Skinning the Hunters – Skatha

I am not even going to try a pun this one out…Just let it go!!! Its Skatha.


Her speed is average as is he TAC (perhaps a little low for a captain) while her KICK has a healthy dice pool but only average range. She brings the usual amount of INF to the board for a captain and she has good DEF but no ARM.

Legendary Play

Winter’s Night – A legendary that increases the teams manoeuvrability. All enemy models within the pulse get a frost token. This means when they get hit by a hunter you can remove the token from them to gain an additional push-dodge playbook result. The uses are pretty interesting as you can really get you team moving either out of trouble or into a better spot for a cheeky goal. Worth doing when you want a player to be in a certain spot, will certainly make hunters better at some crazy goal scoring vectors, hope you have brushed on your trigonometry.


Nature’s Chill – At the start of her activation she can drop an AoE of fast ground. Which is great for some of the slow team members. Do be cautious using it though as it sticks around till the end of the turn. So is a viable option for your opponent as well.

Light Footed – Seen before means her average speed is less of an issue as she can go where she likes.


Decent playbook for her with great MP generation (all columns). She brings a little of everything but pushes in her playbook. From momentous damage, tackle and dodges but also she has access to knock down (probably only on the charge though), while the play she can trigger is a nasty one so you will only see that on charges unless she has help.


Cold Snap – Costs 2 INF or 1 guild ball (5 hits), this is an AoE with a decent range on it that hands out a little bit of damage and also Snared. That is pretty nasty as she can tag multiple models with the DEF debuff which helps the entire team out.

Snowball – Costs 1 INF, really unusual play this one. She basically creates a new ball to kick around during her activation (no sneak goals though). What it does allow her to do is generate some MP by passing and as such lets you gain some extra movement from herself or a friendly by spending said momentum. It also allows you to get a certain mascot into a different position should you need it.

Blessing of the Moon Goddess – Costs 1 INF, nice little bonus to the hunters (as it can be given to multiple models), the next time the make a successful attack against an enemy they can add an additional dodge to their playbook result. That is pretty powerful as it allows the entire team to be a bit more manoeuvrable, it can also ensure you generate MP. Lets say you hit a model with tough hide and your only chance of MP is that 1 DMG that wouldn’t get you any MP as no damage. But with this you get a dodge as well so is now a viable choice still and gets you that MP you would have missed out on.


An interesting captain that brings a lot utility to the team. You have someone who can easily speed up the team in the right places, via Nature’s Chill which is direct increase in speed. But her ability to grant additional dodges to anyone is pretty powerful as it allows the team to be in better positions if planned right but also allows them to quickly get out of trouble or unfavourable engagements. She also hands out Snared at a good range which helps everyone get the results they need more often while the uses of Snowball are interesting and something that could take a while to fully unlock.

She is also a decent threat herself but it is her plays that will help drive the rest of the team towards victory.

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

Skinning the Hunters – vHearne

The grumpy old man is back and this time he is tired…well I assume he is tired if he is moving around when the moon is up!!


He is big man slow as you would expect, his TAC is average and his KICK is also average, his DEF is meh but he does come with some ARM. He also brings the average amount of INF but can’t use as much.


Winters Blessing – Grants him with a boost to his movement while he is in rough ground. Coupled with Light footed it makes him have a much better threat range. So worth using this as much as possible when you can.

Lunar Eclipse – Any place in the game is powerful, one that can happen multiple times is scary. If the enemy model suffers damage from Hearne while it is snared he gets to be placed within 1” of the model. This allows him to move around easily and also grants additional movement he would normally have. In theory you could allow him to jump from model to model with his reach to get where he wants.

Light footed – Means he doesn’t need to worry about terrain which is a great help as he is an old man.


Decent playbook for him with good MP generation (4/5 columns although that 1 is in at the 1 position which is frustration when the dice fail). He has easy access to both knock down and tackle (both early and momentous). He also has a handy double push and also some momentous damage. Which is always nice.


Skewered – Costs 1 INF or 2 guild balls (5 hits), we have seen this before on his first version so is the nasty 3 DMG and also handing out Snared, generally he is only getting this on the charge due to its location unless he spends the INF.

Last Night – Costs 0 INF, a pretty nice play that sort of borrows from the Blessing of the Sun Father. It allows a model to use a character play by spending Momentum instead of INF. Possibly situation but if you are high on MP or low INF this is still a pretty powerful play to have around as an emergency. Does need some planning on who would get the most out of it. But otherwise pretty nasty.


The old man has turned from the sun father but he has kept a lot of his movement tricks even though his base move is still bad.

As always time to look at a comparison between his two versions, the stats are more or less the same, the only difference is vHearne getting more INF which is always nice.

Their playbooks are pretty similar as well, with Hearne having a Guild Ball to trigger Singled out. There is a change-up on where the results are however, vHearne has both Tackle and Knockdown much earlier in the playbook but Skewered (2 guild balls) is still at the far end of the book. They both however suffer from the dreaded no momentum on column 1 though..

Hearne has his heroic for free character plays while brings the play to allow you spend MP instead of INF so slight version in play for them there. Both versions have movement high-jinx but both ways are very different and offer different thought processes about how best to use him.

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

Skinning the Hunters – Ulfer

Pretty sure Ulfer is what happens when someone eats too much raw meat..


He has average speed, below average TAC but his DEF is average (but no ARM). His KICK is about average as is his INF. Unusually his playbook is much longer than his basic TAC but this is dealt with in this abilities.


Light footed – Means he doesn’t need to worry about terrain which is a great help to one of the better goal threats in Hunters.

Blood scent – A great ability that means if he damages an enemy model he gets a boost to his KICK brining him into the striker stat range which brings his threat range to 19”!

Lone Hunter – While he is not within 4” of a friendly model he gains a TAC bonus which means he can start to hit those higher playbook choices. So if he wants to join up with his friemds, he is going to need singled out on the board to help him out.

Ambush – A new ability for the game and a powerful one, if he charges then the enemy model needs to spend more MP to activate Defensive Stance. Which makes it a tougher choice to take a hit on the MP count or accept the hit (especially as if placed right he can avoid counter attacks with his dodges).


An interesting playbook, which does OK MP generation (3/5 columns). He has plenty of access to dodges while he also has some tackles although momentous one will be tough to get without a charge or if he is on his own! He does a little bit of damage but he is all about the dodges.


Where’d They Go – Costs 1 INF or 1 GB (2 hits), This makes him pretty nippy and not a terrible goal threat as well which is always handy to have. But can also get him out of trouble for little cost.


A lone wolf for the hunters who is a little bit of a damage dealer but really he is a striker who has the potential to score from distance away (one of the best in the team). He does nicely go about as a scalpel for the team but rather than heavily cut the team. He is going for the ball, he really likes what Skatha brings to the table as she can make him so much faster especially with the extra dodges she gives to him.

Overall a great striker that is less on training wheels as Mist and Flint.

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

Skinning the Hunters – Snow

I am going to resist any puns with this one don’t want them snowballing towards the wolf..


Standard speed really and low TAC as you would expect from a mascot. Her DEF is average and no ARM. While INF is pretty standard for a mascot while the KICK is actually not bad even if the distance is very poor.


Pack Mentality – A small-sized aura around her but very powerful, as long as guild models are not knocked down if they take damage they can take a dodge towards her. Pretty powerful if it gets the friend out of range. Easily forgotten ability for both Hunter and opponent. But one worth remembering.

Oooh…Ball – If the ball is free during the turn and within her Jog she gets to make a free Jog towards the ball. A nice ability that means you can control the ball a bit better. Can leave her open though so use it cautiously.


Lots of momentum generation from the wolf. And a 1 hit momentous tackle is always handy while on the charge you could expect a wrap which is going to give you 2 momentum, which is nothing to sneeze at.


Feral Instincts – Costs 1 INF, a pretty nasty ability to have around. Possibly even greater than Tooled Up as having anatomical precision on tap is very nasty. Removing ARM from anyone is going to make them nervous with some of the players the Hunters have around.


A real support piece of a mascot is the faithful hound/wolf, she wants to be almost central to the team to get the most out of Pack Mentality but also means she has greatest scope to use Oooh Ball.

While her play can really ruin one models day but does throw up some tough choices. Ooh..Ball is more powerful if she hasn’t activated yet as she can move the ball into a safer place when she does activate rather than being stuck somewhere with a large target on her.

But then her play wants to go early so the rest of team can abuse it more. But this will like most things come down to timing her activation just right.

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

Skinning the Hunters – Team Talk

Welcome to the Team Talk post about the Hunters, for those that missed it you can find all the individual posts about the team members here;

So we have now covered the Hunters as individuals and to finish off the team talk series a little look into how this can all combine.. We can’t talk about Hunters without first covering the 3 main new things that they bring to the board.

Snared – a new condition that hands out -1 DEF and also -2” MOV, this is incredibly powerful as anything that hurts either of these stats is a bad thing for your opponent to do both is very very nice. Now it is a condition so is removable , so the likes of Esters/Hemlocke are going to be tough to get round but you are then dictating order activation as well as MP spending.

Now who doesn’t love lower DEF? but both Fahad and Seenah love the condition more than others as the gain extra damage when hitting such models, which just makes them even scarier..

Traps – The next thing that links thematically with Snared is the Traps that Jaecar and Chaska bring to the table, these are fun little traits that allow you to get more Snared (and Bleed) around your opponents. They are easy to play around BUT your opponent still needs to play around them. They also mean that only Egret doesn’t hand out or gain bonuses (beyond the minus to DEF obviously) for Snared.

Blessing of the Sun Father  – A new play that 2 players who will make most teams have. This is what can make the Hunters pretty INF efficient paying MP instead of INF means you could be looking at a max of 5INF saved for the cost of 2MP. Admittedly it requires activation order thoughts and figuring out what is going to help the most later into the turn. It is still a powerful play. There is only the Bear and Jaecar who can’t benefit from this which is pretty scary considering you have the likes of Theron, Egret and Chaska who have character plays you want to use so why not do it for ‘free’.

Continuing the idea of Theron and Hearne being together works well, when you consider Nature’s Growth from Theron and Nature’s Blessing on Hearne. Means you actually have some pretty fast players on the pitch (Egret and Jaecar naturally) as Hearne with these 2 traits has around 7” of movement for free which wont trigger parting blows. This means he is actually a pretty decent ball holder and also a serious goal threat to be worried about.

Chaska as well as being a man who likes shooting people he also brings Tough Skin which is a great play that would help anyone you are going to stick deep into your opponents face, So Jaecar and Seenah are both going to like having this around.

Speaking of smashing people up, the Hunters have a scary amount of DEF debuffing within their ranks yes it will require some activation order consideration and also worth targeting someone who has already gone, just to make it harder (more expensive) to remove conditions.

So on top of Snared, Jaecar then brings Gut & String and then we have Knockdown (MP generating from Seenah and Chaska) that equates to a -3 to DEF, in other words that’s hitting Mist on 2s and gaining 3 extra dice against Boar. These things will all hurt your opponent and they will know this so expect them to try and play in a way to get momentum to remove the Snared and Knockdown which is a win-win situation as you could start to win the battle to go first in the next turn.

Hearne also has singled out, which again helps making it easier to get more hits on your opponents models and combined with the debuffs makes anyone pretty scary.

Finally Midnight Offering allows you to speed anyone up, this is particularly good with Jaecar and Seenah for getting the drop on your opponent as suddenly they have a threat range of 17” and 13” respectively, while Egret suddenly becomes a 22” goal threat. Now generally this will only happen in the early turns but always remember it. It also makes Fahad a missile of death as well (which gives you opponent no response) .


The hunters are in a very unusual design space, they have great ranged character plays like Engineers but don’t have the momentum generation that the engineers have (well they do but it costs INF).

They have great control and momentum refusal (spending to remove) via conditions like Alchemists and Brewers but they don’t have the AoEs or damage output respectively from these conditions. You can easily see several players being at home in other factions, which I suppose happens when they are coming in after we have many teams already.

All this means you have to think about what you are doing, a mis-timed activation can damage what you do for the rest of the turn and it will be very easy to do all the cool character plays and not actually achieve anything towards getting you 12VP but it will put a smile on your face.

Skinning the Hunters – Seenah

The final member of the Hunters IS HERE and YOU CANT SEE HIM….sorry (not sorry) couldn’t resist. Its time for Seenah.


He is pretty slow, but his run/charge is longer than usually (extra 3” compared to the usual 2”), his TAC is awesome at above captain levels. As you would expect his KICK is rubbish and his DEF is also very low but he does at least have some ARM as well. Unusually he doesn’t bring any INF to the board (a first in Guild Ball) although he can only take a relatively small amount out of the pool.

Character Traits

Tough Hide – He takes less damage which means he is going to be eating people for longer.

Furious – Allows him to charge for no INF cost, this means regardless of what you actually give him, he always has the chance to do something. But as we have seen in season 1 this can easily be shut down so you will need to consider this.

Isolated Target – He gains +1 DMG (playbook only) against enemy models with Snared condition on them….Good thing we have plenty of access to this.

Intimidating Roar – A great ability as it allows him to do a free push at the start of his activation. This is a nice way of freeing him up from being enegaged and then going on to charge something.

However it does have issues as 2” melee zones can still shut this down if they were in base to base OR there is more than one model engaging him. Canny opponents can shut him down unless you throw some INF his way


A long playbook and he has some interesting choices. He has easy access to both momentous knock down and he has a surprisingly easy to reach Tackle. In fact all his knock downs are momentous. He can do some healthy damage but you are only going to see it on the charge usually (Bear Hug is hard to get to, even with the playbook being shorter than TAC). He also has some pushes although all but one don’t get you any momentum.


Bear Hug – Costs 2 Guild Balls (6 hits), not the sort of Hug you want as the bear cuddles you for a decent amount of damage and the Bleed condition. If the opposition cant remove that bleed it is a hell of a lot of damage to take from one source (biggest damage potential from any character play in the game I believe). As an added bonus if he kills a target with the play you get an additional VP into the bargain as well..


So the first non-human player (we are ignoring Greed because reasons) and he is a bit of a brute. He hits like a large Bear should and even more with Snared on the table, he is one of the ways to get knock down in the Hunters and does so momentously which is a bonus. He will take some getting use to as you are going to be playing with not a lot of INF on the board as he brings none. He is certainly fun but you are going to have to treat him like Boar, point and smash but like Boar he needs some set up to truly shine..

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