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  1. 31 points
    So this isn't necessarily about Guild Ball but it is happening as a direct result of my going to SteamCon. Nearly 4 years ago I was fortunate enough to meet a really great girl who supports me in everything I do. She is coming with to Chicago but not attending SteamCon, as she is going to be doing a lot of shopping and doesn't care for miniatures. This Sunday night we are going ice skating at Millennium Park after the convention and I'm going to ask her to be my wife. I'm pretty excited and I spend more time here (to my boss's dismay) than I do with most of my friends and I consider a lot of you to be brothers and sisters in our big Guild Ball forum family. Just thought I'd share with everyone. I'll post pictures sometime Monday morning as I am feeling pretty confident. **Added an image, others on my friends' phones. Will put them up when I can. Center ice was a little crowded to do it in front of everyone so I pretended my lace came undoneand when I got down to "tie it" I popped the question. Great grandma's ring. She was as happy as can be. Had great friends willing to just hang out for a bit to get pictures. Thanks for all the kind words everyone. Had a great weekend.
  2. 22 points

    How to buff Angel?

    Please forgive me if my english is not that good or my written is a little muddled. I will try to put down my thoughts on Angel and why I think she doesn't need a buff. Or why she is good as she is. Where to start? Maybe in correcting Mootaz (missunderstanding in a german forum where i wrote something about WTC): I played Angel in all 5 matches at WTC. Shark I played in every Game except the Final against Martin Koch of Team Germany 1. That was due to Gentleman's Agreement that we both play Corsair. And I'm totally satisfied of the performance of Angel. BTW my Roster for WTC was: Shark; Corsair; Tentacles; Greayscales; Sakana; Hag; Siren; vSiren; Angel; Jac I lost the first match against Ignacio Lozano Ramirez of Spain 1, a real nice guy. I missed a few dice rolls and his dice worked. At a certain point I was that far behind that I couldn't manage to stablize against Hunters. And I lost the final against Martin Koch, by missing 2 Goalshots in a row. I went 4:0 against him and while he took out Siren I missed the snapshotgoal with Angel. (1,2,3,3; so even normal shot would have missed) After that I really tried hard to get in possesion of the Ball again and missed with Greyscales too. Martin Koch is a brilliant Fisherman and at that point it wasn't possible to win against him any more. But he said one thing: "I was short of peeing my pants as I realized what Angel was capable of doing at that point. Simply magnificent" (hopefully translated that correctly) But enough from WTC atm. Angel seems like she isn't doing much on the field. And I sign that to a certain amount. Her Playbook seems difficult to get to second column, 3rd or 4th not to mention. She got no 2" melee zone like 99% of the Fish do have and when you take a look at her card, she seems to have the same role as Greyscales or Sakana. Maybe fighting with Sakana the most for a place in the roster. I don't see her in the same role as anyone else of the fish. All are capable to score goals. All are fast. All can exert pressure on the Ball. Where I see the difference in role comes from, is in her high DEF, the ability to push it and her superb Kickstats. If you want a Model charging into someone, tackling the ball, where'd they go somewhere else and score a Goal she definately is not the model you're looking for. If you want a model "seducing" the oponnent or "lure" it anywhere else, Angel again is not the model you're looking for. If you look for a model you can place in "snapshotrange", after scoring a first turn goal, which just says: Hi, I'm here. I'm DEF 6 and a real "snapshotthread" better do soething. Angel is definately the model you're looking for. At this point I wan't to make sure: I'm not trying to convince you all, that you have to play her. Nothing I write is ment irrefutable or absolut. I just want to let you know why I like her and why I think she is good as she is. Angel has momT on 1 hit which will deny placing a model in possession of the ball in 9" (or 11" with Quickfoot/Fisher's Reel or 13" when both or 15" when both+Call of the Sea) But this is theory, not a gameplan. You just can use it, if it occurs. (Passive 9" Aura of NOT STAY IN HERE WITH THE BALL) Place her in shot range to the enemy Goalpost and she is a "snapshot threat" while threatening the Ball in a certain area around her. This is a gameplan. DEF 5 or even 6 makes her really hard to get rid off. Important Result (KD, >>,...)on 3 hits with TAC 6 against DEF 6 is 6,228% chance. And even on 2 hits just gets to 26,32% with TAC6. While passing her the Ball, when she is engaged by one Model, still has a 80,24% to succeed. Although beeing engaged, by one model, a snapshot with bonustime still has 68,75%. Add "Supershot" and it goes up to 81,25%. (Passive GOAL THREAD) Sakana only gets to 25% or 50% with bonustime, when engaged. She is a "Snapshotmachine" who is very furious shooting goals. Due to beeing such a thread, the opponent has to do something against her. If he engages with only one model, she can still be a serious thread. If he engages with 2 models, the rest of the Pitch is empty for the rest of the fisherteam. (Passive CONTROL/DENIAL) Next Point DEF 5 or even 6: Pushing her out of goalrange isn't very effective or easy, see example above. Yes there are models able to KD,>>,.. on 1 hit, but then you can't just place her in Goalrange, you have to think a little about placing. Or maybe you pick someone else. And even if the oponnent manages to get rid of Angel (TO or push out of "Snapshotrange") it probably was very INF inefficent. Spending 4 INF to nonmom> Angel out of "Snapshotrange" but has to be done. That's another point of Angel bringing to the Pitch. Letting the opponent spend INF in an inefficent way. (Passive HARD TO GET RID OFF) All I have written above, seems more like "passives" than an active plan you follow. For me it's her "passives" what makes her shine. On top "light footed" so she ignores "Blasted Earth" She either is a hard thread on the enemy goal or "controlls/denies" the enemy by forcing the opponent to handle her somehow due to beeing such a thread. (see example above of engaging her but openning the Pitch) And all of that by just placing her in "snapshotrange" with Nimble and Supershot.That's why I love playing her. Her >< is not very likely to hapen but with a little help ( ganging up, KD, Singled Out, or combination of it) it happens more often than you would imagine. The possibility to give her 5 INF when starting next to Shark will allow you to activate her first (if you can move up tackle the ball and score a goal. Jog to engage, 1Nimble, 1Attack for momT, 1 Supershot, 1Goal, 1 reserve if need to sprint/charge or 2nd Attack if Counterattack...) So while borderline case, not useless. So no point for me that "needs" to be changed. All of this in mind I'd like to say asking for a change, only looking at the cards of the models is the wrong way. (No Offense here, just the impression i have) It is always how the model affect the match and Angel does this completely different to all other models of the Fish. But this always depends on your own playstyle and the opponent setup. Short to the match against JJ Layfield. I knew how good he is. And I knew Engis have the better odds to win. (personal opinion) That's why I decided not to go Corsair, what would have been "the standard choice". I thought I have to go full risk/reward and it payed off. I played Shark Tentacles Greyscales Sakana Siren and Angel. He played Ballista Mother Compound Hoist Ratchet and vVelocity (picked her last pick after i called Angel) He was suprised by my model choices and I think he really didn't expect my list. I did a snapshot goal with Angel in Turn 1 which had only 40,xx% chance to succeed. I did it because I knew I have to put up very high pressure or I will loose. Could have waited and just score next turn, but this is a lot if and when. I then started next turn and scored again with Shark and Legendary with 80% chance. 8-0 what allowed me to go full pressure on the ball. Then I missed a goal with similar odds, think this makes up for the snapshot turn 1 (again If and when) The next shot was a success 12-2. He was a little suprised and told me he hasn't seen something like this before. AND YES I KNOW I WAS LUCKY. Maybe @JJLayfield himself can write a little to the match. Don't want to embezzle something by not remember correctly. So that 's a lot of text and I hope I missed nothing. Sorry if it is a little muddled. Hope you can see what is my point (way of how to play a model). I'm interressted what you all think. Something you agree/disagree. Can't consider everything, so if I missed something specific you want to know my thoughts about let me know. With this I wish you all a good night. Greetings from Germany Ascobol
  3. 21 points
  4. 19 points
    This was a lot of fun to do. I went with the Tortoise and the Hare.
  5. 18 points

    New Hunters info in SFG blog

    He's about to excel at being brutally taken out of my team
  6. 18 points

    Welcome to the Farmer Sub-Forum

    Welcome to the Farmer's Guild Sub-Forum! We thought it was time to start sowing the seeds of excitement, so here is a clear version of Windle, you have to admit he looks prett sWHEAT. Like damp hay we spoiled Windle on our recent Facebook Live video showing off the Season 3 Rule Book. The book is packed full of brand new stories, a full colour map (including National Emblems to paint on your National Team) and all characters have had their personal 'fluff' updated to fit with the timeline.
  7. 17 points
    Bob Hambleton

    Blinging up Dark Souls

    This may not be the most sensible thing I've done. Still, just painting the minis didn't seem enough somehow.
  8. 16 points

    How do i play Smoke well?

    Alright, let's take a quick crack at this question. I played a smoke skew list at WTC this past weekend going 4-1 losing only to a player on Germany1. Smoke has a unique play style that is somewhat counter-intuitive to how you win guild ball games with any other captain. This is both a blessing and a curse since it makes her difficult to learn to play and difficult to play against. Let's start with the list. Smoke, Flask, Calculus, Mercury, Katalyst 2, Harry. Flask: We could play naja here for more ball protection but sic'em is too good on flask to leave him at home and oddly putting 5 influence on Mercury is sometimes really good. Plus the cloud brings influence efficiency to Smoke. Calculus: one of only 3 models in the faction that can proc Smoke's aura you need to take her. Also blind is really good. Mercury: Same as above but the ability to knock someone down with Harry then reliably put 10 damage on them with Mercury will surprise people, but he is mostly here for that sweet fire Aoe. Katalyst 2: Is bad for a lot of reasons but he is good for just 1, witness me, and that is why he is on the team. The ability to remove himself from the pitch thus preventing your opponent from farming momentum off of him, clearing your conditions, and taking control of the game is extremely powerful. The downside to this list is if you never get witness me off you will not win. Harry: Harry is not what he once was but he still reliably pushes allowing you to set up vet kat and allowing him to use his furious. Also, don't forget that he can easily condition players by placing his Molotov and pushing them into it or just pushing someone into Mercury or Calculus' auras. He also brings a second fire AOE which is very important more on that later. The only time the list changes is if you are playing against butchers. Compound will come in for harry since compound hoses Filet so badly. Overall Gameplan The list is a very painful attrition list. We are shooting for 3 takeouts, and a goal. This is our point breakdown. 4pt goal 4pt Witness me takeout 4pt 2 take outs using conditions and Smoke feat. This can also come from a second witness me. It is a bit of a pipe dream but I think you will be surprised with how often you get it. Smoke, her Conditions, her Legendary and You. Activating smoke can get very complicated but the general idea goes like this. Allocate her four, leave the ball on her as much as you can, then activate her last. If at any moment you realize that if you do not activate her she will die or the goal will be taken away from you activate her and take the goal. To take the goal you need 3 influence and in all honesty, you can really get away with 3 on smoke almost always, but the 4th influence allows a lot of flexibility and gives you a chance to fix your mistakes. The reason we always activate Smoke last is that it gives them no time to respond to the conditions we place on their players. They can bring a player with smelling salts but if you have the last activation it doesn't really do anything. Having the last activation with her can also make her legendary substantially stronger. If say you are going to legendary on 3 players who do not have poison on them pushing the clouds onto them effectively makes you legendary do 5 damage. This 3 player legendary is 15 damage! That's insane! No dice involved, ignores tough hide, and this legendary is fairly mediocre. But the most important part of the legendary is to hold it for as long as you can. Ideally, you want to end the game by using the legendary and taking the goal. Let's Talk Allocation. With the exception of turn 1 which has a few different permutations, your allocation will be 4 on Smoke, 3 on Calculus, 2 on Mercury, 2 on Harry, 2 On Kat. This allows for maximum condition placement and is a full allocation to Kat. Calc can blind and AOE, Merc can AOE or charge (looking for the 2 damage double push to set up Kat,) and Harry can attack and Molotov or just charge. You can stray from this but you very rarely will. Placing AOE's Mercury and Calculus want to place their AOE's on players to gain the momentum, but be careful placing them on fast players. We are trying to deny them as much momentum as possible and often placing in front of fast high defense models is just better. Also when placing AOE's be as far away as possible this will force them deeper into your lines once they get to you. Make them go first There are only 2 situations where you want to go first. Kat can witness me someone as the first activation or allowing them to go first will be a total disaster and you can prevent it by going first. This is to guarantee the last activation for smoke and to keep that condition damage coming. Kicking vs Receiving This list wants to receive so bad. But it is not a total disaster if you do not. The main thing you need to admit to yourself is that you have no ability to fight for the ball. Your tackles are actively bad and more than half your list is tac 4 or lower. So when you kick keep the ball as close to you as you can and steer clear of the goal. You want them to take an early goal before they close with you. If they are wise to what you are doing and use the ball to fight you stand in cover and make sure that Kat threatens to kill anyone that they send in. It is also important to keep in mind that Harry, Calculus, and Mercury are very hard to kill with just one model. Most captains will need 2 damage buffs to get there and that will likely give you the time you need to get that target out of harms way. Plot Cards The 2 most important plot cards to have for this list are Knee slider and sic'em. Knee slider is a card that can ruin your game if they have it and they received allowing them to take their goal and not give you any points in return. When combined with a superstar captain it is incredibly dangerous. Ironically though it does almost nothing for the list since you will only be taking a goal to win discard it if you draw it, but pay very close attention if you don't have it. Sic'em is just pure @VanV alue. With all the conditions flying around a flask charge can be world ending. My personal record is 30 damage. After those 2 the cards are about the same as usual. Who are ya is always great, Match fixing really helps when recieving since the list is not the most mobile, and good marker can really help keep an AOE thrower safe for a turn. Bad Matchups So your worst matchup is still Corsair. Tough hide, sturdy, close control is just a huge kick in the nuts for alchemists and this list doesn't fix that. Also with lure, drag, and rough seas, he doesn't have to play the threat range game and it is hard to starve him for the ball. Engineers can be tough since reanimate is strong vs conditions and there is a lot of tough hide in that faction. I still think it's a 50/50 match heavily depending on who has the ball. It is also not really that great into the mirror since lure of gold really skews the threat range game plus they have a model that is essentially immune to fire. Ok wow. I did not intend for this to turn into a full blow tactica but here you go. If you have any questions about the list let me know. There are also 2 good smoke games on my YouTube channel that you can check out.
  9. 16 points

    Journey into the painted world.

    Of miniatures... Got my box a few days ago and decided to paint it all up. My hands aren't as steady as they once were so I rarely do fiddly edge highlighting and try to keep it as simple as possible. Will most likely be tackling all the original dark souls miniatures before moving onto the newer baddies. The Chosen Undead. Executioner Smough Dragonslayer Ornstein Duo shot
  10. 16 points
    I've recently been on the receiving end of an unexpected and amazing display of generosity from members of this community, and I would like to express my thanks to these members who decided to help out a complete stranger... About a month ago, as I was on my way to a local tournament here in Montreal and, as I am wont to do, I foolishly fell asleep in the subway on my way there. Unfortunately, as I came back to my senses a station away from destination, I realized that the case I'd been carrying my team in had been had been stolen, probably by someone expecting some expensive electronics or musical instrument in there (it was a TABLEWAR hard case). Not only was Benoit, a local pundit, gracious enough to lend me a team so I could at least get to play, but @Tonio, the Pundit who was running the event, reached out to fellow Pundits and managed to get a replacement team sent his way on my behalf. So, last Thursday, he handed the models he had received, along with a few extra freebies the generous donors had decided to include too. Thank you, so much, to both Jesse Heis, owner of Freecity Games in Victoria, Australia, and to Nicholas Robertson, Pundit operatinf off of the Hobby Bunker, in Malden, Massachusetts, who volunteered a full replacement of the team I lost (I never played or purchased Hammer, the only model missing here), including not only some new off-the shelf models, but an almost fully painted team to boot! While postal services broke Honour off her base, everything else is in top condition and I'll be giving that team new life on a pitch here in Montreal as soon as my schedule allows! If anyone knows either of these two gentlemen, please tag 'em so I can send thanks their way directly!
  11. 16 points
    A model cannot generate VPs from inflicting the taken-out condition on Memory, including from any abilities like Witness Me!, Gravedigger, etc etc. The friendly team would still generate 1 MP from inflicting the taken-out condition on Memory, however. And would gain any bonuses to this, like from Shelling Out.
  12. 15 points

    Thank you Steamforged

    Thank you Steamforged. The last few months things have just been awesome! Pitch formations was a great new idea, and involving the community in the playtest process for the first time since the kickstarter was welcome. GICs are another great little addition to the game, and again the playtest opportunity very welcome. When they first came out there were, shall we say, one or two I wasn't keen on, and given that the thing I was most bothered by (bonus vps) seemed so fundamental to the approach that is thought it'd never get changed. But I made my arguments, other agreed and Steamforged listened. Now I am genuinely excited to play the game with GICs. But the biggest takeaway from the process is how much Steamforged have listened. There's a ton of salt to wade through on the first draft and differentiating genuine issues and concerns from overreactions must have been quite the task. And now I get to play in a tournament testing them out, too. Finally, we've got the Union in Chains... just WOW! The butchers civil war was a lot of fun, but then I'm a butchers player. This year we've got so many more guilds directly involved, and a tantalising mystery as to what the "prize" at the end of it all might be. Some of the banter already kicking off between butchers and fishermen is awesome and I take my hat off to the those involved - you've made my week. I almost don't want to know the final outcome because it's so much fun speculating. Almost. And shortly down the road is Steamcon. A Skulk model for everyone, blacksmiths and farmers 2 on pre-release (hopefully), and a new model to be designed for next year. And undoubtedly a whole host of spoilers: Ratcatchers guild? New 6 man boxes for each guild? What has happened to the Union? I just can't contain myself. So thank you Steamforged, you're smashing it right now! Much love, Ben
  13. 15 points

    Assessing the new plastics

    I’ve gone on a bit of a journey since the announcement of the new guilds, so I thought I’d offer my thoughts now I’ve had chance to prep/paint/play with the metals, resins and plastics. Full disclosure – I’m primarily a painter, but I do sometimes play as well. Being a picky display painter, I heard the phrase “pre-assembled plastic” with a sinking dread. I’ve worked on Super Dungeon Explore stuff, and PP’s restic, and the thought of that amount of work disassembling or cleaning respectively, was not a happy one. Since I was at Gencon though, I wanted to get a look at the blacksmiths to assess them properly, buying them if I liked them. I never trust photos, too many models photograph badly and look nice in real life. Plastics reflect light very oddly when fresh from the mould, so I like to rely on good old-fashioned eyeballs. These scores out of ten are my personal opinions having tried all three materials, and thinking about them in the context of various types of use. They're a bit of a blunt tool, but you get the picture. Poses – Resins 7, Metals 7, Plastics 6 – some static, some more active (looking at you, ferrite). For the most part, not bad although I don’t think we’ve seen the best it can get so far. And no tiny contact points, even when I cut the little furnace off Ferrite’s knee when I change the base. Casting Quality – Resins 9, Metals 8, Plastics 6 – It’s a little softer on the sharp edges, but the plastic hasn’t lost the detail of the originals. Just the crispness a little. Prep – Resins 7, Metals 5, Plastics 6 – Having to get into the mould lines under assembled parts costs plastic here, though it’s much easier to carve and file into shape than the metal. Resin of course can snap while scraping, which plastic won’t. Assembly – Resins 7, Metals 6, Plastics 10 – Plastic of course is stupidly easy to assemble, it’s already done. Not so much difference between the others, but resin takes glue better so it leads by a point. Converting – Resins 8, Metals 6, Plastics 7 – The pre-assembly makes extensive conversions trickier, but a lot of more minor recutting, posing etc is not actually difficult. Metals take too much work to cut and reassemble to come close, although nice soft unassembled resin is still the best option. Painting – Resins 8, Metals 8, Plastics 8 – Metals tend to rub and chip more, as the paint doesn’t bind quite so well and the weight makes any little impact more damaging. It would cost it half a point, but I didn’t want to use halves so it’s a three way tie. Basing – Resins 7, Metals 7, Plastics 6 – not much in it really, but I did need to strip the bases off the models (which is really quite easy) so it lost a point there. Weight – Resins 9, Metals 6, Plastics 9 – I personally don’t like heavy models, and don’t instinctively equate weight to quality. They’re harder to balance on interesting bases, they like to topple when sitting on a pin vice during painting, and so on. Survivability – Resins 6, Metals 8, Plastics 9 – The thinner resin parts can be a pain, and once they snap there’s no getting them to hold back together again. The metals stand up to minor knocks better, but If they get dropped they’re done for. The plastics I dropped, poked, even bent the thin parts a bit and they settled back into shape happily. Display painted pieces (Casting, Prep, Conversion, Painting, Basing): Resin 39/50, Metals 34/50, Plastics 33/50 Resin is always the choice for display pieces, but second place is really a choice of the slightly higher cast quality or the much easier prep and conversion work. Depends on the specific project, I’d say, but typically Metal would win out here. Assembly isn’t included as I’m assuming anyone painting for display is able to glue models together Best Painted Team at events (Casting, Prep, Painting, Basing, Survivability): Resin 37/50, Metals 36/50, Plastics 35/50 The need to move them to the occasional event skews things towards metal and plastic more, so at this point it’s really about the exact circumstances – if you’re flying, weight can become a factor. If it’s a long bus ride, survivability is more useful. Given how close it is, I’m not bothering picking a winner here. It really depends on personal circumstances. Regular gaming teams (Assembly, Painting, Basing, Weight, Survivability): Resin 37/50, Metals 35/50, Plastics 42/50) The convenience, lightness and toughness of the plastics puts them ahead. As an extra bonus, I played a game with them the day I bought them - not so easy with the other two materials. Granted, I prefer to play with painted teams, but I could buy a new guild at a convention and have it on the table immediately without needing tools, glue or any time and effort. Made things more fun. Summary – The models lose a little crispness of detail in plastic, but gain some advantages in convenience and survivability. I don’t think they’re going to result in a poorly cast, low grade model range as I’ve had worse casts in metal from many companies (my Ghast needed several belt buckles slicing off and resculpting thanks to pitting from the cooling process). Given the resin’s issues in terms of breakage, hidden air bubbles and strange reaction to paint stripping, that’s not without its problems either. All in all, the plastics are great for gamers, and only a minor change for painters. Later today or tomorrow I'll have some painted plastic on my thread in the Display Cabinet, and there's some nicely painted Farmers already kicking about in there A little guide to working with the plastics: Cleanup is best done with an old knife blade and some needle files, scraping/slicing the majority of the mould lines away and finishing up with a sharp edge or round file as needed. A damp toothbrush is useful for scrubbing the dust/flakes away and giving you a good look at what you’ve done. Give the model another scrub in soapy cold water and rinse it off to make sure any mould release and cleanup residue is gone. Any bent parts (Furnace’s sword seems to be regularly guilty of this) respond well to hot (not quite boiling) water for 5-15 seconds, followed by holding it in place until it cools again. Green stuff goes on as normal, no problems getting it to stick to the plastic. Primer is standard, I airbrush on Stynylrez primer and it holds beautifully. Painting as normal didn’t seem to bother the plastics, I did exactly the same style as I have with my morticians and the results were pretty much identical. Basing is already done for you, but if like me you want your own custom bases, removal is easy. Clip the underside lugs, give it a quick prod with a knife down the sides of the foot lugs if there’s any visible glue, then gently pry it loose: Given the way primer and paint went on, I’m not anticipating any issues sealing the paintwork with varnish.
  14. 15 points
    Someone go look in on the Mason forum and see if they are happy about the 10 man roster change. I am too afraid to venture there.
  15. 15 points

    Who Dis.?

    Man, I thought we weren't giving away spoilers at Salute, but now everyone knows he has 1 ARM.
  16. 14 points

    Important Rankings Announcement

    If one is lucky in life we find ourselves in a position where something we do for love and enjoyment, for ourselves but to be shared with others, becomes something that garners us the respect of our peers and gives us a, perhaps, elevated position within the community with which we share our endeavours. I feel blessed in life that I have been in such a position twice in my life, firstly in having my own roleplaying game published and nominated for awards, and secondly for what most of you here will be know me for: the guild ball rankings. I started the rankings to try and see if the people that kept beating me every week (Henry Kay, Chris Hay, Rob Balmforth) were actually any good and whether I was doomed to bottom table scrubbery in this game like I had been in Warhammer before. As it turned out, they were actually pretty good (at least in those early years, although Henry seems to still be doing alright) and when I started going to tournaments myself shortly after I found I was comfortably mid-table. I'd also like to thank Chris Rutter and, especially, Steve Newton for inviting me on to their podcast (come to think of it I think I invited myself) in the early days to talk about the rankings, and to Chris Hay again and Jay Finnegan and William Anderson for their early support (and continued in Bill'scase, bit ill get to that later). I say Steve especially because he offered great encouragement and moral support to me when I was setting it all up, too (and some shared good times on the tournament circuit with him, Jack and Jacob - you've been missed, Messrs Newton). I also think I should thank my many data input elves. It's now got to the point where there's probably too many to mention them all by name, but I think Bill, Ed Churchman, James Coleman, Alex Botts and TKO Dan for jumping on early and helping me expand the rankings. However, I guess there comes a time when anyone who has achieved something of note (even if it is something as small and generally insignificant as a rankings system for a niche miniatures game) finds their work surpassed by someone with greater skill and expertise. I think I need to accept that such a time has come for me and my rankings. Sam Bredeson ( @RedSam ) has produced the fantastic http://longshanks.org/ranking/. Everything I wanted to do when I started but dismissed because it was beyond my technical expertise, he has achieved. I started this process with a spreadsheet, and taught/re-taught myself the SQL and web programming skills to get the rankings web based, but I am essentially rehashing things I learnt 15-20 years ago and my site is woefully old in comparison to Longshanks. Hopefully I can take some heart in having inspired Sam to put his site together, and I know I have made a lot of people happy and generated a fair bit of banter and chatter over the years. I perhaps would have liked a bit of recognition from Steamforged for what I've done for the community, but I can understand why they probably shouldn't be openly endorsing something like a rankings. I've struggled with technical issues over incompatibility between my dodgy-setup work laptop and my web hosting service this summer, and with my desktop on the blink I've just not been able to complete the maintenance and name change requests people have been asking for. I don't think the service I'm currently able to provide is the service the community deserves. As a result, I have come to the conclusion this morning that the existence of the my rankings is actually holding back Sam's superior offering from getting the awareness and recognition it deserves. His does everything mine does and more - but more importantly, better. As soon as I can get back on to my website managment system I will be removing the rankings. I will be using Longshanks from now on. You should too. Thanks to everyone. /drops mic/ (PS I will still be running the UK masters if there's still interest, in Feb, but it will be based on Longshanks data)
  17. 14 points

    Ideas for Harvest Markers

    Well I asked my wife to see what she could come up with. Her sculpy skills are far superior to my own. This is what she came up with.
  18. 14 points

    Shiny New Section

    Hey folks, welcome to the shiny new previews section - when there's an official spoiler going out, it will also go here when possible for you all to enjoy/discuss and so on. Things posted in here are obviously safe to discuss all over the forum, but it seemed useful to have a place to go for everything new. As things get released, threads will get moved out into the relevant sections so if a thread leaves here it's likely to be in a different section, and what's more it'll be on sale Bear with us while we put up the metaphorical wallpaper and find chairs, it's a little empty at the moment but you've got to start somewhere, right?
  19. 14 points

    A quick note to SFG

    This isn't dark souls specific at all - but this is the board that I use so i'll post here. As steamforged games are based in greater Manchester i just wanted to say I hope none of your friends / family were affected by the recent attack in the city. Stay safe guys
  20. 14 points

    Vengence 2017 - Stats

    MOD EDIT: This is a forum for discussing Guild Ball. This is not the place for making personal attacks on our staff.
  21. 14 points
  22. 14 points

    What's your S3 NPE?

    Well so far my biggest NPE is highly competitive opponents with a poor sense of sportsmanship or table manners. It's a problem when certain people register for an event and half your friends drop out just because of particular names, and it's unpleasant when a game goes sour and taints the day.
  23. 13 points

    Idea for Thresher Change

    I'm gonna say a couple things I said over the weekend while at SCUS, because obviously this is a super hot topic right now. 1. If the rules for Obulus or Corsair or Ballista or insert-good-captain here were released 6 months ago and one of the best players in the world picked them up and played 50-60 games with them while most other people had only played 2-3 games against them, yeah, that person would probably do pretty well with that captain too. 2. Thresher requires players to modify the way they play against him. Playing the usual way you're used to playing the game will probably net you a lot of losses against him. I believe as players get more experience against him in the next few months, this will start showing. 3. It's much, much too early to nerf anything right now. Obviously, we'd be fools to ignore the high win rate, but we'd also be fools to hastily nerf something in a panic. Please bear in mind that we have to look at the health of the game across the next year, two years, five years, not just the next three months. If there is a problem, taking the time to get the correct fix to the problem is just as important, arguably more important, than fixing it in the first place. A fix that we then have to fix again in three months time is not a fix. 4. None of this is denying there is a problem, or us being blind to anything. When I used to play other games, I'll admit, I was frequently in the 'omg nerf this now' faction, and the fact that I've changed my opinion is basically a result of seeing the inner workings and considering the issue from another point of view. It's actually sort of amusing for me to be sitting here typing this when three-years-ago-me would likely have been howling for blood. But hey, we grow as people, and sometimes the biggest thing you can do is acknowledging that there are other perspectives and that your opinion is just that; an opinion. This is something I genuinely strive to be better at in my personal life a lot. I'm not necessarily saying anyone on this thread is wrong, like, just that there are a wealth of opinions out there. And we read all of them! And finally, hey, guys, I ran events at SCUS. I was there. We see the same tournament data as you, we talk to players about the game probably more than you do. We read these forums, we read social media, and we spend (amazingly!) a hell of a lot of time thinking about GB. It's not like we have some evil master plan here; we want the game to be as well balanced as we can make it. That's good for us just like it's good for you guys. So in summary: we're aware there might be an issue and we're watching very carefully but we're not going to jump the gun on anything. Cheers!
  24. 13 points


    Played or watched five games this weekend in this style, doing more tonight I think. Initial thoughts— It doesn't change a lot about the rest of the game. The first turn is definitely more interactive, and with so many models within threat ranges of each other there is pretty strong pressure to start fighting immediately. That said, in most of the games we played turns 2 and onward, and especially turns 3 and onward, looked very much like those matchups tend to look for us with normal deployment rules. Teams playing against Fish are still heavily incentivized to disengage and kill the ball, for example, and that happened approximately at the same time it would in a game with standard deployment in our experience. I didn't even feel like the scores at the end of turn one were dramatically different than they would be in the old system—scores like 4-0 and 4-2 are fairly likely to happen by the start of turn 2 in either format, though outliers of 6-4 or 8-4 do seem more likely in the new format. It's extremely punishing for new players, both players new to Guild Ball and players new to this deployment style. You already got a few horror stories about people being up 10 points at the end of turn one, or people expecting to get three goals turn one. I don't really think that's a thing that will keep happening as people learn the format better, but anybody introduced to this format seems pretty likely to have a very one-sided first impression if they're playing against an experienced player. Deployment mistakes will be very very punishing in some cases, and if people don't like killing the ball then they will suffer the predicted 10-x game starts, which probably is too much. So ball interactivity is likely to not increase over where it was before—not sure if that was an intent of the design. In part because deployment is so punishing, the deployment draft is a really interesting addition to the game. It's certainly still early days but we learned some interesting ideas about how to deploy well in this format and if this system became standard I think that strategic level would be a welcome addition to the game. That said, it probably would need to be on the clock for tournament games. We played without Jamie's suggested test of the kicker starting with a Momentum on turn one, so the receiving team's first activation in all five games was brutal. A receiving team that has a model that can lock down another model nearby (Harry is the obvious example, but anybody with a combination of pushes and KDs can do this; the Goad is probably extra good though) can really screw up the kicking team's forward players. Perhaps just as important as it being strong, this first interaction is effectively non-interactive, which I know is against what Guild Ball has been going for in its design and balance decisions over the last year or so. I'm going to test the Momentum addition tonight; I'd also suggested elsewhere that, if this becomes standard, the kicking player could receive a special plot card that says something like "This card may be used in place of 1 Momentum for any use except a Goal Shot or Snap Shot" since I know there are concerns about non-interactive goals as well. The main purpose would be for the kicking team to be able to heal or clear conditions at the beginning of their first activation, basically, or to CA/DS in the game's first activation. Overall I like it so far, I do think it will need some tweaking and if it gets adopted as standard in the future it may need some balance adjustments across the board (but I already think the game needs some balance adjustments anyway so hopefully that's happening). At the very least it's exciting to have something actually new to fiddle with in GB, and something that adds strategical considerations. If this did not become standard, I'd still happily play events using it every so often. EDIT: Also quickly wanted to mention that this deployment looks more like how I picture a soccer/football pitch would be arrayed during a game. A minor concern compared to the health and interest of the actual game, but I like it anyway.
  25. 13 points

    GBKeeper 1.3

    Just pushed out GBKeeper 1.3! Should be making it's way through the App Store now. With the new All Guilds option you can build a team from members of any guild, perfect for those Captain, My Captain!, Homelands Cup or any homebrew formats you find along the way. Let me know how it goes! What's New in Version 1.3.0 - Added an All Guilds option for creating teams with players from different guilds - Added the Organized Play Document alongside the Mob Football Rules - Including Avarisse or Greede will automatically include the other - Fixed a bug where Roster team selection would appear to let you select multiple captains and mascots ***NOTE: As with 1.2 and all future updates, this update will automatically migrate the card data to Season 3. If you want to continue using Season 2, do not update the app until you are ready to proceed.***
  26. 13 points
    There's been a few posts here recently, and some side discussions on podcasts, where sporting conduct has been mentioned. Guild Ball is a fairly new community, so I thought it might be worth having a discussion as to what was considered sporting and unsporting within the game. Firstly, what do we mean by sporting conduct in general? My answer would be that it is "to try and make your opponent's game as enjoyable as possible despite trying your best to beat them, within the rules of the game." I think it's important that you try to beat your opponent, as this shows them respect, but you can also do everything in your power to help them enjoy the game, even if you're smashing them. Another key issue here is "within the rules of the game" - if you are doing something that is entirely within the rules of the game, even if it creates a negative experience for your opponent, I don't think that should stop you from doing it, and sometimes trying to account for things outside the rules of the game can lead to some messy grey areas that can cause more problems than they solve. So what about some specifics? Here's some rules I set for myself when playing to try to be as sporting as I can be. You may or may not agree with them, so feel free to chip in with your thoughts. Those who've played against me may not agree that I keep to them, but I do try - honest. Avoid Dice Moaning: Much as it can be frustrating to get that bad roll at that crucial time, it is not your opponents fault that it went wrong for you. Try not to react to strongly to when dice go badly for you, as it can make your opponent feel guilty and hence make things less enjoyable for them. Dice probability will invariably even out over shorter or longer periods of time so keep it in perspective. Its probably something we will all do from time-to-time, but if you're aware of it it might help you do it less. Open Information: Be as informative to your opponent as you can be. Explain what you're trying to achieve in the activation, when you have a few plays that combo up, explain the combo, be open to answering as many of your opponents questions as you can. But in a tournament setting you also need to be mindful of the clock, so I wouldn't spend any longer describing what I'm doing as it takes me to do it itself if it was during my activation, and if my opponent asks me a question I will put the clock onto them whilst I answer it. Conversely, be mindful that too much questioning can put your opponent off their game and disrupt their concentration. Ideally, rather than asking them, ask to see their card and find out the answer to your query yourself. Precise measurements: Measure your movement precisely, being aware of the gaps between models, when moves need to be in straight lines and where there are melee zones you're trying to avoid. The measuring widgets from Frozen Forge are great for this. You don't always need them, and often the narrow sticks or multi-sided widgets are fine, but when you start having to move around other models those narrow sticks might end up cutting a corner the base wouldn't allow. When making a complex move, discuss and negotiate with your opponent what sort of position you want to get to, what you want to avoid getting there. Use proxy bases to check for gaps and positioning for where you want to move to. When you've got to generate some dodges to get into range for a shot or into melee with a specific target model, its worth pre-measuring and discussing with your opponent so that you know how many inches of dodges you're going to need to pull the move off. Offer Chances to React: When I declare an attack or charge I will try to ask my opponent whether they want to counter or defensive stance. Admittedly sometimes I forget, but I'd rather my opponent had a clear cut chance to think about it before just picking up my dice and rolling them. Now if my opponent starts to spend a while pondering the decision I might switch it over to their clock, but I will always try to ask. Clock Discipline: Keeping track of the clock in a tournament game is a common issue. It's easy to forget to switch your clock over, and when your opponent forgets and you end up taking a long activation on their clock it is can create awkward situations and it can leave you feeling that you should offer to allow your opponent to do their next activation on their clock. I recently had a situation where my opponent let me do this early in the game, but then he ended up clocking out later on. I have no idea whether my activation was longer or shorter than the one he let me do on my clock, and felt guilty afterwards as a result. Because of this I am setting myself the rule that I will never take an activation on an opponent's clock when I failed to switch the clock over at the end of my activation. I will also try to be vigilant about the clock and remind my opponent to clock out at the end of their activation as much as I can. No Gotchas: I suspect this might be the most controversial of the things I'm suggesting here. There are only a few gotchas in Guild Ball: Unpredictable Movement, Countercharge, Clone, Glut Mass, Gravity Well. There's a lot to keep track of in the game and it's easy to forget something like this despite it being open information. I don't like it when I forget about these rules, so I will always try and pre-warn my opponent if they are likely to trigger one. If I'm playing tenderiser, I will often place a 6" measuring stick down next to him during an opponent's activation so that they know the danger zone to avoid. Similarly when someone moves to engage brisket I will remind them about UM. Sometimes I forget to prewarn, and when I do I will always let my opponent choose to take back their move if they like. No Messy Takebacks: Takebacks are an issue and it is often considered sporting to offer a takeback where you made a mistake. I suppose the best situation to be in is not to have made the mistake in the first place, but we're human so it happens. Its can put you in a difficult situation if you don't offer a takeback after you made a mistake to your advantage, but you need to also remember that it is your opponent's responsibility as much as your own to check you've got the rules right. I think when it comes down to sporting conduct, this is a rule that you apply to yourself when it comes to whether you accept an opponent's offer of a takeback, i.e. you don't. You might come across as unsporting if you don't offer a takeback when it was your mistake to your advantage, and if it happens several times people might start to get suspicious, so I won't go so far as to say don't offer the takeback, but I think the sporting thins would be to refuse one if offered. That said, I think there are plenty of occurrences where a takeback is a minor matter and not a problem. One example is on a dice roll: if an opponent rolls too few dice on a roll during an activation I will quite happily let them go back and roll another dice and add it to their result, I'd even be happy to do this if it was a few attacks ago where it's not going to have a massive difference on the result, such as the chance of a few extra points of damage. But if someone rolls too many and I don't realise until after they've rolled again, I've lost my chance and there's no takebacks. I think the key here is how much would the takeback result in a change to the state of play. If it's something minor like a few extra damage before the next activation occurs, then that's not going to affect choices that might have been made or dice rolls that have happened since, whereas if it changes the positioning of models or one players chance to react or make different choices, it best left as it was. If it's within the rules, it's all good: There's been some talk about specific moves or plays and whether they are unsporting or not, or whether if something causes your opponent a NPE you shouldn't do it. Some examples: deliberately kicking out of bounds to get the ball thrown in, a Fillet activation that takes out 3 or 4 models in a turn (perhaps more common in S2), or a Shark activation that gets you a goal with no chance for countering from your opponent. If something is legal and within the rules it shouldn't stop you from doing it. If you're playing against me I want you to try and beat me as fast and as comprehensively as you can. That in itself shows me respect and I appreciate it. Even though I may have a moan on here about Shark or Vitriol, it doesn't mean I don't want you to use them to the best of their abilities against me, nor do I want to put you under any sort of pressure not to play whatever guild you want for whatever reason you want. There's an important saying here: "hate the rule, not the player." If something you do in trying your best to beat me with the tools you have chosen to bring gives me a NPE, that is not your fault, and I should not make you feel that it is. (However you should perhaps allow me the right to blow off steam and push for rules changes on forums like this afterwards.) What rules do you have for sporting conduct? Would you change any of mine? Cheerio, Ben
  27. 13 points

    New Lawyers

    Hello all. We've been in the process of recruitment for the last few weeks, and I'd like to welcome @Henry, @MilitaryCoo, and @LeadDiceandBeers to the Lawyer's Guild. These chaps are regulars on the Rules Forum already, and they have exceptional rules knowledge. I'm sure they'll get right into the rulings right away. On another note, it was gratifying to see the amount of interest there was in these positions. Thanks once again to everyone who applied. Cheers!
  28. 13 points

    Brainpan and Memory

    So now that the card is gone, I wanted to share a story for those who missed it. I once worked for a company, that was crafting Mannequins. Though they were not durable at all. Worst thing, when someone pushed them over, they couldn't even lift themselves up! I know, I know, first world Problems. Our employees were nice bunch too, everyone would help getting them from A to B, though the temp agency workers were too lazy for that. One day someone tried to ruin our business by burning down the company and destroying all the Mannequins, but luckily they didn't gain anything from that. RIght after they were destroyed our boss arrived on stage and immediately pulled out new Mannequins so we could continue with our work. Sometimes he was really helpfull when it came to transporting the Mannequins to their destination, but usually when everyone started their work at the company, he was the only one who wouldn't do that, though it was dependant on the contract and what goal we wanted to achieve that he would transport them. And boy if he did he went miles. Another fun thing is, that guy was extremely good at football but only when ricocheting the ball off of a Mannequin. His accuracy was astonishing though, I guess it is easier to kick a ball in the face of an inamiate object than a moving person.
  29. 13 points

    Guild Ball Player Diversity

    You've made a lot of statements and points that touch on a number of things I want to address, I can't quote them all because I'll probably make myself more frustrated trying to find them and dissect exactly what fallacies are being used, as well as going over the passive-aggressive tone with which you refer to diversity as an abstract concept. I'm going to try and split your argument into 2 main headings and address each of them in isolation to create a better holistic picture of why Diversity in Guild Ball matters to me. If it sounds like I'm frustrated with your argument it's because I am (though I'd say I'm more frustrated at the tone with which it sounds like you're carrying out your argument), but I'm going to try my best to explain myself from a position of clear-headedness because I have found myself asking these questions to myself before. 1. "Diversity for Diversity's sake." Okay, so I do like your analogy of the forced stock photo. It makes sense. If you make a special snowflake character in order to appease some quota... yes, you're doing it wrong, and that is bad. However I think the thing you're losing sight of is that EVERYTHING can be done badly. Guild Ball has already done things badly. Remember the Butcher Civil War ending? Take a look at Dragon Age Inquisition, which received a lot of flak for "pandering to the SJW's." The reality of this game, is that it's various attempts to portray a number of social issues fell victim to extreme variation in writing quality. Some of the topics were great, Dorian, while others, Krem, were mediocre. However, the mere fact that Bioware addressed these issues, even with the variation in quality, instead of shying away from them like a spineless bitch too afraid of backlash is a good thing. Because now they're going to learn from what they did wrong, and soon others will too, and we'll get more good and proper explorations of these kinds of characters. (I'll come back to why this is important) Whenever a writer is sitting in a room and thinking, "what do I do to make this character compelling?" Kill a family member! Perfect! And yet, with that exact plotline you can get Joel from The Last of Us (Glass from The Revenant also contested for this spot.), or you can get Jake Conway from Ride to Hell: Retribution. And yet I see very little backlash whenever the topic of killing family members for the sake of character development is brought up. (probably cause it's never brought up, but you get my point.) The execution is what matters, you can do everything and anything badly when creating a character, and Diversity is no different. Don't make a character a stereotype of the elements that make up their character. Don't make a transgender dwarf because diversity, make an interesting character who has a complex relationship to the aspects that make up their character. You know... like real people. Because in truth, real people have a complex relationship to their heritage. You might say it doesn't matter, but your views that it "doesn't matter," are reflective of your relationship and experiences with race. It would be more correct to say that it "shouldn't," matter I do agree Eric Lang should be remembered as a great designer period. And the fact that that's what you believe is indicative of how your experiences with race has shaped what you believe. (Sorry to get all armchair psychologist there, that felt more than a bit condescending, for what it's worth you'd make a compelling game character.) 2. Why does diversity matter? It's a fair question to ask. We're already both in agreement that Diversity creates a more aesthetically interesting cast of characters. I'm already disappointed with Skatha because she just sorta looks like Striker Chick with Pigtails. Well for one reason. It makes a more interesting character. Or more specifically it CAN, if handled well. Lee from the Walking Dead, Kanji from Persona 4, Tracer from Overwatch, the 5 clans of Tarkir, Cersei Lannister Game of Thrones. These are characters who are not defined by their race, but instead have a complex relationship to it. It informs their view of the world and themself. And this is something that IS done with straight, white, men as well. However due to the fact that this is often seen as media's 'status quo,' it unjustly goes unnoticed. Rob Stark is a boy who is forced to become a man when his father is executed. He's young and impulsive. But he's been trained to do this, it's his honor-bound duty to wage the war in his father's name. That's a complex dynamic that makes it even more believable and human when he makes extremely naive mistakes. It's the exact same as saying a character likes orange juice and chocolate. In fact, I'd honestly say that it feels MORE unnatural if you were to make a character, and make them perhaps gay. And then NEVER address that aspect of their character throughout a story and pretend like it didn't matter. *cough* Dumbledore *cough* Once again, you do not have to hinge their character upon those aspects of themself, but make sure it matters. If your character likes orange juice, don't just mention it in a conversation where it doesn't belong. Secondly, it DOES allow players to connect to their characters better. I'm a native american person, with not extremely dark skin. But I'm certainly darker than caucasian. Every game in the vein of Dark Souls or Skyrim I play, if I get to customize my character, assuming I am attempting to RP some envisionment of me. I will take their skin tone few notches darker. I look for long haired characters, or light builded characters. These are the people I like playing as, and in heavily implicit narrative games like Dark Souls, these are my conduits to experience the game. Even in movies where there's a clear "forced" diversity, such as Star Wars Rogue One, I've heard stories of people being ecstatic to see a "Latin American" character exist in the Star Wars universe. This doesn't ever have to be a "black," or "latino," or "native american," person in these games. This is where I think fantasy has the upper hand to actually go wild with applying these to a wide range of characters and create an assembly of FANTASTIC characters anyone can relate to, is because they're not bound by the real world. I had a Mexican friend who had the cutest proud smugness that the Borderlands universe would constantly refer to "Truxicans." The Dalish in Dragon Age stand in as a surrogate to talk about issues that affect native american peoples whether intentional or not. Alien races and fictional nations that exist in the fictional universe you've created can be your means by which to create this dialogue. Which leads me to my last point, and I'll try to make it short. "White," is seen as a 'status quo.' This fucking sucks. It sucks because white people have to bear the brunt of "there's no diversity because too many white people, it's all white people's fault!" type rhetoric. And it fucking sucks because the complexities of the stories told about them, which sometimes utilize their race can go unnoticed. It sucks because it can sometimes blatantly overshadow a story that attempted to tell someone else's story, Windtalkers, and it sucks because it puts a stranglehold on what kinds of stories people are willing to tell for fear of backlash. It sucks because it's part of a larger problem that exists within the Ethnosphere of the world where entire languages like mine are dying off, and our stories are becoming less and less relevant, not because no one is interested, but because no one is telling them. No one is to blame for this, certainly not the tiny percentage of the world made up by white people. If anyone or anything is to blame, it's the media and cultural goliath that is North America. If you can't sympathize with this point, and it's fine if you can't. But I'd like you to consider what our world would be like if we all spoke a single language, and it was Mandarin. What would it be like to never be allowed to speak your own language, or tell your own stories. Now that all got a bit big picture-y, and I'm sure you're asking "but what the hell does this mean to Guild Ball?" Like I said. I feel SFG is ahead of the curve already, they don't really have to go through a ton of growing pains regarding diverse character design, and I feel like the game has a fantastic palette not only to create a diverse cast of characters, but to explore them. Raedland, Castelliya, Figo, Erskirad, Eisnor, Indar, Sultar and all the nation's I missed exist. But there is a HUGE incentive to do so in creating an aesthetically engaging cast of characters for every guild, and relative to trying to explore this in an open world Triple A title and meeting various levels of success, the exploration only has to go as far as a well written piece of fluff and a cool model. Not that that's easier to do, per se. I hope I've made my point clear and I hope I've not come off as too angry or frustrated or condescending, as I'm told I do that. Once again this is why diversity in games, not just Guild Ball, matters to me. I don't expect everyone to agree, but I can hope everyone can sympathize, and I think the last thing I have to say in this post is how happy I am that this discussion is actually taking place at all. (Seriously why is no one mad at how many family members are killed for the sake of fiction!)
  30. 12 points
    The survey that came out today asked whether people want the season 1&2 guilds re-released in PVC. I answered yes because personally I've decided I'm not interested in buying any more than the three guilds I already own in metal. Part of this is I'm impressed by the value offered by the plastic boxes, and part of this is because I don't like the move away from blisters to 6 player boxes. The bundling doesn't add any value like the PVC boxes do and it makes roster customisation more expensive as you may end up having to buy some models you don't want to get some you do. This is the same for the PVC boxes yes, but it's less egregious because they're significantly cheaper and give you more than just the player models. What the survey doesn't mention, but that they casually mention in the video is that they don't plan on giving the season 1&2 guilds the same treatment as the Farmers/Blacksmiths. Instead of two 6 player boxes they'd be sold as one 12 player box. Isn't the point of the new £35 boxes that they're a cheaper more accessible route into the game? These aren't just being sold to the existing playerbase. And it's a lot easier to say here this box of farmers gives you a full team you can start playing the game with straight away for £35 than here buy this £70 Fisherman's box. If this 12 man box did come out it would actually make the initial buy in to get a playable fish team more expensive than it is now with the metal models. I really hope SFG reconsiders on this, if they want the plastic re-releases to sell then they should stick with the strategy they're taking with the new guilds. It's a good one and there's no sense abandoning it now.
  31. 12 points

    An open letter to Obulus

    Ferryman, take heed. There have been rumblings. Dark words whispered in underground vaults regarding our precious Guild and your command over it. It is no secret that the Solthecians seek to ‘purify’ our sport by tearing up age-old contracts sealed in blood between the Union and other Guilds. Regardless of the impact this has on our opponents this puts us in grave jeopardy as we face the loss of a shining star of the game. I of course speak of the one known as Mist. We are not savages. We do not hack and slash like Fillet’s brutes or squabble in the muck with the drunkards. Ours is a more elegant, graceful game. The loss of our contract with the Solthecian will cost us gravely. And may cost you most of all. If your control over the Guild’s dealings are not strong enough to retain the services of one measly player then I fear your grasp on power is not as complete as you might hope. One tiny chink of weakness may be all it takes for your enemies to plot all the more. The sharks will begin to circle. I offer you an alternative. If our Guild fields energising star players, the crowds are happy. If the crowds are happy then the sponsors are happy. If the sponsors are happy then your power remains unchallenged. I urge you, for your own sake, to consider retraining our protegé, the ex-monk Bonesaw. The boy has talent but could be much, much more if allowed to come out from Mist’s shadow. Simply put, needs to be better. His future performance on the field could be all that prevents the masses abandoning the Guild. - a friend
  32. 12 points

    The Goal Post Thread

    Hey guys, first time poster but I was directed here by the GuBS facebook group Here's my two goal posts, one for my fishermen, the second one for the Union:
  33. 12 points

    New Hunters info in SFG blog

    If Hunters got a version of Tooled Up, it would only affect the target's next attack and would cost either 2 INF or 3 MOM (your choice!). Then there'd be a tactical tip on Steamforged's website saying how the flexibility of paying for Hunter's Tools with either INF or MOM really allows Hunters players to adapt to the changing gamestate
  34. 11 points
    Folks, I certainly won't stop people from complimenting me, but I promise the disclaimers aren't necessary. As far as I'm concerned, if you are taking a tournament seriously, it's up to you to make what you see as the best decisions, including choosing the guild that will work the best for you specifically and the game generally. In this case I decided that Farmers were both very strong and up my alley in terms of playstyle so it would be stupid for me NOT to play them. I'm proud of how I practiced and how I played and think it's perfectly natural for the winner of a big tournament (especially someone who had to go through a three-day gauntlet) to most likely be playing one of the two or three best guilds. I promise my feelings aren't hurt. Thanks MWWG for the interview!
  35. 11 points
    Jamie P

    Idea for Thresher Change

    Hey guys, I just wanted to take a second to say that this is probably one of the most well mannered discussions on 'I think X model is OP' that I've ever seen. So well done and carry on playing nice Secondly, of course we are always watching
  36. 11 points

    Not really important... but....

    This has no great bearing on anything important going on here... but I won't lie... I am pretty damn excited. Tomorrow is the first event I will attend, a Farmers Guild launch event... and I can't wait to actually participate and see some other guilds besides my kick off models. Fully prepared to get wrecked and have a wonderful time doing so. HA!
  37. 11 points
    Jamie P

    GIC General Theory Thread 

    I will reiterate that my earlier points are important, testing the wider implications of lower Heal Rates. However, it is likely that we will advance the release of the remaining cards to this Friday (8th), rather than next Friday (15th). Never tell me I don't do anything nice for you
  38. 11 points
    Hello Forum! I have started a new series on my Youtube channel that I hope you guys will like as much as Run the Length. This is Guild Ball Gotchas! Welcome to the inaugural episode of guild ball gotchas where we go through the biggest surprises and powerful combinations in guild ball and walk you through how to play around them. This episode we are covering Mist and Vitriol's kickoff pressure. Special thanks go out to Nick Kleeman, Zachary Poulos, and Alex Bots for assisting with this video. Game was filmed at Grognard Games in Hoffman Estates. Their Website can be found here: http://grognardgames.com/ Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov
  39. 11 points
    I [Mat Hart] was lucky enough to get to Adepticon in Chicago this year. I met a load of great people and had an absolute blast. During the weekend, I got to spend a fair amount of time chatting with the players vying for the US Qualifications and observed a heck of a lot of games. These conversations and observations got me thinking…mostly about how the Organised Play Rules can massively influence the game. Today we roll out an updated Organised Play Rules document with several key changes. These changes are detailed below. Tiebreakers Guild Ball was designed as a win or lose game, a simple binary state if you like. The intent was that it really doesn’t matter if you win 12-0 or 12-10, a win is a win. However, tiebreakers that are calculated using Victory Points and VP differences goes against this original intent. Furthermore, they can lead to some weird situations where a first-round loss of 11-12 could actually help you finish higher up the table! We’ve overhauled the tiebreakers to use percentage win rate, or Strength of Schedule as its more commonly known. Players are ranked in order of the following: Their Tournament Points Scored Their own Strength of Schedule Their opponents Strength of Schedule The new Organised Play Document goes through in detail how this is calculated and the Tiebreak platform has been updated accordingly. Drafting The way drafting worked, gave some teams an unnatural power bump due to the way their rosters could be constructed, meaning it was possible to keep their captain selection until very late in the draft, resulting in an unfair advantage. Basically, it meant that if you played some teams and knew how to draft properly, then you could almost always be able to counter pick your captain against your opponent. This ended up lifting some teams unnaturally in the meta whilst forcing others down. To address this, we’ve tweaked the order in which teams are drafted to the following: Deal and decide on Plot cards, as normal Simultaneous reveal of Captains and Mascots Roll to decide who kicks off (and who receives) Draft the remaining 4 players for each team starting with the Receiving player Roster Size Another unusual one, we observed an impact on certain teams that the roster size of 9 was causing. Looking at these teams, whilst the models seemed perfectly strong and competitive enough individually, the team itself struggled to put together a meaningful 2 captain roster of 9 models without severely limiting the remaining choices. Guild Ball is a game of choices and so we have expanded the roster size to 10 players. The 1-2 model restriction on both Captains and Mascots remains unaffected. Draws As mentioned earlier, Guild Ball is a game of winning or losing, there really is no room for a draw and it only served to make the math complex in the rare situations where it came up in competitive play. We have removed draws from competitive play. The long and short of it is if the players are still tied at the end of the game, after dice-down has been called by the event organiser, then the win is awarded to the player that kicked off at the beginning of the match. Simple. Round Length A simple change, we have extended the round length back up to 110 minutes to allow a little more breathing room for people to prepare for the next round. So there you have it, a handful of changes to the Organised Play document that we believe will make the game healthier and more fun for everyone. Obviously, these changes are effective immediately for any Steamforged Games organised events but, TO’s of upcoming events have the option, for the remainder of May, to revert to the previous system on tiebreak should they wish. If you’re attending an event in May do please check with your TO which system they’ll be using – the old system will be gone forever 1 June 2017. Let us know below how this will impact your Tournament Roster choices.
  40. 11 points

    Hunter's Current State

    Hunters are such odd ducks. I think the new releases sort of help but it doesn't fix some of the questionable design decisions they already have. Zarola's playbook still makes no sense for the model or background and is just plain bad. Seenah being 0/2, doesn't affect Seenah but her team for bringing her. Theron's second half playbook is junk (why is his 3 on a 6 - what other captains, who have access to low KD , have such poor DMG output). Egret having Snap Fire which is a crap shoot of a play. Etc. Hunters are not unplayable, heck they just won a local tournament I ran. But they require everything to go right, otherwise their inconsistent design exposes itself. They have no comeback options and sometimes it feels like you can see the gears grinding against each other. No other guild has this issue. What the new models do is offer pseudo footballers. But they still have the same questionable design ethos - Tackle on column 2 of a TAC 5 model does not a good striker make (compare Fillet...), nor does having to hurt someone to get Super Shot when it opens himself up to getting tackled. I like Hunters. I like running, shooting and stabbing people. But...they are hard work and I don't think the new models are a panacea. If you want something different and frankly odd, they are fun. If you want a reliable team you can play the game with any sort of predictability then look elsewhere. Best models in the game though. No question.
  41. 11 points


  42. 11 points
  43. 11 points
    Episode 4 of Run the Length is up! Hope you guys enjoy this one! I added a bunch to the draft section let me know if you enjoy it. This week I am playing against the infamous Jordan who clearly needs no introduction. This time around I would love feedback on the intro to the video. Do you think I need a graphic? Should I just get right into it. Would you like a brief summary of the players accomplishments if any? Etc. Strictly the Worst Guild Ball PodcastGame was filmed at Grognard Games in Hoffman Estates. Their website can be found here: http://grognardgames.com/Follow me on Twitter: @TheCurkov
  44. 11 points

    GBKeeper 1.3

    GBKeeper data update is out: v10: Added Veteran Ox (Butchers), Hag (Fishermen), Brainpan (Morticians) and Memory (Morticians)
  45. 11 points
    The linked post does not accurately reflect my current stand point on the issue of tiebreakers. In a nutshell, and this is a sentiment that has been expressed multiple times in this thread already - There are a LOT of different ways in which we can control tiebreakers and how player to player match ups are generated. All of these changes are more subjective than you would believe. Almost every change with a positive intention may also cause a different player to have an equally more negative experience. I take the construction of our tournament rules very seriously but we all need to bear in mind that our rules are an attempt to maximise the enjoyment of every participant at an event, not just those at the top, and not just those at the bottom. If we do make any changes in the future, they will be with this principal at their centre.
  46. 11 points

    Shark to strong?

    As a Shark player, I'd like to chime in. As far as Shark is concerned, nothing really changed between seasons 2 and 3; I've started winning with him but personally that has more to do with improving my skill than with the rules changes. Often I'm not able to get him to Tap-In range or choose not to for positioning reasons, and the Home Crowd bonus is often as not helping the opponent's counterplay. If I were to play against Shark, I'd keep my eye out for a few of things; - Don't bunch up until he's used his Legendary or you are in a position where the lack of movement isn't such a concern. Force his Legendary to be poor. - Pay close attention to activation order. If you're afraid a guy'll get hit with G&S, move him. G&S is still good for a momentum and a DEF penalty, but negating the move penalty cuts out some of the sting. - A Shark that is focusing on destroying your mobility is also a Shark that may not be scoring, so as frustrating as it is it's probably not a terrible deal. This is mostly true on the first turn or on turns when he returns to the pitch. Delaying a score makes your opponent spend more resources for the same amount of points, and that also means you have more time to get in the TOs you need. - If possible, once he's used his Legendary or you're confident that a cut to your speed wouldn't be overly detrimental to your game plan, mob him. Resist the temptation to kill him, though. A top-of-turn Shark run-on is practically a guaranteed goal if you haven't very carefully killed the ball. - Speaking of which, you either need to kill the ball - you'll outpace the Fish in TOs - or you need to race on the ball and rely on your better facility with getting 2-2s. Games I lose tend to happen because I forget how easily some of my opponent's pieces can pile on damage. - When scattering off of a goal, place the goal-scatter *very* carefully. This is where I see people lose against me. You scatter that ball incorrectly and the Fish can get it. If the Fish can get it, the Fish can score. Only push the ball up if you'll get a rebound goal on the next activation, and even then be careful. Goal pinball is a game Fish like to play. Shark is good, but he's one-dimensional and rather easy to predict as a result. Not to mention that playing the ball can still suffer from consistency issues; failing a pass or a goal kick is much more detrimental to a goal-based game plan than missing an attack is to a TO-based plan. Predict who will need to have the ball on your opponents team and use crowd-outs to increase the chances your opponent fails a kick, then enjoy watching your opponent scrambling to fix their game plan and consequently wasting a bunch of influence, momentum, and/or activations. EDIT: To boil it down to a pithy one-liner "Don't let the Fish pick your gameplan for you". If you try and engage them on the ball-game and you aren't prepared for it - with some clutch TOs and control pieces - the Fish will win. Make their gameplan costly and constantly work toward yours.
  47. 11 points
    A computer has already been designed for Guild Ball. It's faster, more efficient, more calculating than the best human player in the world. It "has excellent mathematical skills for both precise calculation and on-the-fly estimation. It also has what I would call great respect for the results of these calculations, and uses them to determine the most likely path to victory". Its only weakness is the inability to make 2 die shots on goal. And this is why, in spite of their mathematical perfection and stunning good looks, the machines will never take over. Because at the end of the day, at the finish line, what stands between them and total domination over the human race, is an insurmountable and timeless ghost which takes many forms, one of which is that of an intoxicated German going full YOLO: the Human Spirit. Terminator 8: The Jordanating.
  48. 11 points

    Receiving the ball after Unsnapping

    Amen to this. There's no foul asking to clarify rules that are clearly in conflict or unclear. As someone who runs a lot of tournaments for beginners, I get asked ALL the time "where exactly is THAT rule written?". If it's not written clearly, or if I get challenged by a situation that Saje brought up, unless I have the rules forum to point to, I would have to resort to "because I, the TO, says so" and have a frustrated player mumble something under his/her breath at me. So I love it when people like Saje bring up these rules interactions that someone will interpret and play incorrectly (most of the time unintentional), because I can point them here easily to get it clarified instead of having them trust in my "common sense".
  49. 11 points

    Tournament Day!

    Whew, long day. Went 3-1 with the Masons, coming in 5th over all out of 20. I gave up points due to being rusty with the Masons, but the team did their work. Chisel was in every game, and there was always something for her to do. I set her up near harmony for the Chisel Missile option if I wanted to put her up to generate momentums, but she contributed to every game. Her 2" melee was clutch, and her Momentous Tackle on 2 came into play plenty of times. She tied up Boar for two turns with the FMP/Sadism combo, but eventually got taken out by him (first she went down all day). Marbles and Brick were in the center of my team, threatening counter charges from a lot of angles. Marbles himself got a lot of CC off due to people being careful to avoid Brick, and forgetting he was there. Mallet is still my favorite backbone player, as his 3" melee overcomes a lot of defenses and he sets up opposing players for the rest of the team. W: Engineers (R1), Fishermen (R3), Butchers (R4). L: Alchemist (R2) Overall, had a great time against great opponents. I'm looking forward to honing my skills with the Masons in S3.
  50. 10 points

    An Ode to Snakeskin

    Ok, played Snakeskin in my Vet Rage Union team for all 3 games at a small casual tournament today. I think she has a solid place in my T9 now because of all the crazy footballing teams out there. First Round: Shark Fish team. I received (whew), got the ball, passed the ball and kicked it to Coin who hid behind Harry/Rage to avoid Siren getting the ball. After passing it around, it ended up on Snakeskin, and she ran off to the side of the pitch with Sakana around. Next turn, I went first, with 3 INF, just turned on Nimble and Clone. Sakana tried getting the ball and failed (trying to hit DEF 6 just to trigger her clone). Ball stayed on her. More killing ensued with Rage. Next turn, Shark is there (after dying), spent 6 INF trying to get 2 hits to tackle (after an initial clone), got it once, triggered clone, and never was able to get it again. Eventually they got the ball, but Rage already killed too many people. Oh, can't remember how, but somewhere along the way Snakeskin did a 4 dice tap in. Second Round: Fillet Butchers. I received and ended up playing normal football and killing. After Mist and Brisket counterscored each other, Snakeskin got the ball and got in position to score, but ended up getting threatened by Fillet and gave the ball for the finally winning goal. Third Round: Midas Alchemists. I kicked with Mist, stole the ball and kicked it to their corner where not even Vitriol with Lure of Gold can get in 1 turn. After that, it was a bloodbath (reg Katalyst is the most underrated model in the game... he out killed a Vet Rage team!). Finally, Mist got the ball out and handed it to Snakeskin, and she just sat far away by herself waiting to score. when I got to 8 points with killing, She went in for the tap in for the win. I think in this day and age of players that can score from everywhere and a loose ball equals 4 points for your opponent, I am loving what Snakeskin brings. I'm even happy giving her 3 INF for Nimble+Clone (if I don't have an easy way to trigger clone) if that means the opponent can't get the ball for the entire turn. Call me a convert!