Hello there wargaming lads and lovelies and welcome to
another fun blog-isode of Wargamer Ramblings!
I hope you’re doing well in your hobby time and you are making some good
progress. Now that things are settled
and calm here I’ve been making some good work on my forever growing and
changing line up of models. That’s not
what we’re talking about today however, nay verily instead let’s follow-up with
the next guild in Guild Ball that’s relatively new, and that are the
Blacksmiths! As usually here be the
cards.
So like the Farmer’s Guild they are currently available for
pre-order in a faction start box made out of the same type of plastic it
appears. You get the 6 models, a goal
post, a Blacksmith ball (which looks kind of cool if you ask me), and a forge
terrain piece. Right now it looks like
the MSRP is going to be sitting at $50 USD, so you can get a full team for a
decent price point. Whether or not this
is how Steamforged is going to progress with all of their future teams/models I’m
not sure but it certainly seems to be looking that way. So far in the roster there are 8 model
choices to be had
So let’s talk about how the team generally operates, because
as I mentioned before it has a couple of elements that make this team stand out
amongst the others. First off you will
notice that two model types are missing: the captain and mascot. Neither are present, but the former will not
go missing for long. What the team has
instead are two types of models, Masters and Apprentices. Second as of now there are no Union models
available for the team, so you can only play with a pure guild team (personally
I love that as I tend to run pure guild teams when I play). Back to the model types, the team has to have
an even split between the two, so 3 Masters and 3 Apprentices. Additionally when you choose your team you
pick one of the Masters to be your captain.
This model gains +0/+2 Influence and their Legendary Play takes on an
additional effect. Let me go on as to
why this is pretty awesome stuff.
So in other guilds you have 2 captain models generally
right? So one could argue that because
of that your overall team strategy is largely affected by this decision. Sure you could argue that you can have all
kinds of team comps out there but ultimately you still have this binary (for
now) decision to make about how the team functions with this captain. The Blacksmiths currently have a range of 4
Masters, which mean there are 4 different option points for captain. Your strategy, limited in other ways, are not
going to be wholly limited by just 1 or 2 choices, but 4! Need a captain with
some speed boost? We have you covered.
Going for a more defensive, hold the line approach? That’s a potential
as well. A captain that puts all the suckas
on fire?! WE GOTCHU FAM! Essentially it means that when you make a team you have more captain options than the other guilds and that's always a good thing.
Which leads me to my next point moving on to the Apprentice
models. Most of the Apprentices have an
ability that plays off of their Master being on the team and within a certain
distance. The one exception is Ferrite
and Iron, Master and Apprentice respectively, which have the inverse where
Ferrite gets a bonus being near Iron. So
this relationship between the models means that you will generally want to
select the pairs in order to get the most benefit from them. Now that’s not to say that you can’t take odd
pairings if you wanted to, but you would lose out on some crucial and cool
abilities by doing so. For example if
you take Alloy with his Master Hearth, then when you’re in 6” you get a benefit
chosen from a list (i.e. 2” melee zone, +1/+0 Kick, or Anatomical
Precision). That seems pretty integral
to Alloy as a player, so without Hearth you miss out on some abilities you
could use for great benefit. Overall it seems to get the best out of your Apprentices you need to match them up with their Masters.
Upcoming releases |
So that's it for now, hopefully it has been a good chat with you all. Until next time folks take care and happy gaming.
P.S. This article was originally written back in October and reviewed today. As a result some things have changed with the Guild, though I'm not 100% sure what (I think new players and whatnot), so keep that in mind! Cheers!
P.S. This article was originally written back in October and reviewed today. As a result some things have changed with the Guild, though I'm not 100% sure what (I think new players and whatnot), so keep that in mind! Cheers!