The Mortician's Guild
"Morticians’ play style is about planning and execution. They control play with a huge amount of influence at their disposal, along with the ability to steal more from their opponent. Their play feels very much like setting traps, triggering the snare and then punishing their opponent. Mid-game is where they really shine - once well laid plans have turned to mush, Morticians can begin to dictate the play.
Morticians provide an interesting take on ‘force projection’ by making their opponents consider how and where they’re going to position models.
Morticians will reward players who like to dominate and control the game by playing mind tricks on their opponents."
The Captain - Obulus
The Big Guy - Ghast
Cosset
Graves
Silence
The Mascot - Dirge
The Union
"The Union play style is one of role specialism and individual play. They have an array of strong options across attack. Their defensive game isn’t as strong due to their focus on assassin or surgical removal style play. You need a game plan; set them up to deliver it and you will win. Think of these like a team of precision scalpels - just don’t try chopping down trees with them!
Their strength and flexibility comes from matching the right players to do the job you need before proceeding. Each model is simply strong at what it does, and doesn’t require assistance to do it. This is a team with little to no buffing. Want a big tanky guy taken down, send in Decimate … Want their backfield defensive midfielder to stop playing out buffs everywhere, Snakeskin will deliver … Just want someone messed up, Gutter’s the girl."
The difference between The Union and the rest of the Guilds is that players from the Union, bar Blackheart (The Captain) and Coin (The Mascot), can be drafted to play for different Guilds. This varies from player to player. For example - Mist can play for the Alchemists, Masons or Morticians, while Fangtooth can also play for Brewers, Fishermen or Morticians. With this in mind, I'll put the teams they are also available to in with their names.
The Captain - Blackheart
The Mascot - Coin
The Big Guy - Fangtooth (Brewers, Fishermen and Morticians)
Decimate (Alchemists, Butchers, Engineers and Masons)
Rage (Brewers, Butchers, Engineers and Morticians)
Mist (Alchemists, Masons and Morticians)
Snakeskin (Alchemists, Fishermen, Masons)
Gutter (Brewers, Butchers, Engineers, Fishermen)
Minx (Butchers, Hunters, Masons, Morticians)
Now, Minx is a bit special. One, she's resin instead of metal, which makes her special out of the models I picked up, but not in the grand scheme of things as resin teams are currently being shipped by the Guild Ball team to backers. She is an Ax Faction crossover mini and was only available during the Kickstarter (I believe - I could be wrong). This means that she is the only model/card in the game that was a one time offer. So far the GB team seem to be wanting to limit themselves making alternate sculpts of models already in the game as show only models so not to upset people who were unable to get hold of any limited run models.
Finally, notice that she can work with the Hunter's Guild? Well, there currently isn't a Hunter's Guild, as they will be arriving in Season 2.
So that is everything I received from the Guild Ball Kickstarter. I hope to get some built up over the next week or so as I intend to take them down to the local club for a game shortly after that.
One last thing - I didn't get everything available - there are two Guilds I haven't touched on - The Brewers and The Engineers.
The Brewers
"Brewers are tanky. Plain and simple, they are incredible at soaking damage up.
But their play style is more than just being hit. They excel in late game as they generally have superior numbers left at this point, but their mid-game is also strong due to their knockdowns and board control.
Not the most synergistic in terms of combo play, they do enjoy some degree of team buffing. Brewers generate the most momentum when pushing opponents in to and out of position with buffeting blows and plays.
Relatively slow up and down the field, the Brewers rely on long reach weapons and easy access to pushes and knockdowns, thereby giving them huge board presence and control."
The Engineers
"The Engineers play style is one of accuracy and controlling space. They utilise all manner of gadgets, devices and traps to influence the flow and direction of the game. From a distance, the Engineers players move as one giant machine, perfectly in sync with each other...
Resilient in combat, accurate with the ball, the Engineers have a solid play style. Whilst not as mobile as some teams, they are able to move the ball great distances and accurately too. They excel in the mid-game, once all the pieces are in place they can control the pitch while pinging the ball around their opponent."
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