History of the
It is a new Guild. Not so unlike the others in its activities, but very much so in its ideology. Being able to have observed hundreds of years of development before beginning your own venture has a tendency to allow you to avoid certain growing pains I suspect. But being so wildly divergent in your practice will just as likely spawn different ones; mistrust for one thing. Unlike any of its rivals, the Alchemist’s Guild has yet to prove to the people that its industry is worthwhile. It has the burden of proof over simple necessity that we enjoy.
Death is inevitable, a cold and hard fact. Witchcraft is not.
Taking to the field against the Alchemist’s Guild can often be likened to an exercise in futility. The preposterous level of volatile chemicals, gaseous clouds and deadly pools of acids renders vast swathes of the pitch inhospitable to all but the most foolhardy. It with some amusement that I have watched some of the least useful members of my own guild attempt to demonstrate their worthiness by besting an Alchemist. I am sure that their guilds scientific minds would term such reckless failures as natural selection.
- Obulus, Mortician’s Guild Team Captain
Alchemists’ play style is one of force projection. They utilise a lot of AOE to control space and deny their opponents manoeuvrability. Their combo play comes from layering AOEs and generating huge areas of danger across the pitch.
They are quick on their feet and capable with the ball, but not as resilient in combat as other teams. They excel in the early to mid-game due to their ability to cover a good amount of space.
Alchemists will reward players who can anticipate their opponent’s plans and block them through good placement and positioning of models and effects. On offense, Alchemists can use their AOEs almost as additional models in order to restrict the counter play options of their opponent. No one wants to charge the Alchemist with the ball if you have to go through an acid cloud!