Saturday, 7 May 2022

Carnevale: Dock of the Bay

Along with the release of the Blood on the Water expansion book TT Combat released some new models to go along with the new lore. The first of these that I ordered is the Dock Workers set which gives new leader and henchmen options for The Guild. These are a good addition to a Guild force as whilst they had options for street & rooftop combat they did lack in the water based side of the game.


In the box you get the Harbourmaster, a Fisherman, a Shipwright, and two Mariners.


The Harbourmaster is the Leader model and she is much more tanky than the Capodecina who is the other Guild leader I have. Her command ability to give herself and nearby models Expert Protection (3) which allows you to re-roll up to 3 Protection dice and her native Parry (2) which forces your opponent to re-roll up to 2 Attack dice, means she can weather any storm for several rounds. Her speed in water and a good combination of range and melee weapons mean she will be a force to be reckoned with on the streets (and canals) of Venice.





The other new models in the box are all Henchmen (and women), the first of which is the Shipwright. I only have one other Guild model not on a 30mm base (the card is wrong) so this chap is a bit of a rarity. The larger base will make him better at grappling and drowning opponents so he adds something extra that way. His big selling point is his offensive ability, being able to re-roll 2 Attack dice via Expert Offence and having +2 Damage on his attacks means he can pack a reliable punch. In the game we played last night Mr T cast Blood Lust on the Shipwright that gave him +3 Attack dice, so 6 Attack dice, re-rolling 2 of those and then adding +2 damage on, that hurt!





The Mariners are less exciting than the Shipwright though they do have the Boat Crew rule which means you can crew and use the new boats featured in Blood on the Water. I've not looked at those rules very closely yet but it seemed like the boat can be moved from one spot to another along the canal without needing to pass through the intervening space. I will need to look more closely at those rules.





The last model is an additional Fisherman who I made up with the harpoon gun, I now have three in total, two with the harpoon and one with the spear. As with the others he's a good combatant who thanks to his Hunter special rule likes to take on models on larger bases.


Here's the entire Guild force I now have. Now that I have two leaders we could do a Guild vs Guild fight so that may be coming up very soon.


We also go a game in last night with us playing the Plant the Seeds scenario, This saw VP's awarded for killing opposition Henchmen models and also completing Agendas. The game started with the Baroni and  Karcharos killing each other and the Magi-Rashaar using Baba-Yaga's Kraken's Breath against some tightly packed Guild members.


The Guild managed to complete 2 Agendas and kill a henchman model (lesser Ugdru) and I could have won in the last gasp but I failed to complete a diving Agenda with my Urchin so the Guild ran away worthy winners.



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