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Devilsquid

Chiseling away at the fallacy.

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Hello again sports fans!

Today I'm going to talk about one of my other favorite Mason models, and a source of great contention: Chisel.

The main point of contention is: Chisel is bad at what she does. But the real question is: What is Chisel supposed to do? The easy answer is that she's supposed to do damage, because she has Crazy and Painful Rage, two abilities that make it seem like her core role is to get up as high as possible in her playbook for big damage numbers. And yes, like many Masons, Chisel has bigger numbers later in her play book, made stronger with the potential combo of Tooled Up and Painful Rage.

But it takes a lot of resources and timing to make Chisel decent at doing damage, so in this light, she's a bad player who just doesn't have the damage output to effort balance that other Masons do.

And so, you're right: Chisel is a bad damage dealer (or at the least, is' the same as other Masons at doing higher level damage).

But what if Chisel isn't meant to be a damage dealer? What if Crazy and Painful rage are merely tools to help Chisel do her real job, instead of indicators that she's pretending to be Cosette?

For me, Chisel is the Mason Ball Retriever.

Ball Retrieval: Masons have a strong scoring game, but once you score, how do you get the  ball back? The Majority of our players have 1" melee, and those that have 2" melee are rather slow and not an easy to reach Tackle (Brick and Mallet). But then there's Chisel. She has a 2" melee and a momentous Tackle on 2 successes, arguably the best option for getting the ball back in the Guild. She's also SPD 6/8", so she can get to where she needs to go to threaten the ball, or take it away.

But lets take a look at our typical strikers and ball holders? They usually have high defense, hang around near Cover, and in the case of Brisket and Flint, have Charmed to boost their defense. They also tend to hide behind the rest of their team, so getting to them can be quite the trick, especially because of crowd outs.

This is where Crazy comes in. With it, Chisel becomes TAC 7, and with her Tackle on 2, has a much greater option of being able to ustilize the dodges in her playbook to get to the ball holder, strip the ball from them, and kick it away to an available team mate, or out into the open away from the opposing team.

In my experience, if Chisel is near the person with the ball, she can get it. Unpredictable, High Def, Gender based DEF boost, crowd outs...Chisel can get around it all. The only thing she can't ignore is Close Control, but she can trigger it easily enough for her follow up attack, or for a Parting Blow.

Survivability: Generally the Masons lean on their ARM stat to take the hits, but Chisel is in the camp of the 1 ARM Masons, and with 13 health, is in danger of being taken out easily, especially if you're using crazy. But if used right, Chisel can be rather hard to remove from the field. Sadism lets her heal each time an enemy model in 4" takes damage, even if a different model on your team is doing the attacking. Assuming you give Chisel 4 influence, she can go Crazy, activate Sadism, hit an opposing player three times (looking for her 2-4 columns of options), allowing her to dodge, generate momentum, and heal. After your attacks, she's healed up her Crazy Damage, possibly put Feel My Pain out, and likely dodged to a better position, as well as having generated 3 momentum. If she had taken damage before, she can still Take A Breather to get her health back up 4pts. Feel My pain also triggers off parting blows, so if you're engaged by models that can only damage you (Fish), you can cake a parting blow from a player, damage them, and heal up from Sadism on her way to chasing the ball.

Annoyance: Chisel can be very annoying, from her 2" melee, to her dodges on her playbook, and most importantly, because of Feel My Pain. With FMP in place on a model engaging Chisel, they suffer damage every time they attack Chisel, which heals her if you have Sadism up. No matter what option they choose, Chisel gets healed and they take damage. Say they decide not to attack her, and walk away? Chisel doesn't have a knock down, but she can still do damage on the parting blow, which heals her, and denying someone the charge with her melee range is always a good option. So with set up, Chisel can just be frustration to remove from the field, leaving your opponents choosing a different model to focus on instead of lesser returns against Chisel.

BUT WHAT ABOUT PAINFUL RAGE?!?

It's a trap!

Well, it's not a trap, but what it does is allow Chisel to start her healing shenanigans without having to worry about using Crazy to up her TAC to reasonable levels. If Chisel has taken a fair amount of damage and is below 6, her TAC goes up to 6, which makes hitting the first two columns of her playbook easier to access. This allows her to Tackle, to dodge, and to dodge/damage, allowing her to re-position out of harms way, to heal herself with momentum, or to even trigger Sadism if she wants. Does it also allow her to do more damage? certainly, but I see that as a guard against being engaged by a Tough Hide model when she's low on health, so she can still trigger Sadism and get her self heal up and running. It also allows you a better chance at a counter attack being successful if she's attacked before she activates, and gets damaged to below Painful Rage levels.

 

So, to summarize: Chisel is the Masons answer to "how to get the ball", and can absorb a lot of damage and heal it up with her built in healing tech while she harasses strikers. Pick your targets wisely, don't throw Chisel into a scrum unsupported expecting her to kill everyone, and let Chisel chase the ball like she's built to do.

Thanks for reading!

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2 minutes ago, Wynter said:

Yes, one of my regular opponents,@Monolith-Swats, uses her in this way (when he uses her).

If you accept that she will probably die at some stage, she certainly has her uses.

I accept that any player on my team will get Taken Out at some point, but if she gets me the ball which allows me to score, or deny a score, her 2 VP loss is worth it.

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I don't have a hard and fast ten, as I feel that limits me. A lot of time it depends on what the play field for an event looks like, and sometimes it depends on what I feel like doing with my Masons that day. 

But Chisel is one of my core players, so I don't see it as dropping anyone for her, as she's a first pick. 

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I said it in another thread, but here is more pertinent: Mist heavily competes (at the moment) for the ball retrieval job, if not quite supersedes Chisel. Mist has an easier :T: (ignoring Crazy), 5+ DEF (very important to survivability and retaining the ball), a buyable dodge (no risk of counters or parting blows taking the ball) and a 3/8" KICK, meaning once he has the ball he has a better chance of being able to do something with it. With Cover of Darkness & Acrobatic, he has a much higher threat range as well.

I see what you are saying, however, and it really does make me want to try out Chisel in this role, as you make some great points about all the dodges, being female vs. Charmed, Sadism (I didn't realise it was an aura...), and once the minor guild drops, I'm pretty certain Chisel will come in to replace Mist (Brisket is the bane of my Masons, it's next to impossible to get the ball off her without a specialist retriever like Mist), but 13 HP, Crazy and particularly 3/1 DEF/ARM, leaving her vulnerable to :KD: and :T: back, plus the 2/6" KICK, make Mist the safer choice for me at the moment. 4/1 and a couple more HP (and a tweak to Painful Rage) and I can definitely see her in my 10, though.

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@S_A_T_S I agree, mist is good at the role as well, but for me the flexibility of Chisel when the ball is not involved is what outs her above Mist. She can switch to damage dealing with the set ups Masons can deliver, and with Singled Out, crowd outs and Tooled Up (for giggles), she can crank out some damage. 

True, her defensive stats aren't above average, but as part of her overall package I'm ok with it. 

(As Brewers are my original team, 3+/1 is something I'm used to.)

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I'm going to try Chisel tomorrow evening in a game using her as per this discussion. I'm playing into farmers so the 2" melee should be a good go.

Unsure on Captain, Wrecker (to throw off their positioning), Chisel, Flint, oHarmony and Mallet. Aiming for goal scoring so Honour seems the best shout but Hammer adds some additional beating.

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15 minutes ago, Scapegoat_Stephen said:

I'm going to try Chisel tomorrow evening in a game using her as per this discussion. I'm playing into farmers so the 2" melee should be a good go.

Unsure on Captain, Wrecker (to throw off their positioning), Chisel, Flint, oHarmony and Mallet. Aiming for goal scoring so Honour seems the best shout but Hammer adds some additional beating.

Why don't you swap oHarmony to Tower? His Heroic will be good for you against Farmers, won't be? :) And I think Hammer will be a good captain, he can lead very good this team.

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35 minutes ago, Scapegoat_Stephen said:

I'm going to try Chisel tomorrow evening in a game using her as per this discussion. I'm playing into farmers so the 2" melee should be a good go.

Unsure on Captain, Wrecker (to throw off their positioning), Chisel, Flint, oHarmony and Mallet. Aiming for goal scoring so Honour seems the best shout but Hammer adds some additional beating.

Wrecker with Rollerball and 12" sprint can probably destroy a few Harvest Markers and nudge the farmers into bad positions. 
Hammer is not a bad scorer, with 3/8 kick after grabbing influence for Ball Hog, but he does not set up goals like Honour does with Superior Strategy.

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A little nugget I find particularly amusing, for no reason, is Tooling her up increases her Feel my pain damage too. And that FMP is any attack not just the damaging ones other similiar abilites tend to trigger on. So someone trying to strip her of the ball twice (due to her counter tackle) gets to pay for it. 

The only thing I dislike with her is how very sad she is before activating. She just sits there without her tech up, with 4 tac and at 3/1 defence - barely even damaging or tackling people on parting blows or on counter attacks even less. 

She is far from useless. But as always I feel the "problem" is the incredibly strong Masons core (Kick off 6 + Hammer and Tower)

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5 hours ago, Zozo said:

Why don't you swap oHarmony to Tower? His Heroic will be good for you against Farmers, won't be? :) And I think Hammer will be a good captain, he can lead very good this team.

oHarmony would be if I took Honour just because I can hold her back and go for a last ditch goal if needs be :)

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23 minutes ago, Scapegoat_Stephen said:

oHarmony would be if I took Honour just because I can hold her back and go for a last ditch goal if needs be :)

It is correct, I just wanted to refer that if you pick Hammer, than you don't need oHarmony, and IMO Hammer would be a better captain, but it is true that I haven't got a lot experience against Farmers :)

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8 hours ago, Scapegoat_Stephen said:

Opponent backed out of tomorrow's game. He says he has a job interview but we know the Farmers errata is the real reason right ;)

So sad :) I hope your opponent will want to try his new farmers guild asap :D

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So I tried Chisel with an Honour line up vs Butchers on Sunday in place of oHarmony. In the ball retrieval role she is great, as an extra 2" melee she has promise. She set up a goal for Flint, tackled Brisket and provided 2 pivotal crowd outs. I ran:

Honour, Marbles, Brick, Chisel, Flint, Mallet

But my next test will be the following as a pure football team:

Honour, Wrecker, oHarmony, Chisel, Flint, Mallet

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I've always preffered Chisel in this role rather than the "Chissile".. She's great at retrieving the ball then getting it back to your core goal threats with the assistance of Mallets aura.. 

Unfortunately while she is certainly not unplayable I still think she is a little underwhelming when compared to all the other options the guild has available..

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4 hours ago, Redmaw said:

I've always preffered Chisel in this role rather than the "Chissile".. She's great at retrieving the ball then getting it back to your core goal threats with the assistance of Mallets aura.. 

Unfortunately while she is certainly not unplayable I still think she is a little underwhelming when compared to all the other options the guild has available..

I think is essentially the crux of Chisel her fluff indicates she is supposed to be a murder hot. She isn't. And other options in Masons are more specialised so do their respective roles better BUT she can be an ok all rounder.

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13 minutes ago, Scapegoat_Stephen said:

So ain't that Rookie Chisel pretty :)

Probably trying this into Blacksmiths this evening:

Honour, Wrecker, Chisel, Flint, oHarmony and Mallet.

Please write a match report after that :)

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45 minutes ago, Zozo said:

Please write a match report after that :)

I'll see what I can do :)

Got the kit so likely going to do some video battle reports in the future which will be spread a cross multiple guilds for variety but may try some tactics videos too.

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