MatchesAlthough I think I can remember the lists that my opponents played, I'm going to stick to my previous format for this article. I'll add the lists in the start of each round recap, but still plan to just write a synopsis of the key moments in each game.
Round 1 - Michael's Morticians
He was running Obulus, Dirge, Bonesaw, Silence, Ghast, Casket. I won the roll and chose to receive the ball. Overall the game went well but it was fairly quick and went to my favor fairly heavily. Michael was not prepared for the damage that Rage and team can dish out, surprised when Ghast could not soak the incoming attacks from Capt. Rage and Gutter. Additionally his dice truly hated him in this game, with showcase being 5 rolls of 6 dice by Obulus, each rolling a single 4 and five 1's, 2's, and 3's. Michael was only able to pull 2 points out of the game with Obulus killing coin after 2 turns of attacks. The game ended 12 to 2 in my favor, moving me to the top table for round 2.
Round 2 - Jason's (Steve) Hunters
Jason brought the Hunters to the tournament, switching from Mason's to try the new team. He brought the starter box line-up of Theron, Fahad, Zarola, Egret, Hearne, Jaecar. He didn't have a bench at all, running those 6 all day. I was really looking forward to facing Hunters due to having a great time playing them in a couple games prior to their release. I was excited to see how much fun they were across the table.
There were a couple key plays in the game which stick out in my memory. The first was Egret moving up on turn 1 to take a flurry shot at coin. Jason was expecting to hit the shot and then dodge Egret back an inch, pulling her out of Gutter's range. He ended up missing the shot which let Gutter move up and pull Egret into the death zone, giving Capt. Rage the ability to kill a model turn 1. This set the tempo for the game with Capt. Rage, gutter, and Coin pushing into his team and unleashing a beating.
The second memorable point of the game was the final play. Unintentionally I had left Rage unengaged when Gutter pulled Zarola into a murder-ball position on the field. Gutter was engaging both Zarola and Jaecar and I won initiative on the turn. Rage, being unengaged, charged across to engage and attack Jaecar and put him down to 2 life remaining. He then used 2 influence to dodge onto Zarola, staying outside Gutter's 2 inch reach. He then attacked Zarola, hitting her and putting her down to 3 health. I then used Red Fury to get Gutter to attack, landing a scything blow on Jaecar and killing he and Zarola for 4 points to win the game.
This game put me on the top table going into round 3 with +20 on my differential.
Round 3 - Dutch's Brewers
Dutch is a newer player to Guild Ball, having only played in 1 tournament prior to this one. He is one of my locals and we've played a couple casual games together. This was our first time facing each other competitively, and it was a fantastic game. He was running Esters, Scum, Friday, Spigot, Hooper, Gutter.I was happy to see Gutter in his line-up as I had not faced a player using union so far during the day. I was happy to finally get a chance to use Usurper on Rage's card.
Our game was a long and drawn out punch fest, trading blows on both sides of the table. I ended up landing 2 goals during the game then missing my 3 and game winning goal with Capt. Rage. Dutch landed 1 goal after the mid-point of the game and racked up 3 take-outs during the game. After Cap. Rage missed his goal we played 2 more turns, both dealing damage and looking for a take-out to close out a 10/10 game. I described it on Gamers Lounge as being similar to a Heavy Weight boxing match where both fighters are in round 8 and just throwing body blows until their opponent drops. It was a great match, with me winning initiative on a turn and closing out the game by Capt. Rage killing Spigot.
Brad lost his game to Sheridan on table 2, leaving me as the only undefeated player through the day and the tournament champion.
Tournament 8I had a fairly straight forward lineup in mind for Capt. Rage. I'm a bit concerned that the Union team led by rage becomes very one dimensional and struggles to switch to a scoring game when necessary. There are core models that want to be played with Capt. Rage as he ramps up their utility and capabilities a great deal. Some models which are already considered good become drastically better when you can effectively give them an additional TAC and 4 additional influence. Here was my tournament 8 and my thoughts on why I had them in my list.
Capt. Rage is Rage ramped up to the next level. He still charges for free and hits really hard. He generates momentum on essentially every hit, and has lots of ways to wrap his playbook by adding in extra TAC. He's lost the ability to make people bleed, but adds a new ability to make his teammates attack on his turn. One of the tricks with Capt. Rage that needs to be adapted to is his need to attack models who are already engaged by other friendly models. This means most fights are being tied up 2 to 1 from your team. It ends with opposing models being taken out, but still ties up 2 of your players per fight.
I also found that Capt. Rage moves the team into a fairly singular fighting and take-out build. This is where they are most efficient and it almost feels like the team starts to fight you when you try to switch to a goal scoring tempo. It's much harder to get the ball back from the opposing team or even line up favorable goals with your team while maintaining efficient play and damage dealing tempo that Rage wants.
Overall I'm disappointed that Gutter's control element has been heavily reduced and further disappointed that the team effectively centers on manufacturing favorable combats for her. It's going to get easier for opponents to realize what a lynch-pin player she is in a Rage led team and start to take her out early and often.
Avarisse & Greede
On the rare situations Avarisse is given an influence or Rage uses Red Fury to make him attack, his second benefit to the team comes in. Singled Out being dropped onto a target opponent is a fantastic gift to building those key fights during the turn. Singled Out will almost guarantee Gutter her scything blows, and that starts to show where she'll be targeting on the turn. Additionally, Rage no longer has Maverick so can take advantage of the extra TAC as well.
I'm starting to set-up first turn goals with him and then hoping to either receive the ball or find a way to get the ball through tackling it away or goal-kicking in return to an opponents first turn goal. A Rage led team can put that extra goal influence to use very effectively, necessitating landing a goal early in the game.
On the Rage led team she becomes one of my swap out positions on the team, being the easiest to replace among the primary line-up.