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  1. Midas, the Shining Terror

    A Skatha's Cold Snap followed by a Seenah's Charge as the last activations of the turn, and activating first Seenah the next one, is enough to destroy either two Katalysts. During the first turn, it's probably the enemy haven't generate momentum (except if he receives the ball and begins to pass it between its players), so with the momentum generated by Seenah is enough to have an advantage on the initiative roll.
  2. Help againt Union

    Here goes some random (yet obvious) tips can help: Union, right now, are very unpredictable, because of their greater number of captains. You will have to make a plan for every one of them. Although this, lots of Union players go to safe play, so they will probably put Avarisse and Greed and Harry the Hat. Grace and Benediction are recent toys yet, so it's probably your opponent gives them a try. Brisket is a footballer captain, so you will have to kill the ball as best as you can. The better way is taking the ball and kick it to a flank. Take the cat, catch the ball with it and kick as far as you can from its other players. Meanwhile, you will have to punish the enemy players. Try to go to a 4 kills - 1 goal victory. If you can control the ball until the 4th kill, then you must to go to score with whoever of your players. Hunters has very good players with an average goal threat: Jaecar, Minx, Skatha, Ulfr, A&G, Egret and even Zarola. You will have to control the ball without finishing an activation with a model possesing it. ALWAYS ON THE GROUND if you can! Brisket gets a great advantage if the enemy has the ball in a player. VRage is a brawler captain, and he loves scrums, where he gets the best of himself. He usually stuck an enemy with other 2" melee players and then, use its Red Fury with a killer player (Gutter, for example) to destroy you. You will love Egret against him! Use her as a last activation with 2 INF to use her Flurry over a centered enemy player. 4 DAMAGE assured! You will need all your 2" melee players too (Seenah and one of the Hearnes), because VRage is the captain who wants more 2" melee players in his rooster. Try to skirmish (with Back to the Shadows players) and score goals always you can. It's more easy to say than make it, I know! Blackheart is a support captain, a very good jack-of-all-trades. He's the more unpredictable of all the captains, so play the way you feel more confortable against him. Maybe he will play to score goals with Decimate, Mist and A&G, or he will play to kill people with Harry, Rage and A&G, I don't know.
  3. Nature's Growth AOE Placement

    Thanks for the answer, you are the best!!!
  4. Is scoring goals too easy.

    The solution I liked more is the 15 PV win objective, 3 PV per TO and 5 PV per goal. 3 goals against 5 TOs to win, I think it's fair enough.
  5. For Fun: Tweaking the Hunters

    Here goes some changes I would give to Zarola: Give her Melee Zone 2". With this change, we sharpen more its role in the field as a ganging up model and as a ball carrier. Zarola isn't a very offensive model per se, so we aren't upgrading its figthing potential. With this, the Linked(Fahad) trait is more interesting now, too. Give her the trait Hunter's Prey and change Chain Bolas to "Target model suffers [2] DMG. This model generates [1] MP". Now, the influence investment in Zarola is more interesting. Change some of its attributes and Playbook results. Pretty obvious that one: her Playbook is crap and its attributes (except its DEF) are subpar. I wouldn't give her more KICK attribute to define its not-so-good footballer design, but I would increase its "slipperyness" giving her TAC [5] and a << or <> on her second Playbook column. What do you think?
  6. For Fun: Tweaking the Hunters

    Methinks the worst thing about Theron's Sun Strike is its momentum/influence ratio (its range, its randomness and its activation order issues are minor problems we can handle, I think). Momentous Inspiration to Theron could be a little heavy, because Hunters has lots of damaging CPs (Theron himself, Zarola, Egret, Chaska, both Hearnes) and can get a very big advantage from it. The other two teams which have MI captains have limited the available damaging CPs: only Mercury, Calculus and Hemlocke can benefit from Smoke's aura. Engineers have plenty of players they can take profit of it: Ballista himself, Salvo, Ratchet, Locus and Hoist copying the play, but apart from Ballista and the Union choice, they have serious issues with their lack of meaningful momentous Playbook results (yes, you can dash into a melee with Salvo or Hoist, and gain momentum, but you're not punishing the target). It's their main form of winning meaningful momentum. Hunters, in the other hand, have Jaecar, Seenah, Minx and Fahad (truly momentum-generating machines), we don't have that issue. To all this, I have an idea to change Sun Strike to break I think its worst flaw: Sun Srike (CST 1, RNG 6"(?), AOE 3", OPT (?)): While within this ongoing-effect AOE, friendly models that generate one or more successful hits when using a Character Play that causes damage, additionally generate [1] MP. I'm transforming Momentous Inspiration in an ongoing-effect AOE. It maintains the activation order issue, but greatly increases its momentum/influence ratio. I would have some doubts with the range and the OPT parameters. Maybe could be interesting the CP could be used more than once per turn, to skip telegraphing future activations, but also I don't know if that would unbalance the game a lot.
  7. Hi everyone!! I want to ask you if when you place a non-CP AOE, like Theron's Nature's Growth, Skatha's Nature's Chill or Smoke's Legendary Play, you have to check the range from edge of the placed AOE to the edge of the user base, or from the center of the AOE to the edge of the user base. I have found a post with the same topic, answering the first option is the right one, but because of that post may be outdated (it's from season 2), I just want to assure the answer remains correct. Thanks in advance.
  8. Is scoring goals too easy.

    Maybe reducing the VP for goal-scoring to 3, instead of 4, could be a good solution: longer games, bigger effort for goaler teams to win, etc. Or maybe some kind of diminishing efficiency, for example, the first 2 goals gives 4 VP, then the next goals only 2 VP.
  9. Season 3 is not for Brewers

    Not my Guild, but maybe you can kidnap the ball with high-ARM players. Maybe Mash, near Esters and with Hopper's Tough Skin, or Stoker also with Tough Skin. A 3 ARM player in cover makes impossible to a TAC 4 player to steal you the ball without a Charge. Besides, Mash has a 2" melee UM, which is very defensive. Other form of killing the ball is using Quaff to walk away all you can. Take the ball, Second Wind yourself and flee 12" towards a flank (14" if you sprint, plus other MOV boosts you can get). It's influence intensive, but maybe you can get the time you need to get some TOs.
  10. Theory Concepts

    Dene is not a mascot, but a player, like Seenah.
  11. Theory Concepts

    -I don't think you need that randomness in Tracker. 2 INF for this Attack is enough cost, even with all the possible benefit you can get. I have an alternative idea maybe you may like: Tracker (CST 2, RNG 4"): This model immediately declares an attack against the target enemy model and gains [+3] TAC for each net-hit this TN test generates (up to [+6] TAC) and for the duration of the attack. In other words, you can make the TAC boost dependant of the net-hits you get with the TN test, and place an upper bound to limit it. You can change the values to fix the maths if needed. Thus, you don't feel you are wasting the INF AND you put enough randomness to the Play. -Marbles have Go Ape!, that it's a limited Counter Charge (she needs to stay close to Brick to enable it). Not so overpowered for a mascot I think. -The problem with Pack Hunter is that you get, with one activation, a charge from Dene plus all the stuff the first model were able to do. You get a free movement, a free attack and the nuisance of the presence of a 2" melee model to an esnared enemy. Maybe the Dene's charge won't get too much (as you well explained), but these three things are really good enough. One form to balance the trait could be forcing to pay an additional cost to activate it (like Bonesaw's Football Dervish). -I looked closer to Keokuk and the sum of all its capabilities will be a black hole to almost every striker of the game. If you get the cover from his forest, you get 3 ARM and the enemy suffer [-1] TAC. Strikers has mostly TAC 4, so it's impossible they can escape from Keokuk with an Attack. Then, Keokuk gets a very dangerous Parting Blow if someone tries to dodge him, thanks to Stranglehold: he has a KD in 3rd column, a T at 2nd column, and TAC 7 (5 + 2 of Parting Blow). Some strikers can dodge with plays, but with melee 2", Stranglehold and the KD trap, makes the attempt a useless one. Add the Drag to the equation and other of the best defenses of the strikers is blown: their mobility. You don't have to pursue and engage them, only walk and Drag. The only Keokuk's weaknesses to try to escape its gravity are KDs and pushes, and strikers are not famous for doing that. Maybe, you have to soften a little this guy. And you are right, 3 INF cost to Log Trap is a fair one. PD: Sorry for any odd expression or mistake, English is not my native language.
  12. Theory Concepts

    The free charge is too strong. If Navo charges, even with all these assumptions, you will only get 8 dice (4 for charging, + 2 for Singled Out + 1 for Gang Up from Dene +1 for Assist (Dene)), not 14. PD: Try to translate "Nabo" from spanish. I can't take seriously this player, XD.
  13. Theory Concepts

    I see some things: -I don't like the Tracker CP, too much random. You are already paying 2 INF for an Attack, forcing you to also make a TN test to enable it is too much cost. I think it would be better in this way: Tracker (CST 2, RNG S): Choose an enemy model within [4"] of this model. This model immediately declares an attack against the chosen enemy model and gains [+6] TAC for the duration of the attack. Other thing you have to explain is how other models interact with this CP. Do you apply Ganging Up and Crowded Out modifiers? -I would change the Keokuk's Nature's Cloak heroic play: Nature's Cloak: Place a [3"] AOE in contact with this model. This AOE is forest terrain. This AOE is removed in the End Phase. With this, you expand its range a little, you can use the forest to block some LOS but you lose the insta-cover (at least if Keokuk doesn't move later inside the forest). I think it's a bit more interesting. -Dene's Pack Hunter trait is too much powerful. You are allowing an out of its activation Charge. Counter Charge allows a Charge as a reaction, but only if the enemy wants. Pack Hunter does it only if a friendly model snares or bleeds someone (a very easy exploit to Hunters). For a mascot, this trait would be awesome, very thematic, but for a player it's too much brutal. Sorry if I can't express correctly my point. -Keokuk's Log Trap is too much expensive. You are paying 3 INF for a situational 3 DMG and a KD condition. I think 2 INF is better.
  14. New Hunters info in SFG blog

    One question, guys: do you know if, when you use vHearne's Last Light, you are forced to spend only Momentum to pay the CP you want to use? The CP says you may spend Momentum instead of Influence, but this doesn't imply you have to spend only Momentum to pay the costs. If, with Last Light, you can mix Momentum and Influence to pay CPs, its usefulness increases a lot (more capability to choose).
  15. New Hunters info in SFG blog

    Yes, if you change Ulfr's card by Jaecar's (and changing some trait names), Ulfr would fitted thematically in the team much better.