Good morning gamers and welcome back to another post about
Guild Ball and the briefest of brief team overviews (not really that
brief). It’s been awhile since our last
team examination, good ole’ real life shenanigans, but we are back to look at
the Brewer’s Guild! As per usual stat
cards can be found and downloaded right
HERE.
As you can imagine the Brewer’s Guild are all about the fine
art of crafting the beers of the cities and apparently they do their job quite
well. Thematically the Brewers are your
drunken Scot/Irish group with a hint of Scandinavian aesthetics thrown in
there. On the field the Brewers have the
ability to take a lot of hits while knocking people down quite often on their
own (a lot of models have KD on their 1-3 playbook results). There are some strong buffing synergies
within the team and while they are thought to be generally slower than most teams,
they have some tricks up their sleeves.
In addition a lot of models have heroic plays so the key for Brewers is
to get that momentum going and keep it going.
So with that in mind let’s take a look at the various players!
|
The Guild Symbol |
Starting up with the captains we have Tapper and
Esters. Tapper is the season 1 captain
and while his stat-line isn’t really that impressive he does bring some buffing
to your team through his character plays.
‘Marked Target’ helps teammates get some speed when charging a
particular model and ‘Commanding Aura’ gives friendlies +1 TAC/DMG. He has some resilience with Tough Hide and if
near Scum the mascot he gains +1/+1 INF.
His heroic play Old Jake’s is a neat one where he can allocate 2 INF to
friendly GUILD models within 4”. Note that
it is for fellow guildmates and does not apply to Union models. Esters is the season 2 captain and she is the
proverbial fat lady opera singer. Like
Tapper her stats aren’t impressive (except her health which is a whopping 22
good lawd) but she can throw down some AoE’s from her character plays. Her traits are where it’s at when it comes to
her buffing and also some of her defense.
Due to her mass she ignores the first attack/character play against her
per turn and she can grant a teammate through ‘Empowered Voice’ +2/+2 MOV, +1
DMG to playbook, or +1 DEF. Her heroic
play is a 3” pulse where teammates heal for 2 and remove conditions and her
legendary play lets her use Empowered Voice 3 times.
|
Your stater box with Friday, Tapper, and Hooper |
Friday is the team striker and her stat-line is pretty much
reflective of that. Her playbook is
pretty sparse with only 3 columns and her character play is the ‘Dirty Knives’
of -1 DEF, 1 DMG, and poisoned. She does
get a free 2” dodge each activation, can make the cat Scum dodge his Jog speed
to her, and within 4” of the cat gets +1 DEF.
Also she can take a drink as a heroic play to gain some kick boosting as
well as added DEF against parting blows.
Hooper is an attacking midfielder with some hidden potential in
him. His stats are average for the role
and his character plays allow him to give another model +1 ARM, or grant
someone else a -4/-4 to their Kick (take that Fishermen!). Against knocked down models he gains added
damage and his heroic play removes all conditions on him and grants him +2 TAC
for the turn. Spigot is a defensive
midfielder with a focus on reacting to what the other team is doing. His raw stat line is a bit better compared to
Hooper’s but is similar. His character
plays ‘Tooled Up’ and ‘Ball’s Gone!’ allows him to buff a friendly model’s
damage output by +1, and you can tackle the ball out and give it to someone 4”
away respectively. In addition being
near Spigot gives you a +1/+1 kick and if he targets a knocked down model he
gains +2 TAC. His heroic play grants
models starting their activation in his 4” aura a +2/+2 MOV for advances. His season 2 version trades in the defensive
role for the striker one and his stat-line becomes similar to Friday’s. He keeps ‘Ball’s Gone!’ but gains ‘Goad’ and
while he possess the ball he gains +2/+2 MOV.
Spigot v2 ignores the first tackle result against him and if he is
within 8” of the sidelines he can make a counter-attack for free once per
turn. His heroic play grants him +1 DEF
and he can kick for 1 less INF. So a
note about Spigot v2 is that it would be harder to get the ball away from him
through tackling because of his character traits. He ignores the first tackle against him and
if you succeed in the next tackle he can then use his counter-attack ability
and if he scores 1 hit he has the ball again since he only needs 1 to
tackle. Annoying!
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From left to right: Tapper, Hooper, Stave, Stoker, Scum, Friday, and Spigot |
Stoker is another defensive midfielder with the noticed
additional ARM, but otherwise sharing stats similar to Hooper and Spigot. Stoker is an odd duck, his focus are on his
character plays with are all fire themed (fitting since he’s the alcohol
spitting into fire guy). He can grant
someone the burning condition, cause a piece of terrain to catch on fire and
give them the burning condition, or shoot a flame jet for 3 DMG and give them
burning. Against models that are burning
he gains +1 to DMG, additionally he gains +1/+1 INF for being near Stave, and
once per turn removes conditions for free.
His heroic play causes models whose base he touches to catch on fire,
but he takes 4 DMG at the end. Stave is
the big ole fella’ and his stat-line shows it.
His character plays allow him to push players he touches during an
advance 2”, or lob a 3” AoE that models hit are pushed 4” from the direction of
the AoE and are knocked down (Gragas much?).
His heroic plays causes that barrel toss to deal damage as well. Mash is a striker but his stats are nowhere
near Friday’s, he’s the alternative kind of striker. His character plays boost his raw Kick stat
OR he can launch the ball in a direction up to 12” and then it scatters. He does get to make a 2” dodge when someone
gets in his melee range, he gains an ARM bonus near Esters, and if he is within
8” of the enemy goal post he can make a score attempt for 1 less MP.
Finally the mascots.
Scum is kind of just there but the cat does bring some buffing to
specific members of the team if he is near them so if you are bringing Tapper
and Friday it might not be a bad idea to bring the cat. Scum can also ‘Hamstring’ an enemy model for
a nice -4/-4 MOV. Defensively Scum makes
a free 2” dodge at the beginning of its activation and when someone comes into
melee it can jump away for another 2” dodge.
Quaff is the St. Bernard dog with whiskey in its little barrel (I assume
Whiskey, could be beer or whatever). His
character play ‘Second Wind’ gives someone a free jog at the end of their
activation. He is also a ‘Loved Creature’
so if you take him out they get 2MP, +2 TAC, and +2/+2 MOV. Once per turn he can give someone a drink
from his little barrel and they gain +1 TAC for the turn.
So there we have it with the Brewer’s Guild. They have a lot of potential and depth with
their buffs and heroic plays but they have the potential to also be really
annoying. As I said a lot of models can
knock you down with only a few results so if you’re not careful they will knock
you off your ass and then have the opera singer belt out a few lines about it
while the fire breather lights up the pitch on fire. Good times eh? That’s it for this team, next time we look at
the Hunter’s Guild as they are the last “real” guild before the Union
players. Until then happy gaming and
good luck out there!