VETERAN'S OPINION - HONOUR

Last week I asked you to write in with your solutions to dealing with Honour and there were plenty of responses to read through, so thank you.

I believe that Honour has slipped under the radar as an incredibly strong Captain, she can do it herself or enables her team-mates to go above and beyond as well. Honour's Masons are easily capable of setting up a 6 or 8 point activation for a player. We've all been on the end of a Mallet Missile or 'Chissile'. [These involve a Tooled Up Mallet or Chisel, with maximum influence and Superior Strategy, maybe Second Wind and they go and murder someone turn 1 - usually the mascot to gain activation advantage).

Honour on her own isn't all that. She brings only 3 Influence and has a standard statline for a captain. However where she sings is her Character Plays and Traits:

Quick Time - Cost 2 - Friendly model may make a 2" dodge. This character play seems unassuming but being able to disengage other models before they activate is a strong ability, especially when you have a model with Counter-Charge and Forceful Blow on the roster.

Superior Strategy - Cost 4 - May target a Friendly Guild model, this model gains [1] Influence and a second activation. This is such a strong character play, I cannot stress it enough. The ability to gain an additional activation enables a plethora of tricks and keeps your opponent on their toes as to what may happen, especially since you leave Influence next to the model until the end of the turn.

Then we take a look at her Character Traits and we see some more synergy start to appear:

Assist [Marbles]: When Honour attacks a model engaged by Mables she gains +1 TAC and +1 DMG. This is huge on a captain it takes her to effective TAC 8 (Base + Crowding Out + Assist). Honour has a base 2 Momentous Damage on two successes which becomes 3 with Assist and it's likely Marbles used Tooled Up before engaging the opposition, so 4 momentous damage on 2 successes.

Responsive Play: Honour may immediately make an Attack against a model that ends it's Advance in her melee zone. This is great for interrupting charges or forcing the opposition to dodge into her engagement. Considering Honour has a momentous 2" dodge on 2 hits she is likely to escape most assailants. And yes! It generates momentum as it is an Attack, not a Counter-Attack.

Linked [Harmony]: Harmony is seeing more playtime now, as people are starting to figure her out, Without going into too much detail the ability to chain activate without allowing the opponent to respond can secure a kill or a goal, and provides the opportunity for massive VP gains. For more information on Harmony search for the Singled Out Podcast.

Finally we'll take a brief look at her Legendary Play Topping Out. She is able to boost her Team's output by allowing them to gain an additional influence or a absolutely tank for a turn by giving everyone +1 ARM. Note: This is Guild Only and the Masons excel as a pure Guild team.

Next week I’ll be changing up the format slightly and discussing the explosion of Avarisse and Greede on the competitive scene. 

Suggestions to community@steamforged.com or via the form below.

Jamie Giblin - Community Manager

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JAMIE'S PICKS FOR DEALING WITH HONOUR

Gutter can reposition Honour with Chain Grab and with Anatomical Precision and a 2" melee negate her strengths.

Gutter can reposition Honour with Chain Grab and with Anatomical Precision and a 2" melee negate her strengths.

Tucked and Shut Out can break the order of activation needed to utilise Superior Strategy.

Tucked and Shut Out can break the order of activation needed to utilise Superior Strategy.

Kraken can Harpoon Honour away from the team. Her short range Character Plays will be out of range then.

Kraken can Harpoon Honour away from the team. Her short range Character Plays will be out of range then.

Shank has 2" melee and has a high enough TAC and easily accessible damage to put the hurt on Honour. 

Shank has 2" melee and has a high enough TAC and easily accessible damage to put the hurt on Honour. 

Mash is a fantastic ball denial tool vs Honour with 2" melee and Unpredictable Movement. 

Mash is a fantastic ball denial tool vs Honour with 2" melee and Unpredictable Movement. 

Honour's low defence and reliance on being nearby other models makes her a perfect target for Flurry. Egret adds insult to injury by Poisioning them too, and with (currently) no way to mass remove conditions, you can drain their momentum.

Honour's low defence and reliance on being nearby other models makes her a perfect target for Flurry. Egret adds insult to injury by Poisioning them too, and with (currently) no way to mass remove conditions, you can drain their momentum.