Good day to you my fellow wargamers and players of all sorts
of games and welcome to another blurb about Guild Ball! We’ve only got a few teams left to go over so
let’s get going with it and take a look over the Mason’s Guild today. As usual this is just a quick overview so I
will only touch on what stands out to me. As per usual cards can be found right HERE.
The Mason’s Guild in the lore had a pretty glorious and well
envied position prior to the establishment of the sport, seeing as they are the
builders of cities and what not. When
the guild ball game began the guild had a rather slow introduction and similar
to the Fishermen they were relegated to ignominy until now! On the pitch the team is considered as a
jack-of-all-trades being able to score goals and take enemy models down well
enough. This gives them some flexibility
compared with the more focused Butcher’s/Fisherman’s guilds. In addition most of the team has some form of
armor (with one person being the exception) making them slightly resilient in
combat. So let’s take a look at the
individual models.
One tool away from Communism! |
Captains lead the way and that’s what we are starting
with! Honour is quite a fan favorite and
the favored option of many Mason coaches.
Solid stat-line all around with nothing standing out as being
unbelievable or terrible, solid like a
rock! One thing to note is that her playbook has all her momentous results
in the first three columns almost guaranteeing that if you only get a few hits
off you’ll also receive 1 MP. She has a
character play giving a 2” dodge but the one that stands out is Superior
Strategy. For 4 INF you can grant
another friendly model 1 INF and they
make another activation. I’ll let that
sink in for a bit. The season 2 captain,
Hammer, trades a bit of the balanced nature for more offense. His character plays are a bit interesting as
they steal INF off of friendly models to give him buffs to his move, damage, or
kick stats. Hammer lacks a legendary
play but can give friendly models the same 3 character plays through his heroic
play. This allows some variability
boosting for the team in being able to buff individual models through INF on
friendly models.
Starter box with Harmony, Honor, and Mallet |
I wanted to touch on the mascots next because often one in
particular is taken for his buffing ability and that is Marbles, the crazy ape!
Marbles has the Tooled Pp character play
buffing a friendly model’s damage by 1, which on the right person at the right
time can lead to a knockout early one.
In addition he has Goad which messes with the enemy to make them move
towards Marbles instead of where they wanted to go. Wrecker is the season 2 mascot and I can tell
he would be annoying. He has armor 3 and his character play, Ramming
Speed, moves people 2” out of the way when he contacts them during his
move. Oh and his character trait, Rollerball,
gives him a +2”/+2” and can use Ramming Speed for free in exchange for losing
out on attacks. Still a 10” sprint that
knocks people out of the way 2” when contacted is nice, and if he engages a
model with the ball they need to spend 1 more INF to kick.
From left to right: Hammer, Flint, Honor, Brick, Marbles, Harmony, and Mallet |
Coming up we look at Brick who has a average stat-line for a
big brute, but with 2 armor! His
character play only triggers on a double ball but the target loses out on 1 INF
point. His character traits are
definitely towards reacting with Counter-Charge and Tough Hide making him more
resilient in combat and able to react to a crucial move in a 6” bubble around
him. Flint’s role as a striker is
reflected in his stat-line with a difference being that his defense is lower
than average but he has armor! His
character plays allow him to kick more effectively and get out of sticky
situations with a 4” dodge. He is able
to control the ball a bit more by ignoring the first tackle against him and
against men his defense goes up to a more manageable 4+. Looking at Tower next he is similar to Brick
in stat-line but with a better kick stat.
His character plays allow him to designate terrain for allies to use the
Defensive Stance momentous play without spending MP, but also he can force
someone to activate last on the enemy team (Mortician much there Tower?). Tower can also use his heroic play to soak
the damage on models near him, and per his character trait Floored he gains a
TAC bonus when attacking models knocked down.
Some Mason commission work from Lil' Legends |
Mallet is another defensive midfielder the Mason’s can wield
and his stats reflect his role quite well.
One thing I noted was that both of his character plays require a single
GB icon to trigger, both are against his target in melee, and both only need 1 hit result to get! He can target the model
for allies to gain +2 TAC against or give
them a -4/-4” kick! If you needed goal defense this guy is the one to do
it. Oh and his melee reach is 3” on his
activation AND if he charges someone then no matter the result on the playbook
the target gets a 2” push back and 2 damage.
Insane. Chisel is different from
the rest of the team in that she will play around damage. She can take damage intentionally for more
TAC, if below 6 hp she gains a +1 to damage and +2 TAC, and her character plays
allow her to heal when someone takes damage in a 6” bubble around her while
also dealing a vindictive 2 damage to those who hurt her. She’s like Cosset’s sister in a different
guild! Harmony season 1 is a fragile
winger who benefits from being around Honor and Brick, specifically she can use
Honor’s TAC and Kick if within 4” and gains +1 armor near Brick. She is agile with a higher defense, but no
armor, and can make it so that you can only hit her on 6’s on parting blows. In addition she can do a sweep for 3 damage
in her 1” melee zone if she gets a GB icon in her playbook. Harmony season 2 must have had a fight with
her sister because she does not
benefit from Honor’s character traits at all.
Harmony s2 seems to be more a team-wide buffer than her previous incarnation. She can go around healing teammates for 2 and
removing conditions while buffing them with +1 defense against character plays
if she ends her activation within 6” of them.
Finally you can transfer damage from a friendly onto her if you need to.
Full team presented right here in model form! From Henry at Dakkadakka |
So that in a nutshell are the Mason’s Guild members. As I’ve been doing I’ve been giving a quick
overview on the teams and noticing what stands out. It seems that the Mason’s are about synergy
and making the parts all work together but if you can get it down then I would
say you are going to be a touch wall to get through. That’s it for now, tune in next time for the
Brewer’s Guild and we’ll see you next time!
No comments:
Post a Comment