Good day to you my fellow Guild Ball players wherever and
whenever you are, including YOU who might not have been interested but now you
have been! Welcome to another post about
the last team I’ve got to examine (until new teams come on the field that is)
and if you’ve been following the series you’ve probably noticed my lack of
mention of them until now. That is
because we are talking about the Union team today and as per usual you can find
the cards right HERE.
Dear reader I have to confess that this team has been the
one team I’ve not looked forward to writing about from the beginning. Let me explain. Thematically this team is composed of the
various rag-tag psychopaths and shady mercenary types that you can add to your
guild roster in a game. They can be used
for whatever purpose you need them for but they can be fielded individually as
well. The thing about this team is that
because of the nature of their role in the meta, each model has its own
individuality and strengths to it. So
unlike the other guilds that sort of have a theme or a trend this group is full
of special snowflakes. If those special
snowflakes actually did something and were murderous psychopaths. Let’s get to digging!
The Union crest |
Looking at the two captains we have Blackheart with some really
good stats and playbook results and a nice ARM of 2. He has the ‘Misdirection’ and ‘Commanding
Aura’ character plays allowing him to steal influence from the enemy and buff
TAC and damage against enemy models in his range. His legendary play allows him, and friendly
guild models in 8”, to receive a +1 to DEF or a 2” dodge. Rage season 2 became a team captain and a
murderous one at that. His stats and
playbook are aggressive and damage oriented.
His character plays allow someone to make a free attack, to receive a 2”
dodge, or on a double GB result the target loses 1 INF. He charges for free, receives an extra TAC
against enemy Union models, and his first damage received each turn grants 2
MP. His heroic play ‘Bloody Coin’ allows
him to receive bonus TAC and damage when targeting someone who is already
engaged. His legendary play extends that
bonus to friendlies in 6”. So if you’re
going for the take-out kind of victory Rage is definitely the kind of fellow
you want in your arsenal to stack that damage up quickly.
A massive line-up left to right with: Minx, Hemlocke, Snakeskin, Fangtooth, Blackheart, Rage, Decimate, Mist, Gutter, and Avarisse/Greede |
Moving on to the players starting with Gutter, her stats are
oriented to being mobile and aggressive allowing you to move up the field quick
and start getting some hits in. She can
‘Chain Grab’ someone 4” to her and if she gets a single GB result in her
playbook she can do a ‘Scything Blow’ for 3 damage in a 2” zone. In addition she regains 1 HP each time she
deals damage and she ignores 1 ARM.
Decimate has similar stats to Gutter with a slight buff to Sprint and
TAC, but his playbook has several more dodge results. He ignores 1 ARM when attacking and his
character plays grant a friendly a free Jog, or with a ‘Thousand Cuts’ he puts
a -2 DEF and deals 1 damage. Decimate
can set it up for other models to hit those more nimble targets dropping a 5+
down to a more manageable 3+. Minx is a
fast huntress whose kit is geared towards taking down a wounded prey as she
charges for free, gains a charge bonus against damaged targets, and if they
leave her melee zone then she can make a jog to them. She can grant ‘Marked Target’ to help slower
models get that charge boost in, and her ‘Screeching Banshee’ double GB play
gives the poor target a -4/-4 MOV and 2 damage.
Hemlocke is a support model with a high MOV, low TAC, and high DEF. Her playbook is minimal with only 1 potential
damage coming out from her. She can drop
a ‘Blind’ on someone, heal friendly models in a 3” AoE for 2 hp AND remove any
conditions on the affected (anti-alchemist say whaaat?), finally she can drop a
3” AoE with 2 damage and leaves the poison condition out on the field. Oh and once per turn for free she can lose
all conditions on her. If she tries to
leave on a parting blow her DEF goes up to 6+ initially. What a crafty lady!
Your starter box with Gutter, Blackheart, and Decimate |
Mist is a premier striker for the Union and his stats are
reflective of being a nimble sort of lad.
His kick stat is great and he gains a lot of maneuverability from
starting his move in cover which he can grant by dropping a smoke bomb on
himself! If he needs to start making
some attacks on someone he can drop a smoke bomb on them and targets in cover
he gains +2 TAC. Rage is basically a
beatstick with a high TAC and his playbook being filled with a lot of damage
options. He cannot be affected by other
model’s character traits, can charge for free, inflicts the bleed condition on
people he hurts, and if he does damage he gets to make one attack for
free. So if you’re rolling hot with dice
(Scott I’m looking at you!) then Rage can pump out a sick amount of damage with
only 1 INF given to him. Granted that’s
all that he can get but he can make it work.
Snakeskin is a charming lady with winger stats and a great ability to
put some conditions on people while moving around the field easily, as she gets
a free 2” dodge each activation and each person she damages is poisoned. She has a good set of stats, good playbook,
and can gain some added DEF with the ‘Nimble’ character play. In addition she can make a ‘Clone’ of herself
to help mitigate attacks, and against males she has an additional +1 DEF factored
in. Fangtooth is a big hunk of flesh and
his stats are in line with that. He is
great at knocking people down with only 1 result and can grant bleed conditions
with his GB character play, with ‘The Unmasking’ giving a 4” push with 3 damage
on a double GB result. He has a 3” aura
of rough-terrain around him, ignores the first attack/character play against
him, and his heroic play makes all friendly models in a 4” pulse take 5 damage
for him to gain a +2/+2 MOV and +1 to his damage results. A risky gambit unless you already have a
strong lead ahead of the enemy and have nothing to fear from everyone taking 5
damage.
A close-up of the Avarisse/Greed oddity courtesy of Ridmasta over at Blood of Kittens |
Greede and Avarisse are two models that need to be talked as
together because they come together.
Greede is a striker who has 4 hp and comes attached to Avarisse. Greede starts attached with Avarisse and in
the maintenance phase he can either detach or reattach. When Greede is detached from Avarisse he has
a high kick die but low range and has a high playbook potential but average TAC. His character plays can give him a 4” dodge
and potentially grant a -4/-4 MOV and poisoned condition on 8 results. Within 4” of Avarisse he gains +1 DEF, and if
you’re feeling really bold you can take 3 damage for 3 TAC. Avarisse’s stats are about average for a
model of his health capacity and his stats favor being on the offensive. His playbook has several options for dodges
accompanied with damage so you can get a few punches in while moving up so that
Greede can hop out of his harness…pouch…cage…whatever he’s in. Snakeskin reminds me of a Alchemist in
disguise and her stats are similar to other Alchemist guild members. She has an average playbook with her momentous
plays focused on her ability to tackle the ball out. One thing of note is that anyone she damages,
which she would only need 1 hit on 5 TAC dice, is now poisoned. So you can easily toss a few conditions out
there for little cost, otherwise she has an easier time dodging hits against
males (due to her ‘Charmed’) and gets a free 2” dodge each turn. Finally we have Harry the Hat who seems like
a ‘jack-of-all-trades’ sort of fellow.
He has decent stats with none of them really standing out apart from 19
health, his playbook has a good mix of options albeit only 1 row, and his
playbook grants him a couple options to either force a model to move to him
through ‘Goad’ or he can drop a 3” burning AoE.
He can opt to take 3 DMG for 3 TAC and on the first time he gets damaged
by an enemy model your team gets 2 MP.
Additionally his heroic play makes it so that anyone within 3” love his
hat and gain a bonus to their TAC. He’s
got some Mortician stuff going on so if you need some of that manipulative
ability then he’s your hat!
Some beautiful work done by JollyRoger Studio |
Let’s take a quick look at the mascots. Coin has stats similar of a mascot so there’s
nothing special there. What you take him
for is the ‘Bag of Coffers’ which once per turn you can grant a friendly model
1 INF AND they get to use ‘Bonus Time!’ without spending MP. This is a powerful ability for sure and the
bonuses granted are nothing to sneeze at.
Strongbox is the turtle of the Union guild and his stats are pretty
reflective of it. His character play ‘Confidence’
allows you get a nice reroll on a friendly model’s next attack or character
play (toss this on Rage on his charge and see what happens eh?). He has ‘Tough Hide’ and ‘Shelling Out’ which
lets friendly models who target an enemy model in this 4” aura gain +1 TAC and
if they give a taken-out condition you gain +1 MP. In my opinion Coin is probably one of the
best mascots in the game and while Strongbox has a good supporting role I can
see many people taking the snake over the turtle.
Well that sums up my examination of the Union team and all
of the quick overviews for the teams in Guild Ball! I hope you’ve enjoyed the ride along but dang
this has been a lengthy article for me.
Next time we’ll talk about something else to give us all a break, am I
right? Until next time Guild Ball crew
have a great time on the pitch!
p.s. I apologize for the long delay in making this article,
a lot of real life stuff has popped up (and I’ve been addicted to WoW Legion) so hopefully I’ll be
able to get back on a regular schedule and start pumping these out more. Thanks for the patience!
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