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Woldie

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Woldie last won the day on July 31 2016

Woldie had the most liked content!

About Woldie

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  • Birthday August 14

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    Milwaukee, WI, USA
  1. Union goal - Blackheart's Ghost Ship!

    What model is that?!?
  2. I was thinking of a method of doing this that created a strain between the more immediate engagement brought about by these new deployment options and a need to thoroughly cover the pitch. - Six numbered lines on each axis of the pitch, occurring at the 3" (1), 9" (2), 15" (3), 21" (4), 27" (5), and 33" (6) marks. Roll 2 d6 to find the spot on this grid onto which the ball is placed, and perform a Standard Scatter with the 1 pointed to whatever is closest to the ball - a corner or the pitch center. Reroll anything that puts the ball off of the pitch.
  3. So far, my few forays into alternate deployment have been a blast. Keep up the good work, all. Something occurred to me with this most recent iteration, though. With so much riding on the determination of the initial kicking/receiving team, what if the ball was instead thrown by the crowd onto the field to start the match after deployment was completed?
  4. Post Nerf sBrisket Line Up

    I'm fairly certain Maverick prevents this.
  5. State of the game?

    SFG will do their part to grow the game, and we'll all praise/bash those choices here. Altering gameplay for the sole purpose of increasing sales (as opposed to altering gameplay in order to create a better play experience, which will then hopefully generate more sales) seems dangerous to me, though. It's hard to accept for some, but much of the growth of the game depends on us. I love a game at home as much as anyone, but I still try to get out to my local FLGS and play, because every time I do, someone stops by and asks about it. Every time. I'll then take a break from the game and tell them more about the game, in-store events, and how to connect with local players (we use a private FB group). I'm working on creating opportunities to play in public elsewhere, as well, because 1) it's fun to play in new places and 2) it gives even more people the chance to be exposed to the game. SFG has given the game some amazing tools to make itself known - Kick Off! being one on the best, but also incorporating sportsball into the core design of the game. If we as players do not use these tools, or if we present negativity as being a core component of the local playgroup, people will stay away, and the longevity of the game will be affected.
  6. Captains

    I was a huge fan of Esters (and the Brewers) in S2, but, with the healing removed from her Heroic, I just haven't been able to find a niche for her. I think a tweak is in order - upping her Max Inf to 6 (via Tactical Advice: Quaff?) and/or lowering her access to >> could bring her back to the table.
  7. Can B&G's auras be combined (with a friendly positioned in between them) to extend the range of Grace's Quick Foot to 19"?
  8. First Light of Solthecius - 2 new union players

    Forgive me if this has been asked/answered elsewhere, but can B&G's auras be combined (with a friendly positioned in between them) to extend the range of Grace's Quick Foot to 19"?
  9. Is scoring goals too easy.

    I should have clarified that such changes to TNs would require some model stat adjustments. This was a quickly thought-out idea, and one that became increasingly intriguing as I attempted to fit an array of options into a d6 system. I think a similar argument has been brought up elsewhere when it comes to model design - is there enough viable statistical space in a d6 system for the amount of subtle variances in Guild Ball? Perhaps there is only sufficient statistical space for two TNs for goal shots - 4s for Tap Ins, and 5s for regular shots. The 3/4 system has always seemed a bit too easy to me. As for the rest of your response, equating 70/80% with "pure luck" and dismissing the notion as purely a means of addressing skill disparity are both weak arguments.
  10. Is scoring goals too easy.

    Using Shark as an example: Under current rules: Shark has a 93.8% chance of success on a regular shot, and a 68.8% chance at a Snap Shot. (96.9%/81.3% w/ Bonus Time.) Under the modified system I outlined above: Tap Ins: 93.8% chance of success on a shot during his activation, and a 68.8% chance at a Snap Shot. (96.9%/81.3% w/ Bonus Time.) Shot: 80.2% chance of success on a shot during his activation, and a 40.7% chance at a Snap Shot. (86.8%/53.9%) Long Shot: 51.8% chance of success on a shot during his activation, and a 13.2% chance at a Snap Shot. (59.8%/19.6%) To me, this makes kick stats more relevant (# of dice = kicking accuracy, and Max Kick Distance = Strength of Kick) and more closely resembles sports-like attempts at scoring. And it significantly increases the relevance of defense via negative modifiers. I suspect it would also create a significant amount of design space, as well. Would there be more chance in the game? Absolutely. Such odds are still well within reason and control of the coaches, though. EDIT: And the great thing about the number 12 is how easily 2,3 and 4 fit into it.
  11. Is scoring goals too easy.

    What if the TNs for shots on goal were (further) altered to reflect distance? Tap Ins = Shots taken from <=3" = TN of 4 Shots = Shots taken from >3 and <=6 = TN of 5 Long Shots = Shots taken from >6 = TN of 6 Snap Shots still require 2 results within the system above. The Momentum requirements for both Shots and Snapshots remain the same. Leave the points awarded as is, but create more risk for committing models deep into enemy territory in order to get better dice/shot odds.
  12. Hemlocke in S3

    That was my point. Take Outs, in my opinion, have been over-shadowed (and over-marginalized) by Goals. As much as the healing capabilities of these two models are missed, they likely had to go in order to allow TOs to remotely possible/viable. When I say that Hemlocks and Esters feel incomplete without that healing, I was suggesting that they need something to replace it.
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