Monday, 29 August 2016

To the Union! (Guild Ball)

I seem to be writing an awful lot about the Union recently but this is more of a help piece for a mate than putting my personal experiences out there. So, Si - this one's for you!

When you read this, please keep in mind that these are my thoughts, observations and take-aways from conversations, podcasts and web articles. I can be and will be wrong about aspects. Please feel free to correct me, I am always willing to learn but remember that I don't have much experience of Guild Ball so - don't be a dick! :)

 
For those who are reading because they can't sleep, this article is for Si (@irons1de) to help a bit with the Union models he's got and could potentially get. Si was my opponent in the first Big League game (http://geekphotoguy.blogspot.co.uk/2016/08/the-big-leagues-big-kick-off-guild-ball.html) and a long time gaming friend through Age of Sigmar and numerous TCGs. A really sound bloke!

Looking further at the Union and their uses, I'm going to be examining selective models which Si owns and some which he doesn't but I will not be running through all of the Union models... today...

Si's team when I played against him was:
*Blackheart [C]
*Coin [M]
*Gutter
*Decimate
*Rage
*Mist

What he did very successfully was gang up on certain players, eliminating them from the game. In fact, he managed to do it twice to get 4 of his 8 VPs. Where it fell apart was when Scalpel, Silence and Dirge decided that they would just start to run, very quickly, up the opposite flank! 

What are the strengths of the line up he used?
- Flexible.
- High Momentum generating.
- Able to iscolate models and deal with them through damage output.
- 4 models are armoured.
- 2nd best striker in the game!

Where does this fall down?
- Bar the 2nd best striker, fair average kick stats but the redeeming feature is the amount of dice to throw at the kick!

Blackheart (Captain)
Attributes
- 2" dodge at the start of the activation.
- Commanding Aura for 2 INF which gives +1 TAC and +1 DMG to playbook results within 4" of him.
- Playbook's access to dodges and high end damage.

Weakness
- High end, momentus damage only comes in columns 5 and 6.
- Misdirecton. Circumstantial, yes and very good when used effectively but for 4 INF there are better things to be spending your INF on! If there is a model with 1 INF on and it will stop something bigger (Boar/Rage - if he's playing for another team) then it can be used as a nice surprise technique to only make that bollocks charge and beserk thing less on a wanker move!

Legendary 
A neat little play to be used in the mid-to-late game when things are stuck in combat or are about to. This play has many benefits, it does allow models to become unengaged fairly easily with the dodge action and then carry on the rest of their turn - something if he activates first and with an 8" pulse they will probably want to be the models you need to get out of combat in order to reposition. The +1 DEF is really valuable as a support piece which could be used in his support of Mist going up the board! But, just think... +1 DEF on DEF 4/ARM 1 models makes them incredibly annoying to take down in a turn - just enough to weather a storm and hit back!

Blackheart is a great Captain which offers a lot of support to those around him. Yes, he can hit but he hits better when he's teamed up with a minion or two. We'll get on to that.

Coin (Mascot)
Okay, so this guy is a little bit of a tickster. He is best left towards the back of the field to be a support piece but also to stop anyone scoring!
Attributes
- Tackle on the 1st column.
- Bag of Coffers - possibly the best mascot trait in the game... possibly!
- Follow up helps for the engagement issue when Coin gets involved with those pesky goalscorers!
- Armour! Huzzah!

Weaknesses
- TAC 2... but he's a mascot with tackle on 1... don't complain too much!
- Hamstring! -4/-4 is great but only in melee... not really value!

So Coin is one of those to have him play behind the lines. He is a great piece early game to ensure that additional influence is banded around. Him giving an additional influence to Decimate to pull off Second Wind or to Hemlocke for Smelling Salts is useful. Even better to give to Mist for him to full off the 1 INF - Where'd they go? propelling him up the board. Something for nothing in that case!

Gutter
This is a model that has a love/hate relationship with some players. She brings a bit of influence to the table but can drain it quite quickly if you're not careful.

Attributes
- Chain Grab - giving an enemy model a 4" push towards this model (and potentially to its death). For 1 INF this is an excellent way of iscolating models away from the opponent's original game line.
- Anatomical Precision.
- High Momentous playbook.
- Scything Blow - 3 DMG to all in a 2" melee zone is brilliant but also a curse (discussed below).
- 2" melee to control areas of the board.
- Life Drinker to recover HP throughout the game.

Weaknesses
- Scything Blow - Yes, a 2" melee is wonderful and if she's on her own, it's a great ability to use to dish out damage but bear in mind that this ability hits ALL models - including your own so beware of placement when you are hoping to hit.
- Low damage output. She's better at luring people in instead of hitting. 2 Momentus damage on column 3 with TAC 5 isn't terrible but isn't the best you've ever seen.

Gutter is another support piece instead of an outright damage dealer. Her chain grab ability is very good but limited only to 4" away so there is a potential there to be in a lot of trouble if it is not set up correctly. I think the phrase to remember is 'Better in numbers!'

Decimate
She should be French... is she French? She really should be!

Attributes 
- Excellent movement capabilities. (Second Wind and 6"/9")
- Anatomical Precision - Stripping away ARM? Count me in!
- Thousand Cuts - Circumstantial again - 6th column on the playbook or 3 INF. This is again great for working in tandem with Blackheart and Rage getting the opposing model to have -2 DEF for the rest of the turn but it does depend on activation and where priorities lie.
- High Momentum generation.
- Dodges to get the hell out of there if needed. 

Weaknesses
- Thousand Cuts - High price to pay for this ability. It has its place but I think it would be a very rare sight to use 3 INF on something like this unless its a DEF 5/6 model which you really need to get rid of!

Decimate is a character which can do consistent damage. Using her 2 influence should get you at least 4 damage on the playbook and 2 momentum, if not more!

Rage
A model which is considered in most teams which can take him!
Attributes 
- Charge for free! Bonus!
- Crucial Artery - gaining the bleed condition - another bonus! This can be incredibly useful, particuarly after a model has activated so it will take more (if they want to) to get that condition off.
- Tooled Up - Giving himself or another character *cough* Blackheart *cough* Decimate (Consistent damage output with +1 damage...hmm) *cough*
- High Momentous plays.
- Consistent Damage Output.
- Berserk - A free attack if you manage to damage after an attack... Sign me up!

Weaknesses
But he doesn't have any weaknesses... yes he does!
- 0 Armour and DEF 4 makes him easy to get a hold of!
- 1 INF max which stops him from really going batshit crazy! This is a good thing - for everyone else!
- Can't benefit from friendly character traits or plays. So, can't be used with Blackheart's ability but does he need it?
- Concussion. It is really quite useful but the weakness comes because it's in the 5/6 column of the damage output. Helpful if you want to strip INF off models which haven't activated yet but if they have, it's just a waste of time!
- Doesn't have access to pushes or dodges (but does have access to KDs)!

To be used in tandem with Blackheart and Decimate when trying to eliminate models off the table. He can be used very successfully with Mist in going up the board with the ball!

Mist 
The second best striker in the game! (And some people have now clicked off this page, lost their minds or about to write a real long essay about Mist vs. Flint) I'm just going off what I've heard okay! So, don't shoot the writer!

Attributes
- 8" kick! 3 dice is nice but not the best! Still has a great success rate!
- Tackle on 1 success!
- High access to dodges!
- Ability to move an additional 4" with Where'd They Go?
- 2" melee zone.
- Additional movement benefits (Cover of Darkness).

Weaknesses
- Armour 0 - not much of a weakness with DEF 5 though!
- 3 dice on the kick, again not much of a weakness but an additional die could make him more consistent!

Where to put Mist is the biggest problem. Every time I've seen him, he's been on the wing just smashing his way through and dodging out of trouble. A decent idea and a conversation on Hall of Legends Podcast with Mat the other week, he was saying about spreading the play and having a team which will play the ball all the way across the 3x3 board. He certainly can offer this! He does need to be supported though and I do wonder that if he's on the side of a pitch is there a model which could help him and support him by using pushes to get players off the pitch or away from where they need to be? There is one model in the faction with easy access to these...

*CHEESY SEGWAY!*

Avarisse
Well, hello big boy!
Going out on a limb here - most used model in the game (along with Greede). We know why he's used all the time - control activation order and by detatching Greede, you get 7 models as opposed to the 6 you really should have on your team - you cheating bastards! (I'll just go and hide my A & G...)

Attributes 
- Used with Greede to control activations.
- Access to high momentum plays.
- Singled out is excellent in tandem with others (Rage, Blackheart, Decimate).
- Tough Hide allows him to have more stickability. It also just brushes off those shitty little bits of damage from models!
- KD on 2nd column! Good...Good....

Weaknesses
Where would we be without mentioning the elephant in the room...
- Movement - 4"/7". I'd want to see him up the pitch with Mist being able to clear players off the pitch or a clear channel for Mist to run in to. He would benefit from Decimate's Second Wind, for sure!

I see him as a bulldozer going up the pitch smashing people left, right and centre in order to clear channels for a striker to get through!

Greede
Ah, the tiny, tiny Leprechaun!

Attributes
- Provides addition INF to your team!
- DEF 5
- Ability to go crazy... if you so wish.
- Where'd they go? ability to get moving out and about in order to close down the ball!
- Kick of 4/4" - AMAZING... if he had more of a kick... I wonder if he could get more of a kick threat range from somewhere...

Weaknesses
- Move 4"/5" but does benefit from WTG.
- 4 Wounds

Where to use this delightful chap? Keep him at the back (yes, with Coin - infact, Coin could push up a big dishing the INF out) in order to play as a (albeit small) goalkeeper. He has an ability to be a bit of a nuisance. The only way to really get the ball though is through going crazy... not really ideal but, if you must, if it's the last thing you can do, if it can save the game for you... then I might let you do it!

Fangtooth
This heavy mofo is a selective choice. He does offer an heroic play but that is a very unusual play to bust out!
Attributes
- High momentous damage.
- Ability to KD on the 1st coloumn.
- Can give out Bleeding fairly easily - again, another condition to be used after models have activated or you want to drain momentum.
- Unmasking - Brilliant on Ghast and brilliant on him. Giving the push really can balls teams up!
- 29 wounds... with Glutonus Mass... Umm... someone pass the popcorn, we're going to be here for a while! If someone does get through ALL OF THOSE WOUNDS, then they have their priorities wrong!
- 40mm base with Foul Odour to slow opponents down using it as rough ground.

Weaknesses
- Movement is an issue but if you're going to use him then he tends to stand his ground in the middle of the pitch!
- 1" melee zone. It's better than a kick in the balls and with a 40mm base and 3" Aura it's pretty good but unlike Ghast (Morticians) he doesn't have a huge melee to smash face with unmasking. Still a very useful piece though.

Fangtooth is another one of those models people have a love/hate relationship with. I think he has his place in a team but he will undoubtedly be more useful against slower teams which need to be made slower. He is very good for denying flanks or the centre of the pitch to make opponents play around him. Not great against Shark Fish lists but can do some damage in the middle of the park or at the back against opponents who don't have those dodges or pushes. He is certainly a momentum machine! That Heroic play... 5 damage in a 4" pulse to friendly models but giving additional movement and damage for character plays for that turn can get him places and stay there!


Hemlocke
Attributes
- A great range of abilities which can lay down AoEs for the better or worse of your and your opponents.
- Adds 1 DEF when taking parting blows - putting her up to DEF 6!
- High momentous plays.
- Blind ability gives the ability shut down opponents at range (8") making opponents really sweat when it comes to kicking or indeed attacking. -2 TAC for the turn, plus the additional negatives to kick and movement? Yep!
- Smelling Salts is one primary reason to take Hemlocke with the ability to clear the conditions on models within 4" and a 3" AOE.
- Noxious Blast is another good ability, not as good as Smelling Salts but still can dish out posion as well as 2 DMG. It does also give you a bit of access to board control. With Fangtooth and her in a team you could effectly close off one half of a board. That doesn't mean that the AOE she lays down is impassable but it does pose interesting questions for your opponent about if they really want to send their models through the AOE and gain the effect.
- Magical Brew - Removing conditions from herself - excellent!

Weaknesses
- Low wound count - particularly with the icy sponge tokens for 1 and 2. I'd be very wary of bringing her back on the pitch with just 1 icy sponge token.
- TAC 3. Although she really shouldn't be getting into combat despite being able to generate momentum very quickly. Getting the ball off someone is just great!

Minx 
 A model from the furthest forests of the outer junglething... Yeah, fluff was never my thing!

Attributes 
- Good movement ability.
- Free charge! Woo!
- Increased charging movement when targetting a model which has suffered damage!
- Marked Target ability to let others gain a charge bonus against a single model allowing additional movement.
- Armour 1.

Weaknesses 
- Screeching Banshee - another good ability against a model, reducing their movement but on the 4th column of the playbook, there are better things to choose on that playbook!
- Kick of 2/6" - not really a striker but she might be useful to kick off with in order to get her in and around the back of the board.
- 12 wounds with DEF 4, so fairly fragile. She will need to be kept out of the way for the majority of the game. 

Minx is a great model to use in order to hunt down enemy models which have just come back on the board after recovering icy sponge tokens. Yes, she can be fragile but worthwhile to lay damage down on the feeble and weak! Good against teams which have low DEF and are easy to take out. While she's hunting down prey, she does provide a threat at the back of the board to lock the ball down and with a tackle on column 2, she's pretty good!


These models, yes Season 1, are strong choices to take in match ups.
I always think that a core of players is required with additional players to swap in and out when facing different teams.
My core list would be:
*Blackheart
*Coin
*Decimate
*Mist
with the additional slots available for the rest, it would depend very much on a team or what you're trying to achieve.
Ultimately, it's a game of football (the real football) and passing the ball round, spreading it across the pitch and creating shooting lanes is what should be achieved.

I'd be looking to keep on top of the momentum game just to give me options.


I hope this run down helps in some small way and maybe picked out some things which could be a possibility in future games.

That's it from me, for now!
Thanks for reading.

I'll see you soon!

@geekphotoguy


Sunday, 28 August 2016

Get the Union! (Guild Ball)


I'm back from London and it's been a wild, wild ride!
Having taking a small hobby break in exchange for the theatre, I'm now back into the Big League for Guild Ball down at my FLGS (Phoenix Games, Stourbridge).

We have entered the third round of fixtures and I'm currently sitting on 1-0-0. I know, that's only one game going into the third week but I have had a bye...so techinically 2-0-0! It's all downhill from here!

This week I'm up against Jimmy (@jimmygstar) and his Union team.
He's currently the only other player to have a bye round at the beginning of the league but he did play his first game against the Pete's Hunters Guild in which he got a 12-8 victory with 2 goals and 2 take outs.

His team for that game was as follows:
*Blackheart [C]
*Coin [M]
*Gutter
*Decimate
*Rage
*Mist


The question is, where does this put me? Well, Jimmy is an incredibly talented player - sitting at the top of the Warmachine and Hordes circuit for many years. The style of the Union and the style of the game sits well with him.

Threats?
Well, there are many threats within the team but I'd be looking to nullify the goal threat - primarilry Mist. The way to do this? Silence's activation control, Obulus' puppet master and 2" melee threat.
The constant combination of Gutter pulling players by Chain Grab will be a worrying site - particularly if it's like last game when I offered up players to get even closer to iscolate (more on that later).
Now, some of you are reading this and thinking to yourself: "Yes, but there are 4 other models who are freakishly good at what they do!" and you would be right. It's quite important that I don't get pulled into this war of attrition . I did that last time against Si (@irons1de) and it nearly didn't end well for me!
This doesn't mean that Jimmy will be playing the same team again, however the core of that team will undoubtedly feature in our match up. Averisse and Greede could be a strong possibility to try and shut out turn activation/Obulus' abilities. 

Lessons Learnt / Things to avoid 
What did I learn from last time? Don't be shit! Seriously... don't be shit...
Joking aside, I need to remember a few things:
- Look to iscolate players using turn activation and puppet master techniques.
- Hunt in pairs/threes.
- Gain momentum as often as possible. This is the part that I will struggle with in this game as the Union players have cheap access to momentum.

Tactics 
I've been thinking about ways to nulify the threat of the Union team - at least for a little bit.
It's importantly to stop Blackheart getting up his Commanding Aura alongside Rage and Gutter. Having him activate last would be ideal or have him away from the rest of the team and make him spend influence to get to the correct place.
I will need to think carefully about providing a long range threat and 'shut off' areas of the pitch. Silence and Ghast are a must in this game and working in tandem they can close down areas of the pitch in order to channel play down one side.

Team Selection
Who to pick? Well...

*Obulus [C]
*Dirge [M]
*Ghast
*Silence
*Cosset
*Tater [Hired]

I've managed to get hold of Tater for this week (thank you Steamforged Games!) and with his 2" melee he can cause some serious damage.
Despite Cosset being a liablilty in the last game, she did save my ass at the end. Her ability to go crazy isn't something which should be used every turn but can be very helpful in stripping off those last wounds or getting that extra momentum in order to get the drop on the next turn or bonus time, etc.


Only time will tell what will happen - Thursday actually. It will be an incredibly hard game and one which I can most certainly take a lot of lessons from!

Templates 
Before I went to London, I order a few bits and bobs from Art of War and Steamforged and much to my surprise (partly due to the fact that I forgot I ordered them) they turned up on my doormat when I returned!


Well, that's all from me for now!
Thanks for reading.

I'll see you soon!

@geekphotoguy

Saturday, 13 August 2016

Scalpel's Voodoo (Guild Ball) - Fan Fiction


Hey, hey, hey! I've tried something a little bit different today! I've gone to writing a bit of fan fiction. This is based around Scalpel's pre-match warm up for her game against Si (@irons1de1)'s Union at the start of the Big League!
Hope you enjoy!



  -------------------------------------------------------------------------------------------------------------------------------------
The familiar sound of brandished blades being sharpened shattered the silence of the confined dressing room. Chilling breath clung to the air like clouds hanging in a clear sky. Players shared glances between them knowing that one mistake could be costly – not just for their team but for their lives.
Transfixed on the uneven cobblestones, Scalpel furiously tapped her foot on the floor; reciting a verse on her lips with no words appearing to pierce the air. Looks of confusion swiftly swept across the faces of other players as the glances they shared with one another turned into stares. The noise subsided back into the unnerving silence from whence it came and the Morticians’ finest are finally ready to start their build up for the inaugural game. The Archangels are ready to take flight.
Continuing her inane ritual, Scalpel proceeded to turn her tap into a stamp. Throwing her jet black dreadlocks backward, she faced skyward. Rising like a zombie from an open grave; arms rising upwards, legs locked – she froze with an unsettling degree of suddenness. This time however, the chant became audible:

Help ons groot Elegua. Help ons groot Azrail. Seën ons groot Nayanezgani. Dood aan ons vyande. Die dood aan ons vyand.Die dood aan die valse gode.”
 
(Help us great Elegua. Help us great Azrail. Bless us great Nayanezgani. Death to our enemies. Death to our foe. Death to the false gods.)
 
Kyk na ons guns en welwillendheid. Gift ons met horings , moed en presisie.”
 
(Look upon us with favour and kindness. Gift us with swiftness, courage and precision.)
Bring ons oorwinning vir die gode, ons familie en Figeon.”
 
(Bring us victory for the Gods, our family and Figeon.)

Stunned into silence, the players watched amazed as Scalpel’s body rose off the blood stained floor. Limbs turned limp and her head retracted even further than before. Voodoo was at work here.
Pulsating intensely, the chant was repeated over and over. The ground shook violently forcing those around to clutch on to whatever secure fixings were available. Dirge’s wings flapped furiously as he tried to maintain a suitable distance away from a seemingly dangerous sight.
“Look!” exclaimed Cosset, struggling to grasp the rusting hook impaled into the wall.
Turning slowly as not to lose their positions, each team member watched as a black mist engulfed Scalpel’s body, raising her higher towards the ceiling. Forming into recognisable shapes, the cloud transformed into heads of the deceased, the unborn and the familiar all twisting and turning in a huge vortex of bleakness.
Vir die gode.” she bellowed. “Vir our family.”
The swirling mass expanded, this time filling the room. Heads of ancestors past charged towards the stunned players, crashing through them in a splash of black vapor. Taken a-back, each player in turn lost their grip and slumped helplessly to the floor – concious to the moment but devoid of all feeling. Laying helpless on the cold stone floor, spirits continued to move in their own unique way – jolting and jerking around, bouncing off walls and making their way through obsticales like they were not there.
Scalpel’s jaw displaced once more, screeching out : “Vir Figeon!”
Each of the spirits’ heads reared upward at the sound of the cry and shot towards the ceiling, disappearing through the thatching leaving whispy wafts of their entrails to disemminate back into the air. The engulfing cloud surrounding Scalpel subsided as rapidly as it began. Earth which was once on the brink of collapse below ground to a halt, giving those non-ritualistic players the chance to come back to their senses and slowly regain some feeling in their bodies. For Scalpel, she lie slumped in a heap on the floor – visibily devoid of life.
As the others tentatively steadied themselves and rose to their feet, Scalpel remained lifeless in the centre of the room. During the brief interchange of quisical glances and shrugged shoulders, Ghast knelt beside his lifeless captain. Extending his arm, he gently rolled her over.
Life returned.
With sharp inhalation, Scalpel’s chest rose above the floor. Her eyes shot open into a sharp stare and following the movement of her chest, the rest of her torso sat upright. Gasping for breath, she looked around the room.
With a rye smile, she stood. Removing her favourite blade from the scabbard, she examined the tip with the point of her index finger.
“We’re ready...” she muttered, much to the surprise of those around her.  “The moment is now.”
She clasped the door handle and turned it. Taking one final glance back into the room her smile returned.
“Anyone else coming?” she enquired as she stepped out the door running her knife along the brickwork as she went.
Everyone remained in the room in a stunned silence. Eventually, each member of the team turned and followed suit, trudging out of the door. Silence was last to leave. Before closing the door, he turned to examine the room.
“Next time I better bring my prayer beads!”
--------------------------------------------------------------------------------------------------------------------------

Well, that's it from me for today!
Thanks for reading,
I'll see you soon!

@geekphotoguy 

Friday, 12 August 2016

Exodus of Orobos (WWX and Warmachine)

As well as playing a great game of Guild Ball against Si (@irons1de1), I also managed to get in a run through of Wild West Exodus and two games of Warmachine!

I've shown the WWX figures in a previous blog post but they are beautiful! It was great to get the models on the table, if nothing else - to see how the game plays.
I was up against Ryan and as we plunged into this together, it was best to see how the game played.
How did it play? Pretty well!


Here is my force:

Key Moments
- After set up but close combat Indians run together into the centre of the board by the barrells - obviously for cover!


 - Jesse James steps out from behind a building (hiding like a girl) and shoots the Inidians behind the barrells...with Thermite Rounds... which blast... hard... Some Indians got taken off...
- Sitting Bull goes full steam ahead and tries to get into Jesse James. He makes it but doesn't have the attacks to smash face! However, Jesse James can shoot in combat and he can shoot hard! Jesse takes Sitting Bull down to 3 wounds (in combination with 2 other characters).
- Poor Sitting Bull is now Chief Sitting Duck and Ryan runs one of his hired hands behind Sitting Bull and... shoots him in the back!
- Walks Looking (Sidekick) goes into 3 posse members and kills thems all... dead... completely dead...
- Walks Looking wasn't looking and caught a bullet right between the eyes... 4 times...
- The Outlaws mop up the remaining 3 Indians by savagely shooting them all!

All in all, an excellent game with some amazing synergies and cool tricks. I love the fact you can activate up to three models at a time. The D10 system is brilliant, it offers so much more opportunity than the d6 system.
Overall, a really good game with some very synergistic play. I can't wait to play again!

Now, with some time to spare both Ryan and I went on to playing a bit of WarmaHordes. Instead of rolling out the Trolls, I decided to put out Circle! We are only playing Battle Box sets in preparation for the Journeyman League.
 Ryan was playing Khador led by Sorcha


After playing two games, Circle are a constant threat - more so than the Trolls. I like the Circle box a lot. I think using a heavy warbeast as opposed to three light warbeasts helped. It will be a tough choice when it comes to the Journeyman.
I've managed to find a fair bit of Circle stuff and I'm still waiting on a little bit more to come in at my FLGS!

Well, it was from this on to Guild Ball! A real full day of gaming!

Thanks for reading.
I'll see you soon!

 @geekphotoguy

Thursday, 11 August 2016

The Big League's Big Kick Off! (Guild Ball)

So it's time. The moment we have all been waiting for. Pre-season is over and all the results that have gone before don't matter. The fans wait with heightened anticipation, anxious for the inaugural season of Phoenix Games' Guild Ball Big League to get underway!

Before I start talking about my game, here are two of the teams competing in the league:
Firstly, we have Russ' Butchers (missing Fillet - who was, at the time, being glued together!)
 And here we have Pete's Hunters painted by Phoenix's very own Steve (@furryjamhats)






The Game
Now the pre-match build up is over, let's get on to the teams -

Morticians: The Archangels
Those of you who have read my previous posts will know I was in a bit of a dilemma about who to take in order to get the best out of the game. Essentially, it didn't really matter as long as I get to push models around, roll dice and pull off the occasional bit of bullshit.
Eventually I settled on Scalpel as my captain. So, let's have a look at who else I've got:
 Oh, by the way - I've added to my goal! I've added to actual spooks! I'm really, really pleased with it and it looks great on the tabletop (only ruined by my painting)!
Just a little look at the goal if you haven't seen it:
 
Here we go then:
23: Scalpel [C]
12: Dirge [M]
4: Silence
5: Casket
6: Ghast
7: Cosset

I decided on Scalpel for a few reasons:
1. I wanted to give her another run out against an opponent who is around the same standard as I am.
2. I wanted to try the combination of Scalpel, Cosset and Casket.
3. I needed speed in my team after taking Casket and Ghast and she is a legit goal-threat. No, really!

No Graves, someone who I was really toying with but I figured that putting Casket in because of his 3" Aura which can potentially stop large plays taking place and stop players carrying the ball through the centre.

I was playing against Si (@irons1de1) who had picked up a Union team. Here's what he had:

As predicted, Blackheart, Rage, Decimate, Mist, Gutter and Coin with a nice looking goal too!
I will briefly mention that a few players had made their own goals (I'll bring you pictures of them soon) and they look awesome!

Plot Cards
At the beginning of the league, we picked 12 plot cards. At the beginning of the game, we both drew 7 and picked 5. I ended up with...
Being taken out is somewhat of a certainty so using Paying Respects and Sideline Repairs is a given!
During my 'pre-season', I haven't scored many goals... sorry, I haven't scored any goals so it is a fair assumption that I will be conceeding the 1st goal. Having both Casket and Scalpel it is a certainty that at some point my Legendary play will be used, so that was a no brainer and finally Damage Sponge is useful just to buff a player with the ball in order to perhaps avoid that tackle result!

Deployment
Si won the roll off and elected to kick.Great! This will be ideal for me as I've got a team which has elements of quickness in it - Scalpel, Cosset, Dirge. So playing the ball and getting the ball will play into my hands... hopefully!

Here are the set ups:




The Game
Again, I won't bore you with the blow by blows but here are the highlights:
- Cosset retrieves the ball and passes it off to Scalpel.
- Scalpel offloads the ball to Dirge.
- Blackheart, Rage, Gutter all get stuck in to Cosset - 0-2!
- I use my Plot Cards to bring Cosset back on the sideline near Silence and Dirge (in order to smash face later!) and gain 2 MP.

- Blackheart, Rage and Decimate start to target Ghast - 0-4!
- Dirge runs up the wing with Silence only to be blocked off by Mist and Coin.
- Scalpel charges Gutter and slingshots out the other side, recieving the ball off Dirge.
- Casket is chased down by Rage and Gutter but they become bored and eventually wander off to projects new!
Highlights...Continued!
- Coin tackles Scalpel! Yes... yes!
- Casket slowly lumbers across to Mist, hits him... HARD and puts him in the casket! 4-4!
- Scalpel uses her legendary play, draws Coin into her, tackles him, achieves momentus dodges and walks away (without being tackled by a stupid snake).
- Scalpel walks up the goal... she can't miss.. can she?! ...

 OF COURSE SHE DOESN'T! 8-4! Let's go Angels!

- The ball is instantly hoofed downfield to Decimate who picks it up and passes it off to Rage.
- Rage manouvers himself in order to gain a clear shooting opportunity, getting out of the way of Ghast (who had just come back on)
- Rage shoots... RAGE SCORES!!! 8-8!
- Cosset punches Coin very hard in his cougher and takes him out of the game. 10-8!


Now... for the crux moment of the game... The ball has been bounced back out and the only option for me is to sling it on a 30 degree angle to the right hand side of the pitch because of Rage and Blackheart crowding the left and centre of the board.
I've still got one activation left, so Ghast uses his influence to run and pick up the ball (as seen above).
Now we go to the top of turn 4 - yes, four turns! This game has been INSANE! (It did need caps locks, believe me, it was that good).
Due to Mist being 'Casketed' he can come back on. Si chooses to bring him back on his left hand side of the board (my right) in order to block off Ghast and any potential scoring opportunities. What he forgot though is that Cosset has a 9" charge... for free...
It was vital that I won the initaitve for this turn. Being on 6 unused momentumn vs. Si's 4 momentum it would be tough - until I rolled a 6. This game suddenly turned in my favour.
Cosset was well within charge range of Mist on 1 icy sponge damage set.
Cosset takes the 3 damage - taking her to two wounds (she has been healed twice due to spending momentum incase you're wondering and took additional damage) - in order for her to go f***ing mental and it was enough. The grey lady smashed through Mist securing the 2 additional VPs in order to secure a 12-8 victory!

 This was by no means an easy ride and I've learnt a lot about my team. My main learning points:
1. Cosset and Scalpel cannot hold their own without additional support from a 'harder hitting' model - someone like Ghast just to provide those KDs or at least the threat of it.
2. I overcommitted players upfront - 4 players in fact (all 30mm base models) which gave me no chance of recovering when Decimate got the ball and enabled Rage to score!
3. Casket isn't as bad as I thought. He was good at mopping up wounds (particuarly on Mist). I did underestimate his 3" Aura though and that took a bit of getting used to, especially with my players!

I really enjoyed this game. It was a game of plenty of action, drama and great tactical moments.
With a bye week next round I can look forward at scouting out the other teams and see what they're taking. It would be good to watch other games and look at playstyles. I know each faction has a 'stereotyped playstyle' but that's really not the case. Although somewhat true, living up to a stereotype doesn't always produce the expected outcomes.

Well, that's all from me for now. An amazing game of Guild Ball and lots to look forward to going into the next game in a few weeks time! I will pop out a HUGE shout to our pundit Rob (@derby_malal) who has done a fantastic job getting so many players into the league and up enjoying the game so much. We had 14 players tonight sitting down and playing the round.


 So, 12-8 win, 2 VPs and 1 Favour... it can only go downhill from here!

Thanks for reading,
I'll see you soon!

@geekphotoguy