VETERAN'S OPINION - SHARK

T&G Productions take you through the starter set for the Fishermen's Guild.

Hello Readers!

Welcome back to the Veteran’s Opinion, last week I asked players to email in about the Fishermen’s Guild Captain Shark and how they deal with him. Well, the responses were high, and it seems that Shark can be a slippery bugger to deal with. I’ve played with the Fishermen’s Guild quite a lot at Tournaments (and even led them to win a few) and Shark has always been my Captain of choice.

To begin with let’s look at what he can do and why he can make games against the Fish tough, and we’ll round up with your advice. Shark scores goals. Lots of goals. Lots. Shark is by far one of the fastest models in the game with a naturally high 7/9” MOV that can be boosted with Quick Foot to 9/11” and then this can be pushed up to 15” with Tidal Surge. And that’s just from Character Plays! If we take his Playbook into consideration, then we see < and << on the first two columns. It is an often occurrence that my opponent will ask ‘How far can Shark go?’ and my response is ‘I don’t know, pretty far’. With his 2” melee zone Shark can get to grips with almost anybody on the pitch.

Secondly, his Kick stat of 4/8” make him a very reliable goal scorer and typically he will score at the end of Turn One and the start of Turn Two. When Shark gets to go first in Turn Two he generally makes us of his Legendary Play Caught in a Net to ensure the opposing team can’t make their way too far up the pitch, keeping himself safe and denying momentum generation. When this is the case the Fishermen only need to score one more goal to win the game. In a team of footballers this is hardly beyond the realm of belief.

With this in mind stopping the Fishermen can be tough, however Shark is far from tanky and with some concentrated fire he will go down easily. Though be careful when you do this as a fishermen player will happily trade Shark being Taken-Out for the Goal they scored and the ability to reposition Shark. 

Next week I’ll be looking at Honour and how I believe she has flown under the radar as the best captain in the game.

Suggestions to community@steamforged.com

Jamie Giblin - Community Manager

JAMIE'S PICKS FOR DEALING WITH SHARK

Calculus' ability to Blind Shark can remove his mobility and goal scoring potency.

Calculus' ability to Blind Shark can remove his mobility and goal scoring potency.

Hooper's easy to reach Knockdown and Smashed Shins can keep Shark in place.

Hooper's easy to reach Knockdown and Smashed Shins can keep Shark in place.

Salvo's ranged Knockdowns can shut down Shark before he gets the chance to activate.

Salvo's ranged Knockdowns can shut down Shark before he gets the chance to activate.

Smashed Shins and Extended Reach can scupper the Fisherman's plans.

Smashed Shins and Extended Reach can scupper the Fisherman's plans.

Heavy Burden can keep Shark grounded with the -4/4" movement penalty. Also, if you're playing Loxam, Shark might just end up in the Casket.

Heavy Burden can keep Shark grounded with the -4/4" movement penalty. Also, if you're playing Loxam, Shark might just end up in the Casket.

Jaecar is as fast as Shark and can slow him down considerably with their shared character play Gut and String whilst dishing out damage for fun. He can also apply the Snared condition through his bear trap. 

Jaecar is as fast as Shark and can slow him down considerably with their shared character play Gut and String whilst dishing out damage for fun. He can also apply the Snared condition through his bear trap. 

SUBMIT YOUR TIPS FOR BEATING HONOUR

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