Netting the Fishermen – Jac

Last one of the Netting the Fishermen posts and its time for Jac.

Stats

He moves pretty averagingly (which means slower than most Fishermen) his TAC and INF stats are average, but his DEF is pretty low compared to others but he does hae ARM. His KICK is very good like the other Fishermen.

Character Traits

Tough Hide – Any damage from plays/playbook is reduced by 1. This makes him reliable to take a hit on top of his ARM.

Resolute – He gets some bonus TAC when making a counter-attack, as he has the highest chance of being in the thick of it (more than other Fishermen) having this can be pretty strong.

Get over here (Salt) – Lets him pull Salt towards him which is nice especially if it looks like Salt may get squished.

Heroic Play

Trident Tested – Is a 3” pulse, that all enemy models in the pulse are pushed 4” away from Jac which means if you place him right you can clear a big path anywhere on the table. Also means you can push things out and then charge in if you wish.

Playbook

He has access to a lot of pushes (all of them momentous gaining). He is as good as the other Fishermen at damage dealing and he has access to Knockdown and a tackle.

Plays

Ramming Speed – Costs 1 INF, only once a turn but when this model makes an advance then if he touches an enemy model they get pushed directly away move him in a zigzag could really pinball off a lot of models. Spreading out a team, very nasty against those teams that rely on bubbles of abilities.

Goad – Costs 1 INF, can only be used once a turn but it makes him a great way of shutting down models. Target something big and nasty (with low DEF) and then walk out of threat range. The model in question still needs to move towards Jac, so you can pull a threat completely out of an enemies plan.

Overall

He is the Fishermens construction worker, he comes in and clears the path to the goal. Admittedly it’s not done via damage but he can clear out a sizeable hole for even Kraken to fit through. He is pretty hard to shift with ARM and Tough hide and with Goad he needs it as he will be attracting some pain on purpose really. Before going crazy with the pushes.

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Netting the Fishermen – Angel

Its time for another Netting the Fishermen and its Angels turn today…

Stats

She is pretty fast (not fastest though) but she does rock an excellent KICK (same as her captains), however her TAC is pretty poor, she shouldn’t be getting into combat, although her DEF is pretty good and can only get better with some INF. She doesn’t have any ARM but why would she. Her INF is also average for a player.

Character Traits

Light Footed – Angel ignores movement penalty for moving through rough ground. So the terrain is never gong to slow her down!

Tactical Advice (Shark) – If she is near Shark at the start of a turn her INF goes up by 1, which is pretty big (free INF) but is balanced by the fact you may not need them that close all the time.

Playbook

A playbook you would expect from someone not meant for combat. She has lots of dodges available and also a Tackle (which is momentous as well). She is reasonably strong at going in to get the ball then dodge away for a goal scoring chance.

Plays

Super shot – Costs 1 INF, this boosts her KICK stats into the heavens, it is scary how good she can be at passing/scoring with this up (even with my luck).

Nimble – Costs 1 INF, continues to boost what she is good at like Super Shot and that is not getting hit.

Overall

She is someone who loves to score goals and can be generally be hard to take out as long as Salt is nearby. She is very capable of charging in taking the ball and then moving away to go for a shot with a very healthy threat range.

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Netting the Fishermen – Siren

Can you hear the call of the sea? No?! Well tough it’s another Netting the Fishermen and this time its Siren.

Stats

She is fast very fast, which is always good and something we see through all Fishermen. Her KICK is also very good on par with Greyscales which means she is just another goal threat. Her DEF is average but like Angel she has ways it can be boosted. She has no ARM and average INF. What is odd is how low her TAC is, we are talking mascot low here, she is not going to be in combat if you can help it.

Character Traits

Beautiful – Whenever she is targeted by a character play the range is reduced by 5”. This is huge as it means the majority of such plays wont reach her as they wont be close enough.

Charmed (male) – If she is being targeted by a male then she gains a boost to her DEF which pushes her up to the hard to hit area.

Protected (Kraken) – When near Kraken she gets some ARM which is always welcome.

Playbook

Obviously with a small TAC means a small playbook but in it she does have a Tackle and a momentous dodge as well which is always nice to have.

Plays

Lure – Costs 2 INF, Can only be done once a turn but allows you to push enemy model its base movement towards Siren. Another level to the movement plays that the Fishermen can do.

Seduced – Costs 3 INF or 2 Guild Ball (3 hits), The target model takes a pass or attack action without spending INF. This can be incredibly powerful as it allows you to get the ball without getting engaged but also lets you disrupt enemy plans by say attacking their team-mate and knocking them down for instance.

Overall

Like all Fishermen she is a goal threat with high movement and KICK stats. She also brings 2 effective ways to move enemy models around. Or better yet get the ball off them without getting into combat which is very powerful if INF costly, unless you get her into engagement which may not be best idea unless Kraken is nearby and the enemy is a male.

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Netting the Fishermen – Kraken

Next on Netting the Fishermen its time to unleash the big guy Kraken.

Stats

Slowest member of the team but then he is the biggest as well. I say he is slow in some other teams it is still pretty standard movement. His TAC is average as well, his DEF is usual big guy levels but he doesnt get any ARM. His KICK is bad for fish but average for a lot of kickers in the game. While his INF is also pretty low but he does not take much out of the pool either if maxed out.

Character Traits

Tough Hide – Any damage from plays/playbook is reduced by 1. This makes him reliable to take a hit on top of his ARM.

Playbook

His playbook allows for some damage output as well as a tackle. However where the fun is, is the knockdown and Guild Balls which all generate MPs. Relatively simple playbook to have making choices a little easier..

Plays

Drag – Costs 2 INF or 1 Guild Ball (3 hits), This pushes enemy target 6” towards the big guy. This makes him very handy for clearing space for anything particularly troublesome in the way of the goal.

Release the.. – Costs 2 Guild Ball (5 hits), Target enemy is pushed 6” away is knocked down and takes some damage as well. Like the harpoon handy for enemy movement but also reducing movement options with the knock down as well.

Overall

Although the big guy of the team, he is very much a rock to be bashed against than to do the bashing. We can control where the enemy are and also has easy access to Knockdown as well. He is your roadblock but also helps remove enemy road blocks..

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Netting the Fishermen – Greyscales

Its time for tall tales on Netting the Fishermen with the old man of Guild Ball Greyscales.

Stats

He has average MOV and can reasonably keep up with the fast players on the team. His INF and DEF are all average but he has no ARM (shouldn’t matter as he is a bugger to pin down as we shall see). His TAC is also in the average range so nothing to get excited about but he does have a very good KICK as good as some teams strikers in fact although he does suffer a little on distance but for a passing game he is going to be very good at it.

Character Traits

Unpredictable Movement – Once a turn when an enemy enters his melee range, he can dodge away. This is pretty strong anyway but with his large melee zone means he is incredibly hard to pin down (not bad for a more experience fella).

Playbook

Similar playbook to other Fishermen really; Not much actual damage output although what is there is all low number of hits. He does generate Momentum easily though with all but one column with some MP generation. All his Guild Balls are reasonably easy to achieve as well. He also has a tackle which is always handy but the book is very heavy on movement shenanigans.

Plays

Decoy – Costs 1 INF, grants Greyscales +2DEF to the next enemy attack, which means he can be pretty hard to hit on top of the unpredictable movement!

Where’d they go – Costs 1 INF or 1 Guild Ball (3 hits), Lets you take a 4” dodge once per turn. This helps keep him out of trouble if the enemy has decided to throw a lot of resources at him.

Balls Gone – Costs 2 Guild balls (4 hits), this could be one of the most powerful plays that a ball playing team could have. It allows you to take the ball off the enemy but then pass the ball for free. Meaning you can quickly move the ball about easily. With this around expect to see Greyscales as an amazing ball hunter of the team.

Overall

More than a Slippery eel that has taken a bath in slippery sauce..

Basically your opponent should not be able to get their hands on him during the game use this to your advantage as he makes a great way of getting the ball use him as such. Even if they manage to pin him down he can certainly get himself out of trouble reasonably well plus he doesn’t love a mini-pass after a tackle play?

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Netting the Fishermen – Salt

Next up on Netting the Fishermen is the cuddly Mascot Salt.

Stats

As fast as the rest of the team so he can keep up with little fuss. However then his stats are as expected for an Otter on a sports field. Low TAC and KICK but he is pretty slippery with high DEF and no ARM. He does bring some INF with him but like all mascots it isn’t much.

Character Traits

Love Creature – Seen on other mascots which means you hit the otter you annoy the rest of the team. +1TAC is nothing to sniff at if it happens early in the turn!

Playbook

Only a small one but one that is pretty handy if you are short of momentum as both hit columns will generate MPs. He also has access to a Tackle and he can do some damage although not worth mentioning really..

Plays

Where’d they go – Costs 1 INF or 1 Guild Ball (2 hits), Lets you take a 4” dodge once per turn. This helps keep salt out of trouble and in a place you can use him best.

Overall

You need a mascot and he is good at keeping out of trouble or where you need him (near Angel usually). It can be tempted to thrown him into combat as any hits will generate MP which is always welcome.

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