VETERAN'S OPINION - AVARISSE & GREEDE
In the past weeks we've looked at some of the Captains currently causing headaches for players on the competitive scene. However, there is a Player (or Players) who is causing the biggest headache of all. Avarisse and Greede have been present since Guild Ball's birth, but it has only been in Season Two that they have become popular. Why is that so? Nothing has really changed besides Avarisse gaining an extra point of defense.
As the community have gained experience playing the game the strength of an additional activation has become apparent. Mason Players obviously kept that one to themselves! The extra activation allows you to activate last on Turn One, which can mean your Captain goes last, and then likely goes first on Turn Two. This can feel unstoppable but there are ways to play around it.
Firstly, you must remember that Greede (the little one) only has  health, so any mobile player can reliably kill him. Secondly, notice that Greede does not have any Icy Sponge Markers, so once Taken Out cannot come back. This will rob your opponent of the activation advantage, an influence, and score yourself an easy 2VPS.
Even when you've taken out Greede, Avarisse is still a potent player especially in a team who want to fight! His momentous Singled Out can really set up the fighting Players, however you can also take advantage of his defence 3 and no armour by targeting him to win the momentum race and gain the Initiative next turn.
Finally, after Turn One the extra advantage doesn't really do that much. So if you play defensively at the Kick Off and remain aware of their Captain's threat range then you can rob them off this advantage.
Next week I’ll be going back to the Captains and looking at the Deadly Duo's Season One Captain - Blackheart
Suggestions to firstname.lastname@example.org or via the form below.
Jamie Giblin - Community Manager