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Found 11 results

  1. Match Report - Hunters vs. Butchers

    Hi guys, We're back with another match report as we throw our vengeance rosters into the mix to see how they fare! As always please feel free to have your rulebooks at the ready if we (inevitably) forget something and please do let us know if there are any teams or lineups that you'd like to see make an appearance over the rest of the summer!! Enjoy!
  2. Match Report - Hunters vs. Butchers

    Hi guys, We're back with another match report as we throw our vengeance rosters into the mix to see how they fare! As always please feel free to have your rulebooks at the ready if we (inevitably) forget something and please do let us know if there are any teams or lineups that you'd like to see make an appearance over the rest of the summer!! #screwvethearne Enjoy!
  3. Hello all, my 8th instalment in my path to Butchery. This is a tournament blog of a local 16 man tournament in the SE of the UK. A lot is on the line. Both a title defence for myself and also a chance to push up to the top two butchers in the rankings. But the local meta is getting super tough! Hope you enjoy my writing! http://www.fishywargaming.com/single-post/2017/06/19/Guildball---A-Path-to-Butchery-8---Guild-times---10th-June-2017---Galleon-Games
  4. Match Report - Engineers vs. Fishermen

    Truth be told we did say this would be coming out at the weekend but with our Hunter Scout Reports and Salute you guys might not get a chance to watch it, so here it is early! Our newest match report, Fishies vs Pin Vice! :-)
  5. Truth be told we did say this would be coming out at the weekend but with our Hunter Scout Reports and Salute you guys might not get a chance to watch it, so here it is early! Our newest match report, Fishies vs Pin Vice! :-)
  6. Masons vs. Brewers Match Report!!

    Hi all, We're back with a new match report as Tom takes on the Pundit King Jamie from GBHL/Steamforged! Both players are using the 'original six' lineups from the kick off set so if you're looking to gain a new insight to the players or simply want to enjoy a really close game, we've got you covered!! Let us know what you think in terms of the editing and style and we'll be sure to keep working on it! ((Its worth noting again that we're going for causal play vs. competitive but are looking for feedback whether we should use plot cards next time around?)) See more GBHL here: https://www.youtube.com/user/GBHLPodcast ...also I say 'okey dokey' A LOT in this one...I was very peppy and a little overexcited...#sorrynotsorry
  7. Hi all, We're back with a new match report as Tom takes on the Pundit King Jamie from GBHL/Steamforged! Both players are using the 'original six' lineups from the kick off set so if you're looking to gain a new insight to the players or simply want to enjoy a really close game, we've got you covered!! Let us know what you think in terms of the editing and style and we'll be sure to keep working on it! ((Its worth noting again that we're going for causal play vs. competitive but are looking for feedback whether we should use plot cards next time around?)) See more GBHL here: https://www.youtube.com/user/GBHLPodcast ...also I say 'okey dokey' A LOT in this one...I was very peppy and a little overexcited...#sorrynotsorry
  8. Hi all, We're back with a new match report as Tom takes on the Pundit King Jamie from GBHL/Steamforged! Both players are using the 'original six' lineups from the kick off set so if you're looking to gain a new insight to the players or simply want to enjoy a really close game, we've got you covered!! Let us know what you think in terms of the editing and style and we'll be sure to keep working on it! ((Its worth noting again that we're going for causal play vs. competitive but are looking for feedback whether we should use plot cards next time around?)) See more GBHL here: https://www.youtube.com/user/GBHLPodcast ...also I say 'okey dokey' A LOT in this one...I was very peppy and a little overexcited...#sorrynotsorry
  9. I’ve been to the first Guild Ball tournament in Sweden. It was hosted at LinCon in Linköping and was also my first tournament. This is a sum up of my games. My roster: Shark, Salt, Kraken, Jac, Siren, Sakana, Gutter. (All my painted models) I ended up leaving Gutter out for all my games. Game one - Hunters Lineup: Theron, Egret, Fahad, Herne, Jaecar, Zarola. By the sidelines: Avarisse, Hemlocke Highlights turn 1 I won the roll for initiative and chose to receive. Theron kicked off and I fetched the ball with Salt and dropped it close to my other players. I then proceeded to pass the ball around for momentum while he started to position his players. When my fully loaded Sakana received the pass from Shark and dodged up towards the goal he asked to see Sakanas card and got my plan. He then put Pinned and Snare on Sakana and placed his forest in front of his goal to block LoS. I thought I had lost the first turn goal attempt at that point but after some measuring and thinking I charged Theron, got a wrap, and could double push double dodge and 1” momentous dodge to a position where a could hit someone else, dodge again, and then just see the goal and score. After that Jaecar badly injured Sakana, put his trap down in the middle of the scrum and the turn ended 4-2. Highlights turn 2 My opponent won initiative and had to choose between preventing Shark from scoring and preventing Jac from pushing Egret off the pitch. He chose to lock down Shark with Jaecar and I then proceeded to push Egret off. He killed Sakana and moved the ball with Zarola to his corner and dropped it there. Score 6-2. Highlights turn 3 Egret came back on in the corner with Zarola and the ball. Sakana came on in the opposite corner since Jaecar was parked in my other corner. Shark was killed in the beginning of the turn and the ball moved a little along his left flank with Egret. Score 6-4. Highlights turn 4 Shark had just come back, Sakana was too far away from everything to do anything meaningful and the ball was dead on the other side of the pitch. I put influence on my models in the scrum; Kraken, Jac and Siren, with the plan to kill Fahad to try and get what VPs I could before I clocked out. I managed to kill Fahad with Kraken and Jac (with a crowding out bonus from Salt) before I lost Kraken to Theron and Herne. Egret moved the ball up to Jaecar who scored for the Hunters. I had a lucky scatter on the goal kick that landed close enough to Siren for her to go back and grab the ball, sprint up to within 4” of his goal and score with the help of the “Tap It In” plot card. The game ended 12-10 in my favour with very little time left on both our clocks. Game two - Morticians Lineup: Obulus, Dirge, Silence, Ghast, Rage, Mist. By the sidelines: Cosset. Highlights turn 1 I chose to receive the ball and Ghast kicked it to me. I moved the ball around and it ended on Sakana but he could not reach the goal. Possibly because of an embalming fluids from Silence where I didn’t clear the burning condition. Score 0-0. Highlights turn 2 Silence did shutout on Sakana preventing him from scoring early. Rage charged Sakana but didn’t manage to kill him this turn. Obulus puppet mastered Shark into the Scrum with himself, Dirge and Ghast and they killed him. When Sakana finally got to shoot at goal he missed. Score 0-2. Highlights turn 3 Sakana finally got to score and then Rage killed him. The goal kick went to Mist who later scored for the Morticians. Salt tried to stop him by tackling the ball of him but he countered and got it back. After Mists goal I kicked the ball towards the scrum. In this turn my opponent reminded me of Unpredictable Movement just before I activated Kraken. I then proceeded to move Kraken to within half an inch of him and he dodged away. Sad times. After the goal I activated Jac. He had about 3 influence on him and called Salt over to help with the assist. I punched on someone to get enough momentum and then did his heroic to break the scrum and jog with the ball towards the goal. He was not in range to make a shot on goal but shot the ball to open ground a few inches left of his goal. The turn ended 4-8. Highlights turn 4 I lost initiative but my opponent was unable to get to the ball. My first activation was Shark who did Quick Foot, charged someone to generate 1 momentum, Tidal Surged himself to the ball and managed to score. I then had 6 seconds left on my clock. In my opponents next activation he clocked out with Obulus. And I managed to win by doing nothing in my activations and gaining VPs each time he activated someone. Final score was 8-8 before I got my four clocked out VPs. Game three - Butchers Lineup: Ox, Princess, Boar, Shank, Boiler, Tenderiser. By the sidelines: Meathook, Brisket. I have been looking forward to playing the butchers and I decided not to worry too much about the clock and just have a good game. My first two games had been really intense. Highlights turn 1 I won initiative and chose to receive. When my opponent deployed he deployed heavily towards his left flank. I don’t think he had anyone on the right side of his goal. I was a bit confused but deployed Kraken in the center, Shark and Sakana on my left and Salt, Siren and Jac on my right. Boar kicked off the ball and Salt picked it up. I passed the ball around and got it to Sakana. He charged Tenderiser and managed to get his double push double dodge of to move Tenderiser away from the goal before he scored and dodged back a little bit. Shank responded by charging Sakana and putting a few points of damage into him. Nothing too serious. Score 4-0 at the end of turn 1. Highlights turn 2 I won initiative and got a beautiful legendary of with Shark where I catched his whole team except Shank (who had 1 influence). My opponent literally did nothing turn 2. Shark or Sakana scored. Can’t remember who. The goal kick scattered to Boiler who picked the ball up. I tried to seduce it of him with Siren but with Boiler having swift stance up she didn’t manage to pull it off. The turn ended 8-0. Highlights turn 3 Siren charged Boiler in an attempt to get the ball from him again. This is when I learned that both her Tackle and Seduced are in her 3:rd column which I never reached with the 4 influence I had given her. He passed the ball to Ox and killed Siren. Jac got the ball off Ox and kicked it up field and Shark or Sakana scored my final goal. I won the game 12-2 with about 24 minutes left on my clock. After round three I was the only player with 3 wins. Game four - Engineers Lineup: Ballista, Mainspring, Compound, Colossus, Ratchet, Salvo. By the sidelines: Hoist, Velocity. At this point I was very tired and I don’t remember much of this game. This is how it might have happened. Highlights turn 1 I lost initiative and kicked off with Siren. He picked the ball up with Colossus and passed it to Ballista. I tried to Seduce the ball of him with Siren but failed. Beautiful saved her this turn. Score 0-0 Highlights turn 2 Shark scored a typical Shark superstar goal but I cannot remember the details. He tackled the ball off someone and scored. Siren Seduced Colossus and passed the ball to a flank with the plot card that allowed me to pass immediately without spending influence. Sakana picked it up and moved it up the flank. In response my opponent moved Compound into position to block Sakanas way to the goal. Score 4-0. Highlights turn 3 I think I won initiative and happily put 4 influence on Sakana, popped smoke and charged Compound only to trigger gluttonous mass! I had totally forgotten that he had that ability and it ruined my shot on goal. Instead I tried to kick the ball to the other flank, closer to Shark. Some engineer picked up the ball and Shark eventually got it from him and scored. He kicked the ball out towards Colossus. In this turn the engineer shooters got Siren knocked down and down to 1 health. She used a point of momentum to stand up and walked back towards my side of the pitch. Score 8-0. Highlights turn 4 Colossus started the turn by charging Siren with the ball. I think he considered scoring at first but then changed his mind. The charge took out Siren. I activated Jac next who tackled the ball off Colossus and passed it to open ground near Shark. Shark picked it up and scored my final goal with 34 seconds left on my clock. Final score 12-2 and I was the winner of the tournament.
  10. Hello all! My second game has come to pass. I learnt a lot and hope my third game will go a bit faster since this game had to end before reaching 12VP and that's after 4 hours of play! We ended it at Brewers 8 Engineers 6 (all take-outs, no goals) Click here to go to my blog and read the report! If you decide to read up, enjoy the read, it is a rather long report even though I did not take notes. The lack of notes cause the end to be somewhat blurry... The brew was reaching my lips (Duvel is an awesome beer) and clouded my memory a bit. Thanks for having a look! See you next time!
  11. My first game of guildball is history. I played the brewers against the engineers and got beaten 6 – 12. This was my line-up: Tapper – Scum – Hooper – Spigot – Mash – Stave My gameplan before I knew what I was doing was this. Sneak Mash into scoring distance of the goal without the ball. Keep Hooper and Tapper back for goalprotection with scum near the goal to recuperate any lost balls but within 4’’ of Tapper for Tactical advice. Clear a path for Spigot with Stave’s barrels on the opposite side of Mash and hopefully get a snapshot on goal with Mash. X3 Here’s His line-up: Ballista – Mainspring – Ratchet – Salvo – Velocity - Colossus This is how it actually went… – do mind I did not take notes, my opponent had a game or 3 with the engineers and is still learning a few tricks so we had to look up a lot of rules and I must say I still don’t know it all by heart- Kickoff: Engineers choose to make me kick. Stave shoots the ball from the right wing to the right side of the board. – some rules have to be looked at concerning the activation of heroic plays on my opponents side, confusing me into thinking I need 1MP to lob barrels at my opponent for the rest of the turn – a Mistake that imo was crucial to my failing the game ! Turn 1 (I will lose count so don’t worry about the number of turns): *Ballista runs up to the middle of the field after giving second wind to Mainspring and Shoots a Deadbolt in Stave pushing him even more to the right side of the board. Stave takes 2 DMG thank you tough hide). Balista scores his first MP * Mash Sprints up the field doing nothing more. * Colossus (I believe, could have been Velocity) gets closer to Stave but stays within 4’’ of Balista. * Hooper Sprints up the field 4’’ away from Mash and activates Tough Skin. * Ratchet overclocks Mainspring, comes over inbetween Mash and Hooper and Blast Earth flies in the middle of Mash and Hooper. Mash takes 2 damage, Hooper 1 and look another MP for the engineers cause he’s within 4’’ of Balista! * Spigot runs up now towards the right side of the board. – I’m starting to wonder how to create MP Don’t have the ball and can’t reach the opponent. – I went right cause I don’t want that mainspring to blow up in my face. * Velocity (Could’ve been Colossus) Gets closer to Stave but inbetweenBalista and Colossus. * Tapper goes 4’’ to the right of Hooper setting up (what I think) is a decent defence line from left to middle field and activates Commanding Aura just because he can. * Salvo comes up and shows Mash some Floored Bolt love and a Kick Bolt Scoring him another 2 MP and bringing 3 DMG to Mash (why doesn’t he have tough hide) * Stave who still thinks he needs MP to lob a barrel (the idiot) activates and wastes his influence (I should’ve checked the card instead of staring at the heroic play. (Thank god for the new layout in the cards starting from season II) I jog him up towards the enemy side – No sprint cause the ball is within reach and I fear turn 2 Massive attack on my singled out model. (A) If I had sprinted towards Ballista I might have lobbed a barrel over him hitting at least Ballista and Salvo, but I didn’t (B) If I had sprinted I could’ve snapped the ball and ran a bit back towards my side of the board for a pass maybe creating MP! But those are big IF’s cause I did neither * Mainspring sprints up, jogs further and blows up hitting hooper and Tapper with 2 DMG each. (I did count this as a play – even though it is a trait… RULING FOUND HERE) I do believe We did this wrong the entire game… Since he is Taken out… 2VP for me! *Scum goes and sits near Tapper Turn 2: Since all the MP is on the other side, guess who wins the initiative? *Velocity runs up to stave and Tackles the ball dodging away after. *Spiggot charges Velocity (who has nimble up) and manages to Tackle her. 1MP Another attack because we can for a knockdown (lucky dice!) *Ratchet gives birth to Mainspring and overclocks him *I have no idea what else happened in this turn apart from me lobbing a barrel after reading the play carefully into Colossus and I think Ballista, pulling them apart and bringing Colossus closer to Stave… (A big hinder that was…). Getting another Mainspring in my face. And being shot at with bolts and what not knocking Tapper to the ground again. Off course I have no MP left by the end of the turn and lose next initiative 2. Turn 3 *Spigot sees my thirst for MP and passes the ball to Scum for a MP. *Somebody gives up their movement (Ballista) and starts shooting again… *Scum wants to pass for more momentum towards – darnit Tapper and the lot I can reach are all still KD!! Pass back to Spigot then! *Phuh* *Velocity uses the MP from Ballista to stand up and charges Spigot for another Tackle 2’’ dodge. (yes it is Momentous… sigh) *I use one MP on hooper to stand him up and whack Salvo with my rhythm stick after a charge for 3 MP DMG AND 1 DMG? I debate with myself and decide not to waste the 2MP on a ‘comon buddy’ thingy… (to get rid of KD+Burn on my models for 2MP if they still can activate and do it themselves for 1 looked like a bad use of MP) * Not sure what happens next but Colossus engages Stave this turn (nothing fancy happened) and more shots are fired into my brewers. The engineers are looking to kill Mash so it seems! I start seeing how I can gang up on KD enemies. I worm my way out of engagement with a MP KD on Colossus and lob a barrel pushing Ballista in my group of brewers KD + 2DMG go heroic play! (some other model, I think Salvo gets pushed way back!) Tapper hits Ballista who is other than mildly damaged and suffering from KD not impressed. He stands back up forfeiting his advance. Some shots are fired (not Momentous ones!!) I have turned the tables on leftover MP’s! Turn 4 is… MINE! Turn 4 *I see velocity with the ball… she is within scoring distance… But look at Ballista! He can be taken out if I knock him down… can’t he? Tapper, loaded up with Influence charges in. Activates Marked target AND Commanding Aura. Uses his other Influence to unload dealing loads of 3 MP DMG! + 1DMG wrap arounds! * Velocity scores 2 – 4 for the tinkerers. * Ball is kicked out and snaps to Tapper (ugh he already activated) Hooper wants some Ballista flesh! And leaves the little Captain KD with only 3HP left. * Ballista stands up forfeiting his advance and heals himself up 4HP * Scum sees that Velocity can tacke Tapper next turn and make a 2’’ dodge if she gets 3 hits in. So she positions herself so when Velocity engages Tapper she has to… Darn, the cat isn’t fat enough to cover the Goal from there… Let’s put her closer to Tapper, so Velocity (if my opponent sees the same I did) does charge in the dodge IS needed to score. * the rest is a bit blurry. Stave can’t do much being engaged by colossus, Spigot has the same problem. Stave knocks the man over but hasn’t got enough inf to do something else *Colossus gets back up and removes the KD, engaging Spigot again. *Spigot decides to see what happens if he tries to advance out of engagement and suffers the KD * Blackout… No idea what happened with the other players. Mainspring is back though… not overclocked… Turn 5 I win initiative *Screw the ball thinks tapper. CHARGE BALLISTA! Get Commanding aura up again, and marked target, KILL HIM!! 4 – 4 * Velocity sprints in with a charge, tackles the ball away, dodges out of the cat’s obstruction to LOS towards goal and… scores 4-8. (Ball again on tapper after that) * Velocity must DIE!! Hooper knocks her down and starts the pounding. * Opponent thinks Velocity is fine with the High Def… She is. Nobody in range has inf. Enough to do her more damage, still a patch of rough ground gets created. I end the turn with 3 MP to his 1 and roll a 1. (he gets 4 darnit!!) Turn 6 *My opponent sees that his lovely Mechanica Striker is in real danger. And with no MP to spend gets her up forfeiting her movement I think she tried to dodge away but hey dodging isn’t far enough… *Tapper bashes and puts the aura up *NOOOO Hooper gets fired backwards but not far enough *a charge can still be made towards Velocity. REANIMATE? SAY WHAT??? *How much life has Mash left you say? She dies, he dies! It’s a shooting contest! *Scum goes in for the kill and removes Velocity from the board 6-8 !!! *The rest of the turn somebody is out for vengeance. With Velocity gone Mainspring is set up for another overclock. *Mash heals himself up and sneaks up the middle hoping he’ll get the ball from Tapper next turn for a kick on goal. * Mainspring Blows up in my face almost killing the cat and tapper. Burning doesn’t help… Another initiative roll I don’t make… *sigh* Turn 7 *What to do first… Shoot Hooper! Miss! Shoot Tapper, auch… only 1 box of health left. *Lob a barrel! – clear the way for MASH his big play! Meh 1 of 3 models isn’t hit and no MP for DMG. *The last man standing (Salvo didn’t get hit by the barrel) shoots at Tapper killing him! 6-10. I’m an idiot for telling my opponent Scum is down to 2 hitboxes 2… 6-12 and GAME… Things I need to remember: Scum has movement when you end near her!! Scum has movement when you activate her!! Gang up on KD players! You’ll get them !! Keep Stave mid-field for max barrel reach. Use the inf on Old Jake’s!! Didn’t do it once this game! That’s 2 more hits! IT’s a charge for somebody else! It’s awesomesauce over my game of awesomeness… Use it!! Spigot gets +2 TAC on KD enemy models! Thoughts about my line-up. Why did I pick? TAPPER Yes, I have Esters, yes I think she might be the better captain against an engineers team with all her condition removal But does she deal DMG like tapper? Does she have 2’’ Range? I wanted a heavy hitting team making snapshots off Mash so I ruled the 2’’ was more important against the 1’’ heavy engineers team. Looking back though KD is so frequent that a counterattack is laughable + takes away the MP from the opponent! The Team does work better with scum around him for tactical advice. Lose Scum = lose 2 INF where Esters holds her own there… Conclusion: I believe I will take him again next time for first activations on targets I need to kill. (When on the initiative)– Aura up –as the first playbook result providing I get 7 net hits in! If not… MP KD to cancel out the counterattack if at all possible. All the rest is DMG unless I need MP. Once I’m familiar enough with the team I might swap him out to give Esters a spin, but game 2 would be too soon . How useful was Tapper throughout the game: (10 being the best) 9/10 (-1 for not remembering to play Old Jake’s) Why did I pick? Scum Who else is there ATM (04/02/2016) Didn’t get much action with the ball there, but she did kill Velocity so that must count for something! Conclusion: She’s an auto-include that didn’t sit still the entire game. One pass and one kill, I’m happy. How useful was Scum throughout the game (10 being the best) 6/10. -1 for only 1 INF. -2 for being squishy – 1 because I don’t like cats! Especially when they can’t shoot far! Why did I pick? Hooper Hooper was an auto include for me thx to the 2” melee zone. True Grit instead of just getting rid of conditions I hit harder because of them! I don’t see why I wouldn’t take him. Feel free to tell me why I shouldn’t take him. For 2 influence points I liked him a lot! Conclusion: Might as well call him man of the match on my team. How useful was Hooper throughout the game (10 being the best) 9/10. -1 for not telling me about the goodness of True Grit until later in the game! Why did I pick? Spigot I needed somebody to be ‘good’ with the ball. I hought he was my man. Turns out he was a fan of the close-ups in the mud more so I didn’t get my use of him. Not bashing face in op ofanje. Conclusion: If he stays in, he needs to be around my ballhandler as soon as the ball is in our possession. If he goes out and I have to take a brewer, stoker comes in. If not I might go with Gutter, Avarisse/Greede, Harry ‘the hat’ Hallahan or Rage for more bashing. Hemlocke for more conditioinremoval. Rage being my favourite not needing much influence do help out. How useful was Spigot throughout the game (10 being the best) 5/10. For effort. Why did I pick? Mash 2’’ reach, Snap shots – that sounds awesome, provided I can get close to the ball. Conclusion: Mash might go if he keeps letting me down. Bringing in Friday for an all Brewers team. How useful was Mash throughout the game (10 being the best) 4/10. For effort. Why did I pick? Stave For the barrel lob fun he brings. For clearing a path – for keeping models away from eachother Conclusion: Had I played him right from the get go. He would’ve done more for the team. Getting them further from or closer to my minions is Golden! How useful was Stave throughout the game (10 being the best) 8/10. And that’s it for me! See you next time! Hope you enjoyed the long read :-p
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