Good time of the day for you fellow wargamers and welcome to
another set of ramblings here at Wargamer Ramblings! We are continuing the Guild Ball series with
the next to last team to be examined and that is the Hunter’s Guild. They are comparatively a smaller guild than
the previous ones but that does not mean they lack in options. As per usual their stat-cards can be found
right
HERE.
The Hunter’s Guild is a season 2 team so they were not out
in the original release and therefore they do not have as many models as the
other Guilds right now. Lore-wise the
Guild has been ever-present doing its own thing out in the wilderness but
lately they’ve decided to come out to the pitch and start being represented in
Guild Ball. Gameplay wise this team has
a lot of movement and ranged tricks up their sleeve but are not slouches in
close ranges either. The team has a lot
of potential to manipulate the field, much like a hunter setting a trap for
their prey, making it challenging to get around them without some kind of penalty/annoyance. In addition they can generate a lot of MP
easily. So let’s begin.
|
The Guild Crest |
The team captain for the Hunters is Theron and starting off
his stat-line is pretty nice. His MOV is
solid and he has a nice TAC with average DEF and ARM. His character plays are something to be
considered though. He can use ‘Pinned’
for 2 DMG and makes the model hit unable to advance unless it is directly
towards Theron. ‘Arrow to the Knee’
causes a debuff of -2/-2 to Kick and 2 DMG, and ‘Sun Strike’ grants a friendly
model a buff to generate a point of MP per character play targeting an enemy
model. If Theron damages a model they
are given the snared condition (-1 DEF and -2/-2MOV), he can create a 3”
forest, and can draw LOS through forests.
His heroic play allows another friendly to use a character play with 3
or less cost for free.
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Unlike other Guilds the Hunter's started has a full team: Jaecar, Egret, Theron, (top) Hearne, (bottom) Zarola, and Fahad. |
Looking at the team we have Zarola a winger with a pretty
mobile stat-line since her MOV is pretty high.
Her character play help with mobility where she can grant a jog to
another model or give an enemy 2 DMG and the snared condition. She can move through rough terrain freely,
once per turn if engaged she can make a 2” dodge, and when she activates she
can have the team mascot activate right after her! The mascot Fahad can grant someone a +1 DEF
with its character play, has a decent stat-line/playbook, and if it activates
then Zarola can activate after her!
Fahad can charge without spending influence and if the target is snared
then it deals +1 DMG on playbook results.
Egret is a striker with a good stat-line to represent that. Solid MOV, good kick, and good playbook
options keep her mobile on the field.
Her character plays are where it is at though and for 1 INF she can
shoot someone for 1 DMG and she can launch a flurry of arrows dealing 2 DMG and
all other models in the 2” pulse from that target take 2 DMG also. Now Egret has some neat things about her
mobility. Each time she damages a models
not only does she give them the poisoned condition but she can make a 1” dodge
also. In addition she gets to make a 4”
dodge at the end of her activation if she damages someone. So potentially Egret with a move can 16” of
movement while dealing out damage and poison.
That’s some hard potential there!
|
The aforementioned box but painted up! |
Hearne is a center back fellow with a solid stat-line that
befits someone who is going to react and sort of plug in the gap of your game
plan. His playbook makes it easy to
launch his character play ‘Singled Out’ since he only needs 1 result to use,
but in doing so also grants friendlies +2 TAC to that model. His other character play deals 3DMG and the
snared condition, thus further entrapping the enemy and their movements. Once per turn Hearne can teleport into a
forest within 4”, can move through rough terrain, and as a heroic play can
pretend he’s Theron and do the same thing.
Jaecar is a mobile brute for the hunters and I imagine him going in for
the kill to a snared target. His stats
are primed for fast aggression and his playbook results have a lot of momentous
plays and repositions. His character
plays require GB results and he can grant the bleed condition or ‘Gut &
String’ for -4/-4 MOV and -1 DEF. He
ignored 1 ARM when attacking, moves through rough ground easily, and gets to
make a 4” dodge if he damages someone.
Also he can drop down a 40mm ‘Pitfall’ marker, which he’s only allowed 1
on the field, within 2” of himself and should an enemy model get within 1” of
said marker they get the snared and bleeding conditions and the marker is
removed. Board control much?
Chaska is the team’s defensive midfielder and he’s got a
good stat-line to go with it with his decent sprint being able to move to
counter any potential threats. His
playbook has a lot of momentous pushes allowing him to push people away from
the backlines. His character plays can
grant a slight ARM buff but also he can cause an enemy model to be pushed 4”
back AND take 4DMG! Ouch. Like Jaecar he can drop traps but he can have
3 of them and they are 30mm. Unlike
Jaecar’s they only grant snared, but still that is nice. While in rough ground he gains +1 ARM and he
can move through rough ground freely.
Finally we have Seenah the bear, not a metaphorical name but literally a
bear. Seenah’s stats are meant for the
offensive and she is easy to hit but has enough health to soak it up. Her playbook is extensive with the potential
to do a lot of damage, pushes, and in some cases her character play ‘Bear Hug’
which doles out 4 DMG and bleed. She can
charge for free, reduces damage by 1, if targeting a snared model she deals
more damage, and finally if she grants the takeout condition on someone your
gain an additional VP. She is definitely
the bear you want if you are going for a takeout team as that additional VP
will make it so that you only need 4 take-outs instead of 6.
|
Steamforge forum user syndrom painted this one up |
So the Hunter’s Guild has a lot of internal synergy inside
and has some strong board control with a lot of ranged potential. Their mobility is strong on some models as is
their ability to reposition enemy models.
They are a newer team so while they don’t have the luxury of having
captain options or anything like that they make up for it in having a lot of
inherent traits and abilities. Well that’s
it for this time around, stay tuned for the last article in the series where we
look at the largest team right now, the Union.
Take care fellow GB players.
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