Welcome to a new batch of Team Talk posts, this time we are Tinkering the Engineers. As always first up it’s the captain – Ballista.
He moves at an average rate and his TAC is average for a captain. His DEF is pretty low but he does have some ARM.
His INF is about average for a captain although he can only have a max of 6, but this is enough to use all 3 of his plays which you could be tempted to do. His stand out stat is his KICK he is incredibly accurate with the boot and reasonable average distance. He is a good holder of the ball ready to pass to the strikers.
Tough Hide – This means that anything outside of Butchers are going to struggle to put lots of damage onto him. -1 DMG from plays and playbook means he is pretty survivable even with medicore DEF.
Momentous Inspiration – An impressive aura that means any character play that results in damage will generate an additional Momentum point. This means that anything done at range can really bump up their MPs for a turn. Scary with all the shooting they have.
Breach – This grants Ballista a massive boost to his KICK range for the turn and allows he to make KICK without spending INF! It also means when he is kicking that the ball cant be intercepted and models under the path get knocked down. This makes him a great goal threat but also can actually make it so he can pass to another and knock down plenty of models on the way. This could have plenty of utility just as a control play which has the bonus of generating some MP from a pass of VP from a goal..
He easily generates MP with his book (all columns), he has a lot of access to pushes as well. With some damage output both momentous or higher damage for non-momentous, he also has 2 knockdown columns which is very nice. As he brings a lot of that to table anyway. The column 1 momentous tackle is also very nice.
Second Wind – Costs 2 INF, allows a friendly model to make a jog at the end of their activation. This helps the slower members of the team really move fast but it also helps with repositioning a model who could be in trouble.
Deadbolt – Costs 2 INF, target enemy model is knocked down suffers 3 DMG and gets pushed away as well. Such a shame this is only once a turn as otherwise you could really dominate a field with this. Not much the enemy can do when you knock them down at range (a good range at that as well). Don’t forget the MP this will generate as well!
Minefield – Costs 2 INF or 2 Guild Balls (4 hits), this is a small aura around him that means enemies that start or enter the bubble take a decent amount of damage. It can certainly make people cautious about coming near him. However for maximum effect he will need to go early in the turn.
He is an interesting captain, he is a momentum point creator for the team. As he can do so much from range with Momentous Inspiration and then his damage dealing plays. In fact if you have the INF you could jog forward then use all 3 of his plays.
This on top of his decent defensive stats means he is going to be hard to take out plus with his pushes from both playbook and Deadbolt means he cant be locked into combat for too long.
However don’t worry about holding him back as he has such easy access to tackle its worth using him to get the ball of your opponents before passing it to the faster models.
While his Legendary means he is a goal threat that can catch an opponent out and even make their life harder by knocking stuff as he goes. A great control piece between Minefield and his knockdowns and pushes make him difficult to deal with.
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