Chapter 39: Tenderiser? I barely know… there is no way I haven’t already used that joke

Tenderiser has undergone quite a few changes. First he’s gone to 6 TAC and had his playbook reworked to be 6 columns (including a momentous 5 damage on 6). He’s lost seismic kick, but his kick stat changed to 2/6″ (up a die, but down 2″). He now generates 2 influence (by itself this would probably mean he saw the table more for some players). Overall, he’s a lot better. Loses an character play I never used with him. Can be a beater when he needs to be. He lost the combo results on his playbook (no damage push, or damage KD), which I think I will miss, but I think he does what you want him to do better, stand near the goal to make things more difficult for the opposing team.

First, let’s look at his damage potential, if he decides to get into the fight.

Defense
Attack Damage
Charge Damage
2/03.606.55
2/1,3/02.745.36
2/2,3/1,4/02.024.16
2/3,3/2,4/1,5/01.342.78
Weighted Average:1.663.43

He does comparable damage to Gutter, a little less on the charge than she does, but pretty similar all around. This puts him in the class below what Boiler and Shank do without buffs. This is still not bad damage, most guilds would probably like someone that does this kind of damage, but not the cream of the crop for Butchers. All his damage is momentous, so he should convert any attack to momentum, unless you are going for a KD or something else.

Speaking of that KD, let’s take a look at it.

Defense/Armor
Chance on Attack
Chance on Charge
2/099.13%100.00%
2/1,3/090.83%99.73%
2/2,3/1,4/067.59%96.89%
2/3,3/2,4/1,5/033.63%80.45%
Weighted Average:49.01%87.40%

He’s got a decent KD on an attack, but the real magic happens with a charge. He’s very likely to get the KD on the charge, meaning that he can put a pretty hard stop to a goal run on a Rush Keeper charge, if your opponent lets you. One of the big problems with Tenderiser is that he never gets to do what he wants. People have figured out how to get around counter charge abilities and it doesn’t even take them that long to figure out, so it’s not even using much of their clock. Tenderiser may be better off coming out of the goal and being an active member of the team, especially late game. This feels weird to me since I have traditionally picked him as a model I don’t have to allocate anything to so I can give it all to other models. That might be where I land on him again, but at least he generates 2 influence now so it’s easier to pick him instead of someone else to stand there and do nothing.

Last thing I want to get to is his chance to ground pound on a charge. This is a pretty good result since it includes damage, a push, and KD to multiple models in range.

Defense/Armor
Chance on Attack
Chance on Charge
2/099.13%100.00%
2/1,3/090.83%99.73%
2/2,3/1,4/067.59%96.89%
2/3,3/2,4/1,5/033.63%80.45%
Weighted Average:49.01%87.40%

If this is your goal, you will want to target a model with 4 defense or lower to get it off, especially if he’s going to be crowded out. I don’t see this coming up all that often, but it’s there in case you need it.

I don’t think there is any denying that Tenderiser got better. It’s now definitely possible to play him as an active member of the team, but I think I’ll end up keeping him influence free and by the goal, at least with Fillet. I can see Ox hanging back and waiting for the enemy team (if he has the ball) and Tenderiser joining the fray once it arrives.

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