Hello and welcome to The Quench. In this blog I plan to outline my thoughts and experiences on playing the Blacksmith’s guild. The night before the launch of Guild Ball: Season 1 I was sitting in my FLGS with a few members of the Mountaineer’s Guild and talking about what guilds we wanted to see added to the game. My immediate response was Blacksmith’s. I tend to play Dwarves in most games and saw a Blacksmith’s guild as my way to get a heavy armored, offense oriented team in Guild Ball. I did not foresee what it was the Blacksmith’s would bring to us. A high armored, deceptively fast, versatile team that likes to scores goals to win. Truth be told it’s better than I could have imagined, but let’s get right to it.
I plan to give you my unfiltered opinion of how my games go and what my thoughts are on how the Blacksmith’s function. I’d love for this to start a dialogue in the community, so please feel free to comment and tell me what you think.
Opinion 1: Furnace is a far better Master for cast than Burnish.
Both masters hold the ability to set a few potential targets on fire for cast. While burnish will likely want to do this from range, Furnace will do it via Searing Strike. Furnace will lower the ARM stat of the target, set them on fire, and provide a gang up bonus for her. Lowering the defense on the model prior to Cast going in will provide you the opportunity to select a damage result instead of her needing to take Shield Glare to do so, or she can take the character play in cases of dealing with ARM 2 to mitigate the targets armor altogether. Add in the fact that Furnace can start by putting Tooled Up on Cast so she will have +1 from that and another +1 from Burning Passion when she goes in. Using her dodges from swift strike you can also make sure she ends within 1″ of Furnace so that she benefits from [Sentinel] to put her at 3+/2 on the good side of the def stat curve. Charmed [Male] makes her a 4+/2 to make her nearly untouchable by the fellas on the field. Furnace just gives her more than Burnish, and I plan to run those two in a pod quite frequently.
Opinion 2: Score Immediately
When playing the Blacksmiths, thirteen influence is the magic number. At thirteen it feels like I don’t have nearly as many tough choices with my influence, and everything starts to click. I don’t care if your opponent has a counter goal in reach (which very few likely will if you turn 1 Ferrite goal), you need that thirteenth Influence. Also, we have some great models to hold the ball until you are ready for goal two. Yes I understand I’m kind of stating the obvious here (Scoring Goals and having more influence is good), but in the overall meta of Guild Ball right now many are favoring a very cagey style of play in which the goal is one of the last things you do if it’s not the thing that puts you to twelve. I think the extra influence is so huge for Blacksmith’s that we want to drive one in as soon as it’s possible.
Let me know what you think in the comments and we’ll get the discussion going…