Jump to content

Search the Community

Showing results for tags 'brainpan'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Calendars

  • United Kingdom
  • United States
  • Europe
  • Canada
  • Australia
  • Rest of World

Forums

  • Steamforged Games Forums
    • New Members & Introductions
    • Steamforged Previews
    • The Display Cabinet
    • Trading Post
  • Dark Souls
    • Dark Souls Discussion
    • Dark Souls - The Board Game Rules Questions
    • Dark Souls - The Card Game
  • Guild Ball
    • Guild Ball Discussion
    • Guild Team Discussion
    • Training Ground
    • Guild Ball Events
    • Guild Ball Rules Clarifications
    • Tales of Infamy
    • Vassal Module
    • Community Event Archive
  • Resident Evil 2
    • Resident Evil 2 Discussion
  • Painting & Hobby
  • Releases & Announcements
  • Feedback & Questions
    • Technical Support
  • Closed Topics

Found 5 results

  1. Player Choices into Fish

    I play a lot of games into corsair fish, like a silly amount and I want to be able to better articulate the choices I make into the match up so I'm writing up this piece. Any amount of CC will be appreciated and I'll try to answer any questions to the best of my ability. FIshermen and their options- (Assuming the line up is shark,corsair,tentacles,gutter,greyscales,hag,jac,siren,vsiren,sakana) Shark- Shark is not the captain choice I believe any fishermen player would make in morticians he has a VERY linear game plan that is easy for us to disrupt with our control elements and very little way to switch it up efficiently. Silence Obulus and Casket combine to make him a very very sad boy. Corsair- The captain you'll see 90% of the time drag is very good at isolating our squishy models if you allow them to, and easy knock downs mean a combination of him and gutter will kill almost any of our models he can catch (besides casket) in one turn- and the combination of sturdy, close control, and tough hide make him extremely annoying to interact with outside of character plays. Tentacles- In my opinion one of the strongest mascots in the game, the combination of close control and a 2/6 kick makes him great at holding the ball and giving it to who needs it when it's time for scoring. Blind is a great tool for corsair to have in his control tool kit. Gutter- I consider gutter one of obulus' worst nightmares she can catch him with her quick movement and can drag him in while beating up a model like casket or ghat that makes it easy for her to hit her drag. She'll be in every corsair line up you play against. Hag- A fantastic threat range extender and great at breaking up and re positioning scrums, my most common fish opponent has lately stopped using her against me- I'm pretty sure this is because fear doesnt work if the puppet is attacking her- making her a bit of an easy take out and momentum farm if she ever ends up invested in the scrum. Greyscales- A good striker that's hard to pin down- sometimes I see him sometimes I don't generally only taken if they feel like they need another striker after sakana. Jac- Goad, and his heroic are important control pieces- he's very good at breaking up a scrum and tough hide makes him relatively difficult to take out. The local fish player and myself see him as a good way to break away from being bogged down by casket. Siren- Another important control piece, beautiful makes it very hard for us puppet master her without giving away obulus- lure in conjuction with drag can create positioning nightmares and seduced can strip the ball off of our models very easily. V Siren- Generally not as good into us as Siren 1 but dread gaze can be very annoying when we're trying to hit things. Escape fate also makes her very difficult to take out. Sakana- An all around good striker that requires very little set up and has some nice defensive tech with poised. He's like a mini shark. They'll take him almost any game for the two inch reach, the weak point, and the goal pressure he can provide. Keep an eye out for poor positioning of him though, because he can make a very juicy puppet master target if he's starting the move in cover. Morticians My line up (post rats) Obulus, Scalpel, Dirge, Graves, Casket, SIlence, Ghast, Skulk, Pelage, Brainpan and memory Scalpel- Lets get her out of the way. I have her in my roster solely for kicking off against blacksmiths. She's a really fun model and isn't really terrible into alot of stuff just generally worse than obulus. That being said The only game into corsair I have tried with her was lost 10-12 so maybe there's merit I haven't seen. Oblulus- Good ol' obby. This is the sort of match up where early you want to use puppet master to set up a nicely positioned scrum early then have him stay on the fringes of it and go for goal runs when the opportunity is there, using puppet master to strip the ball off of corsair or tentacles is a great way to get around close control. Rigor mortis in this match up is generally best used when it'll swing an important momentum race or when you need to heal several models in one activation and can't do so other wise. Dirge- The little guy's stock has gone down since sic 'em has gone away but he's still miles better than vileswarm. Use him to block drag lanes and provide crowd outs/gang ups. Graves- I never leave home without the good doctor 2" reach, a decent playbook for stripping the ball, beating down, or re positioning models, tooled up, he really does do almost everything in this match up he likes to poke around the scrum with his reach and tool up casket or memory for take outs. He can also take a few influence and turn it into some bleeds in the scrum which can go a long way against some fish models. Be on the look out for sweet spots for consistent scything blows. It won't happen often but when it does it's super value. Casket- The other model I play in every match up- he is a fantastic tar pit being near unkillable for alot of factions. Heavy burdening an out of position corsair can be back breaking and his rough ground can be a super annoying momentum tax if the scrum is positioned poorly for them. Trying to casket time some one (if possible gutter) is of course very strong and a tooled up casket or memory last activation followed up by a first activation casket will do it to most models in fish. Casket timing corsair is honestly not very realistic but I have done it once (and yes it feels very good :p) SIlence- I like Silence when kicking off. Kicking off with silence and keeping him 12 from corsair allows you to during your first activation fire blast directly in front of corsair then re position how you'd like to decrease corsairs turn one pressure. Corsair is a fantastic tucked/shut out target and as such I always allocate at least one to silence to threaten to do exactly that. Which can mess very hard with how the corsair player needs to do their activation. Just like in every match up hes an annoying control piece. Just be careful with his positioning because he can be an easy take out for them. When deciding who/when to tuck or shut out its important to note that ALOT of their killing potential is tied up in two activations in corsair and gutter. Ghast- Ghast takes silence's spot when receiving he's caskets Scrum buddy. 2" reach a knock down on two and fear are all things fish find pretty annoying. Jamming him and casket into a scrum properly can force the corsair player's game plan from a 1-4 to a 2-2 which is significantly more difficult to do against a team that has obulus messing around with where the ball is. Skulk- A goalie model would seem great into the "scoring" team however I don't like him into corsair. While horrific odour can mess with their goal runs and lightning reflexes can be a pain for greyscales he doesn't bring enough to the table to make it in this match up. Pelage- While she is a murderer that can realistically bust through corsair's tough hide while tooled up our goal isn't a lot of take outs in the match up, if they happen great but I prefer not to have a model in the list who commits entirely to that, so she doesn't provide enough for our game plan to validate a spot over other options. Brainpan and Memory- Brainpan and memory are fantastic in this match up- their flexibility really shines in it. memory can be used early to block drag lanes and is uniquely good at hunting down hag or greyscales while tooled up. Their unique way of movement and "One, Two!" Can also be used to help them escape scrums once they're done providing their crowd ups and gang ups to allow them to set up their goal runs. A memory parked in front the opponent's goal is a snap shot machine, with a 90% success rate with bonus time! These are my thoughts on fish relatively unedited thanks for the read and leave any CC! Thanks
  2. I've got a few questions about the big league plot card Blind Eye and how it interacts with the benched trait. Normally this card allows a taken out player to be replaced with a different player from the roster when it returns to the pitch, almost always via icy sponge. Note that the plot card does not remove the taken out model from the roster but because it is no longer on the board and not suffering the taken out condition, there's normally no way to return it to the pitch. Memory is a player who returns to the pitch via Brainpan's Thought. Does this allow a new model to enter the pitch via Blind Eye as if using an Icy Sponge token even though it is not the Maintenance Phase? Greede can return to the pitch even when not suffering the taken out condition via Avarisse's detach. If Greede is taken out and the Blind Eye card is played, during the next maintenance phase someone else walks onto the pitch. That turn, during Avarisse's activation, can he use Detach to walk another new model onto the pitch? Since detach is not a once per turn ability, although it's only possible once under normal circumstances, and Greede remains off the pitch, not taken out, can Avarisse repeatedly try to detach Greede until every player who can play for that team is on the pitch at once? I don't think any reasonable Longshanks would allow it, but I'd like to know what rule if any prevents this farse.
  3. The new book is out and with it came only a few surprises at this point. The Farmers, and the new Union pair. For the most part, the other releases have been out, and tested, and opinions are already out there. I’m a long ways from being qualified to tell you how good they are, and aren’t. I can give you some impressions if you haven’t seen them, but consider this more of a news outlet than the actual no-kidding way to play the game...http://midwestwargaming.com/guildball-season-3s-new-guys/ -Authored by JDHaigler
  4. Simple questions that has stirred some debate at my FLGS and was wanting to get an outside ruling. I feel like I have it answered, but would like some back up or clarification. At the start of the game, when setting up can Greede start the game detached? Or does he only become detached on Avarisse's activation? Also, the same question goes for Brainpan and Memory. Does Memory only come out on Brainpan's activation? I think between the wording on "Detach," "Benched" and "Thought" there has been confusion in my group over when these guys show up on the pitch. Sorry if this has been addressed already. Thanks for the help.
  5. Here is a new video about where run the length is headed and a review of the new minis that came out this month. Enjoy!
×