It has been a while since I have talked about Honour on this blog, so here is why I love Honour – Season 3
Like a true captain of the Masons, she has a rounded stat line. She has the same movement value as a few of her team, giving her a fairly average 9″ threat. Her TAC of 6 allows her to get the job done, especially as her low playbook results are very good, allowing her to very reliably hit them.
She has a strong kick value. The range is a little short, but accurate, and she is able to get more goal threat out of herself by a handy Quick Time, which is discussed below.
Like all Masons, she has a low DEF and a good ARM. This means she is susceptible to character plays, and some teams (such as the Alchemists and Engineers) can knock her around and blind her fairly easily. Her ARM comes into it’s own when grinding a team out in melee.
Finally, she has the lower amount of influence for a captain, but most of her team (except Marbles) contribute 2 regardless, so you will tend to have twelve points to play with per turn. She can be given six points, and I often find I give her a good amount.
So, she is fairly quick, she can beat things up in melee, she can score goals, and she can take a punch.
Honour has a fantastic playbook. When I look at Masons play books, I only tend to focus on the first two or three columns. I do this for a couple of reasons. First of all, that is where the momentum is. Masons playbooks are pretty loaded with momentous results at the beginning, and are very light at the end. Secondly, you can’t always guarantee a charge or crowding out bonus, so I tend to plan for rolling (around) half the number of hits as the model has TAC. To be honest, as all her momentous results are on a low number of hits, you could have an argument for not charging at all if you are close enough as the extra hit may be more beneficial.
With Honour, the first and second column are glorious.
She has a momentous tackle on a single hit. With her decent speed, her dodges further up her playbook and Quick Time, she can get in places and grab the ball if she needs to.
Looking at the second column she has a momentous 2 damage, and a 1 damage / double dodge. I use the momentous 2 damage the most, by far. With her ability to throw out six attacks in a round (or seven if she goes for her Legendary Play) when I go in to beat on a player I normally use the momentum just gained to give the next attack a Bonus Time, increasing the chance of a dice spike to get the higher damages and to reduce the chance of a poor roll.
I feel the main time I use her momentous 1 damage / double dodge is when she uses poised which I will discuss below, but it is always handy to get at a player without fear or a parting blow, or to bounce off a player to get nearer the goal.
On her third column is another amazing result, in the form of a momentous push / dodge. The utility of this result is phenomenal. With this, she can dodge back, and pull a player with her to pull them out of formation, setting them up for future violence. Another option is that she can use it to push a model back, and dodge herself in the opposite direction, giving her freedom to move away.
First up we have Poised
It can allow you to smack a 1″ melee model upside the head and (on 2 hits) double dodge away, making her very slippery. However, being crowding out can really ruin her chances, as can being knocked down. Also, anyone with 2″ melee can avoid it altogether. For these reasons, it doesn’t come off as often as you might think, so, although she can be had to take out, she is by no means invulnerable to take outs.
Next up is Assist (Marbles)
There is no better sight than a woman with her monkey. In this case, a woman with her monkey beating the living poo out of some poor sod. As you can read above, with a Marbles assist Honour can very reliably kick out three momentous damage per hit, and spike better results.
Beware, it takes an activation to set up, so your opponent is potentially able to take action to counter this tactic. This could be potentially rectified if you have the last activation in a turn (which is possible with Superior Strategy), and you use it to bring Marbles into position. If you have the momentum advantage, and so get the initiative, you can then use back to back activations to use Honour next.
With Brick and Marbles, suddenly the monkey as a significant amount of threat, as if he counter charges he can be next to someone for the assist, and if they engage him so he can’t counter charge, the same applies. Also, a cheeky Quick Time can pull him into position, and often the increased TAC buff and damage buff can be worth the loss of two attacks.
Finally, there is Linked (Harmony)
This is probably worthy of an article on it’s own. With a fully loaded Harmony and Honour, there are very few models they can’t take out in one (linked) activation. Also, taking someone out then feeding the ball to Harmony can grab you 6VP out of nowhere. Remember – even though Family has an 8″ range (to allow Harmony to share stats with Honour), Linked does not….so you can take someone out and allow Harmony to score from miles away somewhere else.
Honour has two character plays. Both are fairly costly, but awesome. First up is Superior Strategy.
This play is very flexible, and the more you use it the more you will appreciate it’s utility. The (probably) most well known and (certainly) most well documented use is to allow some beat stick model, such as Mallet or (less often) Chisel, to get a crippling first turn alpha strike charge on a model who was dumb enough to not stay on their deployment line.
Basically, use Superior Strategy, and probably Topping Out! on your beat stick of choice. Ideally make sure they have been allotted a good amount of influence. Have them advance forward. Maybe add a Tooled Up from Marbles to taste. Use their bonus activation to charge forward into your target, and start swinging.
There are certainly more uses for the character play than I can list here, but here are a couple I have seen or used. It can be a simple threat range extender if a model is horribly out of position. It could also be used on a striker to allow them to score a goal, and them have a chance of retrieving it again later.
As it is a bonus activation, you will also find yourself potentially able to do a couple of activations at the end of the turn back to back, which can potentially give you free reign to do what ever you want without any repercussions.
The only issue with this play is it’s cost. As I tend to use Honour to beat people up, I normally find myself unable to use this play later in the game. However, as Honour often has four or more points allocated to herself anyway, it is a useful tool to throw out if needed.
Next we have Quick Time
Again, utility and flexibility are the words of the day. I normally find myself using it on Honour herself. It can be useful to disengage a target to go after someone else. Also it can be used to get around Unpredictable Movement, by either re-engaging a target who jumped away, or to get in melee with a nearby model as they cannot use their trait against a reposition. She can also use it to jump back into melee with a target who tried to use a counter attack push to avoid the pain.
With this power, she is able to (partially) remove the problems with being a 1″ reach model . When you have allocated her a good amount of influence the last thing you want is a counter attack pushing her back, causing her to waste her stack.
Being like most captains, Honour has one of these, entitled Topping Out!
This often makes Honour go early in the turn to allow her team to use this benefit also. It can push her damage up to very high levels, and allow a Quick Time to get around problems like Unpredictable Movement and still allow her 5 attacks. Also, it can really pump up the momentum gain that turn (you WERE choosing all her momentous results, right?)
Using this to gain Armour is a less common situation, but can be useful. Sometimes you are over extended, and you have taken out a player (or two) and are fearing the counter attack….pushing a lot of your models into the ARM 3 range can completely remove some playbook options from the table. Also, sometimes if Honour needs to score a goal by, say taking the ball off a striker, having ARM 3 can significantly reduce the chances of a counter attack scuppering her goal plans.
So, that is why I love Honour. She is a versatile captain, who is both at home in a fight and scoring goals. I feel like I still have a lot to learn about how she works in a team, and the more I use her the more options I see.
Hopefully this has been useful. As always, if would like to comment and say something, please do.
See you later!