Guild Ball Kickstarter Unboxing - Part 3: Alchemists and Butchers

Welcome to Part 3 of my Guild Ball unboxing - The Alchemist's Guild and The Butcher's Guild!





The Alchemist's Guild

"Alchemists’ play style is one of force projection. They utilise a lot of AOE to control space and deny their opponents manoeuvrability. Their combo play comes from layering AOEs and generating huge areas of danger across the pitch.

They are quick on their feet and capable with the ball, but not as resilient in combat as other teams. They excel in the early to mid-game due to their ability to cover a good amount of space.
Alchemists will reward players who can anticipate their opponent’s plans and block them through good placement and positioning of models and effects. On offense, Alchemists can use their AOEs almost as additional models in order to restrict the counter play options of their opponent. No one wants to charge the Alchemist with the ball if you have to go through an acid cloud!"

The Captain - Midas



The Big Guy - Katalyst




Vitriol




Calculus



Mercury - including the rather cool flame trail





The Mascot - Flask. Isn't he adorable?



The Butcher's Guild

"Butchers’ play style has been designed to be quite straightforward. They are masters of the mid to late game. They excel at damage output and generate a lot of momentum through combat and damage effects. They provide each other with a good assortment of buffs and debuffs in order to allow combo play. Butchers mainly focus on raw damage.

That’s not to say that they don’t have some surprises up their sleeves - characters like Shank and Boiler can pop up and surprise you with their goal threats if you’re not careful …"

The Captain - Ox



The Big Guy - Boar






Shank






Boiler




Brisket





And last but not least - Princess the Mascot






So, another two sides down, that leaves us with two left for tomorrow - The Morticians and The Union. The more I look through all of them, the more I can't decide which side to build first!





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