Jump to content
Sign in to follow this  

Tactics for the Hunter's Guild

Recommended Posts

In tandem with @Mako excellent beginner player rundowns, this is a post for beginner tactics for the Hunters Guild to improve our new player resources. It is not intended to be a bible nor do I propose this is the only way to play Hunters. Please feel free to suggest your own tactics that would be useful to a beginner here. I will outline a few strategies I have played myself which may or may not be helpful. Together we will try to make this a useful guide for beginner players - remember this is not designed for the 'expert' or top-level play.

Play style

The Hunters play style lends itself towards control and takeouts, with sudden or opportunistic goals. However they have one of the best, if unconventional, striker captains in the game so a scoring game is certainly possible. Hunters have a wide selection of Character Plays and some of the strongest ranged disruption plays in the game. However it can be very easy to overdose on these - the playbooks often reward DMG and mobility over Character Plays and Tackling, so as a rough guide look to use melee over ranged play in the main. The Character plays should support your team towards victory not be their focus – Hunters will rarely win playing a ranged game.

Hunters are very fragile – many of your players have low DEF, low ARM or few Hit Boxes. Do NOT get into a scrum with your Hunters unless you are confident it is on your terms. This doesn’t mean avoid melee though – far from it, Hunters can excel in combat. Try to pick your targets and gang up on them, or prep the target first for a take out/tackle & score. The secret to Hunters is to control your opponent such that they are fighting sub-optimally while you run around controlling the game. If Hunters lose control, they can start to crumble quickly. Fortunately, Hunters are stacked with tricksy Character Plays and possibly the best condition in the game – Snare.

TIP: This guide will not discuss Union players. Partly because the Falconers minor guild will take these away, partly because this is a beginner guide.

TIP: Quick reminder, the Snared condition is -1 DEF and -2 MOV and lasts from turn to turn like all conditions. These effects can cripple enemy models and your opponent will be spending their momentum to get rid of it giving you a momentum advantage.

1: Team Selection

When picking a captain for the Hunters, you are presented with two very different choices. Both exemplify an aspect of Hunters, but players may find they settle into one or other play style.

Captain Theron

Theron is perhaps the most flexible captain in the game. He is a very capable DMG machine, he puts out conditions, he has control Character Plays and he is surprisingly mobile and a reasonable striker because of his low dodges. In fact, it is hard to pin him to a specific role each turn, but usually 6 INF is not wasted on Theron – he can do a lot for your team.

Stat-wise he is pretty standard captain – normal speed, high Tac, Good KICK, reasonable defensive stats. The secret to Theron is he has possibly the best playbook in the game when combined with all his passive abilities.

Master of the Forest

Theron’s special ability is his unique trait – Nature’s Growth. He is able to place a 3” Forest AOE anywhere on the table, 2” from other terrain. This can be extremely powerful. The most basic use for this can be to simply place terrain to provide cover to Theron when he attacks an enemy model – place the terrain next to but not touching an enemy model, walk/charge through the terrain with Light Footed trait and start hitting your target with -1 TAC if they try to counter.

Some more uses of the forest:

1.    Rough terrain placed in between Theron and a Pinned Target to prevent them having enough MOV to reach Theron.

2.    LOS blocking for charges – place the terrain, pin someone in range, walk behind the forest.

3.    LOS blocking for strikers – even placed 2” from the goal it can be annoying for strikers.

4.    Rough terrain for multiple enemy targets – simply place the AOE to hit multiple targets – beware this gives them Cover.

5.    Rough terrain for Chaska to gain +1 ARM

6.    Forest for Hearne1 to teleport to – place this 4” from Hearne to maximise his mobility, or place it 4” beyond his maximum move etc.

I’m sure you will find other opportunities for it - Theron’s forest can be extremely powerful and is free to use every turn.

TIP: Remember that the forest MUST be placed at the START of Theron’s activation. It is not affected by whether he is knocked down or not. Consider placing the AOE behind your goal to remind you to place it.

TIP: Remember you cannot place it within 2” of TERRAIN. However GROUND is NOT TERRAIN. You can place it on top of rough/fast terrain if you want. This can be used to extend rough terrain or turn off fast terrain for the enemy. Remember most Hunters have Light Footed so will not be affected by this.

TIP: You cannot see through the forest (but can see out fine). However you can draw LOS from any point on your base – so use this to make direct movement lines run through the forest. Be careful when you place it to not block Theron’s LOS to his target later in the turn.

TIP: People often forget the forest rules – models within or kicking to a target within a forest suffer -1 KICK die penalty. Models can kick to targets they can’t see but this increases the difficulty by 1 (TN test is +1 modifier).

TIP: The AOE is special in that it is placed within 8” which is measured to the EDGE not the centre of the AOE. This gives you an extra 1.5” of RNG.

Theron’s other signature ability is that every time an enemy model is DMGd by him, it suffers Snared. This works with both his melee attacks AND his ranged attacks. Combining this with his playbook, Theron can easily snare most models on 1 hit (momentously) and this immeadietly shifts the playbook math up such that he can hit the higher results. Such as KD, which then shifts the math higher again. Two attacks from Theron on a 4+/1 model can quickly turn this into 2+/1. If using Snow, Feral Instincts can make this much easier – 4+/0 goes to 2+/0 very quickly. Once a target is at 2+, Theron can continue to beat it up for 2-3 DMG a hit or push it around etc. A 6 INF activation from Theron can quickly do up to 11 DMG all momentously without any setup – and with setup, much much more.

TIP: Theron can cast his Heroic on himself such that he can beat a model up and then shoot it. Because you Snared the target you can spend Bonus Time to boost the odds of success against most models to be very high. This allows Theron to do an additional 2 DMG which can sometimes be all he needs to take out important models such as captains.

Theron the Striker

Alternatively, from the beatdown, Theron can be surprisingly agile footballer. Charging a ball carrier near the goal, Theron can initially do DMG to Snare the model (or Tackle if the target looks to try to Dodge away), then follow up with a Tackle (or DMG to Snare target) on the Snared target, then follow up with as many << as he needs to get closer to the goal, then try for a shot. This way Theron can get a surprising distance for goal runs.

Theron can also carry the ball and use his low << to jump closer to the goal – extending his goal threat beyond his basic 14”.

TIP: Consider shooting the target (potentially for free) to put Snare on it before charging in so that you can maximise your chance to Tackle AND Dodge to avoid dangerous counter attacks.

TIP: Don’t forget to place your forest for cover if it will make the difference between a successful or failed counter attack – just remember that your KICK is affected while in it.

Theron’s Magic Bow – How will you kick the ball with an arrow to the knee?

Theron isn’t done beating enemy models up and Snaring them in melee. He is equipped with a versatile bow which can be used to control enemy models very effectively.

Pinned is his signature ranged move. It does 2 DMG and Snared (Hunter’s Prey Trait) but the key is it forces that model to advance (not reposition – dodge/push can be in any direction) DIRECTLY towards Theron. This can be very powerful. Consider these options:

1.    Theron Pins a model with lots of Influence, then walks/runs away. Now that model can only move towards him, has no hope to reach him and wastes a ton of INF because no other Hunter models are within its melee. This can be very effective against beatdown models such as Ox or Hammer.

2.    Theron Pins a striker, then runs UP the pitch. Now that Striker cannot move towards the Hunter goal.

3.    Theron moves into melee with a model, attacks it several times, and then Pins it (remember that models DO NOT lose dice if using non-AOE character plays against a model they are in melee with – only other models remove dice). Now that model cannot advance away from Theron – potentially freezing it in place for other Hunters to finish off.

4.    Theron pins a model such that the direct path is through an obstruction or a barrier - this can prevent the model reaching Theron.

TIP: Try to Snipe an important model first – putting Snared on the target increase the chances of Pinned hitting which can be crucial.

When not pinning models to himself, Theron’s other ranged ability is Snipe. As well as the 2 DMG and Snared (Hunter’s Prey Trait), it cripples KICK stats. -2 Dice and -2” range can make all the difference between an easy goal and a dicey one. In addition, it can be fired multiple times per turn including at the same Target. This can be used to cripple a football team if all their strikers are all suddenly -2/-2” KICK and -2” MOV.

TIP: While a model cannot be effected by the -2/-2” stat effect more than once, it can suffer additional DMG – if a model is very low on health, a barrage of Snipe can finish it off.

His final ability is Sun Strike. Sun Strike at its simplest is a way for Theron and his buddies to generate momentum at range. If Theron casts it on himself, every time he hits with his bow, he generates a momentum. While not crucial every turn (Theron will likely be in melee to generate momentum pretty quickly) it can be essential on Turn 1 or on a goal run turn if you can’t get to melee and score.

TIP: Sun Strike is deceptive. Theron can cast it on multiple targets – consider Hearne or Egret. Egret can fire up to 4 times with Snap Fire – generating 4 momentum off low DEF models like Blacksmiths.

TIP: Sun Strike is even more deceptive. Sun Strike generates momentum from any character play that TARGETS an enemy model. While RNG plays are obvious, there are some melee Character plays such as Singled Out and Gut & String that ALSO target enemy models. These ALSO generate momentum. Consider casting this on Hearne1 a lot. Jaecar is situational but still a nice bonus. Singled Out can generate 2 MOM each time Hearne hits someone with it, and with his 2” melee zone he can attack multiple targets. Useful if you want to win the momentum race.

Theron’s weakness is his 1” melee. Be careful of 2” melee teams that can take him on such that he cannot counter attack. Otherwise Theron’s counter attack is very strong – he does Snare on 1 success, and on 2 successes has a <<. Theron can be surprisingly annoying for 1” melee models to engage. Consider Defensive Stance against Charges – 5+/1 can prevent the KD and open them up to counter attacks.

TIP: Theron has such good counter attacks that it is recommended that you stand him up (remove KD) rather than heal. This is situational – 2” melee teams for example – but often the better long term choice.

Suggested Beginner Team Selection:

Arrows to the Knees: Theron (C), Fahad, Hearne1, Zarola, Jaecar, Egret

TIP: I agonised over Egret vs Chaska vs Ulfr here – any of these models would be a great fit for Theron. Try Chaska for his traps and Boom Boxes under Blessing, or Ulfr with his free Where’d They Go under Blessing and scoring. Egret is the middle ground between the two. Hence I picked her for beginning with.

Captain Skatha

Skatha is a very different beast to Theron. While Theron seeks to support his team by beating models up, putting out Snare and crippling enemy movement, Skatha manipulates the SPD of her team. Do not underestimate how powerful an effect this can be.

Skatha looks like a slow striker at first glance – but there is much more going on. In a mirror to Theron’s Forest, Skatha puts out a 3” AOE of Fast Ground with the same limitations (it can be placed on Rough Terrain for example). What this means is that not only Skatha but her whole team can suddenly benefit from +2 MOV. For free.

TIP: As with Theron, remember the AOE must be placed at the start of her activation.

TIP: The AOE is Fast Ground – this can be used by your opponent as well. Be careful with placement.

Placement of the AOE will depend on board state but here are some examples of use:

1.    To make Skatha go faster herself. Simply place it beneath Skatha – remember only a tiny bit her base needs to be on it to benefit from Fast so consider placing it mostly BEHIND her.

2.    To make other models go faster. Example on Turn 1 place it such that models will either move through it on a path to enemies to expand their charge range.

3.    To ‘switch off’ rough terrain for non-light footed Hunter models such Seenah.

Placing the AOE takes a little practice as Skatha has a habit of not starting to advance where she starts her turn owing to her signature trick – making snowballs. Snowball allows Skatha to create a fake ball that only works during her activation. She can then pass the ball as if it were a normal ball. This allows Skatha to easily unlock the Momentous Teamwork actions – Pass N Move and Give N Go. With her excellent 4 dice KICK, she can ‘reliably’ either make herself or one of her teammates suddenly jump 4” as a dodge. This can extend her/their threat range towards targets that were out of reach. When combined with her Fast AOE, this means that Skatha can suddenly reach models 14” away.

TIP: Remember that you have to pay for the normal KICK. This means Snowball costs 2 INF (1 for the Snowball, 1 for the KICK).

TIP: Snowball pass can be used to jump your players out of melee. Be careful though – the TN value increases for each enemy model they are in melee with – 5+ is dicey, 6+ is probably not worth it.

TIP: There is one OTHER benefit to Snowball – Skatha can GENERATE MOMENTUM from the pass if no one moves. This can be corner-case but sometimes you need MOM to score that goal first activation or stand someone back up etc.

Skatha’s other abilities are an AOE to drop Snared on models which crucially is also triggerable from her playbook and Blessing of the Moon Goddess. Blessing is very situational but you should consider casting it on Strikers such as Ulfr help them Tackle and disengage.

TIP: Once cast Blessing of the Moon Goddess is not optional usage – you must use it on the next attack. It can be used to help models counter attack and disengage.

Her last ability is her Legendary. Winter’s Night looks odd at fast glance but is deceptively powerful. Skatha should try to hit as many enemy models as possible as early in the Turn as possible to benefit. It adds a <> to the next attack. What this means in practice is that it allows models such as Skatha to either trigger Super Dodges such as 3+” repositions or Tackles and 2” repositions to disengage from enemy models. This can be used for multiple effects:

1.    Allow a Hunter to Tackle and disengage to avoid counter attacks such as T or KD.

2.    Allow a Hunter to move much closer to the goal, through enemy melee zones and out the other side

3.    Allow a Hunter model to counter attack and disengage from an enemy model

When you put all Skatha’s abilities together she is a very agile goal scorer.

1.    Skatha could simply use her abilities to score a goal 19” away.

2.    She could use her abilities to move up to an enemy model 14” away, pop her legendary, attack them to trigger a momentous < on 1 which allows her to move another 2” and move an enemy 1” away (using the free <>), then score.

3.    She could move up to an enemy ball carrier 14” away, Tackle and use the <> to disengage and score.

4.    Or she can change the order – move up to a model 10”, pop legendary, Tackle the ball and disengage, throw a snowball to a friendly model 6” away, jump 4” and score. Etc.

She doesn’t necessarily need her legendary, but it helps her gain range and move around.

TIP: Skatha is very effective running/hitting as well as charging. Try to be aware of the odds and whether an enemy model will Defensive Stance. Her T on 2 is usually easier to trigger on a Charge but it depends on various factors. But crucially running/hitting allows you to pop your legendary BEFORE attacking.

Skatha loves to score goals but she can mix it up in melee if she has to – her MOM 2 DMG is easier for her to hit if the target is prepped with Snared first or Gut & String for example. However usually Skatha won’t need the full stack of 6 INF unless trying a tricky goal run that needs all her powers.

Skatha is a classic 5+ model and is vulnerable to KD and beatdown. She has very good counter attacks to disengage so be wary of 2” melee models that can circumvent this. Try to keep Skatha on her feet rather than heal – 5+ is frustrating to hit. You can further boost her survival with Tough Skin from Chaska for +1 ARM (if you try out Chaska with her). She is so fast that should be taken out, she can usually get back into the action quickly and be a wing threat.

Suggested Beginner Team Selection:

Winter is Coming: Skatha (C), Snow, Jaecar, Hearne2, Ulfr, Seenah

2: Kick/Receive

Hunters are very flexible when it comes to Kicking or Receiving and there is no right or wrong answer – it all depends on your opponent’s Guild and your play style. Here are some suggestions only:

Possible Kicking Strategy

Skatha Strategies

First Turn Goal

Kick off with Skatha. Skatha can apply kick off pressure because her threat range is so long. If the ball is move such that Skatha cam reach it (and she can reach a long way), consider activating her immediately. If you do this, place the Fast AOE so that its furthest edge is 4” towards the direction she wants to go. Then snowball pass on to it, and run, legendary and try to score. If you can, wait as long as you think possible (while ensuring Skatha isn’t attacked) then launch her goal run. Use Snow to put Feral Instincts on Skatha – this substantially increases her chances of getting the T. Waiting longer also reduces the beatdown she will receive afterwards. Because Skatha is only 5” up the pitch but has a 14” threat, it’s likely that she will be able to wait a little before committing.

Back to Back Seenah ATTACK!

Move your models up the pitch carefully killing activations. Use Snow to put Feral Instincts on Seenah. Use Skatha to place the Fast AOE just less than 4” in front of Seenah. Snowball Seenah 4” forward onto it. Then move Skatha up (potentially through the Fast AOE) and throw Cold Snap AOE on to target enemy models for Snared. Last activation, Seenah can then charge 9”, threatening a model 11” away for a total of 15” of threat. This should generate a healthy dose of momentum and potentially take a model out. Then if able, go first Turn 2 and finish the job or move on to another target.

Theron Strategies

The Hearne1 Teleport Attack

Kick off with Egret. Use her to target a model to put multiple poisons out. Retreat Egret. Kill activations moving models up pitch. Activate Theron, placing the forest 4” from Hearne1, place Sun Strike on himself and Hearne1. Move up with Theron and shoot someone in range. Last activation, teleport Hearne1 into the forest such that the back of his base is just touching the forest – this should have catapulted him 7” up the pitch, which with is his big base equates to about 9”. Then walk him into someone Theron Snared and whale on them to generate lots of momentum and DMG. Consider using Blessing to do more DMG. Go first Turn 2 and take model out with any Hunter.

TIP: Variation of the above – kick with Theron if you are worried about the RNG.

TIP: Another variation – use Zarola to pull Theron back if exposed.

TIP: Another variation – use Hearne to try to combine Singled Out with a chance to Tackle to score.

Aggressive Attack

Kick off with Theron. Kill activations until 4th activation, use Zarola to move Theron forward. Activate Theron, placing Forest as before for Hearne1. Launch Theron into the enemy. Follow up with Hearne1 teleport attack.

TIP: This is extremely aggressive – not recommended against Guilds that can cripple Theron first.

Patient Hunter

Variation of the above – kick off with Theron and use him to generate momentum from RNG, use Zarola penultimate activation to move Jaecar 7” up the pitch. Activate Jaecar last activation and walk into people to wreck face. Then hopefully go first Turn 2 and create more chaos.

Possible Receiving Strategies

Skatha Strategies

First Turn Goal

Simply pass the ball along to Skatha, then use her natural abilities last activation to score a goal. Run the Length away from the enemy to reduce counter attack and place countering enemies closer to Seenah.

Theron Strategies

The Trap

Instead of moving a model to collect the ball in the first activation, activate Theron and use Pinned to trap the kick off model applying KO pressure. Ensure you have walked Theron AWAY from the ball. Use Snipe first to help Pinned hit. If successful the KO model which was expecting to score is now left having to deal with Theron. Use Hearne to teleport in and attack the KO model (ensuring he is not in range along the line to Theron). If you can, use Theron’s wood and movement such that Theron is exactly 8” away and the model will need 12” of Threat to reach Theron (2” for Rough Terrain, 2” for Snared). This can leave the KO model (potentially loaded with INF) wasted.

First Turn Goal

Use Theron to generate momentum but in the main, pass the ball to Egret. Use Zarola to walk Egret forward. Egret can then Run and Score with 24” goal threat. This can be increased to 28” with Pass N Move.

3: Arrows to the Knees Strategies

This team is all about control and takedowns with opportunistic goals being available through Theron, Jaecar and Egret. By picking targets, you can delete essential models, cripple strikers and interfere with your opponent’s plans. You need finesse as your team won’t last long if you start scrumming and you need to know your enemy’s strengths to guess their plan to disrupt it.

Theron is at the heart of this team, providing melee beatdown threat, opportunistic goal scoring and enemy team control. He’s probably going to be running pretty hot most of the time but if he gets isolated can take no INF at all and still walk and shoot someone with his Heroic play.

Hearne1 is Theron’s other half, so much so that these two are inseparable. Whichever way you activate them, either Theron goes first to provide a teleport wood and soften up targets, or Hearne going first to Single Out models to crank up Theron’s DMG output, they work as a team. I like to have at least 1 INF on Hearne for a Singled Out – the Guild has no Tooled Up so relies more on wraps and end of playbooks for DMG.

TIP: Use Theron and his wood to allow Hearne to teleport out of combats and attack where he wants OR teleport OVER enemy models and potentially score.

Hearne also has access to Blessing and if self-cast, can inflict a further 3 DMG and Snared. This allows Hearne to do a surprising amount of DMG when combined with Singled Out.

TIP: Consider not triggering Skewered off the playbook if hit, as then you can’t use momentum to cast it. 3 DMG is usually better and then fire off the Skewered after you are out of INF.

TIP: Consider casting Skewered (through Heroic Play) before attacking to maximise chance to hit.

TIP: Consider always taking Singled Out even if you hit a momentous DMG result  - Singled Out will not only boost your follow up attacks, it will boost the whole team attacking this target.

Jaecar is a melee monster. However he has even more going for him than being insanely fast and dodgy. Firstly consider ALWAYS taking Gut & String on your first attack unless under counter attack pressure. Gut & String is one of the most powerful abilities in the game – crippling MOV while also lowering DEF. While DMG is tempting, putting G&S on a target all but guarantees its death at the hands of Jaecar, Hearne or Theron. Worse it can end potential goal runs, and protect Jaecar from counter assaults as he Back to the Shadows 4” away. ALWAYS pick it first if you can. Each subsequent attack is much more likely to hit and the target is prepped for another Hunter to take out.

TIP: Jaecar loves attacking Singled Out models – with 8 Dice he can often start to get wraps and do substantial DMG.

Jaecar has a trap and can benefit from it himself. A simple trick is to walk up to a target, place the trap within 1” and then attack. If you hit the 4th column, you can Push/Pull the target, triggering the Trap, Snaring and Bleeding the target. This can combine with Gut & String to cripple the targets defence and open up the sweet MOM 4 DMG at the end of Jaecar’s playbook. If you fail to hit the column, trigger G&S and try again.

TIP: Instead of using the Trap offensively, consider dropping it and not triggering it (remember it auto triggers if you push a model within 1”). Then the opponent has a dilemma – if he starts to move his model he gets Snared – which cannot be cleared until the end of the advance.

Jaecar isn’t just a knife. He is also a potential goal threat. With anatomical precision and the above abilities, he can reasonably reliably hit the 3rd column T. Combined with his easy access to <<, he should be able to make shots on goal if the ball carrier is near the goal. If not, he can strip the ball and kick it away, potentially back to Egret or Theron. He can use G&S to cripple the striker running after it.

If Jaecar is carrying the ball (perhaps because it was passed to him or after a Goal Kick), he can make a blitz on the enemy goal by charging an enemy model near the goal (preferably a low DEF target). Then with 10 Dice, look for at least a <<, potentially a wrap for <<< or <<<<. After that jump he can make a shot on goal boosted by the momentum. This allows Jaecar to make 17-19” goal runs. Since you don’t care about counters (because you are dodging away), this can be very effective.

Jaecar can also leverage Back to the Shadows to hide the ball. By attacking models, dodging away, potentially then advancing if he started in base, and finally Back to the Shadows, you can move Jaecar where the enemy strikers aren’t (such as in a far corner behind their goal line). This can allow you to control the football game while threatening an easy Jaecar tap in whenever you want.

Jaecar is fantastic and extremely flexible. However he is not a god. He only has a 1” melee and is vulnerable to counter attacks with his lack of ARM. There are ways to avoid the inevitable counter and dodge away though. Firstly if you can place your trap, you can make that dodge unappealing as they get Snared & Bleed. Secondly you can use Pinball to escape the counter – this is done by attacking a model near another model, using your << to dodge outside the counter attacking model and into melee with target B, then << back to A. This can waste a lot of enemy momentum and allow you to attack whomever you like.

Zarola is not a particularly strong piece in melee – she shines in her character plays. Chain Bolas is yet another way to put Snared out to weaken the enemy team and setup Fahad. But Midnight Offering is pure money. Being able to extend threat ranges, pull vulnerable models back, push Fahad out of melee so it can charge and setup the Zarola/Fahad goal, etc. It is a versatile play – and Theron or Hearne can make it free to cast.

TIP: Consider putting the ball on to Zarola if looking to ‘kill it’ from enemy strikers. With 5+ DEF and Unpredictable Movement, she can be annoying to wrestle it from.

Fahad is a very efficient melee model with Furious granting free charges. This often means Fahad can be allocated no INF and still provide a nice measure of DMG and momentum. What makes Fahad shine is Snared on enemy models. Many of the Hunters can do this, and Fahad is linked to Zarola who has a ranged play which applies it and can then link into Fahad before the opponent has a chance to clear it. Fahad likes anything that increases his Dice pool or decreases the targets defence stats. This means that Singled Out, Gut & String and Crowd Outs are all excellent additional buffs on top of Snared. Because of Isolated Target, Fahad gains a +1 DMG which works on all wrap DMG as well. This can quickly cause Fahad to do a surprisingly large amount of DMG – for free.

TIP: Enemy models will often try to engage Fahad to prevent these charges. Use Zarola’s Midnight Offering to move Fahad out of combat. It does not matter if the enemy KD Fahad – Fahad is knocked down OUTSIDE their melee zone. Then Link into Fahad, spend a momentum point to clear conditions and charge.

Fahad and Zarola also make an unlikely (and somewhat unreliable) goal threat. This involves passing the ball between Zarola and Fahad and using Pass N Move as well as Midnight Offering to extend the goal run. Usually Zarola will pass to Fahad, who jumps 4”. Then she will cast MO so he can move 6”. Then link into Fahad who can Sprint 8” and then Kick 4”. This gives a total of 22” of goal threat (and Fahad will be in Tap In Range if able to score). It requires some input of momentum to work and it involves some shaky dice rolls but it can be unexpected.

TIP: Try this on Turn 1 after receiving to potentially gain an early lead with minimal exposure of critical players.

Egret is looks a basic 16” striker at first glance, but there is more to her than meets the eye. She provides a fantastic ranged play in Flurry – not only does it do 2 DMG to the target and all models within 2”, it also sets all ENEMY models Poisoned owing to Venomous Strike Trait. Snap fire is a similar ranged play, short ranged version that does 1 DMG to the target and Poison.

TIP: Be careful around Tough Hide players – Snap Fire will do nothing against these

TIP: As scrums form you may find it hard to pick out Flurry targets. However consider that it only Poisons the enemy – sometimes this can be worth it if you can go first and maximise on the potential 4 DMG these models have just taken after maintenance phase.

TIP: Snap fire can be dicey to roll – try to improve this by targeting Snared targets as their lower DEF will increase her chance to succeed.

TIP: Consider loading up on INF and having Theron cast Sun Strike – you can now potentially gain 4 MOM and poison multiple targets. This is especially effective against low DEF teams such as Masons and Blacksmiths.

Egret has another trick in her arsenal – she can dodge 1” on any successful DMG. This can be used to extend that basic 16” goal threat range. She also has Back to the Shadows that allows her to ‘kite’ enemy models – move into range to shoot them, then move back out of retaliation range with Back to the Shadows.

TIP: Swift Strikes works in melee as well as ranged. Consider that the 1 DMG in Egret’s first column is actually 1 DMG, Poison and a dodge. This can be surprisingly effective if you don’t like your probability of shooting the target – charge/walk into them instead. She can then Back to the Shadows to disengage.

TIP: If Egret has the ball, consider charging an enemy on the way to the goal – she can quite likely hit at least that 1 DMG, Poison, Dodge and Tackle. Consider charging her at Snared ball carriers to trigger this to tackle and then score.

TIP: Back to the Shadows can be combined with Run the Length to pull Egret 8” out of danger and foil counter assaults against her.

TIP: Remember that Egret does NOT have Light Footed so be careful with her around Theron’s wood and rough terrain.

4: Winter is Coming Strategies

This team is a little different to Theron’s. Instead it looks to try to score goals and accelerate the speed of all its models to achieve either takeouts or goals. There is limited control in this team but you still have access to Snared and Gut & String, and primarily, accelerated speed.

Skatha should be hunting for goals as much as possible. She is fast and as discussed above has many ways to intercept the ball and score. Even when taken out she is quickly back in the fight and can pose a threat from the wing. She should be looking to try to maximise her Fast AOE every turn to her team’s advantage.

TIP: Skatha is a great target for Feral Instincts as many models have 1 ARM.

Snow provides a great team boosting play in Feral Instincts. Most of the team will benefit from it, Seenah and Skatha particularly as they will often be in melee. Her other ability Pack Mentality is a great aura against beatdown teams that don’t want to or can’t KD their targets.

TIP: Pack Mentality can be combined with counter attacks with 1” melee models. First dodge from Pack Mentality to 1” after enemy attack, then counter and try to dodge another 1” to be outside the enemy 1” melee.

Jaecar works similarly to above but here has the added bonus of +2” MOV, which takes his SPD to frightening levels.

Hearne2 is all about the ball in this incarnation. With a low T and KD, he can strip balls from enemy models and kick it back to his own team. He retains his DMG capability and Skewered plays so can threaten DMG or Snared if required and with Last Light has way to cast Skewered for free.

TIP: Last Light can also be used on other models such as Ulfr for a free Where’d They Go.

Hearne’s other useful ability is Winter’s Blessing – he gains +2” MOV when moving through Rough Ground. This is cumulative with the +2” MOV from Fast Ground if Skatha places her Fast AOE on Rough Ground. This ability can make Hearne situationally very fast.

Seenah is a monstrous bear but she is not quite as simple as she appears. While her primary focus should be charging every turn and hitting Snared models to potentially take them out, she has a few tricks up her sleeve. Intimidating Roar allows her to disengage models that are trying to pin her from charging.

TIP: Even 2” melee models can be unstuck. Seenah can roar them 2” away, hit them to Push them on 1 success and then charge.

TIP: Seenah benefits like Fahad from Snared – try to put this out through Skatha, Hearne2 and Jaecar.

Seenah has another trick that your opponent might not be expecting – a T on 2. This allows Seenah to strip the ball off most models easily and then potentially charge towards the goal and then score or charge a ball carrier near the goal while placing Seenah within 4” of the goal to score. It won’t always be the best play but Seenah can be used to score goals on unwary teams that don’t recognise her goal threat.

Ulfr is a tricky striker that can switch modes to DMG dealer if required. He requires a little finesse to use as you will want him to be attacking enemy models while more than 4” from his friends. He has a low T and even a Tackle & Dodge which can allow him to avoid counter attacks. His Ambush ability means that Defensive Stance against him is inefficient and impossible first activation of a turn. This means he is better off charging targets. Ulfr ideally wants to cause DMG on his first attack to trigger Blood Scent and improve his goal striking ability substantially. This can occur after wraps and as such his ideal prey is against Snared targets. You need to pick your results carefully with Ulfr as the opponent will often choose to Counter Attack. Pick the result that counters the most likely enemy result – DMG if they are likely to Tackle, Tackle if they are likely to disengage. Ulfr does have access to Where’d They Go so can circumvent disengaging models that way as well. This can also be used to get close to the goal or get around Rush Keeper charges.

TIP: Ulfr really wants to do everything and his INF cap limits this. Consider casting Last Light on him to allow him to do everything he wants.

TIP: Ulfr loves fast ground – pair him with Skatha.

5: Guild Weaknesses & Other Guilds

The Hunters have a lot of tools to control the opponent but they need to be careful. Many of the Hunter models are fragile and a direct scrum will cost the Hunters player more. Hunters should be careful when playing the ball as the guild has less obvious goal strikers than other Guilds and is usually not hard to strip the ball from. Try to avoid the KD condition – many Hunters have good counter attacks (at 1”) and so keeping them on their feet is a good idea. Hunters hate Tough Hide models as they lack in-Guild Tooled Up. The best way to circumvent this is to apply multiple debuffs to the target such as Singled Out, Snare, Gut & String and try to wrap to DMG results. It usually takes a combined effort to bring down Tough Hide models - pick on weaker targets if you can.

Hunters greatest foes are those who can score goals quicker than the Hunters can control. Alchemists, Engineers and Fishermen are all fast goal scoring teams and the Hunters need time to pick out their prey. Some ideas to try are: killing the ball if you have control over it. Putting it on Zarola and simply running her to a wing can slow the inevitable goal. Then when they score, score a snap back goal and hopefully by now you have taken some models out.

Also consider using Theron to control their best striker. The use of Pinned and Snipe can impact football teams heavily. Try to pull them away from your goal or where the ball is. Look at who is important to them and try to concentrate your takeout skills on them. Use Gut & String to cripple important models.

A handy trick is rather than score with Jaecar, take the ball Back to the Shadows to a far corner of their deployment. Now they have a dilemma – if they bring models on near Jaecar he can finish them again, or the ball is out of play allowing Theron and Hearne to take models out.

Share this post

Link to post
Share on other sites
1 hour ago, EpicChris said:

I think I'll wait until S4 hits for updating these. 

Aargh... hadn't occurred to me that season 4 would do that to these and the summary threads. Soooo much typing :P

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this