12.12.2018

The Season 4 Bootcamp - Last Words


Welcome to the last part of the Season 4 Bootcamp, where we talk about some small topics that are left over.

Your first tournament

If you want to get good at the game, going to tournaments is mandatory. In tournaments, you can play several games a day and you will often play new opponents(more new opponents the further you travel). It doesn't matter if you choose a 16-man local tournament as your first one or if you debut your career at vengeance. Just don't expect to do too well at your first time and have fun.
The purpose of your first events is to get comfortable in the tournament environment. It can be exhausting and the stricter time schedule might be unusual for you. Still, I can tell you that tournaments can be a ton of fun and my opponents have always been relaxed and fun to play.
Some tips for tournaments: Bring a tray, even a kitchen tray will do, it is way better than always packing up your stuff. Stay hydrated since dehydration will deter your concentration.

Studying the game

You don't always have to be on the pitch to up your game. There are several options to study the game outside of playing. Learn cards, listen to podcasts and watch match reports. Also, discussing the game with other people might give you some insights. It's important to not eat up all the opinions of podcasters and other people, but they might give you some new ideas on tactics or synergies.
Practicing remains the most important part, but you don't always have the time and the opponents, so starting to study the game can accelerate your progress.

Reading your opponent

This is something mostly related to choosing the gameplan cards. If you know how the opponent plays, you can sometimes choose a better card for you than the one you are “supposed” to play. Let's say you know that your opponent will play in a way that he plays his low cards when you are up on momentum, and always guarantees himself the initiative when he is up. This means you can get away with playing lower initiative cards when you are up, keeping the high cards for situation where you really need them. It also means there is no point in playing a high card when down on momentum, since your opponent will play his high ones too.
Having a read on what your opponent's plan is when you look at his influence might help you counteract that, but it should not derail you too much from your own plan. You need to score those VP, too!

That is it. I hope you got something out of the Season 4 Bootcamp. See you around next time!


11.26.2018

The Season 4 Bootcamp - Starting you game off right

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.

11.20.2018

The Season 4 Bootcamp - Fighting Games

Welcome back to the camp! Today, we will talk about the takeout-game.

Target Selection

You won't always have the luxury to choose your targets, but if you do, it is very important to choose the right ones. The basic rules of getting yourself an activation advantage apply. Killing  a model that hasn't activated and has influence is best, a model that has already activated is worst.
Newer players tend to go for the models that are easiest to take out, but this is not always the best option. In a fighting matchup, taking the easy route might net you 2 VP, but taking out a more valuable model will give you more advantages. It might be harder to take out Hooper than it is Friday, but Hooper is a quite slow beater model and having him out means you win the fight more easily.

Where to fight

If you can decide where to draw the line of engagement, you should take into consideration where on the pitch you want to fight. Fighting close to the edge means you want good pushing models for pushing models off.
The more important consideration is the half you want to fight in. If you fight in your half, taken out models will get faster to the fight again, but are also more reachable for the opponent. Also, the threat to get tackled and scored on is higher the closer you are to the goal. The opposite is true if you fight in the opposing half.

Taking models “hostage” 

This is a very powerful weapon in your arsenal. If you have last activation and you are confident you can win the initiative, keep the model you want to take out at low HP. Win the initiative and kill the model at the top of your next turn. This costs a bit more influence, but you get the activation advantage and delay the model coming back for another turn. If you do this and your opponent doesn't, this alone can win you the fight.


This is as always just a general overview, but I hope I was able to provide some ideas on the take out game. Have fun killing your opponent's models!

Next time, we will talk about the first turn. 

11.06.2018

The Season 4 Bootcamp - Play Ball!



The Ball is a central part of Guild Ball. I mean, it's even in the name of the game, right? So, how does ball play work in Guild Ball? 

Killing the Ball


I am not talking about the Character Play Cinder and Burnish have. Killing the ball means putting the ball marker out-of-play for as long as possible. 

Sometimes you hear new players say “I want to play a take-out focused team. Just ignore the ball and kill their players”. Well, against any semi-competent football team, you just lost the game. The game is called Guild Ball, not Guild Brawl for a reason. If you ignore the ball, the football team can score their goals faster than you take out their players, and they get double the VP for that, too!

This means you have to take actions to prevent your opponent from getting the ball. Let's talk about what you can do. 

Putting the ball on ball-holders


Models with Close Control, means against Character plays and high defense are great to keep the ball away from opponents. Unpredictable Movement, like on Greyscales, also helps. Iron is one of the hardest models to get the ball away from, especially if you factor in Sentinel from Anvil and Reinforced Plating from Burnish. Mascots that don't contribute to the fight like Peck are also good for this because they can add another factor to the equation...

Distance


... which is staying far away from the opposing ball players. If you can make sure that the ball can not be reached by the opponent, it is dead for the round.  Additionally, you can put the ball on the ground then to not be affected by Seduced from Siren or Puppet Master from Obulus. But beware, if Siren uses Lure or Obulus makes you Jog, they can choose to snap the ball you dropped and then the ball is suddenly a lot closer to them

Kicking the ball back to them

It is not a common move, but it can buy you the time you need. Kick the ball o space, into their half, and as far away from any player as possible. Your opponent will need some time to get the ball back and as soon as he has it under control, you try to get it back under control. It's a high risk move, so be considerate when you pull this maneuver. 

Trap: The Self-kill

If you really want to help out your opponent when you are playing a football team, and he is playing a killing team, use the self-kill. This means having the ball on a model that has already activated. Unless you have abilities like I'm Open (ex. Bolt) you won't get the ball off that player in the current round.


 Reviving the Ball

Yeah, so now we change sides. When trying to play football, your opponent has killed the ball, what do you do now? How to get the ball back? 

The ball is on a ball holder

This is a common situation. The Ball is on Someone like Iron and you have a hard time getting it off. This is where you have to use your “secondary” measures more often. Don't rely on Shark tackling the ball, use veteran Sakana's Fancy footwork triggered off hitting the nearby master. A common secondary option is knocking down the ball-holder. It's more risky than tackling and doesn't guarantee you control of the ball, but it means your opponent has to deal with the scattered ball. This gives you the option for an easier pick-up in the next activation. 

The Ball is far away

In this situation, closing the distance while exposing your models to the least threats possible is key. Also cut off any escape routes for the ball. Let's have an example what I mean by that.

 
Other models omitted for simplicity

 Brisket has the Ball, the Butchers have the initiative and Crucible is due to come back. 

 Now, if you bring Crucible on from the left side, you cut off the obvious escape route of Brisket. She can just run to the left to avoid Vitriol, but if she goes there and Crucible waits, she can threaten the ball. 

The Ball got kicked into your half

In this Situation, it's important to first not lose the ball until you score again. Get it under control, stay as safe as possible and score when ready. 

This concludes today's topic. Next time, we will talk about fighting!

10.26.2018

The Season 4 Bootcamp - Building your team

This time, we will look into how we assemble a 6 player roster. Keep in mind that you won't win a game in the draft phase, but you can make it harder for you. Picking the right tools for the job will give you the ability to realize your game plan on the Pitch.

The player types

Let's start today's topic with a look at the types of players we have at our disposal. Note that these are archetypes, many players are a mix of those types.

Beater

These are your prime examples of damage dealers. Taken for putting the hurt on enemy models, these guys and gals will be your prime source of take-outs. The most common beaters will do their damage in melee and you will see that they have a playbook with momentous damage results. These Damage results often scale with more hits, but there are some unusual beaters that have other means of dishing out pain. One example would be Venin, who doesn't have high damage results, but his Heroic does 3 free damage. Sometimes, especially in the Brewer's Guild, the beaters have short playbooks, making wraps more likely.
Examples: Sledge, Devana, Thresher, Tater, Hooper

Football player

A football player has 2 important missions: Get the ball under your control and score goals.
To do this, they possess certain abilities that you will see in different combinations. Tackles low on the playbook make it easier to get the ball off enemies. Mist and Greyscales for example have dodges that you can just buy with influence to help them disengage. Football players also sport a good kick stat. A new kind of ball retrieval has crept up lately, the ranged tackle. Cinder, veteran Sakana and Crucible all have means of taking the ball off you while not even engaging the ball-holder.
Examples: Siren, Shark, Midas, Vitriol, Flint, Veteran Spigot, Alloy, Bolt, Farris

Ball-holders

These guys will hold onto the ball and make it hard to get to it. They have abilities to make it harder for the football players to play their game. Ball-Holders ideally got 2" melee to be able to counter attack footballers coming in, but may have other abilities to help them hold onto the ball. Resilience or Clone(Vitriol) can ignore anything from the first attack to a character play. A good disengaging counterattack on top and you got yourself a ball holder. This means you have to break it first before having a chance to get to the ball. A good Knockdown with a disengaging playbook gives the football player a conundrum. Do I take the ball and it will scatter due to the knockdown, or do I risk getting disengaged without having the ball?
Close Control only works against a tackle, but it can't be broken by any other means. Sometimes, high defensive stats in cover are enough there. Snakeskin and Siren counter the character plays due to being beautiful. Having a good ball-holder is crucial if you are trying to win the game by fighting against a football opponent.
Examples: Iron, Vitriol, Snakeskin, Friday (with Spigot), Velocity(with Nimble)

Defensive players

The ones who are there to protect your more squishy players. Defensive players are pretty hard to take out and have abilities like Close Ranks(Granite), Counter-Charge(Brick) or Protective Instinct(Fallow). Forcing you to make plays that you often don't want to, they will eat up resources because you will have to deal with them.
Example: Compound, Anvil, Fallow, Kraken

Control Pieces

These models are designed to mess with your opponent. They either directly control his actions or use pushes to get them where you want them to be. Obulus and Scalpel are king and queen here. Obulus can (almost) do whatever he wants with one model while Scalpel can mess with a lot of models with her Voodoo Strings.
Other very Strong abilities are Goad on Marbles and Pinned on Theron. In a similar vein, Blind on Calculus and Disarm on Ferrite can shut down certain players pretty well.
Lighter control abilities include pushes in the playbook or with character plays, as well as putting out Fire, Snared or Disease. Slowing down your opponent or messing with his momentum is not as much of a control, but it's still a small wrench in the plan.
Examples: Silence, Obulus, Scalpel, Theron, Benediction, Farris

Support

The purpose of these models is to make other models better. Either by buffing them or debuffing the enemy. Buffs include abilities like Tooled up or Tough skin. Sometimes, buffs are passive, like the shelling out Aura from Strongbox or The Owner from Ox.
Debuffs are things like Weak Point, Dirty Knives and Stagger.
Examples: Hearth, veteran Graves, Ratchet, Hag

Influence Batteries

This is pretty much always a sub role, including models that rarely need any influence. A battery will provide his INF-stat to the team, but doesn't tap into the influence pool. These are models with passive buffs or abilities that need no influence to trigger.
Examples: Compound, Tenderizer

Drafting your 6

Assembling the team

I hope you can now categorize the players available to you. Now you can start to assemble your 6. When building your team, always remember that you will need to score VP somehow. A team entirely consisting of Defensive players, Support and Control Pieces will not win, only lose slower. I would recommend that at least 3 players on the team should be Beaters or football players.

Drafting Strategy

While drafting, keep an eye out for the picks your opponent makes. Do any of his picks mess a lot with your intended game plan? Do you have any counters to his players? Take some time to consider your picks and if there is any merit in trying to counter pick, or if going with your original drafting plan is better.
What you should always try to do is "conceal" your picks. Even if you intend to play a certain 6, take a short time to think about the order of picking. Obvious picks should always be picked first, the "flex" slots last.
Let's do an example, with Blacksmiths against Masons.
The Blacksmith player receives, has put down Farris and Sledge, while the Mason player plays Hammer and Wrecker. The first pick of the Smith is Anvil. Sledge needs Anvil on the pitch, so no surprises here. Masons pick Granite to have a defensive player around. Now the Blacksmith picks Bolt, he conceals his last Master and Apprentice pick here. If he picked a Master, there would only be 2 apprentices to come. Furthermore, Bolt is very likely to come out with Farris anyway. Masons take veteran Chisel, another common pick. Blacksmiths now take Furnace, keeping the last apprentice slot open. Masons pick Tower for the Tooled up. Now the Blacksmith player has a decision to make. He wants to play one of the Cinders, but the Mason player can take Flint to counter the original Cinder. By not picking Flint until now, the decision is a bit harder for the Smith.

In the end, concealing picks is a very small part of the game and in the beginning, you shouldn't worry too much about it. Playing the game well is way more important than drafting, but it might give you a small little edge.

Join next time when we talk about the Ball - killing it and getting it back!

10.23.2018

The Season 4 Bootcamp - Activation Economy

Here we go again! Season 4 Bootcamp Time, this time we will talk about Activations, the central part of Guild Ball!

The strongest activations: First and last

Usually, the first and the last activation each turn are the strongest. This is because of a limited reactability for the inactive player. In the first activation, the second player only has 1 Momentum, therefore he can't just counterattack and defensive stance a charge, and if he has models knocked down after he countered, tough luck for those models. The first activation also means that in this turn, models can't have been healed and you get the first go at healing models with either Encourage or Rest.

The last activation is strong because there is no window for the inactive player to do something after the activation is over. All conditions that are dished out here will carry over into the next turn and deal guaranteed damage. Speaking of damage, any damage that is dealt during the last activation of a turn can't be healed either. Last activation goals are also very good. There is only the goal kick coming afterwards and then it's a new turn. That means that ideally, you have a player with influence to be your last activation.

Activation Advantage

Since both players have 6 activations each turn, both will get a piece of the strongest activations. That is unless you take out a model that still has to activate. If you take a model out with your first activation, suddenly your opponent only has 5 models to activate and you get that sweet last activation too. This is why you should learn to take models "hostage". This refers to letting a model stay on 1 or 2 hit points, taking the initiative and taking that model out at the top of the next turn. This gives you activation advantage and delays the model coming back on the pitch for another turn. This is often worth the 1 Influence you spend on the start of your turn. Keep in mind this only works if you can get the initiative, otherwise, the model in peril can just activate and you lose the activation Advantage.

The back-to-back activation

The back-to-back activation means that you have 2 activations without your opponent having an activation to react. Honour and Harmony have this built into their abilities with Linked, but you can have that too!

One way of having this kind of advantage is by taking out enough opponents to have 2 activations left when they are done. The most common way to achieve this is by being second to act and taking out 1 model that has not activated yet. This gives you a back-to-back activation of two of your models at the end.
Arguably more powerful is the back-to-back over turns. This means that you have the last activation, get initiative and therefore an immediate activation at the start of the next turn.  This is especially scary because a big beater like Hammer can activate twice in a row! You also don't want to be on the receiving end of Shark shooting a goal last activation and immediately going for another one at the top of the next turn.

Use your empty models

Models with no influence are still an asset. They usually only jog and use their traits (or a Heroic or Legendary play), but even if they do absolutely nothing it might be worth to activate them. There will be situations where you don't want to activate one of your stacked models yet.
Let's look at an example.

It's the hunter's players turn, with Egret and Jaecar still to activate. The Brewers only have a fully loaded Hooper to activate, while only Jaecar is fully loaded on the Hunter's side.

If you just activate Egret here, Jaecar stays completely safe from Hooper and you will have a fully stacked last activation. Hooper can now pretty much only attack the bear, while if Jaecar goes in now, he might be reached by Hooper if he isn't careful.
While this is an easy example, you will find more examples where you don't want to send in a model yet or threaten a counterpunch with a stacked model. This takes practice and experience, so keep grinding out games and you will find yourself getting better at this!

Join next time when we discuss about building a 6-man-team!

10.22.2018

The Season 4 Bootcamp - Keep your defenses up with Defensive Stance and Counter-attack

Welcome to the next post in the Season 4 Bootcamp! This time we look at our defensive Options: Defensive Stance and Counter-Attack.

If you don't use these options, you are not doing everything to win your game. If you mindlessly use it, you will certainly end up starved for momentum and will pretty much never win initiative. So, how do these options help you out?

Defensive Stance

Upping your Defense by 1 for the one attack where your opponent rolls more dice seems like a good deal for 1 Momentum, but there is still a good amount of situations where you don't want to defensive stance.
One the one hand, charges have a pretty high chance of wrapping. If you can stop the Wrap, it is usually a good idea to use the defensive stance, since the momentum difference will stay the same (you lose 1 momentum and your opponent gains 1, if you don't stance he will gain 2, if he takes 2 momentous results) but you will take one result less.
If you think your opponent is going for a high playbook result (For example, a Tackle-Double-Dodge on Velocity) it might also be a good idea to up your defense.
A good amount of time your opponent will just charge in because he can't jog and attack and is looking for a low result (let's say the Knockdown from Tapper) and you have a good enough defense that the wrap is unlikely. In this case, the momentum is better saved up.

Counter-Attack

This option first of all has the advantage of not just working against charges. But that doesn't mean that it is always worth it to take the option. First of all, some model's counterattacks suck. Take Millstone for example. Against any Armor, she will not hit her double-push and she will even have problems hitting her single push against 4/1. Against an opponent that is base-to-base, that means that the counter-attck will not achieve much of anything. Better keep that momentum to heal her up! If you look at Iron, that is a juicy counter. Double Push on 1 hit means a very likely disengage against all models that are not base-to-base and 2" melee.
The second thing you have to consider when thinking about counters is knockdown. If your opponent attacks with a model that has an easy access to knockdown, he can just deny you the attack. If you think the Knockdown is not the preferred option for your opponent, you should still counter and force him to take it instead of, for example, a damage result.
Lastly, if your opponent started his activation engaging you, a disengaging counter is not really useful, since he can use his advance to get back into you.
There are, as outlined in the first post of this series, counterattacks that don't disengage, but that will trigger character plays. Hitting things like Singled Out from Anvil, Dirty Knives from Friday, or They ain't tough on veteran Graves can make your next activation better without even needing to activate this certain model for setup.

Getting into when to use those defensive options and how to play against them will need a certain amount of experience. Take the above as a rough guideline and just keep playing!

The Season 4 Bootcamp - It's a Trap!

Welcome back to the Season 4 Bootcamp! It’s time to start about one of the things that can leave your models stranded and potentially invalidate a lot of your influence. Time to talk about traps.

What are traps in Guild Ball?

I am not alking about the trap markers that the Hunter’s Guild can put out here. These traps are abilites on models that can get you into a lot of trouble or just end your activation without you spending all your influence. Since you can’t bank any influence, not getting to spend all of it is suboptimal or sometimes catastrophic.
So, let us dive in.

Unpredictable Movement(UM)

A model with unpredicable Movement can dodge 2″ if you enter the melee zone with an advance. Most models with this rule only have a 1″ Melee Zone, but Greyscales, Naja and Obulus feature a 2″ Melee zone.If you run into it unprepared, it can leave the opposing model out of your melee zone and your model is unable to attack anyone. Also note that this rule still works when the model is knocked down. It still has a melee zone(albeit not engaging anyone) and it still can make dodges.

How do I counter it?

There are several ways to get around Unpredictable Movement. Since it only triggers on an advance, you can dodge into the opposing melee zone without triggering it. The best way is using a 2″ Melee model to either stay out of 1″ of the opponent, or in the case of a 2″ UM model, you can go base-to-base and if he dodges away, you can still hit them. You can also try to push the opponent into your melee zones and then you can start wailing on them without needin to advance towards them.

Counter Charge(CC)

This rule is not always called Counter Charge and is often Conditional (Rush Keeper on Compound or Fork Off on Tater), but it does the same thing. If an enemy advances into 6″, you it can immediately get charged. This can result in pushes or other nasty stuff that messes with you, the “best case” is that ou will suffer a crowdout.

Countering Counter Charge?

You can always try to engage a CC Model, since a model that is engaged can’t declare a charge. In fact, if you advance in a way that the Countercharger engages you, he can’t declare a charge either. Dodging in does work, too, as does pushing the CC-Model in a way that the condition isn’t met. Sometimes, you might need to just stay out of 6″ of the model altogether.

The disengaging Counterattack

This one can be a bit more complex. A Counterattack with any double-Reposition(Double Dodges, Double Pushes, Push-Dodges) can put 2″ between the attacker and the counter-attacker. Sometimes, A Knockdown can also end an activation (If the active model already advanced and used Rest).

Thwarting the Counter-Attack

The easiest counter is to just knock the counterattacking model down. If he can’t counterattack, he can’t hit any Repositions. A 2″ Melee model can also go base-to-base so that a double reposition won’t get the enemy out of melee. There are some triple-Repositions around, but high in the playbook, but you should still keep an eye out for them. If you can attack before the advance, the counter will also do next to nothing. Sometimes, you just need to make a Risk-reward assesement and take the risk of the opponent’s counterattack.

Resilience and Sturdy

Resilience(ex. Mash) and Sturdy(ex. Hearth) are two rules that makes it easier to get to make counter attacks. A model with Resilience is 100% guaranteed to counter you if you attack it and Resilience is up, and Sturdy ignores the most common counter to counterattacks

So what do I do now?

Thankfully, both these abilites only work on the first time a model is hit. Resilience can be broken by using a ranged character play like Marked Target from Boiler, and Sturdy can be broken by any Knockdown. A model with just one Influence can also just roll an attack on a model with Resilience or Sturdy and doesn’t care much for the counterattack. Additionally, the Counterattacks of these models are often not that great and you can look at the playbooks and make a decision if just tanking the counter is worth it.


That’s it for today! Next time, we will look at the defensive options of Counterattacks and Defensive Stance.

The Season 4 Bootcamp - The 5 Resources of Guild Ball

I’m back with the blog for Season 4!
In this little series, I want to provide a primer for people looking to get into the game (and maybe an intermediate player can get some mileage out of it, too).
The Season 4 Bootcamp will try to give you a basic understanding of the tactics and strategy of Guild Ball. When you start to read on these articles, you should have a firm grasp of the rules. I will also not provide full rules text on the abilities of Models, but I will provide example models who posess these rules so you can look up the exact text in the app or on the card.
So, let’s dive into the first topic, the five resources of Guild Ball, that being Influence, Momentum, the Ball, Clock and conceded VP.

Influence

The most obivious of the resources, Influence, is what makes your Players do actions on the Pitch. Each model’s actions are limited by the Influence cap and they provide a certain amount of Influence to the Pool. Goals give you another influence and Game Plan Cards can give you a temporary boost to your influence.
Managing your influence is something that needs a lot of practice and experience. It’s a obviously  a vital part to the game since it dictates what you can do during a given turn, but there is not a clear cut answer to how to distribute it. Often times, you will fully load models that are attacking the opponent and give enough influence to your buffing models to get the buffs going.
Then we have the concept of invalidating influence. Since influence is a limited resource each turn, if you can manage to get influence off the table somehow, you just reduced the amount of actions your opponent can do. Invalidating influence can be done by taking out a model with influence on, Disengaging through a counter-attack, or controlling a model in a way that it can’t reach you (through distance, conditions or plays like Goad from Marbles)

Momentum

Momentum is generated by using up your influence to make momentous attacks, passes or Take outs. Momentum is the second obvious resource and is very important. First of all, it determines initiative each turn. Having more momentum on your opponent often lets you go first in the following turn, depending a bit on the game plan cards(You can guarantee initiattive if the difference of momentum plus the initiative value of your card equals 8). That doesn’t mean you should just bunker every point of momentum you get.
Healing your players is very important and sometimes you just need to get those conditions off. Dodging after passing can open up vectors and Defensive Stance/Counter Attacks can throw a wrench into your opponent’s plans.
Sometimes, Momentum can grant you “free” actions that you don’t have to pay influence for. Let’s look at the example of Counter-Attacks. Many people use counter-attacks just to disengage or threaten a disengage through dodges and pushes. While this certainly is a use, sometimes character plays triggered through the playbook have value, too. Mallet, for example, can trigger Singled out on the counter attack and then suddenly all the models have +2 TAC on your attacker, without mallet using any influence or needing to activate! I’m sure you’ll find other examples of counter-attacks that might not be good at disengaging, but certainly have other value.

The Ball

The Ball is a little special as a resource. Only one player can have it and controlling the Ball is a central part of the game. Having the Ball allows you to pass it for dodges, cash it in for 4 VP and a goal influence. A take-out focused team will often try to hold the ball away from you(killing the ball, not to be confused with the same named character play of Cinder) and use it to score the final 4 points.
To see how massive of a difference the ball can make, I constructed a little example:
Ball
The Score is 8 – 6 in favour of the Fishermen. It’s the Order player’s turn

Case 1: Grace has the Ball

If Grace has the ball, she can get around the Unpredictable movement of Greyscales by passing the Ball to Brisket. If she then manages to deal 2 damage to him, the score will be 8 – 8 and Brisket is in a very good position to score and close out the game. I would argue that the game is very much in the Order’s favour here.

Case 2: Greyscales has the Ball

If Greyscales has the Ball here, the Brisket player must somehow try to secure the ball. Mist or Brisket have to do it, but most likely will have to use Acrobatic on Mist or Route one on Brisket to get around the Umpredictable Movement and then the counter attack of Greyscales might even thwart that plan. While still winnable for the Order, the Fish are in a much stronger position than in case 1.

Clock

While not a part of the core rules, Clock is an integral part of tournament games and if you want to go to tournaments (and you should at least try once, they are fun! ) you should learn that the clock is an asset and a weapon.
Both you and your opponent get the same time (45 minutes + the 1 minute activations) to play your game. There is a simple goal here: Don’t clock yourself (first). If you clock yourself you get two disadvantages: You activations only last one minute (even bis ones) and every activation grants a VP to your opponent (even small ones). You can maybe get through 5 activations in 2 minutes, but your captain takes 1 minute and 15 seconds, that is fine as long as you are not clocked, but after clocking, this is bad.
If you have a clock advantage, it’s good to press it with fast activations. Take your time for the important ones, but if you have an empty mascot, don’t try to put it at the perfect spot. An activation that is “good enough” but doesn’t give your opponent time to think is better here.
Also, think while your opponent is doing things. It’s “free” thinking time for you.
Don’t be shy to take a longer activation if it’s important. Confirm everything with your opponent and do that activation as perfectly as possible.
And the last thing, even when you are down on clock, as long as you get your 12 points before (or as) the clock hits 0, it’s still good time management.

VP Conceded

So this one seems weird at first, but bear with me. If you played Magic, you know that Magic players use their healthpoints as a resource. It doesn’t matter if you win a Magic game with 20 or 1 HP left.
Now, let’s flip our viewpoint of VP around. Let’s say you start with 12 Health, a Goal deals 4 Damage to you and a Takout 2. Sounds similar? Because it is.
The goal of Guild Ball is not to prevent your opponent from making VP, but to get to 12 VP faster than him. Trying to deny every single VP will result in you losing slower, but still losing. Of course, you don’t want to give out easy VP, but sometimes it’s better to let something happen.
Let’s have some examples:It’s 0 – 0, you have initiative and are facing a goalrun from Vitriol, but you could just let the goal happen and take out Smoke with 6 influence on her. Taking out Smoke let’s you invalidate influence, get activation advantage and 2 VP, for giving up 4 VP (if the Alchemist cashes in and also gives you control of the Ball). a pretty obvious example.
On the other hand, let’s say it’s 4 – 4 and you are now in the shoes of the Alchemist player and have initiative. Now you cunningly let Smoke have no Influence and take the goal, putting the score at 8 – 4. After Smoke gets taken out, it’s 8 – 6 and you just need one more goal to win. A worthwile trade in my opinion.
This is why being at 8 points is such a strong position in the game, because your opponent can’t afford to trade VP for board position anymore. Recognizing spots where you can give up some VP for a better position later will surely let you win more games.