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Everything posted by Silversmith

  1. Defensive Stance with <2 def

    Man I stink at search fu. Thanks @Intergalactic Slacksand @TimW. Much appreciated.
  2. A basic question I'm sure has been answered before but I can't find it. If Brick is hit by screeching banshee it doesn't drop him to 1+ but adds a die. If he does def stance on the charge does he raise his def to 3+ or does the extra die go away for the charge?
  3. Learning Engineers

    Yes. It will be sometimes. Engineers aren't called Cogs for no reason. They have to work to set up plays. Sometimes first turn goals work fine. But after that you usually require a setup. But because we have a bit more control than Fish we can be fairly certain of the ability to do so if we are careful. Welcome to the Evolution.
  4. Cage ball vs. Vet Rage

    I usually play Engineers and was still caught by surprise. My first mistake was positioning too close to the edge. I specifically chose Colossus and Hoist for the UA threat and ignored it. I chose Mainspring for inf efficiency. Looks like I chose well.
  5. Cage ball vs. Vet Rage

    I loaned my Ballista, Colossus, Hoist, and Mainspring to my friend to play Cage Ball. I brought V Rage, Gutter, Harry and Strongbox. I kicked off with Gutter. He Deadbolted Gutter right away. Nothing I could do to pick her up other than burn her move. Not near anyone even at the end of the turn. Harry threw a Molotov in the way of Colossus and Hoist. That's the only reason I didn't lose first round. Second round Colossus charged Harry and knocked him down and singled him out, then Hoist borrowed UA from Colossus and charged Harry, knocking him off the table. Mainspring shot the ball to Ballista and Ballista kicked a Breach, knocking down Gutter and Rage. He then scores again by taking out Gutter. It was the least fun game of Guild Ball I have ever played. And I knew what the team would do. On the other hand, my opponent has never dominated a game before. So that was funish for him.
  6. My thought here is to begin a dialogue regarding qualities of the Engineers. It may be a one-off but I plan to come back to it regularly. I could start a blog but I like the interactions with the community here on the forums. I don't claim to be good at the game. I just don't finish last. So the next post will be about a key quality of my team. I'll use this post to link that one and any more I happen to write. 1. Engineers: Tough and Tender 2. Engineers: Control Team? 3. Engineered to Perfection? Mascots I didn’t write this original post but it is a good argument and links to my thoughts on the subject.
  7. Engineered to Perfection?: Mascots

    Mainspring makes a fantastic guerilla attack on your opponent. Also a great threat to make the snap shot goal with no momentum. Yes Mother gives more options, especially with Hoist, but Mainspring is still a very valid choice.
  8. Engineers Mascots really bug me

    Tell that to my wife....😆
  9. Engineers Mascots really bug me

    At the request of @Selfy Engineers have two good Mascots. One is Mainspring and the other is Mother. Let’s break them down. Mainspring: The Cricket Cannon (or, as some call him, The Roach) is a good example of a battery mascot. Like most Mascots, he only brings one influence but what he can do without any influence is pretty awesome in itself. First of all he has a TAC Of 2. Not great but we can work with it. Mostly he’s there to play retriever anyway. However, using Sic Em or Ratchet’s Overclock heroic, 2 TAC becomes an asset. First of all, he has a MT on 1 result. Meaning he just needs to get lucky against an unarmored striker or very lucky against 1 armor to take the ball. On a charge, he can even overcome close control with a wrap. He’d have to get a dice spike against a 4+/1 to do it but, the possibility exists (34.4%). Against a 3+/1 like Flint the chance goes to 68%. So decent odds. His role as a ball retriever is because he is pretty fast (6/8) and, thanks to his Trait Launch Control, he gets to use his character play (Long Bomb) once per turn for free. This play adds 4” to his kick stat. He then has a 3/8 for a pass . Best kicking mascot in the game (unless the horse is better). And it can’t be intercepted if he misses. Add this to the MT on 1 and he can charge the ball holder, get a tackle, and maybe even the double dodge on 2. He can then launch the ball to Velocity or Hoist sitting 8” from the goal for a snapshot from 16”. All with 0 influence. If you happen to be playing GICs, Clockwork Perfection, he can do this with only the Momentum from the Tackle! Now let’s talk damage. Mainspring has that low TAC and the only damage on his playbook is non mom 1 on 1 hit. Of course with the 2 deep playbook he can wrap easily. If he hits all successes on the 6 dice from the charge he can do 3 damage. But if he’s tooled up it doubles. Deleted, it triples with a bonus time, to boot. So that’s 10 damage. I once calculated the Magical Christmas Land scenario to see what max one-shot damage output by the bug could be and came up with something north of 20 points with every modifier against a knocked down, singled out, Thousand cuts boar with 5 other players surrounding him. I don’t even remember if Mainspring had to explode. Which brings us to the last point and the seemingly real purpose of the bug in seasons 1and 2. When he’s taken out, he explodes in a three inch pulse, inflicting fire on everything in range. This is due to his trait, Overheat. Since it’s a pulse, there is no to-hit roll. It’s automatic. And because it isn’t a Character play or playbook damage, Tough Hide has no effect. Neither does GM as it doesn’t target the player. The drawback is it gives the opponent 1 point for the takeout. I admit, I have put deletion and alternator on him to get him into range of the enemy and then blast him with Blast Earth to blow him up. It made sense at the time. Fire slows a team and costs momentum to remove. And then 3 damage on each player hit is nothing to sneeze at. But be careful with this attempt. If you are too close he can be pushed back into your lines and blown up there. Chaska does this to me sometimes. Ouch. I love using Mainspring. Remember all that damage came from 0 influence. So he is a great offensive weapon. chirp. Chirp. Boom! oh yeah. Ratchet can use creation to bring back Mainspring as a Heroic play. If he does so, Mainspring comes back at full health with any influence he had on him. I’d have to check to see if he keeps Deletion or anything when he comes back that way. Mother: Many poeple say Mother is the best mascot in the game. Some say she’s broken. I have to say there are several “broken” Mascots that are very good at what they do. She may be better than they are, regardless. As Mainspring is an offensive weapon, Mother is all about control. She is almost more about her synergies with Hoist than she is about her own abilities. Mother has a very useful character trait called Spider Nests. She can place within 4” three 30mm markers that have several useful characteristics. The first one is passive. They provide -1 die to any TN test while within 1”. These are fairly easy to work around and a model can cross them but can’t stand on them. That fact alone means a well-placed nest marker or 2 can block a charge lane. I have done this against the bear. Hahaha! You can make a shield against goal kicks as well. They are basically a crowd out penalty. However, no matter how many nest markers a model is near it only affects it once. In and of itself this is fairly useful. Another use is her character trait Webbing. Webbing says that if a free ball marker is within 2” of a nest marker Mother can gain remove the nest marker and gain possession of the free ball. From. Anywhere. On. The. Pitch. Now, that usually isn’t a problem. Most of the time it’s nearby, but it can be corner to corner away from her and she can still get it. Not a bad thing. Kind of a one-trick pony right? Not so fast. Mother’s nest markers give her another option. If she is within 4” of a nest marker she can “Burrow” to base contact of the marker for one influence. This is essentially a teleport. It doesn’t proc a parting blow, it ignores terrain and intervening models, and at the end of the jump you can make a free attack if someone is in melee range. Mother has a 3 TAC so chances are not good for a great result. Especially with no momentous results on 1. She does have a T on 1 but not momentous. But after using Burrow Mother can jog, run, or charge. It gives her a total move of over 11” without a dodge. So kick Mother the ball, she dodges forward 4”, she burrows 4 more + the width of the nest and her base. Then she runs 7” to the goal and shoots. This is fun to do and a fairly easy goal. However it takes a bit of luck as Mother’s kick is only 2/4”. Of course that’s within Tap In range so only need a 3+. Still an 89% chance to score. Now for the Jank. You can run that same play with Hoist. It takes more setup as Mother has to go first and if Hoist gets taken out it’s 2 points not 1. But it parks a Very Tough Model with a 4 dice kick within Tap In range. And it works with the Guild Plot Card “Good Marker” to extend the range 2”. Hoist’s True Replication is what many people believe breaks Mother as a Mascot. His ability to Burrow has allowed him to escape Jaecar and his trap many times leaving the trap stuck on the pitch until I am dumb enough to cross it again. Who is better? I don’t know. I know that most people take Mother most of the time. I think some people’s opinions are colored by Season 1&2 Mainspring that was really only useful as a walking bomb and they have a hard time figuring out what to do with him. As for me I like to use him on Pin Vice’s Legendary turn to go on a goal run. I don’t even need to use accelerator. I use Deletion sometimes to give him the extra die on goal and Controller so the opponent can’t react. Then I park a leaking, wounded fragile bomb on their goal line. And if they don’t deal with him he is a constant threat for snap shots. It costs me one VP to gain 4. Mother, on the other hand is always a threat, especially with Hoist. She can do so much. If I am taking Hoist I almost always take Mother. If I am against the Hunters, I usually take Mother. Against Alchemists I don’t know because I have never played them. So, let ‘er rip. Tell me I’m wrong. Help me see where I am wrong. Did I miss anything?
  10. Engineered to Perfection?: Mascots

    Lol. I thought this was my original Engineered to Perfection post. I’ll link my other one here.
  11. Engineered to Perfection?: Mascots

    Ok. I will start another post about Mascots for the “debate”.
  12. Maybe a GICs post, too. We'll see. Hey, thanks, everyone for the feedback. I appreciate the exchange of ideas.
  13. Engineers: Control Team?

    Or take it away and make it a character play aura. 2 DMG plus burn. Call it Exhaust.
  14. Engineers: Control Team?

    It seems odd to think of my Engineers as a control team but they kind of function that way. They aren't great at takeouts. They aren't very fast (for the most part). In some ways they make the other team play a more control game than they normally would. They'll never be able to go head-to-head with Butchers or Brewers in a straight up battle. Fish and Alchemists will out-football the Engineers if given an opportunity. So where does that leave us? A weird hybrid that smacks of control? Thus far this season I have won far more games with 3 goals than anything else. However, I have also won with 4 takeouts and a goal. And 2&2. So how do Engineers play "control"? Knockdown. One of the foremost methods available to Engineers is KD. Ballista with his Dead Bolt or on 3 or 5 on his playbook. Locus on 1. Colossus on 2. Even Pin Vice (5), Compound (4&5), and Ratchet (4) have KD with a suitable dice spike. Knockdown allows the Engineers to require spending of movement or momentum to stand up, causes the ball to scatter, possibly allowing pick up or kick by Salvo, Mother, or Locus. This leads to a second form of control. Ball Control. There are several types of Ball Control in Engineers. Locus, Mother and Salvo all have an ability to manipulate the ball from a distance. Even Colossus has the ability to snap the ball from 2" With his long legs trait. This means that teams that like to kill the ball can't do so by kicking it into a corner. They have to dedicate a player to hold the ball which removes them from the game, otherwise. Velocity and Pin Vice both have Close Control, a trait that keeps the ball from being taken by one successful tackle. They are arguably the best ball handlers in the game. Most of them have 4 dice kicks. Velocity and Salvo both have 8" kicks and Ballista has 10" under his Legendary. Pin Vice allows an opportunity for a goal from almost anywhere with careful planning and some luck. Going right along with this is the position of Tackle on Engineer's playbooks. 5 of the 12 have Momentous Tackles on 1. The others have it on 2 or 3. To your opponent this means if they have a person holding the ball he better have a high def/ARM or close control. The Engineers can strip the ball and kick it away or into the goal very quickly. I have scored with Pin Vice after activating Controller on Velocity and tackled the ball off of the opponent's ball carrier after throw in and scored again without a chance for him to respond. It only worked once but it was glorious. Last is Colossus. He has a singular ability to control and reshape the field. Locus and Compound, or even Velocity can do this to a lesser extent, but he is the master. On a charge he can regularly hit his 4th column and use his character play U expected arrival. This 4" mass push directly away from Colossus can do wonders to break up a scrum or less commonly, push models off the pitch. These threats really mean that the Engineers are a control team, to some extent. The control is more indirect than Obulus, but it works well if you can get a handle on the tools.
  15. Not a bad idea. I can go through my normal T1 sequence for both captains and people who are actually good at the game can tell me what I do wrong. Lol. Also thinking team composition depending on which team I am facing. Though to be honest, I only have 1-2 flex players.
  16. So, what do I talk incessantly about next? Hmm...
  17. Engineers: Control Team?

    The Mainspring goal run is one of my favorite plays. I really think both Engineers mascots are broken. A 3d6/8" pass for free any and every turn. No influence on Mainspring? No worries. He'll still run get the ball and pass it in for a snap shot. Then the fact that his defense is 4/1. That ain't bad. Coupled with Ratchet and overclocked a free charge and tackle with a free kick back to the home team is kinda strong. @dtjunkie19 Thank you for reminding me of my massive oversight. All good points.
  18. Union in Chains: What's going on guys?!

    There is no better support than Ratchet. There is, however, sturdier support. 😁
  19. Engineers: Tough and Tender

    I'll edit. It is great if you have 2" melee. Otherwise it is easily overcome.
  20. Engineers: Tough and Tender

    One of the most prominent qualities of Engineers is their tankiness. Several have Tough Hide and/or another damage or condition mitigation trait, but many have that balanced by a low def. making them not nearly as tough against a concentrated effort. Tough Hide: Ballista, Hoist, and Colossus all share this trait. This one makes each of these players a bit more reliable if they get in the scrum. Of course it also works against enemy character plays. Note that it reads "enemy". Meaning, unless there is an errata somewhere, it does not reduce damage from friendly character plays. So Pin Vice's Ctrl, Alt, Del will still cause 2 DMG each. It also doesn't affect condition damage so bleed, poison, and burning still do the full amount. Stoic: Colossus and Locus both have this trait. It keeps them from being pushed on their first attack which allows some control over charge results. If they are in cover for the first attack, they should still be in cover for the second. It also allows them to stay in or out of melee with someone. This makes Seenah's roar nearly useless unless someone else attacks first to burn Stoic. The trait can help both these models to hold the middle of the field. Or at least the front line if you prefer the side. This trait combined with Tough Hide in Colossus means the opponent will have to contribute significant resources to take him out. Sturdy: Hoist's trait is kind of the ultimate "get out of jail free" card. Coupled with Tough Hide it makes parting blows almost meaningless unless Hoist has the ball. One fun use is to borrow a character play (Singled Out) and run in to apply it to an opposing player and jog out with Second Wind from Ballista or Decimate. Gluttonous Mass: Compound is currently the only Engineer with this trait. GM means that the first successful attack or character play that targets the model will be ignored completely. Mind that the attack must target Compound, so indirect attacks work against him. I like to park the ball on Compound for a turn to protect it. But once GM is procced it is easy to tackle the ball. The best way to avoid that is to counter attack the first attack to try to push the attacker back out of reach. Most of the Characters with these traits have a weakness in that they have low defense and are quite easy to successfully hit. The bad part for the opponent is that his successful attacks usually have to be better than one or two hits to do anything. Ballista, Ratchet and Compound are 3+/1, Colossus is 2+/2, Locus is 3+/2. Usually these low def stats are mitigated a little by extra armor like Locus and Colossus or damage mitigation like Ballista. All have pretty high HP totals meaning they can last a while even against high damage models. Ratchet is the real exception to this rule. His only mitigation is 17 life. He is The. Easiest. Target. in the Engineers. Possibly the toughest Engineer is Hoist. 4+/1, Tough Hide and Sturdy. This guy is HARD to put down. His ability to borrow Character plays like Nimble to make him harder to hit or Burrow to help him get away from a scrum make him the master of survivability. This leads us to the other side of toughness. High def with less mitigation. Velocity and Pin Vice are both 5+/0. They are difficult to hit without a charge or high TAC. Velocity also has Nimble for the +1 Def. This means you can park her within kick range of the opponent's goal and not worry too much. Occasionally the opponent will concentrate on taking her out, leaving you free to score without her. A less obvious toughness trait is Unpredictable Movement. With Fly Keeper turned on, Veteran Velocity gains this trait. This trait allows a 2" dodge when opponents ends an advance within the melee of the model with the trait. The drawback is that Vet Velocity only has a 1" melee. With 2" melee UM becomes a threat to melee damage. With 1" it becomes a useful tool against 1" melee models. Something a 2" melee model should be aware of before closing. The last part of Engineer's toughness is Reanimate. Reanimate allows a model to remove conditions and return to 3 HP instead of being taken out once per turn. I have seen Hoist live through a concerted effort by Fillet and Shank through 5 turns because of this trait. Mind you, the trait only works once per turn so if you die to Bleed, poison, or burning it activates during Maintenance, thereby burning it for the turn. Velocity, Locus and Pin Vice also have this trait. One more thing: Fixer. This is a character trait of Ratchet that allows him to remove conditions from one mechanica per turn FOR FREE. It makes you want to keep him near but not in the scrum which is dangerous. This trait has been the key to victory in many matches.
  21. Engineers and Hunters both require setup. You don't get the best out of either if someone messes with your order of activation. If I can get my hands on Blacksmiths I will see how far to the extreme they can take "needs setup". Lol. I also think Engineers are quite adaptable. Yes a quick three goals is our bread and butter play style. However, they can brawl a bit. Not the best at it but still available if they get caught out.
  22. Engineers: Tough and Tender

    Not forgotten. She really isn't tough and has no reanimate. Didnt mention Salvo, either, for the Sam reason. She'll be in the next one. I guess I could have included her for UM.
  23. That was incredible. I loved that I could put deletion and tooled up on Hoist and Deletion on Ratchet with mechanical heart and destroy 2 models turn 1, but for 3 life or so each. And my models recovered the damage during maintenance. That was fun! Jaecar, Chaska, Hearn and Theron all eventually bought it due to Hoist. I played a 4,1 game for the first time this season as far as I can recall. WCRT is the Pin Vice card for sure. Posted because Engineers seem to be a quiet lot right now and we need discussion.
  24. Feel free to suggest topics on this thread or link other articles from blogs, etc. right here. Please respond to individual topics on the relevant thread.
  25. Can Snow kick the ball and get it back if it lands within 6" of him using Ooh...Ball as a kind of cheaper, more risky second wind? It could actually allow him to kick again if possible. Run, kick short and hope for short scatter, ooh...ball for 6 more inches, kick on goal or to another player.