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Everything posted by Monolith-Swats


    We definitely need to get more games in to better understand the nuances of player deployment. Whilst the general consensus is that the receiver has the advantage I can't help but feel I had the upper hand when I kicked off. We played using 1 mom for kicker and kicker deploys > receiver deploys all > kicker deploys rest. Teams were... Myself: Hammer, Wrecker, Granite, Mallet, Tower, Minx Wynter: Pin Vice, Mainspring, Hoist, Colossus, Vet Velocity and Locus Needless to say that this was our usual casual midweek match. I lost the roll off and was elected to kick, which was what I was hoping for. The kicker was Hammer and I slapped him bang center of the pitch. The deployment looked like this after receiver deployed his whole team... -------------------Mainspring------O------Vet Velocity--------------------- --------------------Colossus-----------------Pin Vice----------------------- --------------------------Locus----------Hoist------------------------------- ---------------------------------Hammer------------------------------------ -------------------------------------O---------------------------------------- So the nifty positioning of Locus and Hoist in the center created a 12-13 inch zone where I could not deploy. Whilst this may seem a disadvantage, the fact I now know who is where means I can counter deploy. Which means a lot more in this setup and I think is the bigger advantage. So my counter deployment looks like this... -------------------Mainspring------O------Vet Velocity--------------------- --------------------Colossus-----------------Pin Vice----------------------- -------Mallet, Granite---Locus----------Hoist------------------------------- -----------------------Minx-----Hammer------------------------------------ -------------------Tower, WreckerO---------------------------------------- So as you can see, I'm gunning for Locus and setting up for a scrum slightly left of center. (A side note, I tend to play a more take out game with my masons). I kick of with hammer, moving towards Locus (into some cover) and kicking in between locus and granite and due to some shocking rolls the ball scatters back past my halfway line and so my opponent has the ball to give to who he wishes (in this case pin vice). In the original format this would seem a big setback, but in this format I was not too worried, I was fully expecting him to score first turn anyway and I would protect the ball from there on. Now I'm not sure what the eventual ruling will be in this format for Granite's foundation, but in this game she moved her 3" and was near enough base to base with Locus (not quite there as you have to deploy outside of 3"). So before any allocation of influence it looks like the pain train is fully stoked and a quick goal is on the cards. Brilliant! Both players ready to get scores on the board from the get go. Both will have an effect on the game one way or the other, this is what I like most about this setup. In the original format there were certain mechanics which can squeeze the fun out of the game, one of those is in the use of seduce/drag and puppet master and I will freely admit I play morticians based around that mechanic as its effective and you face no repercussions. Whilst Playing masons, I have faced off against it and it was not fun seeing your team getting pulled in one by one and getting chewed up with no ability to effect the game. This format I think would make it much more fun to play as it limits these kinds of plays. As for the match itself... Well it finished 12 - 8 to me as @Wynter said. Did not help that on his very first activation, with his very first use of influence to pass the ball to Hoist who was but 3 mm away he whiffed the dice roll! So he should of scored a first turn goal. Turn 1: Locus died to a combination of granite debuffing him and mallet wing back charge into him, Hammer beats on colossus and pushes him deep into the scrum. 2-0 Turn 2: Pin Vice gets the goal, Tackling from Tower. Tower then beats down on a knocked down, gut and strung Colossus who was crowded out by Mallet, Granite and Hammer. Hammer and Granite then put a world of hurt onto pin vice. 4 - 4 Turn 3: Pin Vice escapes with a sliver of health after I failed to allocate enough onto mallet to finish her off (blimin reanimate). Tower punishing marched and ball hogged his way over to the goal and scored and then 10" inch knee slide back into the scrum, the ball is then retrieved by colossus who sprints up the wing and kicks the ball into space near pin vice. 8 - 4 Turn 4: Colossus is in range of Hammer and Hammer takes him out, Pin Vice then beats on Wrecker to get momentum to score. 10 - 8 Turn 5: Straight roll off which I just got, as it was 3 - 3 on the momentum race end of turn 4. Load up Mallet to this time finish the job against Pin Vice for the win. Really looking forward to get more games in with this format. Cheers for the game @Wynter
  2. Sanchex Cup 3!!!

    Tom W. Vs Sid 12 - 0 to Tom W. Not anywhere near a true reflection of the game, vassal dice are horrific sometimes. Fantastic opponent and good luck with the rest of the tournament.
  3. Sanchex Cup 3 Sign Ups!!!

    Name: Tom Wilson Skype: Monolith-Swats Guild: Morticians Roster... Obulous Scalpel Dirge Vileswarm Graves Vet graves Ghast Cosset Brainpan and memory Avarisse and greede
  4. The Sanchex Cup 2!

    I suppose I was due a game with bad vassal dice. Cheers for the game Chap, was hoping to make it closer then it turned out to be, maybe next time.
  5. Masons at the Rusty Cup

    I also used to never leave home without Flint (for the turn 1 goals) but the more I played him the more he just does not fit my play style. As you could probably gather in my post, I like the beaty side of the game and for me Flint is just too weak. Chisel unfortunately also suffers from this and will probably only see time against a shark fish team. But, if I do face off against a team that will out beat me then I will most certainly put Flint on the pitch, it's just the teams I seem to be facing at the moment are football orientated and I certainly don’t mind beating them up. As you mentioned Hammer is definitely a goal threat and the one goal I have scored from the tournament so far has been from him, but there is also Wrecker and Minx. Yeah their kick stats are rubbish, but they are rapid. 10" sprint for a rollerballed Wrecker (and the fact he can push 1" melee players out of the way with impunity) and a 9" sprint for Minx gets them into tap in range quite easily if an opportunity for a goal appears. But for me I tend to hold onto the ball behind a wall of beaters and make my opponent work hard for their goal. This is where kicking off with granite and utilising fast ground aids in this as you set up to one side of the pitch. Stick the ball handler in the corner (tends to be wrecker initially) and wait as the other team have to somehow get to the ball through a wall of Granite, Mallet, Tower and Hammer with Minx nearby to either stab and run or aid in crowed outs. This was one of the (many) reasons why I lost my sole match to date in the tournament, as my opponent elected to kick instead with Obulous which forced me to deploy a touch spread out (plus Obulous is a pain). I am also prepared to concede the first goal if they get it off of granite (or granite fails to get the ball), but from there on getting the ball off of me will not be an easy task, this includes having to drop it in a corner if its Obulous or Corsair/Siren I am facing. Vet Harmony definitely needs to be in the roster just for that chance you face off against a smoke alchemist team or even a hunters team if they are going condition strong. Her synergy with Granite is also really good. Brick and marbles are also really good but feel like they can disrupt the flow in how I play as they can take a bit of setup, hence why I have not included them in my list for this tournament. One opinion I do have though, is that if you going for a double captain team, than brick and marbles have to be part of that, which rules out wrecker as having 2 captains and 2 mascots is just too limiting for a roster. I tried to mix Hammer team models (Wrecker, Granite, Tower, Vet Harmony and Minx) with Honour and what I found was you are basically neutering Honour. Honour has the ability to be an absolute murder machine but she needs the monkey, and when you have the monkey you need brick, and when you have Honour you need original Harmony for the tricks she brings. So Hammer can fit into an Honour team ok (Brick, Mallet, Flint, Marbles and Tower) but Honour can't really fit into a Hammer team. So if you want to play Wrecker, Granite, Vet Harmony and even Minx like I do then a single captain makes more sense. Just seems to flow better, rather than trying to push square bricks into round holes.
  6. Masons at the Rusty Cup

    Been experimenting with Hammer in the current vassal tournament and must say I am having a blast with him. This is especially weird as during season 1 and 2 I was a big Honour fan and the times I did run Hammer I kind of wished I was using Honour. My initial thought with him was to use him as the second wave and he himself buffs up wave 1 with hammer time. The reason why I went this route is because I love Granite (or should I say gut and string) and her low movement can be crippling. But if you have a way to get round this (Hammer time and marked target are the main 2) then she can really setup some take outs. My line-up at the current tournament is Hammer, Wrecker, Granite, Mallet, Tower, Minx, Flint, Vet Harmony and Chisel. But in all 3 games so far I have only used the first 6 (Hammer, Wrecker, Granite, Mallet, Tower, Minx). I know this is nowhere near an efficient roster, but my focus in this tournament was to see how well Hammer does as being a buffer at the beginning of games. Three key things need to happen for me in turn one. A. I need the ball (don’t we all) B. I desperately need momentum (just one momentum is important) and C. Granite needs to be up the pitch. The way I try to achieve this is to kick off with Granite, especially if there is fast ground she can abuse foundation with (managed to move 10" in total just from kick off). So kicking off obviously allows you to pick the side where there is reachable fast ground (if not then I elect to receive). This situation has also allowed me on a couple of occasions to collect the ball back with granite after kicking off into an obstacle near the half way line (or from a 1" scatter) due to foundation (there was a ruling on the legality of this manoeuvre). Now granted someone could easily get to granite and nab the ball off of her, but now that person is in reach of her (and most of your team) and so a 4 influenced granite will give you the momentum you need and possibly gut and stringing your first victim. If not then the back up plan is a key marked target from minx. From there on your set, pop hammer time, get a nice tooled up, iron fisted and punishing marched mallet with 4 influence ready to wreck face (especially against the poor gut and stringed fellow). This has paid dividends in 2 of my games, one where I was able to reach Midas and take him down to 4 health ready for taking out beginning of turn 2 or the best case scenario, charge a gut and stringed vet spigot and wrap causing a phenomenal 12 damage. This works well on anyone in the team, iron fist and tooled up tower on a knocked down player, iron fist and tooled up granite, the hurt can come from anywhere. In 3 games so far I have taken out 14 players and scored 1 goal (lost 1 game to a very good morts player), this includes the scalps of Esters, Obulous and Midas. The key for me getting so many takeouts is surprisingly wrecker. Having something so quick that can push people around is invaluable and he mainly hunts players that have already activated and pushes them into more of my players for mega crowed outs. Also having hammer be wave 2 tends to not get the attention he really deserves as when he starts flying in he just murders everything. Special mention for minx. everyone knows how great snared is and even better screeching banshee ( I mean who doesn’t like some poor sap being knocked down, snared, gut and stringed and screeching bansheed for a -4 def debuff!) but back to the shadows has sooo much offensive potential. yes you could run away into cover, but in one case an opponent chose not to take the bait of using unpredictable movement for obulous when wrecker came into base to base. This allowed minx to furious into mist, do some damage and dodge 4" into base to base with obulous. This then allowed tower to walk in and pin obulous down for hammer to go to town. Now this team has not come up against fish so unsure how well it would compete against them but my word its been fun. Found a whole new love for Hammer, and Hammer time just turns you other players up to 11.
  7. Pin Vice and Well Oiled Machine

    Played my first game with Pin Vice last night against a good friend of mine and had a blast in doing so, but a situation cropped up which left me with a lot of thinking whether what I was doing was correct or not. And it all stems from Pin Vice's legendary "Well Oiled Machine" and team work actions. I will hopefully look to take the engineers to a tournament this month and really want to understand the ins and outs of how this legendary works and hopefully you guys and girls (who are vastly more experienced than I am in the way of the cogs) can help me out. The situation centered around Seasoned brisket having just missed a goal (and thus not triggering knee slider) and leaving herself near some very angry robots. So begining of the turn, I had the intiative (after destroying Mist, who suicidally nabbed the ball off of me turn one) and loaded up pin vice. My initial idea was to spring the legendary giving oil tokens to 4 mechanica in close proximity to brisket. Pin Vice would then pass the ball to the nearest mechanica and dodge forward using give and go (in base to base with brisket), the ball would then get passed around the other mechanica to get more dodges in to crowed out brisket with 2 other mechanica (locus and mainspring) and finally leave the ball with velocity ready for a goal run late on in the turn. This would leave brisket unable to dodge away as she would be pinned in by 3 models in triangula formation and pin vice ready to lay the hurt with 4 influence after spending 1 for deletion. This sounded amazing in my head, but now the harsh reality, is this actually legal? The wording on Well Oiled Machine that confuses me is " A modal may not remove an oil-token after using a Teamwork Momentus action." and during the game last night I found myself dodging models then dodging back thinking it was illegal and it turned into a bit of a mess, wasting precious time that I can ill afford during a tournament game. So, is the example below legal? example; Pin vice uses an influence to pass to velocity (after activating well oiled machine), she spends the momentum gained to dodge base to base with brisket. Velocity then uses her oil token to pass to locus, Velocity then spends momentum to dodge up into cover. Locus then uses his oil token to pass to main spring, he spends mom to dodge base to base with brisket. Mainspring uses oil token to pass to pin vice, he spends mom to dodge base to base with brisket. Finally pinvice spends oil token to pass to velocity, keeps momentum and then wails upon a croweded out and trapped brisket. This is following the rule to not dodge someone with an oil token on them, but to dodge after removing the oil token (so using give and go and not pass and move). I apologise for the wall of text, but would be good to get your opinions on this situation so as to iron out my play.
  8. The Sanchex Cup 2!

    Tom W. Masons 12 vs Hayden Alchemists 4 Dice unfortunately failed Hayden on some key passes otherwise the game would have been closer. A typical brawlers vs ballers game in which all of the alchemist team took a Hammer to the face, bar Flask, who stood there being annoying. And Midas nabbing the goal for the Alchemists. Great game mate, best of luck for the rest of the tournament. Hope the vassal dice gods treat you better next time.
  9. Pin Vice and Well Oiled Machine

    Thanks for the replies guys. To be honest just writing out that post kind of set in stone how the mechanism works. But now with the confirmation I will be a lot smoother using it. That is until as mentioned (or as my friend has warned me) I miss a key 4 dice pass and all your plans go out the window.
  10. The Sanchex Cup 2!

    Ditto, Brilliant game and very good opponent. Obulus being as annoying as ever! Cheers for the game chap and good luck for the rest of the tournament.
  11. The Sanchex Cup 2!

    Tom W. Masons 12 vs 8 Jared N. Brewers. Really fun game of Hammer vs Esters. 7 takeouts vs 2 takeouts and a goal. Bombs everywhere, Granite eventually closing the game out whilst tooled up and iron fisted against Hooper. Great game mate and all the best for the rest of the tournament.
  12. Sanchex Cup 2 Sign Ups!

    Name: Tom Wilson Skype and vassel name: monolith-swats Guild: Masons Hammer Wrecker Mallet Granite Chisel Vet Harmony Tower Flint Minx
  13. H: Hunters W:Engineers or cash

    MarkShep, are you still interested? or have the new hunters caught your eye?
  14. The Sanchex Cup Sign up!!

    Name: monolith-swats (Tom W.) Skype: monolith-swats Roster: Engineers Ballista Pin Vice Mainspring Colossus Salvo Hoist Velocity Ratchet Harry
  15. Clash of the Guilds 2 28 May 2016 - 32 players! - Bristol

    Hi Chaps, has this event sold out? If so could I be put on reserve? Tom Wilson
  16. Vassal Contacts

    Name: Tom Skype: monolith-swats Vassal: Thomas Wilson Location: UK Availability: evenings depending on the kids