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About Nix

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    Seasoned Veteran
  • Birthday 12/02/1973

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  • Gender Male
  • Location Leesburg, VA, USA

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  1. Had a question arise that I promised I'd check on. In this case, we had 2 interpretations of how the Push/Dodge get's applied from the frost token granted by Winters Night (Skatha's legendary). Interpretation #1 - Spending the token adds >< to all Playbook results. Interpretation #2 - Spending the token adds a separate additional result of >< to a play. If it's interpretation #1, the >< can be added multiple times with a wrap. If #2 it cannot. Which is correct? ** as a note, this would also be the interpretation for Avarisse & Greede's "Many Hands" trait, correct?
  2. Onto the evening and day 2. God Bless a restaurant willing to take in 40 gamers on a Saturday evening! Then fewer pictures of day 2, but a couple made it through: Here's the deciding game of round 5, Table 2 - the play down/up. Vince (4/0) vs Dutch (3/1) And the round 5 top table, Pat vs Frank Then the final round, Vince vs Frank And the podium: Sometimes it's cool to have the internet come to life at events. Here's a picture I couldn't pass up of the Alex Botts playing the Jared McGraw.
  3. Here's the first set of pictures from the Spring Fling. These are from Day 1, The Evening and Day 2 are coming. The Calm before the start: Of course, an event that I'm running has Duck Donuts: Table 1 - Mat's by Mar's championship mat plus Broken Egg 2d terrain Table 2 - Mat and terrain by Hidden Forest Gaming Then the crowd shows up and round 1 gets started: Here are some candid pictures from games through the day: More candids from day 1:
  4. Email sent to attendees with the final rules packet. We're in the final stretch for the spring fling. To date we have 46 registered players, making for an exciting day!
  5. Wishing I had time today to read the new OPD. Will update as soon as I can once I read it... or maybe write my own. Bill
  6. That should not be a problem at all, although I would urge anyone who can to stay both days. Day 2 will have the final games plus all the prizes and awards. Coming for just the single day is a fantastic way to get a fair number of games in a single day though!!! I'm looking forward to seeing you there.
  7. @TehMik sorry for the delay in posting, but I gotcha in the system. We've topped 40 registered players but I'm aware of at least 1 person who has a conflict and won't be attending. This means that not only is there still plenty of room (we have room for 64) but we also have at least 1 full swag bag outstanding. Pre-Registration is very helpful, in the final 4 weeks I'm nailing down lunch and the amount of morning donuts. Emails will be going out to everyone registered shortly.
  8. So, taking this at face value: Alchemists with Vitriol, so let's ask if Vitriol is over powered and recommend changes for her? Brewers with Spigot ......? Butchers with vBrisket .....? Morticians with Cosset ......? Masons with Mallet ......? Engineers with Hoist ...? Fish seem to be the only team without a single player that goes in every line-up, but then again they have nearly identical line-ups for each of their captains (Shark, Greyscales, Siren, Sakana or Corsair, vSiren, Greyscales,) My point being there are models across the board that you'll "always see". I'm not sure why a single union member being picked is such a bad thing. I think there's more use in looking to the "Where'd they go" thread is people want to be constructive in recommending fixes. There's a whole lot of models not seen at all anymore.
  9. Re: Fish and Alch rankings.... it's good to point out that the "official" Steamforged events in the US (LVO and all of Adepticon) aren't in the ranking since the data's not accessible. I suspect the win%'s would be even higher with the 3 Adepticon events added in. on Harry, why is it bad to see the same model chosen when there's only 1 union slot available for most teams? I'm not sure that really means he's OP as much as brings something unique and useful to those teams who can take him. This is the same as A&G bringing a unique and useful ability in earlier seasons. or is unique and useful now labeled as OP? and damn, after riding the bench and being ridiculed as the worst model in the game for 2 seasons, why does everyone resent him seeing some field time now?
  10. Got some new information incoming. One of the ideas being embraced at the Spring Fling 2017 is a side event for Significant Others. Often we, as gamers, find ourselves being pressured to not attend events because our Significant others do not play. The answer is the Spring Fling Spa day. Facebook link: https://www.facebook.com/events/166584990515230/ While the gamers are playing Guild Ball, the SO's will be off at a spa then lunch with the group. Here's some details. Spa - Bella Beach Nail Spa, Ashburn VA Lunch - MOD Pizza Classic Package: $60 includes: classic manicure, classic pedicure, either (Mod pizza or Mod Salad) and Drink. Gel Package: $90 includes: Classic pedicure, Gel manicure, either (Mod pizza or Mod Salad) and Drink. Rides will be coordinated among the group who are going. If you're SO is interested, make sure you're signed up to attend the Spring Fling and have your SO indicate they'll be "going" on the Facebook event (link above).
  11. how much do you allocate to obulus?

    I'm typically giving him 5 until I hit a turn where he needs to deliver. If I see an opportunity and need for ~20 damage then I give him 7 and tool him up. If I see the opportunity to score and need puppet master I give him 7.
  12. @kryzak Hunters are one of the teams I do not play A&G with at all, I don't see a fit for them. I agree after they score the goal they are mid-table (A) and some arbitrary distance away (G). I find that I'm often scoring later in the turn with the pair, so post scoring there are not as many activations left. Additionally, it all depends on who's attacking A, as anyone vulnerable to a counter attack can be handled fairly well by him. Related to the OP, in morticians I cannot see the argument for Bonesaw over A&G. Morticians do have the other threats that keep a team from "farming" momentum off A. Additionally, if the Mort player is using Obulus, farm away.
  13. I've been running into these teams a lot as I'm fielding morts this year in tournaments. I will agree with you regarding Alchemists, they were a struggle for me in S1/2 and continue to be (for different reasons) in S3. My Mort line-up vs Alchemists has been: Obulus, Dirge, Graves, Cosset, Casket, A&G. I'm considering swapping A&G for B&M to mitigate some of my vKat experience with vKat coming back on the board and getting a second TO and Witness Me after Greed scored. There are a couple things I keep an eye out for when playing Alchemists. First, I'm primarily finding myself facing Midas, so this will be focused there. I kick-off with Obulus to put him up the board and in range to threaten a useful PM. I then hold him as long as possible, to last unless I'm facing an inopportune aggressive vKat play. I accept the fact I'm going to have to give up a goal, so I always grab Who Are Ya when it shows up in my hand. If Midas happens to grab the goal things are ok, despite my team being snared at that point. I'll pop out the vengeance on Midas then look to use PM to move him near Casket & Dirge. If I've done my pre-set-up during the turn well, this will leave Midas with only 1 side open to UM out of and engaged by both Casket and Dirge. I then do whatever I can to make sure I get initiative turn 2. With luck, I was able to shdowlike plus walk into range of Midas with Ob's and either put some damage on him or (ideally) knock him down with a confidence attack. Turn 2 I'll open with Cosset cutting then charging Midas. My goal is to get him down to 1-3 health remaining, depending on the position of calculus. 1 health remaining if Calculus cannot move and draw LOS to Midas, 3 if she can. This will put me up momentum and Midas should not be able to dodge away due to being pinned in (Cosset / Casket / Dirge). He'll get 1 activation before Casket gets to attack. Even if he heals, a fully loaded Casket + 2 crowds should be able to casket time him. This is the goal, as the team struggles with Midas out for turn 2 and 3 of the game. Once you do this you'll be on 4 (8 if you got a first turn goal with A&G), and your opponent should likely be on 4 - 8 as well. Now it's down to guarding against Vitriol coming in for the goal to close the game. More often than not I'll hold the first turn goal in this situation simply to hold the Alchemists at 4 points on turn 1. I've found my games vs Smoke are much easier, as my biggest concern then is vKat and Vitriol, not vKat and Midas and Vitriol. Vs shark Fish I play my typical game. I've not been struggling to keep the ball away from them or in bad positions for them to grab it. I lean on graves plus cosset plus A&G to switch to a damage dealing focus to bring the game home at either 2/2 or 4/1. I've not gotten enough experience with Corsair Fish in tournaments yet, so not entirely sure how to handle them with Mort's yet. I suspect I'll see more in my upcoming tournament this weekend.
  14. I love the model and really would like to see him work. Unfortunately, he just does not hold a candle to Mist or A&G. To be fair, Mist also doesn't hold a candle to A&G for striker capability and overall usability. Bonesaw requires 2 influence, 2 momentum, and really wants 3 influence and 3 momentum often 1 momentum for swift wind due to base size, 1 influence for meditation, then 1 momentum + 1 influence to make a shot. This is a max range 2 or 3 dice shot on goal (pending interfering models) with rerolls looking for a 4. Mist is looking at minimum 2 influence 2 momentum to make the same shot, unless he kicked. He has to dodge off a pass he recieves for the 4 inches up the board, then sprint plus shot, although Mist also typically wants 2 more influence to do smoke cloud and acrobatic in order to get within 4 inches of the goal for a 3 die shot looking for 3's. A&G can start on the line and hold the momentum generated by passing (to either of them). A gets 2 influence, G gets 1. A picks up G, sprints 7 inches up the board, places G in B2B with the ball (8 inches up the board). G then uses A's influence to combo jog + WTG to end within 2 inches of the goal. 4 dice shot on goal looking for 3's. If you need an extra 2 inches for some reason (engaging a goal-keeper, positioning, etc) you can put the 3rd influence on A. A&G are simply better, more reliable, more flexible strikers plus A bring along singled out and damage + pushes to enable the rest of the team. I struggle to see a reason to bring Bonesaw or Mist over them in most games. I'm now looking at bringing B&M vs Alchemists simply because vKat + Greede is an easy 4 points while vKat + Memory = 0 points.
  15. Hello everyone, I've had success in my local area with the Big League campaign format since the release of the Season 2 rulebook. My locals have a lot of fun with the league and have (so far) asked for more when each league has ended. I also had some requests to run a non-competitive day event, which I decided to do this last weekend for my local store's Q1 guild ball event. I chose to put together a modification on the Big League rule-set to make it a Big League in a Day. On mentioning this via facebook and these forums there was a fair bit of interest in how it would run and what I changed to make it run. There's a fair bit of writing and some tables to look at in reviewing how things went, so I decided to post them to my blog. Please take a look here: http://deadtau.blogspot.com/2017/03/big-league-in-day.html. Additionally, here's the packet I used for my event: http://gamerslounge.coda.net/wp-content/uploads/2016/12/Q1-Big-League-in-a-Day-2017.pdf and for those who just want a high-level overview of my objectives, here's the opening blurb from the blog article: General Idea and Objectives Steamforged Games released the campaign rules for Guild Ball in the Season 2 rulebook, The Big League. I’ve run the Big League for my local group twice so far, with a very positive reception for the rules. There are some rules which have become dated due to the changes with the Season 3 update however the campaign holds up under the changes very well. The general idea behind the big league is one with some Guild Ball gameplay and some behind the scenes “wheeling and dealing”. The league rewards three different types of players, competitive players looking to win games, more casual players looking for key game moments, and players who mostly ignore win/loss in a game but enjoy the intrigue behind the scenes. The success of the Big League campaign format for my gaming group encouraged some work to bring the Big League to a single day casual event. The typical big league is run over several weeks, ideally equal to 1 week less than the number of players in the league. The effort to boil this down to a one-day event required that I keep my eyes on a couple key goals: Restrict the experience to 3 rounds of games Maintain the capability and feeling for P-1 weeks Wheeling and Dealing (i.e. favours) Maintain the capability and feeling for P-1 weeks of league card expansion (i.e. campaign points) Maintain the 3-fold aspect of Competition/Big Play Moments/Intrigue with the limited timeframe of a single day event.