I wanted to take some time to write up the mirror of the union brute squad as it plays out for the Masons team. I like this look at the Masons vs the Union to demonstrate how the Mason's work together as a "whole greater than the sum of the parts" style team. The Union Brute Squad has synergy, but each model is playing their own part and delivering an individual contribution to the overall result. The Masons build together and then bring the foundation of the play pummeling down onto the heads of the opposing player to deliver the same result.
The Brute Squad
The Mason's brute squad has limited capability to reposition a particularly uncooperative target, but it's more a minor adjustment than a true reposition. Due to this, I prefer to target models who have already activated and are fairly fixed in their final position for the turn. Brick can provide a useful push when this is not possible, although he then uses some additional influence to line up the brute squad play sequence.
The PlayPlan to spend a minimum of 7 influence on this series of plays, potentially spiraling up to 10 influence to get it to work just right. Unfortunately this tends to tie up the majority of linfluence in the team, but that's the cost of using the Masons. On those 7 influence you should end up delivering 20 points of damage and netting 7 momentum or 25 damage and 2 momentum while taking out a player. All of this damage is dealt during the activation, which is a bit different from how the Union plays.
The ganging up component combined with the synergy between Marbles and Honour are key to the success of this play series. As previously mentioned, be careful of how the opponent reacts or deals with Honour, as she is the linchpin for the entire series of plays.