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  1. Past hour
  2. Project positivity - making Masons great again.

    Great stuff! I've been in your position, but it'll get better. You mention you dodge in, tackle, and dodge out again. Remember that some Character Plays are only playable once per turn, like Where'd They Go?. I hope that last dodge came from a second attack on Mash.
  3. Today
  4. How to buff Angel?

    Constant goal threat is a cool concept as an 'opposite goalkeeper'. Seems very fish
  5. Power creep

    I want to see them across the board from me more but so far I'd still rather see them than pre-nerf Fish, Alchs or Season 2 Morts. Ferrite is very good and I hate disarm but she's kept in check with 1" melee. In fact, most of the Smiths are kept in check with 1" melee. Obviously Hearth brings a solution but it's one that can be worked around and gives you some warning. Alloy seems pretty solid, I do agree there. I half expect Hearth/Alloy to replace Anvil/Sledge and play the ball game really well, but again, I think they can be played around. I need to see them more in person.
  6. I am loving the new podcast, keep it going guys
  7. Last Light and Fear

    Cheers guys the curve ball for me was where it said 'instead' of influence so I thought it might replace it! Thanks for the ruling!
  8. Printable Tokens

    They are! I update them whenever new stuff comes out. I'd recommend using the 16x30mm size for player tokens - the rectangular shape allows for much more readable text. The 3/4" round ones are great for INF and condition tokens, though. I'm working on a new version that runs a little smoother when trying to print a lot of tokens at once. Take a look.
  9. Masons own beautiful butchers

    No pictures are being displayed, It won't count dude.
  10. Union led by rage lost to a ballista led engineers 8-4 in an escalation league game. Rage and the boys knocked out ballista and rachet,but ballista breached a goal and velocity finished the game off with a tap in goal.
  11. Good evening sports fans! It's wednesday night and that means its time to enter.. *que themesong*... THE BALL ZONE! In front of over 600 Mason supporters Corsair led the fishermen's guild to a 12-8 victory against the Honour. In an unusual display of brutality the pirate's crew scored 4 take outs and a goal. Only the flamboyant flint was able to score any points for the floundering masons. Lets take a look at the match highlights! First up we see see the after math of Mallet's brutal demise. The roar of the crowd rousing a knocked down Honour, who was then able to double step away from the scrum. This left Avarise dumbfounded and unable to reach his target. Second we see Corsair, on his valiant steed, lining up his mighty harpoon. He dragged a prone Flint across the pitch as the Physicians began to be overwhelmed with masons. Shortly thereafter Avarisse found a target in poor Harmony. Greed left his pouch, marked the target, and the big guy smashed her into a fine paste. Finally, we see the aftermath of Angel's spectacular half court dunk. Dejected, the builders fled to avoid their fans' wrath. Post game - Corsair was seen paying an old friend her due. The chain wielding lass saluted, and quickly fled the scene! Will this fishy fling continue? Find out soon! (+1 gutter to fish please!)
  12. Getting curb stomped by the sidewalk repair guild

    They might be until you figure out how to play around it. Like I said, 1 inf character plays make GM pretty useless. In fact, in almost every case I'd rather have Sturdy, or Close Control. The movement debuffs, I can give you, but they're debuffs to me too in a lot of cases. If I dropped her into our Masons player, I might win a game while he gets used to her, but that'd probably be the last one. I really think hiding the ball on the cat is the best way to deal with Masons. Force Flint to WTG to get there and count on Counter attacks and DEF5 to stop him. Friday can call Scum all over the map if needed to keep Flint away too. Friday and Scum are also more than capable of killing Flint if needed. Then you can focus on killing players. Hammer and Harmony are generally good choices. I like to Goad Honor a lot, but that's with Harry. Also, honorable mention for Stoker, who I also think is better than Hooper. Stoker isn't horrible for hanging onto a ball with. Hanging out at ARM2 with some of the best counter attacks in the game on a 1'' melee model. He also consistently outputs more damage for me than Hooper ever does, and he's a hella better kicker. I absolutely take Stoker over Hooper in every game where I don't absolutely need 2'' melee.
  13. 12-6 win for the Morticians
  14. Lineups today consisted of Smoke, Flask, Katalyst, Decimate, Calculus, and Venin vs. Fillet, Princess, vOx, Brisket, Boiler, and Meathook. This game was predetermined by the Longshanks that it would be played under the new Alternate Deployment format and with Guild Influence Cards. Filet and her Butchers opting for Crushing Force and Smoke and her team just wanted to sit and Watch the World Burn. Not too many pictures here but Butchers receive a Smoke kickoff to which they get to Brisket for protection. As she spends two turns holding the ball Smoke was able to get poison on five Butchers on turn one to allow Venin to also stack the bleed effect on them via coagulation. After turn one the Alchemist team had proceeded to deal out 21 points of condition damage slowly wearing them down. During turn two Fillet was able to remove Calculus and Venin was removed by Boiler with his buddy Princess but Fillet suffered almost 10 damage at the hands of Katalyst. This is where the game changed and Smoke deterioration of the Butcher team paid off. With most of there health near zero Smoke began the turn by watching vOx die of poison damage during the maintenance phase. After this, Smoke called out her legendary to inflict the taken out condition on Boiler and Meathook with one AOE and deal another three damage to Fillet leaving her with four hp. Smoke would then casually walk up and with 6 attacks do four damage on Fillet using multiple Bonus Times and a gang up from Katalyst. Brisket would go on to score a goal the following turn but a handy Super Fan plot card allowed Decimate to run the ball up the field quickly and pass to a wide open Katalyst who would take the ball in for an easy game winning goal! Once the game was over all that could be heard was the crowd chanting, "WE WANT HARRY!" over and over again.
  15. [W] Lucky

    Where are you in the world? I have an extra if your in the states.
  16. Yesterday
  17. Farmers Escalation League Choices

    I'm in week 2 of an Escalation league with Farmers, and Fearlord is exactly right for a 3v3. Thing is, until the league cup at the end, winning doesn't matter. Hidden Agendas are all that matters - the league is decided on agenda points, and there is a seperate certificate for the cup (3 round tournie) at the end. Tater is still a good choice for cards like 'Have 4+ more MP than your opponent' or 'Deal 12+ damage in an activation', but if you draw 'Win without any takeouts' or 'Score a Screamer', he's not gonna be great. Go Grange, Tater and Harrow as your default, but be prepared to change it based on your agenda cards. Remember you can play as many games as you like each week but you can only record 2 on your sheet, so record the ones you scored the most AP in, and try to maximise variety of opponents (you get 2 AG at the end of the league for each different opponent you played, and a bonus if you play against all the different opponents).
  18. Speculations: Future game mechanics

    Maybe they would go with 16, that would be 2 x 6 man boxes including capt and mascott x2, and then 1 box of 4 with the rest
  19. Cabbage punt and bonus time

    The dice pool is not regenerated, and the Bonus Time! dice is included with no additional momentum expenditure. Page 15, under Conventions: When a re-roll is required, all bonuses and penalties which applied to the original roll also apply to the re-roll.
  20. Last Light and Fear

    Correctly answered
  21. Printable Tokens

    I still use these condition tokens and love them. Im not aure if they are updated for the latest errata but hopefully this helps in any case. http://redsam.xyz/guild-ball/tokens/
  22. Last Light and Fear

    Since you don't spend Influence to make a character play, Fear is ignored.
  23. Printable Tokens

    Anybody have a good link for some up to date printable tokens?
  24. Printable Tokens

    Anybody have a good link for some up to date printable tokens? Not where I meant to post this, but it will work. I am looking for alchemists and hunters specifically.
  25. Last Light and Fear

    From the collected clarification thread: Fear:- If you are not spending Influence to make a Play or Attack targeting the Fear model, you do not trigger Fear (includes Furious Charges, Puppet Master Attacks, and Berserk Attacks). Going by this I would say last light ignores fear, and this is just my thought but I would also think that you would therefore not get the extra dice when rolling to hit.
  26. ...by administering their own to Theron Eager to repeat the victory of his first game my friend took on my Hunters with his Brewers last night but decided to try out some of the other paper figures available for free on this very 'site. The line-up: Hunters: Theron, Fahad, Jaecar, Minx, Egret, Zarola Brewers: Tapper, Scum, Hooper, Spigot, Friday, Lucky. The Hunters won the "coin toss" and chose to receive. Tapper kicks-off, the ball scatters towards Jaecar and the match begins. Turn 1 Theron places Nature's Growth between himself, Spigot and Friday; Sprints to ball marker and passes to Jaecar. Uses Snipe on Tapper with his last two Influence. Spigot Sprints towards Fahad and uses Tooled Up on himself. Zarola jogs toward and uses Chain Bolas on Spigot. Friday uses Shadowlike, Jogs towards and uses Dirty Knives on Theron but misses. Uses Get Over Here to have Scum Dodge towards Jaecar. Fahad Charges into engagement with Spigot: Momentous [5] <<. Dodges directly away from Spigot. Lucky uses Stack the Deck. Sprint and uses Raise the Stakes to move into base contact with Theron (Egret Dodges towards Theron) then Attacks: Momentous [2]. Attacks again [1]. Egret uses Flurry with Bonus Time on Friday which pulses onto Spigot and Tapper. Uses Snap Shot on Lucky; Swift Strike and Back to the Shadows to other side of Theron. I think I forgot to use Egret's Standard-Advance but oh well. Tapper uses Old Jake's to allocate two Influence to Scum then uses Marked Target on Theron three times before succeeding and Sprints 3" towards Theron. Jacear passes to Minx, who uses Pass'n'Move to Dodge out Scum's threat range, then Charges into engagement with Lucky and places the pitfall-marker behind lucky: Momentous ><. Lucky triggers Pit Fall. Back to the Shadows to block Scum charge lane to Minx. Hooper Charges Theron: Momentous knockdown. Minx Sprints. Scum Shadowlike and Charges Minx: Miss. Minx Counter-Attacks: [2]<<. Minx Back to the Shadows towards Brewers' goal. I know this is wrong I think I must've gotten confused about who's was the active player. Ah well, it is only a friendly match. Turn 2 - Hunters have initiative. In the maintenance phase Lucky takes [3] from Bleed, Tapper, Spigot and Friday each take [2] from Poison. Zarola Charges into base contact with Spigot: Momentous [2]<. Fahad uses Linked(Zarola) activates and Charges into engagement with Spigot: Momentous [5] <<. Spigot is Taken Out. 2-0 Hunters. Fahad Dodges behind Zarola. Friday uses Shadowlike towards and Charges into engagement with Minx: Momentous tackle & Dirty Knives on Jaecar. Minx Counter-Attacks: Momentous [1] < to Dodge out of engagement. Friday passes to Tapper. Uses Get Over Here(Scum). Minx Charges Tapper, Friday makes a Parting Blow: miss, Charge Attack: Momentous tackle [3]<<. Tapper is unable to Counter-Attack. Takes a Shot: Goal! 6-0 Hunters. Uses Marked Target on Friday and Back to the Shadows into engage with Tapper. Goal Kick scatters towards Minx. Tapper activates Commanding Aura, Attacks Minx: Momentous Knockdown. Charges into engage Theron: Momentous [6]. Uses Old Jake's to allocate 1 Influence to Hooper & Lucky each. Jaecar Sprints towards the Brewer's goal, Ball Snaps To him and he make a Tap In Shot. Goal! 10-0 Hunters. Goal Kick scatters to Scum. Egret uses Flurry which pulses onto Hooper, Lucky & Theron; Charges into engagement with Friday, who declares Defensive Stance: Momentous ><, Dodge to engage Scum but not Friday. Back to the Shadows to put Scum in between Friday and herself. Hooper activates True Grit and removes the Poison condition, Attacks Theron: Momentous [5]. Attacks Theron: [4]. Attacks Theron: Momentous [7]. Theron is Taken Out. 10-2 Hunters Lucky uses Sleight of Hand to remove Poison. Uses Stack the Deck. Uses Raise the Stakes to Dodge towards Egret (Minx Dodges towards Zarola). Charges into base contact with Egret: Momentous [2], Egret Counter-Attacks: Momentous < Scum uses Shadowlike to Dodge out engagement & Sprints towards Hunters' Goal and 4" of Tapper. Turn 3 - Hunters have initiative. In the Maintenance Phase Friday, Jaecar & Tapper take [2] from Poison. Jaecar charges into base contact with Friday, who declares Defensive Stance: Momentous [6]. Friday is Taken Out. The final whistle blows. In the end the score is: An exciting match. I made several mistakes but nothing very beneficial to my team I think. Clearly I'm still learning the rules so would appreciate where I broke them being pointed out. Also any suggestions on how I can make these match reports more enjoyable to read is welcomed. Remember, the Hunt is on!
  27. Hey guys, How does VHearnes Last Light interact with Fear? I.e. VHearne uses Last Light to cast Skewered at Ghast?
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