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About CurlyPaul

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    Star Player

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  1. Farmer rules?

    You are right, i hadn't noticed how many def 5 models they have, which seems nasty when combined with Harrow. Looking forward to getting them played
  2. Farmer rules?

    Thanks guys, I'll get some of these printed off!
  3. Farmer rules?

    Well I love Brewers and I'm excited to play them. They are low def, high risk beaters with an emphasis on positioning to get the best of everyone.
  4. Farmer rules?

    Does anybody know where the makers of these apps sourced them from? Hoping to print some cards out and get a game in with them.
  5. Enter The Blacksmiths...

    Plus it ideally sets people on fire. Fire is horrible, and if you are playing these pair then you should have multiple people alight each turn. Looks fun
  6. Esters is Besters

    Nice write up, some nice advice for getting into Esters. I would agree about Mash, he's not reliable enough to go in first and get people knocked over, but he's seen a resurgence in my line ups lately hold the ball. People like Flint laugh in his face, and Midas can still dodge in, but he'll need an mp first and have to risk a dangerous counter. 4/2 is a horrible def stat to content with as well.

    Hmmm, well I'll give it a go but I do have my reservations. We've (my immediate meta) always marvelled at how the game operates with 6 players. It seems beautifully balanced, no matter how good your line up is there always seems to be one weakness - you choose players to do certain jobs and broadly speaking those jobs are goals, takeouts, buffs, denial and defence. No matter how hard it try every line up lacks in one area, and I've always noted a seventh player would solve that issue. Not that I want it solved, I think it's amazing we are presented with this choice. I've heard Mat talk about this a lot and i really do think it's key to keeping Guild Ball at the front of my mind - I can't play a game during a smoke break at work, but I can enjoy agonising over my lists for a few minutes. It's so tough, as each role requires more than one model to be able to fulfill it effectively, and some models can do more than one, and others are very singular in their use. All of this with no points tables in sight, and I firmly believe the roles to team size ratio is a core factor in making that possible. Hence I'm reluctant to reduce that to 4, the 3v3 games didn't work well unless you played the special Shark v Ox cards. I have faith though, if SF think it works with 4 I will give it a go.
  8. Agreed it's very effective. I tend to paint almost everything in glazes so it shows through really well, cuts out like a million steps with the brush. Never tried it with rattle cans but I don't see why it can't work so long as you are sparing with the white. Really can't recommend an airbrush enough. I got a Chinese one earlier in the year, the full set up for gun, compressor, thinner, cleaner, primer etc was £150, roughly the cost of 15 cans of Citadel primer but infinitely more useful. Even if you only ever primer with it it's worth it, you can do it in the house for a good start
  9. Explosive Brew: It's Friday or the Highway

    I love New Jake's, so much more versatility and fun. Yeah it gives the opponent chance to shut out the recipient, but surely that's a more interesting game than Tapper one turning anybody who comes near.

    Of course Fangtooth! Mid line, on the wing, Unleashing for the final activation for a nice lead into turn 2. Back on the team!

    That's pretty much what I've found as well. All the Masons players complain she's rubbish, but when I play against her she's an enormous pain for me. So Granite deploys on the line, Masons kick off and she grabs the ball. Seems strong.
  12. Explosive Brew: It's Friday or the Highway

    I've been trying out some really odd line ups lately, some of them without Friday.. and she's missed. So very versatile, people seem to forget that Dirty Knives is a ranged attack, and a charge on Boar early turn can leave Fillet dead in the water. Don't forget she can call Scum and potentially engage the target before Tapper arrives, and if the target still isn't dead Scum can Shadow Like away to charge back in.

    That's what I found, Shark still scored and did his thing, but even Knee Slider didn't save him. Maybe @Ik-tornados opponent had thought through deployment better than I had though. Definitely new strategies to be explored here.

    Seems that there are a lot of people that prefer the kicker starts with an MP. Has anybody tried this when the kicker has Shark, Midas, Scalpel, Obulus or Vitriol on their team? Would appear to make it incredibly trivial for the kicking team to steal the ball, score and have last activation.
  15. Hunters have too many 2" melee zones

    I've only played 10 or so games as the Hunters but I continually fall into the trap of spending all my inf on the Character plays. It appears like it's a good choice early game, spread some snared around and chip a little damage off, the problem is the opponent is scoring points during this time. I'm determined to figure them out though.