Tinkering the Engineers – Team Talk

Welcome to the last post in the Tinkering the Engineers series. If you missed anyone you can find links to them here;

What can we expect from a team of engineers then? Well range, lots and lots of range which grants some knockdown and pushes as well.

They also bring a glut of momentum point gathering at the range they have, this is mainly down to Ballista’s bubble Momentous Inspiration any damage at range gives you extra MPs which means you don’t need to get up close and personal to gain momentum, hell you don’t even need to pass the ball!! They are also very good at kicking the ball even the mascot can put in a good show with super kick up, but generally not great on massive damage output (generally looking at 1-2 damage even from range).

So generally what you will see is Ballista, Ratchet and Salvo all together being a MP generating ranged battery, while Mainspring goes to blow up and Colossus and Velocity deal with the ball.

Obviously the 3 mechs in the team love Ratchet for his extra (non-MP) healing and we all know Ratchet is there to create more mainsprings and to sending the little guy off to explode again..

It’s also worth nothing that Ballista’s second wind play works well with ratchets long bomb play as together you can get the ball out of harms way and then be fast enough to get it back as well particularly if its done to one of the faster members of the team (looks at velocity).

They also as a team Tackle very very well, with lots of tackle options sometimes in multiples on the same playbook and a fair amount of MPs being generated from these tackles.

They could be kings of the short passing game, whereas Fishies are about the crazy threat range. Gear heads want to stay with a 6″ bubble so the boys can play with their range weapons (snigger) while also passing the ball between themselves moving up the field. Only worry and issue is with only 2 close control players in the team the others are going to be targets for tackles! How you get over this will make a huge difference for them..

Tinkering the Engineers – Velocity

Do you feel the need for speed? Well how about the last Tinkering the Engineers post and feeling Velocity?

Stats

Fast moving and an awesome KICK means she is your go-to goal scorer. She becomes an even better option when you see her DEF which is very high (although no ARM which is odd from a wooden person), Her INF is average while her TAC is pretty low..

Character Traits

Close Control – The first tackle against her a turn is ignored, this means it is incredibly hard to get the ball of her usually, unless your opponent puts some effort into it.

Reanimate – Once a turn (and every turn) when she is reduced to 0 health and so would get taken out she immediately gets 3 points back and remove all conditions. Incredibly powerful ability when combined with her DEF, she just won’t die!!

Playbook

Lots of pushes and dodges in her playbook and also very column has momentous choices in them which is very powerful. Basically she can can’t actually do any damage beyond a tickle but she can get the ball back and then disappear VERY quickly. A possibility for a 2” push AND dodge means she won’t be engaged!

Plays

Nimble – Costs 1 INF, Grants her +1 DEF which makes her almost impossible to hit! Very nasty if she needs to get away from an engagement.

Acrobatic – Costs 1 INF, gives her a a nice dodge for getting out of harms way. Means she is pretty hard to pin down.

Overall

She is fast, hard to hit, hard to pin down and can score goals for fun. That’s about it really. Go where you need her and wait for the ball, or if you get bored go get it yourself she wont be engaged for long.

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

Tinkering the Engineers – Salvo

DUCK!! For this Tinkering the Engineers post as its Salvo’s turn.

Stats

Fast moving and a decent KICK means he has an OK threat range as a goal scorer. While his INF is average as is his DEF but he does get some ARM. His TAC is average but generally he is only going to be trying to get the ball.

Character Traits

Swift Strikes – Whenever he causes damage to an enemy model he can make a 1” dodge. This really adds to his speed, it is more important from his plays than playbook though.

Heroic Play

Lock & Loaded – Allows him to use a character play for free which means he can in theory do all his plays in an activation. Even means he is a threat with no INF on him either.

Playbook

Lots of dodges in this playbook as well as a TWO momentous tackles which is unusual (one has a dodge) while he has very little damage output.

This means that he can do as much damage with more effects (push/knockdown) from his character plays than what he can do engaging with the enemy. Only get him involved if the ball is about!

Plays

Flurry – Costs 2 INF, Target hit takes some damage everyone near them also takes damage. Nasty way of handing out damage to a clustered opponent.

Arrow to the Knee – Costs 2 INF, enemy hit takes damage and also a reasonable hit to their KICK stat for the turn. It wont hurt the super strikers too much but anyone else will struggle.

Tether Ball – Costs 2 INF, allows him to collect a free ball from a fair distance. This means he actually becomes a great model to reply to an enemy goal as it only need to land near him for him to get it.

Overall

Certainly does not want to get into the middle of things just sit back and use his 2 damage attacks. Both of which allow to get a move on as well for free. This makes him surprisingly faster than on first viewing, this means he is a decent goal threat BUT also with those Tackles in his book he is not bad at retrieving the ball for you when you need to and no free ball is save from him.

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

Tinkering the Engineers – Ratchet

Time to crank up the Tinkering the Engineers post its Ratchet time.

Stats

He moves at an average pace, TAC and his INF is also in the average area as well. What does stand out is his good KICK stat!!  His DEF is pretty low but he does have ARM as well though as you would expect for a man who makes exploding crickets.

Character Traits

Fixer – Once a turn he can heal and remove all conditions off a friendly Mechanica. This really helps the likes of Velocity and Colossus which saves you the MP for other things.

Heroic Play

Overclocked – Any friendly Mechanica (which is a few of the models in Engineers) can get to sprint/charge for free during their activation.

This is a great way of dealing with a model that you haven’t assigned too suddenly becoming a little important to be elsewhere or deal with an enemy threat. Can also mean someone get be running around with equivalent of an extra 1/2 INF as well.

Creation (Mainspring) – For the cost of 1 momentum points you can bring back the Mainspring mascot for free. It can activate but doesn’t generate INF when it comes back. It does mean if you would have been an activation down in an important turn you no longer are.

Playbook

A very simple playbook (as all his plays don’t need Guild Balls I suppose), but he does bring a momentous tackle as well as some damage output and a healthy push as well. But on the charge it is very possible to get the tackle and push with wrap around so he makes a valid ball stealer. He can also Knockdown but that is only needed sometimes as it is non-momentous.

Plays

Long Bomb – Costs 1 INF, this boosts his kick range (only on a pass) into striker levels while also ensuring the pass cannot be intercepted. He has the potential to move the ball very quickly for your team.

Tooled Up – Costs 1 INF, adding +1 DMG around is always a good thing from all the character plays around for Engineers but also makes both captains pretty scary in combat.

Blast Earth – Costs 2 INF, long range AoE that does small amount of damage and also stays in play as rough terrain. Great way to reduce your opponenets movement a little as well as adding some damage to them with a threat range of near half the board..

Overall

He is a bit of an enigma is Ratchet, he clearly doesn’t want to be too close to the action as a defensive minded player. I say this because here we have a player that is not fast or great DEF wise but he is pretty good at getting the ball off the opposition and can then move it up field fast without worrying about being engaged with Long Bomb.

We is also very good at slowing models down early game with Blast Earth. While all the time sending out Mechanica for stomping and also fixing your other models as well. Which can’t be ignored as it saves you MPs for other things.

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

Tinkering the Engineers – Colossus

Next up on the Tinkering the Engineers is the spiderboy – Colossus.

Stats

The big man can move, one the fastest guys around for his size on top of his KICK he is actually a decent goal threat for the engineers.

His DEF is obviously very low but he does have very good ARM to help (and additional survivability below as well). His TAC is about average across the game while his INF is generous as he offers an average amount BUT doesn’t actually take too much on the maximum.

Character Traits

Tough Hide – This means that anything outside of Butchers are going to struggle to put lots of damage onto him. -1 DMG from plays and playbook means he is pretty survivable even with mediocre DEF.

Light Footed – This means he isn’t slowed down by terrain which makes him even scarier with his threat range.

Close Control – The first tackle against him a turn is ignored, this means it is incredibly hard to get the ball of him usually, unless your opponent puts some effort into it.

Long Legs – If the ball is free than with his base and then an extra inch around him (2 instead of 1) means if the ball lands anywhere in a large area he is going to gobble it up.

Stoic – Every turn he ignores the first push he would take. This makes him harder to shift around and also harder to get away from due to his reach unless the player has a very good dodge or knockdown.

Playbook

He has reasonable access to momentum (4/5 columns), with not much damage output. What he does bring is a lot of Knockdown and tackles as well as access to pushes within these as well.

Plays

Unexpected arrival – Costs 2 Guild Balls (4 hits), this creates a decent size pulse thay pushes all enemy models away from him. This because of his base size makes for a pretty bog area cleared out of the way.

Singled Out – Costs 1 Guild Ball (1 hit), this grants the team a bonus +2TAC against the model he hits with this. More dice is a good thing….

Overall

He is the ball kicking bulldozer of the Engineers. He is great at clearing space for the rest of your team. He is fast enough (with good melee zone) to go get the ball and also keep hold of it and then be good enough to pass/score with it. He is incredibly hard to take out but his DEF does make it easy to knockdown or deal with in other ways, however with his ARM it is hard to get good results against him all the time. Which means it is hard to get the ball as you need 2 tackle results due to close control never mind any counter attacks with his pushes and knockdowns.

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

Tinkering the Engineers – Mainspring

Next up on the Tinkering the Engineers is the exploding cockroach – Mainspring.

Stats

The little cricket can shift and be where you need it to be. After that though things become average with DEF (but with ARM), while his TAC and DEF are about right for mascots. His KICK is not bad decent dice pool just a shame about his range.

Character Traits

Overheat – When he gets taken out during the activation phase, he creates a bubble of death with 3 DMG and burning condition which is brutal. This is made even nastier as he can come back via Ratchet.

Launch Control – Allows him to use his play and then make a pass without spending INF to do so.

Playbook

Very simple playbook with so little TAC, he can do some damage and has a momentous tackle which is great. As well as a good dodge as well, basically you have everything you need to be annoying enough that you opponent has to deal with it….just before you blow up

Plays

Long Bomb – Costs 1 INF, this boosts his kick range (only on a pass) into striker levels while also ensuring the pass cannot be intercepeted. He has the potential to move the ball very quickly for your team.

Overall

He is a great mascot to have as he can be pretty annoying for your opponent as really you don’t want him blowing near too much of your crew. But you can shove him down your opponents throat just as a way to get the ball of a player then wait for them to try to get it back ready to blow up 🙂 Failing that you can use him as a ball retriever as you don’t need much to get a Tackle off and then use Long Bomb to get a free pass off thanks to Launch Control.

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