To hunt successfully, you must know your ground, your pack, and your quarry. ~ K.J. Parker

Since they were first announced and then released, the Hunters Guild has been greeted with much excitement as well as what I would classify as consternation from certain players. Many theorize that much of the design of the team is really still unseen at the moment with fewer players than the other more established Guilds. Others simply think that they are under-powered and maybe not well developed for where competitive players feels they should be. Let’s just admit that no matter what happens, Hunters are never going to hit as hard as Butchers, knockdown like Brewers, tackle/move/score as good as Fish, or control the board like Morticians. The Hunters are something more unique trying to carve out their own niche in the game, which hopefully will come to fruition with Season 3.

For now though, I’ll focus on:

summarizing the changes the existing players did receive in Season 3,
how some of the global rules changes impact them specifically,
and until more releases come, some ideas on rosters/teams based on the new organized play Regional Cup format.
[url]http://midwestwargaming.com/hunters-season-3/[/url]

-Article written by JSKrush