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CurlyPaul

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Everything posted by CurlyPaul

  1. What about Bolt?

    Gentle reminder to play nice guys.
  2. Farmers 10.

    Same as most people, I settled on leaving out Windle and Ploughman, but it wasn't an easy choice. Still need to give Ploughman a try, he doesn't appear as awful as some would say, just so hard to fit models into this line up. Not over the moon about losing Windle either to be honest, as I do like him. I'm going to be looking closely at the spots filled by Harrow and Bushel, there might be some shake up coming! @malladin.ben it can be hard to squeeze in time to use Cocky, I don't use it often. For me, Pecks main draw is his multiwrap charge and inf generation. Buckwheat can get things done more reliably than Peck, but doesn't produce quite the same damage spikes or any influence. For me, the mascots are a hard choice and I think I'm going to have go for a double mascot roster for the first time.
  3. Fallow is up

    Yeah that line up makes sense, but puts her in direct competition with Tater. Gonna need more games to decide if she can fill that role, reckon it's gonna be a tough choice.
  4. Fallow is up

    Has anybody been running her with Thresher? I find Thresher's lists to be lacking in HM's and inf, so finding it hard to go her Into a functional list with him.
  5. Using Brewers,

    Yeah I'm not a fan of Launching into the other team unaided, that usually costs me the game. Still surprises me how many people forget Pass and Move is a thing.
  6. Steamcon UK venue feedback

    Noise levels were high. I didn't compete, but I think I would have found the noise too much if I did. That room seemed loudest, and had a lot of traffic. This is all meant in a constructive manner though, had a great weekend and really enjoyed it.
  7. Using Brewers,

    Yeah Scum is my favoured ball retriever due to his speed. I'll sometimes use Harry as nobody wants to hit him turn 1 due to Rising Anger. Redmaw is right, apart from turn 1, Tapper usually wants to activate as early as possible to get the most out of Commanding Aura. So first turn tactics.. this part of the game is fairly weak for Brewers but it's not impossible to get a good start. Receiving would be my choice. Get the ball with Scum, unsnap near Spigot, Spigot picks it up, passes it to anyone but Friday, pops Times Called. Then, keep passing it around until Friday gets the ball, if there are loads of opponents in the way, use the pass to dodge Friday up the pitch. With Shadow Like, Times Called, and I Shoot Better all in play Friday should be able to shoot from anywhere. Receiving is a bit tougher as unless the opponent feeds you somebody to punch. There are things that can be done though, best explained with this video imo
  8. Steamcon UK venue feedback

    I really liked the aesthetics as well, and equally as disgusted at the price of a cold hot dog or a beer. Don't expect it to be cheep tbh, was I was hoping the food would be warm. Didn't ruin weekend or anything though.
  9. Fallow is up

    Got one or two games in with her, lost them all but Fallow was a great addition to the line up. Protective Instinct was useful for stopping Seenah being able to disengage herself, and as tehlon suggests above, mid turn activation will be fine. Waiting until the very end is probably overkill in most situations.
  10. Fallow is up

    Not thought about that one! Had considered Cocky and Millstone for some really annoying condition redistribution
  11. Fallow is up

    I like that I can allocate nothing, see how the turn pans out and either fill her up or save my HM. I think not having to commit resource to a model is huge, especially one that likes to go last. It's often risky to fully stack those guys.
  12. SteamCon UK. Let's hang out!

    Yeah I want those AnG cards as well! And at tournaments, trying to figure out who everyone really is is hard
  13. SteamCon UK. Let's hang out!

    I've got a similar plan tbh, if I'm.nt shopping I'll be at the seminars and hanging around the free play area's. Give me shout and let's play!
  14. So peck is a damage monster???

    I found Buckwheat the obvious choice but I've been forcing myself to play with the available choices. The chicken is insane! If they survive and hit him, he moves out the way to come back for another charge next turn haha.
  15. Reinforced Plating

    Did we ever get a solid definition of Hit? Newer players still seem to struggle with Hits in terms of GM, and this new play is going to raise even more of the same question.
  16. Why change what's not broken.

    I'm also slightly concerned with the number of new elements being added. My fear is that it adds complication to a beautifully simple game. On the other hand, we are only talking about 2 changes, and both are just play tests atm. I'm sure it will be fine, SF have always made changes that appear to be in best interest of the game rather than their pockets and they know more about game design than I
  17. How is Windle?

    I need to get some practise in with the big guy. Everytime I go to though, I talk myself out of it at the last minute and put Bushel down instead. I'm starting to get the hang if being very defensive with the Farmers, so it's possibly time to run him out.
  18. When to Scalpel?

    Scalpel is a lot of fun, very disruptive of pitch position. You are right though, it's hard to pick a match up that I would be able to say she was was outright stronger. I take her when I feel like smashing in a first activation goal:)
  19. Farmer's Guild defences?

    Damn! Peck can protect my own from Tater's mown down. Why have I never made this connection before? On topic, I find Farmers strongest when forming a fort, covering each other and applying healing and condition removal tech. This does involve a fair amount of standing around being punched. If you prefer a more dynamic dodgy game, maybe look at Blackheart.
  20. Pushes & Straight Lines

    Yeah I was aware of the straight line rule but would not have considered the effect so dramatic when pressed into another base like that. I would have probably pushed Midas into Boilers melee but not Princesses, not realising I was crossing Ox's base. Really useful diagram, thank you.
  21. Hemlock!

    Yeah if this a Mort vet version, and maintained the either some sort of heal, or some sort of AOE then I'd probably take her. But I don't think she can compete with the existing Union choice. Very excited to hear what this is about exactly.
  22. Union in Chains: What are we fighting for?

    Well A Thousand Cuts in a Brewers team just seems so bonkers crazy. I'm taking this as proof that they are vet versions.
  23. Let's talk about Stoker

    Yeah but he'd be broken stupid if he had 2" melee. I play Stoker pretty often, fire is a useful tool early on, and mid game onwards he's activating late with 2+ dmg on him, slicing them apart. My choice really hinges on how much 2" melee I want/need. It really is a very important stat.
  24. Peoples perceptions on the guilds right now.

    Agree all the way on Brewers front, definelty take their time to wind up and have several weaknesses to exploit on the way. It's hard for me to pick a bottom place but Brewers are def near it. I love them though, they really suit how I wan to play well. Cogs are very strong, which is balanced somewhat by then being one of the harder teams to get right. Not that many players around here though so it's not really a balance problem.
  25. Tater is overrated

    If the opponent has a lot of 2" players to can be hard to hit yes. When a bunch of 1" models gather together it's obscene It certainly takes a bit of careful positioning and timing to get the most out if his charge though. This last game I finally remembered he had cropping, which helped immensely in keeping him alive once he'd barged his way into the fight.
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