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  2. New to Guild Ball, seeking advice

    As people have already mentioned the proxy tokens and all rules are free so it's worth playing with them first to see what you enjoy. Also given that you are looking at Brewers and Masons it might be worth looking at the kick off starter box. It has a 6 man line up for both teams along with rules, pitch and measuring aids for the same cost as picking up a single 6 player team box set (only difference is the kick off models are plastic and the others a metal)
  3. Fishermen GIC Theory Thread

    I just dont see that. Brewers are exceptionally good at splitting duties between KDing and finishing. I've rarely seen Brewers overload a single player except when Tapper chooses to Old Jakes his team once the whole thing is set up so as far as I can see Groundwork into the Brewers will likely just negate one damage from the KDers follow up attack. It's a boon, but like the others its not doing much and its best selling point is more down to to passing out a heal rate of 4. I do agree that slippery fishes seems to be costing the team a lot to take.
  4. Today
  5. New to Guild Ball, seeking advice

    Masons would be a good bet I think... do a bit of everything... see what style you like best... go from there! Welcome to the fold... GAME ON!
  6. Malritch's Mess: Progression? Thread.

    So I finished up a Butcher's Goal Post for my son. It is like the others...but with some added bits and pieces. I made the table from scratch..and the meat on the table is my first stab working with 'green stuff'. Fishing hook worked well to hoist it up on I think. Won't lie... feel good when I do something different that somewhat works out the way I envisioned it.
  7. I love Guild Ball miniatures!!!

    Crazy good. =)
  8. Beginners tips for Farmers?

    Yeah I suffer from early goal runs as well, so far I've just sucked it up and put a fort around the ball. Biggest adjustment I found was the lack if an aggressive opening play. The new GIC that hands us 2 markers to start with should balance that out though.
  9. I agree with what's been said about the melee zones. They aren't necessary and you can play just fine without them. But there are circumstances where they can speed up your decision making or give you the exact information you need. They're top of the list for "luxury'" tokens - ones that you don't need, but you're really happy you got them. They're certainly far more useful than the ball paths.
  10. Brewer GIC Theory Thread

    I would say so, although I'd still consider it if it were 2. If I'm expecting to concede a lot of goals, I don't really expect to be dying to often.
  11. New to Guild Ball, seeking advice

    Wow, I really like all three of those teams! I have both Brewers and Engineers and have dabbled with the Masons. However, if I were to direct a "new" player, both to GB and miniatures all together, I'd point them in the direction of the Masons. They are such a great two-way team, scoring and take outs. Don't get me wrong, the Brewers and Engineers have their play points as well, but you just can't go wrong with the Masons.
  12. Fishermen GIC Theory Thread

    Tried out Pay to Win today and it was meh. It effectively earned me 2 mp. That was it. I suppose it could have saved me against a bad roll...but that didn't happen. I actually missed a pretty crucial pass where it might have been nice, but no luck there. I'm going to force myself to play it a couple more times but boy was that uninspiring. I'm honestly not understanding the distaste for slippery fish. Was there a secret meeting where we all agreed to complain about the best card we have so SFG buffs it? Is it because it's just once per turn? If everyone could use it once per acitvation SFG can put the heal at 1 and I won't complain... As is, it's basically a guaranteed disengage opt for our whole team of 2" melee dudes with dodges on 1. I wish it was heal 3 cause then maybe Corsair would like it, but Shark doesn't have the mp to spare on heals usually, so dodging to safety seems like a fine alternative to the heals I was barely using anyway. (Ground work is probably the best card but Its just only really helping sakana and a siren in my normal Corsair list. Sturdy on Corsair plus A+G don't benefit. Hag and the mascot are probably dying regardless. The heal 4 becomes the draw...)
  13. Yesterday
  14. Blacksmiths (:

    Cheers Mate! lol
  15. Help vs Brewers

    Apply all the movements debuffs to Tapper. His commanding aura is what lets his team do the crazy damage, so remove it. Early Jaecar activation to get gut and string on Tapper is always worth it, assuming he can get out to safety (with dodges and btts he should be fine). Bonus points if you kill Tapper, but that usually requires a scrum to take him out, and that favors the Brewers. I'd stay on the edges, put all the control elements in Tapper, and look to just pick off a weaker model or two. oSpigot evaporates, as does Friday once you snare her. The ball is also important. try to maintain possession of it, if only to remove their threat extenders.
  16. Where is EpicChris??

    Dude I am freaking out here waiting for you!
  17. New to Guild Ball, seeking advice

    Honestly think you are best to give them a go and see what you like. You can get the rules and proxy paper dolls here http://steamforged.com/resources/
  18. Starting Painter

    @Mako has pretty much hit the nail on the head there. The only thing I could add to that is paint over what you feel most comfortable with, if you can why not have a test model to experiment with before you go onto your beloved team. I personally work from a flat grey base coat when painting most of the teams unless it's a particularly dark scheme, in which case I use a black base.
  19. Blacksmiths (:

    This team is coming together nicely mate. I may have to steal the base idea at one point, consider yourself warned
  20. I love Guild Ball miniatures!!!

    @Pending Forum Suspension I've not worked with the tape before but I may give it a go on larger models, for Bushel it was freehand and more breath holding than I care for . The Farmers are all done now, they've been a nice challenge and I've learned a few things along the way.
  21. Starting Painter

    There's a lot of options. As a beginner, I'd suggest black - like you say it's quite forgiving, deepens colours a little and you get automatic shadows in the deeper areas. White is one I'd only suggest if you're going for a pale, vibrant colour scheme. My preferred option is a mid grey (with a top down light spray of pale grey), it serves as a balance of the two and gives more flexibility. The danger with a coloured basecoated like flesh is that it's tricky to paint over with some colours. Not always a problem, but worth keeping in mind if you want to do yellow, white, that kind of thing.
  22. New to Guild Ball, seeking advice

    Brewers are a predominantly fighty team, they often have a playstyle that often involves grinding games out, they are perhaps slower than other teams (with some exceptions) and can be tough to take out. masons can fight or score depending on their build. They have some tricks and things which alter the core rules around activations (chaining activations together, giving players extra activations). They can be fun but equally can be tricky to use. engineers are a very football orientated team. They can fight and have some good synergies within them that facilitate take outs along with access to ranged attacks but predominantly they are going for goals, and they are very good at it. With the right build they can also be incredibly tough to take out. id recommend you pick a team you like the sound of the playstyle of and try them out with proxies, the cards are available for free, before you buy. personally I'd stay away from Brewers, I've played every team extensively and they are the ones that I enjoy the least. But that's just my preference and you should pick somthing you enjoy.
  23. Starting Painter

    I'm just getting into the painting side of things and wondering what color primer everyone would recommend. I've heard black to make any spots you missed llok liek shadows, white to brighten the mini, flesh so you don't have to paint in the flesh later.
  24. Butcher GIC Theory Thread 

    I wouldnt mind if they changed crushing force to where we also have to pay 2 mp.
  25. All details here. https://www.eventbrite.com/e/midgard-salem-nh-captaincon-cup-regular-format-tournament-tickets-36661044170
  26. Fishermen GIC Theory Thread

    Heal rate 2 is definitely harsh (probably harsh enough that it makes me unlikely to play it with Corsair), but the impact it can have can be potentially game defining if it's played at the right point. While I think crushing blow is really harsh, the alternative of Fillet getting counter attacked by pretty much anyone's and them getting 3" away from her is equally brutal in terms of impact to say nothing of the utility to use it for an extra 2" of threat on Greyscales or Shark (or anyone using a playbook dodge for distance)... Its definitely good for a Shark game plan that's looking to win by early turn 3 at the latest. It's the balls to the wall choice, whereas Pay to win is the more cautious choice - better healing and insurance vs missing shots (which is often the weakness of Shark's game plan - over 5 rounds, you need to make 15 successful shots to win, and missing one of those at the wrong time can be fatal - missing 2 in the same game usually is fatal). I could see using all 3 of these (Ground Work as the default Corsair card, with the other 2 as flex Shark choices) with the caveat that for me, the reason I talk myself out of Shark in competitive games with my Fish these days is that his game plan gets significantly worse as your opponent's skill level goes up - Pay to win speaks to me more on this basis as it brings some momentum efficiency and covers disaster whereas Slippery Fishes kind of emphasises that Shark problem - I'll destroy less experienced players even easier by clever application of the dodge, but lose harder in attrition and against opponents who know what to expect. It does indirectly assist with getting the ball back into play vs ball killing however (just by adding movement to get closer to it) which is quite nice though.
  27. Blacksmiths (:

    My Wife sleeps a lot and I don't have any Kids yet lol
  28. Greetings, My cheap condition tokens sets (£2.99 with free UK postage) are back on sale on eBay (http://www.ebay.co.uk/itm/Guild-Ball-condition-token-set/232498790405) The quality and thickness of the wood has been improved since the first batch I sold a few months ago, which is why I've had to reduce the amount of tokens to 25 instead of 30, in order to keep the price at £2.99. They're overall just a bit nicer than they were before, and the thickness is more consistent. The tokens are 10mm in diameter and 3mm thick. They are made of wood, with an adhesive printed symbol attached to one side. They're brightly coloured so the conditions are clearly visible. See the eBay listing for photos. They are a bit smaller than some other condition tokens sets, which in my opinion helps keep the pitch less cluttered. In addition, they're still the cheapest token set, as far as I can see - leaving you with more money to spend on actual models Hopefully they're of use to some of you.
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