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Everything posted by CurlyPaul

  1. Tapper - why ever bring him???

    Tappers strength is that he can activate whenever he can punch someone, knock them over, Commanding Aura, bit of damage, Old Jakes onto Scum. Esters isn't much use in combat herself, and normally has to activate early because Empowered Voice is needed. This often seems to lead to a gap for the opponent, but Tapper would have left the opponent incapacitated. That's the main reason I take him anyway, Brewers are always waiting on a teammate to activate to use their buffs, very few of them want to activate first and provide both a buff for their team and a kicking for the opponent.
  2. Morticians post rat catchers

    Just had a sneaky game, took Skulk, Pelage, Obs, Dirge, Bonesaw, and Graves. Opponent was playing sBrisket, who was new to him. Impressed with the nuisance that Skulk made of himself, Pelage didn't get to do too much.. although when she did she took an enourmous chunk out of Fangtooth when she finally did. It's been a while since I've played Morts regularly, but new players have sparked my interest
  3. Game Plan deck discussion

    I'm not sure if I can think of a fair way to time the card picking.. the second player to choose will always be at a big advantage. Looking forward to trying these out
  4. Steamforged plays Ratcatchers v Farmers

    Yeah that was some cool janky tech from Piper with Haunting Melody and Swarms Obedience. I planning on getting them to keep my Morticians with a full choice, but I'm seriously excited to get these guys on the pitch. Hopefully Squeak's card will be next and I can give them a try.
  5. All praise the plastic!

    I'm finding I'm getting increasingly frustrated with my inability to clean the PVC to a standard I'm happy with, but that said, I'm looking forward to picking my Ratcatchers and playing a game with them there and then... swings and roundabouts for me. I'm fairly clumsy and often play drunk so bouncability is a big factor for me. Knocked a few Farmers off the table the other day. Grace was trailing out for the 10 and took a dive too, guess who survived and who broke into tiny peices? And not for the first time either.
  6. I know! Although I recognise it as the theme for the tv show, and obsessed over the books more than the other forms it took. Didn't know the name of the track though, will have to see if i can buy it from somewhere.
  7. I freakin love the outro track you use dude. Great how it builds up and then bursts out, fantastic stuff. Looking forward to listening to this, not had chance to play the team myself yet.
  8. Farmer Errata has landed

    So now I've had a while to think it over, I've been replaying important parts of the last few games and apart from one time where I used a HM to get Don't Fear on the most off the opposition... I don't think any of the changes would have made much actual difference to my games. Would have made things harder to achieve, and maybe an influence or two down, but I can still play them the way I want. Changes are good imo.
  9. Hello from Tamworth

    Is this the Tamworth in Birmingham UK?
  10. Defending against Striker Pincer attacks

    Yeah I have beat Shark with Murder Ball before. Jackstraw is pretty good at moving the ball great distances and not a bad place to keep it. Tater can possibly be positioned to Counter Charge ball holders as well... it's not like there aren't options, but the problem I see is with pacing. Beater teams take time to win, any team that can score 3 goals before turn 2 is going to be tough. I'm really hoping Honour fixes is this for us, but who to take from my 10!
  11. Took the Farmers to a couple of events lately and found many people's answer to Thresher was to bring all their strikers and run them down the wings. You know the kind of game, high pressure football, probably ending before I can really get the Farmers cranked up. So far Jackstraw has been most useful in killing the ball but I still can't hold on to it long enough to grind them out. Perhaps I should bring Grange in those games? Grange has game, but I've been neglecting him in favour of Thresher to make the most if him before he gets the nerf hammer... What do you guys do against Midas, Shark, Honour/Mist/Flint, Pin Vice etc? I'm guessing vet Honour will help this
  12. Future of the (UK) Masters

    I concur it would be sad to see it go, it was something else that I could aim for. Was also a fan of the Guild Masters classes as well, although with the increasing number of Guilds it would be hard to do with 16 players. Maybe if it increased to 32. Also, I don't think I would mind paying for a ticket to an event I'd been invited to. 20 quid doesn't go far these days, and is a small price to pay for a long days worth of entertainment. This would more than likely attract controversy, which needs to be considered.
  13. What was your first Guild and why?

    First guild was Brewers. I like beer, so seemed an obvious choice! I've stuck with them since the start, but lately my main team us Thresher. Tapper will always be my favourite though, always feels good to go back and throw out an Old Jakes
  14. It depends entirely on whether you want to play a particular game competitively or not! Randomness is the enemy of competitive play, but does add a lot to casual relaxed games. Guild Ball is a dice game though, so sure, expect the dice to occasionally do random things. Imo Guild Ball does offer enough ways for a player to influence the odds - I can't think of many games that were entirely one or lost on a series of extreme dice spikes, although they obviously can swing a game severely, it not normally to the point that an evenly matched opponent has no chance of return. All of this takes experience though, I can understand how new players would struggle in all of this.
  15. @FourOfPipes yeah actions that interupt my opponents activation should be on my clock, although it's often forgotten and can reach the point of absurdness with clock flipping after every attack. Personally, if an opponent takes longer to decide on a counter than it takes to say "umm" then it's on their clock. If they already have a clear decision, then I'm not flipping while thry declare their choice, that would be petty imo. And yeah Counter Attacks can completely swing a game. After a while you get to know which models won't end your turn, and which ones will. But even those with dangerous counters can be mitigated once you know who to watch for - e.g. Stoker has a double push on one, so either hit him with a 2" model in b2b, or drain his MP and hit him with whoever you want. Interesting to hear your viewpoint though, been playing a while now and forgotten about all those early frustrations.
  16. Mulligans during play.

    This is what I was getting at, but better explained. With steppers laid out before anything is moved, we can both discus if the move is legal, what parting blows will be suffered etc etc. It's an open information game with premeasuring - take advantage of that and no ill feeling will ever arise from asking about take backs. @polluxx66 and @Lee it's absolutely the way to learn, but like you say, I'll be more forgiving of my opponent than myself. I don't really want to ruin other people's night at game club
  17. Mulligans during play.

    I'd allow both of these things, assuming it's obvious they have the range to get where they needed. So long as the game state is unaffected by the error, I'm fine with it. What I'm less keen on is returning models to roughly the original position and doing something completely different, healing at inappropriate times, moving before measuring, flipping clocks back to themselves after I've started my activation and lots of other tiny annoyances. If the opponent is clearly new, or seems to be a good sport themselves (I've been burned before by allowing some of the above only for the guy to turn into a nob later in the game), and they ask first, I may still be ok with it. I'm just as hard on myself though, and wouldn't want to win because I was allowed a take back or sloppy declaration order. I want to win by out classing my opponent within the framework defined by the rules. All of this just applies to tournament games, unless someone states a friendly game is tourny practise.
  18. Newbie help please

    @boda317 Typically, the standard list would include Thresher, Millstone and Tater. Thresher would be kicking off himself, positioned centre pitch and tapping the ball as close to the line as he dares. If the opponent leaves the ball anywhere near the goal, Thresher immediately launches forward, hits someone for MP - maybe a KD, as this will allow him to dodge towards the goal, grab the ball and score. If the opponent manages to get the ball in a safe place, Millstone activates, drops a harvest marker near Tater and uses Get Out to push Thresher and Tater up the pitch. So, with a stock opening you should have a good position for the rest of the game. Not got time to go through all the models, but if there is someone you are struggling to understand, or you opponent has a team you just can't beat, please ask
  19. Is a 'pure' footballing team viable?

    Yeah we could do with some sort of keeper to play the all out football game. 3 goals is going to be tough against a well matched opponent. I really need to test vSpigot a bit more - my regular opponent us a fish player, who can pretty much negate him with 2" melee, and not wanting to stand within 8" of the edge through fear of being shoved off by Jac.
  20. Optimal Thresher Turn 1?

    Depends a lot on the board position, but if Thresher has chance to steal the ball first activation he should. Otherwise, Harrow should be trying to drop a marker near Tater, and Tooling up Thresher. It's difficult to give hard advice because it does depend so much on exactly where everyone is and what you think the opponent will be doing. If you think they are going to score, and you can't get the ball, sure Millstone, put goal defense up and push anyone you can
  21. GB resolution for –18?

    More tournaments, and all fully painted! I'm also leaving Brewers behind for a bit to play Farmer's for a while.
  22. New PVC Teams

    I'd like a fresh Brewers team, I'm a far better painter now and I reckon it would be cool to compare the two. I reckon given Brewers already had a rerelease in Kick Off that they will be lower priority. Still, I'm tempted by an instant Fish team too.
  23. Skulk

    Got a game with him last night. Unfortunately my opponent got wind of what was happening and promptly killed the ball as fast as possible. So even though he had quite a big influence on the game, I didn't really get to flex him out. I guess that's normally the strength of the existing Goalies though, they change the way the opponent plays. Key is to capitalise on the time it buys you. Btw, game was against Smith's, who had all there footballers out, as did I. Game turned into a drawn out scrum, which I just about stole at 12-10. I think next time I field him I need to get some more beaters in the 6 to speed it up.
  24. Talk to me about dat ass

    I like this idea a lot. If the table is crowded with scenery it should be easy to control where the fight happens.
  25. Talk to me about dat ass

    Thing is Sic Em on Peck is pretty good too. I've cone to like both mascots as they both bring something worthwhile. My choice normally burns down whether or not I can spare an inf, but I'm looking for more specific reasons and not really finding many... Peck brings more inf, dials up the condition management. Buckwheat is a goal threat and has a free attack. I feel Buckwheat will bring something useful to more turns than Peck will, so Buckwheat is the default, unless I'm low on inf, or playing Smoke/Condition heavy teams