes and a one so we just cheered out Yahtzee. Never blame dice for anything that happens, there is always a different option that could have been taken throughout the game that may have given you a better opportunity or given the opposition more difficulty.