Next on the list is the frankly weird Brainpan and his friend, I forget his name….
Brainpan – He has average speed and his TAC is super low, this is not a model you want swinging unless it has help. KICK is a bit meh certainly passable but not a goal scorer without bonus time. His DEF is average as well but he does have some ARM and his INF is standard as well.
Memory – He can’t move and has no INF generation, his TAC is average and his DEF is very good. His KICK is unusual (like Hearne) it brings decent dice pool but mascot level range but as we will see that is not an issue.
Thought (Memory) – If Memory has been taken out before you activate you can remove the condition and place him close by and at full HP. OK he doesn’t have an activation but he is a road block.
One, Two! (Memory) – Allows you to pass to Memory with a bonus to his KICK (a pretty big bonus). It also allows Memory to make a teamwork action for 1 less MP than normal, which can make Memory move around the board nicely or even go for that cheeky snap shot as well.
Benched (Brainpan) – Basically means he comes along with Brainpan when you pick him and he doesn’t count as one of your 6.
Inanimate Object – He doesn’t have an activation and doesn’t generate VP when taken out.
Control Strings – At the start of every (other) friendly model he may make a 2” dodge, with no range on this it means he can move 12” a turn happy with no issue. So he is actually one of the fastest models in the game.
BP – Its rubbish, he does have a momentous tackle on one which is great but that is all he has going for him! He can dodge and causes a tiny amount of damage but he is not going to get you momentum so only use his playbook if you really really need to.
Memory – Brings all the MP generation for the duo, he brings plenty of damage output while also having some dodges in there as well and all this is momentous!!
I’m open! – Costs 2 INF, allows a friendly model make a pass which targets Brainpan without spending INF. It only has a small range but most players will be in range of passing regardless with this distance.
Puppet show – Costs 1 INF, allows memory to make an attack for free or make a 2” dodge, very versatile ability which lets you make memory do the heavy lifting for the pair.
Pulling the strings – Costs 1 INF, allows Memory to make a KICK without spending any INF, ties in nicely with his traits to allow for some puppet goals or even letting Brainpan doing the scoring..
They are an unusual pair, one will not work without the other however they are not the easiest pair to separate so your opponent will probably ignore Memory which can only be a good thing as he is a great little roadblock that is nigh on impossible to lock down.
Between the pair of them they can score goals from crazy angels and it is not impossible to have 3 passes in a brainpan activation with the last leading to a snapshot. Which makes them a serious goal threat. It is also worth noting they make great momentum generators as Memory will get something every time unless tough hide is round.
A very interesting choice for the spooks and one worth considering.
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