VETERAN'S OPINION - THERON
Welcome back to the Veteran’s Opinion,
Pull up a chair, get yourself a brew (or iced tea if you’re American) and let me tell you a tale of Theron. The Hunter’s Guild Captain has been a thorn in my Brewer’s Guild side for a long time. I use Tapper as my Captain of choice however, the Hunter match up at Tournaments can be a very painful experience. When Tapper is loaded up with 5 influence and is subsequently Pinned, Snared and a Forest is rudely plonked in front of him it can shut down the Brewer offensive. This pattern of events can happen to any of the ‘Superstar’ Captains who like to try and do it all themselves, well…at least if they don’t get to activate first.
The issues I’ve been finding is that Pinned is a reliable Character Play on 3 dice. Although it doesn’t generate Momentum it can deny a lot of Momentum generation to the opposing team, or end up costing a lot to get around the Pinned/Snared/Forest combo. That’s the big issue out of the way, the second threat I find difficult is that when the Melee ensues Theron hands out the new Snared Condition like nobody’s business and soon you’ll have an angry bear and lithe cat charging your now easy to hit players with a +1 damage buff.
As ever I’ve asked the community, and the playtesters next door, what they suggest to help beat Theron. Next week I’ll be looking at the ever nippy Shark and how to stop the goals happening!
Submit your suggestions to email@example.com
Jamie Giblin - Community Manager