Butchers (Ox) vs Engineers (Ballista) battle report

Dan’s Butchers

10 man roster

Ox

Boiler

Princess

Truffles

Shank

Meathook

Brisket

Boar

Rage

Tenderizer


6 starting players

Ox

Truffles

Meathook

Shank

Boar

Rage


Rich’s Engineers

10 man roster

Ballista

Pin Vice

Mother

Velocity

Colossus

Hoist

Ratchet

Salvo

Vet Velocity

Compound

6 starting players

Ballista

Mother

Colossus

Ratchet

Velocity

Hoist


Draft decision process

Fillet is absent on purpose. I prefer Ox as my Butcher’s captain because of his easier access to KD, his ability to impact the game even when he’s not activating via The Owner’s aura and his overall influence flexibility with ranged character plays. If you want a deeper Ox discussion check out this article where I interview Greg Day.

Rage and Meathook were chosen for their Tooled Up access. Engineers are a pain to kill so I went all out on the damage output.

Boar and Shank are always auto-includes in every Butcher lineup. Boar lives in the flanks and waits until he has an opportunity to give me 3-4 momentum with a furious berserk charge. Shank is a floater/psuedo-striker who can be anywhere I need him to be quickly with 8″ sprint and 4″ dodge with his playbook ability Where’d They Go.

Truffles was chosen as a counter to Colossus. Colossus excels at tying up 1″ models (which is most of my team) and is a constant scoring threat because he can disengage, take a free strike, ignore the first tackle and then score. Truffles has a KD on 2 and sturdy so if I can get the pig into Colossus it will be able to tie him up.


 

End of turn one

2-0

always Tooled Up vs Tough Hide otherwise the first column is nonexistent.

I won the roll off and chose to receive because the ball is going extend my threat ranges and help me close in the gap. Velocity kicked the ball straight down the middle so I chose the pig to play fetch and toss it to Ox. Ratchet took advantage of a 3-0 model moving forward and blasted earth on Truffles twice (tough hide reduced the 4 damage down to 2). Ox passed it Rage to give him an extra 4″ of threat. Ballista moved up to Deadbolt Rage and missed. *whew* Rage dropped the ball and charged Ballista, choosing not to Tooled Up so that I could hopefully get 4 momentum. Rolling ten dice on the charge netted me seven hits, which sounds great but it was actually quite awkward. Ballista had already activated so my character play of concussion was useless, also, I wanted momentum so I chose the 3 Momentous and my wrap was the 1 Momentous. I only received one momentum because of tough hide ignoring my wrap. Ballista counter-attacked and pushed me out of melee. So much for farming momentum..

Rich saw an easy to snag ball got overexcited and sprinted Velocity over to pick it up. This was a big mistake on his part but I wasn’t complaining. Meathook tooled up Boar, walked over to engage Velocity, clawed her with a hook and chose to do 2 momentous damage on two hits (Ox’s aura) rather than take the momentous tackle. I think this was the right call because the damage inflicted a bleed condition, gave me a momentum and inflicted a Hooked condition (-1 DEF). With hooked up the table was now set for Boar. Rich shot rage with a Blast Earth from Hoist. Boar charged in and was able to also squeeze inside Ox’s aura and his charge did 6 Momentous damage, berserk attack did 4 Momentous damage (she reanimates), and his first bought attack does 4 Momentous damage (+1 momentum for the Takeout). The ball scattered right behind Boar so he snapped it up. The rest of the models just repositioned.


 

End of turn two

4-2

 

Thanks to Boar taking out Velocity I easily won the initiative and chose to go first. My gameplan for turn two was to just generate as much momentum as possible and win the initiative again. I figured, if I could win it again, his models would be so beat up that the start of turn three would be where I would score most of my victory points.

With that gameplan I activated Boar first, dropped the ball (meathook snapped it up) and he charged Colossus. I would have preferred to have Meathook Tool Up Boar first but when you have an opportunity to get a furious charge you go for it. It’s too easy for Ballista or Hoist to deadbolt Boar and neutralize him. Boar’s charge snagged me 3 momentum, plenty of damage and knocked down Colossus.

Velocity came in from the side at Boar, hit him for an easy momentous double dodge and disengaged herself again. Rage wanted to follow up Boar’s beating and go after Colossus so I tooled him up and charged. I rolled 12 dice (10 on the charge plus 1 for the assist and 1 for him being knocked down) and I landed 7 hits, this time it wasn’t awkward at all but awesome. I picked the non momentous 4 (+1) and Concussion at the end of his playbook and wrapped for a 1 (+1) momentous damage. My berserk attack landed six hits and I went for another 4 (+1) non momentous and concussion. Colossus was now dangerously low on life, had two less influence and was bleeding. Boar followed by Rage is quite the one-two punch!

Ratchet went after Shank (who was engaged by Ballista and Mother), did a few points of damage before putting tooled up Ballista. Shank got the hell out of there with Where’d they Go and walked over to finish of Colossus. His ability to be wherever I need him is why I love Shank. Rich wasn’t happy about Shank disengaging himself and chose to deadbolt Shank, but it missed. With no real good option he walked into melee and attacked Shank. I bought a counter attack and hoped to disengage Shank yet again. Ballista lands three hits and inflicts 3 momentous damage to Shank and pushes me base to base. My counter attack only landed one hit so I was unable to disengage. At this point I’ve got 10 boxes left on Shank, who is 4/0 and Ballista has three influence left with Tooled Up. Ballista is only Tac 6 but he needs one of his attacks to land four hits in order to kill me. He could choose to boost all three attacks with Momentum but doing so would concede the momentum race to me and he didn’t want to lose initiative next turn. So instead of boosting all three Rich chooses to attack normally for the first attack, he lands 3 damage, boosts his second attack and gets the 4 hits he needed for 4 non momentous damage and rolls another normal attack for the last one and lands the 3 hits needed to take Shank out.

Ox sprints up to engage Hoist and Mother and smacks Hoist. My aura cancels out his tough hide and I end up doing 3 momentous damage on two attacks. Hoist hits me for 2 points of momentous damage. Truffles uses vindictive human and charges Ratchet with one influence. I wrap, do momentous knockdown and momentous two damage (thanks to Ox’s aura). Rich was out of models at this point so Meathook went next and charged Ballista (with the ball still on her). This decision was made mostly because the clock was concerning me and I couldn’t figure out any alternative actions. My charge did 3 momentous damage and caused Bleed on Ballista. Ballista counter attacked and tackled the ball away. Whoops!


 

End of Turn three

6-6

 

I win the initiative roll again. Right now I am feeling like I have control of this game. A lot of his models are damaged and I have Ox engaged. Hopefully I can kill Ratchet and Hoist and Mother this turn. Also, if I see an opportunity to score with Meathook then I need to take it because 4-1 is way easier than 6-0.

Since Ox is currently engaging two models this is definitely going to be a legendary turn. I fully load Ox, pop the legendary and buy an attack on Ratchet. I’m rolling 7 vs a 2-0 (normally a 3-1 but Truffles knocked him down and Ox’s legendary removes an armor). I do 5 momentous damage on the first attack, 4 momentous damage on the second, 4 momentous damage on the third, 5 momentous on the fourth to take out Ratchet and my last attack I hit Hoist and do 3 net damage after tough hide. Well that was disappointing, I didn’t realize Ratchet had so many boxes..

Ballista deadbolts Meathook so that he can free himself. He then sprints and easily makes a goal to tie the game 6-6. Rich uses knee-slider and puts Ballista closer to the goal to be in tap-in range.

The ball is thrown in towards my unactivated players and lands on Boar. He snaps it up. I want to throw Boar into Hoist and take full advantage of Ox’s Legendary but I’m out of range. It’s risky but I decide to pass the ball to Rage and hope I can succeed and get a teamwork dodge to position Boar in range of a charge. I boost the pass but sadly it misses; the deviation still makes it so Rage can snap it up but now Boar’s only viable charge target is Velocity who is the opposite direction of where I want Boar to be. I charge anyway and Velocity defensive stances;  I snag 3 hits to cause 2 momentous damage. Beserk gets me 1 momentous damage. Colossus goes next and uses the Wingback plot card to charge Rage at a discount. Even with defensive stance Colossus tackles the ball easily. Colossus then buys an attack and momentously knocks Rage down. Colossus spends his last influence to buy another attack and does a momentous unexpected arrival to push Rage away into Boar.

Being pushed out of engagement is fine by me. I spend a momentum to stand up Rage and charge back into Colossus. Rich chooses to counter attack. My ten dice charge attack lands six hits and like a greedy fool I choose the 3 momentous damage result. The counter attack knocks me down once again and ends Rage’s turn prematurely.

Velocity goes over to pick on Boar’s weak stats again. She dances around him with some momentous push dodges and repositions Boar closer to the edge of the board. Meathook is left with two influence. I can sprint to Colossus but I won’t be able to tackle the ball away with just one attack because he has close control. So instead, I walk up to attack Hoist who is currently a 4-0 under Ox’s legendary. After all modifiers I do 3 momentous damage and apply hooked and bleed. Hoist has exactly three boxes left so I choose to ignore him because killing him now will just trigger reanimate. I’d rather reanimate trigger at the start of next turn so I take my second attack vs  Mother and cause another 3 momentous damage and inflict another bleed. Mother attacks Ox and causes one damage. She attacks again and push/dodges away from Ox’s counter attack.

Shank walks up base to base with Velocity and lands two momentous damage. I buy another attack and do another two momentous damage and trigger her reanimate. Hoist just chills. The round ends with me having 6 momentum and Rich having 7 momentum.


 

End of Turn four

8-12

 

I finally lose a roll off and have to go second. Bleed takes out Hoist and he reanimates at the start of the round. Despite Hoist losing his reanimate bubble for the round I am not feeling great; I feel like Rich has clawed his way back and I’ve lost my advantage.

He starts the turn with Colossus, farms two easy momentum off a knocked down Rage. Jogs over towards Ballista and passes him the ball. With three momentum he spends two for the snap shot and one to boost it for an easy tap in goal. Engineers take the lead away and the score is 6-10.

I kick the ball towards Ox and Truffles. It scatters short of both players and lands about an inch and a half behind Ox. I need to pickup the ball and kill it somehow and since Ox is closest I decide he’ll do it because Truffles is too slow. Hoist has a crappy playbook so I’m not scared of a parting blow but since his reanimate has already been triggered I decide to just mow him down quickly before moving to pickup the ball. I boost my attack and smash the robot to pieces bringing the score to 8-10. I then spend 1 influence to sprint a half inch backwards to pickup the ball and 7 1/2″ inch forwards towards his goal. Unfortunately I didn’t have a third influence on Ox to shoot a goal but at least the ball was far away from any of his models.

At this point in the game I have 2 1/2 minutes left on my clock and Rich has 8 minutes left. The ball is safe and my team is relatively healthy. The only player on his team that is in a position to do damage is Ballista who has four influence. Shank is the most damaged with only 7 boxes of health left but he also has the best counter attacks on my team for disengaging Ballista.

Unlike me, Rich has around 8 minutes left so he thinks of a plan and activates Velocity who goes after my undamaged Boar. He has to take a parting blow from Shank but since Shank has no knock downs Velocity doesn’t care. The parting blow does 2 damage, leaving Velocity on one health. She attacks Boar and I spend one to counter attack. Velocity gets three hits and does a momentous push dodge, taking me closer to the edge and her now base to base with Boar. My counter attack with Boar whiffed and only landed one hit for one damage. That hit triggers her reanimation but that doesn’t mean much at this point. Velocity’s next attack is another momentous push dodge closer to the edge. Her last attack tips me over the edge. Game over!

Sometimes agility trumps raw strength. Velocity pushes Boar over the edge for the win.

 

Roster Takeaways

This is tough. Tenderizer in this matchup seems like the obvious choice. However, its hard to write off Rage when most of the model’s lackluster performance came from user error, not the model itself. I really played him bad this game. In turn one I didn’t tool myself up and that meant my charge only generated 1 momentum and two damage. Had I tooled myself up first I could have knocked down Ballista and gotten one momentum and one damage; that would have been way better. Another goof on my part was in turn three when I charged Colossus. I really should have chosen the knockdown there as well. However, even with these mistakes Rage still had an impact on the game. The biggest impact was when he helped me take out Colossus on turn two and concussed two of his influence away. That was sweet.

Ox’s aura was great again, cumulatively it netted me approximately +10 extra damage this game.

Truffles is probably overkill. If I’m playing both Boar and Rage who can easily concuss and kill Colossus I don’t also need to bring the pig to tie him down. Had I realized that from the start I could have used Truffles to try and tie up Ballista instead but Ballista has easy access to 2″ pushes so it wouldn’t have been that effective. Lastly, vindictive human isn’t great vs a guild that has lots of automatons.

And if I am bringing in Princess I’m going to want Boiler too. Boiler often can do insane amounts of damage with his assist from Princess but his real value is in Marked Target, it turns on Boar, Ox and Rage.

 

General Takeaways

Engineers are a rough guild for Butchers. Even when you receive you shouldn’t expect to win the initiative turn two. This means you more often that not need to suffer through two rounds of deadbolts and blast earth. Thankfully, most Butchers are scary when they get engaged so even if Ballista is going to pick on Boar he still has to worry about Ox or Boiler or Rage or whoever else you have. So be aggressive and run them all forward (distance your models from one another though to mitigate Blast Earth).

If you have models with Tooled up and you are going against tough hide, always use tooled up. Don’t be greedy like me, it will bite you.

Oh, and if your engineer opponent drops Colossus into your Butcher than you are in luck! Colossus is a momentum vending machine and not nearly the same pain in the ass vs Butchers that he is vs other teams. Try to position Boar or Ox directly opposite Colossus.

 

 

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