Thursday, September 22, 2016

First we set the trap and then we wait...for the Hunter's Guild.

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. 
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?
The full team painted up by Jolly Roger Studio (great place!)

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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