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the goose09

Hammer Masons

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What lineup do you run and why? Have a very good player in the local meta and I haven’t been keeping up, so learn me something!

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The major problem is knowing how to disable super-players with Blacksmiths. Here there are some specific tips that could help you against Hammer:

  • TAC Debuffs are our best defense against this animal, so let's abuse of Ferrite "Disarm" and Cast "Shield Glare". A TAC 5 Hammer is not a happy Hammer.
  • Some of our players can contest Hammer charges. Cinder "Unpredictable Movement" makes her inmune to his charge. And Hearth, with "Sturdy" can reliably  Counter-attack Hammer for a well-merit KD (although you need MP for this). Our 2" melee  players can engage Hammer without engaging him to us (this doesn't resolve the Hammer superbeating power, but can mitigate it evading his charge).
  • Finally, be careful with the ball. A Hammer with the ball is a Hammer with a surprising threat range and mobility. He will use it to disengage him from bad scrums, to engage with models with Unpredictable Movement or simply to gain 4" to his movement.

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1 minute ago, Petraites said:

And Hearth, with "Sturdy" can reliably  Counter-attack Hammer for a well-merit KD

Using KD on a counterattack is pretty pointless, since the opponent can just Take a breather to stand up again and keep hitting you.

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I am vary of answering this question too generally. It depends a lot on a couple of things, some being kick or receive or how the 10s look - Do they have knockdown protection/removal for hammer? And vChisel is spoiled which will impact a bit, but in the same box is vCinder which yet is to be revealed. 

But in general, Hammers strength is threatening take outs on your apprentices whom are your work horses and often loaded with your influence. Try to get a turn 1 Alloy goal, bog down brick and hammer with masters eventually and try to find take outs on squishies like Flint or Harmony or more goals. Cinder with instruction helps a ton if they try to hang back with the ball, she is also "immune" to Hammer which helps your board position a bit too. Punish an overextended hammer with knockdown and crowds and go to town with Iron/Cinder. 

When receiving I kinda like Burnish too, getting some ranged damage does help things. With the ball Burnish can move up to belch and then pass-dodge back. 

If they play without condition removal, a shoemerang can end the kick pressure comfortably too. 

 

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On 6/27/2018 at 1:59 PM, Falkman said:

Using KD on a counterattack is pretty pointless, since the opponent can just Take a breather to stand up again and keep hitting you.

The major vulnerability of 1" melee superbeaters are counter-attacks. It's true that, with a "Take a Breather", Hammer removes any KD on it (and can keep beating your players), but there is an important detail here: he needs MP to do it.

That would the scenario. Mason player begins a turn activating his Hammer with 5 INF. Because of beginning the turn, the Mason player has no MP (while the BS player has one). Hammer begins his activation absorbing INF from a friend to gain Iron Fist (and Punishing March if he has to). Now, he is ready to Charge/Jog to make his magic.

Hammer engages Hearth and begin to attack her. What does he need to beat the grandma succesfully? Hammer stops beating when. because of a counter-attack, the target leaves Hammer's melee zone with a Dodge or a Push or Hammer becomes KD. Hammer has Stoic, so can ignore counter-attack pushes. Hearth has no Dodges, so other problem solved. Finally, only remains the KD. And Hearth has a very easy-to-get KD. Therefore, Hammer has to evade Hearth's KD. How can he ignore the KD? Two viable solutions: either KDing her first (so, she will not be able to counterattack) or generating MP to remove the future KD. Hearth has Sturdy, so she cannot be KD (unless you get 8 hits and select 2 KD results; mathematically is difficult: you have to charge and get 10 successes with 11 dice). The second option is generating MP. Hammer has MP playbook results at the beggining of his playbook. So, he is forced to choose a low Playbook result to generate MP and, then, counter the counter-attack.

If he begins the sequence with a Charge, he can get a wrap reliably well against the granny (7 hits is more or less 50% of chances). If he succeds, the granny is dead. If he fails, Hearth survives and Hammer can have a trouble.

Finally, if Hammer begins the sequence with a Jog, wrapping is impossible (you cannot get 7 hits with TAC7 against a ARM2 model), Hearth survives and Hammer are in trouble again.

What do we get? If Hammer is engaged (and no engaging anyone) at the beginning of a turn and Masons has the initiative, Hearth can be a good control piece to immovilize him. The enemy decides to generate momentum with other player? Take profit and cripple Hammer with TAC debuffs and KDs. If Hammer begins his activation KD, engaged with an enemy and no engaging anyone, he will have a real problem.

Concluding, Hearth can mitigate (at some degree) a first-turn activation Hammer. And yes, the option of having a counter-attack changes drastically the enemy decisions (and forces him to choose worst results), so not so pointless.

 

 

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You are forgetting that Hearth can only counterattack once. If Hammer chooses to pick a damage result, he still gains the MP to clear the upcoming KD and Hearth has no way of getting out of his way. This will result into a very badly beaten Granny.

Anyway, usually the Mason player will not activate Hammer first (unless he can find good use of it). Hammer really shines after receiving his buffs (Tooled Up, Chisel's Assist) and being Stoic and Tough Hide will usually keep him alive for quite a bit, especially if you calculate in all the condition removal he gets from Chisel, Lucky and/or vHarmony. With just Tooled Up and Iron Fist, Hearth will be TO'd in 4-5 attacks.

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@Nykolaespeaks (writes) the truth.
Hammer wants to go last in the first turn, with tooled up if possible, do tons of damage and generate lots of momentum so he can go first the next turn, finish the job and move on, preferably with the ball for a 6VP activation.

So first turn if receiving, make sure Hammer can't reach the ballholder and remember those extra inches he gets from Knockback. And if you want that first turn goal, don't make it to easy for Hammer to delete the scoring model after the goal. Or at least if you let him do it, make sure it happes so far back on the field that Hammer will need an activation just to get back to the midfield where the action is.







 

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