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MechMage

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  1. I feel bad for the Hunters. They've been dethroned as the weird team.
  2. The spirit of the rule is that repositions are not allowed on Parting Blows because if they were, the repositions could leave the models engaging each other, calling for another parting blow if the advance continues. Imagine trying to walk away from Decimate. Each attack she does at least one damage and keeps the other model just engaged so they trigger another parting blow. Moving anywhere would call for an arbitrarily high number of parting blows. vHearne can do the same because placing is not a reposition. Every inch that a snared model moves away from vHearne, it takes another parting blow.
  3. TeabagNation Masons 12 vs MechMage Hunters 8 That 2" rule on Theron's forest is killer.
  4. BP&M may not be a conventional striker (as if any mortician was conventional) but they are a serious goal threat in a way that doesn't resemble a traditional striker. In that way, they are like Bonesaw.
  5. Interesting line up. I'd be interested to see how it would do. It's not as ridiculous as some other doubles lists I've seen, but it seems like there's decent synergies.
  6. I'd like to try running Crucible with Venin. It seems like they'd have a lot of synergy but since neither fits all that well into a traditional alchemist line up it will be a challenge to put together a six man line up.
  7. Oh, I guess that means that since Avarisse can't gain possession of the ball marker, it scatters from Greede when he leaves the pitch.
  8. Of all the generally disliked hunters models, I dislike Egret the least. She doesn't have the greatest threat range or any defensive tech, but she does have a few advantages: Momentous Tackle. It may not seem like much, but the ability to tackle the ball and generate momentum on one attack is almost as good as another influence. Mist and Vitriol, as good as they are all the other aspects of being strikers, have to swing an extra time to make a shot. Egret does not. Low Tac. This may seem like a disadvantage, and in a lot of situations it is, but it comes with the perk that charging is actually more efficient on Egret than simply attacking twice since armor is only applied once and it uses the same number of total dice. At will dodging. Acrobatics is a good play. There's no denying that. Most of it's power comes from segmented movement. The extra two inches of threat are nice, but what's really nice are moving, attacking then moving again. Thanks to swift strikes and snap fire, Egret can disengage through armor and cover in situations that would stump other strikers. Two inch reach is as much a pain as ever, but in those situations you can always snap fire twice. Sometimes your plays will miss, which is the bane of most hunters players, but having snared around can mitigate this. Free poison. It doesn't help her handle the ball, but poison is still incredibly efficient. It either soften ups a lot of targets for your real damage dealers or drains your opponent's momentum. Back to the Shadows. It doesn't extend her threat range of scoring a goal, but if you need to get the ball and get it away from your opponent's strikers, raw distance can be as good or better than any defensive tech. Coupled with the in activation segmented movement she gets from swift strikes, Egret can dodge in, get the ball, the dodge out avoiding parting blows and sprint away to BttS moving the ball 12" in a direction your opponent doesn't want it without leaving it loose. It also means that although she can't score a first turn goal very easily, if your Sun Strikes are going off and Egret receives the ball, she can easily score an early turn 2 tap in. Blessing of the Sun Father. I've said it before and I'll say it again. A striker needs a minimum of four influence to do anything ball related because any time you want them to do something with the ball, you want them to do a lot with the ball. BotSF lets Egret break the normal barrier to actions in an activation and get 1 more dodge than she otherwise could in ways that can only be matched by Flint and Velocity (who are sadly also better strikers by all the normal metrics.) Ultimately, Egret is a hunter first and a striker second. This means she has a lot of cool tricks and she's really good at a couple things that are only tangentially related to the game of Guild Ball. She can't compare to the likes of Flint Vitriol and Mist but all those players are just gloried batteries when they can't get the ball. Egret can be safely given influence in case there's an opening to grab the ball and if there isn't there's no regretting a Flurry.
  9. Is there any rule that says a knocked down player can't have possession of the ball? They can't snap, intercept or receive the ball from a pass, and if a player with the ball becomes knocked down it scatters, but these just prevent the normal ways of gaining the ball while knocked down or becoming knocked down while in possession of the ball.
  10. I described a couple ways Fangtooth can earn back his influences deficit. When you pick him, bear in mind why you're taking him. For example, sometimes it's worthwhile to use him as a defensive control piece into a goal oriented team. I once had a match in which I kicked off to Shark. This cunning fish player had figured out a way he could pass and move Sakana into cover then score with that player early in the turn only to grab the ball back with oSiren and score with Shark, still in turn one. I shut that down by positioning Fangtooth in Sakana's path because the fish allocation was so tight that Sakana couldn't use his momentum to glide then generate it back with attacking through Glutenous Mass. Fangtooth spent the rest of the game earning his salt by standing next to someone who really wanted to go somewhere else. This was close to an ideal match up. He's also worth taking if you can park him next to a furious berzerker like oRage or Boar to get the most out of GM. The rest of your team isn't nearly as important when deciding whether or not to take Fangtooth as what your opponent's team looks like. If their key models have Acrobatics or there's a lot of two inch reach and light footed. I'd never take Fangtooth into Alchemists for instance because he's no impediment to either of their captains and fire AoEs bypass GM. Like I said in my last post, I have a hard time settling on nine players. This is because the Union is a large toolbox with many players ideally suited to a wide range of situations. If you know what six models your opponent is going to run, there's almost certainly a set of six Unionists that will have an edge over them. The real trick is anticipating which play styles will be most prevalent before you walk into your FLGS. Personally I'm a fan of single captain single mascot rosters because vRage is so flexible and having two 'free' picks gives me insight into my opponent's team that lets me fine tune my four player choices. I just had an inspiring game with Blackheart today though, so I may try to write up a two captain roster that can play him when I'm less inclined to play like it's a gang war.
  11. They can both do that.
  12. Firstly, welcome to the Union. It's a dirty game out there and you're already ahead of the game because you took the team that isn't afraid to hit bellow the belt. Fangtooth is a good player, but he's a situational pick. Like all 1 influence models, he's a commitment to take because each turn he has to do at least one influence worth of work before spending any influence to just break even. Fortunately, FT has two powerful character traits that make this possible. Glutenous Mass negates at least one influence every turn it is used, sometimes more if your opponent pops it with an expensive character play. Your opponent has to pop it each turn they want to do anything to FT, so this will go a long way towards making up that gap. Secondly, Foul Odor allows you to move a 4" radius circle of Rough Ground for the cost of an advance. If you're careless this can slow down your own team, but as long as you deploy with this trait in mind it's great for keeping your opponent from getting all their players where they want them. It's much easier to win a scrum when you have numbers advantage because not all of your opponent's pieces have reached the fight yet. An important thing to realize about Fangtooth's playbook is that it's incredibly efficient. He gets +1 damage on every column except the third, has a momentous knockdown on one and a momentous blood on two. That means that he can be given a small amount of influence and make it go a long way with potent conditions that generate momentum. Combine Glutenous Mass with his low knock down and you've got a model who is incredibly difficult to disengage from. He will nearly always knock down on the parting blow and if your opponent attacks him to dodge away, GM means the counter attack will always get through for the knock down. But the big guy can also do a lot of work with a lot of influence. This shouldn't be done every turn because a savvy opponent will see your allocation and get out of there, but load up both Fangtooth and vRage. Start by Unleashing Fangtooth, preferably far away from the rest of your team. Then walk him up to someone you want off the pitch and attack them three times. Ideally you should have as much brawl support as you can safely commit to that section of the board. That means Gutter and Harry ganging up, Strongbox Shelling Out and Avarisse Singling Out. Next activation, bring in vRage and give Fangtooth Bloody Coin and start Red Furying him. Each attack has +2 damage to every playbook damage result. With Singled Out, Shelling Out, a gang up and Bloody Coin, Fangtooth has a good chance to wrap to his first column with each attack, for a terrifying 9 points of damage. The combination of his dense playbook and Fangtooth Unleashed make the big guy one of the best Red Fury targets. Composition wise, Fangtooth works well with both versions of Rage and Snakeskin. oRage isn't bothered by the smell and can generate momentum like nobody's business. If he gets tied up, FT can remove any inconvenient melee zones. Snakeskin can dodge out of the Foul Odour for free with Shadowlike, allowing you to keep a winger on the side of the pitch FT is on if you're receiving the ball. As far as your first question, it isn't hard to see what a player is meant to do by looking at their card. Gutter and Rage stand out as brawlers. Mist and Snakeskin are excellent ball handlers, better than any other player at putting balls in goals and keeping the ball away respectively. Hemlocke, Harry and Minx are flexible support pieces that enable your other players to do even better than before. It might not be obvious at first glance, but A&G boast an unprecedented 24" goal threat, to say nothing of how useful a tough guy like Avarisse is in a scuffle. In the current meta, the most popular players are Harry, Gutter, Decimate, Avarisse and Greede and Minx, but personally I have a hard time narrowing my team down to just 9 models.
  13. The main advantage of Calculus is that she has more hitpoints and poison fumes. The main advantage of Hemlocke is Smelling Salts and low momentous tackle. Like Sid said, they're similar enough that the difference is rarely worth the union slot, even if you'd prefer Hemlocke. It's a shame since she's pretty much vanished from the game since the one Union per roster rule was introduced.
  14. Probably uses all that air resistance to glide so it goes further.
  15. The starter box gives you Obulus Cosset and oGraves. All of these players are viable in the current meta. I'd round out the team with Dirge, Ghast and Silence for the original six morticians. This gives you a good balance of control, offense and defensive abilities. Silence isn't as much of an auto include as he was in season 2, so if there's another model you fancy, he'd be the one to take out for it. If you want to include another model who only brings one influence, I'd switch out Ghast for him. As strong as Ghast is, being down two influence will be pretty painful.