Netting the Fishermen (S2) – Corsair

Avast me hearties the fish have themselves a real sea captain…I mean come on he has a peg leg 🙂 it’s time for Corsair.


He is pretty slow for a Fishermen but he is probably not scoring your goals as much as Shark is. His DEF and ARM are standard for a large model in the game. His TAC is average for a captain but his playbook is smaller than that so wrap arounds are possible. His KICK stat is average for Fishermen but and he does suffer with a low range compared to the rest of the guild. His INF for a captain is about average as well.

Character Traits

Tough Hide – He is going to be hard to take out unless you put some effort into him but don’t rely on it to keep him going.

Sturdy – He gets to ignore the first Knockdown result against him, which means he can be INF expensive to deal with if you need to get away from him without parting blows involved. This means the likes of Brewers and Engineers need to throw more INF than normal into him.

Close Control – If he gets the ball then it is that little bit harder to get it off him, again like Sturdy it makes him that harder to deal with if you need the ball off him.

Legendary Play

One Leg Stance – Grants all friendly models Close control and boosted KICK stats. This will just make the Fishermen scary as even Kraken becomes a bit more goal threatening!!!


Loads of momentous results on this playbook and with a column 1 Tackle and column 2 Knock down he needs to be respected. He is more a pusher than a dodger like other fishermen but he can do a fair amount of damage as well, if you need it. With his higher TAC than number of columns it means he can actually do some big damage on the charge.


Rough Seas – Costs 2 INF, this is an incredibly powerful ability as it takes the ball off a player from 6” away. While also not using the words Tackle so Close Control does not trigger!

Drag – Costs 2 INF or 1 Guild Ball (4 hits), we have seen this on Kraken but it makes his slow pace much less of an issue as he can reposition models to suit your needs.

Stand Firm – Costs1 INF, model gains Sturdy for the rest of the turn. This makes him popular to use against certain guilds and also means the like of Kraken with his low DEF will not suffer as much. Also means parting blows are not as deadly as before. You may not use it every turn (especially with its short range) but always remember it.


An incredibly different player than Shark as you have probably gathered, he is going to want to be in the middle of the pitch getting the ball of anyone he wishes and supporting the rest of the team. He is not going to score many goals but the number of snap shots he is going to help create could be pretty scary as he is generally going to be incredibly hard to shift. Less massive wave of shark more immovable cliff.

Make sure you check out Leodis Games for all your Guild Ball Goodness

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