Miner's Guild Fuse Reveal | Guild Ball


Last week we showed you the Bedrock of the Miner’s Guild, Spade. If you missed that blog, catch it here!

3D Render of Fuse

3D Render of Fuse

This week we’re going to be covering a model with a somewhat fraught history with explosives. An expert combat engineer during the war, now he’s turned his explosive talents to the Guild Ball pitch! It’s the second crossover player for the Engineers, Fuse, the Expert Sapper!

Fire In The Hole!


Fuse’s defensive statline is identical to Spade’s, as is his INF stat. However, he’s a touch faster, has a higher TAC, and has swapped 2” of KICK distance for an additional die on his Kicks, making him hyper accurate when he’s moving the ball around. He also doesn’t have a 2” melee zone, which makes quite a big difference. Don’t worry though, the rest of his toolkit makes up for it!

The first few columns of his playbook are almost identical to Spade’s, with the exception of swapping the push on column 2 for a dodge, allowing him a bit more of a chance to move himself around momentously. His 2 damage is a column lower on 3, but the top three columns have his really exciting results. Momentous push/dodge on 3 net hits is lovely, as is 2 damage. The KD on 4 is a bit tough to get to, but the ability to threaten KDs on Parting Blows is pretty huge. His 5th column has a non momentous 3 damage, and a beautiful momentous double push/double dodge. While he’ll usually need to charge to get that result, it’s an exceptional one to get off. This result is incredible, providing enormous movement options, very in keeping with the themes of the Miners. The 3 damage result will generally be seen a bit less often, but it’s a handy option to have in your back pocket just in case plan A collapses like a poorly propped pit!

Moving onto his character plays, Fuse has two brand new ones, never before seen in Guild Ball. His first is called Clear!. This is actually super cool, since it’s the first ability in Guild Ball that allows you to place enemy models. Every previous place ability in the game has only allowed placement of friendly models, and Clear! really lets you mess around with the enemy positioning. You need to get quite close to be able to do it, but this ability can truly screw up an opponent’s turn!

His second character play, Under the Lines, allows Fuse to choose an enemy model within 3” and place himself in base contact with that model. This is fantastic ability with a huge array of uses. Just for some examples, he can bounce to an enemy model that’s holding the ball in order to snaffle it and go for goal, or he can use it to increase his goal threat if he already has the ball. It’s really an exceptional ability, and much like Spade’s Controlled Explosion, it doesn’t require a roll to hit.

The final thing worth commenting on about the front of his card is his HP of 16. Again, like Spade, he has slightly above average defensive stats, but at the cost of quite a poor Counter Attack.

Hit the Deck!


First off, Fuse of course has Secret Tunnel, along with every other Miner. This rule helps make the guild intensely mobile, and frankly a pain to bring down.

His next two characters traits are unique, however, so let’s dive in. Remote Detonation is unique, but has its roots in an ability on another Engineer model, Locus. Once per turn, Fuse can kick a loose ball that’s within 6” of him as if he was in possession! This is obviously fantastic, it gives Fuse a potentially enormous goal threat. Do note that he still has to pay an influence as normal for the kick, however. This rule helps ensure that leaving free balls anywhere the Miners can get near them is far from the best tactic!

Fuse’s last character trait is super cool and fluffy. Sapper’s Instincts gives him +2 DEF against enemy character plays. This doesn’t rely on him being targeted, so he still gains the benefit against AOE character plays. This represents him having extremely honed instincts of when to hit the ground! This means he’s extremely strong against opposing abilities which are good at stripping the ball, like Seduced or Puppet Master. Opponents still have the option of making the play against him, but he’ll be Defense 6+ against the play, a risky proposition at the best of times!

So there we have it. Fuse, an explosives expert who’s equally as skilled at using his sapping skills to grab the ball from the enemy team as he is at holding onto it for the friendly team. What do you think about Fuse and the Miners? Let us know on our social media platforms! If you like the look of these heroes in a half drill, pre-order your Miner’s Guild: Dig for Victory box here!

Thanks for reading, we’ll be back next week with Digger, the Elusive Burrower!

Miner's Guild Backstory & Spade Reveal | Guild Ball

Welcome back to the blog, Guild Ball fans! We have a super exciting blog for you to read, it’s the first Miner’s Guild reveal AND we’ve also included the Miner’s Guild Backstory!!

As a reminder, the Miner’s Guild are the attached minor guild for the Engineers. They’re a guild who rely on placement and movement. They don’t have a huge capability for takeouts, but they have very strong goal scoring potential. They have more oblique movement than any other Guild in the game, and excellent kick stats. Every model in this Guild has the Secret Tunnel Guild rule, here:

secret tunnel.JPG

Spades High

3D Render of Spade

3D Render of Spade


Today, let’s start off by looking at one of the crossover models who also plays for the Engineers; Spade, the Bedrock of the Miner’s Guild!

Well now. First time we’ve seen any of the Miners in the wild, so this is quite exciting. We’ve kicked things off with one of the simpler Miners. Spade is a striker and you can really see that in her stat line. Fairly average striker stats across the board, with the exception of that 4”/6” MOV, which is of course made up for by Secret Tunnel, making her effectively a 7”/9” MOV (ish!). One point that stands out is the melee zone of 2”. She’s one of only 3 models the Engineers have access to that has a 2” melee zone! This is also great just generally for stripping the ball off of enemy models from a position of safety.

A DEF/ARM of 4+/1 is average, but makes her difficult to kill when combined with her ability to bounce out of melees, and her above average 15 HP. One thing you’ll note about her playbook is that she doesn’t have a particularly strong Counter Attack, and that’s deliberate. Miners have good defensive stats/health pools with strong disengagement capability courtesy of Secret Tunnel, so to balance this, most of them don’t have particularly good Counter Attacks.

Beyond that, she has that standard Engineer momentous Tackle on column 1, which is strong at enabling her to grab the ball from enemy players and score goals with it. A momentous push on column 2 is a bit different, normally a striker would bring some dodges, but the Miners prefer pushing people around! The momentous push/dodge on column 3 is a lovely option for her, but she will likely need to charge to hit it with her TAC 4. Finally, she has a couple of non-momentous damage results, as you’d expect for a striker.

Moving onto Spade’s character plays, we can see they’re both simple and movement based, which makes a lot of sense for the Miner’s Guild! Diggy Hole allows Spade to immediately place within 2”, which combo’ed with Secret Tunnel means she’s lightning fast and super hard to pin down! It lets her get around enemy models something fierce. Take her out before she activates, or she’s gone forever!

Her second character play is called Controlled Explosion, and represents the Miners using pre-planted explosives to force their enemies out of position. This ability is most often used when Spade is hunting the ball. Even with her incredible pace, she often can’t QUITE get within 2” of a specific enemy model. Controlled Explosion allows her to push that enemy model 2” closer, which is often just sufficient to get them close enough for her to tackle them!

One thing worth noting about Controlled Explosion is that it doesn’t roll to hit; it’s a range Self play which allows Spade to choose an enemy model within 6”, with no hit roll needed. Choosing an enemy model within 6” also means this is actually a very versatile play. While you can push an enemy model into melee range of Spade, it’s also useful for disrupting enemy positioning more generally if you need to use it that way, such as pushing an enemy model out of goal range. Or simply pushing an enemy model off the pitch if they’ve gone within 2” of it!

Digging Deep


The back of Spade’s card is a bit bare, but let’s go over it anyway! Secret Tunnel, of course, is the Guild Rule, providing unparalleled freedom of movement for all of the Miner’s Guild models. It’s hard to express just how useful and varied this rule is. Use it to dig deep into the enemy team and hunt for the ball, or to pull back and reset your lines, or for a hundred other things.

Spade’s second character trait is a pretty common one we’ve seen on a few models before. Close Control is a solid ball handling character trait, allowing her to hold onto the ball in the face of enemy tackles. This is key for her as a striker, making it an absolute nightmare to stop Spade’s goal runs!

So there we have it. Spade, a simple, strong, striker model to start the Miners off right! What do you think of Spade? Are you excited to pick up the Miners and get playing with these subterranean heroes?

Thanks for reading, we’ll be back next week with Fuse, the Expert Sapper!