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SeaBrisket goes back to School

Fourth tournament with Union and after 1 win-3 losses at the 13th Best in Nottingham, a 3 win – 1 loss at Wyldhammer and then a 3 win – 1 loss result at the Heroic Hoe Down; I felt pretty sure that I was starting to get the hang of SeaBrisket and although I was still of the mindset that she needs TAC: 6 and can lose that ‘With Aplomb!’ nonsense. I needed to have one last hurrah with her before making the decision to either stick with Union or go back and get reacquainted my beloved Butchers.

So, with no thought at all and setting my usual target of at least win something; I assembled some toy soldiers and headed to The Chase Hotel for another 4 rounds of hilarity.

My chosen tournament 10 and why:

SeaBrisket   

Kind of the point!

Strongbox

Shelling Out! KD on 1, MOAR DICE!

Snakeskin                           

Super awesome ball carrier with the ability to pain out if required with 2dmg on 2.

Gutter                                 

Anatomical, 2″ Melee, A hard counter to Original Brisket. Also, re-position tech is strong.

Benediction                       

He stands in the middle of the field and makes awesome happen.

Minx                                   

Snared, huuuuge threat range, rawr! 2 iinf to give someone else!

Avarisse and Greede      

+1 damage and a KD…. Nuff said!

Hemlock                             

Lesser played character but I like Def 5 models with slippery that can heal and blind

ORage                                  

For buffing the A&G train and mirking fools.

Decimate                            

BECAUSE DECIMATE!

 

Game 1: Vs. Thomas Simms  

SeaBrisket (10)                  vs.                          Scalpel (12)

Strongbox                                                           Dirge

A&G                                                                      Ghast

Gutter                                                                  Mist

Snakeskin                                                            Silence

Benediction                                                        Brainpan and Memory

 

This was a cracking game and Thomas is a great guy and a true gent. It’s fair to say that this was one of those games where you never feel like either one of you is running away with it and it was VP swinging fun everywhere.

I opened with a Brisket legendary jank to set up a turn 1 3 dice shot on goal needing 3 and rolled 2,2,2. As my heart broke, Brisket got the shoeing she deserved but I managed to get straight back in the game with a monstrous use of  Avarisse and Greede  to secure 3 take outs. When Brisket got back on the pitch, she grabbed the ball and made good on her earlier fo-pah.

Honestly, this was probably my favourite game (that I lost) in absolutely ages. I thoroughly enjoyed playing Thomas and I had to work my bum off to keep myself in it.

 

MVP: A&G. This little combo will never get old….

1) Swag in with Avarisse

2) Drop Greede

3) Greede buys attack for the Singled Out

4) Avarisse has 3 attacks

5) If needed and is safe to do so, Greede finishes the player off. Otherwise, he crawls back up in to Avarisse.

 

Never get boring…

Ever…

 

Game 2: Vs. Charles Nurser

SeaBrisket (8)                    vs.                          Blackheart (12)

Strongbox                                                           Strongbox

A&G                                                                      Mist

Hemlock                                                              Gutter

Snakeskin                                                            Decimate

Benediction                                                        Benediction

 

Charles is a gentleman, a scholar and an acrobat. I had another great game and he locked SeaBrisket down with 2” melee characters so effectively took her out of the game. Charles used Benediction brilliantly by putting him in cover with the ball and that made him hard to get the ball off. That said, Snakeskin came to the rescue, getting me 2 goals. The second of which went down like this;

Snakeskin is at the enemy goal with 4 influence. Benediction has the ball 6” in front of her.

1) Shadow Like and put up ‘Clone’

2) Buy an attack, Charles declares Poised and realises, I tell him he can take it back but like a boss, says no.

3) I take the tackle and he counters

4) Clone pops and I dodge back towards goal, getting 4” away.

5) She shoots and scores!

 

However you look at it, I really enjoyed playing Charles and I hope we can do it again.

MVP: Snakeskin for 2 goals and use of Clone to get goal.

 

Game 3: Vs. Dave Wildey

SeaBrisket (6)                    vs.                          Honour (12)

Strongbox                                                           Marbles

A&G                                                                      Brick

Decimate                                                             Harmony

Snakeskin                                                            Flint

Gutter                                                                  Mallet

 

I always enjoy having David at Heroic Play events as he always smiles and is always cheery. He genuinely cheers me up when I watch him play. We have played before and have always had great games.

Now, I have an appalling record against Masons and he was playing the line-up I dread seeing! And that was where it went wrong for me; I let my anxiety get the better of me and before the game even started I could feel the flight reaction and the nervousness. Nevertheless, I tried to calm myself and get on with the job at hand.

David thoroughly deserved the win, he out played me and I can say that I was not on top form or whatever, but the truth is that I wasn’t coherent enough and he made me pay for it like any good opponent should. I managed a take-out and a goal, which I was happy with in the end.

Although, in this game; something clicked about SeaBrisket vs. other captains like Vet rage, Blackheart and Honour and that got me thinking about what she needed to get her on par with Blackheart and Vet rage.  See my conclusion for the results of that!

MVP: Honour. David played her really well and I folded like a bad poker hand.

 

Game 4: Vs. Michael Rees

SeaBrisket (8)                    vs.                          Scalpel (12)

Strongbox                                                           Dirge

A&G                                                                      Ghast

ORage                                                                   Bonesaw

Benediction                                                        Mist

Gutter                                                                  OGraves

 

Michael is a great opponent and part of the Birmingham/Black country meta so we knew each other well. I had never played him though so I was looking forward to putting it all on the line to try to not to go 0-4 for the first time ever.

I started really well. Used Briskets legendary to get momentum to set up the goal alongside some good take out action on Scalpel and Graves between Rage and Brisket. But I over-extended and the turning point came when I foolishly moved before hitting Ghast and that was all she wrote. A counter attack later and Scalpel got set up for an epic 2 take-outs in 1 activation and at 8 all Michael was on the front foot. I had the option to get the ball off Dirge and go for the goal but in a moment of madness, activated someone else and did very little with it. This was all he needed to put the game away. I enjoyed the game, but felt a bit sad that I hadn’t played well in the last 2 games. Nevertheless, the thought about SeaBrisket that had cropped up in the previous game was kind of validated.

MVP: Scalpel. She is crazy bonkers awesome when she gets her murder on!

 

The tournaments write up:

So, I poo’d in my swimsuit today going 0-4 for the first time but you know what… I’m ok with that. I have some things to work on and I got some great advice from Rich Green (who (B)Rick Rolled me at Hoe Down) about playing against Masons. Also, I got to chat to Charles, Thomas and all the cool kids about SeaBrisket and it was nice to know that I’m not alone in my thoughts around her being TAC: 6 and are shared by others.

Will it stop me from playing more SeaBrisket? Probably not in all honesty as you only get competent with something through practice right?

 

Conclusion:

The usual disclaimer: this conclusion contains opinions.

This little journey is about SeaBrisket and the question; “Is she a competitive choice vs. VRage and Blackheart?” Honestly, not quite. She has great tech to go and score. But that’s her 1 move and it sits on 2 successes as a T< and at TAC: 5 you can’t guarantee it. Also, she lacks the offensive ability that the other captains have.  Rage has Quick Time so he also can get away if needs be while Blackheart can almost guarantee you 6vp activation at the start of round 2 and with Shadow Like and his Legendary Dodge tech he is never stuck anywhere whereas poor old SeaBrisket gets trolled by 2” melee zones.

I stand by the need for her to go to TAC: 6 and changing her ‘With Aplomb!” for something that would make her an on par choice vs. Blackheart. The game vs. David gave me a solution but I’m not the kind of person to say; ‘that’s an issue’ and not give a proposed solution.

Here goes nothing!

The thing to stop her being shut down and it’s the character play that sits on her veteran incarnation and on VRage!

Yep, this!

Swap ‘With Aplomb!’ for ‘Quick Time’ and let her go to TAC: 6. I mean, let’s look at the fluff for a second. Sweet little Brisket at TAC: 4 turns in to Veteran Brisket after being stabbed up by Snakeskin. This leaves her meaner and TAC: 5. Her master in imprisoned and she sells her soul, betrays her guild to get him released and gets the better of ‘The Flashing Blade’ in a pit fight in the process! Pweez mummy… SeaBrisket needs TAC: 6.

But where does that leave her card wise?

Here’s what she now is versus what I think she should look like. Doing this would make most Union Players have a hard time choosing which captains to take.

The card as it is now.        

       

The card as I think it should be.

Summary of changes.

The addition of 3< damage at 5 is on par with her Veteran card which has 3 and Balls Gone on 5. The T<< makes sense for a striker of her calibre and it matches where Decimate has it and the Momentous 3<< is a huge payoff for hitting that 6 successes but no different to Blackheart having 3KD on 6.

TAC: 6 gives her a more reliable T< on 2 but still leaves her 50/50 against a Def: 4/Arm: 1 model as the average is 2 successes.  The Quick Time makes her more mobile and harder to pin down. She can still be based by a 2” melee model but at least she can get away to a degree by using her T< + Quick Time.

The reverse of the card stays the same.

Anyways, I have no idea when I am next going to go to a tournament but I know I’ll be taking SeaBrisket again. I learned a lot playing in this tournament and especially against Charles’ Union; he showed me that Benediction is an awesome ball carrier!

Big love!

Andy

 

 

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Sea Brisket goes to The Hoe Down!

Sup!

Been a while since I wrote anything but here’s my write up for my jaunt to The Heroic Hoe Down!

So, it’s my third tournament with Union and after a 1-3 record at the 13th Best in Notts, a 3-1 at Wyldhammer with Blackheart, a lot of people had talked about SeaBrisket and the general feeling I got was that she was O.K. but not as competitive as VRage or Beardy McBeardface.

So obviously, in my capacity as a distinctly average player with no dreams of grandeur, passable wit and an intelligence that sits somewhere between sleep deprived parent and medically unstable, I decided that this tournament would see me take her as my sole captain and see what I could do. I set myself the usual ‘Win 1 game’ objective and got to it!

My chosen tournament 10 and why

SeaBrisket        

Kind of the point!

Strongbox 

Shelling Out! KD on 1, MOAR DICE!

Snakeskin    

Super awesome ball carrier with the ability to pain out if required with 2dmg on 2.

Gutter        

If I ran into Butchers and have to face another OBrisket in cover I was going to cry! So I took Gutter to get around her unpredictable, armour and charmed male. Also, re-position tech is strong.

Benediction 

He stands in the middle of the field and trolls people. He’s the new Harry.

Grace      

MOAR MOVEMENT! THINGS! 8″ KICKZ!

Avarisse and Greede  

BECAUSE THEY ARE BENT!

Hemlock    

Lesser played character but I like Def 5 models with slippery that can heal and blind.

ORage      

For buffing the A&G train and mirking fools.

Mist

BECAUSE MIST!

 

So, lets get to it then. How did I do?

 

Game 1: Me vs. Myk

SeaBrisket (12)                  vs.                       Esters (10)

Strongbox                                                           Quaff

A&G                                                                      PintPot

Gutter                                                                  Spigot

Snakeskin                                                            OSpigot

Benediction                                                        Mash

At the end of this game, Myk and I were exhausted! It was super close all the way through, swinging this way and that but I managed to get the VP to close out the game.  Myk is a fantastic guy and we had a brilliant game.

SeaBrisket did loads and against the low def of his team, her Momentous 2 on 3 really helped whittle down his players but Snakeskin was a total workhorse and her 2 damage on 2 closed the game out for me.

MVP: Snakeskin. My goodness she is amazing at closing out a turn.

Game 2: Me vs. Jimmy

SeaBrisket (12)                  vs.                       Skatha (10)

Strongbox                                                           Snow

A&G                                                                      Jaecar

Gutter                                                                  VHearne

Snakeskin                                                            Seenah

Benediction                                                        Minx

Firstly, let me say that Jimmy is an amazing opponent to play and is always super fun but my goodness, his painting and winter themed goal for his Hunters are just brilliant!

Like my 1st game against Myk, the game was super close all the way through, at 8-12 I had a situation where I had 1st turn and Brisket was 5” from the goal, KD and the ball was on Snow about 3” away. Brisket had Seenah crowding out on one side and (iirc) Skatha on the other, not quite crowning her out at this stage.

I had to manufacture a goal to win and this is what happened.

  1. Brisket stands up with 6 inf, foregoing her standard advance.
  2. Throws a 1 dice route one at Snow…. A 4!
  3. Brisket swags up to Snow, 1” away and being crowded out by Seenah and Skatha, buys a 3 dice attack wanting 2 successes for the T<
  4. Snow declares counter
  5. … 1 success… shit..
  6. Take non-mom dodge into Seenah and out of Snows melee range
  7. 5 dice attack on Seenah, some successes! Take the T< because I can still do the didge part and it’s momentous!
  8. Dodge back into Snow, 1” away…
  9. Bonus time another attack at Snow to get to 4 dice… 2 successes! Take the momentous T<
  10. Dodge away from Skatha and Snow and take that shot crowded out by Seenah.
  11. 2 dice needing a 3….
  12. A 1 and SOMETHING THAT SCORES!
  13. Curl up in to foetal position…..

 

I was really lucky to have got the win but that was probably the most ‘pants in crack’ moments I have ever had at a tournament, which was great!

MVP: Sea Brisket for janky goal fun.

Game 3: Me vs. Craig

SeaBrisket (12)                  vs.                       Blackheart (8)

Strongbox                                                           Strongbox

A&G                                                                      A&G

Hemlock                                                              Minx

Snakeskin                                                            Mist

Benediction                                                        Benediction

Another crazy game where the game could have gone either way. Ultimately, Craig clocked out and those 2vp put me on 10vp and that gave a 4 influence stacked Snakeskin the chance to close out the game by pummeling an 8 health, knocked down Mist with her super reliable 2dmg on 2.

Seriously though, a lot gets said about holding the ball for Brisket with her defensive tech but not a lot gets said about her 2 damage on 2 because it’s not momentous. But…. as a last activation with 4 influence on a model that’s knocked down, she can put out 8-12 damage reliably + a poison that can’t be cleared. So, I used her to snipe any model that was around the 10-12 HP mark at the end of a turn to give easy VP. She won me 2 of my games doing this so I feel validated that she is a great killer to close out games with.

 

MVP: Snakeskin, non-mom 2 on 2 is more of a thing than you think it is.

Game 4 vs. Rich

SeaBrisket (6)                    vs.                       Honour (12)

Strongbox                                                           Marbles

A&G                                                                      Prick Brick

Gutter                                                                  Harmony

Snakeskin                                                           Flint

Benediction                                                        Mallet

This game was like getting sent an e-mail from your mate saying; ‘check out this vid bro!’ and being (B)Rick Rolled…

Rich has been playing his Masons for ever and he is super competitive in every game he plays. He regularly ends up top 2 and is an extremely difficult opponent to break down. I knew I was the underdog but held hope that few goals would keep me in it.

I couldn’t stop the onslaught… Brick and Marbles protecting Mallet throwing out singled out and knock downs for Honour and Harmony linked brutality. I was pleased to squeeze 6vp out, but honestly, I was never in this one from turn 2 onwards. Rich out classed me and fair play to him, he is a top mason’s player. I toyed with the idea of Hemlock instead of Gutter and I wish I had because Blind would have helped slow him down a bit, maybe enough to launch a counter offensive.  And I think Grace would have given me some speed buffs to get A&G up in Marbles and Brick’s grizzle.

MVP: Rich’s masons.

Conclusion

Overall, I set about to prove to myself that Sea Brisket is as good a choice for Union captain in tournament play and that Snakeskin wasn’t just an afterthought. I think I proved that to myself at the tournament by taking the 2nd place and when you stop and look at who generated VP’s for me; the player who gets the MVP trophy would be Snakeskin. I’m going to find it hard not to take her in a game with SeaBrisket now.

Final thoughts on SeaBrisket and her as a ‘viable‘ captain

Sea Brisket will suffer as a captain pick vs. Blackheart and VRage because (WARNING: opinion incoming) the others have no wasted character plays whereas Brisket could happily lose ‘With Aplomb’ and replace it with something that makes a difference. I believe that a subtle change would see her played more and I think that giving her Acrobatic or even raising her kick or tac stat by 1 would do that.

Anyways, I haven’t written anything for ages Guild Ball related so the fact I have probably tells you how excited I am about continuing the Sea Brisket journey and seeing what else I can get away with!

See you all at the 32-player blitz in October or at SteamCon!

Andy

 

 

 

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Bravo One Cafe Blitz

We’re looking forward to having you all at The Heroic Play’s 4000th (slight exaggeration) 16-man tournament to date on June 10th 2017! We hope that you get booked and come have a great day playing Guild Ball with us at Bravo One.

This is coinciding with the brand new cafe that is opening up at Bravo One so we are looking forward to having a proper coffee shop on site and being one of the first to try it out 🙂

The event conditions will be as per the Regional Cup Guidelines found in the latest Organised Play

Document here:

Timings:
Arrival: 09:00
Registration: 09:05
1st Round: 09:30 – 11:20
Break: 11:20 – 11:30
2nd Round: 11:30 – 13:20
Lunch: 13:20 – 14:00
3rd Round: 14:00 – 15:50
Break: 15:50 – 16:00
4th Round: 16:00 – 17:50

Results, Prizes & Thank you’s
You can download the rule-book here:

The current errata can be downloaded here:

Things to bring with you:
Rulebook
Models & Stat Cards
Chess Clock & Stop Watch – or smartphone/tablet with equivalent apps
Tape Measure, Counters, Tokens etc that you may need

Venue:
Bravo One
Grange Live Gaming
93-99 Holloway Head
Birmingham
B1 1QP

Facilities:
There are toilets on site, snacks and the brand new sparkly cafe!

Parking:
The site doesn’t have any parking attached to it, however there are plenty of car parks nearby and the site is approximately a 10-minute walk from Birmingham New Street Station if getting a train is a more preferable way of getting to the venue.

Booking:

Booking is £15 through our paypal: theheroicplay@gmail.com as friends and family.
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Obulus: Sinking the Ferryman’s ferry!

O.K. So recently we have heard nothing except Obulus this, Obulus that, Obulus USA Meta, stick 8 influence on him etc etc etc etc

Well, here’s what I think:

  1. Obulus is a dick, shadow like, unpredictable, 2” Melee, Puppet Master, Confidence, the list goes on and makes him a challenge greater then Midas IMHO.
  2. He is not unbeatable….

In the following article I’m going to share my thoughts about how to take out Obulus with the Butchers.

Obulus’s vital stats:

1

Obulus is difficult for the Butchers because as a team we don’t have a lot of 2” melee to get around his unpredictable movement and with Shadow Like it’s almost impossible to pin him down to give him the shoeing he so deserves. Also Def 4 Arm: 1 is pretty standard and with a 1” dodge on 1 success and 2” dodge on 2 successes, he can also counter attack away from 2” melee toons that charge base to base.

Like I said, a nightmare to deal with… But not impossible….

HERE WE GO!

Ox

Ox’s roll in all of this is to debuff him and try to get in an area where his owner aura may give a vital buff.

2

So, 6” debuff ‘They Ain’t Tough’ and ‘Butchery’ will significantly boost the chances of taking him out with Shank or Boar. With ‘Gutter’ the ARM debuff is unnecessary as she has anatomical precision so already ignores his 1 ARM.

Rage

So now let’s get Rage into the mix.

His only job is to ‘Tool up’ Shank or Boar, after that he can go charge someone else. I have in the past charged Obulus with the intention of making him use his unpredictable. If he doesn’t choose to dodge away, then Rage is almost guaranteed to put 4 or more damage on him + bleed. Also, if Rage can get to the top of his playbook, he can start to remove Obulus’s influence.

Brisket

DIRTY KNIVES! Get that guy to DEF: 3 if you can.

shank 7

Shank

The man for the job in my opinion. Let just remind ourselves of how pant crappingly awesome he is.

SYVM1

So, 1st thing. The wording on Unpredictable movement is ‘ ends an advance’ not dodge J This means that Shank can generate dodges to get himself in to melee range or can ‘Where’d They Go’ in and unpredictable won’t proc. If your move someone in to force the 2” dodge has procc’d then ideally this is where Shank should go ballistic.

If everyone has done their job as mentioned above, this is what a 4 Influence Shank should go punch Obulus with.

  1. Ox – ‘They Ain’t Tough and Butchery
  2. Rage – Tooled Up Shank and fake charge to proc unpredictable movement
  3. Brisket – Dirty Knives
  4. Boiler – Swift Stance Shank (optional)

For this exercise I’m going to borrow Ozballs Tac vs Def reference sheet.

4

CHAAAAARGE!! (Base to Base)

TAC        vs            DEF        ARM      Successes           

10                                3               0                   7

Playbook result = Momentous 3<< up to 6<< (Butchery + Tooled up + Owners Aura) and wrap around for 1< momentous damage up to 4<.

Obulus had 16 health, now he has 6….

Shank uses his dodges to go base to base in case he tries to counter attack dodge away.

Shank laughs at Obulus and his 2 successes from his 6 dice vs. his buffed DEF of 5 and punches him again

TAC        vs            DEF        ARM      Successes                        

6                                3                0                    4

Playbook Result = 3< up to 6< (Butchery + Tooled up + Owners Aura)

Bye Obulus……

He’s coming back on the pitch with 5 Health and we all know how much Shank loves hunting players that have just come back on!

Gutter

Of course you can go this route with Gutter by also having Shank perform 1000 cuts at 6” range or by charging in and hoping to proc it from his playbook on 5 successes.

Then Gutter needs 2’s to go after him and a tooled up + owners aura is 5 damage Scything blows and if it’s the legendary turn then that 6 momentous damage per swing. Even if she gets 3 successes she is still rocking 4 or 5 damage.

 

Boar

Oh, and let’s not forget my least favourite Butcher, Boar.

Boar-Front

Let’s just run the Shank scenario again but this time with fatty fat pants.

FURIOUS FREEEEEEE CHAAAAARGE!! (Base to Base)

TAC        vs            DEF        ARM      Successes        

12                               3                0                   8

Playbook result =  Momentous 4 up to 7 (Butchery + Tooled up + Owners Aura)

Obulus had 16 health, now he has 9….

Obulus probably counter attacks and with Boars buffed defence of 3… Obulus dodges away using his counter attack.

Obulus reminds Boar he’s not as cool as you thought he was when you started playing.

What? Oh, sorry… I’ll get back on track and assume he’s already procc’ed his unpredictable movement.

Boar gets his free berserk attack!

TAC        vs            DEF        ARM      Successes           

8                                3               0                     5

Playbook result = Take the KD

Obulus is still on 9 but is now on DEF: 2

Boar buys an attack

TAC        vs            DEF        ARM      Successes           

8                                2                0                   6

Playbook result = Momentous 3 up to 6 (Butchery + Tooled up + Owners Aura)

Obulus was on 9 but is now on 3.

Boar gets another free beserk attack!

TAC        vs            DEF        ARM      Successes           

8                              2              0              6

Playbook result = Momentous 3 up to 6 (Butchery + Tooled up + Owners Aura)

Bye Obulus……

The only bonus of using Boar over Shank is that Boar can do all that for 1 Influence whereas Shank or Gutter will need 4.

Fillet

6 7

So, how does Fillet deal with Obulus? Let assume she has 6 influence and has a ‘Tooled up’ from Rage or Meathook shall we?

1 INF – Sprint

Sprint base to base – Obulus unpredictable moves away.

2 INF – Pain Circle

Fillet goes for Pain Circle and chooses to put Bleed on 1st then the damage to gain her Blood Dance 1” dodge. BONUS TIME THIS IF YOU CAN!!!!

Obulus on 15 Health

1 INF – Buys an attack

TAC        vs            DEF        ARM      Successes           

8                               4                 1                   3

Playbook result = Momentous 2 up to 4 (Smell Blood + Tooled up)

Obulus down to 11 Health

1 INF – Buys an attack

TAC        vs            DEF        ARM      Successes           

8                              4              1                  3

Playbook result = Momentous 2 up to 4 (Smell Blood + Tooled up)

Obulus down to 7 Health

1 INF – Buys an attack

TAC        vs            DEF        ARM      Successes        

8                                4               1                 3

Playbook result = Momentous 2 up to 4 (Smell Blood + Tooled up)

Obulus down to 3 Health

LEGENDARY!

Exsanguinate for 3 damage

Bye Obulus…

 

Fillet will always do better if she attacks Obulus after his Unpredictable has proc’d. That way if he tries to dodge away using counter attacks, her DEF of 5 (or 6 if buffed by Boiler) is enough to keep him in situ for the beat down. She can open with a charge looks something like this:

TAC        vs            DEF        ARM      Successes          

12                               4                1                    5

Playbook result = Blood Rain for 2 damage up to 3 damage (Tooled Up) and Bleed to Obulus and all enemies within 2″. Use blood dance to go base to base.

Then go nuts on attacks using your blood dance to chase him if he counters.

 

So conclusion time then:

  • Obulus can be beaten like a government mule, but it takes planning.
  • Look out for counter attacks and him dodging away, always try to push him in to base to base or dodge to his base to stop him getting away.
  • Focus him down and then mop up the rest
  • Use your character plays wisely
  • Use Rage or Princess or any of your toons with a 1” melee to get him to use his unpredictable movement early, then murder him.

So that’s my thoughts on taking Obulus out of the game via Take Outs. My only other thought is that Fillet, Ox, Shank, Boiler, Decimate and Brisket are all amazing strikers or at the very least goal threats. Tie up Obulus while going for Goal because even a shot from Brisket that’s got a -1 dice modifier could be 4 Dice once she’s got Super Shot up! That’s worth a go and scoring 4 points is always better than 2 in my opinion.

 

Anyway, there’s some crazy brain dumping from me.

Big Love

T

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Player Focus: Shank

Shank You Very Much!

Right, before I get started, let’s get something straight. There are some players in Guild Ball that are exceptional and then there are superstars. In this list I would say that Mist, Silence & Vitriol all fit into that category of players that nearly always make the team.

Then there is Shank. Could he be the most incredible non-captain player in Guild Ball? When you look at his vitals there’s lots to love:

SYVM1

Analysis Time!

SYVM2

He is a superstar and this means he is a really influence hungry player for your team and is why I find him out of sorts in a Fillet team but comfortable in Ox led teams. The reason?

Fillet herself is a superstar, every turn she needs her own influence plus more to really smash the game open. This leaves Shank fending for himself and if Shank needs 3-4 influence and Fillet needs 6, you can see where the issue arises. Most of the influence goes on them and you end up low on influence to give to other players. That’s not to say he can’t play a part in Fillet team, he can, and does it very well. It’s just he sits more at home with Ox than Fillet (in my opinion)

One of the things that got me started on this train of thinking was the similarities between Fillet and Shank. Both need a lot of influence and both benefit massively from the players in their teams. Below are some of the things that I have learned while playing Shank and some of the tech I employ with different players to help him fulfil his superstar status.

I thought I would try to choose the top players that buff Shank and make him my favourite player in the Butchers.

Ox

This is obvious, that delicious ‘The Owner’ and the legendary ‘Get ‘Em Lads!’

Shank 3

3 momentous DMG on 2 success with a 1” dodge? Ludicrous! 4 momentous DMG on 4 successes and a 1” dodge? RUDE!

Also, as we can see below, Ox has some other plays that will also make Shank even better. ‘Tough Skin’ adds a level of defence tech to Shank that he needs. 4 DEF is reasonable but with ARM 0 he can get taken out quickly by someone who knows what they are doing.

Shank 4

‘Butchery’ and ‘They ‘Ain’t Tough!’ are awesome against ARM: 2 players as once Ox kicks of ‘Get ‘Em Lads!’ as well as both these, that ARM: 0 and Shank is on +3 DMG!

Now watch the damage skyrocket.

5 momentous DMG on 2 success, 6 momentous DMG on 4 success….

Crazy.

And afterwards he still has an extra point of ARM to keep him alive if Ox has buffed him.

Conclusion: Shank loves Ox! Ox has vital defence tech in ‘Tough Skin’ and can ramp his damage to crazy levels with ‘Butchery’, ‘They Ain’t Tough!’, ‘The Owner’ and ‘Get ‘Em Lads!’

 

Boiler

Boiler has 2 plays that Shank loves him for:

Shank 5

‘Swift Stance’ makes a DEF 5 Shank (with a point of ARM if Ox has buffed him) and DEF: 5 1ARM is awesome. For a round where Shank is going in to score, this can mean he gets away afterward and resists a lot of easy damage.

‘Marked Target’ against a damaged opponent can give Shank +4 MOV on his charge in conjunction with ‘Damaged Target’. This means he can effectively get back into the fight from almost anywhere.

‘Where’d They Go?’ (4”) + Charge (8”) + ‘Damaged Target’ (2”) + Marked Target’ (2”) + 2” melee = 18”…

Well then… nuff said!

Shank can help out Boiler too. Boilers ability to put out damage is insane and if Shank can land a ‘Thousand Cuts on someone, Boiler will go nuts. DEF: 4 characters are suddenly DEF: 2…..

If anyone isn’t aware of the ‘Murder turn’ for Boiler, it looks like this if you get everything going, if not, Boiler + Princess and Ox can ruin someone’s day without all the other craziness.

  • Ox kicks off ‘Get ‘Em Lads!’ and puts ‘Butchery’ on a player that has activated already.
  • Avarisse knocks them down and hits with ‘Singled Out’.
  • Princess moves into melee range
  • Rage puts ‘Tooled Up’ on Boiler
  • Boiler has 4 influence and unloads with TAC: 10 (TAC: 5 + ‘Singled Out’ +2, Ganging up (Avarisse) +1, ‘Assist [Princess]’ +2) , Anatomical Precision’ and has +5 to DMG! (Ox’s Auras (+2), ‘Assist [Princess]’ +1, ‘Tooled Up’ (+1) and finally, ‘Butchery’ (+1))

5 successes is 8 momentous damage and he has ‘Crucial Artery’ so leaves makes them suffer the Bleed condition. Even a wrap on 6 successes is 8 momentous + 6 non-momentous… and he could do this 4 times…. That’s just sickening.  But anyway, let’s get back to Shank and my conclusions.

Conclusion: Boiler gives much needed defence tech to Shank through ‘Swift Stance’ and if Boiler chooses to ‘Marked Target’ someone who is injured already, can bring Shank back in to the game after hunting players that have just come back on. Shank thinks Boiler is awesome!

Quick side note: Minx is a good choice in a Shank and Fillet team as you can give her 2 influence to Shank and she can still operate with her ‘Furious’. She can also use 1 influence to give ‘Marked Target’ and like Shank, has ‘Damaged Target’. (But is not nearly as good as Boiler…in my opinion) 

 

Rage/Meathook

The reason I mention these two is because of that wonderous character play; ‘Tooled Up’.

Shank 6

If Ox has debuffed someone with Butchery and kicked of his legendary, then ‘Tooled Up’ turns 1 success in to 5 momentous damage…. 5 momentous for 1 success… 6 mom damage for 2, 7 mom damage for 4.

Wow…

And this from a player that can threaten an uninjured player from 14” away.

Conclusion: Everyone loves ‘Tooled Up’ but Shanks 2 momentous on 2 successes becomes 3 damage on 4 success becomes 4 and that’s a really good, really really good. Shank likes anyone with ‘Tooled Up’ because he likes pouring pain on people.

 

Brisket

There’s no doubt that when played well, Brisket is an awesome player for the Butchers and gives a solid 18” threat on goal but why have I included her in here?

shank 7

Two reasons really, one is ‘Dirty Knives’ that can reduce DEF against Shanks opponents so he can beat them on them easier and then the thing I thought about that I should do more of….

Shank 8

Snap shots! So we have talked about Shanks range and how he can go hunting for the ball but rather than going for goal himself, he could go for assists because Brisket with ‘Super Shot’ and ‘Swift Stance’ from Boiler standing 8-10” from goal is a Brisket that’s DEF 5 ARM 1 (vs Female toons) and DEF 6 ARM 1 (vs Male toons) with ‘Unpredictable Movement’ and a kick of 4.

That’s a thing to consider because people won’t expect snap shots from the Butchers and Shank is almost perfect to supply the pass for it.

Conclusion: ‘Dirty Knives’ is nice but when Shank and Brisket work as a scoring pair off the wings, they can get quick goals. Shank likes Brisket, she and him score goals!

 

Fillet

Fillet is a hungry solo player all of her own but she still has some love for Shank. Shank can go a long way in a turn; he can ‘Where’d They Go?’ and then charge so can engage an uninjured player at 14” (4” WTG + 8” Sprint + 2” Melee) and if they are injured he gains an extra 2” from ‘Damaged Target’ making that 16”

But wait… Fillet has something to add to that and that’s ‘Quick Foot’

Shank 9

Now, I love hunting weak characters that have just come back on and Shank having a threat range of 18” makes him the perfect person to go after them. A good damage track, TAC: 6 gives him a charge and a second attack that could be 5 or 6 damage. Enough to take out most players coming back on.

Also, 18” is a long threat range and Shanks 2/6” kick stat once bonus timed becomes 3/6”. That’s enough to throw him at the goal in a Shark style and with his dodges all over his playbook that’s a thing that can give you goals.

Conclusion: Shank likes Fillet because she turns him into a rocket

 

Decimate

Right, I think Decimate is massively under rated because she’s fast, has anatomical precision, 3/6″ KICK and has what I would say is the holy grail of guild ball with a Tackle and 2” dodge on 4 successes. Now I have that little rant off my chest, I’ll get back on topic.

‘Second Wind’

Shank 10

 

Let’s play out a weaker, not so beardy, don’t get a second activation for peanuts version of the Masons “Chissile” exercise with Shank. (Not bitter….much)

Team set up:

SYVM3

Princess does nothing accept pine at Boiler, maybe swags up field a bit to pee on an obstruction

Ox buffs Shank with ‘Tough Skin’ and sprints to mid field

Decimate buffs Shank with ‘Second Wind’ and sprints to mid field

Boiler buffs Shank with ‘Swift Stance’ and goes 6” and if possible, lands a ‘Marked Target’

Rage puts ‘Tooled Up’ on Shank and takes his free charge forward

Shank uses ‘Where’d They Go?’ and charges the ‘Marked Target’ for a threat range of 16” or 12” without ‘Where’d They Go?’. In either case is DEF: 5, 1 ARM for counter attacks and has a minimum of +1 DMG if the other player hasn’t left someone where Shank can take advantage of ‘The Owner’

Then after laying the smack down, Shank gets to swag away thanks to second wind back to safety having generated reliable momentum.

LUSH!

Or… attack the ball carrier, use that Momentous Tackle on 2, buy another attack, dodge and go for GOAL!!! When I did this against my mate, he was stunned. Shank can play like a Fisherman, he’s versatile like that! (Needs 4 influence most of the time but what he can do with it is mind blowing) And then he can ‘Second Wind’ and ‘Run the Length’, that’s 9” back to safety!!!

Conclusion: Decimate’s ‘Second Wind’ gives Shank the ability to strike at a target then retreat to relative safety, especially if that target has a 1” melee and he can avoid parting blows 😉 It also makes him a striker that can get in, score and then get away before getting creamed.

 

Avarisse and Greede

Now, I love A&G and I’m love them as part of a serious hard hitting Ox team. What I love is Avarisse for his momentous ‘Singled Out’ on 1 success and Knockdown on 2 and Greede because if you activate him early you can activate Shank last and against most opponents you will be an activation up as you have 7 models on the pitch, not 6.  This means Shank can just tear them a new one!

Shank 12

Love it!

Also though, don’t forget that Avarisse can move people about with his momentous 2” push on 2 successes so Avarisse with 2 INF can give Shank +2 TAC and this is the ball carrier then he can set them up for a tackle, dodge and shot combo!

Conclusion: ‘Singled Out’ and KD make Shank happy. Getting someone moved into a better position for a whuppin’ or goal opportunity also makes Avarisse a firm favourite.

 

Some Final Thoughts

These synergies are directed at Shank but imagine that + damage scenario on Boiler when he’s with Princess, craziness. Truth is, a lot of what I’ve talked about can be utilised throughout the Butchers and beyond. But, that’s not the point, me fanboying Shank is!

In my humble opinion, Shank is the best all round player that the Butchers have. Here’s some bullet points:

  • Go hunting, players with 5 or less HP coming back on are easy pickings for Shank.
  • He has a massive movement and lots of dodges, use these to go for goal. 2/6 is not that bad and bonus timed its 3 dice. I’m sure it feels like I miss more with Shark on 4 dice than I do with Shank on 2, lol
  • Buff and Debuff. You will get more damage from Shank if Ox is about. If not, get a ‘Tooled Up’ going.
  • Make Shank a mid to late activation so you can see where to utilise him best.
  • Make Shank a first activation if you want to take out a player coming back on so they don’t have momentum to counter. Also, if the other team have the ball 6-7” from the goal and you can get too them with ‘Where’d They Go?’ and a charge. With 4 influence that still gives you 1 mom and 1 inf left for the shot.

Keeping him in the game

  • 14 Health and DEF: 4 are not as good as you think they are. Use defence tech like ‘Tough Skin’ and ‘Swift Stance’ to give him survivability.
  • Use momentum to heal him and don’t be afraid to chuck a second wind on him for a crazy bit of guerrilla tactic shenanigans.

Conclusion

If you don’t take Shank in an Ox led Butchers team I think it’s a mistake. The line-up I enjoy the most is Ox, Princess, shank, Boiler, Avarisse and Greede and Rage as the potential for slaughter is strong! That said, in a more balanced team I tend to enjoy Ox, Princess, Shank, Boiler, Brisket and Gutter.

I believe Shank should be an automatic include in Ox teams and in Fillet teams should be a strong contender. He plays like a butcher with the footwork of a Fisherman. When you wrap your head around how versatile he is and how much of a threat he for scoring as well as take outs, I think you will fanboy him too.

I love him, and I hope this article gives you some ideas on how to use him to put some goals on people and put down some extra pain!

I have fanboyed enough for now

Laters

Von Tizzle

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Learning to Play Dead III: That Bloody Crow

That Bloody Crow

Me again and this time I’ve decided to focus on the mascot that my mate John used to think was the 2nd worst in the game. (He thought it was the worst, then I showed him Salt)

I thought he was wrong then and this is why!

I think Dirge is a fantastic mascot that fits with the Morticians game plan of disruption and control and although I’m totally fanboying the idea of Vile Swarm now we know its stats, I still think that Dirge has the edge. I’ll cover Vileswarm once I’ve had a few games with it as I think that he and Veteran Graves will make an interesting pairing. Without research though, I’m going to focus on Dirge.

WARNING: INCOMING OPINION! Dirge should always be your choice if Cosset or Silence is on the pitch. (As a side note, if Silence isn’t on the pitch…WTF!) The synergies between these three are so good that playing them without each other is like going to see a film and not getting ice cream.

Ok, but lacking something…

Dirge’s card

1

Breaking that down, here’s what stands out to me.

Flying and 8/10 MOV. That makes Dirge the most manoeuvrable thing in Guild Ball. The ability to ignoring all terrain and ground means it can go get a scattered ball 11” away and not give a flying frog about barriers, obstacles, forests or even chubby fishermen captains getting their legs hacked off.

Dark Doubts! Get that bird up in your opponents grill! Taking it out immediately costs them 4 momentum and forces them to use up there momentum because of the combined threat of Obulus and his Legendary and the bird being another -4 momentum if they go get it!

Momentous Singled Out or 1 Non-momentous damage on 1. Momentous 1” dodge or Non-Mom tackle on two.  I’ll get to that in a minute 😉

Tac 2 seems a bit weak sauce, well…. it does

Can have 2 Influence, that’s enough for a charge! I recon there’s a thing there and I’ll explore that later as well.

Dirge the Destroyer!

Dirges playbook

2

As we can see by this, Dirge as a damage dealer is a ridiculous idea, but Dirge as an early activation (1 or 2 usually) to get stuff rolling is an amazing idea.

Tac 2 seems crap, but 2 Influence can give it a charge and that’s Tac: 6. Which I know still seems rubbish but Dirge’s playbook is only 2 long so actually it’s on par with a lot of other players when looking for a wrap.

Take Ghast for example:

3

He also has a playbook that’s the same as his TAC. So rather than focusing on ‘it’s only TAC: 2’ let instead focus on what we can get for that TAC: 2!

Let’s choose an average DEF ARM combo, DEF: 4 with ARM 1 sounds about right. I recon Boiler needs a spanking from Cosset so let’s go!

Example 1: Dirge goes first!

Dirge charges him!

6 Dice against Def 4/1 according to the TAC vs. DEF sheet on Ozball means we are likely to score 2 Successes! That’s a Momentous Singled Out!

So what?

Boiler now has to deal with the bird, if he just takes the parting blow then TAC:4 (2+2 for parting blow) gives success so that 1 point of damage and then the bird follows him! To crowd him out and be a pain. Or he can just thump the bird but has TAC: 5 vs DEF: 5 averages 2 success, which fair play is 2 momentous (3 if Ox is within 4”) but that’s still 2 or 3 attacks he has to waste on the bird to kill it and at the end of that he loses all that lovely momentum he gained and is still Singled Out!

Which now gives Ghast a 12 Dice charge without Dirge being there or 13 dice charge if it is, bonus time that bad boy (remember that momentous Singled Out?) and it is a mighty 14 dice! 13/14 dice Dice is an awe inspiring 6-7 successes according to the table (if my maths holds up) in either case The Unmasking is coming for you Boiler and the Butchers are starting to be pushed around a bit. Ghast with 3 Inf can get another attack providing you don’t push Boiler out of melee with The Unmasking and is TAC: 8 due to Singled Out. 3 successes would be Momentous KD.

So far (assuming he just ran away from Dirge and took the 1pt of damage and got followed. Boiler has taken 4 damage and is now on DEF: 3 ARM: 1

Cosset on 1 inf can easily charge in and do him in on an awe inspiring TAC: 15 charge! (4 + Crazy (3) + Singled Out (2) + 2 mates (2), +charge (4)) vs DEF: 3 and ARM: 1

9 Successes (again, if my maths holds up) as an average gives Cosset 4 damage up to 5 due to Dirge (see how much he’s doing here? Ganging up, Singled Out… Lush!) And a wrap for 2 momentous damage up to 3 from Dirge. That’s 8 Damage! Boiler is on 2 health…

4

Second attack from Cosset is on a jaw dropping TAC: 11 (4 + Crazy (3) + Singled Out (2) + 2 mates (2))

That’s an average of 4 successes, Momentous 3 (up to 4, thanks Dirge!) and that’s Boiler taking a trip to the dugout for medical attention!

The difference of Singled Out and Ganging Up from Dirge adds 3 dice to all the subsequent TAC rolls, which is significant in my opinion.

It’s the Cosset charge that needs that 3 to get Boiler, without the +3 TAC from Singled Out and Ganging Up she doesn’t wrap, and although she still hits for 4 Damage (or 5 if Dirge is within 4”), it’s going to take her to have 2 influence to make the kill rather than 1.

That’s an influence I would rather have on Silence for Shutout.

Example 2: Dirge bought a ticket on the pain train!

It’s later in the game and Boiler is looking beaten up on 2 Health and is KD and is currently being crowded out by 2 mates. Probably Obulus and Ghast.

TAC 8 charge by Dirge (2 + Charge (4) + 2 mates (2)) against DEF 3 ARM 1 gives an average of 4 successes. Correct me if I’m wrong but hasn’t Dirge just taken out Boiler?

4.1

Yup, wrap for 2 damage. Now why wouldn’t you just send in Cosset or Silence?

Maybe because you need those guys to perform their roles elsewhere and it gets Dirge up in the face of the enemy. Where it can threaten their momentum.

It’s almost daring them almost to come and get Dirge, but instead…BOOM! The Cosset trap gets sprung and the pain train is unleashed or the Obulus show goes off and who knows what happens next!

In a recent game against my mate who was playing his ‘Furious’ line up of Obulus, Dirge, Silence, Rage, Cosset and Minx he knocked down my Rage and them charged a ‘confidence’ and ‘tooled up’ infused Dirge in to me and did a Singled Out and 4 damage! I thought, why on earth would you do that? But actually, it left Cosset to finish the job while Minx and Silence beat on a shut out Shank…

Douche…

Example 3: Dirge plays catch.

After mortician goal, the ball is scattered out and Dirge can threaten on 11” (10” MOV and 1” melee) so off he goes flying over the imaginary barrier that’s in the way!

CHAAAARGE! TAC: 6 vs. Boilers DEF: 4 ARM: 1 (I know, I’m picking on him a lot today aren’t I!)

An average of 2 successes is a TACKLE to be a pain in the ass or momentous Singled Out to start Example 1! If Dirge takes the tackle, hold on to it. Because the opponent has to make the choice of taking you out or going for the tackle and DEF: 5 is pretty cool. If you have momentum, Defensive Stance on a charge would make it DEF: 6! If Silence has brought the bird back on the pitch, then taking it out nets 0vps for the kill but still loses them all there hard earned momentum!

Also, holding on to the ball means they have to do something about it so it draws them over to where you know they will be and then Silence, Obulus, Cosset and Ghast can get real busy screwing them over!

Example 4: Dirge plays football

Def 5 with 5 health is rubbish, but at least it’s not as bad as Greede.

But Dirge can still threaten the goal from 14” away and if Obulus Puppet Masters it beforehand then that’s a threat range of 22”.

O.K. Let’s get this out of the way now. Dirge has a 1D6 4” kick which is as bad as it gets. But…

1 dice is 50% probability

2 dice (if bonus timed) is 75% probability

That’s not rubbish….

Suddenly, Dirge with 2 Inf could have a 75% probability of scoring for you.

That’s definitely not rubbish!

Or

Silence is 7” from goal and you have 2 or more momentum, Dirge can go 10 inches, bonus time a pass to Silence (75% probability) who can now snap shot on 4 dice! (5 if he can bonus time it)

THAT IS DEFINATLY NOT RUBBISH!

Oh, in case you haven’t noticed, here’s Silences kick stats and other groovy thing to be aware of. Also, If you haven’t read Dan’s Silence article on Ozball. Go do that after finishing this.

In Conclusion

I go in to games imagining that I am 2 VPs down as Dirge is easy enough to take out and then I don’t care about getting it involved. But the threat of -4vps more often than not a thinking point for teams you are playing against. Especially if it’s near the end of the turn and Dirge is worth 0vps.

Dirge is more versatile than you think, but comes under the heading of ‘hungry’ as you need to put 2 inf on it to do anything above the ordinary.

Dirge is extremely manoeuvrable and don’t be afraid to get it up in the faces of your opponent. You ignore all terrain and ground, fly over it!

Dirge can play football if you have momentum! 75% Probability on a 14” threat isn’t as bad as you think.

Dirge can support almost any player on your team with Singled Out. Need that Tackle? Need that extra 2 TAC?

Be aware of being in a position where Silence’s kick is buffed or Cosset gets the extra Dmg buff.

Don’t leave Graves alone with it….. (Don’t ask)

Anyway, I hope that’s an interesting article on the Mascot and I hope it inspired you to get a bit braver with Dirge and get it in to the game a bit more. I find it great fun to play with when you start putting 2 influence on it at crucial moments in the game.

Till next time

Von Tizzle

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Learning to Play Dead: Part II

Not Just a Crazy Goth!

Me again, with another sideways view on one of my favourite Guild Ball models; Cosset!

If you have read my 1st article, then you know I tend to take a lot of risks and I definitely see the Morticians as a guild that has hidden scoring power. When I play, I enjoy the ability to put out a decent amount of damage with Spookhampton F.C. but also how an unexpected model can get in for a cheeky goal if required.

I think it’s fair to say that every Morticians player I have gone up against uses Cosset to pile damage on in the first instance or to drag people around with Lure. I see her having a third function and it’s very much situational but extremely effective if it comes off. Also, because most people see Cosset as a damage dealing crazy goth, they don’t expect her to swoop in and go striker.

Vital Statistics

 photo cosset front.png photo cosset back.png

The Obvious Things First

2 INF and a free charge (see Furious), that’s three attacks!

7”/9” MOV means that she threatens on 10” with her free charge and 1″ melee

Going crazy gives TAC 7, which translates to 11 on a charge!

Momentous 2 damage on 2 successes and 3 Momentous damage on 4 is Butcher levels of damage! In fact, lets compare that to my beloved Butchers guild.

Lets remind ourselves of Cossets playbook;

cosset 1

Ox has 2 Momentous damage on 4 successes and 3 Momentous on 6 and Brisket has momentus 2 on 2 successes but no 3!

 photo oxbrisket.png

Boiler has a Momentous 2 on 2 and has 3 Momentous damage on 5 and Meathook has momentus 2 on 3 successes and momentus 3 on 6!

 photo boilermeathook.png

Boar and Shank have exactly the same as Cosset!

 photo shankboar.png

All the damage that Cosset can do is [+1] DMG when within 4” of Dirge. 3 Momentous for 2 successes? Play Rage alongside her and then throw Tooled Up on her for 4 Momentous damage for 2 successees and 5 Momentous for 4? Beautiful!!

The Not So Obvious Things

Tackle on 3 successes

Momentous 1” dodge on 2 successes

2/6” kick. (50% odds or 75% probability of getting at least 1 4+ on 2D6)

So why have I highlighted her Tackle, Dodge & Kick?

I used to get blinkered by go take out that player! But the truth is that 2vp’s are ace are 4 vp’s better. And in the latter stages of the game and around 8 vp’s it’s a win or having to manufacture another score. So its in this final part of the game between 8-10vps where Cosset switches roles for me into a proper winger. I use her to lurk and try to get the ball for a pass or even a shot on goal.

Before I really get into this, heres the fantastic Ozball Tac vs Def reference sheet. This will become relevant in a minute 😉

So, lets get in to this!

Lets say that I’m playing against a Butchers player who has the ball on Princess somewhere near the goal. Lets say 6.5” inches away. He has turtled up but I can charge Princess because Obulus used Puppet Master to move her nearer to the goal for me to get the charge.

Lets also assume that Obulus has stolen Momentum in his turn from the Butchers and Cosset has 3 momentum to play with.

Going For Goal!

Cosset goes Crazy and charges Princess to be the goal side of her.

Tac 11 charge against Princess with Def 4/1 nets an average of 5 successes. (Even if Princess ‘Defensive Stance’, you are still likely to get an average of 3 successes, which is enough. ‘Bonus Time’ the charge to make sure.)

I’ll take the Tackle

Buy an attack.

Tac 7 vs. Def 4/1 gives an average of 3 successes

I’ll take the 1” dodge toward goal

I’m now out of Princess’s 1” melee, with the ball and can take a shot with ‘Bonus Time’  with my remaining influence. My 3 Dice shot is a 87.5% probability of success.

Boom! GOAL! Play ‘Temple of Love’ by The Sisters of Mercy loudly and celebrate!

Squishly Little Goth?

Theres no denying that Cosset is the very definition of a glass hammer and you should prepare yourself for losing her in several of your matches. Her Def: 4 and 12 health isn’t great and once she gets knocked down or has her Def reduced any other way she goes down faster than <insert mum joke here.>

However, heres some ideas to keep her alive.

ALWAYS USE MOMENTUM TO HEAL YOURSELF AFTER USING ‘CRAZY’

She has a reasonable kick so if she passes, use momentum to ‘Give ‘n Go’ get her away from the main fight until shes ready to engage.

Don’t go for take outs on players with full health unless you have managed that situation where you are sure its going to work. Use her to finish off injured ones as a preference. Chances are that 1 or more players are there already so that might give crowding out penalties that may save her.

Don’t be afraid to use ‘C’mon mate!’ with other characters to get her health back up if required.

She has a fantastic range to charge at 10″ melee so she can afford to hold back a bit and let Fangtooth, Casket or Ghast take the brunt of it and then come swooping in to finish the job.

The key I think is to stop thinking of her as the player that starts the damage but rather as the player that finishes them off. Last thing any Furious player (Morticians have Cosset, Rage or Minx) wants is to charge in and then get stuck engaged as this means that free charge is wasted next activation and you have to manufacture it with dodges or pushes.

Rather let Ghast start the ball rolling, then swoop in to finish the job.

The Conclusiony Bit!

Cosset should be a mid to late activation throughout the game

In the early game, (0-4VP’s) she should focus on finishing people off or going for a straight take out on low HP player or a low Def one if Tooled Up and within 4” of Dirge.

In the mid game (4-8VP’s) her role should remain the same but if the opportunity to pass the ball up field or go for goal, she should consider it.

In the late game (8-10VP’s), she should be looking for either the last take out or the chance to go for goal.

Cosset is an extremely versatile player and if played with care, can generate you 6+ vps in a game. She is an auto-include in my team as a result.

Hope this gets you thinking about everyones favourite Goth and how she can close a game out in other ways than that last 2VP take out.

Much love

Von Tizzle