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Balefirestorm

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Everything posted by Balefirestorm

  1. GIC General Theory Thread 

    Is the latest GIC update today?
  2. Also in the classic look (sorry for adding the whole team ):
  3. Peoples perceptions on the guilds right now.

    And just as a tie in to that, it seems another Guild got a model that can do everything instead
  4. I have no problems with Captain Ox tbh. I really like him as a captain. I just think that Shank need some changes. not necessarily a boost, but switch some stuff around. Look at today's preview, Alloy, Good striker, Very mobile, Good damage output, Potentially 2"melee/Anatomical precision/Extra kick. I'd rather just see Shank also be an INfl 1/4. That'd be enough to bring him back on my part.
  5. Peoples perceptions on the guilds right now.

    I think the main problem with Shank is that they only changed his max cap down to 3. At the same time, they changed the Icy sponge rule and added Home crowd rule. If they also would have changed Shank in some ways to compensate, or switched things around to balance the lowered Inf cap, I think he would have been in a better place. Personally I think that the memory of what Shank could do in s01-02 is what's holding him back. Some basic game rules changed, other models changed and the meta changed again. But unless the GIC cards becomes a main thing and Shank can use the ability of Take it to 'em, I do agree he needs a small fix. But, this is not a Butchers/Shank discussion, so maybe move this to the Butchers forum.
  6. GIC Game Feedback Thread

    New game played yesterday: Fillet Butchers 12 - Obulus Morticians 4 Butchers: Fillet, Princess, Boiler, Shank, Meathook, vet Ox - Take it to 'Em Morticians: Obulus, Dirge, oGraves, Cosset, Ghast, Silence - Misery Take it to 'Em It offers the Butchers some well needed flexibility. They are still vulnerable to the same things as before, but makes gives them a neat trick without making them too strong. I also like the feeling of giving a model 1 Influence and letting the opponent know that it can do a Charge with that single Influence. The ability itself was actually only used on 2 out of 4 turns. Once with vet Ox charging into Dirge, and once with Shank charging into Cosset. Shank used it to be able to bounce of her and into goal range that I'd set up the previous turn. Used it more just to test it out at this point than for any real benefit, as I could have given him one more influence and still got the same result. As with my last game, the threat of being able to use this card was greater than the effect of it being used. I think this card is in a good spot, since it does not benefit the Captains. Misery I don't know what tot think about this card to be fair. Fillet Butchers as I played them did not go for goal scoring, so he didn't get much benefit from it apart from the 4 heal. I scored 1 goal, but by then it didn't really matter.
  7. Butcher GIC Theory Thread 

    So lets keep with the theme but take a step to the side: Crushing Force - HR 2 When a Friendly Guild model makes a Charge attack, they receive a -1 TN on the Attack roll. It then does not affect the Defenders ability to make a Counter, but instead goes after the Defensive Stance of the Defender. It does require the Butcher model to Charge, so force the Butcher player to spend Influence and be in a position to be able to charge. It does boost the ability of the charging model to reach results that can help them keep in melee range.
  8. Butcher GIC Theory Thread 

    Could also change Crushing Force to: Carnage Counter Attacks taken during this game cost +1 MP. Applies to both teams. The brutality of the Butchers makes the counters harder to perform and they must themselves restrain themselves enough to care
  9. Butcher GIC Theory Thread 

    Possible changes that I'd like to see on Crushing Force: 1) It only applies to charge attacks; This would force the Butcher player to spend more influence and be affected by positioning. or the opponent get +1 TN on Counter Attacks; That would not affect the amount of momentum the opponent need to spend but still tie in to the theme of the ferocious Butchers. 2) It only benefits Friendly guild models. Don't see why it would benefit Union pics for the Butchers.
  10. GIC Game Feedback Thread

    Played a game today using the wave 2 GIC; Butchers in to Union. Ox, Truffles, oBrisket, Boiler, Boar, Meathook - Crushing Force Blackheart, Strongbox, Harry, Snakeskin, Mist, Benediction - Honour among thieves The result was: Butchers 12 - Union 6 I picked Crushing force to see how much it would benefit cap Ox and his team, also since I wanted to see if it was as powerful as it seems when reading through it. What I learned during the game is that the card is very useful if Butchers have the first activation on a turn, reaching it's peak activation 1 during turn 2. I did not get first activation turn 2, which led to the Union being able to take the Counter attacks they wanted.What it did result in, was that the Union had to be more selective of when spending their momentum. The card is a little like Boar, the threat is the real power of the card. I have only had one test of the card, so need more experience with it, but it did not feel as powerful as first thought. This might change with more testing though. The main thing I'd like to be changed is that it should only benefit Friendly guild models, as it now benefits Union picks as well. Going up against Honour among thieves was a little tricky. Attacking a fully stacked unactivated model, could lead to problems. It made the game very interesting though. All of a sudden a model without any Influence could be fully stacked and ready to go. I can see this being truly scary in a vet Rage team.
  11. GIC General Theory Thread 

    This would be a perfect middle ground between what is and my idea. Could easily get behind this.
  12. GIC Game Feedback Thread

    Played one game of Farmers vs Fishermen yesterday. Farmers line-up: Grange, Peck, Windle, Jackstraw, Bushel, Harrow + Spirit of cooperation. Fisherman line-up: Shark, Tentacles, Hag, Kraken, oSiren, Gutter + Football champions. 12 - 6 victory to the Fish. Want to start by saying that I only used models that are released so far (excluding LE Tater). Spirit of cooperation: It helped me get to 6 VP, but I know that I put too much effort into trying to get VP by using it. In both cases it was Windle taking out a model, with Peck being his partner in crime. I can see it be very powerful when you have access to more models, to allow you to mix up the Planter/Reapers more. Fore being a +VP card, it is fun. Probably the only one I like so far (spoiler: I don't like the +VP cards). Positioning Jackstraw somewhere close to a target and then going in with Thresher will make this card very reliable. Football champions: Useful, but quite boring. Sorry, but can't say much more about this one.
  13. GIC General Theory Thread 

    Not the captains themselves, but the team they play with. Take the Butchers GIC. Like malladin.ben says above, "Take it to em" is a card that benefits Fillets teams playstyle more than Ox. The card would then be available for when she is a captain. Ox would instead have other cards that goes into his playstyle for the team. And the cards themselves does not have to actually benefit the captain model itself either. I put and idea for a card in the Butchers GIC: Blood rage: Once per turn a friendly non-Captain guild model may make a charge action for 1 Influence. Heal rate 2. This does not benefit the Captain, but does benefit one model in the team. It could tied to a team led by either Fillet or Ox. This is also a way of being able to balance a captain, without necessarily needing to change the stat card of the captain.
  14. GIC General Theory Thread 

    Also had Butchers in mind, since they are the ones I'm going to play during the playtest. It also makes sense looking at Alchs for example, where the cards seems more aligned towards Smoke and a bit "forced" on Midas. There could also be a few cards with general Guild strategies that could be common for all captains; "Ah, lets go with the Minced meat crush hammer play today lads, just like the old Master Butcher used to do it".
  15. GIC General Theory Thread 

    Been thinking of ways on how the GIC cards could be changed. I know it's way into the process, but I'm just throwing the idea out there: What if the cards, instead of being tied to the whole guild, was tied to specific captains? Thematically it makes sense, taking the form of what kind of training and plays the captain brings. It would probably be easier to balance as well, since the current form need to balance the cards between 2-3 captains in each guild. There would be more cards to test out, but since they were to center on a specific captain's playstyle, it should be easier to collect the data. It also gives more choices for when picking captain and selecting your team. They could even be split up into 2-3 categories, like; Offense, Defense, "Secret plays". What do you think?
  16. Brewer GIC Theory Thread

    This cards' effect does not affect veteran Spigot, should be written in very small print
  17. Butcher GIC Theory Thread 

    Haven't really played Butchers in a while, but seeing the GIC I'm jumping back to Butchers to help out getting cards that are beneficial to our guild. So my 2 cents on the cards we have: Take it to em: I like the idea of this card, as it plays on the theme of the Butchers charging up and putting the pressure on the opposing team. I can see it useful especially with Fillet, but less so with Ox. Bloodthirst: I have no real concern bout this one as is to be honest. I need to try this out before I give more thoughts on it. Tactical elimination: I would like to see this card go. I'd much rather see the guild get another card with passive/active ability instead of another way of getting extra VP's Seems too situational to be effective. My thoughts on how to make it more interesting: Change the range requirement of "Take it to em" to being within 14" of the Opponent back edge of the table, or within 10" of the enemy goal. As is, enemies returning back can sneak past it by coming in from the edge. And since it is only a heal rate 2, it needs to be very beneficial to the team and also benefit the team when Ox is captain. Switch out Tactical elimination for a card that strengthens the guild, without compensating their weakness. The important thing is to make sure it benefits the guild without making Fillet even stronger (seems to be what's holding the buffs within the guild back). Some suggestions: Blood rage: Once per turn a friendly non-Captain guild model may make a charge action for 1 Influence. Heal rate 2. Drawn to the slaughter: Once per turn, when a friendly guild model makes an attack that causes the Taken-Out condition, another friendly guild model within 6" may make a 2" dodge. Heal rate 3. Violent Escalation: Once per turn, when a friendly guild model makes an attack that causes the Taken-Out condition, another friendly non- captain guild model within 4" may make an Attack action without spending influence. Heal rate 2. Full body cleave: When a friendly Guild model performs a Charge action, they can spend a point of momentum. If they do, they gain Stoic until the end of the activation. Heal rate: 2
  18. Balefirestorm's WIP

    Finally got my hands on some models and started painted right away. here's a WIP of Midas, Calculus and Mercury. Hope to get some more painting in during the weekend.
  19. Balefirestorm's WIP

    And now Grace is able to join my Farmers. Really happy with how she turned out Just white paint and carefully paint it on to of the static grass. Makes sure the paint is wet, since "drybrushing" it on might actuallt scrape away the grass.
  20. Mako's Expert Procrastination Thread

    Love this paintjob. Especially that you're using the striking colours and yet manage to get them so muted. Superb
  21. Balefirestorm's WIP

    Finally finished my Farmers. Loved painting these models. So much fun
  22. Balefirestorm's WIP

    So..... time to show off my current progress with the Farmers First off, the star player of the team is done... may I present.... Peck!!! The rest of the Farmers are painted up to the following stage
  23. WTF happened to quality of miniatures?

    To a lesser degree than say PP or Mantics models, but yes. An scraping them with the sharp edge like on a GW plastic model or metal, is a big no no.
  24. WTF happened to quality of miniatures?

    Great. will look into it. Thanks
  25. WTF happened to quality of miniatures?

    I was actually really happy with the change to plastic when it was announced. There are a lot of models that have very weak and/or weird contact points when assembling them (Minx, Mist, Crucible etc). With the change to plastic, that would only be a bad memory Then the Kick Off set arrived and I was a bit disappointed in the quality. I have painted up the Mason, which turned out really well. So I know that it is possible to add details through painting if needed, where it is missing on the sculpt. I actually wasn't bothered by the quality of the Farmers, since they looked way better than the Kick Off set. And now that I'm painting them, I don't really feel like I could complain about the quality. The first pictures of the Blacksmiths got me a bit worried though, since it looked like it was a step back towards the Kick Off set quality. Not for all models shown though, but for the smaller ones (Cinder, Ferrite) and on Iron. The neck on Cinder for example looked really bad. I saw the picture of Anvil that Loxam posted later on, and it does look great. But it's also one of the larger models. The models I feel like I need to get a closer look at are Iron, Cinder and Ferrite, but I do have my hopes up now The only real problem I have with the material, is that cleaning the model from mold lines without damaging it, is a pain. Especially compared to metals. Is there a good and safe way to clean them, I'd be happy to know
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