The Gamers Guild, 2nd Player

Hello Guild Ballers,

Today it's time to reveal the 2nd player of our Gamers Guild.  I hade some guesses on who tinker was, but didn't hear from the person in question.  I had one correct answer and I had one player buggin me about continuing this series ASAP as he wanted to be transformed into a guild ball character.  I'm not going to meet his demands yet.

I am however going to reveal the 2nd player I have lined up for you guys!  With Season 4 coming up I tried to adjust how the cards look but further adaptatoins might be needed when season 4 drops.  Without further ado:

The Striker of the gang:

Shove:


Let's go over the card front together since there might be some unreadable notations on there.

Melee zone 2"

MOV: 5/7
TAC: 4
KICK: 3/8"
DEF: 4+
ARM: 0
INF: 2/4

The playbook isn't heavy on damage, but is cohesive with the player's name.  A lot of momentous results and a 'shitload' of pushes.  The KD is early on the playbook, a rare thing on a striker and his Tackle is on the third position, an rare-er thing still.  It's clear he doesn't want to get the ball himself, but is going for a good position, shoving everybody out of his way and screaming for the ball when he's ready to score.

As for character plays he uses his big hamer to move him or others about.  Swing it away from people and use that momentum to dodge out of melee with Where'd they go, or swing that into somebody's gut and ask them how that feels for a decent push and KD.  And that's not all!

Take a look at that playbook again and add the back of the card to it:

Adding knockback to all these plays tells you you shouldn't place your players near the edge of the board.  Loaded up with 4 Shove can charge in base to base, hit his Howzat!? (oh, he could wrap...) and push you 5" (with knockback + more if wrapping) getting you on your behind. He'll need to spend one INF to dodge back into you with where'd they go and can then hit you again with his remaining INF pushing you another 2" or 3" (with knockback) depending on the amount of hits he scores.  Just hope he doesn't Howzat!? you again...  That's 7-8" worth of pushing or if you're really unlucky 10"!!  To put some actual numbers to this example: say you hit the easiest model out there: Stave (who in Season 4 is a 2/1) without other modifiers.  You charge in base to base with 8 dice and have a 96,9% chance of hitting your howzat!? Wrapping for another 1" of pushing is at 60,5%. With the wrap you have 4" of Howzat!?, 1" of playbook and 1" Knockback.  Stave is now 6" away from you, 5" if you dodge towards him.  In both cases you can spend 1 INF to dodge back into melee range and hit him with 5 Dice (+1 for the KD).  This gives you a 40,2% chance of hitting the Howzat!? again for 5" pushes. The playbook 2"push on 3 is on 80,4% and gives you a 3" push with knockback included.  So in wonderland you can push Stave 11", but more likely you'll get 9".  That's amazing!  Now suppose you crowd him out with 2 players and he's already KD'd a charge gives you 11 dice and you can double Howzat!? Him, but then he's 9" away and you can't get to him anymore.  You do still have 2 INF left to do other stuff with... But that's all theory crafting.

Let's move on to his 2nd trait: 'Bring that shit!'  This is a direct counter to characters with Goad or puppet master and the likes.  You want me close? Fine, I'll move and if I can get to you, I'll let you eat my hammerhead!  Want an example?  Here goes: Marbles is 6" away from Shove, he hits Goad and walks away 6" or sprints away for 8".  Shove activates, his jog is only 5 but he can move that distance and close the 6" between the monkey and him with his 2" reach (not even an obstruction can stop that).  If you need to sprint you can close the 8" gap, but if there's something in the way you can't reach the monkey, unless you 'where'd they go ' first!  That monkey is going down!  Or at least 68,8% of the time he is.  Note the traits says an attack, if you choose to charge, you don't get the free attack.

So that's Shove in a vacuum.  Add him in with the captain, give him that ball within 4" of Tinker and you can probably get that ball a lot further up field than your opponent thought.  Gain Football Dervish, charge a player out of the way, pass to a friendly player who passes back, dodge 4" further and you get an 21" ball threat!  With a lot of iffs...  Suppose the pass fails, Tinker could steal some INF from an opposing player and give it back to Shove for an extra activation! 

That's it folks!  Hope you liked it!

Bob Out

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