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Mako

Mason Player Summaries

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Hello Masons!

As part of the ongoing Guild intro project it's time for you to get a model summaries thread. I don't have a clue what most of the models do, so I need your input for it - take a look at the other guild threads to get an idea of what we're looking for, but basically it's a short (couple of sentences) summary of the main uses a model has. Think of it a little like a wiki, if you post up thoughts about models you like to use I'll curate them into this top post. And there's always the opportunity to update this, so if you see something is missing on a model that already has an entry post that too! 

(but please remember this is about the uses people have for players - if you don't think a particular model has any uses, just ignore them ;) )

I know you've had some good threads about your lesser-used models lately, so I'm hoping this will build on that kind of effort :)

 

Honour (C) -

A very versatile captain, can do a lot of work herself or give a key model an extra activation that amplifies threats or gives last activation. Able to score when needed with good dodges, or to take out models (with a little support). She is vulnerable to determined attacks  and character plays though, so shouldn't be left out on her own.

Good into: Alchemists, Tapper Brewers, Grange Farmers, Union// Risky into: ranged CP, 2" melee, high burst damage (Thresher Farmers, Fillet Butchers, Corsair Fish)

 

Hammer (C) -

A super-solo captain, able to take out many players solo but with Tooled Up or support can take out most things in the game. Can still score and ball retrieve in a pinch though, or support his team. Knockback makes him more mobile and gives him potent control options. 

Good into: low health/soft targets (Morticians, Butchers, Hunters, Blacksmiths)// Risky into: Fast scoring teams (Fishermen), ranged control (Engineers)

 

Marbles (M) -

A great control mascot with Goad, Countercharge (when with Brick) and Loved Creature. Can be used to shield key models, or disrupt targeting, or even cripple key players by forcing them to run out of position. Generally a good pick unless Honour/Brick are not in the team.

Good into: Scrums, low DEF teams (Blacksmiths, Brewers, Butchers, Farmers) // Risky into: ??

 

Wrecker (M) -

Fast enough to accompany (and Follow Up) friendly strikers, helping to block any return goals. Can rearrange the scrum with Rollerball to free up a key model, push an enemy into the scrum, or mess up goal threat distances. Really messes up Furious models.

Good into: Alchemists, Engineers // Risky into: 2" melee heavy teams, easy KD (Blacksmiths, Brewers, Fishermen)

 

Brick -

Provides excellent area denial/control with Countercharge and survivability. Also works to shield key models, moving the bubble around depending on how the opponent is playing. Slow and vulnerable to character plays, so be aware that your front line may need to slow down.

Good into: Tapper Brewers, Farmers, Butchers, Blacksmiths // Risky into: ranged CP (Engineers, Morticians, Alchemists)

 

Chisel -

An excellent ball retriever, fast and able to tackle and dodge away easily. Crazy and Painful Rage increase her odds of getting the results she needs, while Feel My Pain helps discourage/punish counterattacks to reclaim the ball. Not great in the scrum or against fast killers, but ideal to mess with Strikers and goal threats.

Good into: goal focussed teams (Fishermen, Midas Alchemists, Morticians)// Risky into: ranged CP, fast killers (Brewers, Butchers, Farmers, Hunters, Engineers)

 

Flint -

An expert striker, very hard to stop. More vulnerable to female attacks than male. 

Good into: // Risky into: Female heavy teams (Scalpel Morticians, Fillet Butchers, Pin Vice Engineers)

 

Harmony -

Combining her with Honour is an excellent one-two punch. Best kept defended until needed, but able to finish off models or close out goal runs as needed.

Good into: // Risky into:

 

veteran Harmony - 

Provides support to the team with Smelling Salts and Team Player. 

Good into: AoE heavy teams (Smoke Alchemists) // Risky into:

 

Mallet -

Good into: // Risky into:

 

Tower -

Good into: // Risky into: 

 

Granite - 

A tricksy tarpit model. While stat wise she is slow, Between A Rock and Foundation make her deceptively mobile. Positioned carefully, any attack on the masons will result in Granite moving closer. Funneling opponents to her for her to lock down is key. She also has reasonable kick stats, so use her to move the ball (and vice versa)

Good into: ?? // Risky into: Ox Butchers

 

Lucky - 

Good into: // Risky into:

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Hello All!

These are my own remarks, and don’t general truths J

Honour (C)

She’s a very versatile captain. Can help other model to take another activation (for example the Mallet-missile, or to Flint, oHarmony, perhaps herself). With her monkey-buddy Marbles, she’ll be a very dangerous TO-maker, or alone can make a goal too, but she can die easily if you don’t careful enough (but in her legendary turn, she can choose [+1] ARM).

Good into: line ups, which are want to make a 2-2 win // Risky into: teams, which are want to make 3 goals, or can make 4-6 TO’s.

Hammer (C)

Hammer-time, that’s tell everything J w Tower’s Tooled up, he can take out easily anybody, or can make a goal easily too (but after that, they will die).

Good into: against fragile teams // Risky into: teams which can make goals easily and fast, and can kill your team remotely.

Marbles (M)

Goad, Assist, Loved creature, 4/1, CC w Brick…he is the number one mascot in the Mason Guild.

Good into: w Honour, sometimes w Hammer too // Risky into: against teams those who have enough the 1 VP.

Wrecker (M)

I like the idea of the armadillo, and his rollerball and ramming speed are very good, if you have to go far, or you really want the 2” pushes. Sadly he can push only enemy models, but he is the best choice if you want to free your models, or want to cheat with the distances.

Good into: w Hammer // Risky into: nothing, Marbles just better option, thats all.

Brick

I really like the big guy. CC, tough hide, knockback. The biggest drawback his 2 DEF… :P

Good into: when you really need the zone-control // Risky into: against teams, which can operate CPs from afar, or football teams, which are really need MPs, because he is a very good MP factory.

Chisel

I’ve never tried her out

Flint

Our #1 striker. W Honour, he is very dangerous. Usually I played him w a Honour team.

Good into: if you want to take minimum 2 goals // Risky into: against female teams (for example a Fillet Butcher team…)

oHarmony

Honour’s best friend ( of course, theye are sisters! :D ). W a team, when you bring Brick too, try to keep her near Brick, and w the Linked ability, after Honour did her job, oHarmony finish anything you want to do.

Good into: I only bring her w a Honour team // Risky into: if I don’t play w Honour, I don’t play w oHarmony either.

vetHarmony

I only bring her w a Hammer team, but not always. Her most important abilities the Smelling Salts/Team Player/Breaking Play.

Good into: if you have to play against teams which operate w AOE’s // Risky into: anything else.

Mallet

The good old football player. 3” MZ, his playbook is awesome, just like his CP’s and CT’s. He is a core-member. He is so good w Honour and w Hammer too.

Good into: if you have to make hurt, but you don’t want to suffer counter attacks // Risky into: against fast teams.

Tower

The best supporting team-member. And that’s all. Sometimes you can pust out enemy models from the Pitch (3 hits and knockback…muhaha), but sadly he’s got only 1” MZ.

Good into: w Hammer always, sometimes w Honour, if I really need his HP against teams who can give a lot of KD // Risky into: i don’t know, he is so good.

Granite

I’ve never tried her out

Lucky

I’ve never tried his out

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This post will get updated whenever I have time to spare. I'd like to try and be as complete as possible, while still keeping open the possibility to debate, as I in no way consider myself as an absolute pro Mason's player.

Honour (C)

The First Lady of Guild Ball. Versatility is her middle name. Might be one of the easiest captains to switch tactics with.

Superior Strategy can be used in so many ways, that it should be considered as strong as Obulus' Puppet Master. You will always have the last activation. Give Flint a 32" goal threat. Make sure that your beaters can always reach the opponent's backline. Sneakily give oHarmony another activation to get Linked, when your opponent doesn't expect it anymore.

With her Legendary, she suddenly turns into a 4/7 INF captain, as well as suddenly having a 16-18 INF activation possible. Or, make everyone have at least 2-3 ARM. Beater teams will hate you for it!

Set her up with Marbles to easily make take-outs.

Use her 1+:momDD: on column 2 to jump between defensive lines for epic goal runs. This same result, together with Poised, makes her an elusive target to pin down.

At only 3+ DEF, she sadly is very prone to suffering from disruptive Character Plays. While 17 hit points isn't anything to scoff at, she's quite easy to take out when controlled. KD is scary, but she should never be close to anyone with easy KD results anyway.

Teams I'd play Honour over Hammer:

  • Alchemists: both of their captains have Unpredictable Movement, which is something Honour can get around. They'll not field anything that is too hard for Honour to take out (except for Compound, but why would you want to take him out anyway?). Superior Strategy vHarmony is a tactic to get around Smoke's condition game, albeit very INF expensive. (2-2)
  • Brewers: while you don't want to get caught out by any of their captains, Honour is elusive and fast enough to stay out of their beaters range. You don't need Hammer's massive damage to take out Spigot or Friday. Together with Flint and oHarmony, 2-3 goals is readily doable. (3-0, 2-2)
  • Engineers: this actually is a tough one. Engineers are tanky enough to weather most of what Honour can bring to the table, but Hammer (imho) is too easily controlled. Ratchet and Velocity are still valid targets, and getting 2 goals is easily doable with an Honour team. (3-0, 2-2)
  • Farmers: after the recent nerf, the Farmer's murder ball has gotten somewhat tighter. This gives more options to play around their death scrum. Thresher is still very scary, but the rest is quite doable. I'm actually more scared for a Grange cage, where Peck just kills the ball in between Grange, Millstone, Fallow, Harrow and counter-charge Tater. The key is speed, and 3 goals. (3-0, 2-2)
  • Union: Veteran Rage is one scary person, and his team will always out-scrum yours, even when fielding Hammer. I'd go for versatility and more scoring potential. Rage's 1" melee zone might just be your salvation. You can still quite easily deal with the goal scoring line-ups of either Blackheart or sBrisket, as Honour's take-out potential is still there. (3-0, 2-2)

N.B.: These are according to my playstyle. Be sure to find what you like before mindlessly following statements in these threads! ;)

Good into: slower teams without a designated burst beater or disruptive ranged plays (Tapper Brewers, Grange Farmers) // Risky into: 2" melee beaters, burst damage and ranged plays (Thresh Farmers, Fillet Butchers, Corsair Fishermen)

 

Hammer (C) 

One of the quintessential super solo captains of the game. But while he can easily put out at much damage as any other beater captain, he's still versatile enough to also play a scoring game or support his team.

When bringing Tower, Hammer might be the easiest model to give +2 DMG on Playbook damage results. Be sure to always have some spare INF lying around on other models to fuel the big man's range and damage output.

While he usually wants to go last to (almost) delete an opponent's model and make sure you go first on the next turn, he also has a very strong first activation when utilizing his Legendary. If you're able to go first, and Hammer is totally out of position, just sprint him up towards your team and pop the Legendary. +1 DMG, +2"/+2" MOV or +1/+0" KICK on the entirety of your team without any INF or MP cost is incredibly strong. I usually use this when Hammer returns to the fold after being taken out, or when I take someone out on the first activation and bring Hammer back into Brick's defensive bubble. Not many teams would dare jump into the Mason's team with those buffs lying around on every activation.

Whatever you do, NEVER forget about Knockback. This trait, when used correctly, can be so, so strong. You can get into goal range, you can push someone back towards your team, you can push someone off the Pitch, you can dodge into range with another model without triggering their Unpredictable Movement. This trait also makes his counter-attack liquid gold.

He has a gorgeous Playbook for take-outs, but can easily strip the ball away from any model with his momentous KD+T results. The only model that would not lose the ball after his first attack is Corsair, who has both Sturdy and Close Control.

As is normal along most of the Mason squad, he is very vulnerable to disruptive ranged plays. Stoic and Tough Hide, along with 18 HP, makes him a tough target to take out, but it can be done.

Teams I'd play Hammer over Honour:

  • Blacksmiths: apprentices are easy VP's for Hammer, even in Sentinel range. Hammer, along with Tower, Brick and Mallet, can easily push the Blacksmith's around, stripping the flimsy apprentices of all of their defensive buffs. Ferrite's Disarm is still a huge pain in the neck, but with some setup Hammer's can still readily delete her from the field. Things get scary when it's not Ferrite, but Burnish as the captain. Hammer's Tough Hide keeps him alive longer. (2-2, 1-4)
  • Butchers: these murderers hate one thing; strong counter-attacks. Hammer has one of the strongest, and he brings another two Knockback models in both Tower and Brick. Your opponent is forced to constantly go for their non-momentous KD results, when you have momentum on the table. (2-2, 1-4)
  • Fishermen: this is mostly due to Hammer being better into Corsair, than Honour into Shark. It's still an uphill battle, and it might even be a good idea to just kill the ball on the likes of Wrecker, who'll just scoot around the field, while you're out murdering the opposition. (1-4)
  • Hunters: you Pin Hammer? Hammer wants to get in your face anyway! The Hunter's models also dislike good counter-attackers, as they have even less KD results than the Butcher's. Just be sure to not keep on chasing after the speedy characters and just go for the easier targets (Theron, Hearne, Chaska, Seenah). (2-2, 1-4)
  • Mason's: full-on skill match-up. The one that plays their counter-charge bubbles best wins. (2-2, 1-4)
  • Morticians: due to their low health pools and less than average defensive stats, Hammer can easily delete their models. Obulus is a tricksy bastard, but just leave him and go for the likes of Graves, Bonesaw, Cosset or Brainpan. Ghast will also readily go down when focus fired. Silence is your worst enemy. Scalpel hates good counter-attacks. Do you see a theme here? (2-2, 1-4)
  • Rat Catchers: I'm not sure yet, as I've not yet played a single game against this team, but my gut tells me that Hammer can readily control Scourge, and that Miasma, Pelage, Skulk and Bonesaw go down quick enough. (1-4)

Good into: teams without many disruptive ranged plays, teams with loads of squishy targets (Butchers, Hunters) // Risky into: fast 2" melee teams, disruptive ranged plays (Alchemists, Shark Fishermen)

 

Marbles (M) 

This crazed, poo-flinging monkey is best taken when you're thinking of bringing Brick as well, or if you're taking Honour as your captain. This doesn't mean he has no use without these two, but his efficiency will suffer greatly.

Due to Go Ape!, Marbles gains Counter Charge when within 4" of his big bud Brick. Having a decently set up double counter charge bubble can cause your opponent major headaches. Normally, Brick can defend his fellow teammates, but not himself, but now Marbles and Brick can defend each other as well. Make sure to keep charge paths open, so your opponent only has sub-optimal positioning options. This can really set you up in leading the game clock and forcing some clock VP from your opponent.

On the counter charge, his :momP: on the second column of his Playbook is (in my opinion) the most important result, as you can push the opponent's model out of engagement range. If you're lucky, the only option the opponent has left is attacking Marbles, which will grant you Loved Creature's +1 TAC on all of your models.

Loved Creature also makes possible using Marbles as 'bait'. They have to delete him immediately, or suffer Honour's wrath in the following activation. So don't be too afraid with positioning him aggressively. At the very least, they sink lots of INF in taking him out, resulting in only 1 VP, and you receiving a Guild-wide TAC buff for the remainder of the turn.

When playing Honour, your main play for setting up take-outs is making sure Marbles is engaging your target. This instantly gives Honour a TAC of 8, along with +1 DMG on all Playbook results, due to the Assist trait.

Also, never forget Goad! I've ruined several full-stack captain activations by goading him, and then running away away from the scrum/goal! Make sure you always have an MP lying around for that Bonus Time!, as rolling 1 die most of the times is too risky.

When would I bring Marbles over Wrecker:

  • Whenever I pick Honour and think it's possible to do some take-outs.
  • Whenever I pick Brick and think I need a second defensive bubble.
  • Whenever my opponent has mostly 3+ DEF models, on which I can throw poo without much risk. 4+ is possible as well, but you better have that Bonus Time!

Good into: scrumming low DEF teams, teams that can't easily handle the double counter charge bubble (Blacksmiths, Brewers, Butchers, Farmers) // Risky into: matches where you won't pick either Honour or Brick

 

Wrecker (M) 

ROLANDOOOOO!!! Not picking Brick? Not picking Honour? This little ball of armored plating can bring enormous efficiency in controlling scrums or tracking down dodge-less wingers/strikers.

His Rollerball trait gives him a 8"/10" MOV, making sure he'll always be able to keep up with speedy strikers. If those strikers also don't have buyable dodges (Acrobatic, Where'd They Go?!, etc.), Follow Up makes sure he can follow those strikers for another 8". That's Not The Ball afterwards works like Horrific Odour in causing the opponent's model to have to pay another INF to Kick. Pro-Tip: when playing rather aggressively, this trait along with the Offside Trap Gameplan makes the striker having to pay 3 INF just to Kick! :P

Of course, ruining striker's lives isn't his only use. With Ramming Speed, which is free when activating Rollerball, you can totally change the opponent's positioning in scrums. Push their models deeper into your lines, push others out of engagement ranges; you can do quite a bit with 10" of movement! Remember that he also has a :momKD: on his second column. Putting 2 INF on the mascot therefore isn't a waste of resources. He's also a champ at controlling Furious characters. Boar and vKat absolutely hate him!

Fun fact: Placing him in cover makes the opponent lose 4 (!) dice on their rolls! Sure, he has a DEF of only 2+, so it's possible for the enemy to hit all his dice, but most wingers/strikers only have 4/5 dice! This means that the only way they can pull the ball off of him, they are forced to charge in. Whenever they're afterwards engaged, they have to pay more INF to Pass or take a Shot.

Wrecker's only vice is 2" models. Ramming Speed only pushes 2", so Parting Blows are a thing. That's Not The Ball and Follow Up only work if he is engaging the opponent. So watch out with 2" strikers (Fishermen, Vitriol, Mist) or models with easy KD's (Farmer captains, Tapper and Hooper).

When would I bring Wrecker over Marbles:

  • When I'm not playing Brick, as the double counter charge bubble is just too clock efficient to leave behind.
  • When the opposing team doesn't have strikers with 2" reach and/or buyable dodges.

Good into: matches when not playing Brick (Alchemists, Engineers) // Risky into: 2" melee zone heavy teams, either with easy KD's or with 2" strikers (Blacksmiths, Brewers, Fishermen)

 

Brick

The main reason people dislike playing against Mason's, I think. His Counter Charge, and the fact that he activates Marbles to have the same trait and so forming a double defensive bubble, makes playing into Mason's one big puzzle. That is, if you play them correctly.

The first time you play Brick, you just think he's a goalie, but he can be so much more than that. With a :momKD: on 3 and having the Knockback trait, he's more than capable to keep aggressors off of your more important models. Just be sure to keep charge lanes open! When played correctly, your opponent will have to deal with Brick (and Marbles) first, or face the consequences of the charge(s). Brick, together with Marbles, is a win condition onto itself. It will require your opponent to solve the puzzle first, which will eat his clock time.

One thing to keep in mind is that the orientation of Brick and Marbles can be changed according to the situation. You can play them side by side, to defend a wider area, but this will also make it easier for the opponent to place a model in between the both of them and basically turn off their defensive bubbles. Sure, they'll have a good chance of losing that particular model, but you've just lost the protective bubble on your most important models. Most of the times, people will use speedy Mascots or 5+ models with 2" reach for this. TIP: when this happens and Brick hasn't activated yet, check the opponent's card and if there's no KD on it, just move away and thereby activate your defensive bubble again. Sure, you'll get a Parting Blow, but Brick has 2 ARM and Tough Hide. He can handle it. ;) 

You can also play them in a line, with Marbles being in front, just daring the opponent to come and get him. In this way, you increase the length of your defensive bubble, but you're more vulnerable from the sides. So be sure to think about your opponent's gameplan. Is he going to spread out? Is he trying to make a central scrum? Does he have models, which can easily turn off my bubbles?

Also, don't be scared to move the bubbles along with your front line. Hammer or Honour love having these bubbles to protect them from harm, while they themselves can project massive threat for the coming turn.

Brick's biggest problem is his movement stat of 4"/6", which can easily be affected by Character Plays because of his 2+ DEF. The Burning and Snared conditions are his greatest enemies. Playing with Brick also means that you're moving your front-line up slowly and methodically. This plays right into the gameplan of several non-interactive lists. This is mainly why I myself keep him off the Pitch against the Smoke Alchemists, Esters Brewers, Corsair Fish, the gun-line Engineers and the Hunters.

Against Tapper Brewers, Farmers, Butchers, Blacksmiths and Rage Union, he's worth his weight in gold.

Shark and Midas usually also have enough methods of keeping him occupied, although it might be a good thing to still put him on the Pitch, as it will still make goal runs somewhat of a puzzle. It's just a matter of personal choice.

Good into: scrummy teams // Risky into: speedy teams, gun-line teams

 

Chisel

Ah, Chisel. You either love her, or downright hate her. Looking at her fluff, she's described as being this unstable murder-type player. Sure, she has Crazy and Painful Rage, but those are actually the only things going for her flavour-wise.

Looking at her Playbook, it's a damned MESS. Her :mom2: is on column 4 of a total of 7 columns. Basically, to do something useful, she needs to go Crazy, have Painful Rage triggered, and her target must be Singled Out and KD'd with a 2+ or 3+ DEF. And even then, she'll be hard-pressed to do over 14 damage. If she wants to have Sadism active, that'll leave her with only 10-11 damage. With all this effort, this means that she'll now be somewhere close to the scrum. At 3+/1 and only 6-9 HP, she'll die from a stiff breeze. #NotWorth

The above statement has been the main reason why Chisel has been put into the 'non-viable' category, but this has slightly changed after @Devilsquid's post.

He talks about Chisel in a totally different way, namely as being one of his most successful ball retrievers. At 8" Sprint and 2" melee, she has a 10" threat to attack the ball with (at least) TAC 7 and having a :momT: on 2. Her Playbook is also loaded to the brim with dodges, and she can even momentously activate Feel My Pain by taking the :momGB: in her third column. This will cause opposing strikers/wingers to receive 2 DMG, every time they take a swing at her. Most strikers/wingers have 10-14 HP, so this is actually quite useful. Example: attack the ball carrier, get a counter-attack, take Feel My Pain, his counter-attack hurts him, tackle the ball away, dodge around or pass the ball away. When keeping the ball, he'll most likely try and tackle it back. That's another 2 damage, and you can counter-attack and tackle, making him attack Chisel again. If you're lucky, this is 3 attacks needed to keep the ball, which causes 6 damage, along with any damage you dealt while attacking the ball, resulting in ~6-9 damage.

Just keep her away from the scrum, or speedy murder-types (Fillet, Scalpel). I myself still have to try her out in this fashion, but I'd say that you'll leave her benched against teams with ranged plays, and speedy murderers. So this means Smoke Alchemists, Brewers, Blacksmiths, Butchers, Farmers, Engineers, Hunters, Masons and Rage Union.

I think she has some merit against Fishermen, Midas Alchemists, Brisket Union and might be useful against Morticians.

Good into: footbally teams // Risky into: scrummy teams, gun-line teams, fast murderers

 

Flint -

Good into: // Risky into:

 

Harmony -

Good into: // Risky into:

 

veteran Harmony - 

Good into: // Risky into:

 

Mallet -

Good into: // Risky into:

 

Tower -

Good into: // Risky into: 

 

Granite - 

Good into: // Risky into:

 

Lucky - 

Good into: // Risky into:

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26 minutes ago, Nykolae said:

This post will get updated whenever I have time to spare. I'd like to try and be as complete as possible, while still keeping open the possibility to debate, as I in no way consider myself as an absolute pro Mason's player.

I've just realised I've been missing updates that get made if people edit their posts, so it may be easier to create new ones each time (that way I get a flag to tell me something's changed :) )

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38 minutes ago, Mako said:

I've just realised I've been missing updates that get made if people edit their posts, so it may be easier to create new ones each time (that way I get a flag to tell me something's changed :) )

Will do!

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Marbles (M) 

This crazed, poo-flinging monkey is best taken when you're thinking of bringing Brick as well, or if you're taking Honour as your captain. This doesn't mean he has no use without these two, but his efficiency will suffer greatly.

Due to Go Ape!, Marbles gains Counter Charge when within 4" of his big bud Brick. Having a decently set up double counter charge bubble can cause your opponent major headaches. Normally, Brick can defend his fellow teammates, but not himself, but now Marbles and Brick can defend each other as well. Make sure to keep charge paths open, so your opponent only has sub-optimal positioning options. This can really set you up in leading the game clock and forcing some clock VP from your opponent.

On the counter charge, his :momP: on the second column of his Playbook is (in my opinion) the most important result, as you can push the opponent's model out of engagement range. If you're lucky, the only option the opponent has left is attacking Marbles, which will grant you Loved Creature's +1 TAC on all of your models.

Loved Creature also makes possible using Marbles as 'bait'. They have to delete him immediately, or suffer Honour's wrath in the following activation. So don't be too afraid with positioning him aggressively. At the very least, they sink lots of INF in taking him out, resulting in only 1 VP, and you receiving a Guild-wide TAC buff for the remainder of the turn.

When playing Honour, your main play for setting up take-outs is making sure Marbles is engaging your target. This instantly gives Honour a TAC of 8, along with +1 DMG on all Playbook results, due to the Assist trait.

Also, never forget Goad! I've ruined several full-stack captain activations by goading him, and then running away away from the scrum/goal! Make sure you always have an MP lying around for that Bonus Time!, as rolling 1 die most of the times is too risky.

When would I bring Marbles over Wrecker:

  • Whenever I pick Honour and think it's possible to do some take-outs.
  • Whenever I pick Brick and think I need a second defensive bubble.
  • Whenever my opponent has mostly 3+ DEF models, on which I can throw poo without much risk. 4+ is possible as well, but you better have that Bonus Time!

Good into: scrumming low DEF teams, teams that can't easily handle the double counter charge bubble (Blacksmiths, Brewers, Butchers, Farmers) // Risky into: matches where you won't pick either Honour or Brick

 

Wrecker (M) 

ROLANDOOOOO!!! Not picking Brick? Not picking Honour? This little ball of armored plating can bring enormous efficiency in controlling scrums or tracking down dodge-less wingers/strikers.

His Rollerball trait gives him a 8"/10" MOV, making sure he'll always be able to keep up with speedy strikers. If those strikers also don't have buyable dodges (Acrobatic, Where'd They Go?!, etc.), Follow Up makes sure he can follow those strikers for another 8". That's Not The Ball afterwards works like Horrific Odour in causing the opponent's model to have to pay another INF to Kick. Pro-Tip: when playing rather aggressively, this trait along with the Offside Trap Gameplan makes the striker having to pay 3 INF just to Kick! :P

Of course, ruining striker's lives isn't his only use. With Ramming Speed, which is free when activating Rollerball, you can totally change the opponent's positioning in scrums. Push their models deeper into your lines, push others out of engagement ranges; you can do quite a bit with 10" of movement! Remember that he also has a :momKD: on his second column. Putting 2 INF on the mascot therefore isn't a waste of resources. He's also a champ at controlling Furious characters. Boar and vKat absolutely hate him!

Fun fact: Placing him in cover makes the opponent lose 4 (!) dice on their rolls! Sure, he has a DEF of only 2+, so it's possible for the enemy to hit all his dice, but most wingers/strikers only have 4/5 dice! This means that the only way they can pull the ball off of him, they are forced to charge in. Whenever they're afterwards engaged, they have to pay more INF to Pass or take a Shot.

Wrecker's only vice is 2" models. Ramming Speed only pushes 2", so Parting Blows are a thing. That's Not The Ball and Follow Up only work if he is engaging the opponent. So watch out with 2" strikers (Fishermen, Vitriol, Mist) or models with easy KD's (Farmer captains, Tapper and Hooper).

When would I bring Wrecker over Marbles:

  • When I'm not playing Brick, as the double counter charge bubble is just too clock efficient to leave behind.
  • When the opposing team doesn't have strikers with 2" reach and/or buyable dodges.

Good into: matches when not playing Brick (Alchemists, Engineers) // Risky into: 2" melee zone heavy teams, either with easy KD's or with 2" strikers (Blacksmiths, Brewers, Fishermen)

PS to @Mako: I'll also copy this into my first post, so you'll be able to find everything I write in that one post. The pings will just show that I've added more info. ;)

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4 hours ago, Devilsquid said:

Chisel and Granite are the two trickier models to use, and my write up on them are in these forums. :)

That’s actually what started this whole thing off :D

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Brick

The main reason people dislike playing against Mason's, I think. His Counter Charge, and the fact that he activates Marbles to have the same trait and so forming a double defensive bubble, makes playing into Mason's one big puzzle. That is, if you play them correctly.

The first time you play Brick, you just think he's a goalie, but he can be so much more than that. With a :momKD: on 3 and having the Knockback trait, he's more than capable to keep aggressors off of your more important models. Just be sure to keep charge lanes open! When played correctly, your opponent will have to deal with Brick (and Marbles) first, or face the consequences of the charge(s). Brick, together with Marbles, is a win condition onto itself. It will require your opponent to solve the puzzle first, which will eat his clock time.

One thing to keep in mind is that the orientation of Brick and Marbles can be changed according to the situation. You can play them side by side, to defend a wider area, but this will also make it easier for the opponent to place a model in between the both of them and basically turn off their defensive bubbles. Sure, they'll have a good chance of losing that particular model, but you've just lost the protective bubble on your most important models. Most of the times, people will use speedy Mascots or 5+ models with 2" reach for this. TIP: when this happens and Brick hasn't activated yet, check the opponent's card and if there's no KD on it, just move away and thereby activate your defensive bubble again. Sure, you'll get a Parting Blow, but Brick has 2 ARM and Tough Hide. He can handle it. ;) 

You can also play them in a line, with Marbles being in front, just daring the opponent to come and get him. In this way, you increase the length of your defensive bubble, but you're more vulnerable from the sides. So be sure to think about your opponent's gameplan. Is he going to spread out? Is he trying to make a central scrum? Does he have models, which can easily turn off my bubbles?

Also, don't be scared to move the bubbles along with your front line. Hammer or Honour love having these bubbles to protect them from harm, while they themselves can project massive threat for the coming turn.

Brick's biggest problem is his movement stat of 4"/6", which can easily be affected by Character Plays because of his 2+ DEF. The Burning and Snared conditions are his greatest enemies. Playing with Brick also means that you're moving your front-line up slowly and methodically. This plays right into the gameplan of several non-interactive lists. This is mainly why I myself keep him off the Pitch against the Smoke Alchemists, Esters Brewers, Corsair Fish, the gun-line Engineers and the Hunters.

Against Tapper Brewers, Farmers, Butchers, Blacksmiths and Rage Union, he's worth his weight in gold.

Shark and Midas usually also have enough methods of keeping him occupied, although it might be a good thing to still put him on the Pitch, as it will still make goal runs somewhat of a puzzle. It's just a matter of personal choice.

Good into: scrummy teams // Risky into: speedy teams, gun-line teams

 

Chisel

Ah, Chisel. You either love her, or downright hate her. Looking at her fluff, she's described as being this unstable murder-type player. Sure, she has Crazy and Painful Rage, but those are actually the only things going for her flavour-wise.

Looking at her Playbook, it's a damned MESS. Her :mom2: is on column 4 of a total of 7 columns. Basically, to do something useful, she needs to go Crazy, have Painful Rage triggered, and her target must be Singled Out and KD'd with a 2+ or 3+ DEF. And even then, she'll be hard-pressed to do over 14 damage. If she wants to have Sadism active, that'll leave her with only 10-11 damage. With all this effort, this means that she'll now be somewhere close to the scrum. At 3+/1 and only 6-9 HP, she'll die from a stiff breeze. #NotWorth

The above statement has been the main reason why Chisel has been put into the 'non-viable' category, but this has slightly changed after @Devilsquid's post.

He talks about Chisel in a totally different way, namely as being one of his most successful ball retrievers. At 8" Sprint and 2" melee, she has a 10" threat to attack the ball with (at least) TAC 7 and having a :momT: on 2. Her Playbook is also loaded to the brim with dodges, and she can even momentously activate Feel My Pain by taking the :momGB: in her third column. This will cause opposing strikers/wingers to receive 2 DMG, every time they take a swing at her. Most strikers/wingers have 10-14 HP, so this is actually quite useful. Example: attack the ball carrier, get a counter-attack, take Feel My Pain, his counter-attack hurts him, tackle the ball away, dodge around or pass the ball away. When keeping the ball, he'll most likely try and tackle it back. That's another 2 damage, and you can counter-attack and tackle, making him attack Chisel again. If you're lucky, this is 3 attacks needed to keep the ball, which causes 6 damage, along with any damage you dealt while attacking the ball, resulting in ~6-9 damage.

Just keep her away from the scrum, or speedy murder-types (Fillet, Scalpel). I myself still have to try her out in this fashion, but I'd say that you'll leave her benched against teams with ranged plays, and speedy murderers. So this means Smoke Alchemists, Brewers, Blacksmiths, Butchers, Farmers, Engineers, Hunters, Masons and Rage Union.

I think she has some merit against Fishermen, Midas Alchemists, Brisket Union and might be useful against Morticians.

Good into: footbally teams // Risky into: scrummy teams, gun-line teams, fast murderers

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