Welcome to Steamforged Games Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

  • Days Won



About Steamforged

  • Rank

Profile Information

  • Gender Female

Recent Profile Visitors

2,805 profile views
  1. 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.
  2. Hello Farmers! Check out today's blog post! http://steamforged.com/sfg-news-blog/sowing-the-seeds-of-victory It's got plenty of juicy spoilers for you all! Let us know what you think about the abilities you've seen!
  3. Spring has already ushered in the Easter glory of a festive Fangtooth, and now we’re sprucing up the resources section. It’s hard to believe Season 3 debuted in November, especially given the explosive growth we’ve seen from coaches across the world. With all the new coaches joining the game, our community has done an amazing job asking important questions about the new season. To address some common questions and clarify some rules language, we’re releasing a public FAQ and Errata for Guild Ball Season 3. There are no balance changes in this errata—it’s just an update to clarify some rules language and tidy up some grammar. We also updated our online resources for Season 1 & 2, so you can continue to use them in your Season 3 matches! What kind of updates are we talking? Well, some of the core rules changes in Season 3 made some Big League and Season 1 and 2 Plot Cards not so relevant. For example, the Plot Card that let your Mascot return with 1 health. Mascots return with half their health in Season 3, so we’ve updated it accordingly. We’ll be back with more Guild Ball tomorrow on the Official blog!
  4. Very true. I managed to get a game in vs Ed Ball's Morticians he ran: Scalpel, Dirge, Minx, Cossett, Graves, Casket Whilst I ran: Tapper, Scum, Hooper, PintPot, VSpigot, Friday So a super fast team vs a beaty team with the opportunity to score. The game started poorly with Scalpel choosing to kick off. I went with Friday and passed to Scum. Scalpel advanced in, legendary to pull scum with the ball in melee range, tackle, push dodge to within shot range, heroic for Second Wind, shot on goal, Knee Slider away, Scalpel ended up back in her deployment zone. I was 0-4VP and it was the only my second activation. The game progressed as intended from that point on, I was able to score a few take-outs vs the relatively squishy Minx and very squishy Cosset, whilst Scum babysat the ball near VSpigot. PintPot and Hooper were able to take out Scalpel and Veteran Spigot bagged me a goal. Unfortunately, the entire team focused on Tapper and despite healing in his own activation and Hooper's activation he got put in the Casket. The Scalpel scored to finish the game as I had spent my valuable momentum to try and keep Tapper out the box. 10-12 to the Morticians. I feel like I'm shaking off the cobwebs and remembering how to play the Brewer's game, but I need to do my homework and be more alert to potential threat ranges. Also some nice plot cards once in a while would be delightful! I'm yet to have Sick Em! and I REALLY want to Furious charge with the cat. I'm also finding that the choice of which spigot effects how the game is played, I think I'm going to put Veteran Spigot on the sidelines and get Drunk Spigot out on the pitch a bit more. He'll need to be kept back but I feel the Tooled Up Play would be more fitting to my current playstyle, and Football Legend would help no-end. I've missed so many key passes to dodge players into position.
  5. So had a bit of a beating last Thursday! I played against one of my colleagues who was using Seasoned Brisket, Coin, Harry, Mist, Decimate, Minx against my line up of Esters, Scum, Mash, Spigot, Friday and PintPot. In hindsight I should of taken Veteran Spigot for Close Control, Poised and Ball's Gone to be my ball-holder rather than Mash. I presumed that 2" Unpredictable Movement would be enough to keep the ball safe...it wasn't Route One and an Advance from Seasoned Brisket, and Acrobatics from Mist meant that the Union had the tool-kit to get around it. That being said Mash did some stellar work with Counter-Attacks (I roared HOWZAT vs both Brisket and Mist in a single turn). Ultimately I wasn't able to take the Union down quick enough to finish the game before Brisket and Mist slotted away three goals. My take away from the game was that although super fun Mash wasn't the best choice in this match up. Veteran Spigot would have suited me much better, and Hooper would have been a better 2" melee choice for assisting in the beat down. So I decided to message our resident Brewer coach, and story writer, Sherwin to get his advice on how to get the most out of the drunkards. In my next game, I took his advice and reverted back to Tapper and his best friend Hooper. A friend had travelled over from Norway and we managed to get a game in Brewer vs Brewer. He opted to go with Esters, Quaff, Mash, Hooper, Stoker, Veteran Spigot whilst I went with Tapper, Scum, Hooper, Friday, Veteran Spigot and PintPot. The game started with a goal from the Norwegian’s Veteran Spigot. I responded by setting up for the take out in turn 2 which saw Stoker, Hooper, and Esters brought down to less than 5HP each (PintPot’s Smashing Face character play at the end of the turn saw to that). I then lost the sodding roll off with +2 momentum in the bank!!! This turned the game on its head as the Norwegian was able to activate Esters who used her Legendary Play to Agility Stoker (DEF 4 ARM 2!!), +1 DMG to herself and +1 DEF for Hooper (DEF 4 ARM 1) she then took out Tapper with her influence. Woe is me. PintPot being the legend that he is managed to take out Stoker and Hooper, thanks to his Beer Tokens allowing him to go above and beyond. The score was now 6-4 and the ball was on my Veteran Spigot. The game went on and I decided to hold off scoring the goal until I reached 8VP as to score would give up possession of the ball and allow the Norwegian to score and take out just one more player. The two teams layed into each other trading blows and spending momentum to heal or stand up. I managed to take out Mash to bring my score to 6 but during that time Esters took out PintPot! 6-8! Now I had to wait to score. Unfortunately I lost another key initiative roll off and a returning Mash successfully knocked my Veteran Spigot for 6! Howzat! The ball scattered PERFECTLY onto the Norwegian Veteran Spigot who was out on his own safe from my team, he was then able to slot the ball into the net to finish off the game 12-6. It was an absolutely brilliant game, and I definitely preferred Tapper to Esters (knew I should have trusted Tapper as my gut told me). In both these match ups I feel that I brought the wrong Spigot to the table, Tooled Up would have been a brilliant tool kit play to have available as well as another brawler. You live and you learn! I’ll be at the Element Games: North West Gaming Centre this Thursday if you fancy a game!
  6. Hello Hunters! With the release of the Heralds of the Winter's Moon impending (April 21) we're delving into the back story of the original Hunter's Guild Captain, Theron. Before you read on make sure you've read Part I! If you're enjoying this series then you'll certainly want to get your hands on the Season 3 Book as it contains the continuation of the main story arc, and a deeper look at each character through their own bio! http://steamforged.com/sfg-news-blog/theron-origins-reveille
  7. We've been inundated with questions asking about Card Sleeves. This is what we have been using in the Steamforged Office (other brands are available). You will need the following amount of each: Large Sleeve - 73 (We have been using Dragon Shield for these) Small Sleeve - 177 (We have been using Ultra-pro for these)
  8. Silly old Fangtooth has lost his Easter Eggs whilst running around the website. Fangtooth will give one lucky coach who finds all his eggs a special prize! Check back tomorrow for more information...
  9. Team for tonight: Esters, Scum, Spigot, Veteran Spigot, Hooper, Mash, Friday, Pintpot, Stoker I'm supposed to be playing against a Seasoned Brisket led Union line up and an unknown Engineers line up. I'm thinking vs Union: Esters, Scum, Mash, Spigot, Friday, Pintpot. Thoughts are go for 4 take out and 1 goal. Accept they are likely to score because it's Brisket, then get Mash and Scum to hold the ball depending on who the likely ball threat is. Kill people with Pintpot and Esters, Spigot will be there for Tooled up and Friday for Dirty Knives. Vs the Engineers I'll have to take it as it comes but I'm expecting to play Stoker and Hooper I'm there as Magical Brew and True Grit could pay dividends with condition removal.
  10. Hello Sports Fans! The Season 3 Book is nearly released (April 21), when it is available you'll be able to continue you to follow the overarching story in the world of Guild Ball. If you've been neglecting the story, joined recently or want a refresher then read these summary stories. Season One It’s the opening day of the season, and the Fisherman’s Guild face off against their fierce rivals in the Butcher’s Guild. But this is no mere game for the Butcher’s Guild, and unbeknownst to the men and women of the Fisherman’s Guild, tragedy awaits. At the behest of a mysterious figure from the Union known only as Longshanks, Ox, the Master Butcher, brutally maims Corsair, captain of the Fisherman’s Guild. The Fisherman side take away a victory, but leave behind their captain… It is but a handful of days since the bloody events of match day, and already the Master Butcher is back on his feet, overseeing the training of new recruits. He lords over a brutal regime in the yard, an exercise in drumming out the weak from the strong. Meanwhile, the Union are active once more; from the safety of the shadows, Avarisse and Greede break into the undercity, under contract from their shadowy and unknown Principal. Are these orders from the Union itself though, or another party? Guild Ball is not just about the action on the pitch, and the Union’s vile reach pervades everywhere. Whilst emissaries from the Butcher’s Guild and the Mortician’s Guild meet to settle old treaties and bonds of favour behind the scenes, it is the fraternity of Longshanks pulling the strings. In the ruling house of the Fisherman’s Guild, Vincent de Laurentis, Lord Chamberlain of the Fisherman’s Guild, also encounters such an individual. The demand is simple… exile the injured Corsair from the team, and replace him with Shark. It is a dark humour indeed that possesses a man such as the Master Butcher, his cold eyes finding mirth in the death and destruction left behind by rioting during a match between the Brewer’s Guild and Mason’s Guild. Although no man alive would dare cross his path, the same is not true of the dead; on his return to the Butcher’s Guild, Ox is forced to confront the memory of his long-lost brother, Jacques, a ghost from his past. His brother has been cold in the ground for decades, but what about Ox’s honour? With Shark at their head, the Fisherman’s Guild resume their Sovereign State Championship campaign, their opponents for this game the Alchemist’s Guild, led by the inimitable Midas. It is a young and untried squad which the Fang of the Seas has inherited, and they are pitted against a strong team, but through sheer determination he is able to steer their course true and take home a much-needed victory. And so, is the reign of the pirate over, and does that of the predator begin… Once more the Fisherman’s Guild faces the Butcher’s Guild in the semi-finals of the Sovereign States Championship, with more at stake than ever before. Yet, again it is Union involvement which will rule the day. Disguised as a rookie Fisherman, Snakeskin savagely attacks Brisket and leaves her for dead, distracting the Butcher’s Guild and allowing the Fisherman side to claim victory over their rivals. But even as the game is won by the Fisherman team, the Master Butcher vows a bloody oath of retribution… Frustrated beyond compare at the recent bloodshed, Vincent de Laurentis finally sees his opportunity to be rid of the meddling Union once and for all. Seizing his moment, he captures the Longshanks appointed to the Fisherman’s Guild, and imprisons the duplicitous man in the dungeons below the Fisherman’s Guild. Avarisse and Greede are charged with investigating their associates disappearance, their methods brutal, and their hunt relentless. Before long, they discover the truth – but what will be their next step? It is the final of the Sovereign States Championship, and the Fisherman’s Guild face the Mason’s Guild, led by Honour, the First Lady of Guild Ball. Their opponents take an early lead, and it falls to the old veteran Greyscales to guide the team, Shark’s natural talent and athleticism unable to replace a lack of experience. Despite dramatic attempts to keep the Fisherman’s Guild in the game, it is thanks to the tactical acumen of the First Lady and her inspirational leadership that the Mason’s Guild emerge victorious, and take home the title. The final may be over, the fanfare of the crowds now past, but the Master Butcher remembers his debt of vengeance all too well. After nightfall, Ox leads a gang of Butcher henchmen through the shadows, breaking into the Fisherman’s Guild’s ruling house, and assassinating Vincent de Laurentis in cold blood. As he drives the blade home, the Master Butcher leans in, and whispers the last words that the Lord Chamberlain will ever hear… ‘That was for Brisket.’ A disguised Snakeskin watches from the shadows, her satisfaction clear. But the evening is yet over. Even as the Butcher’s make their escape from the guards alerted by the fighting, Snakeskin must make her own escape. Fate is a fickle mistress, and for all that the darkness conceals the Chameleon from those who would seek to do her harm, so it conceals her enemies also. Mortally wounded in her flight, she escapes to the sewers, where she discovers the Union have been divided; Avarisse and Greede have turned on their masters, murdering both the Longshanks held by Laurentis, and then Snakeskin herself. Ox and Boar, the only survivors of the raid on the Fisherman’s Guild, are confronted by the Solthecian church as they return to the sanctuary of the Butcher’s Guild. Confrontation seems inevitable, but first, Boar is given a choice. Stand with the Master Butcher, and fight by his side, or walk away, and abandon Ox to his fate. In an evening of betrayal, this is but the last, Boar’s promise to his captain that the Butcher’s Guild will live on as hollow as it sounds. As the last moments of the night flee before the rising sun, Ox prepares to sell himself dearly… Season Two Months have passed since the final of the Sovereign States Championship, and the assassination of the Lord Chamberlain of the Fisherman’s Guild. All of the Guilds reel from the death of such a prominent figure, a vicious attack the likes of which have been unknown before. Whilst no-one knows who truly ordered this dark deed, one thing seems obvious – none of the Guilds can trust each other, any more than they did before. Is anyone truly safe? In the aftermath of the assassination, not all are at a disadvantage however, and for a pragmatic soul, there is opportunity. Free at last from his exile, Corsair is returned to the Fisherman’s Guild to retake his place at the head of the crew. Although Shark is content to step aside for the good of the team, others cannot but wonder what this might mean for the team; Corsair brings with him unknown allies from his travels in the far east, and a vicious approach to the game that the Fisherman have shied away from until now. The Alchemist’s Guild are the first to try and capitalise upon the upheaval, investing heavily in the opening tournament of the new season, the Frontiers Cup. Despite being a minor event, the prestige for a team that takes home the Frontiers is enormous, a statement of intent for the rest of the season. Manipulating the Alchemist’s Guild’s High Council into sponsoring Smoke as captain, Calculus intends for this to not only provide her Guild with fame and fortune, but to steal power from Midas also… The Alchemists are not the only figures with plans in motion, or that scheme and plot from the shadows. The strings of the puppet master, Obulus, captain of the Mortician’s Guild, are everywhere. At last is the time for a scheme he has nurtured for decades to go into motion, beginning as a clandestine meeting with the mysterious and savage Hunter’s Guild. The men and women of this brotherhood have not seen civilization of generations – what will they bring to the world of Guild Ball? Without the Master Butcher, missing since the night of Laurentis’ assassination, the Butcher’s Guild has been thrown into turmoil. The Guild have appointed a new captain, a young woman known as the Flashing Blade, rumoured as the most lethal duellist of her time. Still, Fillet is unable to unite the old guard behind her, clashing with a returned Brisket, now finally recovered from the grievous wounds she suffered at Snakeskin’s hands. The future of the Butcher’s Guild is uncertain for the first time in years… The Engineer’s Guild defeat the Alchemist’s Guild in the early stages of the Frontiers Cup, and they crash out of the tournament. In the aftermath of the game, their team has been decimated, a result of internal bickering and politicking. Midas has been forced out of the team, but Calculus’ own support will likely dry up in wake of their failure. Worse still, in wake of betrayal from within by Venin, Katalyst is reduced to a hulking monster, completely incapable of rational thought and leaving little trace of the man which once was. In a day that promises to change the face of Guild Ball, Blackheart, the Pirate King that terrorised an entire nation, and leader of the Union, is betrayed by Rage. The Usurper cuts down his master during a game, even a bloodthirsty crowd muted by his barbarity. But the deed is not done there, for next Rage guts Coin, and wrenches free the Pirate King’s fortune. If ever there was proof that jackals know only loyalty to the coin it is proven this bloody day, as one by one they cross the threshold to join their new captain, each taking a grisly doubloon in hand. With the dominant Mason’s Guild already through to the final, the second semi-final pits the Mortician’s Guild against the Hunter’s Guild. The team that wins will face the reigning champions, but the Ferryman remembers his debt all too well. With his scheme still in motion and his hand yet to be dealt, Obulus orders Scalpel to stand aside and not avert disaster; and so it comes to pass that whilst the horrified crowd and players look on, Ghast is sacrificed to the Hunters primordial gods, their fealty now sealed by the lifeblood of the Silent Terror. It is the day of the final, but only one team is here to play. Ignoring the proud banners and the glory at their fingertips, the Hunter’s Guild fulfil their promise to Obulus, leaving Honour crippled and unmoving, even as the crowds cheer Flint scoring the winning goal. The Mason’s Guild take the title once more, to add to a cabinet already full of trophies, but leave their honour behind, as the sun sets… what might this mean for the future of the most successful team in recent Guild Ball history? Well there you have it. You're all caught up with the Story of Guild Ball, let us know what you though by commenting below or by speaking to us on Facebook.com/guildball or twitter.com/guildball
  11. To answer the 'no Stave' comments: As soon as I have Veteran Spigot painted I want to try him out with Friday and Esters to go for a more 2 goal, 2 take out style of play. I don't see Stave fitting into that particularly well. So I'd like to practice without him beforehand I'll probably end up dropping Harry for Veteran Spigot.
  12. Thanks for your help everyone! It's good to see that there is a lot of variety in the line-ups. I think I'll try my hand at Esters at the LGS this week and report back on how it went, probably do a blog-post about it and then discuss it in here. Gonna take: Esters Scum Friday Spigot PintPot Harry the Hat Stoker Mash Hooper Seems to have a decent amount of 2" melee zones, good inf generation [13], options for scoring goals and murdering people.