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About CurlyPaul

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  1. I'm not sure if I'm being dumb, but I'm not sure all of the items are visible on the mobile version of the site? In particular the sets for individual season 3 models.
  2. I've recently been playing him after a very long break. I find that to get value out if him I really need to push for Casket Time early game, but it usually worth it. Either Captain should be able to displace an enemy to get him in range, soften them up with Cosset and then throw them in the box. It's worth te effort. Ghostly Visage is also pretty useful against models like Fillet or vet Kat.
  3. I few months ago I got into a discussion with @VanV about the merits of Hooper, with me largely defending him. Yet since then I have questioned his usefulness and whether I absolutely need him. I still play him a lot, but he's not in every game anymore. I think he benefits from Old Jake's quite a bit, as I can allocate 2 mid-turn if it looks like he needs to spring into action. Granted he's probably not killing anyone, but with true grit he can be pretty sure to get a the Tackle or KD. I know Spigot can reach the same max TAC and hit more often, but all worthy opponents will kill him on site. Hooper will live longer. I now effectively have 2 flex slots which is nice. Sometimes he gets switched for Stoker, Pintpot or Mash. Mash recently made it back onto the tournament tray as the welcomed 10th player.
  4. @RTOAHB if you are ranked 50th I'm sure you will have probably read this already, but I'll post it anyway as it's required reading really. He mainly uses examples from Street Fighter but the ideas can be applied to any game. Playing to win
  5. For my metal models I coat them in Citadels Ard Coat, followed by Army Painters Anti Shine. The Ard Coat really needs at least 24 hours to fully cure, if I put the anti shine on sooner it seems to stay slightly tacky forever. Still get the odd chip when the model gets used a lot, but it's not too infuriating. Plastic or resin models tend to keep their paint on better so I usually spray them with a matte varnish and be done with it.
  6. As a Brewer, Silence is the worst player to see across the table. Tapper is a good one to Shut Out, and whoever you think he might use Old Jake's on for a Tucked. For a team where buffs, and therefore activation order, are king - Silence ruins them. Be warned though, when playing Brewers I will target him as a matter of priority. Be prepared for him to run backwards to stay safe OP - I think Silence is overall less useful than he was, but he needed to be. He's still dangerous in the right place though.
  7. If you pass the ball to him and dodge, he can dodge forwards 4 inches. If he deploys directly opposite the goal he can reach it. If somebody is in the way, he can use Football Dervish to dodge forward another 8", then sprint 8, Meditate and shoot 8". The weak link is the Dervish as it requires 2 successfull passes, but if it's late in the turn and you have mp it's perfectly possible.
  8. Nice! How about undefeated in the other guilds?
  9. Absolutely agreed, and if he's in CA my Spigot will not be Tooling Up. I'm wondering now what other errors this creates in the Maths I've done for Brewers.
  10. I tend to do my maths at worse case, so with no additional set up and without the aura. My reasoning being that the Buffs should only help swing the numbers my way, but in Spigots case with his easy access to wraps, there is a flaw in that reasoning.
  11. Yeah ok, I'd not considered the effect that would have. I'll remember that next game.
  12. Against a 4/1 model he will hit the 2 damage 4 times in a row. The chances of hitting the 3 damage are 22.6% so that's going to be pretty reliably 8 damage, maybe 9. If he uses Tooled Up, then that becomes reliably 9, maybe 10. If the target is low def, Floored, crowded out etc so that Spigot will hit the 3 and start to get a wrap or two , that difference grows. If we go the other way, so the target is 5/0 and Spigot has no other help, he will probably hit the 1 damage 4 times, or Tooled Up he'll hit it 3 times and do 6 damage. If Spigot has 4 inf, he should always be tooling himself up before punching someone, unless there is a situation I've missed?
  13. That's seems to be the case for Fillet yes, but I disagree that that Tooled Up doesn't have value for us beyond turn 1. The difference is that we have a number of models that can do the deed, and we are normally bunched up. I'll save Spigot for mid turn, applying Tooled Up to whoever can definitely punch somebody. As Jedi says there are a number of models that can ruin things for you, just watch out for them/stop them first/wait for them to activate. Not possible every turn though, granted. Don't forget a loaded Spigot will do more damage if he tools himself up, and there is no warning for the opponent there at all. Hooper or Stoker at 3+ damage is over the top and rarely worth the effort, but with Tapper on the team most people will be at +1 and one if them should be at +2. Still a formidable amount of damage.
  14. I was about to say "it's a tactic for kicking off" but fair point it's a reasonable tactic against the Vitriol kick as well. I wonder if the same thing could block Shark turn 1.. I've used the cat in this way loads, back in season 2 it meant sacrificing Scum but the season 3 rules protect him somewhat and make the play even better.
  15. The Corsair murder ball is one if the toughest match ups for any team. I've not played into with Morticians tbh, but I think my plan would be to go footballing. Obulus can Puppet Master his way out around Close Control, Bonesaw is a great striker imo and can break up the scrum. Cosset can Lure Corsair and isolate him. She will obviously die very easily and will need a fair bit of baby sitting to stay alive. It's a horrible team to play against, and if they are going all take outs, it's also one of the dullest!