Miners

Miner's Guild Shaft Reveal | Guild Ball


Shut Your Mouth!

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Well well well. Let’s dive in here, shall we. First off, Shaft has a 2” melee zone, which is instantly a strong look for a captain. His stats are generally pretty great, with his 4”/6” MOV effectively becoming 7”/9” with Secret Tunnel, plus TAC 6 and a 3/8” KICK putting him right up there with some of the best striker models in the game. He does have below average defensive stats, at 3+/ARM 1, however.

Moving onto his playbook, one of the major themes of the Guild comes through here. While he’s not going to be dodging at all, every result with a push is momentous. His damage is pretty low for a captain, again reinforcing his role as a model who’s gonna be focused on the ball. He does have some momentous damage results, however, just in case he needs to pivot to a 2/2 playstyle.

Really, the big result worth talking about is the momentous tackle/push on column 1. This is an absolute stonker of a result, allowing him to steal the ball and get the enemy model entirely out of the way in the process.

Moving on to his character plays, Weak Point is an old staple, reducing an enemy model’s ARM by one is always pretty solid. His second character play, Lodestone, is totally unique, however.

It targets an enemy model and if it hits, Shaft’s player has a choice to make. All models within 4” of the target enemy model either get pushed 2” directly towards the target, or directly away from the target. This provides a tonne of options, obviously. Use it to shut down a counter charge lane, to push a scary enemy model out of threat range, to pull Shaft into melee range of an enemy model, or a dozen other ways. Do note the original target of the play doesn’t move either way. This is a really cool, unique play that you’ll discover more uses for as you play the Miners for longer.

Finally, Shaft has 16 HP.

The Boys All Shout For Tomorrow

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Shaft of course has Secret Tunnel, as a Miner (THE Miner, even). He also has Tough Hide. This explains his 3+/1 defensive profile with 16 HP, he’s a pretty tough lad with Tough Hide helping keep him in the fight a bit longer. With that low defensive profile, he’s still going down pretty fast if he gets knocked down though, so be wary of that!

Finally, Shaft’s Legendary Play, We’re Going Underground allows every friendly Miner’s Guild model within 6” to be placed within 2” of their current location. This is huge, allowing a massive team wide shift of focus. Use it to get some gang ups on an enemy model, to pull a friendly model back out of danger, or even just to get the place on Shaft himself to extend his goal threat. Much like Lodestone, the range of uses for this ability is pretty much infinite. There’s almost never going to be a situation when this Legendary Play isn’t useful, it’s just a matter of deciding when you want to use it for the best effect!


And that concludes our look at Shaft! Let us know what you think about the Foreman on our social media platforms! If you like the look of the big man, pre-order your Miner’s Guild: Dig for Victory box here!

Thanks for reading, we’ll be back next time with a look at the Heartfire of the Miner’s Guild, Mule AND Fissure, the Thunderous Behemoth!!

Miner's Guild Digger Reveal | Guild Ball

Hey Folks! Before we get into today’s article we just wanted to quickly let you know that the Guild Ball Errata will be releasing on March 1st. All cards will be updated on the Resources Webpage, Guild Ball Manager App, and available via our Print on Demand Partners Drivethrucards on the day of release, and will be accompanied by an article from the Developers highlighting the changes.


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Last week we showed you the Expert Sapper of the Miner’s Guild, Fuse. If you missed that blog, catch it here! This week we’re going over THE BEST MODEL IN THE ENTIRE GUILD, IT’S DIGGER THE STEAMPUNK MOLE.

3D Render of Digger

3D Render of Digger

Moley Moley Moley

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Alright folks, let’s get real over here. First things first, look at his wee face and his goggles and his adorable lil steampunky claws. He’s already burrowed his way into our hearts, right enough.

Ahem. Okay so Digger has a 1” melee, and his stats apart from that aren’t overly exceptional. He has a 3/4” KICK, meaning he’s actually very accurate at passing the ball around, and if he can get up there for a shot, he’s more than likely to hit it. His 4”/6” MOV is (like all Miners) deceptive, since he of course has Secret Tunnel, meaning he’s effectively roughly a 7”/9” model, with two separate moves, one of which is a place to help escape melee zones.

So he’s fast and has a good (if short ranged) KICK, but apart from that, his stats are a touch on the low side. His playbook is actually pretty solid, however. He has a tickle of damage, and some momentous pushes further up, but really the only thing he’s reliably hitting is that Tackle. Which, combined with the strong elements of his statline, obviously push him further into the route of being a ball-oriented mascot.

This is further highlighted by his character play, which is one we’ve seen earlier on Spade. Diggy Hole allows our little moley friend to place within 2”, meaning he can move a total of ~12” each turn, which gives him a not inconsiderable 16” goal threat. Not bad for a mascot, especially when so much of that movement is non-linear and can avoid melee zones entirely.

Finally, 10 HP is about average for a Mascot with Digger’s defensive stats.

Stop, Drop & Mole

T̶h̶i̶s̶ ̶I̶s̶ ̶T̶h̶e̶ ̶B̶e̶s̶t̶ ̶N̶a̶m̶e̶d̶ ̶R̶u̶l̶e̶ ̶I̶n̶ ̶T̶h̶e̶ ̶E̶n̶t̶i̶r̶e̶ ̶G̶a̶m̶e̶,̶ ̶A̶n̶d̶ ̶I̶ ̶W̶i̶l̶l̶ ̶F̶r̶a̶n̶k̶l̶y̶ ̶N̶e̶v̶e̶r̶ ̶C̶r̶e̶a̶t̶e̶ ̶S̶u̶c̶h̶ ̶A̶ ̶B̶e̶a̶u̶t̶i̶f̶u̶l̶ ̶T̶h̶i̶n̶g̶ ̶A̶g̶a̶i̶n̶ ̶I̶n̶ ̶T̶h̶e̶ ̶H̶i̶s̶t̶o̶r̶y̶ ̶O̶f̶ ̶T̶h̶i̶s̶ ̶E̶n̶t̶i̶r̶e̶ ̶P̶l̶a̶n̶e̶t̶ ̶A̶n̶d̶ ̶F̶i̶n̶a̶l̶l̶y̶ ̶N̶o̶ ̶P̶e̶r̶k̶i̶n̶s̶ ̶I̶ ̶W̶i̶l̶l̶ ̶N̶o̶t̶ ̶C̶h̶a̶n̶g̶e̶ ̶T̶h̶e̶ ̶T̶i̶t̶l̶e̶ ̶O̶f̶ ̶T̶h̶i̶s̶ ̶S̶e̶c̶t̶i̶o̶n̶ [Editor’s Note: Please try to refrain Bryce from getting overly excited in future]

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Moments like this are why we play and make this game. And sure, Digger has Secret Tunnel and Close Control which let him tackle the ball and then keep it and Diggy Hole away and score goals for value…BUT the real story here is STOP, DROP, AND MOLE.

In the best example of naming that this game, or indeed any game, has ever seen, this rule perfectly encapsulates our tiny friend digging a hole and kicking dirt all over his buddy in order to help them out if they’re on fire. Or poisoned or knocked down, or… you get the drill. [Editor’s Note: More puns like this please].

This is Digger’s secondary use. While he’s great at snuffling after the ball, either to retrieve it to pass it back to the friendly team, or to score goals himself, he can also clear conditions from your team completely for free.

So let us know what you think about Digger on our social media platforms! If you like the look of this cute little fella, pre-order your Miner’s Guild: Dig for Victory box here!

Thanks for reading, we’ll be back next week with Shaft, the Foreman!  

 

 

Miner's Guild Fuse Reveal | Guild Ball

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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!

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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!

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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!