Greetings wargamers and welcome to another exciting episode
of Wargamer Ramblings! Here today we are
continuing the recent trend of Guild Ball chatting since the wife and I now own
two teams! While we’ve yet to get a game
in (good ole’ life getting in the way) it is something we plan on doing in the
near future. So today I wanted to go
over one of our teams in a little bit more in-depth, at least in my humble observation, stat cards can be found/downloaded right HERE!
The Alchemist Guild according to the lore a relatively newer
guild as compared to some of the others in the field. As a faction they tend to have a lot of Area
of Effect (AoE’s) abilities and often have some ability to chain those
together. These AoE’s often come with
additional penalties making the enemy models think twice before going in
them. They are a team that appear to
commonly inflict conditions onto enemy players like putting someone on fire or
poisoning them. The Alchemists can
manipulate the battlefield by placing several of these areas onto the field and
if you can predict where the opponent wants to go you can cause a lot of
problems for them.
The Alchemist's symbol |
The Alchemists are on the softer side when it comes to
taking hits themselves and most of their team members do not have heavy armor
values or high health amounts either (with a couple exceptions to the health
that is). Therefore a cunning Alchemist
player will not only use the aforementioned AoE’s offensively but also
defensively, deterring enemy charges and plays.
It’s not very appealing for an opponent to cross a cloud of fire or
poison to charge at one of your models as much as it is if they were in the
clear. Even if they do charge across the
AoE a lot of Alchemist models inflict conditions once you get close to them
anyways!
So with the general faction trends out of the way let’s take
a look at some of the model synergy going on in this team. Like other guilds the Alchemist playstyle
will change depending on what sort of crew you’re taking to the field. Midas and Smoke, the two Alchemist captains,
change the way you look at your team composition quite drastically. Midas for example is a great all around
captain with a host of abilities to keep opponents on their toes. With the ability to replicate one enemy model’s
ability for the rest of the game he can change the way you play mid-match. His Heroic Play allows you to switch what you
need for the moment at the cost of a Momentum Point (MP), gaining additional
speed, offense, defense, and etc. He can
be a bit of an Influence hog though so you need to keep that in mind when using
him properly. His Legendary Play lets
you acquire some MP on the go by spending Influence points, up to 3. So if you are out of MP but need some in a
pinch Midas has your back.
The 3 member starter! |
To save some time I won’t go over every single model in the
guild but I will note some trends. From
Season 1 Calculus and Mercury are both great for laying down AoE’s that cause
conditions while also providing some utility such as blinding enemy models, or
in Mercury’s case just blasting a mofo with fire. Vitriol takes advantage of being in smoke
effects, gaining offensive/mobility boosts while her targets are in the AoE. Katalyst is true to his name and his
abilities play off of models with conditions on them already either gaining
bonuses or causing additional damage and he is also one of the two models with
a high health count. Flask is one of the
mascots and if positioned correctly he too can add to the AoE shenanigans by
contributing a smoke cloud while also inflicting damage on those who have
conditions on them.
A team example: Midas, Calculus, Mercury, Vitriol, Katalyst, and Flask! |
Beautiful paint job (especially Mercury) from Battle Brush Studios: here. |
p.s.: I mis-read Smoke's abilities and she does not put down a third AoE within 4", she just moves the targeted AoE up that distance. My apologies readers!
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