The final cut of this series is the tactics, so time to mince up the individual articles… shame I couldn’t get one more pun in there! The aim of this post is to point out some of the synergy within the Butchers.
Let’s look at the Master Butcher first, as he greatly enhances the rest of the crew. On a given turn he can boost the crew to be doing +2 DMG, but still gang up on an opponent if you can. If you team up on one that has already activated this jumps to +3DMG as long as you get your playbook result, which is easier on the charge.
Most turns he can also keep -1 ARM on one opponent with his Character Play BUT you won’t need it when using his Legendary play. At the moment I believe that just the -1ARM is fine in the majority of cases; -2 ARM doesn’t benefit much unless you are going for a heavy target that will generally also have lower DEF anyway. It becomes a balancing act between damage versus more hits not being removed by the ARM.
Boar loves the fight the captain brings, and you will probably see these two working together a lot in games (see the story in the rulebook). Boar is VERY influence efficient but he becomes extremely scary near Ox. Due to his high TAC and ability to get 4 possible attacks a turn under Legendary play terms you can easily be looking at anything from 16 to 28 damage being generated by the big guy. This is before we think about adding in Ox’s character plays as well. Boar can take out 2 of the squishier models in one turn if the enemy clusters too much.
It is worth mentioning that due to the way the movement rules work it can be VERY hard to pin Boar down. He has easy access to Knockdown so it’s simple enough to beat something up, then knockdown and charge out.
Princess hands out bleeding that both Meathook and Boiler love, so keeping the mascot close to these players would be helpful. Furthermore, both Brisket and Boiler gain some great bonuses when near the pup, so you will need to balance between helping your goal scorer OR your young lad who loves cutting.
The ladies of the team work well together as they both have decent Kick stats, and Meathook loves conditions for one of her plays. Brisket, as well as Boiler and Princess, has one of the ways to get a condition onto the opponent.
Shank is your lone horse at the back, as not many opponents are getting through the Butchers front line without taking some damage. Shank becomes very dangerous in this role as it allows him his bonus for charging. He gives you a great way of tying up models from across the board due to his large melee range. What makes him even more dangerous is that he has a relatively cheap (big) dodge as well, which means he can almost reach something halfway across the table. Now that is FAST!
Keeping this mind, Shank can be a force multiplier with his Thousand Cuts play, as something taking that amount of negative to its DEF is going to be in a world of pain. This makes it a balancing act between using him as a defender and helping other models get more hits.
If Brisket is not doing anything in particular other than goal hanging, then Princess is probably better with Boiler because she makes the little lad scarier than he already is (they make a mini Ox and Boar combo). Like Boar he makes a nasty threat when also near Ox.
That +3DMG plus +1 from Princess means he can hit as hard as Boar, but with the added benefit of the Bleed condition being built-in. This takes him past Boar in that scenario. Boiler is the Butcher’s scalpel; use him as such. He requires more set up than Boar but he adds a threat people won’t see coming as they are more worried about the rest of the team.
Meathook wants to be on the outskirts of fights as she waits to take advantage. She needs Boiler and Princess to make her faster, but she also needs other models to help her make best use of her Heroic play. However, she can help boost a friendly model even more with Tooled Up. She makes Boiler the scalpel and Boar the cleaver, and even scarier than they already are. I think she needs to sit in-between the rest of the team and Brisket (who should be goal hanging), ready to feed the ball to Brisket or get the ball away from others. Worth mentioning is her ability to slow down opposing models; Butchers struggle if teams spread out and Meathook can really mess with that.
As you can see the Butchers are about pain, however they are far from being a straightforward team; they have as many layers as the other teams. Out of the box they are going to be strong for new players, as resorting to damage is an easy thing to do BUT don’t underestimate their ability to score goals as well.
Brisket is very good at it, the simple use of INF to tackle, dodge (2”), move (6”), super shot, shot (10”) and score is relatively simple to do and actually gives you a goal threat range of 18”, which is by no means short!
For the Butchers in general, they are going to do well to eat opposition teams; however, they need to work in bubbles to really be more efficient at doing this. Be wary of teams that spread out as you will not be able to bring the hurt across the whole team. Aim for an opponent and go to town. With the little tag teams you can have, you are going to easily take one model out a turn. This does mean that you can be more open to goals being scored against you, so bear that in mind when positioning. People will naturally pull towards the ball, either to get possession OR protect the player with it. Use this to your advantage as this increases the likelihood that there will be a little crowd to bring the hurt too.
Target prioritization is going to be important for the Butchers. Accept that the opponent will probably score at least one goal against you, but doing so will leave them open as well. Everyone likes to see the goal scorer go down after showing off 😉
This concludes the first set of team talk posts with Meat the Butchers, I hope they have been helpful. I will try to do this for all teams BUT I will need help.
Original post can be found HERE