Welcome to Steamforged Games Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

LouisvillePitch

Pundits
  • Content count

    44
  • Joined

  • Last visited

1 Follower

About LouisvillePitch

  • Rank
    Rookie

Profile Information

  • Gender Male
  • Location Louisville
  • Interests Playing games
  1. Big League in Louisville, register to the event if you are wanting to play. Looking forward to hopefully a big Big League! https://www.facebook.com/events/129345764285673/?ti=icl
  2. Prize support! Prize support has been delayed, if you are out of town we will be mailing it out. Sorry for the inconvenience!
  3. So I went in and tested Tie-Break with a dummy tournament. Things I did on purpose. First I put the tournament at an uneven number 15 players. Second I made sure that two players only loss was to the top player. Pro's it worked for the most part. Con's you need to really pay attention as the Event Organizer. Here's some general notes. 1. When players have played each other and end up playing each other again due to VP pitting them against each other a second time. The program will alert you with a red exclamation mark! Once this happens do not go LIVE for the new round. Select the player by high lighting them. Next select a player to switch out, then right click the switch option. This allows you to trade out players. 2. Random tables option, I wouldn't worry about it. This creates red exclamation marks when there doesn't need to be. Just select the tables you want them play at, during the event. Much easier to manage. 3. Playing down-If an upper player has to play down they could effectively face an opponent they played before if the opponent has as good SOS and OSOS after that loss earlier in the day. This will create the red exclamation mark again because of repeat play. You will need to let it go LIVE if the math works out for the match up. 4. Looks like they corrected an issue once going LIVE the round can't be taken back and creates an extra round 2 or 3 etc. This doesn't happen anymore!!! You can go off LIVE mode and re-manage the round if you need to without screwing things up. 5. Byes-the test run didn't alert when the bye had received the bye a second time. Again this goes back to the EO to pay close attention during an event. This is easily adjusted by rearranging who has the bye to playing an opponent. By far the system works much better, but with being a program there can be user errors. I would run a fake event, much like did if you are an event organizer before winging it during a real tournament. Anyone else who has questions or observations should post them. This will help other EO's in the future. Hope this post helped!
  4. Update the event to the new organize play document. http://steamforged.com/sfg-news-blog/pqx2w1b3o02izb4fu38c9p84bm253u
  5. You are such a TROLL!
  6. Anyone hear anything yet on the Farmers release date yet? Living in Kentucky, I feel, I should be playing the Farmers! Just ready to play and paint the models up. Thanks for any news.
  7. I don't like him, which I hate to say. He is one of my fave models in the game. His goal threat is big, but seems to rely on passing several times to get up the board fast. One missed pass and his threat is killed. Then he is just out to be taken out. Things I'd like to see adjusted, give him a flat dodge play, where'd he go, or quick time. Make his heroic to where he doesn't take parting blows. With his large base he has less places to end him movement with going over top other models bases. This wouldn't break him. I believe this would give Morts a sure fire goal threat on their team to deal with.
  8. Plan to eat before the start of the event. We will take a snack-dinner break after round two for 30-40 minutes. Then complete the rest of the tournament.
  9. Got some more test in today. Played a Fillet led Butcher list, and a Honor led Mason list. First up Butcher's, I played my line up of Scalpel-Dirge-Averisse-Greed-Brainpan-Memory-Cosset-Graves. The Butcher's player used Fillet-Princess-Meathook-Boar-VOx-VBrisket. I received, he kicked off with VBrisket. I picked the ball up with Graves, passed the ball to Dirge, tool up on Scalpel, and dodge Memory towards VBrisket. The Butcher player moved Princess up the field. No momentum on their side, I activate Scalpel, dodge Memory, advance towards VBrisket, use legendary, pull VBrisket in. Buy all my attacks, take her out, first two points. The Butcher player tools up Fillet, maneuvers Meathook up the pitch. I activate Brainpan-Memory, dodge Memory now going to the right of the pitch, move Brainpan into cover. Butcher player sprints, VOx up the pitch and by cover. I move Dirge and drop the ball off to Averisse. They use Fillet, speed up Boar, sprint, and drop bleed, trying to catch Scalpel, Graves, and Brainpan. He catches Brainpan-Graves, 3 damage a piece and bleed. My go, I activate Cosset, Memory dodge, use my card +2 range on plays, catch Princess, pull her up, crazy, charge, and leave the dog with 2 health. Heal Cosset. They are down an activation because of me taking VBrisket, they can only run Boar up the pitch for next turn. Averisse and Greed do the goal thing, and make the goal. Up 6-0 turn one. Win the initiative for turn two. From here it is really down hill the remainder of the game, he is able to snag Cosset with Fillet, but I pull off six points pretty easy, tap in with Greed after a Scalpel take out over my first two activations. The Mason's game played pretty close to the first game. Biggest thing I learned verse the Mason's was, as soon as I killed Flint the game was over for them. They couldn't keep up the take outs. I took Mallet turn one with a crowd out combo, and killed the monkey. This gave me three points, they scored with Flint, so 4-3, I finished my turn before the goal setting up Averisse-Greed for turn two goal. I scored two goals and ripped into Brick at the end of the turn. This lead to 11-6, he got a take out on Graves, but I won the initiative and finished off Brick. Never really felt the game was getting away from me. What next, I really want to get a game in verse VRage, I think he is the biggest challenge for this list, and then try Fish either captain. Think, if I keep to my game plan, and don't get scattered by the Fish goaling, I can weather it out. Will see!!!!
  10. Having a tournament in Louisville KY, come down, up, left, or right and join the fun!!! Below is the Tiebreak link. https://www.tiebreak.co.uk/louisvillepitch-tournament/feed Prize support has been ordered directly from Steamforged for the event. Registration time is 11:00, pairings by 11:45; time will be adjusted based off of if all players are done faster then the allotted 100 minutes round time. Round 1 (12:00-1:40) Round 2 (2:00-3:40) Early dinner if everyone wants a break, if not we will continue on. Round 3 (5:30-6:10) Round 4 (6:30-8:10)
  11. I'll also have Cosset pull strikers away from the ball.
  12. The theory for Ghast would be anti big hitting list, VRage or Butchers. I like Casket, but find his 3" aura causes me as much headache as it does the opposing team. The list wants to crowd out models, but with Casket I'm constantly spending momentum to overcome the aura. The games I have had Cosset and Graves make take outs go way faster. This is because I can tool up either Cosset or Scalpel. Depending on what the opposing player does. Cosset also does a poor mans Puppet Strings with her Lure. Even when I don't send her in she is pulling in the next victim. I find she gets a lot of mileage in the list and having 7 models to clutter lanes is protecting her. The higher defense with most models except Averisse is causing a lot of misses on attacks, due to crowd outs as well. When TAC 4-5's are down to 3 dice and they need fours or fives to generate momentum it starts getting dicey. Though all this takes a lot of seeing the pitch and preplotting. I am constantly looking for which targets to pull in how to stack the crowding and who is getting tooled up. The intention is creating dice skews that allow lots for wrapping and take outs. It's really fun to play. I move the list like a pack of wolves closing in and killing. Then move to the next target. When a goal opens I take it. The big shift in goal teams is helping the list as well. With most players only really playing one hard hitter in their list they have trouble dealing with this list. So far it's playing out well.
  13. Sorry my list was. Scalpel Dirge Averisse-Greed Brainpan-Memory Cosset Graves
  14. Got two games in yesterday. Played both games against Engineers. The first was with Pin-Vice and the second was verse Ballista. Both games felt very one sided for myself. The first ended 12-0 for Scalpel, and the second was 8-2 at the end of turn two, with me in position to score a goal easily on three, or tag two more take outs. We called the second game instead of playing it through. What I am learning is there is a lot premeditating the other players movements and seeing the dodges with Memory to get into position. Here is some key points I am seeing. 1. Eight models creates much more crowding out due too having two more models on the pitch, which creates higher dice pools for getting plays and damage off. 2. Eight models out on the pitch hampers a lot of passing. I am able to engage strikers who want the ball passed to them. Interfere with the pass lanes, or engage passers. 3. Eight models forces the opposing team to waste more momentum to raise defense verse charges, counter attack more, and then in turn when you want to send in the real hitters they are momentum tapped out. Plus all the damage coming through also is making them heal more often. 4. Eight model crowd outs is creating a huge advantage in momentum, refer back to 1-3. This has been giving upcoming turn initiatives. With this list, this is huge, to keep the killing going on, and setting up Averisse single out-KD action early in the turn, or if dirge has the ball sprinting out of any strikers retrieval. 5. Eight model ball killers. I kinda play the list like a pack of wolves closing on a foe and taking them out. The ball has been in the mist of one of the players moving with the pack(I prefer Dirge in case he has to sprint away with it). The problem for opposing strikers is to go in there to get the ball they are dealing with what will happen once they get to it. There is such a cluster to get to the ball it becomes a hard time to really get in there and get it. Passing it once they get it goes back to reason 2. Plus I am willing to let them take it, just to have a target to kill. One or even two goals is okay against this list I feel right now, because I will churn through their team and score once somewhere.
  15. If they kick off I go ahead and steal a model if I can with her prior to momentum, if it's after kick off and they have momentum. I just look to KD off the charge with Tool-Up on her to follow up with the remainder of her attacks, or just have to box people in. It's a big balancing act. I played a lot of Fillet, she has the same issue, just gotta KD with other models, box in, or KD herself. Hope that helps!