Well, here we are, the first turn of the game. It is a very important turn, even more so in Season 4. Since a game of Guild Ball usually lasts only 2-4 turns, it is a big part of the game that you can't neglect when trying to play well.
The specialties of turn 1
Why talk turn 1 specifically then? It is the most practicable turn of all and there is a plethora of ways you can pretty much lose the game there. The starting point of turn 1 is always similar: Both teams are 16” apart, except for the kicking model. This makes developing a strategy easier, since you know the general implications of the situation.
Kicking or receiving?
You can make a case for both. For me, I am a fan of kicking, especially in Season 4.
Kicking
If you kick, you start with a momentum, 1 model is farther up the field and you have the last activation. The kicking model can often threaten a turn 1 goal. Additionally, the last activation might give you enough momentum to get the initiative for turn 2.
Receiving
Receiving gives you control of the ball, which means you can extend your ranges with dodging and you can generate momentum by passing it around. If you can control the kicking model, you can usually convert the ball into a turn 1 goal, giving you 4 points and the additional influence.
How does turn 1 usually work?
The kicking model usually is a strong beater or a strong football player, and very often, you want to kick off with your captain and give him or her a full stack of influence. Since the lines are still pretty far apart, turn 1 usually consists of setting up 1 model and then have a big activation with it.
Here is where you can have some plans preset. How are you going to throw a wrench into their plan? For example, a Mortician player receiving can use Silence's Tucked to let the kicker go first and giving the kicking player not much of an activation. If you have additional movement, like Midnight Offering from Zarola, you can put another model forward as the kicking player. Additionally, this is the turn where you will use character plays the most. Most of your players won't reach opposing models, so buffing your models with them is a good idea and usually, you have the time to do so.
The goals of turn 1
What I am looking to do in turn 1 is a collection of things. First, if i can score a goal, I will most of the time do so. The additional goal influence is very valuable for the rest of the game and 4 points are 4 points. If I can't score a goal, it's important to try the best to deny the goal to the opponent and set up for turn 2. Ideally, this means winning initiative and setting up for a takeout or goal run at the top of turn 2. If I can't win the initative, it is important to make the impact of the opponent as little as possible. You might need to give up a takeout or a goal, but the counter-punch has to be well set and you are still in the game.
Next time, we will wrap up the bootcamp with some small topics that don't fit anywhere else.