Aw, Spigot, what a guy. Some people get hot and bothered about Flint (Phil), but Spigot is the model I think about as being the epitome of Guild Ball. He can fight, he can score, he can do it all.
Having 4/7″ kick is pretty fantastic for a model that isn’t a dedicated striker. He’s pretty average for speed at 5″/8″ (fast for a Brewer), but with his heroic he gets an extra 2 inches of movement making him striker speed. He gives the same bonus to all his friends in the Brewers within 4″ as well, making up for their slow speed. He has a 17″ threat on goal and should get the goal most times with 4 dice. That’s actually great considering that making a goal isn’t even what he’s good at. ON top of all that he has a momentous tackle on one hit, which means even against he highest defense models he is very likely to get the tackle (87% against defense 5, armor 0). He also has ball’s gone if he wants to strip the ball and kick it away. The ball’s gone is on column 2, so not as likely as the tackle, but still pretty likely. Here is the complete table for the chance of getting balls gone (the charge chance is the chance that he gets ball’s gone after wrapping, since the chance of just getting it at all was so high):
Chance on Attack
Chance to wrap on Charge
What he’s good at is damage. Spigot does 1.65 damage per swing on average and 3.26 on average for a charge. Overall he does about 6.5 damage for 4 influence in attacks, or 6.5 damage for 4 influence if he charges. He’s a rare one that doesn’t lose damage by charging his target instead of walking up and attacking. The damage he does is not outstanding, but that is at base stats, with an opponent that is standing. I’ve faced Brewers enough to know that the target of an attack won’t be standing that often. Before I talk about that, here’s the full table of base damage values Spigot produces:
Having someone knocked down for him to attack gives him an extra +2 to TAC, thanks to Floored. This is how you are going to want his target. It increases his damage to about 2.5 damage on average for an attack and 4 damage on average for a charge. He can now do 10 damage on his four attacks or 9 damage on a charge and two attacks. The damage is looking better, but still not where we really want it because it’s not taking out models in one activation. That would be great! Here is the complete table for damage if he’s attacking a knocked down model:
Let’s take a little break from the damage output to discuss Spigot having to knock down his own target. It is so important for Spigot’s output that the model he’s attacking be knocked down that if his target isn’t already knocked down, he’s going to have to do it himself. Spigot is really bad at knocking models down if their defenses add up to 5. He isn’t even that good at knocking down defense “4” models, only getting the knockdown about 50% of the time. He is good at knocking down models when he charges. So if he absolutely needs to knockdown a defense “5” model then charge in and hope it’s not the 1/4 times he doesn’t do it. What I’m saying is he really wants someone else to knock the model down first before he goes in. Good thing the brewers do have models that are good at knocking people down. Here’s the full table for the chance to knock down models:
Chance on Attack
Chance on Charge
Like I said in the Tapper article, Tapper is really good at making sure every model in his melee range is knocked down, so he’s the main man for turning Spigot on (why do I feel like that sentence turned into a Fan Fiction written by Flint?). So if Tapper is running around with Spigot, let’s see what Spigot can do with commanding aura around. His regular damage goes up to 3 and charge to 5.25 (averages) for a total of 12 damage with 4 attacks and 11.25 damage if he has to charge to get there. It’s even better if he’s going in on a knocked down model, he then does 4 damage on an attack and 6.3 damage for a charge. With his full stack of 4 influence he can do 16 damage on 4 attacks, or 14.3 damage with a charge and two attacks. Now this is the average for all the models in the game, if you want to figure out for a particular character, use the tables below. The first table is damage against a model standing and the second is against a model with those stats after they are knocked down. As an example, if you want to figure out how much damage Spigot does against a knocked down Fillet, look at the second table for her stats now (4/0) and see that he does 4.78 damage per hit, then multiply that by the 4 attacks and you get that he does right over 19 damage to her, on average. Then you might notice that Fillet only has 14 health and is probably dead. Here are those tables:
Non Knocked Down
Now it’s time to talk about tooled up. I believe from my experiences with tooled up that using an activation to put tooled up on a model is generally a mistake. Outside of first turn, you do not have the luxury of wasting activations. If you are going to try to attack a model, you need to do that before your opponent keeps you from doing it. It also has not been beneficial for a model with tooled up to put it on themselves before attacking. Usually the damage you lose out on from tooling yourself up instead of attack isn’t made up for from extra damage on the other attacks. For example. If your attack would do 3 damage to a model, and you tool up instead, you need to make at least 3, preferably more, attacks after tooled up to make up for that damage. Spigot is a bit different in this regard. If he is not attacking a knocked down model, tooled up can help, if you are not planning to, or able to, knock that model down with Spigot. Tooled up can do a lot for Spigot against knocked down models as well. Because his playbook is so short, and he wraps more often because of it, you get double duty out of tooled up because it adds to both damage results. With Commanding Aura and a knocked down opponent this makes him do 16 damage in 3 attacks after tooling up, the same amount of damage he does from 4 attacks without tooled up. In fact, the damage output I’ve calculated with and without tooled up looks the same with only slight differences between them. It makes each attack seem much better though since he’s now attacking for 5.4 damage per hit. Anything less than a full stack of influence, though, and tooled up losses out. Here is the full table of results for a knocked down opponent, with commanding aura, and tooled up, just because this is his best damage output per swing:
Now, another important part of the game is momentum. Choosing damage results doesn’t get Spigot much momentum. Against a knocked down model he generates .39 momentum per swing, so in three swings he should generate a momentum. If the model is not knocked down he generates .1 momentum. On average it will take 10 swings against the models in the game he’ll make one momentum. This is, of course, if he’s picking damage results, if you want to tackle, knock down, or push he’ll be generating more momentum than that. On a total activation, 4 influence, Spigot makes 1.5 momentum for 4 attacks, or 1.7 momentum for a charge and 2 attacks against a knocked down opponent. Better than Hooper, but not as good as any butcher. Here’s a full table of expected momentum against knocked down and non-knocked down models:
Attack vs KD
Charge vs. KD
Let’s compare him to other, similar models in faction: Pint Pot and Hooper. I’m going to use 3 influence/attacks on each of them because that’s what Hooper is limited to, so it is easy to compare between models. I am also going to assume the knocked down condition is on the model they are attacking because 2 out of 3 models we are looking at have bonuses with that and you’ll want the opponent knocked down in Brewers anyway.
With those stated conditions, Spigot does 7.3 damage and 1.2 momentum for those three attacks. Hooper does 10.4 damage and .5 momentum with the same. Pint Pot does 4.6 damage and makes 2.3 momentum. The more damage the player does, the less momentum they generate doing that damage for these models. Hooper is the best at putting on damage, but probably doesn’t make a momentum on his turn (unless it’s from killing a model), and Pint Pot, on the other end, generates a lot more momentum for less damage. He doesn’t have to worry about crowding out either, and is very influence efficient with those beer tokens. Spigot is right in the middle for both, but can do double duty by being really good with the ball. It’s looking like Steamforged has done a good job of realizing Matt Hart’s ideal of having models have various strengths and weaknesses so that it’s hard to choose the models for your team. I like Spigot’s versatility. I like Pint Pot’s efficiency and general Butchery-ness. I like Hooper for his damage output. I don’t like Hooper’s momentum generation. I don’t like Pint Pot’s damage output as much. I can’t think of a reason not to like Spigot, which is probably why he’s my favorite player in the Brewers.