Game 4
Vs. Ox's Butchers.
This is a rematch against my last opponent. I decided to try out a different type of playstyle and he went for Ox to change it up.
I pull a crappy 5 cards... Husbandry (worthless in Morticians), Too flash, Give as good as you get, Get it back, and another one.
I chose Too Flash, Give as good as your get, and Get it back.
My team is a weird one today, I want to try something out.
Scalpel, Dirge, Silence, Minx, Cosset, and Graves1.
My plan is to try an do something a bit reliant on dice and my opponent, the worst combination ever, and charge Graves 11” turn 1, threatening 13". We shall see how it goes!!
My opponents flips Ox, Princess, Boar, Boiler, Brisket, Shank
Here is deployment.
Silence kicks off to threaten the early embalming fluid and get that damage for Graves' damaged target. The kick scatters in what seems like a good direction, but I hate how close to that barrier it is, mostly because it's potentially not a good place for Graves to charge if he sticks to behind the barrier. We shall see!
Scalpel gets 3 for Second wind and a kick or sprint.
Silence gets 2 for embalming fluid.
Minx gets to 2 to sprint and marked target with always a back up plan to charge
Cosset gets 2 to Lure
Dirge get 0
Graves gets 4 to charge, tackle, and gain as much momentum on a charge as possible.
My opponent moves Brisket up to the wall to grab the ball and pass it back to one of his players, he super shots to pass it to Boiler. He uses the momentum to use a give and go. I use Too flash on Boiler, it seems that I could actually turn the graves plan into a reality.
Silence advances and cannot decide to use Embalming fluid on Boar/Ox/Princess to potentially burn and damage them all or Boiler for the +2" on the charge if i hit him, but because we are going all in on the plan I use it on boiler to get a damage, and succeed.
Boiler advances over to the wall and keeps the ball, he comes within' Graves' charge range, but I don't want to measure it so as not to show my opponent my plan, since he could still find a way to block.
Dirge Advances to plan to crowd out Boar next turn.
Princess advances near Boiler, hmm, interesting.
Cosset sees her opportunity to Lure princess! She advances and wiffs really hard, rolling a 3 and a 1. I scorn everything. Fortunately this was not the game plan, and therefore I lose particularly little value by missing.
Shank advances closer to my side of the pitch, within' charge range of Minx.
I contemplate for a moment as I want to use second wind of Graves so that way I'll be freed up for next turn, and closer to my opponents goal, but I feel like I can get a lot of value out of turn one here into turn two and Minx is worried about getting charged by Boar after getting to Shank, so I feel like I need Second wind on her, similarly it allows her to reposition a long long way (7") and Shank cannot knock her down so I have little fear of counter attacks.
Ox moves up and tough Skins himself, near shank.
Minx Charges Shank to get some momentum and damage. She hits a 2, 1, and 2 for damage, all momentous. Unfortunately Ox’s aura is now over near shank and therefore I end up taking 4 damage on the parting blow… ouch.
Boar used his free charge to come forward and fail said charge.
This picture is right before Graves charges Boiler
This is the picture right after I charge Boiler...
Graves Charges Boiler for free, 11" away, also getting Princess into melee, I roll enough successes to rip a Scything blow into Boiler, Princes and hurt Scalpel, but it is worth it because with two more attack I can put Princess to 3 wounds, so that she dies to bleeding on the following turn. Then due to having two more influence than normal due to too fIash I use another attack to tackle from Boiler and my last influence to pass to Scalpel.
Wow, what a great turn, my plan with the Graves missile worked!! Issue is now I’m super scared of Boar, Ox, and Shank… Now that the three of them can basically do what they need to charge whomever they want. What will I do now?
Turn 2:
I win the initiative.
Silence gets 4 so that he can place and embalming fluid onto Boar/Ox/Shank and force Ox to go last and Boar to go next.
Scalpel 6 since she has the ball and will Score this turn and try and kill Ox.
Graves gets 1 for a slap + Bleed on someone
Cosset gets 2 so she can charge Ox and get as much damage as possible to help Scalpel kill Ox.
Dirge and Minx 0 Since I feel like I will get benefit out of my other players more.
Silence goes god mode and hits everyone with burning and uses Tucked on Boar and shutout on Ox. He then walks out of the way for Cosset to charge. Everything went according to plan.
Seeing as I had to sacrifice someone… I let Boar charge Graves and he does 13 damage to him, Ouch… and clears conditions.
Cosset is ready to get into Ox. I want to activate Scalpel later since I don’t want him to slingshot a goal with Brisket. She goes crazy and he defensive stances. I deal 4 momentous with Dirge’s damage support. I then attack again and he counter attacks and I take a KD, i use a momentum to clear conditions and attack again. Unfortunately I am unable to heal since I used momentum to clear conditions so I sit at 9. He should have double pushed me so that I’d be out of melee, but it ended up working out since then Shank attacks her twice and did 5 damage.
Dirge flies behind Ox and Shank to get Crowd outs for Scalpel and Minx.
It might have not been correct to activate Dirge when I did, because Boiler then comes into melee with Graves and Scalpel and kills Graves, but then attempts to Marked target Scalpel and misses.
Scalpel is ready to go. She attacks boiler to ><1 to get away from him. She advances over to Ox who is crowded out by dirge and Cosset, but crowded by Boar.
She attacks him and puts him into the dirt but is unable to get into range to score. With her final attack she hits boar and wanting a >< to get out of his melee she actually gets a KD instead. She then uses her heroic to get second wind and wants to go over to crowd Shank and be as far away from Brisket as possible, unfortunately she must poison herself, but that is a small price to pay for my plan to be in melee with Shank for more crowd outs.
Minx charges shank with 3 crowds, rolling 5 successes for 3 momentous and a double dodge, she then heals Cosset for 4, which some may consider it risky, since then the momentum becomes 4 to 0.
Turn 3:
Score is 4-2
Scalpel gets 6 since she has the ball and wants to try and seal the game by scoring.
Cosset 2 since she wants to kill shank then charge someone else.
Minx 1 in case of a charge + extra damage for the influence
Silence gets 3 so he can tucked/shutout and then Embalming fluid.
Graves sits off since I wont need him this turn.
After his allocation I notice Shank on 0 influence and 4 wounds so now it is paramount that Silence uses tucked on him…
Unfortunately I am slightly out of 6” and because of this I cannot move up to generate momentum, therefore I have to hard roll a 4 getting the tucked since the more important roll is shutout on Boar so that I can mess with him before he charges and kills my players. So, I hard roll the 4, and also hit tucked on Boar. *Fist pump*.
Shank does nothing.
Cosset gets ready to kill Shank but cannot go Crazy since she is at 2 wounds, fortunately she is at 6 tac with Gang up, so he uses damage sponge… and I roll one 5… fortunately with Dirge I do 2 damage on 1 hit. I then go again and roll a single 4… to do 2 damage on 1 hit again… wow that was close...
She then heals for 4 with momentum, and goes crazy down to 4 wounds.
She charges Boar and engages Brisket to attempt to get her to unpredictable. She chooses not to.
I get 8 hits, for a Screeching Banshee and 1 damage dealing 5 damage and -4/-4 movement.
He counter attacks and deals 3 putting me at 1.
Feeling like he cannot do anything anyways Boiler charges Dirge, he rolls 4 hits… and does 2 damamge and a bleed. That brings Boiler over to me so that I can finish the game needing 6 points to win.
I feel like I can advance around boiler and attack him 5 times, dodging and pulling him with her, to kill him, and then being in range to shoot.
Here is a picture of the Template showing where she has to get, and a 30mm proxy as to where she will start attacking Boiler.

I attack Boiler with 8 Tac and he chooses to counter attack.
My first roll...
Because he is counter attacking, I want to leave his melee since he has a >< early, but since I need to use him to dodge into the range of the goal I need to keep him nearby.
So I choose the 4>< at the end of his playbook and Mom< at the start, dodging out of his melee.
Then I use my Legendary to pull him back into my melee, engaged by Cosset and Dirge.
I then Smack him once more to dodge into range of the goal with 3 influence and 3 momentum.
The Score is 8 - 4, it's time to go for the game winning shot...
I bonus time... and...
3,3,1,1...
Well damn...
That... sucks...
The ball deviates a particularly small distance.
Ok, so how to salvage this?
With 2 influence left I can use second wind on myself, and go grab the Ball..., but Cosset is about to die, and has poison on her... so... WAKE THE DEAD!!!!! ON COSSET! Booyah, finally got the chance to use that Character play. Now Boar won't be able to kill her and then charge Dirge and Kill him. Especially since she has 4 wounds, he most likely cannot kill her by himself.
Scalpel then uses her heroic to second wind over to the goal post and grab the ball.
Brisket goes, unable to put cosset down herself and steal the ball she attacks cosset to put her to 2, and then dodges away from Cosset with the second attack. She then advances to Scalpel to steal the ball, and attacks, due to cover she only has 3 tac, therefore I counter attack triggering "Give as Good as you Get". He tackles and I flip "Get it back", putting me to 2 momentum. Then I counter attack and tackle. He attacks again and…. No successes! Damn cover from the goal is such sweet tech.
Minx charges Boar!! I rolled 8 successes and go for pure damage and momentum, then uses two momentum to clear conditions on dirge so he doesn't die to bleed.
Boar attempts to kill Cosset, and because of the 2 damage from Brisket kills her through Wake the dead. Sad days…
Dirge advances to Boar to crowd out for Graves to come back on and charge Boar.
End of turn 3, score is 4 - 8.
Turn 4:
Unfortunately due to Boar and Brisket having the opportunity to go since I missed the goal, I am unable to win initiative. This is particularly bad because...

...this is now what Scalpel's life looks like.
Fortunately I can bring some of my players back as well, and my players are particularly fast.
Due to this, I bring back Cosset in charge range of Boar and Graves with charge range of Boar (with marked target) or other players if he moves them forward.
Also when Scalpel dies none of my players will be in his range other than Boar. Who is decently tied up.
Unfortunately due to Boar and Brisket having the opportunity to go since I missed the goal, I am unable to win initiative. This is particularly bad because...

...this is now what Scalpel's life looks like.
Fortunately I can bring some of my players back as well, and my players are particularly fast.
Due to this, I bring back Cosset in charge range of Boar and Graves with charge range of Boar (with marked target) or other players if he moves them forward.
Also when Scalpel dies none of my players will be in his range other than Boar. Who is decently tied up.
I allocate 2 to Scalpel in case she lives. Seeing as she is crowded by Boiler and Brisket and Ox is nearby, she will most likely not.
Silence gets 1 to shutout Boar so I can kill him before he kills my players
Cosset gets 2 to charge and kill Boar.
Graves gets 4 in case he can do something.
Dirge gets 2 influence, you heard me, 2 influence. You shall see why…
(and no it is not because I ran out of places to allocate influence, shh I totally did)
Here is the allocation and final position of players start of turn 4.
Whelp... it's time for my opponents activation...
Boiler kills Scalpel without trying.
Silence uses Shutout on Boar
Ox Sprints forward and uses "They ain't Tough" on Minx and "Tough Skin" on Boar. Uhg...
This messes with what comes next,
Dirge's big turn...! He attacks Boar with 3 tac, going for singled out and...
Goddamn it... Tough Skin...
Good thing I have a second influence and I get it with the second one, SINGLED OUT!! He then advances to melee with both Ox and Boar.
Shank does nothing. Sounds like a theme (he. he.)
Cosset prepares to charge Boar… but with 8 tac due to crowd outs + Singled out, I don’t need to use Crazy since I’m on 4 wounds. I cannot heal her because then if I get her knocked down on the counter attack I lose my activation, so I charge, he Counter attacks and defensive stance, and then because of Ox being nearby… only needs 4 hits to kill Cosset… crap… I didn't even think about that.
Fortunately he’s crowded out by 2 so he needs 4 4’s on 6 hits, so he rolls 5 successes and murders her, immediately ending my activation.
Score is 8 - 8
Briskets comes over and murders Dirge bringing him down to 0 momentum.
Score is now… 8-10…
Minx goes now. Engaged with Boar she attacks him, and bonus time the first hit…..
She rolls 6 successes and Screeching Banshees to lock him down if I do not kill him, and wraps doing 1 momentous damage, putting him to 5. I attack again and bonus time, rolling another 6, putting him to 1 wound and dodging out of melee, then being able to charge her back into Boar...
killing him.
Booyah.
Score is now 10 - 10 and no player on my team has a player of his in their threat range and same with him.
I still have Graves left, so he charges over near Shark to kill him next turn.
Due to my momentum there is no way I can not win initiative.
Turn 5:
Graves is going to walk over to Shank, deal 4 damage with 4 influence and finish this game.
Coset comes back on for Insurance in case Graves plan doesn't work.
Graves gets 4 to do the deed.
Silence get 4 since he can prolly do something
Cosset gets 2 to potentially have game
Minx gets 1
Scalpel Get 2 to threaten that side
Then totally unexpectedly…
Boar gets in my way
But that gives me a different idea, and they say that any good Guild Ball player can change their plan on the fly... so..
I attack and... Momentous Push on 2 hits...
I attack and Mometnous Push on 2 hits.
I advance.
I attack and Bonus Time!, and roll 7 hits... I consider changing the plan again and going for 4 damage..., NOPE! Momentous Push!
I attack a final time and...
THE CROWD MOBS BOAR!!!!!!
The final score. 12 - 10.
Conclusion:
Whew. This was a Slog. What seemed like a game I had in the bag turned into an extremely close game due to one goal miss and good clamoring from my opponent to get back into the game. I feel like my team was particularly gimmicky and rolled well with the literal momentum of the game (not the stat momentum), which showed when my opponent was able to come back after I'd charged in with my squishy furious models. Fortunately with 7"/9" on most of my players, it allows me to come back in and threaten automatically, which is a particularly nice boon. I enjoyed trying something out of the box to attempt to bring a bit more of a gimmicky list into Guild Ball, and even though it is a bit dicey, I feel like the players I chose have the tools to win any game. Playing a game without Ghast is rough, especially against Boar. I felt like I basically had to deal with him every turn, or fear giving him run of the table, and with my slew of squishy, fast, dodgy models, I didn't have anyone to hold down his mid table, which I am not used to at all. Also, Cosset hates playing into Butchers, she dies to a stiff breeze.
Also, starting by kicking off really pushed the game out of my hand due to all my players being extremely fast and threatening, and therefore doing well with being able to use teamwork momentous plays to attempt to score early and push the aggressive playstyle on my terms.
If I were to play this again, Rage would most likely go in for Minx, just due to giving me a slightly stronger damage output from Scalpel herself as well as deterring my opponents from coming into the middle since Rage will be there to generate a bunch of momentum and damage. Similarly Scalpel can >< players into his charge range and use her legendary to free him up. I might also consider Avarisse and Greede simply due to having another big bad beater, who is tough to take down, and gives me the ability to also go last with my Graves missile or Scalpel turn 1.
All in all this game was tons of fun. I extremely enjoyed the back and forth that came out of me missing the goal, especially as a grudge match from the last game.
Until the next one!


























