Chapter 53: There’s something about Boar-y

Wherein we go over the changes to the Butchers team for guild ball and the author’s thoughts on those changes.

I’m going to start with the easy ones: Brisket loses charmed (male) and gains 1 hp in return. A so-so model gets pretty much a straight nerf… I fully understand removing charmed from the game, but she doesn’t really get anything in return.

The other small change was to Veteran Brisket. Quick Time went down in cost to 1 for the 2″ dodge. I’m not sure this is enough for her to see play since other Brisket and Layne both seem better. Maybe she fits into a Vet Boar list now?

And that brings us to Vet Boar himself. Boar got a pretty big nerf, hitting several areas. There have definitely been worse nerfs in the game’s history, but I think this one is pretty significant even if it doesn’t take him into the ground (like some have in the past). He loses a speed, an influence, her lost 2 hp, and damage on his GB results from his book. He’s going to be a lot harder to use at the highest level of play now. I would say that good players have figured out good ways around Boar after getting games against him, and these changes are going to make it very hard to play Boar into those players. He gets easier to manage for players who haven’t figured out how to get around him so some of those hard feelings should get a little softer. It’s even more important to take both Cinnamon and Boiler now, and in some cases you’re going to have to do something to set Boar up (go in on KD’d models, or if they have no momentum). Learn to pick your targets better, Boar players, and be patient and it won’t be too bad. If you play him on autopilot like I’ve seen some people do it’s going to go worse for you than it has (and I’ve seen it go pretty bad, even in my own games).

Not too bad of an adjustment for Butchers players. Might mean we see some other captains besides Boar in the near future.

Chapter 52: New Cook on Duty

Big changes to the Cooks for this errata. They got some much needed love. Everyone that wasn’t a crossover model with the Butchers got a buff. Today I’m going to go over the changes and give some thoughts. There are quite a few really good changes and I’m excited to play them.

Wellington

Probably the most important change to Wellington (and to another model) is the change to Chef’s Special. It now has a 4″ aura (HUGE improvement) and affects character plays (this is a big boon for Spice and her intensify). Shank and Tenderiser see some more use out of the character play part and Sugar is a little nutty with it (as we will see when I get to her). This should be a lot easier to use and will allow the Cooks to spread out a little more than they have in the past. I’m really excited for this change.

Wellington gained a health, which makes him a little tougher to take down, I guess. I have a hard time really evaluating a 1 hp change.

Scathing Rebuke not doing damage now is pretty awesome. I found before that the models I most wanted to use it on were ones I couldn’t afford to put damage on. Now I feel like if you don’t use it on each of his activations you are just not using all your tools. Some might see this as too easy of a choice (always use it), but Cooks needed the power buff this brings.

The last change to Wellington is replacing the 2 damage push-dodge with a 4 damage, increasing the damage available on his book. This change doesn’t feel very big and splashy, but is pretty solid. I always felt bad reaching the end of his book and then going, “I guess I’ll just take the three then.” Another option is good. It doesn’t increase his average damage much on a regular attack, but it’s noticeable on a charge or Singled Out attack. Here are his new damage tables:

Regular Attack:

Defense
Attack Damage
Charge Damage
2/04.006.40
2/1,3/03.135.65
2/2,3/1,4/02.264.83
2/3,3/2,4/1,5/01.563.80
Weighted Average:1.904.27

Singled Out Attack:

Defense
Regular Damage
Chef's Special Damage
2/05.066.93
2/1,3/04.536.18
2/2,3/1,4/03.745.01
2/3,3/2,4/1,5/02.683.72
Weighted Average:3.174.33

Pepper

Pepper gains a free attack every turn. This finally gives Cooks players something to do with the “rat.” Not much to say, make your free attacks.

Spice

So, Spice was already one of the better players in the Cooks, and now she’s been buffed. That might seem odd, at first, but keep in mind that Spice is a minor guild player that works only for the minor guild (not a crossover). With the inherent weakness of minors (they have less model choice) their exclusive models can be stronger than normal players and still be ok. They have to be strong to make up for not being able to take a silver bullet against some major teams.

I think the biggest change isn’t on her card. The changes to Chef’s Special are very, very good for her. She’s way more likely be benefit from the aura than before, and intensify can now do more damage. It wasn’t too uncommon to get 2-3 models in the intensify aura and wrap to it with each attack. Now that would be 24 damage to each model in the aura. Which is, well, a lot of damage. That kills most models in the game.

Her playbook rework is pretty good even without the changes making intensify great. On the damage side of things, her 2 and 3 have each moved down a column and a 4 was added to the end of the book. Huge improvements all around. Here is her new damage outputs (add 1 to the number if they are singled out and you’ll be pretty close to the real numbers):

Defense
Attack Damage
Charge Damage
2/04.016.56
2/1,3/03.175.93
2/2,3/1,4/02.425.14
2/3,3/2,4/1,5/01.903.96
Weighted Average:2.164.49

For non-damage changes, her tackle has gone down a column. I’ve had a lot of game where that would have made a pretty big difference in how things played out, so not insignificant.

Lastly, she gain Assist (Pepper) to up her damage output even more. This probably isn’t even needed, but is pretty crazy. She loses Get Over Here (Pepper) from her card in return. Would be really good to have both, but there is no way they would allow her to have both. It’s way too easy to get assist that way (although, Devana isn’t that far off having that combo).

Sugar

Sugar did not get the complete rework I was hoping for (I knew it wasn’t likely), but she did get changed a lot. I guess we can get the easy stuff out of the way first: She gained a health and her 3 damage became momentous. Both of these are good, straight up buffs.

Sugar gained 2″ of kick and lost those 2″ off her Icing trait. So she stayed the same for snap shots but got longer distance for regular kicks. I think this will make it more likely that she scores a goal in a game. It was very hard to get the snap shots before because your opponent just had to get in the way to make things tough on you. Now maybe she can score some regular goals and you won’t mind trying a snap shot if it comes up once she’s in position.

I’m going to miss the dodge she got from lighting people on fire (one of the things I liked most about her), but her new character plays are pretty great. Having a second source for the new and improved Chef’s Special is great. Two 4″ auras that add +1 damage to everything is awesome. That should help the team put out a lot of damage. Speaking of putting out a lot of damage, Chili Cook Out does 4! damage in an AOE. Despite its limited ranged I think this will be used a lot. I can see giving her 3 influence a turn to put out her character plays.

Sugar went from not being considered in my lineup (after trying to get some use out of her) to being a pretty solid piece that I am going to love giving another go to.

I’m super excited to give these new Cooks a trial by fire (pun absolutely intended). They seem to have got the season 4 minor guild sprucing up they deserve.

Chapter 51: A stroll down the Layne

Let’s get this out of the way: I was not thrilled that Butchers drafted Layne. I think the guild loses some of it’s identity every time they get a good striker. I was actually thrilled to see the tackles become non-momentous and get worse in a lot of cases with season 4. I really dislike that with the right person piloting them the Fishermen, a team built for goals, can out fight the Butchers. For both of those guilds their identity is based on the half of the game they are good at getting VP for and I think it really muddies the waters when they start bleeding (pun intended, only cowards don’t intend their puns) into each other’s piece of the pie. So I’m not thrilled about Layne even being here, even though he does look like a Butchers version of a striker. I will give him a go, though, and if you’ve read my stuff before I am open to changing my mind. Let’s get into it.

I delayed writing about Layne for a little bit so I could get some games in with him to bring some experience into this writing. As of the time of writing I’ve only got 1 game in with him, so I didn’t accomplish my goal… But I’ll still talk about him in the theoretical (as I do) and sprinkle in my experience.

This wouldn’t be a butchers article without looking at the damage output of the model:

Defense
Attack Damage
Charge Damage
2/02.404.76
2/1,3/02.063.98
2/2,3/1,4/01.773.08
2/3,3/2,4/1,5/01.332.24
Weighted Average:1.532.65

For a butcher, his damage is pretty low. On the attack it’s almost exactly what Brisket’s is. On a charge its a tiny bit more because he has a 3 on his book. The 1 damage on 1 is momentous, so he’s pretty much guaranteed to get a momentum per attack.

Doing damage is not his cup of tea, it’s scoring. Damage does make him better at that though. I was easily +3-4 kick dice when I played him with Boar and vet Ox before making a goal. It’s really nice that he doesn’t have to waste an attack tackling the ball if he doesn’t already have it. A momentous tackle, dodge, and 1 damage on 1 hit is a pretty amazing result. Which kind of brings me to one of the best things he has going for him as a striker: a double tackle to get around close control. I figured up the odds of him getting the double tackle (on column 3):

Defense/Armor
Chance on Attack
Chance on Charge
2/096.45%99.99%
2/1,3/079.32%99.35%
2/2,3/1,4/046.96%94.40%
2/3,3/2,4/1,5/017.89%73.07%
Weighted Average:31.97%82.17%

It’s not something you can really bank on when you’re making regular attacks into models that they would traditionally put the ball on, but is decent chances on a charge on those models.

In the one game I played him he got two pretty easy goals, finished off a player, and generally sped the game up. Winning faster is good, but still felt weird getting a couple goals. I have rarely been opposed to scoring a goal opportunistically or to end a game with butchers, but it does feel like butchers are leaning too far into goal scoring with three decent strikers available to play in the same list (Brisket, Layne, and Cinnamon).

Last thing before I leave you. A regular feature for Butchers models (now) is to see what they want more, Singled Out or Stagger. I ran the numbers, and with Layne’s playbook and TAC he benefits most from Singled Out. In the one case where he technically does more damage with stagger (5/0) its such a small difference (0.07 damage on average per attack) that you won’t really go wrong putting singled out up instead. Worth noting that if the opposing model has 4 defense you can go the other way and put Stagger up with very little damage fall off (around the the same as putting SO on a 5/0).

That wraps up my write up of Layne for today. Not a fan of him being here, but he seems ok with what he can do. I think it’s likely I’ll be back next week to talk about changes to Butchers (Boar) and/or Cooks after the errata comes out. See you.

Guild Ball and the Blind Consent

We are back for the next episode of “Ball is in Your Pitch.” Glad to have readers again. The title of this article says it all. If you take time to study the Guild Ball, there is something that you will see a lot of players do, and new players will adopt without thought because that is how you feel the game should be played. I know I am going to catch a lot of heat from this, and there will be a lot of players that will tell me that I am wrong but hear me out. That thing is having a list for your team based solely on if you are kicking or receiving the ball in your game.

Reading other articles and listening to podcasts I always hear players talk about if they are receiving, they will play “Captain 1” if they are kicking the play “Captain 2” or some list that is specially prepared just for those conditions. I, just like a lot of players, don’t want the game to go to clock every single time I play. I would like to get the game over with, in a timely fashion, but I have learned to be patient as well. So many players are so eager to get the first turn goal or so worried about stopping it that that’s how their teams are built. Why else would you build a team just based off of if you kick or receive? The reason it doesn’t make sense to me, again someone will try to explain it and it still won’t make sense, is that if you receive the ball, you score, now your opponent does their goal kick, and now it is as if you kicked the ball. By that logic your receiving captain isn’t who you want to have played.

            I, and some other that I game with don’t build teams based off of if we are kicking or receiving. We build based off of the teams that we will be facing. It feels like a smarter choice. In a perfect world you will win all of your games 12-0, but this isn’t a perfect world, and it is safe to assume that the ball will change hands during the game. You should be prepared for the game in the long run and not totally focus on the first turn goal regardless of which side of the pitch you are on.

With everything there are exception to rules, and this one I feel Farmers really are the team that you should pick captains based off whether you kick or receive, due to their playstyle they want to dictate where engagement happens.

Like I said earlier, people will tell me that I am wrong, or that the “top players” play that way so it has to be right. I do everything I can to think outside of the box, and I prefer to keep it that way. I try to see the game as a whole, and see what I could be facing in turns three and four, rather than worry about that first turn and playing after that. There have been many games I have been behind in the beginning and just staying calm because I didn’t get the first turn goal. Playing my game in the end lead me to a win. Those four point on the first turn is no reason to panic so just pace yourself and play the game that you prepared for the long run. The first turn isn’t the only turn where things can happen.

Drinking, Good Times, and the Same Six Models

    Like so many others, I came from playing other tabletop games like: 40k, Warmachine, etc. I was actually turned onto Guild Ball by gaming over a friend of mine’s house while I had to sleep on his couch. I didn’t think too much of the game to start with, other than a way to pass time. Later in life I finally picked it up, and fell in love with the game. Not only the low model count, which is amazing for anyone with financial restrictions, but playing casually and competitively the environment is virtually the same. All of my friends in our meta were competitive players, so it was just a matter of time until I made the jump as well.

            My first tournament I had a blast. It was just like playing at home with all of the goofing off and talking smack to each other. Even going to Steamcon for the first time, it was three days of gaming and drinking non-stop. You show up to a table, you and your opponent shake hands, do your draft, and both players put a bottle on the table. That is now your drinking buddy for the next two hours. Out of all the games I have played in my lifetime no other game has an environment to play in that even remotely compares to that of Guild Ball. Everyone is your best friend for the event. Even at Steamcon the game’s developers were walking around showing new things and strategies, and even having a drink or two. It was really great to see a game full of down to earth people that don’t feel like they are hovering above the rest of the players. They carry themselves like they were just a group of guys that took their shot and made it, so they are always showing how appreciative they are for that.

          Out of all the love I have for the game, the one think I feel that hurts it, is when I listen to podcasts or watch battle reports they have the top players of Guild Ball to talk about new models and strategies for playing. That is literally the reason I watch them and I support it 100%, but when they talk about certain teams all you will ever hear about is the same lineup, with no deviation. I am not saying those teams are bad, or that the lists don’t work, but I would like to see more variety in lists in my research. Like if I were researching Masons (I love Masons) and would like to see how the top players are playing. I would listen to podcasts to see the game from the top and every single player plays the “Hammer Prison.” This is a perfectly viable list, but Masons are the most versatile and adaptable team in Guild Ball, but if someone just starting was wanting to learn this team they would only think there is one way to play them. I would like to see more of players thinking outside of the box.

          The Developers of the game have been working hard with the Season 4 rules, the errata that recently, and now with the new captains coming out for teams it is really changing the dynamics of playstyles for teams so that we can start to see more diverse lists of teams in the tournament settings. I will say that much. The developers of Guild Ball listen to their players, and do everything in their power to make the game as balanced as possible. I started playing around the beginning to middle of Season 3, and players are always trying to find out what the top tier teams were and what players were on said teams. Every time there is a rules change the tier lists just get larger and the number of tiers get smaller. That is always a great thing, and I love the fact that they take the time to balance things out as they are needed.

          I hope things change enough with the new captains coming out that there will be more than one, or two lists per team, and only playing the same six models in the game. I would love to see the competitive game get more diverse, and not to hear that I am playing a certain team and already know what models are going to be on the table. Only the future can tell.

Chapter 50: Spice is everything nice

Spice is my favorite cook. She’s pretty cool with her berserks that trigger off intensify. She can even put conditions on everyone that would be affected by intensify, but she doesn’t really want to do that. You really want set up from Roast or Sugar before going in with her so she can do more damage. Or she can set herself up under Wellington’s legendary.

A not about intensify on this team: Wellington’s Chef’s Special aura does not add to intensify’s damage, unlike Ox’s Owner aura would. Chef’s Special is adds a damage only to playbook damage results and not to character plays.

Her damage output:

Defense
Attack Damage
Charge Damage
2/03.064.92
2/1,3/02.354.47
2/2,3/1,4/01.843.84
2/3,3/2,4/1,5/01.432.96
Weighted Average:1.633.36

The damage in the table is single target damage when they don’t have a condition. So if you get to column 2, you still have to take 1 damage. Chef’s Special adds about 1 damage to her results and Singled out also adds a damage to attack against everyone but the “5” defense models (it adds about 1/2 a damage there). Her single target damage is lower than some of the other players on the team, but she makes up for it by spreading damage to other players. That spread of damage is because of Intensify, so let’s look at our chances to get it on an attack or wrapping into it on a charge (she’s only going to want to charge when they cost 1 or her output is greatly reduced).

Defense
Attack
Charge Wrap
2/099.93%93.03%
2/1,3/099.55%81.14%
2/2,3/1,4/095.89%47.81%
2/3,3/2,4/1,5/079.89%13.38%
Weighted Average:86.71%29.54%

As you can see, she’s very likely to get intensify off anyone with an attack, but only wrapping into it on the lowest defensive models. With conditions out there already Spice can stroll up and do 4 intensifies pretty easily, doing 8 damage to everyone withing 3 of her that has a condition. If you do that at the end of turn and again at the beginning of the following turn that might be several take out right there. It’s awesome.

As much as I like her, she’s pretty simple when it comes down to it. 1. Set a bunch of people on fire before she goes. 2. Do intensify a lot. 3. Profit. And don’t forget the Get Over Here for Pepper like I always do.

Chapter 49: Sugar, Sugar, You got me wanting more

Oh, Sugar, Sugar, what do we do with you?

Sugar is at the very least interesting. I was told that DC wanted to make a model that wanted to make snapshots, and that this is the implementation. She certainly looks like she wants to make snapshots. Snapshots are usually not good, however. We will certainly have to take a look at those in this article.

Something we know is good are dodges, and she gets a 4″ dodge just for setting people on fire. With Fire Blast. That’s pretty good. She also have a decent looking playbook, but not very good TAC. Sturdy is good, too.

Let’s start where we always start, with damage.

Defense
Attack Damage
Charge Damage
2/03.205.68
2/1,3/02.445.04
2/2,3/1,4/01.934.33
2/3,3/2,4/1,5/01.523.35
Weighted Average:1.723.80

She does ok damage. She should be doing more than Cinnamon, but not as much as Roast or Wellington. Once again, like with the other Cooks, Chef’s Special adds a damage to her results, and so does Singled Out (in most cases).

She probably won’t be the main attacker because of her kit, she seems like she wants to stand back and throw fire blast. However, with season 4 the fire blast is now on the playbook so she can get it by fighting. So let’s look at her chances of accomplishing that.

Defense
Attack Damage
Charge Damage
2/096.45%99.99%
2/1,3/085.38%99.94%
2/2,3/1,4/051.63%98.96%
2/3,3/2,4/1,5/019.77%90.33%
Weighted Average:34.89%93.95%

Looks like you are only going to get it regularly against “3” defense or less during an attack or against anyone on a charge. It’s actually easier to get it on the charge against the higher defense models (4 and 5 actual defense, not including armor) than it is to just buy and roll two dice. Even against the 3 defense models it’s pretty easy to charge and get and you could do that instead of rolling the two dice for the character play. It’s always good to get momentum, and if you get it then you can dodge 4″ from it at the end of activation.

Finally, we come to our look at her snap shot potential. For regular shots, TN 4, we get these probabilities for making goals:

Dice
Chance for Snap Shot
Chance for a goal
225.00%75.00%
350.00%87.50%
468.75%93.75%
581.25%
689.06%

The two dice basically make up for the fact that you have to get two successes on the snap shot. We have almost the same percent for 3 dice on a regular shot as 5 dice on a snap shot. The same is true for a bonus time for each or if there’s a 1 die penalty. Those aren’t as close as the tap in comparison, though.

Dice
Chance for Snap Shot
Chance for a goal
244.44%88.89%
374.07%96.30%
488.89%98.77%
595.47%
698.22%

If you can get in tap in range (which is a lot easier with 10″ kick for the snap shot) you have the same probability of getting a snap shot with those extra dice as you would with her without the extra dice, and she’s further away from the goal to do it. Now, to look at what it’s like with Tenderiser or any other model increasing the TN to 5:

Dice
Chance for Snap Shot
Chance for a goal
211.11%55.56%
325.93%70.37%
440.74%80.25%
553.91%
664.88%

This is where things get bad for the snap shot. If you have to hit 5s on the goal then snap shots with 2 extra dice are a noticeably worse option.

I did not think that two extra dice would make up for it being a snap shot, but it does. The hard part of this is getting her in position and keeping her there and alive to do the snap shot. I can see the opponent pushing her out of range or just killing her to make sure you can’t shoot to her. There’s also just stealing the ball from the player that has it or KDing Sugar, though that’s a little harder with Sturdy. Lots of ways to interrupt this plan.

I’m not sure about Sugar. I have a feeling that she might get dropped so I can play Shank with his higher damage and mobility, or Tenderiser with that good KD on 2″ melee and damage (Tenderiser probably actually plays up with the team in Cooks). She does do good set up for Spice with that fire blast. 🙂

Chapter 48: Wellington is more fun than Ramsey

Let’s take a look at the Cook’s Guild captain, Gordon Ramsey, I mean: Wellington. He’s interesting but Ox, or Boar, he’s not.

Singled out is really good for the Cook’s Guild. With their intimidate the extra dice help them a lot more than normal for reaching higher in their books. Chef’s Special is really good, of course, but not nearly as good as the owner aura. It’s not as big, it requires an activation to put up and cost influence to do (except under legendary). It’s a really bad version of owner, but hopefully intimidate and their playbooks make up for this (Spoiler Alert: I don’t think they do). Singled out is pretty easy to access and is momentous, which is awesome. He also has one of the only KDs in the faction (but the worst one that exists).

On the back of his card he has his legendary, which is pretty good in a team with a lot of character plays. Free character plays are good, free ground pounds, thousand cuts, and setting every model around you on fire before doing intensify are really good. Setting up free auras are also nice, of course, and should not be forgotten.

So, damage output is important so let’s look at that:

Defense
Attack Damage
Charge Damage
2/03.265.24
2/1,3/02.754.66
2/2,3/1,4/02.213.91
2/3,3/2,4/1,5/01.553.17
Weighted Average:1.853.52

He does 2 damage against a lot of players, just not the 4/1 and 5/0 crew. Against them he’s getting 2 only about half the time. This is just base, though, so let’s look with Chef’s Special since that is probably something he’ll get to use a lot of the time:

Defense
Attack
Charge
2/04.607.23
2/1,3/03.756.61
2/2,3/1,4/03.205.67
2/3,3/2,4/1,5/02.514.53
Weighted Average:2.835.06

As expected, Chef’s special adds about 1 damage to each result. Might as well just add 1 and forget about the real math.

So, Singled Out. It’s good with Cook’s (you might have noticed that with the Singled Out or Stagger article because both Roast and Cinnamon prefer Singled Out). So I ran the numbers of Wellington getting it on an attack and the chance of him getting it on a wrap while charging.

Defense/Armor
Chance on Attack
Chance on Charge
2/099.99%99.97%
2/1,3/099.90%99.86%
2/2,3/1,4/098.73%97.84%
2/3,3/2,4/1,5/090.34%83.59%
Weighted Average:93.87%89.59%

It’s very likely. Even against the “5” defense models it should happen a lot more than it doesn’t, even wrapping into it on a charge. Taking 4 damage, getting up singled out, and 2 momentum is probably worth charging even when it costs 2 influence, and you can make it cost 1 with Roast.

It’s pretty easy to make sure most of his attacks are under singled out, so let’s look at how much that helps.

Defense
Regular Damage
Chef's Special Damage
2/04.095.96
2/1,3/03.635.29
2/2,3/1,4/03.114.38
2/3,3/2,4/1,5/02.433.47
Weighted Average:2.743.90

In most cases singled out adds about one damage to his damage output, so with singled out and Chef’s Special he can regularly do about 4 damage a swing, which is pretty good output. He does normally spend 2 of his 6 possible influence to set this up. It’s worth it to do this, however, because the extra damage on two of the remaining attacks make up for not doing those two attacks.

Momentum generation on him is pretty good. As long as you are picking damage or singled out you make momentum. Usually the only result you might want to take that doesn’t have momentum is the KD. It’s pretty high in the book, but you can get it on a charge or with singled out pretty well. Here’s the probabilities:

Defense/Armor
Chance on Attack
Chance with SO
Chance on Charge
2/093.77%99.54%99.97%
2/1,3/078.89%97.95%99.86%
2/2,3/1,4/041.83%87.31%97.84%
2/3,3/2,4/1,5/012.45%56.42%83.59%
Weighted Average:26.75%69.79%89.59%

Don’t expect a regular attack to get there, but singled out is enough against anyone that doesn’t have “5” defense, which is only somewhat reliable on a charge.

And that brings us to the end, and saving the best for last. Scathing Rebuke is pretty good. It’s totally worth the 2 damage to clear conditions AND make a 2″ dodge. This will be used any time you have conditions on a model during Wellington’s activation, and sometimes just for the dodge. It’s so nice to see this sort of tech on a captain (or a mascot, like the mole) instead of on a squaddie, especially in the minor guilds.

Cooks are shaping up to what looks like a fun and interesting guild. I’m not sure that they’re any good, however. The auras are going to be hard to use, and maybe not strong enough for the set up they have to do. I’m getting the impression they are going to be like the Falconers were before 4.1, a lot of set up without enough payoff.

Chapter 47: A blast from your spice weasel, BAM!

Pepper is an interesting little weasel. I’m not a fan of his 6 health, even with his 5 defense. Dirge has the same defensive stats and more health. I accidentally kill Dirge all the time, so I’m worried about our little weasel.

He is very mobile with his high speed, Where Did They Go? and Get Over Here on Spice. This is nice, even just to get in the way and give gang ups (every dice helps with Intimidate).

As always, let’s look at his damage output:

Defense
Attack Damage
Charge Damage
2/02.474.80
2/1,3/01.913.65
2/2,3/1,4/01.572.98
2/3,3/2,4/1,5/01.062.66
Weighted Average:1.292.84

He does almost as much damage as Cinnamon, just hits the 2 damage on the playbook a little less often than she does. As far as momentum goes, if he’s picking damage then he’s making momentum.

Wellington has singled out, so I went ahead and calculated his damage under that. Also, if you want to figure out his damage with Chef’s Special just add 1 damage to the values in these tables are you are pretty close to correct (close enough for game purposes).

Defense
Attack Damage
Charge Damage
2/03.675.86
2/1,3/03.174.76
2/2,3/1,4/02.423.90
2/3,3/2,4/1,5/01.903.33
Weighted Average:2.163.62

Singled out makes hitting the 2 (or wrapping on the really low defense models) a lot more likely.

But, I am not really planning to make attacks with Pepper, except in one case, really: parting blows. With the vicious rule, Pepper’s parting blows are, well, vicious.

Defense
Attack
2/07.40
2/1,3/06.39
2/2,3/1,4/05.41
2/3,3/2,4/1,5/04.33
Weighted Average:4.84

Easily doing 4+ damage on a parting blow will really make people think about walking away from him. And if you can keep models where they are then you can make sure you apply pressure where you want. Of course, this doesn’t help if they just kill Pepper and then walk away.

Lastly, the Cooks have this weird goal scoring sub-theme, so we should look at Pepper’s tackle. It’s not a bad tackle, it turns out. You don’t really want to try against high defense models (the 5s) but against everyone else it’s pretty likely.

Defense
Attack
2/07.40
2/1,3/06.39
2/2,3/1,4/05.41
2/3,3/2,4/1,5/04.33
Weighted Average:4.84

Overall a decent mascot I would say, that has the flaw of dying to a stiff breeze, which is how Cooks are supposed to function. He doesn’t really do anything actively, but still contributes something.

Chapter 46: The Cinnamon Challenge

Cinnamon is the other crossover model with the Butchers. She brings several things to the Butchers that are good: 2″ melee, high movement speed, buyable dodge, momentous damage (kind of a given, but still something I want to see), and pretty good kick and tackle. A combination of those things makes her look like a pretty good striker option for Butchers. So I expect to make comparisons to Brisket and probably also Shank as I examine her. I also need to examine her in Cooks, of course.

We will first look at her damage output. Intimidation and Anatomical Precision are both really good rules, but her TAC of 4 is not so good. Her playbook also looks like it would good (except for the face that she, once again, has TAC 4). Here’s the damage:

Defense
Attack Damage
Charge Damage
2/0,2/13.175.55
2/2,3/0,3/12.334.79
2/3,3/2,4/0,4/11.703.91
5/01.312.89
Weighted Average:1.513.37

Cinnamon actually does more damage on an attack than either Brisket, but less than Shank (talking averages here). On charges she does even more damage than Shank. I’m a little surprised by the charge results, but with the rules she has on the back of her card additional dice make a big difference.

With two of her captains having Singled Out, we really need to look at her damage under that character play.

Defense
Attack Damage
Charge Damage
2/0,2/14.166.74
2/2,3/0,3/13.656.17
2/3,3/2,4/0,4/12.944.98
5/02.093.63
Weighted Average:2.494.26

Singled out ALMOST adds one damage to her attacks on average. Close enough that you can pretty safely call it that for game purposes, except against 5/0 models. It does pretty safely add 1 damage to her charge numbers.

For momentum, if you are planning to take damage, Cinnamon is pretty much guaranteed to make momentum on each attack. Her tackle and dodges aren’t momentous so if she’s going after the ball you should make momentum before hand.

Speaking of that tackle, let’s look at her chances of getting it.

Defense/Armor
Chance on Attack
2/0,2/199.67%
2/2,3/0,3/198.18%
2/3,3/2,4/0,4/188.20%
5/068.75%
Weighted Average:77.36%

Against anyone that has armor her tackle is better than oBrisket, but not as good when the target doesn’t have armor. Her tackle is better than Shank’s, as is expected.

Now, I have not talked about Ready, Set, Bake! yet… I have a problem with it. It costs 2 on a player that can only hold 3. Also, it really only matters on turn 1 (maybe turn 2). There is probably higher level of play that I am currently on that this matters a lot more, but for me it’s not worth the cost (both in influence and opportunity). There are options I like better (as you will see in the next couple paragraphs).

Where does that put her on a Butcher’s team and the Cook’s team. On Cook’s she is the best ball handler and scorer (I will talk about Sugar in her own article…). If you want to score a goal with them, and you probably do, then she’s your best bet. Shank can also fulfill this role if needed, though, and generally has better output when not working with the ball.

In Butchers she has more competition for the ball scoring role. Both Briskets and Shank are pretty good at the role (and probably Layne soon as well). I don’t really play vet Brisket because I like regular Brisket’s kit a lot better in pretty much any case. Shank should be played regardless of his ball handling abilities, so we are really looking for someone in addition to him (the exception is maybe Fillet, where I don’t play him right now). I would totally understand playing her in lists. She is completely reasonable in the roll of striker who can fight, however, I like Brisket more. They have comparable defenses (though Brisket is better against males) and comparable ball getting abilities, but differ in a lot of ways. Dropping Brisket means I lose access to Dirty Knives, and that’s the biggest deal. I use that play A LOT. The extra influence after scoring a goal with Brisket is also nice, but I don’t score goals that often (Brisket has a better shot on goal than Cinnamon, but it’s pretty close to the same if you factor everything in together – Brisket is 1 die more and 1″ more than Cinnamon with the same 3 influence).

A weird lineup that most players wouldn’t see coming might be Fillet, (Princess, probably), Shank, Cinnamon, Brisket (probably original), and Boiler or Meathook for now, but maybe Layne in the future. This team could go 2-2 or even 3-0 if needed to really catch people by surprise.