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Everything posted by Slothrop

  1. NEW OPD (15.12.17)

  2. The seasons don't fear the reaper! What is UP WITH IT forumites we have a new podcast for you right here: http://strictlytheworst.libsyn.com/episode-31-strictly-the-best The boyz talk about SteamCon US! We go over the competition, the streaming, the atmosphere, and more. Take a listen and hit us up with any comments as always. Thanks for being great You can follow the cast here: Twitter— https://twitter.com/strictlyworstgb Facebook— facebook.com/strictlytheworst You can follow the individuals here: Alex's Twitter — Bottsontop.online Pat's Twitter — Scum.online Vince's Twitter — https://twitter.com/TheCurkov Vince's YouTube — Shortened Link
  3. Idea for Thresher Change

    It must, I haven't done the numbers other than Masons, which start at below 50% and stay there without their best players. Maybe shouldn't have mentioned it at all, I guess my point was more @Warpstoned's, that it simply isn't enough data alone and there's a lot of good reasons why these two SteamCons alone shouldn't be the basis of a huge decision.
  4. Idea for Thresher Change

    It was already posted in this thread, but worth mentioning again that if you remove Shane and I from the pool at SCUS, Farmers had a winrate below 50% over the weekend. Even if they need a nerf, the argument that they automatically win an event in anybody's hands is not consistently upheld by evidence. And even if qualitative arguments are persuasive, I really don't think there's enough data yet on them to build something meaningful out of winrate alone.
  5. Interview with 2017 World Champion, Alex Botts

    Folks, I certainly won't stop people from complimenting me, but I promise the disclaimers aren't necessary. As far as I'm concerned, if you are taking a tournament seriously, it's up to you to make what you see as the best decisions, including choosing the guild that will work the best for you specifically and the game generally. In this case I decided that Farmers were both very strong and up my alley in terms of playstyle so it would be stupid for me NOT to play them. I'm proud of how I practiced and how I played and think it's perfectly natural for the winner of a big tournament (especially someone who had to go through a three-day gauntlet) to most likely be playing one of the two or three best guilds. I promise my feelings aren't hurt. Thanks MWWG for the interview!
  6. Idea for Thresher Change

    This isn't meant as an argument for or against Thresher's power level, but 8 models with a single captain is literally the maximum extent of diversity for the minor guilds. We haven't seen them yet, but if SFG is being serious about them being competitively viable (and I'm sure they are) then you're going to see 10 or 11 captains where you have to say what I quoted above. Just a thought.
  7. Idea for Thresher Change

    Haha, I wish I could claim this achievement but Vince and Shane lent me most of the models I needed so I only had to paint two Saturday night. I'm a fraud! On the thread's topic, I hope it came across in the interview that I don't think Thresher is unbeatable, just a bit above the curve. I'd personally hate to see people feeling totally helpless, even if a nerf is coming it is still worth learning to play with and against Thresher in his team's current state. And, as food for thought, Tim W and Chris Metz are both pretty convinced that Grange will be discovered as clearly the better Farmers captain choice at top levels of play after a few months of experience. I'm not sure I agree, but it's worth noting that not all top players are in agreement as to Thresher's team's power level or the requirement of a change. Thanks everybody for the kind words, regardless
  8. He's more #content now than man. His mind is twisted and evil. Hey guys! Over the past week we released two episodes of Strictly the Worst. The first one is on personal improvement, acting on hindsight, and what the three of us have to do to git gud before SteamCon US: http://strictlytheworst.libsyn.com/episode-27-wiki-races And the second one, released today(!), is about Thresher, the upcoming ATC in January, and tacos: http://strictlytheworst.libsyn.com/episode-28-football-episode-1 You all got two episodes chock full of #value, #content, and #opinions because we needed to reset our schedule to alternate weeks with Vince's YouTube channel. We're now back on schedule! Take a listen to both and hit us up with your opinions and responses below. As ever, thanks all of y'all for listening! You can follow the cast here: Twitter — https://twitter.com/strictlyworstgb Facebook — facebook.com/strictlytheworst You can follow the individuals here: Alex's Twitter — Bottsonbottom.online Pat's Twitter — Scum.online Vince's Twitter — https://twitter.com/TheCurkov Vince's YouTube — Shortened Link
  9. GIC General Theory Thread 

    I dunno, card sounds pretty fun to me. Dropping the ball to avoid losing it while going in for momentum is cool. Ditto to the slightly better ability to chase down "killed" balls or recover from a KD depending on scatter. If Morts players figure out good ways to use this to avoid dice penalties and such while passing or shooting I think it'll be very strong, but even without practice the potential increased kick ranges are a nice little buff to the Mort ball game. Also the interaction in a mirror match of Puppet Mastering an opponent Mortician to pass a ball near them is goofy. Not important, but goofy.
  10. Hey, if a model is pushed, dodges, or jogs onto a marker that isn't destroyed by that action (e.g. a Harvest Marker), and their movement over said marker ends, do we still use the rule of least disturbance? Someone found this ruling: Which seems to indicate the Rule of Least Disturbance applies. Are we to understand, then, that a Farmer could use a 1" push to push an opposing model ~1.5", by pushing them such that after 1" of movement they are more than halfway across a harvest marker? Or, as another example, can Grange use Huge Tracts of Land to place a harvest marker centered about 4.99" in front of him, and then walk directly toward and across that Harvest Marker, such that the Rule of Least Disturbance makes his total Jog distance ~5.5"? Would appreciate specific answers for both Advances and Repositions, in case they are different, please!
  11. Hey @TimBo thanks for the kind words! Totally forgot about the turn one Mist, damn him! Was a good game for sure. Thanks again and thanks for listening
  12. We're back! We didn't win WTC! We're the worst! http://strictlytheworst.libsyn.com/episode-26-euro-love-fest-2017 Sorry for the delay on this episode, last week just wasn't working, recording-wise. But we've returned from WTC and we're here to tell you all about it! Our team finished fourth, not the best, but we think we played pretty well. Take a listen and tell us we suck! You can follow the cast here: Twitter — https://twitter.com/strictlyworstgb Facebook — facebook.com/strictlytheworst You can follow the individuals here: Alex's Twitter — Bottsonbottom.online Pat's Twitter — Scum.online Vince's Twitter — https://twitter.com/TheCurkov Vince's YouTube — Shortened Link Quote Edit
  13. Hey everybody-- I'd like to start fishing in the community for people who would be interested in being a part of an organizing team of 3-5 people that arranges, delegates, and assists the USA teams going to 2018 WTC. I'm looking for people who are active in the US GB community and expect to be well into next year, and who are willing to commit time and energy to making sure the USA teams get all the support they need. This can range from helping them figure out travel to making sure the team lineups are such that everybody involved is happy to finding replacement players when first choices are suddenly unable to attend. There's a lot of ways that players could be chosen (qualifying events, Longshanks ranking, personal choice) so I don't wanna guarantee the idea that this committee would choose all 6-9 players, but that will likely be a part of the process as well. If anybody reading this fills the above criteria or knows somebody who does, please message me or post here! I'd like this organization to be active and communicative and helpful to the players all year. To be clear, I'm not expecting or demanding my inclusion on this committee. I'm fine being a part of it, but if there's 3-5 people that the US community is largely happy with then I'll happily abstain. Any final lineup of committee members will be public knowledge and if a great deal of people object to any particular person's inclusion it will be changed. Finally, to steal @Frostmane's nomination, I'd like to tentatively nominate @RedSam! Sam's involvement in the community is obvious and I think he's responsible and conscientious as a person. Plus I know he's personally unlikely to try to go to the WTC himself, so he's basically ideal for the organization. Thanks folks! Let's make the USA WTC presence big and bold!
  14. Strictly the Worst Free-for-Fall Oct. 14th!

    Quick reminder that this is in a week! If you have friends who are waffling, tell em to get on board! Store credit and the standard tournament prize pack prizes will be supplemented by a few extra goodies like Easter Fangtooth models and a WTC ball token, so there's some mildly-exclusive stuff to collect. Also if anybody has questions about the proxy rules or are unclear if their proxies will be tournament legal, message me or post here and I'll get back to you ASAP! Looking forward to seeing folks there
  15. I'm hosting an event in the Chicagoland area with a modified OPD and room for proxies of models with full rules! If you're in the Midwest, come on down/up/around and PLAY! WHEN: October 14th, 2017. 10:30 Registration, 11:00 AM tournament begins! WHERE: Grognard Games and Hobbies 839 Roselle Road, Roselle, IL 60172 HOW MUCH: 10 of your American Dollars, paid day-of. SOCIAL MEDIA: FACEBOOK LINK DETAILS: This event will be a test of the Longshanks.org event-running system, completing Longshanks' hostile takeover of the digital side of Guild Ball! It will also use a modified Organized Play Document. All rules and functions of the document will be followed, except the initiative roll at the start of the game for kicker/receiver will be BEFORE THE REVEAL OF CAPTAIN AND MASCOT. All other parts of the game will run the same. In addition, proxies of models will be allowed! Your proxies will only be legal if they fulfill the following criteria: The model's entire rules card has been completely publicly revealed by Steamforged Games You have a printed copy of the model's full card available at all times during each game The proxy has a plastic base that exactly matches the size listed on the model's card The proxy is not identical to another model made by Steamforged Games for Guild Ball The proxy is clearly labeled with the full name of the proxied model at least once If any of these requirements are not fulfilled, that proxy will not be legal for use. For clarity's sake, the following unreleased or partially released models are legal, barring the above criteria: Lucky, Thresher, Buckwheat, Tater, Millstone, Ploughman, Anvil, Sledge, Furnace, Cinder, Ferrite, Iron, Hearth, and Alloy. This list will be updated in the case of models being fully spoiled between now and the event. Prizes will be awarded for First, Second, and Third Place, as well as Best Painted and Best Goal. There will also be door prizes. Come play!
  16. Yeah, what Sam said. And really, there's no way to ensure any committee's total legitimacy without having either the WTC organizers or Steamforged impose a committee. So barring those things happening, the community needs to come up with and agree upon a group of people with arbitrate these things, and then ideally help the nine WTC players with anything else they might need. If the people who want to play for the US for WTC want to oppose the committee, there's nothing anybody can do about it really. In fact, if 9 players just decided to buy the US slots for WTC without consulting anyone else and were quick enough in sending the emails, there's nothing any other USA guild ball players could do about it really. But hopefully an already-established organization would both discourage that and lend a bit of publicly-mandated legitimacy to the players that do end up playing. I'm not claiming the authority to be the only person that decides who is or isn't on the committee; I'm just trying to get the process started and get some idea of who might be interested and available.
  17. Sometimes I think we're just a discord highlights show. Thanks @tehlon for the work, you big dweeb
  18. Pat and Martin Koch's round four game is here: http://www.twitch.tv/steamforged/v/177116669?sr=a&t=1723s My and Koen's round three game is here: http://www.twitch.tv/steamforged/v/176877698?sr=a&t=12161s As JS says they should be in more palatable YouTube forms shortly.
  19. Ideal roster for a Rage/Blackheart team

    In my opinion Blackheart scales better the more of his playbook he can access, he's got the juicy momentous 1 + << on two but otherwise all his good results are on four columns or later (OMM is niche-useful, great when it works, but uninspiring unmomentous 2 damage when the play isn't available). So I love love love him into Farmers, as I really think he decimates a no-armor team. With that in mind, Masons' 2 ARM standard makes it very dicey to rely on Blackheart to do much and I am not a fan of having NO chance to spike to the fifth or sixth columns on many Masons players. Also the Masons' general tanky-ness combined with the 2 ARM means it's very hard to get damage going against them for Blackheart, compared to VRage who has a diceless damage bonus available to him (though that of course requires engagement). Finally, since Blackheart's own tackle is super mediocre, his team needs to hold the ball for at least one activation to get the dodgy OMM dream going, and Masons are an extremely tough team to hold the ball against. Some combination of Honour, Harmony, Hammer, Flint, and Mist are likely threatening to toss in a goal at any point if you allow the ball to be "live" near the center of the field. Fwiw I think Masons are one of Union's toughest matchups right now (and I've said elsewhere I think Masons are the best guild in the current meta). Their two captains bring their own issues to Rage since it's extremely hard for Rage to "turn off" either Hammer or Honour's counter-attacks, and our loss of old Harry means it's also hard to preemptively set up a KD or buy it with Red Fury. I still think VetRage is the better pick against Masons just because if you do get your setup on them they will die, and Rage isn't nearly as sad about being locked out of top columns or wraps as Blackheart. Plus Rage can feel safer in straight up removing the ball from the game, whereas Blackheart needs the ball to get to 12 points in my experience.
  20. Strictly the Worst Free-for-Fall Oct. 14th!

    Quick update! This event is in TWO WEEKS! Hearth and Alloy have been added to the list of legal proxies, for any aspiring Blacksmiths coaches! In addition, we've got a nice selection of prizes building up, including a WTC-exclusive ball token or two. There will be spot prizes every round, so nobody is out of contention for loot. COME PLAY. See you there!
  21. Ideal roster for a Rage/Blackheart team

    Sure man! Thanks again for the game btw. Blackheart would have been my pick in a couple niche matchups I didn't end up playing--the two biggest ones were Hunters when they have dual captain, and Farmers. Blackheart's non-linear mobility and 2" melee are big boons in both of those matchups in my opinion, and I actually don't super love Rage into Skatha, since she has a lot of ability to remove herself from big fights and Harry is no longer available to keep her in. Blackheart is better at playing a mixed game, but I only felt that mixed game was necessary really against Skatha. After playing the, err, other German Tim, I might pick Blackheart against specifically him since I think he'll take Pin Vice against me next time, but I'm still fairly certain I can play that matchup properly with Rage. The other thing Blackheart was in my list for was to convince Fishermen players to play Corsair against me rather than Shark. Since the errata, I think I can play Rage into Shark fine, but I still prefer fighting Corsair of the two, so Blackheart was in there to hopefully make opponents doubt which one I'd be dropping and therefore drop Corsair. Whether that worked, I'm not sure--I played against Fish three times and got Corsair three times, but everybody seems to agree Corsair is just a beast right now (including me), so it might have had nothing to do with the list. The last thing to say is that I think Blackheart is strong and can reasonably be played into most matchups without shooting yourself in the foot, but I'm more comfortable with Rage pretty much everywhere and I think one very popular guild at the WTC, Masons, is very difficult for Blackheart. People can and probably should play him more than I do, but I'd never advise dropping VetRage entirely.
  22. GIC General Theory Thread 

    Hey, we don't 100% know the state of Pitch Formations or GIC in terms of whether they will become competitively standard at any point in the future, but if they do, Crack of Dawn should not be printed as-is. This combined with the Formations rule that opposing models need to be outside of 2" means Thresher can be the first activation in the game already engaging a model that can't attack back and with Don't Fear The... live. That's (conservatively) 13 damage immediately, likely a bit more, followed by a jog directly away from the opponent's team. If given an important target, Thresher could conceivably Legendary to confirm a crucial kill and be up 2 points, several momentum, and be defended by a live countercharge before the opponent has participated in the game. I love Thresher and I think even if he gets nerfed at some point in the future his 3" melee should stay since that's one of the things that makes him unique. I also think, in isolation, Pitch Formations probably make Thresher a bit weaker, since one of his biggest strengths is a completely dominant final activation after being safely set up in turn one. So I'd prefer if SFG hold off on nerfing Thresher directly--if indeed they mean to--until they decide whether Formations will become standard at least. But Crack of Dawn in combination with Formations allows for a really unpleasant first activation of the game, a level of uninteractive strength that Guild Ball has fortunately avoided until now. It's reliant on the kick/receive roll, but whether I choose GIC before or after that roll I'd eagerly gamble on a 50/50 to get this absurd opener in a competitive match, since the "downside" (going second with Crack of Dawn and Thresher) is still totally fine in my opinion. Good opportunity to dodge a bullet here, even if Thresher was otherwise garbage this interaction shouldn't be allowed into the game. EDIT: Similar ideas without this particular issue for Crack of Dawn: 1. Crack of Dawn requires the two Harvests be placed behind the Farmers' deployment line 2. Crack of Dawn instead states that, the first time the Farmers team positions a Harvest Marker during the game, they may immediately place two more Harvest Markers within 2" of the active model. Alternatively, the separation between models could be reverted to 3", but I know that was changed due to its own weird positional lockout, and I'm not sure how to fix that issue off the top of my head otherwise.
  23. WTC Friday Night GRUDGE MATCHES

    We wouldn't be the Fuckin' Fight Us podcast if we said no! I'm not 100% sure yet when we'll all actually be at the venue Friday but you're on 😆
  24. Power Rankings before WTC

    Totally agree on that! I'm super pumped to play against lots of players from not-US. Really hoping I see some new stuff.
  25. GIC General Theory Thread 

    For what it's worth, Masons won NOVA which also had a mirror match in the finals, and if you follow Tim W.'s Twitter you'll find that Masons have been winning and/or participating in the finals of a ton of German tournaments this year. Maybe those don't qualify as major tournaments(?), but the German ones were attended by the reigning world champ (which the Masons would have had to beat), and NOVA I can promise you had some strong players. In addition, three of the top 10 players on Longshanks right now have Masons as their most-played and most-successful guild, which is the most of any guild. Those top 10 players' records with Masons combine to a total 41-5, which is a fair sight better than the Alchemists' 69-19, the Fish's 41-8, and the Union's 37-7 among the same players. In fact, the only guild with a higher win percentage than Masons among the top 10 is Morticians with a 15-1, which is impressive but less than a third of the Masons' amount of games and less than a fifth of the Alchemists', so I'm not sure it's meaningful. It takes going down to top 17 before another guild becomes more top players' most successful and played guild (Engineers gets to 4 representatives there). Happy to agree that Longshanks is not a perfect indicator of skill or strength, but the implication that top players either don't play Masons or don't find success with Masons is pretty demonstrably wrong.