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About angelforge

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  • Gender Male
  • Location NY
  • Interests Meat and Robots
  1. Who are the guilds that B&M want to play against?

    I hadn't thought about that, but I really like Memory as a beatstick vs UM. Combined with the 3 2" characters we're running, we can almost ignore the trait entirely.
  2. Who are the guilds that B&M want to play against?

    When do you draft BPM? Opportunity is another cost that you have to factor in with 6 model lineups. My 10 is Obulus, Dirge, Graves1, Ghast, AG, BPM, Cosset, Casket, Silence, Scalpel. I basically only play Obulus, Scalpel is there for draft confusion. My first 3 picks are pretty much always Graves 1, Ghast, and AG. Sometimes I don't want Greede (Casket Time and Glorious Achievement very scary!). BPM are usually my 6th choice because playing with 8 bases has been pretty successful for me. They also feel like the most flex slot - All the other characters feel a lot more well rounded and all-purpose, whereas BPM are pure offense. While that's something I usually want... there are matchups where the 3 bench characters feel a lot more relevant. I played Morticians in a 3 round today fighting Alchemists, Brewers, and Unions to take 1st place. I played 8 bases against Midas and Rage, and against the Esters team I took Cosset as my 6th. If Cosset can attack someone with the bird she does significantly more damage than pretty much anyone else we have - if she can wrap. And against a low defense team like Brewers, the wraps are gonna happen. At worst, she's hitting a Lure fairly consistently against most of the guild. Having that angle of attack (especially when you combine Grave's damage setup with Tooled Up and 1 for 4 smacks and Ghast/Avarisse knockdown fiesta) felt a lot more useful than having a puppet pair who are just putting out more attacks and kicks. They do it in a unique way of course, but they're still not bringing anything new to the table. Basically, I take them against everyone unless I think another character would be better in the matchup. But scoring points (whether puppet punches or puppet punts) is pretty much always good.
  3. Engineers or Morticians?

    It's interesting to me that Ghast is considered underplayed. With his 2" melee, good playbook, and the Fear/Rising Anger rattlesnake combination he's basically been my first pick midfield anchor forever. Perhaps I need to finish up my Casket and just change him out with Ghast to experiment.
  4. New Player in Upstate NY

    Welcome to the game from the Rochester area! We meet up with the Ithaca folks for tournaments - a bit further for you guys but still somewhat central. If you're interested in playing over drinks, I'd love to invite you and everyone else in the thread to an upcoming tournament at the Fulkerson Winery. A bit of a drive for some, but it will be worth it!
  5. Deal and decide on Plot cards, as normal Simultaneous reveal of Captains and Mascots Roll to decide who kicks off (and who receives) Draft the remaining 4 players for each team starting with the Receiving player Captains and Mascots are step 2 which is before rolling for initiative (step 3).
  6. Hello, Suppose you target an enemy player with Puppet Master or Lure, and have them jog (and end their advance) in melee range of an enemy model with Unpredictable Movement. Can the enemy player choose to trigger Unpredictable Movement? Thank you.
  7. Hitting an actual chess clock adds quite a bit to the experience. IMO it's a lot more "Now I'm done with my activation, you go." then just tapping a smartphone. We don't use the clock out VPs in our casual games. You just take extremely prompt turns to 'mimic' the experience of 1-minute activations. I want to play a pure 1-minute activation game but worry that it favors "Team" characters over super solos too much. Maybe 1:30 or 2 minutes would be better. 30-minute death clock is also fun. I wish I had one of those big old mechanical clocks, that had two actual clocks on it... loud DINGs surely aren't distracting for neighbouring tables.
  8. Hello, Skatha's play Blessing of the Moon Goddess says "The next time target other friendly Guild model makes a successful Attack against an enemy model, the friendly model may add an additional < Playbook result." Highlights are added. Does Blessing only affect the next successful attack? That is if the other friendly Guild model chooses NOT to add the < result, does the Blessing then go away (they can't add a < on subsequent attacks). This is also relevant for Bonesaw's Meditation, which affects "it's Next kick". Thank you.
  9. How to retrieve dead balls?

    You can use Siren 1's Lure to make them jog out of the swarm, snap to the ball in the process, and then tackle it off them now that the ball has been removed from the scrum.
  10. Legal targets for Tormented Agony

    Misdirection says: Target enemy model with at least [1] Influence loses [1] Influence. Immediately allocate [1] Influence to an other friendly Guild model within [4”] of this model. This works the same way there, right? Which is to say you can use Misdirection without having a friendly Guild model within 4" of the user.
  11. Couldn't find this posted in the rules forum. Remote Control says "Target free-ball. This model may make a Kick as if it was in possession of the ball-marker." Ball's Gone says: "This model may immediately make a Pass without spending Influence." This post suggests that the Remote Control kick is free. Could we get clarification? Thank you. EDIT: Found this further in the thread. And now it is in the rules forum too. Hooray!
  12. Tournament 9 discussion

    Fillet, Princess, VBrisket, Meathook, VOx, Harry Tenderizer, Boar, Boiler I pretty much ignore my bench. If I'm fighting 1" spam I'll sometimes bring in Boar. Harry has been getting 4 for me pretty much every time because he sets up one or two knocked down or pushed around targets for Fillet, along with the occasional clutch Goad (admittedly I've rolled fails every time but it would have been clutch).
  13. Tenderiser's ground pound

    It works the same as Pintpot's Smashing Face play (or w/e it's called) Intensify. It creates a pulse (which automatically hit) that originates on the model with the S play. EDIT: From the Collected Clarifications thread. Pulses Pulses do not target, and do not require a TN roll.
  14. Ideas for a quick learn to play demo

    I can't find them online but there are a set of cards for the Fisherman and Butcher starters that are balanced for 3v3. I use these as demos to teach the core mechanics of the game without throwing too much at the players.