Hello everyone. Today it is time to be less Masons specific, why not have an article on the Union duo that can work for EVERY guild, including the Hunters, Farmers, Messengers and Rat Catchers? That is right, it is time to discuss Avarisse & Greede.
The first part of the article goes through cards and the like. The second (and probably more important) part of the article goes through activation advantage, and why it is a Big Deal.
Here is Avarisse (the big one)
…and here is Greede (the small one)
If you are unaware, Avarisse & Greede (forever in this article known as A&G) start as one model, and can detach in the maintenance phase. This is pretty much likely to happen in the first turn, as much of the use of the models involves using them separately. Also, whilst connected they count as one model (basically just Avarisse), and so only contribute one influence rather than two to the team.
Avarisse is a big, relatively slow thump monkey. He can’t handle the ball worth a damn, and his defensive stats of DEF 3+ / ARM 0 are terrible. Tough Hide and 20 HP allows him to take a fair beating, but against a dedicated beat stick he will fall over. Also, the chances are you will give up a fair bit of momentum. That said, as his playbook will show, he is handy in a fight, just don’t get too cocky with him.
Greede has 4HP and DEF 5+, ARM 0. He has DEF 6+ whilst within 4″ of Avarisse. Don’t get any ideas, any real attacks and the troglodyte will go down fast. That said, with his 5″ sprint, KICK of 4/4″ and Where’d They Go? he isn’t a bad ball retriever first turn. This is helped as you can detach him touching Avarisse’s base over the deployment line, giving him another inch to play with. After this, best he run back and let others do the fighting for him.
Playbooks and character plays
Here is Avarisse…..
..and here is Greede….
Right. Avarisse isn’t bad in a scrap. You can do much worse than giving him a point of momentum just to trigger a momentous Singled Out. This can be a huge boost to a fighting model later in the turn, as with crowding out from Avarisse too it is + 3 TAC per attack, which can massively increase the chances of a wrap. Speaking of wraps, his TAC of 6, and his playbook of 5 is nice, and his momentous damage / push results really help him move a model round, and set them up for future violence.
Greede…well to be honest I have never made an attack with him. He can go crazy for +3 TAC, hence why his playbook is 8 columns long. Still Where’d They Go? is always nice, isn’t it?
How do you use them, then? You don’t sound very positive about them.
OK, calm down, you strangely aggressive title, you! I like Avarisse in a scrap, but you have to pick your fights. Greede, well, I keep back as a small goalkeeper and companion / mascot. I love Avarisse and Greede due to Activation Advantage. Actually, that is worthy of a title.
Guild Ball is a game about alternating activations. You go, I go, and so on, until you run out of models. Like so…
See, you all take turns. Isn’t that nice.
Sometimes, you really don’t want a model to activate until your opponent has done things first. Maybe you don’t want to score a goal, as he will be able to easily counter score, or just hold the ball and run away. Maybe you don’t want to attack until his key offensive pieces have attacked first, so your attacking pieces don’t end up in their threat range.
Avarisse & Greede helps with all of that. Imagine you win the initiative (and you are the Masons, because you should be), but you don’t want to score a goal or attack with Honour, until the very end of the turn. Or as late as you can, anyway.
Well, look at that. You have more activations then they do. Why bother?
Well, it means you know exactly where his models are, and where they will be for the rest of the turn, so you can move in safety. It also means you could (possibly) score before the turn ends, hassle free. It also means that you can do a count of your opponent’s momentum, and (hopefully) plan enough attacks to ensure you have enough momentum to help you go first next turn – where you will go first again – giving you two activations back-to-back.
It can get even sillier if you time it right. If you wear your opponent’s pieces down in previous turns, taking several down to low HP, you may be able to take them out before they activate…
Okay, this is an ideal (probably extreme) situation (or at least a very nice one), but this is scary stuff. In this case, you are looking at three back-to-back activations, and the chances are, you will go first next turn, allowing you another one. If you haven’t won by then.
And, finally, as I am a Mason’s player, let’s talk about Superior Strategy…
If you receive the ball, and use Superior Strategy on someone first turn, let’s see what happens…
Blimey! Two Flint activations! It means he can, if he chooses, score a goal, and then hassle wherever the ball ends up, collecting it for the next turn. Hell, sometimes he can collect the ball and score again in the first turn, but that never really happens.
But, what if you kick?
Well, this is just getting silly. Are they going to score first turn? Well, you can counter score. Have they got much momentum? Maybe you can get more than they can, it is not like they can react to anything. This demonstration is quite goal – centric, but the flexibility it offers is very powerful, as it can allow you to absolutely determine the pace of the turn, and the outcome of who wins the next one.
So, Avarisse isn’t a bad fighter, as long as he doesn’t get hit too much. Greede is a fair ball receiver, and he looks good on the back line. They offer a huge amount of strategic depth due to the activation pressure they can leverage. And that’s why, try as I must, I can’t leave home without them. Even when I’m not going to play a Guild Ball game.