Meat The Butchers – Fillet

Been a long time coming but finally we get to have a look at Fillet and her bleedy goodness.

Stats

She is the fastest butchers model around, outpacing all if she wants to. Her TAC is terrifying she matches the big guy Boar. Her KICK is decent she isn’t a striker but with her speed she is a credible goal threat. Her DEF is really high and as such she has no ARM as you would expect. While her INF generation and max take is average for a captain.

Character Traits

Blood Dance – Whenever she damages (playbook only) an enemy model that is suffering bleed she gets to make a free dodge which combined with her playbook anyway makes her very much a slicing pinball of death…

Smell Blood – Seen elsewhere in the guild, but this makes her even faster when Bleed is on the board and also makes her hit harder as well and very scary mix indeed.

Haemophilia – A nice bubble of healing that could in theory net you 6 HP back if your opponent was unfortunate to have lots of bleed around. Usually though this will get her 1/2 HP back, which is still pretty handy.

Playbook

Her playbook brings lots of momentum on most columns (4 and 6 don’t have any) and as she is a butcher lots of damage done momentously. She does have a momentous Tackle on 1 which is worth remembering as she is fast enough to go looking for the ball. With the boosts to DMG output she has available she can be a one woman wrecking ball and your opponent will be mindful of this.

Legendary Play

Exsanguniate – Can make her pretty dangerous as it hands out damage to anyone suffering the Bleed condition. If done late in the turn this can quickly become 6 DMG once the bleed damage happens in the maintenance phase.

Plays

Quick Foot – Costs 2 INF, it is pretty expensive but the extra 2” this adds to a friendly model is going to give plenty of models some serious threat especially the likes of Boar or even one of the strikers.

Pain Circle – Costs 2 INF, All models under the AoE take a point of DMG and also Bleed as well as leaving an area of bleed on the table. Pretty nasty, if a little expensive does mean she can hand out Bleed at distance and then charge in to cause even more damage.

Blood Rain – Costs 2 Guild Balls (4/7 hits), this does a small amount of damage but also tags all enemy models nearby with bleed which is pretty nasty and can easily open up some nastiness late turn with her legendary

Overall

A very different captain to Ox, where he is in the middle ensuring his team sweep away the opposition as a support style captain (but who can still hit) we have a captain that does the sweeping.

She can hit so hard and with Bleed being a very nasty condition she can easily make life painful for a team. She can be buffed depending on the team she is used with, the likes of Meathook can directly buff her twice with tooled up and Bleed. Don’t she isn’t just a throat threat she is a goal threat as well. With her speed and dodges available she can really go to town and score some goals for the butchers.

Her biggest issue is that like all more selfish captains (looks at Shark) you can telegraph your aims for the turn and as such a canny opponent will aim to shut her down. She can kill/score with the best of them but she wont leave much INF for your team.

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Meat The Butchers (S2) – vBrisket

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.

Stats

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.

Character Traits

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.

Playbook

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).

Plays

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.

Overall

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.

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

Meat The Butchers (S2) – Truffles

Here Piggy piggy pig…oh S&”% its actually coming.. Truffles is coming, this pig blows the wolf not the other way round.

Stats

Pretty slow for a mascot but she can at least keep up with some of the slower Butchers. Her TAC is average for a mascot as is her KICK, her DEF is a little below average and doesn’t comes with any ARM and INF is standard for mascots.

Character Traits

Tough hide – Will keep her in the game longer which is great.

Sturdy – She is so big he just rolls back round to be stood up if you try and knock her down.

Vindictive (Human) – This means the pig wants to charge humans and does so with little INF cost for you (always a good thing).

Playbook

Short playbook as you would expect but it gets momentum on all columns which is great. This includes a momentous knock-down and damage on the other columns. This means on the charge you could be looking at least a Knockdown plus some damage as well. Thanks to the Vindictive rule charges are cheap so you have to worry less about using her as a missile.

Plays

Hog Wild – Costs 1 INF, an unusual play as it allows her to make a jog the next time she takes damage from a play/attack. This is interesting as it can mean she doesn’t get locked into combat BUT she would take a parting blow as it isn’t a push. So you are going to need to be very careful how you apply this.

Overall

While the mutt likes to stick near Boiler just to help him out, the pig is more free-roaming mascot and with vindicitive can give you a decent momentum to INF pay back (can easily give you 2 MP for 1 INF). I am not convinced by the Hog Wild play mainly as it can easily mean taking a tonne of damage against the wrong opponent

What we have is a Bacon missile that just goes about its business knocking people down!

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Meat The Butchers (S2) – TENDERIZER

The slow burn build up to Season 2 continues with a look at the man with the pla….Hammer. TENDERIZER!!

Note TENDERIZER always needs to be done in upper case…TENDERIZER.

Stats

He is a big guy and as such he is slow but as a goal keeper you don’t want him to far from the goal anyway. His TAC is average and has big guy DEF (better than some of them) as well as rocking some ARM. His INF stat is a bit low but he can be stacked with a lot as well, so pretty selfish really. While his KICK is unusual, he has a great distance on it BUT the dice pool is bad. He wont be scoring goals but any balls he gets will be smashed up the board.

Character Traits

Rush keeper – While he is within 4” of the Goal he basically gets counter charge like Brick. So end an advance (those dodges are going to be a pain) within ^” of him and he gets an out-of-activation charge the model (assuming normal restrictions).

Goal Defence – While he stays within 4” of the Goal then enemy models attempting to score suffer a +1 to the target number. This makes it that much harder to score with him around, not impossible but certainly harder.

Playbook

Healthy MP generating play book (4/5 of columns) which also hand out some nice damage. He has access to a 2 hit tackle which makes sense for a goal keeper. While also having easy to reach KD as well which is a little more unusual for the Butchers.

Plays

Seismic Kick – Costs 1 INF, he can make a free kick and if he does, he knocks all models down that lie under the path of the ball when he kicks it and the ball can’t be intercepted. The image and uses of this are pretty cool as he gets rid of the ball to say Brisket and as long as he hits it won’t go anywhere else and he can knock many things down.

Ground Pound – Costs 3INF or 2 guild balls (equivalent to 5 hits), all models within the pulse are knocked down pushed 2” away from him and take some damage as well. Nasty if he is in a big bubble of enemy models, but can be expensive costs nearly his whole stack of INF or needs to generate a lot of hits (usually off the charge).

Overall

On one side he could make it very hard to score against the Butchers now, however his counter charge wont work as well against teams with loads of dodges in their arsenal.

He hits as hard as any other Butcher but he isn’t a melee monster like Boar and Ox. He does have some nice KD potential but again he isn’t a Brewer in that sense. At the moment I am toying with 2 possible ways to play him. Against teams that want to score the odd goal to win he works in his GK stance while the rest of the team play more defensive in the fact they don’t go tearing up the board as fast as normal. This allows them to support him if need be and he isn’t left as a loner in the back. Against beaty teams and the perhaps the fishermen (even with his bonuses the dodges available to them make him seem much less useful as they have more wins to bypass his abilities) he is just another butcher with the potential to knock down numerous models. So activate early when lack of MP will mean the knockdown hurts more.

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Meat The Butchers – Decimate

Next up on the Union players for Butchers is the one know as Decimate. Its nice but can she make a good sirloin!

Stats

She is fast both her stats here make her terrifyingly quick (as well as having a large melee range)!! Her TAC is pretty decent, while her Kick adds another option as a goal scorer in Butchers. DEF is pretty average but does also rock some ARM as well. INF is average, overall she is pretty decent. She can go where she is needed while also being surprising survivable.

Selective – This lets you know which sides she will kick for, but we will keep eye on just the Butchers.

Anatomical Precision – Any attack she makes ignores 1 ARM, which is always nice.

Playbook

Her has a lot of access to momentum in the playbook. As well as a lot of extra movement but little actual damage, but what she does have can be boosted a lot by the Butchers anyway.

Plays

Second Wind – Costs 2 INF and allows a friendly model to make a Jog at the end of its activation. Which can be incredibly powerful. Be it a reposition ready for next turn OR even to get out of harms way. Can only be done once a turn though.

Thousand Cuts – Costs 3 INF or 2 Guild Balls (equivalent of 6 hits). Very nasty which reduces the DEF of enemy by 2 and does some token damage. This gives you a second chance for this play as Shank also has it.

Overall

She is very different to any other model within the Butchers team, however I can see a use in replacing Brisket as your goal scorer. Yes doesn’t get as many buffs as Brisket can BUT she is more autonomous. Plus with speed and playbook she has the ability to be exactly where you need her to be. Also works as a handy defender as well, without needing the buff Shank needs for extra Charge distance she can again come in take the ball and the back out again to kick it to another player.

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Meat The Butchers – Minx

Next up on the Union players for Butchers is Minx.

Stats

She is fast very fast easily outpacing even the fleet Boiler and Brisket. Her TAC is reasonable and her Kick stats are on the low side, especially her actual Kick dice pool. Her DEF is pretty average but she does also have ARM as well. While her INF is odd she only bring a couple of INF to the party but she can only use a couple as well. But the numbers involved are better than Boar and Rage.

Character Traits

Selective – This like all Union players lets you know who she will play for.

Furious – Lets her Charge for free so overcoming her low INF value. While allowing her more flexibility that the likes of Boar.

Damaged Target – When charging a damaged model she gains additional MOV during it, which makes her pretty scary for charging 11”.

Follow up – When a model moves (not pushes) out of her melee range she may move her base MOV towards the enemy again. As that is faster than most models it means if you wish a model can never escape her.

Playbook

She will generate momentum if she does direct damage but her Guild Balls and tackle will not. Which is a shame as I think he ability to debuff/buff is where she is strongest. Tough call then if you need the momentum or not.

Plays

Marked Target – Costs 1 INF or 1 Guild ball (equivalent of 3 hits). Targeted enemy model is easier charge for friendlies due to the increase bonus to movement. In a team full of pain this would help loads and makes all the butchers scarier as some of them can charge an amazing distance. Imagine what Shank can hit with this around (makes his threat range go up to 18”).

Screeching Banshee – Costs 2 Guild Balls (equivalent of 4 hits). Target model gets the big negative to its MOV and also takes some damage. Which makes it pretty nasty way of keeping even the fastest models locked in her melee range when follow-up is considered.

Overall

Pretty INF efficient if she can get into combat when she activates. She can also negate one model on the board easily with Screeching Banshee with the charge attack. Then she can use remaining INF to do as she wishes.

Unusual model but that can help shut down opposition models, this in turn means you can concentrate on getting the ball or just stomping the rest of the team! Pretty INF efficient and could see her not needing all of her INF every turn which then helps out other members of your team. The only issue with this tactic is models with easy access to pushes/dodges so pick your target wisely.

A tough one, as I like the idea of the model, just not sure which model I would drop from the butchers. One thing is for sure who ever is swapped out the butchers will have a very different play sytle with her in. Using her to shut down a striker for instance does feel like she could tweak a team to not needing to accept that goal they would usually give up to crush the opposition.

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