Good day to you fellow war gamers and welcome to another
Wargamer Ramblings post! So not too long
ago a friend of mine, Josh over here at the Ordinary Wargamer, pointed out that
I had forgotten a guild for Guild Ball!
Looking back I did forget a guild, I forgot the Engineer’s Guild! So I apologize for you Guild Ball fans out
there, people interested in the Engineers, or players of the Engineers! I truly just forgot to write up on them, so
without further ado let’s look at the Tinkers and as usual stat cards can be
found HERE.
So the Engineers are a secretive bunch who have secrets upon
secrets and like to build and work things, much like an engineer (hurr hurr
hurr)! Like many guilds they have their
own agenda to play out while keeping a public façade of service with new
technological developments and clockwork wonders. On the field they remind me of how one would
play the Convergence of Cyriss in Warmachice.
The activations need to be precise and the pieces of the machine need to
work together flawlessly in order to succeed.
I could be wrong but I get the feeling that a wrong move could spell
disaster for the Engineers. Despite
being unforgiving in some respects, a good Engineer player will be able to pull
off some nasty moves and devastating plays.
So let’s look at the players of the team shall we?
Guild Crest |
Ballista is the season 1 captain with a pretty good stat
line and several momentous plays in his playbook. Generating momentum with him shouldn’t be a
problem with a lot of dodge results requiring 2-3 hits per play. His character plays focus on a mix of support
and ranged effects. He can grant a jog
move to another friendly model with ‘Second Wind,’ he can ‘Deadbolt’ someone to
push them back 2”/with knockdown/3 damage.
Finally he can use ‘Flurry’ and drop a small area of 2 damage to the
target and those within 2” of it. He has
Tough Hide to help with defense but he maintains a 4” aura that help generate
more MP if a friendly generates a hit with a character play that causes
damage. Finally his legendary play ‘Mine
Field’ is an 8” aura that causes 1 DMG per enemy reposition, and if they start
or finish their advance in the aura they take 4 DMG. Quite a nasty play if you rely on those a
lot, right Fishermen? Now Pin Vice, the
season 2 captain I will get to in a bit because of her rather interesting take
on the game.
Starter box with: Salvo, Ballista, Velocity |
I am going to first talk about the human players of the
Engineer’s Guild and it’ll make sense in a bit why. Salvo is a winger with a nice stat line that can
be used for scoring a goal in a pinch.
Her playbook is a little underwhelming at first and you’ll only generate
MP with 2-4 results and they are when you tackle or a reposition. She has ‘Kick Bolt’ and ‘Floored Bolt’ for
her character plays which does a 3” push/2 DMG, and 1 DMG/Knockdown
respectively. She can use the Bonus
Time! Ability once per turn for free and she can make a 1” dodge if causes
damage. Ratchet plays as a defensive
midfielder with a decent stat line to suggest that he can also do a good job
passing the ball back to where you need it to go. His playbook is rather unassuming and his
character plays are a toolbox. He can
heal a friendly Mechanica model for 2/remove all conditions, throw the ball 12”
to a target spot with a scatter, or toss a rough-ground causing AoE within 10” that
also deals 2 DMG. Once per turn he can
bring back to life Mainspring, one of the mascots, for 2 MP and for his heroic
play he can cause a friendly Mechanica model to Sprint/Charge for free on their
turn but they are then taken-out. Engineer
plays can also take Compound, a dual faction model for the Engineer’s and the
Alchemists. As I spoken about him before
in a previous post, click HERE if you need to read up on him. Colossus rounds out the last human player,
but he is also a Mechanica model as well.
He’s quick to move, easy to hit, has 20 hp, and has a wide range of
options for his playbook. His character
plays allow him to push models 2” when he makes base contact with them and if
he can score a GB icon (which only takes 1 hit) he can grant his target a -4/-4”
to their Kick. For being a giant spider Mechanica
he ignores the first tackle result on him, ignore rough-ground penalties through
terrain and has ‘Tough Hide.’ As a
central midfielder Colossus has a lot of variety to make him useful for a
variety of situations.
Left to right: Colossus, Mainspring, Ballista, Salvo, Ratcher, and Velocity |
So now let’s talk about the other Mechanica models. Season 1 Velocity is a striker type with some
really solid striker stats sporting a move of 6”/8” and a kick of 4/8” giving
her a base 16” goal threat range. Her
playbook has a lot of reposition effects with dodges/pushes and her character
play ‘Nimble’ bumps up her DEF from a 5+ to a hard 6+. Additionally she has ‘Reanimate’ and ‘Close
Control’ bringing her back to life once per turn with 3 hp and also ignoring
the first Tackle each turn. Season 2
Velocity is now upgraded to a goalkeeper but she can also adapt to be a striker
instead. Her stats are solid for her
role and her playbook focuses on repositions and taking control of the
ball. Her character plays grant her +2
TAC or she can GB icon it up to give her target -4/-4” to their kick. If she wants to play goalie she can stay within
4” of the goal marker and make the TN to score a goal go up by 1, and if they
fail she automatically gains control of the ball. She can ditch those two abilities to increase
her move by 1 and she gains ‘Unpredictable Movement’ making it harder to catch
her. So depending on your need she can
switch it up. Hoist has a stat line
similar to Season 2 Velocity and his playbook also has a wide range of
options. Unlike Velocity his
adaptability comes from being able to replace his only character play, ‘True
Replication,’ with that of another model for the rest of the game. He also comes with ‘Tough Hide, Reanimate,
and Sturdy’ making it hard to take him down.
While his ‘True Replication’ hasn’t been used he gains a slight buff to
holding more INF.
So the two mascots for the Engineers are both
Mechanica. Mainspring can rush up the
field and with his character play kick the ball a bit better, but if he’s taken
out then he explodes in a 3” pulse that deals 3 DMG and puts the fire condition
on people. Now Mother is an interesting
one because while her stats are similar to that of a mascot she plays around
with the field using her nest markers.
She can have up to 3 at a time and she can drop one each turn within 6”. Her character play allows her to teleport to
a nest marker destroying it in the process or she can use them as proximity
mines and put burning conditions on those within 1”.
I am a fan of the blue/yellow combination, courtesy of Steamforged's dafruk |
Aight so let me finish this article off with the Season 2
captain, Pin Vice. She is mobile with a
high move and the rest of her stats are common for the team captains. Her playbook has a lot of options with
several generating MP but she does not deal out a lot of raw damage. What she does is interact with Mechanica
models to do her bidding. For a heroic
play she can spend one MP to make all models on the team count as Mechanica. Each character play when used will inflict 3
DMG on them at the end of the turn but she will instill them a boon by doing
so. She can grant someone +2”/+2” to
their move, grant someone +1 DMG to their attacks and character plays while
allowing them to use ‘Bonus Time!’ once without spending MP, or (and this is
solid) they can activate after Pin Vice is done if they’ve not activated
already. Let’s look at her legendary
play as well. When used she will grant
all Mechanica models an oil-marker which allows you, upon a successful pass, to
immediately use the oil to make another pass without INF. So if played right you can make a series of
passes, all in succession, for free.
Need to get a final goal for the win and you have a good setup? Use this
ability to get that goal in! As a
captain she is focused on pushing her machines to the limit but there are a lot
of tricks available if you build a team around her strategy.
Another fine paintjob courtesy of Dark Iron Studios |
So there we have it, the Engineer’s Guild! I think now….let me make sure…yes now I am
done with the Guild Ball teams! Once again
I apologize for leaving this team out, there’s a lot of potential in them and I
didn’t want someone to think that by leaving them out they were a less viable
option. I just dumbly forgot! Anyways have a good wargaming time fellow
gamers and happy gaming!
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