Firing the Blacksmiths – Furnace

Out of the fire and into the Furnace we go…

Stats

His speed is average as is his DEF, but he brings decent amount of ARM. His KICK is decent and hovering around that Striker range, His TAC is decent and like all masters his INF is the usual 3/3 we see in box 1 of the blacksmiths.

Legendary Play

Tempered Steel – Grants him +1 ARM which combined with his plays means he is going to be really hard to shift. If he is the captain, he also hands out Searing Strike which across multiple models is going to be pretty scary for the likes of brewers but less so for say Fishermen.

Traits

Sentinel (1”) – Seen on some other masters as well, which hands out ARM to apprentices which with their squishiness is a real boon.

Fire Forged – Lets him ignore the first burning condition placed on him, which is pretty thematic really and also helpful to stop him being slowed down.

Searing Strike – Nasty ability as handing out burning on damage is nasty the addition of minus to ARM is super nasty.

Playbook

A playbook that could be easy in the Brewers, he brings a decent amount of momentum with access to pushes and a very small amount of momentous damage. Interestingly he does have a Tackle on column 1 although not momentous though, it is worth remembering and makes him respected for ball players due to this and his good melee range.

Plays

One at a Time Lads – Costs 0 INF, Anyone like a mobile Rowdy bubble? So for free he can drop an AoE that removes the ganging up and crowding out for models within the AoE. Remember it is only for models within the bubble that are effected they can still help with  the de(buff) for models attacking outside the AoE. So worth really thinking about positioning.

Tooled Up – Costs 1 INF, everyone knows this one makes a model hurt that little bit more and can be terrifying in Blacksmiths with the potential damage around! Remember that damage needs set up so be careful when you drop this as your opponent will see the nice Flare you have sent up and try to play around the problem if they can. But it is glorious when it comes off on the likes of Iron and Sledge 😉

Overall

The tarpit of the team, he can sit in the middle and just be a pain to shift or just get away from and if you do get away there is a chance he will have debuffed you as you go. Yes the super fast players will play round him with minimal effort but if he catches them, they are in for some pain. With the One at a time and his legendary he will probably be an early activation to make the best impact with them. But like Anvil the game plays around them if nothing more but to avoid them. He is also a decent user of the ball so always keep that in mind!

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

Firing the Blacksmiths – Ferrite

Can you feel the magnetism in the air? Sorry Ferrite is hard to pun for, Iron was hard enough to do..

Stats

Her speed is pretty average but she can also get going by other means. Her TAC is average as is her DEF, however she does get lots of ARM which is really helpful. Her INF is like all box 1 masters but her headline stat is her KICK it is the best in the team makes her your main goal threat.

Legendary Play

Tong in Cheek – A great legendary that increases her speed to Fishermen levels. But if she is your captain then she also gives this boost to the rest of the team and also hobble. This means even the likes of Anvil are going to be feared with the boost. Hobble will also really hurt any player as it is a movement without the ability to drop it off.

Traits

Get Over Here (Iron) – We have seen this on Mascots before, in this case it is what makes Iron have such a terrifying threat range but can still be used to help Ferrite out should she need a hand with ganging up.

Hobble – Hands out a debuff to movement which isn’t a condition if she causes damage, this can really hurt anyone really so she needs to be respected just for this nevermind everything else.

Playbook

Like a few of the Blacksmiths there is a touch of Brewer about her book. She brings momentum on all her columns and more importantly all of them are very good choices. Momentous tackle on a striker is always appreciated and it is low enough you can usually get it. It’s just an amazing playbook for what you would want her to do!

Plays

Acrobatic – Costs 1 INF, helps make her a little bit more of a threat from distance. Particularly as this isn’t straight line movement so can really do some bouncing around!

Disarm – Costs 1 Guild Ball (1 hit), reduces an enemy targets TAC by 2. Which with most blacksmiths high ARM this is going to hurt all players except on a charge! This is really strong play and if using her early turn or hitting a model yet to activate this is going to hurt them (also see that it is not once per turn…nasty).

Weak Point – Costs 1 Guild Ball (1 hit), reduces an enemy targets ARM by 1. Again nasty but more so against certain players.

Overall

She is a nasty nasty debuff player that can in theory really make one players turn a miserable one if you wish. But she is also one of your best goal threats with a pretty good range. Due to that goal threat and some of the other options she has, she is a strong choice of master to be your captain as she can get a lot of work done.

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

Firing the Blacksmiths – Cinder

Don’t worry this Ella will be going for the ball!! (Fairy tale pun for Spud there ;)).

Stats

She is one of the fastest team members around (fastest in box 1 without shenanigans), her TAC is average but her KICK is really nice not super striker levels but very nice regardless. Her DEF is meh but average for the Blacksmiths and she comes with some ARM of course! Her INF like all apprentices is low to the pool but can take a fair chunk if she needs it.

Traits

Unpredictable Movement – Great defensive tech, wont save her against 2” melee zones but can keep her safe against a fair number of models.

Hot Shot – Amazing ability that lets her declare an attack at range as if engaged this means she can steal the ball pretty quickly or at least let her hit an easier target to get out of trouble. You will be doing this most turns as it is such a cool idea.

Kindled (Furnace) – When she starts near her boss she gains Burning Strike which means she hands out Burning if she does damage. Which when combined with hot shot means you can mess with people at range.

Playbook

Reasonable playbook which lets her get out of trouble easily with plenty of dodges (double on 2 is great) and she also brings a reasonable tackle on 3 (which is great when we consider her plays/abilities). She has reasonable momentum generation and generally on results you want.

Plays

Kill the Ball – Costs 1 INF, this allows you to take a free ball within 6 and make a goal kick with the ball. An interesting ability which should let you position a ball quickly! However the chances of this happening too often is rare as not many people leave a ball free for long!

Decoy – Costs 1 INF, great ability as this makes her DEF 6 for the next time she is targeted by an enemy attack/play. If you plan to activate her early in the turn this is a great thing to drop on her just for the frustration.

Overall

A nice secondary striker for the team who has a decent threat range (easily boosted by the rest of the team). She is also a fun way of getting the ball with no disruption due to the range she has with Hot Shot. Opponents need to be wary of her with the toolbox she brings to the table! So make use of this, stealing the ball or handing out burning at a threat of 14” is something that needs to be respected.

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

Firing the Blacksmiths – Anvil

It is with a ‘’heavy’’ heart I introduce you to Anvil..

Stats

He is a slow chap, but his TAC is decent and his KICK is about average as well. He brings slightly higher INF than normal but he cannot take anymore as his maximum which is pretty unusual (Blacksmith rule about captains explains this). His DEF is rubbish but he does have the most ARM around minus a couple of certain mascots. So even before the odd miss people are not going to get very good results against him but he is worried about character plays.

Legendary Play

Tested Mettle – A nice legendary that hands out +1 TAC, which on top of Singled Out makes for the potential of a lot of hits (every hit is almost a charge hit). If he is also your captain then the team gets Tough Hide as well, it’s not bad but better against some teams over others.

Traits

Sentinel (1”) – Any apprentice models when in the bubble around him get +1 ARM which makes him a great anchor for the team, although does mean the chance to clump up is high. As those squish apprentices love the extra ARM

Tough hide – Seen on a few models, he is going to stick around for a while unless really ganged up on (on top of all those wounds).

Playbook

A sort of brewers playbook this one, lower knock down, pushes and a small amount of damage as well. It also generate OK momentum (4/6 columns) and all of it at the start of the book as well. Certainly looks like a book that is there to set up an opponent for others.

Plays

Single Out – Costs 1 Guild Ball (3 hits), seen in other Guilds and always powerful and should be reasonably easily to get in his activation.

While the Iron is Hot – Costs 2 INF or 1 Guild Ball (3 hits), this is pretty powerful as plays go, pick your or your opponents goal and all friendly models within the pulse get to make a free dodge directly towards that goal. Can be used either defensively or offensively, although be wary as you do telegraph your next potential moves with this one.

Does help counter some of the slowness of the team though, which means he can be a popular guy to have around!

Overall

He is lives up to his name, stick him in the centre of your team and he can help you be both offensive and defensive depending on how the turn is going. He obviously helps set up the rest of the team with those 2 plays and with his ARM and wounds he can easily get into the thick of things and not really worry too much as no-one will want to tempt him to counter attack with low knock downs.

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

Firing the Blacksmiths – Sledge

Is it snowing? No?! Then why are we going Sledging…

Stats

He is a touch slow although not like the Boars of this world. His TAC is average as is his KICK to be honest. Actually while we are at it, his DEF is average as well and he does rock some ARM as well. His INF is pretty poor though he only brings 1 and his maximum is lower than average as well. Suppose makes sense as an apprentice in that he isn’t as experienced as the masters.

Traits

Tutelage (Anvil) – If he activates close to Anvil, he can use a character play without spending any INF. What this means is as long the big lad stays near the boss, he gets to play as with a little more INF that on first look.

Knockback – When he makes a successful attack then he gains additional push and dodge from it. Which means he can push models around a decent amount which means he is great for messing with positioning.

Playbook

Interesting playbook that will make most Butchers jealous, first lets go with the headline of that 7 DMG at column 7!! Yes it will be unusual to see it (needs a charge and a play really) but when it does it will make anyone cry!

There is also a couple of Knockdown options as well, which moves nicely into making that column 7 easier to reach. His momentum generation is not bad either with 5/7 columns giving you some, also the majority is damage momentum as well. He also has a column 1 tackle as well which is worth remembering as he isn’t a bad kicker really. A few pushes as well which will really make his knockback even more powerful as well.

Plays

Long Bomb – Costs 1 INF, Makes him a pretty good passer of the ball as it suddenly gives him a huge range to punt the ball forward with the added bonus that the ball cant be intercepted! He might not need it every game but don’t forget about it.

Piledriver – Costs 1 INF or 1 Guild Ball (2 hits), incredibly powerful play that matches up well with Tutelage and his wider than normal playbook. His next attack gains +3 hits (not just dice) to his result. This is incredibly powerful as not only does it mean you can generate some really nasty results, it also means (in my case) even when the dice are bad you can still get something out of them!

Overall

Big bruiser of a player that has surprisingly soft feet! He wont be scoring you many goals but he can get the ball to where you need it but also people will be terrified of his hammer. Use this well as players will want to play round him or shut him down just to keep that headline damage away! Great player to have in the middle of the pitch looking scary waiting for a chance to get the ball or hit someone!!

Be wary against any damage dealers as like all apprentices he will fall to a stiff breeze, but should go down swinging for you!

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

Muck Spreading the Farmers – Grange

Grange I can’t think of a decent pun, I found myself farming the depths and coming up empty.

Stats

His speed is average, while he is a bit meh for his DEF with no ARM as well. His KICK is decent, although his distance is only average. His TAC is average for a captain but his INF is great more than nearly anyone else in the game (but he can only take 1 more INF for the pool to max out).

Legendary Play

Huge Tracts of Land – Allows him to drop 2 harvest markers nearby, so 3 for 1 turn in the game. Which is very healthy and will help most of the team. It also creates an aura of Sturdy as well, with their general low DEF this has to be a good thing.

Traits

For the Family – A decent aura that makes the whole team much better at passing. Which is only a good thing, what you will need to keep an eye on is the bonus is only for passing not shooting. So makes it easier to feed models the ball but finishing off can still be tricky so choose your targets wisely.

Lend a Hand – With his 2” melee zone this makes the ability very nice. What it means is crowding out debuff from him is even nastier. Also means that even captains are going to be cautious getting close to him if they need a high playbook result.

Planting Season – Lets him drop a free Harvest marker during his activation. Farmers need them, not much else to say.

Playbook

Decent playbook plenty of momentum generation, reads almost like a Brewers playbook! Decent amount of knockdown and also damage output while also some pushes in there for when you need it!

Plays

Constitution – Costs 1 INF, hands out Tough Hide so model suffers 1 less DMG for the turn. Always great to have around against certain teams and less so against others.

Honest Labour – Costs 1 INF or 1 Guild Ball (4 hits), a sort of mini boost for the rest of the team. Any friendly model hitting an enemy with his melee zone gains a boost to their TAC and DMG. This means everyone can get the equivalent of singled out and tooled up. Which is a pretty nasty thing to have around!

Overall

Like a force multiplier for the farmers, he makes the rest of the team much nastier be it via honest labour or just extra harvest markers on the board. In a similar way to Ox, he wants to be in the middle making sure he helps out his team but also he is going to be a pain for your opponents to work around as he has a reasonable bubble of denial around him which although can be worked around the fact your opponent needs to work around will make it harder for them to play their game!

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

The Alchemist Formula (S3) – Crucible

I need to come up with some decent snooker pun for this one but I have been black balled…. Welcome to the world of Crucible.

Stats

Reasonably fast she can keep up with most of the team, her TAC is average as is her DEF (no ARM though). Her INF is also average while her KICK is ok nice dice poll but not striker distance.

Traits

Incensed – At the start of her activation she gains either the burning or poison condition, why we shall see next.

Chemical admixture – When she damages a model they also gain the same condition she has. Which means you have to decide between her doing damage or dodging around during her activation.

Covalence – An aura around her which is a momentum sink for your opponent as they need to spend an extra MP to shift conditions if they are suffering one of  the ones she hands out. Incredibly powerful when you consider what the alchemists can do against models with conditions. This can quickly hurt opponents momentum as it is always on.

Reactive Solution – We have seen something similar with the return shadows trait, if an enemy is suffering poison/burning near her at the end of her activation she gets a free 4” dodge.

Playbook

She has plenty of access to momentum (4/5) and a lot of this is dodges and some pushes. She does have momentous damage but it is so high you will usually only get it on the charge. Her most interesting choices are at the low end with her play and tackle and dodge to keep her moving..

Plays

Nimble – Costs 1 INF, boosts her DEF up to good, but obviously she needs to go early in the turn to get the most out of it.

Sling past – Costs 1 INF or 1 Guild Ball (2 hits), allows her to ‘jump over’ an enemy she is engaged with. Actually makes her a little bit faster in an odd way as she can just engage a model and be moved to any point around the model staying in her engagement zone. This means against a 30mm based model it is almost an extra 3” of movement. If she manages to get a wraparound she can also move out of engagement as well making her movement possibilities interesting in the right situation.

Overall

She is a really interesting choice of team member for the alchemists, she brings an unusual condition game. Particularly in that she needs to be suffering the condition to hand it out. This means with burning you actually slow her down as she doesn’t have the same trait as vKataylst.

On top of this she is a bit tricky about when to active her (in the same vein as Venin) as she will get more out of Nimble she needs to go early but to ensure she gets the most out of the condition game she needs to go later in the turn.

Sling past is an interesting play that will work well if she goes on a goal run as if she has the ball already on the charge she has the chance to have a decent threat range which is always worth keeping in your head when looking for those lanes.

So really she can achieve a few things for you but when getting the most out of her during a turn is going to be a very delicate balance between her abilities/plays. Sometimes you are going to get it wrong, but she is naturally going to want to appear in a list that is strong on the condition game so keep that in mind (but still competing with Calculus, Venin and Mercury).

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