Saturday, October 22, 2016

Season 1+ 2: Stats Compilation


Earlier in the year, we put up a few articles regarding average stats across guilds:


While these are in no way conclusive or all encompassing characterizations of each guild (primarily since it excludes Character Plays and Traits), they do paint a pretty good picture of what each guild is about. Here is a compilation of these stats:



# of 2” melee:

Engineers
Hunters
Brewers
Butchers
Masons
Union
Alchemists
Morticians
Fishermen
2/11
2/8
3/11
3/11
3/11
4/14
4/11
4/11
8/11


Mean TAC:

Fishermen
Engineers
Masons
Alchemists
Union
Morticians
Brewers
Hunters
Butchers
4.4
4.5
4.5
4.7
4.7
4.8
4.8
5
5.6



KICK die means:

Butchers
Masons
Morticians
Hunters
Union
Brewers
Alchemists
Fishermen
Engineers
2.09
2.18
2.18
2.25
2.33
2.46
2.46
2.72
3.27

KICK distance means:

Hunters
Union
Morticians
Engineers
Masons
Alchemists
Butchers
Brewers
Fishermen
5.5”
5.7”
5.8”
5.8”
6”
6”
6.1”
6.2”
6.4”



Mean base MOV:

Brewers
Union
Alchemists
Hunters
Masons
Butchers
Fishermen
Morticians
Engineers
4.7
5.1
5.2
5.3
5.4
5.4
5.6
5.6
5.7




Mean DEF:

Masons
Brewers
Engineers
Union
Butchers
Fishermen
Hunters
Alchemists
Morticians
3.2+
3.3+
3.6+
3.7+
3.7+
3.7+
3.8+
3.8+
3.9+

Mean ARM:

Morticians
Hunters
Butchers
Fishermen
Union
Alchemist
Brewers
Engineers
Masons
0.6
0.6
0.6
0.6
0.7
0.8
0.9
1
1.4



Choosing a Guild - Hunters


One of the first articles we put up was in regards to choosing a guild based on rough criteria of what aspect of the game each guild was strong or weak in. These were based on early Season 1 numbers put together by the development team - granted that things have probably shifted a bit by now.

One of these changes was the release of the Hunters. I've put together a few ballpark numbers based on feedback from the online Hunter community:



Hunters

Melee Damage - 6
Ranged Damage - 4
Ball Control - 3
Speed - 5
Toughness - 5
Special - 7


Hunters are arguably the second best control guild in the game after Morticians, due to their traps and widespread access to the Snared condition (-1 DEF & -2/-2 MOV). They also excel at moving through rough ground, and their captain Theron has the unique ability in the game to create terrain. On the whole the guild has pretty average stats, however they also have 2 of the best melee damage dealers in the game in Jaecar and Seenah (literally a bear) which gives them a slight edge in that department.
One department where they are definitely weak is the football game, with the worst KICK stats on average. They attempt to make up for this by having some very mobile players who can slip away for a goal in the right situation. The other difficult aspect of the Hunters is that usually require multiple activations to set up that 'perfect trap' due to many interconnections.


Hunters might suit you if:

  • You like a patient control style, combined with savage damage dealing
  • Are willing to 'work harder' for your VPs and 'setting up the trap'
  • Like the rugged northern woodsman aesthetic - and bears


Sunday, October 16, 2016

Season 3 model changes - compilations

Below you can find a compilation of confirmed and rumoured spoilers:

Alchemists

Flask (confirmed):
  • Removed 2 damage boxes

Brewers

Tapper: (confirmed)
  • INF stat changed from 3/4 to 4/5 
  • Tactical Advice [Scum] changed from +1/+1 INF to +0/+1 INF
  • Old Jake's can now only be used to allocate INF to other Brewers within 6" (up from 4")
  • Commanding Aura reworked to affect friendly Guild models within 4" (previously gave buff to all friendly models while attacking enemy models which were within 4" of caster)
  • GB/GB Playbook result moved from Column 5 to 4

Stave: (rumoured)
  • no changes

Friday: (rumoured)
  • 2 DMG result on Column 2 no longer momentous
Hooper: (confirmed)

  • No changes
Spigot:
  • Ball's Gone! reworked to be "gain the ball if the enemy has it. Can instantly make a free pass"


Butchers

Princess (confirmed):
  • Removed 2 damage boxes
  • Loved Creature reworked to 'team gains +1 TAC if this model is damaged'
Meathook (confirmed):
  • Reworked playbook slightly (added pushes to most damage results, GB result now on 4 hits)
  • Added 1 ARM
  • Changed INF to 2/3 (from 1/4)
  • Heroic Play no longer causes damage, and only triggers off Bleed condition
  • Added Hooked! - whenever a model is damaged as a result of a playbook damage result from Meathook, they suffer -1 DEF.
Boar (confirmed):

  • DEF increased to 3+
  • Regenerate replaced with Life Drinker (heal 1 when taking playbook damage result)
  • Health decreased by 2
  • Playbook modified slightly to 7 columns, and Concussion moved to 4 results
  • Hamstring removed

Engineers

Ratchet (confirmed):
  • +0/1" MOV
  • +1 TAC
  • Reworked playbook
  • Gained Tooled Up
  • Fixer now an active ability but no longer heals (only removes conditions)
  • Reworked Long Bomb to be a 0/4" buff to passes, which cannot be intercepted
  • Creation [Mainspring] now a Heroic Play
  • Overclocked no longer takes out the target model at the end of activation

Fishermen

Salt (confirmed):
  • Removed 1 damage box
  • Loved Creature reworked to 'team gains +1 TAC if this model is damaged'
  • KICK stat changed from 1/4" to 2/4"

Masons 


Honour: (rumoured)
  • Responsive Play changed for Poised
  • Topping Out! range increase from 4" to 6"
  • Superior Strategy is now once per turn and allocates rather than gives INF
  • KD Playbook result moved from Column 6 to Column 5

Harmony: (confirmed)
  • Family range increased from 4" to 8"
  • Acrobatic have been reworked to a 1 COST, Once Per Turn 2" dodge
  • Scything Blow has been removed, and replaced with Weak Point
  • Momentous GB result added to Column 3, 2+GB result added to Column 5
  • Gained Back to the Shadows

Brick: (rumoured)
  • No changes

Morticians 

Vet Graves (confirmed):
  • Creation is now a Heroic Play (1 MP) and Mascots give up VP when taken out.
Vileswarm (confirmed):
  • No change.
Cosset (confirmed):
  • Traded Damage Support Dirge for Assist Dirge.
  • Crazy now lasts for the turn
  • Playbook reworked (shortened to 5 columns)
  • Screeching Banshee now causes -1DEF instead of -4/-4 MOV

Union

Harry the Hat (semi confirmed):
  • Gained 2" melee range
  • Playbook has been modified to "have momentous results on the first 4 columns, and focus on pushes & KD"
  • Inspiring Hat has been changed to an aura that grants -1 MP cost to teamwork actions within X".

Hunters

Fahad (confirmed):
  • Removed 2 damage boxes

Systems changes:

  • All models now only have one icy sponge marker, located roughly halfway up the health track
  • Mascots now have an icy sponge marker
  • Mascots only generate 1 VP when taken out
  • The player who loses iniative each turn gains a momentum point.
  • Engineers will be "fun for both players".



Last updated: 14 Nov 2016

Updates no longer needed since some guy took my job: 
http://forums.steamforged.com/index.php?/topic/35213-collated-season-3-spoilers/

Monday, October 10, 2016

July/August/September - Rulings

Have been otherwise occupied or busy last few months (likely to continue for another few), and the game has been cruising along on Season 2 in the meantime. In the interest of continuity, here are a few choice rulings/clarifications from the past 3 months:


1.  MOV penalties that apply to base-move will affect out of activation movement, like Get Over Here!:
The example given is Scum being affected by Caught in a Net, thus having a base move of 2"/4", and only dodging 2" towards Friday.


2. Scatters off the pitch are measured to the scatter point, even if off the table:
This is an exceedingly long discussion about semantics and cornercase issues, but the idea is that the edge of the pitch is not impenetrable, so the ball can scatter off the pitch, then you measure the ball path using that point. 


3. You can Counter charge friendly models currently under the effects of Lure, or Puppet Master, or similar:
The model being forced to jog remains a friendly model to the user of Lure/Puppet Master until after the advance has ended. Counter charge trigger occurs as the advance ends. 


4. You can counter attack a counter charge:
Pretty straight forward. Let's say you get counter charged while charging, the counter charge and the counter attack are both resolved (in that order) before the initial charge is resolved.


5. Siren's Beautiful ability can reduce character plays to Range 0":




Season 3 coming in late November - woo!