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  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 firstname.lastname@example.org or via the form below.
Jamie Giblin - Community Manager