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  1. Past hour
  2. Priesmal

    Get Off!

    So come Season 4 players will no longer be able to end a move on top of an Obstruction. While I appreciate how much this can simplify I have a concern. When going into a pushy team (vDecimate anyone?) I try to use the obstructions to avoid being thrown off the pitch. Without the safety of these anchors I the wings getting less and less action and players with loads of pushes or Knockback becoming uber-good. Positioning can help to some degree, but is there anything else to help mitigate being shoved 3" per attack? I had floated the idea that maybe being in base with an Obstruction could grant Stoic, but that is too powerful in the other direction...
  3. Starlight

    Action within an action

    But the parting blows are separate to the character play triggered by the attack, no?
  4. Today
  5. Kilion

    Tournament Trays

    Exactly!!!!
  6. MechMage

    Action within an action

    He also said that character plays during an attack are within the attack action.
  7. Yesterday
  8. Mako

    Tournament Trays

    There should totally be a tournament dress code. Plus fours in bright colours
  9. Kilion

    Tournament Trays

    SATS-did you base those trays yourself? Those look awesome! Thanks for all the advice guys! I look at Guild Ball like golf; I might not do well, but I’m going to look damn good while I’m playing!!!
  10. riffbw

    Finally Found my Next Guild

    Interesting to hear 1-4 and 0-6 for them. Ikaros alone seems like a guaranteed goal a game. I'm bringing my BH 3-0 style to new models and I'm used to looking for those types of wins. I really want to see what I can do with these models and go from there.
  11. Starlight

    Action within an action

    LDaB already said the parting blows are separate actions.
  12. Warpstoned

    Falconers tournament outing

    Last Light on Rundaas can be pretty brutal too.
  13. Jrcitizen

    Finally Found my Next Guild

    I have found them to be a 1-4 to 2-2 team myself
  14. Ruffy

    Engineer's 10 Lineup

    I'm okay with Pin Vice dying after she's done something meaningful. Even if she can't get in range to do stuff herself when returning from a TO, she can hand out valuable buffs.
  15. Domine Nox

    Expanded Big League Idea

    So I've always been a big proponent of grand campaigns in games and such, and was throwing around ideas on how to do something similar with Guild Ball. What would people think of a Big League, but one that started off with a Snake Draft? So each member of the league would have to draft their team instead of simply having their factions starting team. I have heard some people say that there are some potentially broken combos that can occur from this, but I do hope having enough people drafting would make it more difficult to achieve those dream combos. But an alternative to try and mitigate that was what about attributing a monetary value to the players, and giving people a set amount of money to draft their team. I realize that might be venturing into a 'points' system, but it would just be an arbitrary amount tiered perhaps based on community consensus on power/usefulness. Just thoughts. Feedback very welcome, as I'd love to find a way to create a living league that feels much more like a typical sport.
  16. MechMage

    Action within an action

    Suppose Mainspring ends an activation within 3" of Ebb and suffers damage from Deletion, reducing it to 0 hp and triggering Overheat. No action is taking place. Does Ebb take 2 or 3 damage from Overheat? Suppose Squeak charges Ebb and wraps, dealing 1 playbook damage and triggering Dreadful Squeak. The advance from that character play causes Ebb to take parting blows from several other Navigators who take playbook damage results. How much damage does Ebb take from each attack?
  17. AspiringPacifist

    New player want to punch people

    Is there a reason nobody has mentioned the Farmers? I find them to be extremely punchy.
  18. The collected clarifications thread has been updated (20/08/18). I hadn't realised how far behind it had got. This will likely be the last update for season 3. As well as updating new traits and plays, things to note for this update include; Game Plan deck clarifications, Some clarification on 0" movement, Clarification on the friendliness of game effects when a player temporarily becomes friendly to the opposing team. Cheers everyone.
  19. Silversmith

    Engineer's 10 Lineup

    I'll admit this is true. But with no other real defensive tech and low life levels, 5+ def and no armor means she will probably be knocked down or at least hurt bad by any reasonably high TAC player who attacks her. I suppose with easy access to dodges for a counter attack she can be fairly survivable but that has not been my experience. Ballista with 1ARM and tough hide lives much longer against most of my opponents with high TAC.
  20. malladin.ben

    Finally Found my Next Guild

    Falconers a 3 goal team? I tend to find I'm winning with 6 takeouts as often as 4-1.
  21. malladin.ben

    Stratagy against fish?

    Shadowlike gives Rundaas a bit of 2-turn anti-counterattack tech. Any situation that leaves a model within 3" of Rundaas gives him the ability to shadowlike into engagement, which negates the counterattack entirely (except vs Greyscales). The 3" thing isn't that hard to achieve. If you activate after a model one turn, even if they counter attack you're goingbti be within the 3". If they come in to you to get a crowd out they're within 3". If you get to activate and finish off a model before you've used your jog, use it to put yourself within 3" of a couple of targets. The trouble is preventing them from scoring goals faster than you can score takeouts. I've been working on a theory for the mobile footballing teams that I've yet to really try out, but it involves going in early with Devana, ideally with frelsi already engaged. Rather than use turn 1 to focus 2 or 3 harriers on a single target, try and spread thevdamage out a bit. Then when she activates there should be a couple of targets with a bit of damage on them. If she goes first top of the round the charge might be worth it to force them to choose between def stance or counter, and if they counter you should hit the KD anyway. She should then hit her reasonably often (50/50 vs 4/1), so with assist it gives you decent chance of dishing out 10ish damage and should take out a model if you've softened them up beforehand. The legendary can do the softening up if you need, too. After that Rundaas can also dish out 9 damage reliably and anyone not quite dealt with, Minerva can finish off. That way you're looking to be able to score 2 takeouts a turn, but it's still slow progress relative to how quickly fish can potentially score on you, so killing the ball and taking out models closest to it are key parts of the game too. But it's a tough match up whatever.
  22. LeadDiceandBeers

    Action within an action

    Suppose Ebb jogs through Ratchet then Harriet's melee zones, taking a parting blow from each. Each time the Engineers player gets 2 net hits and selects 2 playbook damage. Does Ebb take 4 damage total, 2 from each attack action, or 2 damage total from his single jog action? If its the former so that Ebb took only 2 damage, does Harriet's If You Can Dodge a Wrench trigger? The Parting Blow Attacks are two separate actions so 2 +2 for 4 damage total Suppose Ebb walks away from Ratchet and takes 2 damage from the parting blow. Ebb continues into Ballista's Minefield. Does Blessings of the Old prevent the damage from Minefield because it has the same source as Ratchet's 2 damage: Ebb's advance or does it not because it has a different source: Ratchet's Parting Blow vs Ballista's character play. The Parting Blow Attack is one Action and the Advance is the other as the Play has already resolved. So 2 from the Parting Blow and 2 from Minefield for a total of 4. Suppose Ballista charges Ebb and wraps to his first column, dealing 1 damage and putting up a Minefield. Later Ebb advances within that Minefield. Does Ebb take 2 damage from the Minefield or 1 because it's from the same action, Ballista's attack, as the playbook damage from earlier? 2 as the Advance triggers the damage.
  23. landstander

    Finally Found my Next Guild

    I simply could not get them to work in my first game. Against Hammer, they were super susceptible to counter attacks - too many Masons have low KD or a low push w/ knockback, or something else annoying that would negate a stack of inf. And then the double counter charge bubble made it very difficult to maneuver. I've thought a lot about my game, and there were opportunities to make improvement, for sure. But the setup required was tricky for me to see, and the ability to get efficient harriers was just never there. For me, Ikaros was a massive liability. He was far too fragile, and I was constantly worried about him just melting or being pushed right off the pitch. I will be interested to hear some success stories.
  24. I'm a Union fan at heart. They will always be my team. I run a 3-0 Blackheart team and love every minute of it so I never switched guilds. Having seen Falconers against me, I'm sold. This looks like an even more fun, thinky team team that requires adaptation and prefers a 3-0 style to a 2-2, but the 2-2 is still viable. I went in to the game knowing nothing about the team, but I learned quickly how devastating the right set up can be. Devana's DFA with Frelsi is just gross. Reminds me of the BH Commanding Aura days when my scoring team really needed to throw down. It was refreshing to see even if my opponent killed BH quickly. Ikaros is unbelievably good. I love Second Wind for 2 inf on Decimate to get the extra range after the activation, but to get a jog with flight for 1 during the activation makes me drool. I've seen so much potential in just a brief match and reading the threads over here that I can't wait to get my team ordered and on the table. There's so much potential here.
  25. mr baron

    Falconers tournament outing

    This past weekend, I played a local tournament in Austin with some really good players. I ended up 2-2 with Falconers. This is the line up I used for the 4 games: Devana, Frelsi, Mataagi, Minerva, Rundaas, vHearne Here was my thinking going into the tourney: - Go for a 4-1 game and look for the final goal to seal the game - Maximize the number of Harriers on the pitch - Use Last Light on Devana to give her flexibility for a additional character play - Keep Minerva in cover, and use her more for support - Keep Frelsi close to Devana Here are my observations after the tourney - Devana can do a lot of damage with some set up. Without any set up, she does not do that much. Do not over commit her and activate her towards the end of the turn. Devana's legendary is amazing. If you can beat up several players prior to Devana's activation, she can get a lot of work done. - Last Light on Devana is really good. - Place the Harriers where you think the opponent's players are going to be, not necessarily where they are. However, by putting a Harrier on a key model early can force your opponent to move a model before they want to. - I think you need at least 2 models that can place Harriers on the Pitch. If in doubt, hard cast a Harrier. - For Rundaas, I found that I normally would hit first with Dirty Knives then Harrier before selecting damage results. - Stripping the ball at range with Devana or Mataagi can dramatically change the board state, by moving the ball from one side of the pitch to the other, especially if they can strip the ball, move then pass or Air Mail. Looking forward to get some more games in with them.
  26. mr baron

    Harrier clarification

    Yes, get the Harriers out early, then have Devana do some work. With Harriers + Eagle, Devana can put out a lot of damage. The other thing to think about is that with the Harriers/Death from Above, you should be able to strip the ball from most players and then set up a winning goal run.
  27. mr baron

    Stratagy against fish?

    I think against Shark-Fish, you have to plan for a 4-1 game. Focus on getting 4 take-outs and then get the final goal to seal the game. An ideal scenario would be to beat up the Fish team on turn 1, then get multiple TOs on turn 2, and position the Falcon team to get the snap back goal for the win.
  28. Gauntlet

    Engineer's 10 Lineup

    Actually, the reverse is true. Armor is more valuable the fewer dice your opponent has. Defense is more valuable the more dice your opponent has. If your opponent is TAC 1, a point of armour is infinitely better than any def score. If your opponent is TAC 6, +1 DEF and +1 ARM are equally valuable (since each reduces your opponent's expected number of hits by 1). If your opponent is TAC 12, gaining +1 DEF is approximately equivalent to gaining +2 ARM (since one point of DEF reduces your opponent's expected number of hits by 2).
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