Jump to content


Popular Content

Showing most liked content since 02/22/2018 in all areas

  1. 10 points
    The Alchemist pairings as I see them are as follows. Worst: Farmers with Grace Grace is essentially the hardest counter to Smoke in the entire game and until they give us a player that can throw both types of AOE it will continue to be this way. She picks up the fire AOE right after the model that placed it activates and then quick foots the most dangerous model on their team. Farmers are the worst due to the constant healing of harrow that can counteract the poison condition. Farmers also have some of the largest HP pools in the game so waiting for them to bleed out to conditions takes the longest. The reason this falls into our worst matchup is that the team is well set up to deal with Katalyst. Counter charge and Millstone's aura means that they can control where Katalyst attacks and end his activation prematurely with well-timed counter-attacks. Furthur controlling Kat is their easy access to knockdowns preventing him from coming into them while on fire. The best thing going for us in this matchup is the fact that they don't control the ball particularly well allowing us to play an all in goals plan. The downside here is our guild is not great at the 3-0 plan. Pretty Bad: Union with Grace This is bad for similar reasons. The main thing here is that without counter charge your Midas list has more control over when and where you get them and they don't control kat that well. However, they do kill him very well. Skill-based: Alchemists, Brewers, Engineers, Hunters Obviously, the Alchemist mirror is a straight 50/50. Brewers, Engineers, and Hunters are here because they have the ability to shoot back at you, have control elements, and/or tough hide. Typically the better player wins these games. Advantaged: Blacksmiths, Farmers without Grace, Fisherman, Morticians, Union without Grace Blacksmiths are a guild all about insane turn 1 pressure and the ability to ride a lead all the way to the finish line. Smoke is very good at denying turn 1 pressure this combined with the fact that apprentices have below average health gives Smoke a leg up here. Morticians also struggle into Smoke due to the fact that they have the lowest health pools in the entire game. The fisherman matchup should largely be about how well you can kill the ball vs shark. If they drop corsair into you hide your entire team behind a wall and throw bombs on them till they die. This works because Lure and Drag cannot move models over an obstruction and Corsair is pretty bad without access to lure and drag. Farmers and Union lean on grace really hard to deny your control and if they leave it at home they have the same issues as everyone else. Heavily advantaged: Butchers, Masons, Ratcatchers Alchemist's is an absolute nightmare for Butchers. Filet has very few ways to deal with Compound and Ox should never be able to get to you. Masons have a ton of really interesting ways to counter smoke but all of them look better than they actually are and can be played around fairly easily. Smelling salts only works if you have the last activation then the first activation otherwise smoke just puts the conditions back on or Calculus blinds the model coming into your lines. Lucky can be countered by holding the fire AOE until late. The biggest tool they have is the vet harmony aura that absorbs damage. If they use it to prevent a witness me it can invite disaster. You will need to put pressure on her life total. Ratcatchers will suffer from condition control super hard due to the nature of disease. They can play the ball against you but their ability to get it back from you is severely worse than the Fish. Like it or not a competitive Alchemist players mindset need to be "I am a Smoke main with a pocket Midas for her bad matchups."
  2. 9 points

    Morticans and mercenaries

    Hello there! I finished the Bonesaw! At least without the base.... I still have to build and paint it, and certainly put some blood on the blades. But it will be done with the last Mortician: veteran Grave!
  3. 9 points

    Organized Play Update

    Everyone that plays a major guild and plans on doing so even once this becomes tournament reality, take a step back, think about HOW you're going to counter Piper and the other Ratties with your own players and get some practice going. We all have a distinct advantage of knowing EXACTLY the captain choice of this team, which you can't really say about other guilds. Plus, if you don't like your main captain's matchup against Piper... time to learn the other captain of your guild. C'mon people! Let's be challenged instead of crying for nerfs!
  4. 8 points

    Chiseling away at the fallacy.

    Hello again sports fans! Today I'm going to talk about one of my other favorite Mason models, and a source of great contention: Chisel. The main point of contention is: Chisel is bad at what she does. But the real question is: What is Chisel supposed to do? The easy answer is that she's supposed to do damage, because she has Crazy and Painful Rage, two abilities that make it seem like her core role is to get up as high as possible in her playbook for big damage numbers. And yes, like many Masons, Chisel has bigger numbers later in her play book, made stronger with the potential combo of Tooled Up and Painful Rage. But it takes a lot of resources and timing to make Chisel decent at doing damage, so in this light, she's a bad player who just doesn't have the damage output to effort balance that other Masons do. And so, you're right: Chisel is a bad damage dealer (or at the least, is' the same as other Masons at doing higher level damage). But what if Chisel isn't meant to be a damage dealer? What if Crazy and Painful rage are merely tools to help Chisel do her real job, instead of indicators that she's pretending to be Cosette? For me, Chisel is the Mason Ball Retriever. Ball Retrieval: Masons have a strong scoring game, but once you score, how do you get the ball back? The Majority of our players have 1" melee, and those that have 2" melee are rather slow and not an easy to reach Tackle (Brick and Mallet). But then there's Chisel. She has a 2" melee and a momentous Tackle on 2 successes, arguably the best option for getting the ball back in the Guild. She's also SPD 6/8", so she can get to where she needs to go to threaten the ball, or take it away. But lets take a look at our typical strikers and ball holders? They usually have high defense, hang around near Cover, and in the case of Brisket and Flint, have Charmed to boost their defense. They also tend to hide behind the rest of their team, so getting to them can be quite the trick, especially because of crowd outs. This is where Crazy comes in. With it, Chisel becomes TAC 7, and with her Tackle on 2, has a much greater option of being able to ustilize the dodges in her playbook to get to the ball holder, strip the ball from them, and kick it away to an available team mate, or out into the open away from the opposing team. In my experience, if Chisel is near the person with the ball, she can get it. Unpredictable, High Def, Gender based DEF boost, crowd outs...Chisel can get around it all. The only thing she can't ignore is Close Control, but she can trigger it easily enough for her follow up attack, or for a Parting Blow. Survivability: Generally the Masons lean on their ARM stat to take the hits, but Chisel is in the camp of the 1 ARM Masons, and with 13 health, is in danger of being taken out easily, especially if you're using crazy. But if used right, Chisel can be rather hard to remove from the field. Sadism lets her heal each time an enemy model in 4" takes damage, even if a different model on your team is doing the attacking. Assuming you give Chisel 4 influence, she can go Crazy, activate Sadism, hit an opposing player three times (looking for her 2-4 columns of options), allowing her to dodge, generate momentum, and heal. After your attacks, she's healed up her Crazy Damage, possibly put Feel My Pain out, and likely dodged to a better position, as well as having generated 3 momentum. If she had taken damage before, she can still Take A Breather to get her health back up 4pts. Feel My pain also triggers off parting blows, so if you're engaged by models that can only damage you (Fish), you can cake a parting blow from a player, damage them, and heal up from Sadism on her way to chasing the ball. Annoyance: Chisel can be very annoying, from her 2" melee, to her dodges on her playbook, and most importantly, because of Feel My Pain. With FMP in place on a model engaging Chisel, they suffer damage every time they attack Chisel, which heals her if you have Sadism up. No matter what option they choose, Chisel gets healed and they take damage. Say they decide not to attack her, and walk away? Chisel doesn't have a knock down, but she can still do damage on the parting blow, which heals her, and denying someone the charge with her melee range is always a good option. So with set up, Chisel can just be frustration to remove from the field, leaving your opponents choosing a different model to focus on instead of lesser returns against Chisel. BUT WHAT ABOUT PAINFUL RAGE?!? It's a trap! Well, it's not a trap, but what it does is allow Chisel to start her healing shenanigans without having to worry about using Crazy to up her TAC to reasonable levels. If Chisel has taken a fair amount of damage and is below 6, her TAC goes up to 6, which makes hitting the first two columns of her playbook easier to access. This allows her to Tackle, to dodge, and to dodge/damage, allowing her to re-position out of harms way, to heal herself with momentum, or to even trigger Sadism if she wants. Does it also allow her to do more damage? certainly, but I see that as a guard against being engaged by a Tough Hide model when she's low on health, so she can still trigger Sadism and get her self heal up and running. It also allows you a better chance at a counter attack being successful if she's attacked before she activates, and gets damaged to below Painful Rage levels. So, to summarize: Chisel is the Masons answer to "how to get the ball", and can absorb a lot of damage and heal it up with her built in healing tech while she harasses strikers. Pick your targets wisely, don't throw Chisel into a scrum unsupported expecting her to kill everyone, and let Chisel chase the ball like she's built to do. Thanks for reading!
  5. 8 points
    Granite's aesthetic design actually helped draw me to the game in the first place. My subsequent disappointment with her performance on the pitch and analysis of her card, however, make me feel like I'm having some kind of dissociative episode whenever I watch people trying to defend her. It's deeply surreal to me. Perhaps the most damning thing is the arguments in her favor. The most common I've seen on this forum is, "Granite's fine/okay/pretty good, I'd just never ever waste a 1 slot out of 10 to even humor the idea of fielding her.". Along those lines, I've heard a member of my local playgroup try to insist, "She's not bad, she's just 'Masons bad'. The other Masons options are just so good, she's crowded out.". Okay, here's a thought experiment, imagine that Granite is totally factionless. What if anyone could field her! Is there any team that would? I'm sure you can maybe think of some magical christmas land combo scenarios, but I promise you, if you playtested it, she'd underperform. EVERY TEAM IS COMPOSED OF OPTIONS BETTER THEN GRANITE. I sympathize with the case Devilsquid has made. I once tried to convince myself of much the same, but here's the thing, his case for her is essentially just as condemning. In the best case scenario described, Granite is a sinkhole of utility. A huge amount of strategy and resources must be committed in the name of bringing her into a position of being merely functional. Ideally, every piece in a coach's team should grant some kind of advantage, but for fun and balance sake, also contain some flaw or drawback the opponent can potentially exploit. The recurring, bone deep, theme of Granite is that she works the opposite way. She's a drawback that her coach can sometimes potentially exploit for some kind of advantage. But why so? She's got a great playbook with good character plays, decent TAC, good kick, lots of health, and (AND!) out of activation movement. Out of activation movement! Well, lets come back to that. To my mind Granite has three core problems, but the third seems to be invisible to most people, so requires some explaining. So, in order from most to least obvious... 1) She Is Literally Hobbled: At some point in Granite's childhood someone broke her ankles and set them incorrectly to insure she'd never run again. She's so slow that if (when) she gets taken out, she's basically just flatly gone from the game. In most games it'll be a glacial age and a lot of wasted sprinting influence before she can waddle back to a position where she'll be relevant again. At Defense 2, she'll be hit with every single enemy character play, meaning that once you do get her in a good position, your opponent most often can and will easily fix that for you. 2) She Is Easy To Ignore: Her 1'' melee zone is unforgiving and unforgivable. I can understand not wanting her to be able to apply a 2'' zone offensively, but not being able to effectively project gang ups/crowd outs, threaten Parting Blows, or reliably counterattack, means she fundamentally cannot fulfill the basic requirements of her archetype. She's meant to be a viable alternative to Brick, but Brick passively generates a 6'' aura of control for no Influence, while Granite projects 3'' of control for 1 influence and lost tempo from activating. Name a guild and I can point you to a model who does a better job of gumming up the pitch more reliably. More often then not it only takes 1 influence totally paralyze her, to punt her helplessly out of position, or 1 momentum to glide past untouched and indifferent. 3) Most of Her Traits Are Secretly Penalties: 'Determination', 'Between a Rock...', and 'Foundation' are not benefits, they're partial refunds. This, I think, is core to what makes Granite's card objectively bad. 'Foundation' does not grant Granite "extra" moment. Its effect is functionally identical to "This model has [MOV 6''/8''] on the first turn of the game". 'Between a Rock...' is only once per turn, meaning Granite it elevated from hobbled all the way to average MOV for a turn if a friendly model takes damage from an enemy action while within 4'' of her. [DEF 2+] [ARM 2] leaves her so vulnerable so often in practice 'Determination' often feels like, "This (DEF 3+) model has [-1] DEF unless crowded out". I'm partially convinced Granite must have been insanely broken in some early iteration of design, leading Steamforged to massively over-correct before rushing to release for some reason. The easiest way to fix Granite (and yes, she badly needs fixing) might be to just remove all her traits but Sturdy and refund all the deficits attached to them. Would anyone draft Granite competitively if she had [MOV 6''/8''] [DEF 3+] [ARM 2] and Sturdy as her only trait? I think it might be worth trying out on the table. It'd essentially make her almost unique as a model, one who's main gimmick is having virtually no gimmicks, just good to decent stats.
  6. 7 points

    Tactics for the Blacksmith Guild

    In tandem with @Mako excellent beginner player rundowns, this is a post for beginner tactics for the Blacksmith Guild to improve our new player resources. It is not intended to be a bible nor do I propose this is the only way to play Blacksmiths. Please feel free to suggest your own tactics that would be useful to a beginner here. I will outline a few strategies I have played myself which may or may not be helpful. Together we will try to make this a useful guide for beginner players - remember this is not designed for the 'expert' or top-level play. If this works we will roll it out to the other guilds as well to help improve anyone looking to start playing the game. Playstyle The Blacksmths are capable of take outs and scoring but have strong leaning towards scoring goals. They have plenty of armour and it will weaken some attacks but do not think they are invulnerable – Blacksmiths are easy to hit and will suffer from Character Plays and Knockdowns much more than other teams. Their armour when used well can make them frustrating to attack for low TAC opponents, but high TAC teams will still crush them as many players have low health. With many 8” Kicks and several 4 dice Kicks, Blacksmiths are one of the best football teams in the game. They should usually keep an eye on where the ball is and try to play for goals with opportunistic take outs. 1: Team Selection Some key features - Blacksmiths are split into Masters and Apprentices. Unique to Guildball, this means that you are a little more restricted in your squad choices for two reasons: 1. You must have equal number of Masters and Apprentices (type is written at the bottom of the card). 2. Some apprentices do better with their specific master. This means that when picking your team, unlike in other guilds you will want to pick 3 Masters and 3 Apprentices that complement each other. For example, if picking Alloy, you will want to pic Hearth as she unlocks his abilities. You do not HAVE to take the master/apprentice combos (and some work fine with other masters such as Cast & Furnace rather than Burnish) but when starting out it is recommended you take the couples together to learn what they can do. Master Apprentice Ferrite Iron Anvil Sledge Furnace Cinder Hearth Alloy Burnish Cast Farris Bolt However Blacksmiths have an ace in the hole – they can pick ANY master to be their captain. This means that you can vary your playstyle to match your opponent and potentially have up to 6 captains to choose from! TIP: Remember that regardless of whether a master is a captain they can still fire their legendary – it just only triggers the top sentence that applies to the master only. When picking captain the default choice is Ferrite. She provides a speed boost to the team as well as Hobble (crippling enemy movement on DMG), can do a lot of work with 5 INF, and is one of the Blacksmiths best strikers. TIP: Hobble works on any DMG not just melee. Combine with Burnish to drop -4/-4 MOV on enemy players in an AOE (Hobble + Burning). This also works on Cinder’s Hot Shot, Alloy’s Dirty Knives and Cast’s Shield Throw. Alternative captains are Furnace for Searing Strike to push through enemy ARM (useful into all teams except Farmers, especially Blacksmiths and Masons), Anvil for Tough Hide to reduce DMG vs beatdown teams, Burnish for the 3 AOE turn of fiery doom (Tool up from Furnace to do 4 DMG per hit). Hearth and Farris captains are situationally good so not recommended unless you have tried them as players first. Suggested Teams for beginners: All Rounder: Ferrite (C), Iron, Alloy, Hearth, Furnace, Cinder Scoring Team: Ferrite (C), Iron, Alloy, Hearth, Farris, Bolt Fire Team: Burnish (C), Cast, Furnace, Cinder, Alloy, Hearth 1: Kick/Receive Blacksmiths are very strong in both kicking and receiving. It is recommended that every team take Alloy and Hearth for this purpose. Together they can provide kick off pressure or threaten a first turn goal if they receive. Possible kicking strategy Alloy provides a lot of kick-off pressure when starting in 6” of Hearth. Able to move up 7”, take an accurate Kick and then first activation take 2” melee from Hearth and go for the ball and a goal. Enemy teams will have to be careful where they put the ball under this pressure. TIP: Alloy is fragile and vulnerable to beatdown. This is not recommended into Morticians or Fishermen as both can pull Alloy easily into a beatdown situation and outside Hearth’s boosting aura. Be careful to know if your opponent has melee threats that can reach Alloy. TIP: Ferrite can boost Alloy’s already large ball threat range with her Legendary. Possible Receive Strategy With most players able to successfully pass the ball, simply pass it along to Alloy to generate some momentum and then jump Alloy 4” forwards using Pass N Move. Then Alloy has 9” run, 2” Acrobatic, 8” shot – 19”+4” jump, 23” goal run. Ferrite can boost this to 25”. TIP: Back to the Shadows and Run the Length can be combined into an 8” Dodge at the end of activation. So if Alloy can hit someone as well as score, he can retreat to relative safety. There are alternative setups for this – Farris & Bolt also provide a similar Turn 1 score and Ferrite Kick Off can be combined with Get Over Here (Iron) to provide pressure. 2: All-Rounder Strategy This block of players is a good place to start – 4 players have an 8” Kick and Iron is a special case (see below). Hearth shouldn’t really ever be trying to score – if she is, you’re probably getting desperate but even there she has a 3/6” Kick. But this team is also pretty good at beatdown. The Beatdown Side Look to weaken models with Ferrite (Disarm and Weak Point, KD if lucky), rip off their ARM with Furnace, KD with Hearth. Once the target is prepped, go in with Iron or Alloy. Furnace should be Tooling one of them up to go nuts if possible. Iron should be hitting 4 DMG if prepped properly (and 7 DMG if the dice like you) for 12-16 DMG – enough to takeout many players. Even better use Hearth to give Iron 2” melee to avoid annoying counters AND +2 net Hits to potentially hit that sweet 7 DMG. Alloy can similarly be boosted (Alloy can take Anatomical Precision if Hearth gives him 2” melee) and should ALWAYS pick Dirty Knives as the first result. This deceptive result can do 3 DMG if they don’t clear the poison, is momentous and crucially is -1 DEF. The next 3 attacks (because who isn’t within 9” of Alloy?) will then likely hit the 3 DMG – for 10-12 DMG. Not too shabby. All momentous. However you shouldn’t discount the Masters from beatdown. Hearth and Ferrite both have 4 column playbooks with TAC 5. Both have a way to ‘boost’ the effectiveness of their attacks (Weak Point and KD). If you can hit that 3 DMG at the end of their playbooks or better yet, prep them with some crowd outs for wraps, both these ladies can do a lot of DMG (and one is probably your captain). The Football Side While punching people in the face is hilarious fun (*don’t try this at home kids), it should really be used to either close out the game with a take out or take out powerful pieces from the board (support models like Millstone or Ratchet are perfect targets as they weaken the whole team when gone). Meanwhile you should be chasing the ball. Everyone other than Hearth is a ball threat (and Hearth is a great ball stripper with an easy KD). Alloy, Furnace, Iron and Ferrite all have very low Tackles, and Hearth can give Iron and Ferrite 2” melee to avoid counters. TIP: Use This! works on ALL Blacksmith models, not just apprentices. Consider giving it to Ferrite if she is your captain for some janky goals as she is both fast, has a 2” Dodge and a low Tackle. Once you have the ball, Alloy, Iron and Cinder are all great scorers. Alloy and Cinder are both 8” KICK threats – as long as they are up the field they should be able to pop it in the goal. TIP: Cinder is a great target for Instruction. It works with her Hot Shot ability so that she has a good chance to Tackle the ball at 6” and then score. Alternatively, use it to get the Momentous Dodge so she has the momentum for a goal. Iron deserves some discussion. Battering Ram can be used to simply push through 1” melee models as if they weren’t there (remember to hit them at a suitable angle to push them out of the way). If he can’t push people out the way, Close Control means that Iron can risk parting blows against models that don’t have KDs (his 2 ARM should prevent the wrap preventing double T). Impetus means that Iron has a native 10” run, Ferrite can not only potentially boost this to 12”, but also Get Over Here can boost it further. Combined with Battering Ram, this can allow Iron to race from one side of the field right up to the goal. Hence Try Hard. Iron should usually be in Snap Shot range when taking goals because of this. TIP: Battering Ram can be used to move models into better positions to attack – e.g. out of cover, into a Gang Up ranges etc. 3: Scoring Team Strategy These players are built to score goals. By taking Furnace and Cinder out and putting Farris and Bolt in, you lose access to Tooled Up and Cinder’s Hot Shot as well as Searing Strike. This weakens the Beatdown options. Instead you gain a super goal scoring threat and the ability to KD models without rolling a single die. Take the above tactics but adapt them – now you can pass the ball to Bolt and if he starts within 6” of Farris, he can walk 4”, pass the ball, jump 4”, I am Open for free back (Alloy or Ferrite are great targets for this), jump 4” and then run 6” and Kick 6” for a 24” goal threat. Farris can boost this to 28” for 2 INF, Ferrite can take this to 32”. It’s pretty long. TIP: Be careful with Bolt – I am Open is only 6” so don’t jump him to far away from his target. Bolt’s other ability – Shoemerang is a curious beast. It allows Bolt to target ANY model (including himself) to take 2 DMG. If you target a friendly, no dice are rolled. Then an enemy model in 4” gets KD. This can be very powerful into high defence model such as Fillet with Swift Stance up or simply to scatter the ball so Bolt can retrieve it. TIP: Tutelage can be used at any point during the activation as long as you started within 6” of Farris. Stamina can always be used regardless of Farris. Farris’s unique ability is not only can she place the ball (as long as not engaged) in front of her up to 1” away, she can then kick it. This gives Farris a sort of 8” KICK. It can also be used to place the ball such that the line of kick doesn’t cross any enemy models to avoid losing dice. Farris can do Impact – basically a run/hit. This requires that she get base to base, so it does expose her to counter attacks, but it does give her a 12” threat range for 1 INF. Ride Off – her legendary, allows her to hit someone with Impact, push them, scatter the ball and then keep moving to grab the ball and maybe then pass/score (remembering she can use Give it a Whack to drop the ball closer to the goal). She will take parting blows from Impact, but with ARM 3, many models will not be able to KD her, so you can shrug these off. TIP: Impact does not trigger Unpredictable Movement – use this on annoying 2” melee models like Obulus (Midas you can just sit outside 1”). TIP: Be careful when moving Farris for an Impact – you should use steppers or something accurate as you need to know how much movement you have left after the attack. 4: Fire Team The Fire Team tries to leverage all the synergy with Burning that the faction has. Using Burnish and Furnace, you can pump out a lot of 4 DMG AOEs, and Burnish, Furnace, Cinder can all put the burning condition out. Cast can then do terrific beatdown – once Furnace has stripped armour and set the target burning, Cast should be hitting her high DMG slots and with Tooled Up and +1 from Burning, do 4 DMG easily. Shield Glare is also a must to cripple models. Use Cinder and Alloy to score goals while the team controls the opponent by setting them on fire and threatening Cast. 5: Other Guilds Other Guilds will vary in their threat angle, but the biggest threats come from control teams (such as Engineers and Morticians) and beatdown aggressive teams (Union and Butchers). But a special place is reserved for Alchemists. Smoke and her chums can shutdown Blacksmiths very quickly and with the vulnerability of Apprentices (low health, often low DEF), she can kill off models before they can reach and interact. Anti-Alchemist options Speed. Blacksmiths are surprisingly fast. I suggest the Scoring team into Smoke. Go for speed and try to engage Vet Katalyst with Farris to tie him up. Once enagaed Smoke will be less likely to play games with AOEs and Smoke herself is very vulnerable as many models have 2” melee or can get it. Try to target the models producing the AOEs for beatdown such as Mercury or Calculus. Be very afraid of Blind – one of your models will be Blinded a turn (because low DEF) so taking Calculus off the board early is crucial. Try to repay the favour with Ferrite (remember Hobble). The Fire Team also has some option – using Burnish to ‘clear’ conditions and potentially use his Legendary to shield the team for a turn.
  7. 7 points

    Darn SJW's *shakes fist*

    https://store.steamforged.com/collections/guild-ball/products/the-exiles-new-alliances The new Alliances box is ALL WOMEN!!! REEEEEEEEEEEE!!!!!!! How DARE they patronize their consumer base by providing them a unique and interesting cast of characters who deviate meaningfully from norms to fill interesting design spaces among aesthetic fantasies! GRRR!!! I wish SFG would quit pandering to the overly sensitive hordes of ESS JAY DUBYAHS!!! It's probably because there are hordes of snowflakes who get offended at the merest thing. Such as representation of a demographic which doesn't align with their worldview! My women friends who totally exist feel infantilized by this shoehorned representation which only exist to tick diversity boxes! Don't they know that women have naturally less upper body strength and thus are ill suited to the sport of Guild Ball! (Disregard the practicality of scythes, wooden robots, magic, and the egregious amount of dangling blades each of the butchers carry) *shakes fist impotently* But actually SF, this is awesome and I wanted to thank you. A greater diversity of stories is always welcome, and whether that variety is an accident or a conscious awareness of tropes and trends to avoid is beyond the point. My daughter was born 10 months ago and I'm hoping that by the time she's old enough to begin identifying with fictional characters she'll be able to find herself reflected in any archetype she wishes. Also more pretty women are always welcome.
  8. 6 points

    Game Plan deck discussion

    I've played 9 tournament games with the cards now and I have never experienced anyone taking a problematic amount of time choosing a card and never experienced any feel bad moment. In fact rather the opposite - being behind a lot in momentum lets you play one of your really low initiative cards and get a sweet bonus. I like them, and feel that a lot of complaints at this stage are exaggerated hot takes. Sure, the cards might have flaws, but they sure as hell are more interesting and fair than the dice roll and old plots imo.
  9. 6 points
    I agree with Gauntlet and I've actually had the conversation a lot locally with people in the South of the U.K. Guildball doesn't really have a off mode, it's hard to draw an example from another game but let's use 40k. 40k you can play narrative games, you can recreate hugely cinematic moments, you can forge your own characters, make your own scenarios and run campaigns. Guildball really lacks the capacity for a lot of what "Casual" games normally offer. Guildball is 1 scenario, 6 players with only 2 ways to "win" the game. For example say you're playing Age of Sigmar and you make crazy scenario where deamons are pouring out of realmgates and victory conditions aren't anything to do with achieving a points it's purely a narrative victory / loss. Guildball ultimately a mechanical game about achieving your 12 VPs to win the game. I think the toughest for me is trying to sell the game to newer players that are trying to break into a community of experienced players. There is no two ways about your first 3 months of Guildball against players that know the game mechanics just somewhat are either them letting you win the game, or them beating you and explaining the mistakes you made. It's not exactly a "enjoyable" learning curve losing over and over again. I don't think Guildball can never be played casually but I think Guildball at it's core is a competitive game with a ultra tight ruleset that allows people to compete at high skill levels very well due to the nature of the rigid mechanics it has.
  10. 6 points

    Hunters.. done!

    So I bought my first box of Hunters in November 16. It's now March 18 and I finally got the bloody buggers done - no more proxies for the younger brother! After managing to make the alchemists more drab than a goth funeral, I decided to try and perk up my painting. I still can't decide whether I like the result or not. I've bought Fish for my next team and I think I'll paint them up in classic colours, just to get my mojo back.
  11. 6 points

    I love Guild Ball miniatures!!!

    Had a little time away from painting of late due to catching what felt like the plague. Now that I'm past the worst of coughing up my lungs I've got back to throwing so paint about. More Pirates you say? well here you go! 5 more of the Union all done and until the pictures of the Pride model I thought the last, Yay! I get to do another coin base . Here's a couple of pics of the green stuff work. Rage was a challenge this time around, the head I had to work with was a slightly larger scale so I had to bulk him out quite a bit and sculpt on some different arms but I'm pretty happy with the way he turned out. My apologies for the delay of my reply. For Anvil's beard I did a basecoat of Dheneb Stone (GW foundation paint).I gave it a light wash 50/50 water and Agrax Earthshade, once that dried I used neat Agrax Earthshade in the deepest recesses. After that I highlighted the beard using Dheneb Stone and adding white in for further highlights. I hope that helps you out a bit if you've not already worked something out, The colours I've used are out of production but I'm sure you can find similar colours from GW or other ranges.
  12. 5 points

    Hunters.. done!

    My first update in nearly a year. Nothing special, just some bits and pieces. First, I managed to finish off my first three teams. Every single character with a miniature. Huzzah! Some of the models turned out pretty good (Hammer, vBrisket, Benediction) while others turned out a bit meh (Granite, Shank). I'm fairly happy with how the teams turned out as a whole. Then we have team number four, and here's where things start to go askew. I had a plan for my Alchemists of a murky colour scheme with explosive highlights. The image I had in my head was to try to replicate the skaven look, dirty and grim with contrasting brightness of warpstone. In the end it just turned out looking drab. My first team that I'm disappointed with. Hey ho, can't win them all. On to my nemesis... the Hunters! (except they are causing their own problems. More on that at a later date)
  13. 5 points

    I love Guild Ball miniatures!!!

    Apologies for the picture spam but I've had a lot to catch up on of late, this time around I was asked to complete the Farmers team for a Mr David Cameron. Given David's namesake he decided on a little conversion for the Pig goal, other than that the models are as stock barring the rebase.
  14. 4 points

    Back to the Caress

    The start of an activation and end of an activation are both single points in time. Work out what triggers at that single point. Once you begin resolving an effect you have gone past that trigger point. So in your example Minx ends her activation and determines what triggers at the end of her activation. In this example Back to the Shadows triggers, Grim Caress does not. Once you begin to resolve Back to the Shadows, no further end of activation effects will trigger as you have gone past the end of activation trigger point. Grim Caress does not trigger.
  15. 4 points

    Darn SJW's *shakes fist*

    I have an issue with SFG producing interesting and varied models... I’ve had to clear space in a second cupboard for things
  16. 4 points

    Morticans and mercenaries

    I continue with the Morticians and Bonesaw! It is still in progress. But it is already well advanced and I will finish it soon One gave me that for the colors: The orange on the wrists will certainly be more ... orange at the end
  17. 4 points
    Jamie P

    Organized Play Update

    Well, firstly I'd be interested to see if anyone actually does that. Secondly, if it really is an issue just call a judge over for time wasting. Lets give people a chance before we convict everyone without trial.
  18. 4 points

    Game Plan deck discussion

    Wow I'm impressed. 1. "does he have a 7+ card?" is functionally the same as "is he going to roll a 6?". 2. If you always go for the autowin you're playing cards with poor effects or downsides while the opponent gets to take anything they want. This is a major downside. 3. The trick is that if you're going to lose init anyway, you get a nice benefit out of it now where before you got stone cold nothing. This is definitely not a downgrade. There's also the mindgame - if you're 2 up, your opponent is likely gonna pick a +2 or something this turn, so you can afford to do the same, but then they might take the 7 on the offchance.. etc. It adds strategy. 4. Dig Deep is really good if you are behind on initiative. Being behind on initiative is not uncommon. If your opponent has a +3 to their roll, what would you prefer - a 1 in 12 chance of going first, or +1 influence and +~2 momentum? Because I know which of the two options I would pick. 5. Sure. Then if your opponent has a high number (or just more momentum) suddenly they get the benefit instead of you. Remember that you have to play all five cards. If it gets to turn four and you're in a situation where giving your opponent a free 4" dodge is a problem, tough, you're playing that card anyway. 6. And there are games in the previous ruleset where you never got to contest initiative, too. The difference si that this way round, you at least get to choose when you get your highest number on the turn where it's most important to you. And when you lose initiative, you still get a solid benefit out of it rather than just being screwed. 7. I don't get how having all of these decisions and possibilities is a bad thing. This looks like an upside to me? 8. Like I said earlier, just put player B on the clock from the point player A has chosen their card. ---- I feel like you are overvaluing the 'but I might win!' factor of the old die roll. The old momentum odds were: +4: 1 in 34 +3: 1 in 11 +2: 1 in 5 (ish, it's 3 in 16) +1: 1 in 3 (ish, it's 10 in 31) The idea that in the old system there was a chance of winning even if you were some momentum down is true, but it was also never something you could plan around. You would never make a play assuming you were going to win initiative, without more momentum, unless it was your only chance of winning the game. Now, if you're down momentum, you can still try and play your 7 and hope for the best if you need to. That is an additional option you never had before, or rather it had way too low odds for you to ever attempt it. Alternatively you can get an actual benefit when you end up going second. Choosing which of the above you want (or somewhere in between, if you think your opponent is going to play a +2 for the more powerful benefit) is an additional strategic decision, where previously you just had to roll the dice and hope for the best. It's also way less grim when you lose initiative you 'should' have won. Previously if you had +4 initiative and you lost that 1 in 34 roll, you just got wrecked. You got no benefit whatsoever. Now, you have a choice. Take a calculated risk and play that +2 or +3 for a strong benefit Play it safe and drop your +4 or higher If you lost initiative when you played a +2, you took a risk and got punished for it - but that is fine if you did so deliberately. If you lose initiative you can think 'well, at least I turned my momentum advantage into a powerful card and my opponent is down inf / doesn't get much benefit' or 'I made the wrong decision'. That is way better than the old 'Oh, I'm screwed, and there are no decisions I could have made that would have been correct'. That just sucks because the advantage you built last turn doesn't reward you in the slightest, and it also sucks for the person who won initiative because you aren't winning it off your own correct decisions, you're winning entirely through luck rather than strategy. That's an awful point of the game for both players.
  19. 4 points

    Game plan deck revealed

    Hitting an event that has 0,0031423% of probability is usually followed by strong reactions.
  20. 4 points

    The Goal Post Thread

    I made this goal marker some time ago, maybe someone remembers it from Vengeance 2016 I made it from plasticard and some spare cogs.
  21. 4 points

    Farmer Errata has landed

    So I've had a day to sit down and take a look what has really changed and my gut reaction is - it's very well done and it's a lot of subtle changes (the Thresher playbook being the most direct one) to the team that come together as a very functional change to a team to reduce the power level of The Farmers while by large mechanically you're still looking to do the same things. A lot of the ranges have been reduced (Don't fear the... Fork' Off! Take One for the Team) have all been reduced. This is actually very important, going from 4" to 2" and 6" to 4" will force The Farmer players to have a LOT better positioning. It also means playing against the team you can force Thresher into a position where he either commits and has no Harvest Marker for Don't Fear the... or doesn't at all. That's not considering he already needs one if he wants his 3" melee. The new consumption of Harvest Markers (Fork' off, Don't fear the...) paired with Millstone's drop of influence means that resource management is now a legitimate question the Farmer has to keep in mind and has to strike a balance off removing Harvest Markers at the correct time or keeping them down to bank for a bigger turn next turn. It's no a longer a case of being able to keep 2 down and being a 15 influence team, there is now a element of decision. Lastly the Thresher playbook change is the most direct change to the team, making it so Thresher will wrap less as well shifting the splitting the 2KD result. I honestly think this is a fair change especially when considering some of the time Thresher doesn't need to worry about a player counter-attacking due to 2" and if it is a worry he can scoop up a Harvest marker to reap the rewards. Having the 2KD result just means you'd always take it on the first attack, now again you decide between taking the KD or taking the damage. All in all I think SFG have done a excellent job with this errata considering some of the sweeping changes that could of happened (Removing 3" of Thresher completely, making Take one for the Team a Heroic Play, remove Scything blow from Tater etc etc. Instead what they have done is inserted the element of decision into the team that previously had to make none to do what they did. They're mechanically the same guild but now will require better positioning, placing of Harvest Markers and crucially key decision making. The guild still has the potential to be a total powerhouse but in order to do so a player has to be making the correct decisions, have proper model placement and know when to use his active rules. If all guilds were like that, the game would be golden.
  22. 4 points
    Forum! Episode 16 is finally out! Sorry for the delay but this episode comes with some big quality improvements. I have fixed the new terrain intro so that it is less vomit-inducing, I have added a new intro, and a new logo. I was also featured on Beard Minis' latest episode where I play this same matchup but with a different captain. Let me know what you guys think and enjoy the match! Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov My Patreon: https://www.patreon.com/TheCurkov Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ Music: Epic - Bensound.com Beard Minis Feature: https://www.youtube.com/watch?v=OACpS8sBuE4&t=403s
  23. 4 points

    Studio Jolly Roger workshop

    Today we got some Farmers for you Enjoy!!! More: http://studiojollyroger.com/matias-guild-ball-farmers-team/ [/IMG] Check our blog and gallery! Get your army painted with us. Ask us a question.
  24. 4 points

    Falling into a trap

    You could run the (burinsh (captain), furnace, hearth, alloy, cinder, iron) line, that I've been havin' tons of fun with. Hearth can also captain the ship, to set up the apprentices, but we all know burning is better. Basic plays: -tool up burnish and set people on fire. If you can hit 3, use your legendary. -Kill the ball with a hearth powered cinder, at range. - threaten goal and takeouts with alloy. And to a lesser extent iron. -Use iron's battering ram to push your team up or away -laugh manically as you set fire to groups of people.
  25. 3 points

    Studio Jolly Roger workshop

    We had paint some promo models for the existing Guild Ball teams. I must say the promo Dirge should be regular Dirge. More: http://studiojollyroger.com/brets-lots-of-guild-ball/ [/IMG] Check our blog and gallery! Get your army painted with us. Ask us a question.
  26. 3 points
  27. 3 points

    Tapper - why ever bring him???

    Have you thought.? I know this is probably going to come off sounding a little blunt and so I apologise for that, but you have created this forum post to ask for support and advice regarding using Tapper but you already seem to be stuck with a slightly bias opinion that he is an ineffective super solo beater similar to Hammer or Thresher, which he is not.. Tapper is a "mobile" (4"/7" lol) support captain who sets up and enables the rest of his team to do what they do best... Anyway, starting from the top : He has a 2" melee, more importantly he is a captain with a 2" melee.. While I understand the pool of captains with this ability has become slightly over crowded since the release of the release of the Farmers and Blacksmiths, it is probably one of the most important stats in the game, so much so that the world almost ended when Thresher got boosted to 3" for free during his activation.. What this means for Tapper is he is able to cover an expanded area in the scrum he creates with crowding out bonuses, it's also a good way to neuter "Unpredictable Movement" on most characters, even if he does occasionally need to get base to base to continue swinging away. Regarding him being "Influence Efficient", in most cases Tapper can turn 1 influence into 1 momentum and it is not uncommon for him to receive 2 momentum on a charge or with enough crowding out bonuses in his favour. On top of that, at any time he can convert one of these momentum back into two influence and distribute it freely back to his team so they can use it to generate more momentum. The only non-efficient part of his tool kit is "Commanding Aura" and there has been an ongoing debate since s1 regarding you spend the influence to set up this up or roll it off the playbook, and honestly it largely depends on the board state.. Personally I always prefer to try and set this up from his playbook where possible, either by targeting KD or low defence miniatures (preferably both) or charging if required.. Looking at Tappers playbook directly, I understand what you are saying when compared to Grange who has a momentous KD on 1, or Thresher who has momentous damage all over the place.. I don't necessarily feel it is in a bad place though as in most cases you should be rolling 7+ dice under "CA" which gives you a momentous 4 damage on 4 successes which is far better than either Farmer captain if you just want to go the straight damage rout.. I would however suggest taking either the momentous push or double push on 3 or 5 respectively to re position your target deeper into your scrum.. Also, as a last highlight of Tappers playbook, if you are able to wrap due to hot dice or having correctly set up the scrum your bonus successes become +2/3 damage as a kicker.. Putting both his 2" melee and potential playbook results together, Tapper is quite capable of taking a full stack and knocking down 2-3 opposing pieces with no reprise then push them around with any remaining influence he has left which gives your opponent one activation to decide which piece he wants to save and may result in disrupting their preferred activation order.. In a worst case scenario they will be able to stand up a 2" melee piece, spend 2 momentum to pick up another team mate and then have a swing at Tapper in an attempt to run away from the scrum. I've already mentioned the main strength of "Old Jake's" and it's ability to increase the influence / momentum efficiency of the guild, but in a more linear context it increases the team to a pseudo 15 Influence / Turn team which is only really rivalled by Farmers (who recently took a hit with the nerf bat on this).. Not only that but it allows the distribution of this last bit of influence till later in your order activation so your opponent will never really know where the full stack is going.. In most cases I tend to use it to top up Spigot, Hooper or Pintpot before going in for a KO, but Scum is a surprisingly effective target for this and one a lot of players may not directly see coming.. While it's about to be a little toned down with the removal of "Sic 'Em" you can still give the cat a free charge which in the right circumstance can easily wrap for 6-9 momentous damage. I've also used this to fuel the cat at the beginning of a round before using Friday to re-position him for a charge / tackle / dodge / goal to win a game as a last activation when my opponent thought the ball was safe on his mascot at the back of the field. (although none of this really has anything to do with Tapper, Scum is just awesome) Getting back to my opinion of "Old Jake's" and why I feel it is the best non-legendary legendary play in the game, It is most easily comparable to Honour's "Topping Out", in a perfect situation that will hand out 5 Influence at once which can dramatically change the face of the game and be a huge boon for one turn, it does however require an early (if not first) activation to get the most out of.. Tapper on the other hand can give out 2 Influence every turn when it's needed (at the cost of one momentum).. While I understand this is not as overbearing as "Rigor Mortis" or straight up as damaging as "Get 'Em Lads!", or "My Gang", it is something you can use to your advantage each and every turn and it only increases in power the longer a game goes.. While I understand Tapper initially looks underwhelming when compared to the Farmer options (especially pre nerf Thresher) you can't just look at the cards side by side. Tappers main strength comes from the synergy of what he can do to magnify the output of the "squaddies" under him and then what they can do in return. For example, you could have Hooper on the field with one influence which you opponent is ignoring become a Tac 8 monster with a full stack to swing away with and +2 to any damage results.. As mentioned previously I think a lot of this comes down to your preferred playstyle and what you want to get out of the captain. In a lot of cases, Esters is a "safer" captain I just never seem to get enough work out of her, and while I do feel like the guild as a whole has fallen slightly behind the power curve / creep although I'm expecting this to be addressed in the s4 errata / update... Anyway, I hope that gave a little more insight as to why I feel Tapper is the "better" Brewers captain and didn't just come of as incoherent ramblings.. I know I didn't directly compare him to Esters but in reality they are hard to compare as they are two different captains with two completely different playstyles.. If you were looking for opinions comparing the two directly I can attempt to do so but it's currently 6am here and adding that onto this post would have created an even bigger wall of text.. TLDR: Tapper is an awesome front line support captain that can turn on and enable the rest of the Brewers lineup, he is not a super solo.. **edit** Preferred line up in draft order : Tapper / The Cat / Friday / Hooper / either Spigot (based on opponent and previous drafts) / Pisspot, Mash or Stoker (optional depending on opposing guild and previous draft picks).. I need more field time with Lucky and increasingly excited for the new Decimate as I have a feeling she will be huge in a Tapper lineup..
  28. 3 points
    Group shot, everybody squeeze in! (Ug, I probably need to use a real camera and not my phone) Super quick and cheesy goal marker I whipped up the night before playing in my first local tourney.
  29. 3 points

    Morticians post rat catchers

    I’m hoping when Hemlocke arrives the ladies murder squad vecomes a thing: Scalpel, Dirge, Cosset, Pelage, vHemlocke, oGraves Edit: all I need to do now is take my spare oGraves and sculpt him into a pretty frock
  30. 3 points
    I'm of the opinion that casual Guild Ball where you're just messing around isn't a particularly good game, and that style is done better by other games. If you're not trying to actually win, the game tends to stall out for a long time - either in repeated tackling of the ball off the enemy, then them doing the same back again, or in damaging an opponent and healing yourself, then they hit you back and heal themselves, and so on. If neither player has an actual plan for ending the game it tends to stall out into a grind. 'Sillier lists' aren't really a thing in guild ball because there are not many list building decisions to be made. Sure, you can play all-goals Butchers or try to go 6-0 in takeouts with Shark fishermen or something, but there aren't that many options for that sort of thing and normally it's just trying to make a team do something it's naturally bad at, rather than something that is actually any more amusing or interesting than the meta teams. I guess you could play for ringouts if that's what you want? The clock helps games not stall out so much. A lot of teams do have a split between takeouts and goals - many top teams get both goals and take outs. I wouldn't call casual GB particularly relaxed or fun - there are still a lot of decisions to be made at every point in the game, and it tends to take a long time. Most other games have a natural end (since your models die and don't heal much / come back) and are less prone to getting into loops where players end up repeating the same actions. For casual gaming these are important things to consider. In a game like 40k, you can take whatever army you like, move towards the enemy and shoot whatever's in range and 1) you'll probably get something done and 2) what you 'should' be doing with your models is relatively obvious. That isn't really the case in GB.
  31. 3 points
    I will see about adding photos at the weekend Football vs Football. Honour, Wrecker, Chisel Flint, oHarmony and Mallet vs Ferrite, Iron, Farris, Bolt, Hearth Alloy. Takeout on oHarmony after I mess up placing. 2-0 to Blacksmiths. Flint picks up a lose ball after Wrecker knocks down Ferrite. He passes to Chisel. She gets a crazy, Singled out, ganging up charge on Farris bounces off her with a triple dodge and taps in a goal in. 2-4 Farris gets taken out. 2-6 Ferrite gets the ball bounces around and scores. 6-6 Goal kick goes to Mallet who charges Hearth smacks her out the way and slots in my second. 6-10 Alloy is passed the ball and slots another home 10-10. Blacksmiths fail to take out Flint and I half kill Hearth after tackling the ball from her (terrible scatter). But I am unable to take a shot as ran out of influence. Blacksmiths win initiative due to the old dice roll system (haven't printed new cards yet) and Iron kills Flint taking it to 12-10 loss for me. Chisel spent the game providing crowd outs and scored my first goal. She never went below 8 health.
  32. 3 points

    All praise the plastic!

    Well I'm a gamer long before a modeler, so no surprise that I'm 100% behind plastic or even PVC over metal. But I'm an old gamer, was a GW player in the 80's and on through. I hated the initial plastic/PVC gaming models which were simply awful. But the quality has improved and most gaming companies are now either fully polymer or at least partial (see Wyrd, GW, Privateer as big market examples). I've adjusted. Of course as a major gamer > hobbyist I acknowledge that the process for me is less traumatic. Metal is heavy, it is a pain in the butt to assemble and when assembled it is more vulnerable to breakage. The materials are also increasingly expensive. Plastic (by which I mean the classic plastic which can be glued with plastic cement) is very expensive to prep initial molds. The detail can be (see Wyrd mini's) superb and while assembly can be tough (also see Wyrd mini's) the ability to use plastic cement glue and the lighter parts mean the models go together far easier and are more durable (but snipping off sprues and losing pieces does suck). Lighter models are easier to transport. While prices are rising I think long term plastic is a more cost effective and stable material than metals. PVC (which includes all polymer materials that require super glue for modeling) is not as detail sharp consistently as either of the other two materials. However improving CAD imaging, molding techniques and good quality control should mean that the difference is (1) small and (2) ever narrowing. If multi-part they need super glue which is more of a pain to work with than plastic cement but the lighter parts (compared to metal) still makes it easier to work with. Also the PVC molding makes single piece or pre-assembled models more realistic while maintaining acceptable visual quality. Lighter. While the cost of molds is very high initially long term this is probably the most economical material to use. There are other potential methods of mass model production being developed in PVC style composites, notably 3D printing style production line, not sure on cost or quality available at the high end here, but do know its improving. So my preference is Plastic > PVC > Metal. But I imagine PVC is the genuine future (for example Wyrd's new game release is a PVC composite). So I'll learn to love my PVC and imagine (and hope for) a steady quality improvement. Also with the increase quality of 3D printing and CAD design the simple fact is that more and more people will be able to manufacture limited runs of average quality (and steadily improving) PVC mini's. Companies need to get in front of this market. While metal mini's could (and I knew folks who tried) be 'home-made' the process was intensive, difficult and not a little dangerous, ranging from burns to toxic fumes. A home 3D printer is not the same. A recent Kickstarter for PVC 'fantasy-soccer goals' in a prime example of the creep of small PVC manufacture into the gaming market. This will get worse not better and I honestly believe the answer is to compete fire with fire, for long term viability the future is in PVC, as Guildball is tacitly acknowledging with its most recent releases. I am simply sad that the broader foundation early models are not getting the coverage in PVC, was disappointed with the Fishers/Butchers approach, Indiegogo was the wrong platform and the campaign itself was limited in coverage and incentives. I think with a different strategy this would work and will inevitably be the future. I acknowledge the distress and qualms of the modelers but ultimately I think the best idea is for Steamforge to drive innovation in this area to improve, narrow and eventually eliminate the disparity in metal-detail vs PVC-detail. In terms of long term profitability, I imagine they will eventually have no choice, it will be adjust or face market elimination. So I guess everyone needs to adjust.
  33. 3 points

    Being taken for Granite...

    Hey there sports fans! It's no secret that I'm a longtime fan of Granite, and I understand why many people don't like putting her on the field. She does require some finesse to get the most out of, so I thought I'd share my thoughts on how I like to utilize her, in the hopes that more players give her a chance. First off she's slow. Like, really slow. But there are ways around that, and the proper use of Foundation, Between a Rock, and support from your team can help mitigate that, and get Granite to places you didn't think she could. I prefer kicking off with her, because as she's going to be the center point of my scrum, she needs to hustle up the field, and the rest of the Masons are easily fast enough to keep up. If you kick off with her, she can clear the line with the ball, and then make her Foundation move. That puts her 6" up the field after kick off, on par (or better) than most other masons. Once the game starts, you always should keep an eye out for ways to trigger Between a Rock...From AOEs, to character plays, to attacks (even parting blows) every time someone on your side takes damage, you should see if you want to proc BaR. While 3" is not a huge number, it can make a difference in getting Granite into position to make attacks without having to move her. You can even use it to force Unpredictable before Granite activates, so she can just walk up to the model afterwards and hit them. Personally, i like taking Vet Honour with Granite, because 'Team Player' extends the area where you can trigger BaR, and even lets you trigger it off Granite being the target of the attack. Smelling Salts also helps you clear conditions off of Granite, which is definitely not a favorite of hers (FIRE BAD). vHarmony also lets you get around 2" melee attacks by allowing you to declare a counter attack with Granite, shunt the damage off to vH with Team Player, then Between a Rock into melee range with the 2" model in time for you to make your counter attack. So that's how I move Granite around. Now to look at how the rest of the team can help her do her job. Masons have the best options when it comes to re-positioning opposing models. Hammer and Tower can easily do the job, Wrecker can shove multiple models into her path, and even Honour, Mallet, and Lucky can shove folks an inch in her direction. Picking where you want your fight to be, and then funneling your opponents models into granite is part of the puzzle in getting mileage out of her. There's plenty of options in Masons that allow you to shove people where you want them to be, so getting them into Granite's hands shouldn't be that Hard. Final Thoughts: - She needs a battle buddy. While she does have a lot of health, she can't hold off 2/3 models by herself for long without some support. Lucky and Tower are my two non-captain favorites, as they both offer her some options to help her do well. Lucky can clear a condition off of her, and can do some solid work with her assistance and is harder to hit. Tower can shove people into her with his push and beatback, and tooled up on Granite is not a terrible thing, giving her 2 Mom damage on 1, and 3 Mom damage on 3 (or 2 mom and guild ball on 3). - Gut and String - This is why you bring Granite to the party. Once you have someone in her reach, G&S keeps them there. She doesn't need to be faster than them if they become slower than her, and the -1 Def is always a helpful thing. And since you can't clear G&S with momentum, it will affect models all turn. Throw in Tarpit for good measure, and models will be -6/-6 movement. Even Fillet is a 1/3 after that. - Earlier the Better - Granite is my first/second activation, depending on the situation on the field, and position of the ball. Getting G&S off on a key model drastically limits their options for the turn, and makes all attacks against them easier because of the -1 Def. - Ball Management - She's a 3/6" kick, so using the ball to dodge her up into position is always an option as well (even better if Mallet is near her). So there you have it, my thoughts on Granite. Now, this in no way means she's the best choice for every team you face, and you will have to work to get her into position against good players, but if they're reacting to her presence by either avoiding her, or targeting her with character plays to keep her out of their way, then she's doing her job by sucking up attention that might have more impact on your other players. Thanks for reading, and I hope you give the big lady another chance.
  34. 3 points

    Against other guilds

    Anyone that can apply lots of burning can be tough for us to deal with. This includes, especially, Smoke and Burnish. I used Burnish in to other smiths to really shut them down. Smoke can really struggle to get the ball back though, as mentioned. In my last match against her, I had the ball on Farris, who was in cover. Unfortunately my opponent forgot about this and stacked her up for an easy goal run. Sadly, Smoke's 4 tac, 3 because of cover, simply couldn't get past the 3 armor, and thus a lot was wasted there. A Ballista line-up also gives us a lot of trouble. They can beat us out of momentum by easy ranged plays like Deadbolt and Blasted Earth. I really struggled in my matchup against an amazing engineers player. Unfortunately for me, my kickoff was not accurate and scattered off the pitch, which allowed him to give Colossus the ball in the corner. I made the mistake of moving up anyway, which made it extremely easy for him to just wail on me from range lol. I did eventually score, but the snap-back goals are easy for engineers. I think the most important thing I learned at that tournament (Beer City WarmUp) was that if you cannot get the ball immediately, simply stay back by your goal and let your opponent come to you. Even if they are a beating team, hang back. We smiths have a lot of great tools against teams that want to group up, such as the obvious One at a Time, Lads! and burnish being able to throw out 2 rings of fire at a time if captain. We have amazing control pieces with Iron's double push and Hearth's mom-KD one. So even if you want to score, just be patient. Learn to strike at exactly the right moment for the greatest effect. This, however, is one of the hardest things to learn. We can't really waste any activations, right? All of our players want to contribute usefully and have something they can do. All the other teams have options such as batteries and mascots that they can use to waste an activation or two until their key player (a la Shark or Hammer) is primed to go in without worry. Thankfully, though, we also have players that want to do one easy job pretty early and, in fact, the wasted activations are actually to our benefit. For example, we typically want to use hearth to buff up other players with Instruction and Use This, as well as get in a position where 2-3" melee is useful to protect. We also want to use someone like Furnace for Tooled Up pretty early too, and to place his OaaTL in a good spot. 2" melee again is useful. Or we want to use ferrite for her legendary and debuffs to set up anoether player. So the longer the opponent takes to pull their trigger, the longer we have to prepare ourselves to fire the cannon. This timing, then, requires patience, practice, and foresight. If you adopt the visualizations of the essence of a Blacksmith, and then apply those to how you play them, I think you will be very successful as a player with them. Obviously it is easier said than done, but we can all do it with enough practice.
  35. 3 points

    The Rookies are here!

    I like the rookie Salt model but did it need such a large scenic base?
  36. 3 points

    Balefirestorm's WIP

    Finally got some more painting done And WIP of Buckwheat
  37. 3 points

    Salt ftw!

    I’m hoping @Sherwin‘s evil streak planned the contest, and it actually decided which mascot gets brutally slaughtered in the fluff
  38. 3 points

    A Guide - measuring for effects

    Hi everyone, One of the most common questions we see in the rules forum is for an understanding of when to take a measurement for the various components of a play or trait. In this quick guide we hope to aid everyone’s understanding of this important, yet potentially tricky, element of the game. We’re going to look at the three most common times when you will need to measure for a play or trait: 1)When targeting 2)When resolving an effect 3)When triggered When targeting: Many plays and traits contain “target friendly/enemy/named/etc.” Along with paying costs, when a player uses a play or trait choosing a target is the first part of resolving that ability. As such, any measurements for targeting are part of this first step in resolving the ability. This is most important for plays triggered by playbook play-icon results as this means the player does not have to choose a target, or measure and check line of sight for the target when the play is triggered. The decision on what to target doesn't happen until the play is chosen to resolve. If you have been lucky enough to wrap your playbook with an attack you may have the opportunity to resolve push and dodge results before you resolve a play-icon result, opening up new targets for your plays. When resolving an effect: After targeting, most of the effects of a play or trait will have ranges that are measured when that specific effect is resolved. In the case of an ability with multiple effects, resolving one effect may change the position of models, affecting the measurements for subsequent effects. When an effect specifies a range, always take your measurement from the point when you choose to resolve that effect. Attention must be made when resolving pulses. A pulse affects every model in range when it is triggered and has no duration. This means that when a pulse effect is chosen to be resolved, players must measure to determine which models are affected by the pulse before any of the pulse effects are resolved. If a player uses one effect of a pulse to reposition models this does not change which models are affected by subsequent effects of that same pulse - the measurement to determine which models are affected by a pulse has already been made. When triggered: Many plays and traits do not have an effect until the circumstances of the game meet the play or trait’s criteria. When the circumstances are right the ability has been triggered. While players may choose to take measurements at any point to confirm whether an ability is within range or not, all of the criteria for triggering an ability must be met at the same time for that ability to trigger. Players must take note of the wording of an ability to determine whether a distance specified in the wording is a part of the trigger or a part of resolving the effect. When an ability has been triggered it stays triggered and will be resolved. The controlling player may choose to resolve simultaneous effects in any order they choose, but the movement of game pieces will not cause an ability that has triggered to become “un-triggered”. Let’s take a look at a few examples: Gutter is engaged with Brick. Honour stands a little behind Brick, out of Gutters melee range and using Brick’s larger base to block Gutters line of sight to her. Gutter would like to bring Honour into her melee range so that she can hit both Brick and Honour with Scything Blow. Gutter attacks Brick and manages to score 7 net-hits, generating a wrap of her playbook. She chooses the 1” push from her second column and the GB play-icon from her fifth column. She chooses to resolve the push first, nudging Brick aside and giving her line of sight to Honour. When she chooses to resolve her second result, the play-icon, she can choose a play to trigger and she triggers Chain Grab. As the first part of resolving the play she chooses a target. Honour is a valid target at this point as she is now within line of sight and range, and gets dragged into Gutters melee range. It’s not looking good for the Masons. Hag finds herself in a scrum in the middle of the pitch and wants to escape. She is surrounded by two friendly Fishermen and two enemy players. To aid her escape she uses her legendary, Call of the Sea. This play has three effects that are all based upon models being within the pulse. The first thing she does is determine who is within the pulse. This is herself, the two friendly and two enemy players. She may now resolve the simultaneous effects of the pulse in any order she chooses, repositioning the other models and taking damage to herself. In this case there were four other models within the pulse when it was triggered. For the purpose of calculating how much damage Hag takes it does not matter in what order she resolves the repositions or what the distance between Hag and the other models is when she chooses to resolve the damage effect - Hag will suffer 4 damage. Katalyst is engaged with Decimate. The next nearest model is Snakeskin who is 6” directly behind Decimate. Katalyst uses the last influence of his activation to declare an attack upon Decimate. He scores five net-hits and chooses the double GB result from the fifth column. He triggers the play External Combustion. This play has three effects - it causes damage to the target, it pushes the target and it causes a pulse centred on the target. Katalyst chooses to resolve the damage to Decimate first. Then he chooses to resolve the push, pushing Decimate 4” directly away. Then he chooses to resolve the pulse. As effects are measured at the time they are resolved, the pulse is measured from Decimate’s current position, causing both herself and Snakeskin to suffer burning. Brick, Marbles and Tower are all stood within 2” of each other. Tower has already activated this turn and has used his heroic play Protect Those Close, giving Sturdy to himself and the two other Masons. Stave throws a Lob Barrel at a point in the centre of the three Masons. He chooses to resolve the pushes first, pushing all three Masons so that they are over 4” from each other. Brick and Marbles are no longer within the aura of Tower’s heroic, so can not gain the benefit of sturdy when Stave resolves the knocked-down effect upon them. I hope this guide has been of help in understanding when measurements are made to resolve plays and traits. If you would like any further generalised information on this topic then please ask here. If you have specific questions that you would like to see addressed then please post in the rules clarification forum. Finally, if this guide has been of use to you, or if you can think of any other game interactions that could use a guide, then please let us know below. Cheers, Henry
  39. 3 points

    Another Errata, another Fish nerf

    See above. Personal experience: I made a fully converted Vampire Coast army in WH, took half a year only to assemble and GS the models, when they simply made the whole list illegal. Much more recent than Squats. And how about the Specialist Games stuff. Again my personal experience, but making models playable often means making other models next to unplayable, simply because if you have a large and ever-growing selection of models, you'll always have the ones atop the power curve. Not mentioning the "special lists" and other desperate attempts that are clearly supposed to lure you into buying multiple boxes of hard to sell stuff. My point is that I don't care if a model becomes downright illegal or just becomes seriously uncompetitive. In both cases they go down the drain, until not earlier than the next edition of rules. You are right, I just raised the point that games can easily become fat and unsustainable if the design team doesn't retain control and make hard decisions from time to time. In this case, GB is now a complex system that makes global effects extremely hard to test. By global effects I mean, for one, the union slots: if you change the rules of A&G just because of the Corsair madness, those changes will affect all the other 10 factions because they all can field A&G. Good luck with that. Even the popular drag-and-destroy Corsair list was the result of a previous A&G errata, that (I think) unintentionally made A&G full blood fish models. "This is how tabletop games evolve" was supposed to point out that each errata or new rules edition change the nature of the products you have paid for. E.g. I bought Harry only because I needed him in my butchers team. After the summer errata, I still am allowed to field him, but I don't need him anymore with his new rules. So SFG just robbed me, right? No-one told me that I was about spending my money on an appealing product that will eventually change into something I do not need. But things don't work like that. Of course all this is just my opinion, and I easily can accept that different points exist. Also I'm sure that I'd be more than upset if I had a recently painted A&G on my table, waiting to go aboard my non-existing fish team.
  40. 3 points

    Ideas about minor guild

    I think Carpenters make a lot of sense. Both in the construction trade, both use hammers, and there's a lot of cooperation between the two to get projects done. Scaffoldings, supports for stone laying, roofs for houses. Not sure what their stchick would be, but putting up temporary terrain would be funny.
  41. 3 points
    Opponent backed out of tomorrow's game. He says he has a job interview but we know the Farmers errata is the real reason right
  42. 3 points

    Mortician Player Summaries

    Bonesaw - scores on the next pitch over from your game then starts blowing up scrums with unexpected arrival. Should be run in all games always
  43. 3 points
    Ironically enough, Granite and Chisel are my two favorite masons as they are. Granite is a straight up tarpit, and there are tricks to get her up the field faster. if you kick off with her, she gets her free jog as well, so that puts her 6" up the field. Veteran Harmony can trigger Between a Rock a lot easier due to Team Player, and even lets Granite get in a counter attack vs 2" melee models if they damage her. With all the pushes available to Masons, you can easily use the captains, Tower or Wrecker to shove models into Granites sphere of influence. And even if they try and stay away, that's a 6" bubble in the middle of the field that you control, and any control elements she sucks up is less that's affecting the rest of your team. Chisel has been a favorite of mine for a while (some of you may remember my enamor with her previously) and she's still a great compliment piece to the masons. For me, she's a ball retrieval player. No-one else on the masons team can get the ball back like Chisel can. Her 2" melee, low tackle, and dodges means she can get in to most ball holders and snag the ball back. Brisket or flint have the Ball? Chisel doesn't care for their Charmed. Someone have unpredictable move? 2" melee. Her crazy is to let her get a high enough TAC to reliably grab the ball from models, even if she's crowded out. And herPain tolerance is to let her get a higher tac if she's hurt without having to crazy. She's got really strong self heal abilities between Sadism when she injures people (momentous damage and a dodge), and if you need her to stay stuck in, she can Feel My Pain to make removing her just frustrating. In a pinch she can do damage, but in my eyes, that's not her main purpose.
  44. 3 points
    Maximum vanValue
  45. 3 points
    Grange ready to lead my farmers into ignominious defeat... To be fair, I'm quite happy with how he turned out. (also for anyone keeping track, no, I still haven't painted one single guild to completion... )
  46. 3 points

    Scoring goals for new players

    Just started adding Guild Ball content to my long-running gaming blog, and started with Alcs since been playing them most recently. Since i'm still relatively a beginner it's really for beginners, nothing for the pros. Scoring easy goals with Alchemists The main Guild Ball Page, mostly bare at mo
  47. 3 points

    Paedia's Guild Ball Teams (Hunters)

    First up is Seenah. Thanks for any comments or criticisms
  48. 3 points

    G.B. Scrum: Android / Web App

    Indeed thats how it use to work, I had to change it because the size of the app was becoming too big for the play store, so unfortunatly I cant revert back to using the older method of displaying cards I have plans to try and fix the issues you guys are seeing, with it being unstable / not displaying correctly, however life is busy at the moment so its slow going at the moment, other than correcting rules issues I dont have a lot of tie to work on the app at the moment
  49. 3 points
    I went to a event today, I went 3-0 bue due to the story opening times the event had to be called at 3 rounds. Me and a friend were both at 3-0 and I placed 2nd due to SoS. I played Theron v Tapper 12-0 Theron v Smoke 12-11 (This game was SO close) Theron v Ballista 12-5. Another good day for the Hunters, I won the Masons from the Mystersy Box & Lucky. Taking a look if I bought the Hammer Mason box I'd have the whole guild.. seems rude not to right?
  50. 3 points

    Best and worst pairings Smoke/Midas

    Play Midas into Grace. Play smoke into everything else.