The latest episode from The Heroic Play where Mark, Luke, Rich and Andy talk about the newly released Guild Identity Cards from Steamforged.
Welcome back sports fans!
In the latest episode of The Heroic Play podcast, Mark, Rich & Luke discuss players that we think probably deserve some changes in a future errata. We talk about mystery boxes and our upcoming tournament.
As always we welcome your feedback!
Welcome back readers!
Since my last article I’ve managed to pull in a few more games with the Butchers. I’m thoroughly enjoying playing the Butchers at the moment, I’ve played my last three games with Ox. The first game I played was against Luke, we tried out the alternate formation rules currently being being rolled out by Steamforged. Luke took a Smoke led Alchemists team made up of Smoke, Naja, Mercury, Calculus, Venin and Veteran Katalyst. I rolled out with Ox, Princess, Boar, vBrisket, Boiler and Meathook. It was an odd game, we aren’t fans of the alternate formation rules. The only good things we can really say about it are that we like how it skips the first turn, which can sometimes be a bit dull for one player.
Luke played a strong condition game as I expected from Smoke led alchemists and shut down Boar and put a load of conditions out, at the start of turn 2 both vBrisket and Boar were looking quite fragile. Luke won initiative I think and vKat went into Boar and got the Witness Me! off and took him out pulling it up to 4-0. I think I preceded to kill Venin and Mercury. Meathook got killed quite quickly bringing it up to 6-4 and I managed to get my hands on Smoke, equalling the score out. vBrisket is such a strong ball carrier, with Quick Time and Unpredictable Movement, so she kept the ball at arms length from Luke’s team.
Smoke went down around the start of turn, both Boar and vKat had come back on by this point and I managed to get a charge using Fast Ground with Boar into vKat. Luke had made a pretty big error by leaving vKat too close to the edge of the pitch so Boar shoved him straight back off into the crowd bringing it up to 8-6 to me. From this point Luke was pretty out of position and I managed to get vBrisket into threat of the goal and close the game out for a 12-6 win.
As I’ve said we’ve done a podcast about our thoughts on the alternate pitch formation rules. Overall we don’t rate them.
The second game I pulled in was against David Kenchington, the Pundit based at the Leicester Phat Cats club. David has run a couple of events and has one coming up soon, check the details out on TieBreak here. David is normally a Butchers player himself so I was expecting a pretty tough game, with him knowing all of my tricks. Again this game was against Smoke Alchemists, David rolled out with Smoke, Flask, Mercury, Calculus, Veteran Katalyst and Decimate. I went with Ox, Princess, Harry, vBrisket, Boiler and Meathook. David played a pretty cautious game, layering conditions on and keeping my Butchers out of the fight as much as possible. I managed to get my hands on Smoke and Mercury early game and bring them down. Dave got a goal early doors and I then kept the ball away from him on vBrisket. Harry and Boiler got put in the dirt after being whittled down by conditions. I managed to get a goal with vBrisket, then David kicked the ball out to my left where most of his team were and started passing the ball up to Smoke who wasn’t too far from the goal. Ox came back on and chewed Decimate up, bringing the score to 10-8 to me, then David closed out with fairly safe Smoke tap in. The game ended 12-10 win to the Alchemists.
So Butchers really aren’t designed for attrition play. Not being able to get into range of the alchemists due to conditions and the threat of vKatalyst absolutely chewing up people with a condition on really, makes you have to play cagey about how many people you try and push forward into the scrum. When everybody is either on fire or poisoned and you’re being starved of momentum by not being able to get into a fight. I find the threat of those Intensify’s going off a bit of a turn off, I might be wrong and you might just have to weather a round of it, to be able to get the team into position, then if only one person goes down when you get to pile a couple of people in.
My final game was this evening against Andy one of my regular opponents, we’ve played against each other more times than I can remember, but we both jump around teams a bit, myself more than Andy anyway. Andy played Union, taking Captain Brisket, Strongbox, Grace, Benediction, Avarisse & Greede and Mist. I played the same line up as I did against David, so Ox, Princess, Harry, vBrisket, Boiler and Meathook. Andy elected to kick off, I retrieved it with Boiler and held onto while near some cover. Mist came in managed to grab the ball then passed it back to his lines. I basically dog piled Mist and made a mess of him. In the next turn Brisket came in and scored for Andy, then used Knee Slider to get back to safety. I put Grace in the dirt with Boiler and then started on Beneditction with Ox. It’s worth noting that this game went very well for and Andy had some really atrocious dice. My Brisket was holding the ball and playing keep away from Andy’s team. As we go into the next turn I went with Ox early and put some more damage onto Benediction then Andy came in with Avarisse and Greede onto Ox, they made a mess. At this stage I was quite worried, I had used Ox’s legendary this turn. Fortunately for me, Avarisse and Greede left Ox alive on 1 HP. Meathook piled into Avarisse and put a pile of damage into him. I used some of the momentum to heal Ox up to take him out of being poked and falling over dead. Mist had come back on and was able to get to engage Brisket and retrieve the ball and drop it behind him. Boiler went and had a brilliant activation, managing to pile a ton of damage onto Avarisse on the first hit, standing Ox up for the extra crowd out, then hitting him again and killing him getting a push/dodge off to engage Greede, then made his last couple of attacks to put Greede down as well, bringing the score to 8-4 to the Butchers. The turn rolls round and Andy goes for a goal with Mist, just being outside of tap in range and missing the shot. Boiler kills Benediction, then everyone dog piles Mist again to take him down and win the game.
After this game I’m definitely going to be more careful around Avarisse and Greede, they hit like a freight train.
That’s it for this instalment, take care and enjoy the game!
Welcome back sports fans!
So in my previous article, I discussed some thoughts about the Butchers I was planning to get ready to take to our tournament that happened today. On Friday the event got renamed to the Midas Memorial Summer Smackdown, by Luke our resident Alchemist player and the Pundit running the event (yes, I’ve played 2 tournaments in as many weeks – who’d have thought it). I originally planned to go with the line up 10-player roster of: Ox, Fillet, Princess, vOx, Brisket, vBrisket, Boiler, Meathook, Shank, Harry ‘the Hat’. I ended up going with everyone from that list, bar Shank who got replaced by Boar.
I started painting the Butchers on Tuesday night, I was pretty adamant I wanted to get them all done. I accepted that they weren’t going to be the best models I’d ever painted and just got on with it basically. I’m really happy with how they turned out, for what ended up being maybe 15 hours of painting over 3 days.
So that’s the 10 players I took to today’s event. I’d already got a goal marker knocked up for my Brewers which roughly fitted with the colour scheme, yeah it’s nothing amazing but it did the job. I like having goal markers rather than just using a 50mm token, or not having anything at all.
So we got to Young’s Hobbies in Coventry for about 08:30 this morning and got set up, we took our podcasting gear with us; so we could record some short interviews with players as they finished their games and get their initial thoughts on how the game went. Cunningly we also asked people about their thoughts on the latest errata, which on the whole was positive and mostly tongue in cheek about the Midas and Vitriol changes. We didn’t encounter anyone who was realistically very negative about it, so good work Steamforged really.
The first round went live and I got drawn against Henry Clark with his Corsair led Fishermen. Spoiler: Henry went on to win the event. Henry only had Corsair and Tentacles I think, or he pretty quickly dropped those anyway. I dropped Fillet and Princess. Henry won the roll and decided to kick. Then we drafted players – I went with Fillet, Princess, vBrisket, vOx, Meathook and Harry. Henry went with Corsair, Tentacles, Hag, vSiren, Gutter and Greyscales. I’ve played Henry before a while ago at Clash of the Guilds 2 in Bristol, he played Corsair Fish then as well and I was playing Ester Brewers then. We had a really good game I was looking forward to a good match with him today.
Henry kicked off with Corsair, and I recovered the ball with vOx, moving him up next to an Obstruction and kicking the ball back into my lines. Off to a good start, until Corsair waddled forward, hit vOx with a Drag and proceeded to beat on him. I managed to get a turn 1 goal with vBrisket, and was able to get the benefit of Above and Beyond for the rest of the game, which helped massively. Going into turn 2, Henry finished off vOx at the start of turn 2 I think, he used Gutter first and managed to get a Chain Grab off, pulling vBrisket into the murder ball.
The game descended into a scrum around the halfway line, near another obstruction. Henry methodically pulled in players and murdered them one at a time. I got a takeout on Gutter with Fillet, and I think Henry scored his first goal with Greyscales. The game carried on, with Henry killing vBrisket then Harry. I think I won an initiative roll, and was faced with a choice of trying to get the ball away to safety from Greyscales or risk loosing Meathook to Corsair. I ended up deciding to go with trying to earn a takeout, and maybe push for another on vSiren, but it wasn’t to be. I took down Hag, and then Greyscales scooped up the ball and then closed it out.
Final result – 12:8 to Henry. Overall a really good game, between Dread Gaze from vSiren, a convenient obstruction and crowding out I found it difficult to get traction in the fights, but managed to catch some of the stragglers on the edges and pick them them off.
I got drawn against David Albiston, one of the newer local players from Bravo One in Birmingham. I’ve played against David a couple of times with my Morticians and felt comfortable playing into his Brewers. Dave dropped Tapper and Quaff, I dropped Ox and Princess. Dave won the roll off and opted to receive.
We drafted players and I used: Ox, Princess, vBrisket, Harry, Boiler and Meathook, Dave used Tapper, Quaff, Pintpot, Harry, Hooper and Mash. I elected to kick of with Ox and kicked the ball over the halfway line. I think Dave came forward and collected with Mash, and fluffed the pass back to his team.
A bunch of players moved forward and I ended up sending a Tooled Up Ox into his Harry towards the end of the turn, getting a few good hits on him and earning some momentum. Tapper got into Ox and really laid the hurt on him. Priority went to Dave and he killed Ox before he could activate.
I set up a pretty good scrum on the halfway line with Boiler, Princess, Harry and vBrisket. Meathook was slightly off to my left on her own having a fight with Pintpot. It all becomes a bit blurry on what happened on what turns here, so I apologise for that but the game devolved into a massive brawl in the middle of the pitch. I took out Harry and Tapper, whilst Meathook held her own against Hooper and Pintpot.
Dave got the ball back to Mash and moved forward, ending up short of a goal attempt. Meathook took out Pintpot, and I moved Princess into engage Mash and proc’d his Unpredictable Movement, which allowed me to get vBrisket into engage him and steal the ball away, I made an error and took vBrisket’s 2<< out of engagement with Mash, which I probably shouldn’t have done as it left vBrisket without a way of generating momentum and the start of the next turn to go for the goal. I remember the turn starting with vBrisket using Quick Time to get back into melee with Mash, without risking UM, generating some momentum, then dodging back out of Mash’s melee and just advancing off out of threat with ball.
Pintpot came hurtling back on to the pitch using some fast ground to get back into the fight pretty quickly. The scrum continues, at this point we are both getting pretty low on our clocks, and everyone is in the centre punching each other, at some point Quaff gets taken out. Ox is back in the fight in this turn, and uses his Get ‘Em Lads and puts so hurt on Hooper as well as knocking him down. Meathook becomes the star of the show at this point, making an attack against Hooper and hitting him for some damage and getting Hooked out him, its important to mention that Hooper is looking pretty ropey by now. Meathook manages to get a Scything Blow off which kills both Pintpot and Hooper. Taking me up to 11 and Dave is on 2. Meathook, moves to engage Tapper and hits him for a couple of points, but puts Bleeding onto him, and uses her Heroic Play to drop his movement right down, to protect Brisket with the ball. Dave kills Meathook bringing it to 11-4, and then vBrisket closes the game out with a Bonus Time shot, only just scoring though rolling 1,1,2, and a 5.
Final result: 12-4 to me, go Ox! We break for Lunch at this point and then go into Round 3 after lunch.
I get Paul Horton, one of the nicest guys I’ve met through Guild Ball, and has played Brewers pretty much solidly as long as I’ve known him. I was expecting this to be a tough game, but with my last round success with Ox into Brewers I decided to use Ox again. I dropped Ox and Princess, Paul dropped Tapper and Scum. My 6 ended up being: Ox, Princess, vBrisket, Boiler, Meathook and Harry again. Paul used Tapper, Scum, Hooper, Friday, OG Spigot and Harry.
Paul kicked off with with Friday and smashed the ball wide out to my left, I wasn’t expecting it and it didn’t go well. Meathook managed to recover the ball and kick it back towards the team. Friday and Scum followed up and picked on Meathook, with Scum managing to get some pushes to manoeuvre Meathook into Tapper’s threat range. Tapper nearly killed Meathook and left her knocked down. Paul won priority into the next turn, Tapper charged off into Ox, leaving Scum to and Friday to deal with Meathook. I got a goal with vBrisket, then the ball went out towards Spigot and I put some damage onto Tapper.
Ox got finished off and was quite far forward into my lines, so when Ox and Meathook came back on they were able to get back into the fight. After scoring her goal, vBrisket spent the rest of the game getting shown the shitty end of a stick by Hooper and Harry. My Harry knocked down Tapper and moved him about a bit. It might have been a turn later that Ox gets to charge into the knocked down Tapper and put some damage on him and uses Get ‘Em Lads. Meathook swags up to Tapper at this point and hits him putting 2 damage after Tough Hide onto him, along with Bleeding and Hooked. Then buys another attack rolling about 8 dice and does a momentous 6, followed by a momentous 4 on a wrap, so 8 damage after Tough Hide again, then proceeds to do the same again, killing Tapper.
Final Result: 12-6 to Paul. Another really grindy game, Paul got 4 takeouts and 1 goal to my 1 takeout and 1 goal. I can’t remember who else Paul took out, I have a feeling it was Harry though.
Final round of the day and I’m currently 1-2. I get drawn against Matt Cook, playing Fishermen and I’m pretty certain he’s going to be playing Shark, which he does. I opt to drop Fillet, Princess, Meathook, vBrisket, vOx and Boiler. Matt plays Shark, Salt, Jac, Sakana, Greyscales and Angel. Matt won the role and elected to receive. I kick off with vOx and the ball lands by a Barrier.
It’s the end of the day and this is a very quick game. Matt knows his Fish really well and Shark comes screaming forward grabbing the ball on the way, bounces off vOx and scores. Matt takes a Run the Length into some cover, and proceed to dog-pile the Fishermen Captain and take him out. The ball ends up with Fillet, I end up taking out Sakana, Jac gets up to Fillet and manages to tackle where Greyscales failed and kicks the ball into space near Angel; who proceeds to go and score. I’m 8-4 down at this point. I end up getting a takeout on Jac, their is a scrabble for the ball, which is on vBrisket now. Greyscales manages to retrieve the ball, disengage from the fight and kick it back to space near Shark. Meathook doesn’t quite manage to kill Angel, leaving her in pretty bad shape on 1 or 2 health though. Shark comes tearing up the pitch again and bounces off Boiler or vOx on a charge and gets a Tidal Surge off, sails to within threat of the goal and closes the game out with a screamer.
Final result: 12-6 to Matt.
I finish the day on a disappointing 1-3, which is how I finished the weekend before with my Morticians. I’m going to blame the fact that 8th edition 40k has just landed and we’ve all been really into that lately.
So some learning points and thoughts:
- Ox is actually pretty squishy
- Meathook is amazing
- Ox’s Legendary is amazing if you get it just right
- vBrisket goals are the best kind of goals
- Whatever you do, try not to get strung out. Stick together and bully people to death
- Fillet isn’t that much fun
- vOx is good and requires more play to get a better feel for him
- I’m still going to play with Harry post-errata, love the pushes and KD that he brings to the team as a lot of the Butchers don’t like counter attacks and his KD and re-positioning people really helps.
- I only played against 2 teams today, Fish and Brewers so there are plenty more teams to play against and get used to how the games go
- I enjoyed playing the Butchers A LOT.
- I should probably have made more use of Goad on Harry
- Post-errata Ox is going to be really good, on a number of attacks today I got 3 successes and was like that would be momentous 2/3 now, but because we made the decision to not bring the errata into effect it only meant I got the momentous 1/2.
There are probably some bits I’ll think of at a later date, but I’ll put them in another article. I’m looking forward to playing more Guild Ball – it’s still my absolute favourite game. This article is probably pretty long so I’ll call it there for now.
Take care and have fun!
It’s been a long time since I’ve written an article, we currently try and get Podcasts out semi-regularly and are working our way through a Guide to the Guilds series at the moment. Probably worth a look at our Podcasts section if you haven’t listened to them already. We covered off Butchers quite recently, and I think since then I’ve been debating dabbling with the Butchers. I had a bit of a flirt with Fillet in Season 2, and helped to perfect Dave’s ‘Fillet Face’, however since Season 3 I’ve been playing my beautifully painted Morticians that Max did for me. I’m still loving playing the Morticians, so I’m not putting them down any time soon.
I think while I dabble with the Butchers I might try and write an article or two about how I’ve done, things I’ve learned and what I want to change moving forward with them. I’ve played against Butchers a huge amount over my time playing Guild Ball, predominantly in Season 1 & 2 when Andy and I were first getting into the game. Andy played a lot of Ox and I always found that match up quite hard, a well positioned Ox Legendary turn taking 2 maybe 3 players off was never good. Arguably I probably shouldn’t have let that happen to myself, but it inevitably did. Coming up this weekend is our newest Pundit recruit Luke’s first tournament at Young’s Hobbies in Coventry, Luke and I were driving back from the Singled Out tournament on Saturday just gone and I was saying how I might play Butchers for it. I’ve got a bit of a challenge on my hands, as 1) I haven’t played Butchers in easily 6 months or more and 2) they aren’t painted yet. All of the models are undercoated and I’d done some work on the basing previously, but I’ve got my work cut out this week to get them tournament ready for Saturday.
So the 10-man roster I intend to take at the weekend are:
Nothing controversial really here I don’t think. Matches up with what I said are the 10 I would take on the Podcast from memory. I’m not planning to go into too much detail about each player as that’s been discussed plenty of times, in numerous places on the internet and on podcasts.
Fillet – really strong Captain choice, brings a huge amount of offensive power to the team, whether that’s by increasing other players speed, dealing damage herself, or throwing out Bleed for extra damage that gets around Tough Hide. I’ve thoroughly enjoyed playing Fillet in the past.
Ox – why not both? Ox brings some really cool things to the Butchers team, ‘Tough Skin’ or oBrisket, making her Def 5 Arm 2, vs male players is pretty reliable. Putting Boilers damage into overdrive with ‘The Owner’ and ‘Get ‘Em Lads’, Ox has access to a double Push >> result on 3 successes, which should be useful for moving people about and can use it as a good Counter Attack choice.
Princess – in my opinion, just better than Truffles. Def 4 Arm 1, can put out Bleed or Poison if needed, has a Momentous Tackle on 1 hit, and Momentous 2 DMG on 2 hits. Also ‘Loved Creature’, who doesn’t want more TAC with Butchers right?
oBrisket & vBrisket – both are really efficient players in my eyes. oBrisket, can be given her 2 inf the can Jog, ‘Super Shot’, and Shoot if needed, or Jog and ‘Dirty Knives’ somebody, or just throw out some damage with her Momentous 2 DMG on 2 hits. With vBrisket, keep her on the wings for cheaper charges, use her to disengage other people with ‘Quick Time’ and you know who can ignore that extra +1 INF when you score a goal with her.
Meathook – got dialled up to 11 in Season 3. ‘Hooked’ is amazing, with your opponent not being able to clear it. Makes them consider whether they want to leave players exposed at -1 Def. ‘Tooled Up’ works well on herself, and just about anybody else. ‘Crucial Artery’ brings good synergy with Fillet, for a speed buff, and helps in the fight against ‘Tough Hide’ teams like Brewers, Fish, and Engineers.
vOx – a really interesting new piece for the Butchers. So brings ‘The Owner’ when he kills a model, look for those early turn takeouts to get the most mileage out of this. Does some good crowd control by acting as a Tarpit and dragging people in. Charges male players for 1 less INF, brings a good playbook with Pushes, KD and Momentous DMG. Also 2″ Melee, which the team needs against certain teams.
Shank – took a bit of a beating in Season 3 in my eyes. Still really useful though with 2″ Melee, ‘Where’d They Go?’ and ‘Thousand Cuts’. Still a glass cannon, keep an eye out for the Wingback plot card to make him shine. Good for chasing down weak players, or fetching a stray ball.
Boiler – stone cold killer that he is. Amazing Damage output, great character plays and playbook. Can’t see a reason why not to take him basically.
Harry ‘the Hat’ – just a bit good… My union choice. Adds good movement options, whether that’s pushing people around or free teamwork dodges. Can dish out reliable damage and another good source of 2″ Melee.
That covers it folks. I’m hoping I’ll be able to get the team painted in time for Saturday, then following that I’ll try and get some post tournament thoughts and details of the matches up.
Hey sports fan’s!
Mark here; one of Andy’s friends Max is a pretty good painter and he offered to write us a step by step guide of how he painted Shank from the Butchers Guild, so we snapped his hand off (not literally) so here it is, enjoy!
Let me start with a couple of health warnings:
- This post is not a painting tutorial, it is simply me sharing the method that I used to paint Shank. I have had some good feedback on my painting recently, so I thought that someone might get something from me sharing my method.
- I am not claiming to be an amazing, Golden Demon standard painter. However, I would think my skill and patience put me at a good tabletop standard and there might be a few tips and tricks I have picked up that could help others.
- The photos are taken on my phone and the light is a white LED bulb I paint by. This gives quite a harsh finish. The real model looks smoother than the pictures (honest Guv’).
So let’s start with what tools I used. I use mainly GW paints. This is not because I think they are the best however, a few years ago I was bought the mega paint set as a gift and the convenience of this set makes them a winner.
Over the years I have picked up a few paints from Vallejo when the GW paint hasn’t quite been the colour I’m looking for. Given an unlimited budget I would buy the Vallejo full paint set and only used the GW base colours. I mainly use Army Painter sable brushes as these seem to be a good compromise between quality and cost. I recently switched to a homemade wet palette and I will now never go back! When painting my models I Blu-Tack them to an old plastic bottle lid. This gives me something to hold onto that’s not the models base. This again is a relatively recent discovery and I would never go back now.
This guide is for Shank. As a character, Shank gives me the impression he is a bit flashy and overly confident. With this in mind I have decided I am going to aim for the colours to be quite bright and bold. This is unusual for me. I tend to end up creating more muted tones but I want Shank to stand out from the crowd. I have already painted the Butcher’s starter set, Truffles and Tenderiser in a pretty traditional red colour scheme so I am confined by that somewhat.
Shank was a bit of a pain to put together as the contact patches between the hands and arms are small and fiddly. There is quite a lot of weight transferred through these joints due to the long chains coming from his weapons. A bit of green stuff and sitting very still while the superglue set and I think we are there. To be honest I never want to transport this model anywhere as I just can’t see the arms making the journey in one piece!
First stage was to prime the model. I do this with GW black primer. I have found many Guild Ball models have deep recesses and that it’s hard to get the spray to reach. Rather than spoil the detail by repeatedly trying to get the spray into those nooks, I tend to give the model a once over with a pot of black primer and a brush after spraying, to cover up any shiny bits.
Step 1 – All the cloth areas (other than the apron) were given 2-3 coats of watered down Khorne Red. At this point I’m just looking for an even base colour. To be 100% honest, going for a bright red I would usually have chosen to do the base with Mephiston Red but apparently last time I used it I left the lid slightly open and it has dried out. Ah the joys of paint pots over dropper bottles!
Step 2 – Next I painted over all the red areas with watered down Wazdakka Red. With these layers I start with the higher points of the model and paint down towards the recesses. This starts to build some lighter and darker areas, as the paint is more concentrated on the ridges in the cloth. However, if you leave any areas still pure Khorne Red these will look very dark when you are done, so these should only be areas that would get no light (less of a problem if you haven’t left the proper base colour to dry out in its pot!). For example, I can see no way that light is getting to the underneath of his bum. The flappy bit of cloth behind him and his posture would leave this area in complete shadow. I applied layers of this paint until I had a decent cover on most of the model and had a smooth finish.
Step 3 – A thinned 50:50 mix of Wazdakka Red and Wild Rider Red. Again I start painting at the highest points and edges, working the brush towards the areas less exposed to the light. This was built up over 2 coats.
Step 4 – A thinned layer of Wild Rider red. This is applied in exactly the same way as before but concentrating more on the raised areas and spreading it less into the shaded areas.
Step 5 – I watered down Evil Sunz Scarlet to a very thin consistency and picked out high spots and edges with minimal blending.
Step 6 – The cloth had started to look a bit orange in places so I washed it all over with a highly thinned Wazdakka Red. At this point I added a little glaze medium, I use some stuff from an art shop but you can use GW Lahmian Medium which is the same stuff. This will prevent the paint going ‘chalky’ and get it to run smoothly. I kept working this while the paint started to dry to prevent any pools and ensure it helped to create a smooth blend.
Step 7 – Time to do the skin on his face. I debated this for a while. My preference is for darker skin tones and it occurred to me that all my Butchers are very white. However, I don’t think Shank is the right model to break the trend. He has very slender features which to me suggest a paler complexion. I started with 3 layers of watered down Ratskin Flesh. It’s vital this gets in all the corners and edges as dark patches will really stand out later on. I’m going to go for light brown hair so I wasn’t too worried about getting this in the hair at this stage.
Step 8 – I then washed the face in a mix of Reikland Fleshshade, a little Ratskin Flesh to tone it down and plenty of water. I applied this quite sparingly into the recesses and then let it dry. I then added another layer of the wash over the whole face. This is where the wet palette comes into its own. As the wash on the model dries, the stuff left on the palette is still ready to use.
Step 9 – Once the wash was dry I went back over the raised areas of the face with Ratskin Flesh.
Step 10 – I created a very thin pool of Cadian Fleshtone and applied this over lots of the face. Again, like the red cloth, I start with raised areas and then work the brush towards the more shaded parts. I did this over 2 layers but more like 3 or 4 on the raised parts.
Step 11 – I added the final highlights to the face using Kislev Flesh. I didn’t thin this paint as much as usual, as I like to use this to create a bit of texture to the skin. I do a sort of ‘dry brushing’ with it but with a wet brush! Basically, I stroke the brush over edges I want to highlight at 90 degrees to the direction of the edge. I think this gives a sort of wrinkled appearance to the skin.
Step 12 – Time to blend it all back together a bit. I made a wash of Cadian Flesh add a bit of glaze medium and applied this to the whole face.
Step 13 – On to the leather bits. I usually prefer a red/brown leather look but because the red was so bright I was concerned this would get a lost. I therefore decided to go for a dark black/brown. This did mean it was a bit of a voyage of discovery and there was a certain amount of trial and error. I realised I had included the top of the boots when painting the trousers, so these were first given a coat of black to create a consistent finish. After this, all the leather areas were given a layer of Rhinox Hide. I covered pretty much all the black only leaving areas of real shadow. I did two thin coats of the Rhinox Hide with the first covering a slightly greater area. This already started to give some blending.
Step 14 – I used thinned Doombull Brown to pick out the raised areas and edges of all the leather. This came out a bit brighter than I hoped it would and looked a bit odd. So to dull it down a bit I gave all the leather areas a wash of Abadon Black. I considered using Nuln Oil but decided I wanted a darker finish. I also made the unusual choice of not adding any Glaze medium to the wash, as the slightly “chalky” effect you get from watering down the black seems to help the blending somewhat. The black was super thin. Here is a picture of what it looks like when I spread it in the bottle I use to hold the miniatures.
Step 15 – While the black was still a bit damp, I reapplied some Doombull Brown. Having the black wash still wet on the model allowed me to do some blending as I painted.
Step 16 – To give the leather a shiny appearance I picked out the edges in a mix of Doombull Brown and Tuskgor Fur. I then gave everything one more wash of black which seems to have left a nice “warm” finish to the leather. A word of caution: the black wash is a pain and will want to run onto all the bits of the model you have already painted. This can be bad news or can be a happy accident as sometimes it can give some deep shadow around the edges. On this model most of the leather overlaps the bright red I have painted, so black shadows aren’t really the thing!
Step 17 – Time for the apron. Wow there is a lot of detail: creases, gauges, folds, tears and little metal edge bits. When I started I wasn’t completely sure what sort of finish I was going to aim for. The tatty, weathered appearance of the apron seemed to suggest it should be pretty worn and dirty but this didn’t really work with my idea of this being a bright model. I set out aiming to achieve an apron that was really light in colour but had got dirty and damaged through use. I started off with a flat base colour of XV-88 all over, this paint has a bit more green in it than I would like but it’s the closest thing GW do to the colour I would ideally want. It took three thin layers to get a really decent smooth finish. I anticipated this apron to end up a cream colour, so a smooth finish was really important. If you want a large area like this to be a light colour it is vital you start from a really smooth, single colour base coat. Unlike darker colours it’s much harder to hide any variation in the base.
Step 18 – This is the moment where I was trying to decide what the darker shaded bits of the apron where going to look like. I decided Skrag Brown is where I’m going to start. There are various ways of working up to a cream colour but this is my chosen method. You can get there quicker using other techniques but I don’t think you get the same depth of colour. So the whole apron area was layered with 2 thin coats of Skrag Brown.
Step 19 – The next layer applied was Deathclaw Brown. There is a big step between these two colours so to combat this I water down the Deathclaw a little more than usual and use the technique I talked about earlier. I started with the raised areas and worked down towards shade. Other than the deepest recesses, pretty much the entire apron had at least one layer of Deathclaw with the more raised sections getting 3 or 4.
Step 20 – This is where the wet palette comes into its own again. I made three pools of wet paint: Deathclaw Brown, Tau light ochre and Ushabti Bone. This allowed me to blend the three colours on the fly. I worked my way from a Deathclaw, Tau light Ochre mix all the way through to pure Ushabti Bone. The number of layers this took varies across the apron. Any time I thought the blend looked a bit harsh or I had gone too light, I would create a little Deathclaw Brown wash and apply that.
Step 21 – The final part of the apron was to add some edge highlights. This was done by mixing a very small amount of white with the Ushabti Bone. I chose to use Vallejo white as I think it’s a better paint than the GW stuff. White paint has to have lots of pigment in it and I found the GW white was either too gloopy, went chalky when I thinned it or dried out too quickly. So this is now the basic apron done. At this point I was being a chicken and I decided to come back and add the weathering later.
Step 22 – Time for a bit of a tidy up all over the model. I started by tidying the edges of the apron and picking out the metal details on the apron with black. However this then lead to a few other little touch ups on some of the leather parts and around the red. If you are a good painter you won’t need to do this, however I think sometimes you see stuff on the second or third review which you will have missed the first time.
Step 23 – Shank has a very impressive hair do. Trying to get a vaguely realistic finish on hair is a pain. My basic technique is to always try and paint in the direction the hair should be going. That way if you leave some brush strokes it will make the hair look more ‘real’. I toyed with various colour options. Black and grey is my favourite because it’s the easiest but in this case I went for a mousey blonde brown. I started with a base of Mournfang Brown. I did two layers of this as the hair had got a bit multi coloured by this point. I then went over almost all the hair with Skrag Brown.
Step 24 – I put some Deathclaw Brown and Yreil Yellow on to my palette and thinned them a bit. I mixed the colours as I went. This allowed me to gradually build the highlights by adding more yellow but also preventing a uniform finish (hair is never just one colour). In some places I used lots of the yellow in the mix and others less so. I then gave the areas that were most raised and would catch the light some neat Yreil Yellow to give it a bit of a shiny finish.
Step 25 – Once all the paint was properly dry, I applied a fairly heavy wash of Agrax Earthshade. It’s unusual for me to get this far into painting a model and be getting out Agrax for the first time. This tones everything down a bit and adds some deeper shadows.
Step 26 – On to the metal work. It’s harder to break this down into individual steps as the metal sort of evolved. I didn’t want a consistent appearance to the metal all over the model. The basic method is something like- Paint all the metal bits with Leadbelcher, apply a Nuln oil wash all over, dry brush of Ironbreaker and then add an edge highlight of Runefang Steel. The variation comes by doing things like applying a few Nuln oil washes to areas in shadow. I also washed all the blades in Drakenhof Nightshade hoping the blue might give a sort of stainless steel look. I also added some pool of Argrax Earthshade on some parts to give the impression of patches of dirt/rust.
Step 27 – Once the metal areas were done I focused on the handle of the weapon in shanks right hand and the binding around the blades at the end of the chains. I used the same technique for all of these. First it was a base layer of Steel Legion Drab, then a wash of Agrax Earthshade. Once this had all dried, I applied Karak Stone to all the raised areas. I did this by getting a very small amount of paint on the brush and then gently running the brush lightly over the surface details. I guess this is a little like dry brushing but with a wet brush! It gives a similar effect to dry brushing but a much smoother finish. I did two layers of this on all three areas building up the highlights. I thought this was looking a touch too sharp so I applied a slightly watered down wash of Agrax Earthshade to blend everything together again.
Step 28 – So this step actually overlapped the previous one a bit. Sorry if the photos are a bit confusing! The handle of the cleaver in Shanks left hand was a bit of a puzzle to me. I couldn’t decide what sort of finish I wanted on this. I decided a wooden handle was the way to go. To achieve this, the handle was given two layers of Skrag Brown and then a wash of Agrax Earthshade.
Step 29 – I wanted to try and add a bit of a wood effect. To do this I got out my smallest brush and mixed up some water and Baneblade Brown. I made this not quite as thin as a wash but a thinner consistency than I would usually use. I then painted this on to the handle in thin stripes running in the direction of the handle. I did this about 3 times to gradually build up the effect.
Step 30 – I thought this looked pretty good but to add a little more definition I added a little Agrax Earthshade. Because the base colour had already been washed with this, it tends to blend things together. Not sure the wood grain effect really showed as it’s such a small area but it looks ok.
Step 31 – Shank has some nice stitching on his uniform and armour. I love stitching and I’m always pleased when I see it on a model. It’s easy to paint and it adds a really nice detail that helps to make the model pop. My stitching is the same every time. First paint the stitch with Skrag Brown, try and get as much of the stitch as you can without going over the area you have already painted. I then paint the top edge of the stitch with Tau Light Ochre. I try and work out where the light would be catching the stitch and catch these edges with Karak Stone. If the stitch is somewhere that would catch the light (like Shank’s shoulder pad) I might then add a tiny patch of Ushabti Bone for a bright highlight. Once this has all dried I wash the stitches in Agrax Earthsade. This will settle around the base of the stitch which is ok as it helps to make it stand out.
Step 32 – Oh eyes…. In my years of painting this is everything I have learnt about painting eyes:
- Avoid it if you can.
- Don’t paint eyeballs pure white – your model will look bonkers!
- Avoid it.
- Do it at the start of your painting session. If you are like me this will be when you are at your best.
- Don’t forget to thin your paints. It can be tempting to do small details with pure paint to try and do it in a single layer. This will look odd!
- Only do them if they are really obvious.
- The Iris should not be a ‘dot’ or blob, paint a horizontal line down the eye.
- Avoid doing them if there is any way to get around it.
- Be prepared to repaint the face around the eyes.
Shank has really obvious eyes and I have to say for a Guild Ball miniature they are actually pretty well sculpted. I decided there was no way to avoid doing them, they are just too prominent. I started by painting the eye ball with two thinned layers of Ushabti Bone. I then applied a tiny stripe of white across the eye. Next I paint vertically down each eye with a thin line of Altdorf Guard Blue. If you are better at painting than me you might be able to contain this line within the eye but I just don’t have that level of skill. So I accept I’m going to start on the upper lid and get some point on the lower lid too. It’s vital you get these lines so it appears both eye are pointing in the same direction.
Step 33 – To tidy up I went around the eyes with some Ratskin Flesh followed by Cadian Fleshtone.
Step 34 – Time to start on the final touches! I added some Carroburg Crimson to the blades in patches and ran a little of this into the scar on his face. On the blades I let this build up over 3 layers and I also added bit of this to the chains where I had previously put some spots of Agrax Earthshade. On the blades this is going to be the base for some blood splatters but on the chain combined with the brown it gives a nice sort of grubby look.
Step 35 – Time for a deep breath. I was really pleased with the way the apron came out so the thought of adding splats to it filled me with dread. Any slip up’s here could have ruined all that work but I couldn’t just leave it clean! I decided to use some Blood for the blood god technical paint. I added this neat and built it up over 3 layers. I basically pick up a small blob of the paint on the very tip of the brush, place this on the model and then spread it a little with the brush. This allowed me to create some dribbles and splashes. I was sparing with splats as it’s easy to go over the top with this sort of thing. Time to confess I had intended to do some mud splats too but I chickened out! I really liked the way the apron looked and decided not to risk adding anything else to it!
Step 36 – Using the patches of red wash I had previously applied to the blades as a guide, I then added some blood to the blades. I started with the edges and worked away from them building up some patches and pools on the gauges of the blades. Again I think it’s easy to overdo this and there is no going back once you’ve added it. So I build this up slowly over 2 or 3 coats. Layers are good with this paint as it can give a sort of “blobby” effect where the paint builds up that looks like real blood.
Somewhere in amongst all of this I also added some silver buckles on the leather straps on the apron, the studs on his shoulder pad and the studs on his body armour. This was just small amounts of Leadbelcher Silver with a very thin wash of Nuln Oil to add a little depth.
So there we are. Add some basing material, paint the rim of the base and you are done! To complete all of this took somewhere in the region of 6-7 hours spread over 3 sessions. However, I don’t ever just sit and paint. I’m always watching TV or fiddling with other stuff. I’m sure this could have been achieved a lot quicker but rushing just means I have to buy more models to paint! Tater is next….
This video is very old, the first and only sort of match report Andy & I have successfully recorded, although I think in the near future we may have some more video content coming!
Hope you enjoy it!
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:
- 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.
- 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:
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’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.
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.
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.
DIRTY KNIVES! Get that guy to DEF: 3 if you can.
The man for the job in my opinion. Let just remind ourselves of how pant crappingly awesome he is.
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.
- Ox – ‘They Ain’t Tough and Butchery
- Rage – Tooled Up Shank and fake charge to proc unpredictable movement
- Brisket – Dirty Knives
- Boiler – Swift Stance Shank (optional)
For this exercise I’m going to borrow Ozballs Tac vs Def reference sheet.
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)
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!
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.
Oh, and let’s not forget my least favourite Butcher, Boar.
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)
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.
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
Exsanguinate for 3 damage
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.
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:
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.
This is obvious, that delicious ‘The Owner’ and the legendary ‘Get ‘Em Lads!’
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.
‘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….
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 has 2 plays that Shank loves him for:
‘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)
The reason I mention these two is because of that wonderous character play; ‘Tooled Up’.
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.
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.
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?
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….
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 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’
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
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.
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:
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.
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!
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.
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