Tales from the Pitch

Guild Spotlight: Brewers

Hello, and welcome back to the Guild Spotlights! This week, we'll be looking at the Brewers Guild. A rough-and-tumble group of bar brawlers, the Brewers Guild is full of pushy folks who can take a beating. They can stick around on the pitch and don't like playing fair – they'll never be ashamed of ganging up on a person, kicking them to the ground, and beating on them until they can't stand. Let's look at the drunks.

The Brewers Guild is a guild that is characterized by mountainous high points and cavernous low points. When Brewers players can play the game on their own terms or fight with a full set up, they can be some of the most terrifying models in the game. However, they are kept down by the fact that the guild has some very strong weaknesses, and if the opponent takes advantage of those, it can be difficult for the drunks to gain a foothold.

You should play Brewers if:

  • You enjoy wrapping your playbook on attacks.
  • You're good at knowing when models are in danger and when they're not.
  • You enjoy setting up a big central scrum.

Avoid Brewers if:

  • You love taking dodges off of the playbook.
  • You like to keep your opponents guessing.
  • You like to have your captain be your strongest activation.

As we mentioned earlier, Brewers have a lot of strengths. The top ends of their playbooks are full of big momentous results, and nearly every brewer has a playbook that is shorter than their TAC. This means that the Brewers wrap easy and often. They have a number of 2" melee zones in the guild, and a ludicrous amount of Tough Hide in their ranks. Heroic plays are very common in the Brewers, meaning that models can turn a momentum advantage into a powerful advantage in other ways. Speaking of momentum advantages, it's very easy to get one when you have the easy access to Knockdown that Brewers do. They also have a number of models with the ability to straight-up ignore attacks with Resilience.

Those strengths, however, come with some weaknesses. Dodges on the playbook are very rare for Brewers, and you'll be hard-pressed to find defensive stats above 3+/1. Tough Hide is great but won't help against tackles or dodges! The Brewers also don't have very many methods of threat extension – they tend to rely on the opponent coming to them, since they tend to be slow. Momentous damage tends to exist only on the upper half of Brewers playbooks. Finally, Brewers tend to want their captain to be the first activation of the turn, to hand out buffs to the rest of the team. Let's go over those captains now:

Tapper is the archetypical scrum captain, and Commanding Aura makes that very clear. In a Tapper team, your turn will often hinge on Tapper activating first and knocking down a number of targets and then setting up Commanding Aura. He also brings Old Jake's, which is a heroic play that hands out influence to your team.

Esters is the Brewers captain who is probably the most comfortable saving her activation for later in the turn. Her Aria ability that lets her team use her heroics for free doesn't require her to activate. However, she carries two powerful buffs on her in Tooled Up and Quick Foot, so you'll want to activate her before your strong output models. Esters shines in a team whose squaddies have strong heroic plays that can give her a strong resource advantage.

Corker is a captain that buffs his team in one of the most powerful ways in Guild Ball – actions! His Beer tokens let his squaddies take more actions than their normal influence allocation limits would allow, which makes some of them absolutely terrifying. He also has the ability to nigh-guarantee a knockdown for any squaddie. He shines with squaddies who can do good work with extra influence or really want that consistent knockdown.

Want to take a swig of the Brewers Guild? Great! For your first game, I'd suggest a 6-player team of Esters, Quaff, Spigot, Hooper, Mash, and Veteran Decimate. You'll want to use Esters and Spigot to set up Hooper or Veteran Decimate for powerful turns, then use Mash to slow down your opponent's ability to score. You'll probably be looking at a 4 kills and 1 goal gameplan as this team, using the goal to propel yourself to the win after you have 8 points. This is the typical Brewers gameplan, but you can also hard-kill the ball and try to grind out a 6 or 7 kill win. Here are some tips to keep in mind:

  • With 4 influence, Veteran Decimate is a huge ring-out threat to anyone within 8" of the edge of the board. Her heroic play, Duelist's Lunge, can keep her in melee range and she can use her momentous on 2 to send a model flying into the crowd.
  • 4" is the magic distance. Esters' Aria aura is 4", as is Quaff's Pick Me Up and Spigot's Time's Called. Because the latter is one of your only threat extension tools, be sure to keep it in mind with your positioning.
  • Don't sleep on Esters as a kill threat. If she is attacking a knocked down model or a model that has a few gang-ups, she can use Tooled Up on herself and put out a surprising amount of damage. Resilience also lets her ignore any counter attack the enemy makes!

The Brewer's Guild is a guild full of drunken fighters, and they want you to try a sip. They are certainly an acquired taste, but they can be shockingly addictive. Get a few drinks in you, and don't be afraid to keep your win rate and your BAC nice and high!

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The views and opinions expressed in Tales from the Pitch are those of the authors and do not necessarily reflect the official policy or position of the Longshanks.

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