Veteran players, which are variations on existing characters as they progress through the story arc. This means I have an actual comparison to make at the end between the type versions of a player.
Next on the Veteran trail is the once darling of the Butchers, now altogether grumpier its Brisket time.
She is fast (and one of the fastest in the team). Her TAC is average as is her DEF (with the expected ARM) and she has average INF as well. KICK is the best in the team and only matched by her original self.
Above and Beyond – Every time she scores a goal her INF increases by 1, this is an amazing ability as each goal she scores actual gives Butchers 2 extra INF (one from this and one for the goal). This makes the usually lower INF Butcher teams very scary, so expect teams to gun for her to stop this happening..
Support from the Wing – While she is near the edge of the board she spends 1 less INF to charge. This actually makes her pretty efficient with the INF you give her, is this trait really important? Probably not but never forget about it as extra INF to hit people (or score a goal) is never a bad thing. It also means she can move almost across the board using it.
Unpredictable Movement – Great for keeping her out of trouble but obviously not as powerful as she doesn’t have the 2” reach. However it will keep her out of trouble from most.
Her playbook brings momentum on all columns and nearly all of it is damage causing (who’d of thunk it in Butchers). She has access to some dodges but also reasonably easy access to tackles both momentous (3 hits) and non-momentous (2 hits).
Quick Time – Costs 2 INF, it is pretty expensive but the extra 2” is going to help her get to big threat range but it also helps out some of the slower Butchers on the team. Giving the likes of Boar an extra boost early in the game (or get him unengaged) is going to be pretty scary for you opponent.
Balls Gone – Costs 2 Guild Balls (4/5 hits), it is momentum generating (if you don’t do damage with it), when you need the ball elsewhere quickly it is very effective. It can be easy to take the ball and pass to someone in a better position. Maybe even a cheeky snap shot.
She is still a great goal threat for the Butchers with an impressive threat range. She can however be pretty nasty on the charge coming into any DMG boosts, speaking of charging she is very INF efficient as her cheaper charging means she doesn’t necessarily need more than one INF on her. Even with her standard 2 that still means a charge and then a Kick (pass or goal) is possible more so if you use Balls Gone. As I have mentioned she doesn’t need the wing play bonus but it is nice to have. The most impressive thing for her is the extra INF she brings to the board when she scores, she scores 2 goals that is an extra 4 INF you get to play around with and in a team like the butchers that is a lot of extra smashing..
Comparison between Briskets – We have gone from happy skipping around the board scoring goals and cutting people to moodily moving round the board scoring goals and cutting people.
The threat range on the Briskets is exactly the same it just costs an extra INF for vBrisket to achieve the same but she also loses out on an extra Kick dice (no super kick). However Quick time will help the rest of the team as well not just her.
vBrisket did lose the boost to her DEF from charmed but with more women appearing on the pitch its harder to get that bonus anyway, she also gained some extra TAC as well.
The biggest lose is perhaps no Dirty Knives, as the -1DEF was a great thing to have especially when Butchers like to hurt people, this is balanced out by the possible increase in INF that vBrisket brings with goals helps as there is more INF to play around with.
Both are still great goal scorers but vBrisket can bring the hurt a touch more and at a lower INF cost with correct placement, while normal Brisket is a better goal threat as she needs less INF for that super long goal threat. Going to be a tough choice between the two.
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