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Found 111 results

  1. What was supposed to be an easy game for Obulus and the Morticians turned into an embarrassment when the Farmers guild won handily! A close fought match, Grange, the acting captain, said that the Engineers guild was largely responsible for their victory. Reportedly, Jackstraw, as well as many of the Farmers' weapons, had some upgrades by the Engineers, and it showed-- the normally harmless scarecrow managed to dance through Obulus, Graves, AND Vileswarm to score the winning touchdown! Customers flocked to Engineers workshop for upgrades to their own household tools and Mechanica, proving how successful both the game and the sponsorship truly was. In particular, their special clockwork blades given to Windle was used to devastating effect as he managed to singlehandedly take out Graves, Brainpan, Vileswarm, and even the terrifying Ghast! With the Morticians shamed by this tremendous defeat, the Engineers sponsorship of the Farmers has no doubt greatly advanced their plans. (We forgot to take pictures. RiP.)
  2. Forum, Episode 12 or Run the Length is out! In this episode, I play my WTC list against our local pundit Ben Lang. Enjoy! This is the twelfth episode of Run the Length a gameplay commentary series for guild ball. Join me as I break down an Alchemists vs Engineers game against Ben Lang explaining my thoughts and decisions as I played this match. Ben is the local Chicago Pundit and has won the famed Who's the Boss event 5 separate times. Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ How to play my Smoke list: http://forums.steamforged.com/topic/38884-how-do-i-play-smoke-well/
  3. the engineers came to the pitch with the intent on a foot balling strategy. the hammer lead masons had a different strategy in mind. try to keep the ball out of the equation and break some mechanica. after arranging a successful deal with the butchers to smash the masons, the brewers had approached ballista and brokered a deal to further reduce the masons guilds chances of attaining decimate. behind the scenes a bidding war had erupted over the player, the one think tapper and estus could agree on was it would be decided on the pitch. (this game too a long time so my memory of events are not perfect, apologies for that). Ballista began the game kicking the ball across to the masons. he tried to keep the ball in open space, knowing he had the technology on his side to retrieve the ball. the masons took the ball, passed it among themselves before allowing it to rest in position of tower, who stood at the back behind the wall of masons. the engineers advanced up the pitch, locus, hoist and salvo formed a gun line with ballista, who had placed mines at his feet. the masons were going to make it difficult for the engineers to play the sport so they open fired in an attempt to weaken the opponent. as hammer prepared to charge into hoist (and probably smash the mechanica to pieces), he found that a shot from locus strange technology has pushed the monkey under his feet, forcing him to stumble around the monkey and force his march to the line of engineers. hammer felt small explosions at his feet but pressed on to his target. it had clearly thrown hammer off because his hammer barely connected with hoist. (My opponent, had appalling dice rolls here. tooled up hammer with a 4 inf to buy attacks with only caused about 4 damage). while hammer attacked, salvo saw an opportunity and unleashed a flurry into a trio of mason player which took down marbles. hammer, enraged by his ineffective assault on hoist, turned his attention so salvo. before he could react hammer was on the young lad, knocking him out cold. colossus swept in from the flank and stripped the ball from the masons. he passed it to his captain and tried to keep tower and chisel busy. ballista took a shot at brick, the force knocking the big man down. he then took a jog up the pitch before shouting at the top of his lungs "BREACH!". with a mighty kick he thundered the ball into the masons goal (only just thanks to a bonus time!). the masons fans kicked the ball way out to the side of the pitch. it was clear they hand no interest watching sports after the beloved marbles had been shot off the pitch. hammer looked across to ballista, he would take vengeance on the engineer captain! in the middle of the pitch a brawl broke out between hammer, chisel, mallet, hoist colossus and locus. the masons underestimated the toughness of the engineers tech and found themselves on the loosing end of the scuffle. salvo and marbles reentered the pitch. salvo stuck to the edge, trying to retrieve the ball with his gadgets. marbles moved up, waiting for brick to signal a counter charge. hammer stomped towards ballista, bringing his huge hammer down on the engineer. using all his might and rage he brought the engineers captain down. in the mean time colossus and hoist brought down chisel and brought tower to his knees. brick grabbed hold of mother and almost pulled her apart. she managed to leap to a nest near the goal, where she waited for the ball to move past a nest. salvo desperately tried to retrieve the ball. he could not get close enough to any of his team for a pass without brick charging into him. he took the ball and waited for an opening. hammer wasn't willing to let the ball be brought back into this game. he piled into salvo, knocking the kid out cold again and taking the ball for himself. colossus finished off tower while locus kept mallet busy. ballista had jogged back into play. he saw the threat of hammer with the ball and unleashed a bolt that knocked he huge mason down. the ball span away. it hit a nest and mother used her webbing to take control. before she could pass the ball or take a shot she found herself being crushed by brick. the ball scattered into open space. chisel and tower had limped back onto the pitch only to find the engineers waiting for them. the might of the mechanica dealt with them once more. hoist jogged to engage brick. the score was 11-5. realizing it would only take salvo or ballista to take a shot on the monkey to end the game, marbles ran for his life. locus used his remote control to pass to hoist who took a risky snapshot on the goal, the big man brick trying desperately to grab hoist. but it was too little too late. the tap in snapshot hit home. 15-5 to the engineers! the brewers are 1 step closer to signing decimate! this was a very enjoyable and surprising game. the masons made it so hard for me to play the footballing game I had planned with the engineers. a combination of tough hide, stoic and sturdy really saved me in this game! .
  4. Engineers' Guild VS Farmers' Guild Engineers: Cpt. Pin Vice, Salvo, Ratchett, Velocity, Hoist & Mother Farmers: Cpt. Thresher, Tater, Millstone, Harrow, Jackstraw & Buckwheat Turn 1 Pin Vice makes a kick right into the woods. Jack plants some crops, jumps to one of them, grabs the ball and makes a pass to Harrow. Miss! Velocity secures position in the middle of the pitch. Millstone grabs the ball and makes a pass to Harrow. Miss! However, Harrow is still able to intercept. Pin Vice casts Alternator on herself and charges Harrow for a momentous double dodge and 3 DMG. Another two attacks grant her a tackle and a another double dodge. Captain makes a shot and scores! Knee Slider time and eleven inch long dodge. Harrow gets the ball again and passes to Cpt. Thresher, who later passes back to Millstone. Thanks to those two successfull passes (and dodges), Thresher is able to get to Pin Vice and inflict some damage. The last important thing in this turn: overclocked Hoist charges Tater and gets some momentum. Turn 2 Cpt. Thresher activates and kills Pin Vice. Hoist keeps attacking Tater and disengages (><), jogs to Millstone, tackles her and kicks the ball out of the pitch. Tater charges Mother and knocks her down along with Velocity. Salvo picks the ball and scores a goal. The ball is kicked to Jackstraw, who passes it to Buckweat. Buckwheat with a little support of Millstone try to push Hoist away, but fail miserably. Finally Velocity stands up, punches Harrow three times and scores 3 momentum points. Turn 3 Cpt. Pin Vice gets back to the pitch, casts controller on Velocity and charges Millstone. Scoring 3 momentum. The charge and a following attack grant 3 momentum. Velocity charges Buckwheat and rolls three 4s, enough to perform (T<<). After some acrobatics, the mannequin makes a shot and scores. It's 12:2 for the Cogs. Yuppi! The Cogs won this one, but lost a rematch :/ Pity
  5. Fish score 3 wins and know out pin vice to show off for gutter. Shark nets entire team for an easy jog to goal post for final score. Engineers left to go over blue prints for next velocity model.
  6. The forums got replaced and I've taken it as an opportunity to combine all my individual guild threads into a single melting pot of wonderful Guild Ball delights. This thread has caused me muchos troublos as how best to structure it, I've got the choice of chronological or alphabetical structuring both of which would fit wonderfully into my mildly ODC (it's alphabetical see!) ways. Anyway wittering aside I'm going alphabetical. Alchemists: Butchers Engineers Union I do actually have all the S1 union painted up but for some reason have never pictured them together, I must try and remedy this!
  7. Pin Vice and Smoke went head to head in London town's Dark Sphere in a bid to claim early Harry bragging rights. Harry the alchemist supported by Smoke, Calculus, Flask, Vitriol and Vet Kat survived the slings and arrows of my opponent Jay & Harry the engineer's fantastically frightening engineer shenanigans. The teams spent couple of turns of trading goals (Vitriol & Colossus respectively) and bashing each other the head with various AOEs before Vet Kat got very, very angry with Ratchet blasting earth all around him and proceeded to Witness Me him on consecutive turns to leave the alchemists 12-4 winners. Harry the Alchemist played a key role in set-up by goading Hoist in a most ungentlemanly manner ensuring he forgot all about trying to help save Ratchet. Great game, and a fab opponent. Sorry I've only got 1 pic but you can see the AOEs were in full effect. Jay may have more. We then played a second goal frenzy game without Harry but Ballista stepping up for the engineers and Okat and Mercury coming out to play for me. Despite spending most of the game standing very still in a minefield the much maligned striker Vitriol managed to score 2 goals including the winner. It ended 12-8 to the alchemists but could easily have swung the other way. Alchemist highlight was nearly killing the famously tough cookie that is hoist and Ballista not enjoying charging a def stanced & braced for impact Vitriol. Despite Ballista and Salvo sending down Agincourt levels of arrows the alchemists managed to limp (with arrows to the knee) over the finish line.
  8. The Engineers' Guild was challenged by @Edek's brand new (ok, borrowed from another guy) Morticians. Captain Ballista chose: Hoist, Velocity, Mother, Colossus and his good friend Ratchett. On the other side of the pitch we could find Captain Scalpel, doctor Graves, Silence and his bird, Casket and Mist. It all started quite well for the morts... The Cogs lost the initative and delivered a kick. Doctor Graves picked the ball and passed it to Scalpel. Ballista runs up the pitch, shoots her in the face and quickly runs back to his teammates. Morts kick the ball aroud for some time and Mist tries to flank and score, but the goal post is an inch too far away. In this situation the striker decides to hide in cover. In the meantime, Ratchett and his robot sidekick toss some grenades unto Graves, leaving him heavily wounded. The Cogs have the initiative now, so its grenade time again! Hoist kills Graves, Velocity gets the ball and passes it back to Ballista. Apart from it, the game is a stalemate with each team positioned on its own side of the pitch. But now, turn three begins. Mist starts the turn and tackles Ballista. She also fails to gain any momentum, so instead of scoring, the ball is passed to Scalpel. Velocity tackles her and scores a goal. Colossus and Ballista push Mist out of the pitch. Velocity pays for the goal with its mechanical life. Casket finds out that he cannot antomb a wooden doll, which makes him even more sad and bitter than before. Now Scalpel shines. She starts turn four by running up to Ratchett, dealing some serious damage, ripping him out of INF and running away with Second Wind and a bucket of dodges. Both strikers come back from the same edge of the pitch and are positioned within less than 6" from each other. Velocity abuses this fact and pushes Mist out of the pitch. Again! This breaks Morts' morale as their coach decides to walk away from the game in shame. The match ends with 10:2 for the Engineers.
  9. Tuesday night I was able to get a game in, and it felt appropriate to use Harry on the Engineers if that's who I want to see added. Sadly, the dice were not friendly to me in the early game, so his traits and character plays went mostly unused, but his pushes and knock downs were great. My opponent and I were just playing a standard Season 3 match, he wanted to use his newly-acquired Tater model and I wanted to use Harry, so our teams were revealed to each other as: Ballista, Mother, Hoist, Locus, Ratchet, and Harry versus Grange, Peck, Harrow, Bushel, Tater, and Jack Straw. Round 1: I won the roll-off, and chose to receive, so he set up the terrain with 2 barricades roughly 3 inches off the center line, 2 obstructions more or less opposite the barricades and a fast ground near my starting line. He kicked with Grange, to a spot that turned out to be just a hair over 8" away from Mother (which I really wish I had measured before moving her, but that's on me). Mother's sprint is just shy of the ball, so she only moves to within 4" of Ballista, uses a web to grab the ball and misses her pass. She misses it so badly, that it ends up on Ratchet, who is three full inches away from Ballista. I hate my dice, the only time I can count on rolling a 6 is when I'm scattering the ball and rolling for distance. Harrow Tools Up Grange, Ratchet passes the ball to Ballista, who dodges to 8 inches away from Grange, and drops some rough ground on the Farmer Captain and Harrow, keeping Grange too far to attack Ballista now. People are moved around, I take my time with Ballista, since he has the ball and Bushel hasn't gone yet, and I see that if I knock Grange over with Deadbolt as part of my last activation, I can use Breach to score a goal on this turn. I still have Hoist to go, as well, with one Influence and Overclocked on him. He activates Bushel, leaving only Grange with 6 Influence and Peck with none, so I realize I can go for a goal with Ballista and then possibly get Hoist in position for next turn! I activate Ballista, and start off with the Deadbolt... and roll 2 twos. I have 4 Influence left on Ballista, so while I can charge Grange and likely get the Knockdown, I don't think about how to get out of the way (yeah, I could have Second Winded and/or Run the Length, but I forgot) so I don't want to offer my Captain up for a momentum bomb. Instead, I throw Second Wind on Hoist, and pass him the ball. I miss this pass as well, but at least the ball ends up on Hoist. Instead of being up 3 Momentum, I have 1... Hoist moves up the flank near Locus and Grange just kind of looks on sadly with his Influence stack. Round 2: My dice really hate me. I roll a 3, he rolls a 4, so we re-roll the tie. He rolls a 5, I roll a 1. Grange proceeds to knock down Ballista and farm (ha!) Momentum off of his 2/1 defense, putting up Honest Labor while he's at it. Now up 5 Momentum, I will have a very hard time going first in Round three. Harry moves in, knocks Grange down, and then pushes him 2 inches away, leaving Ballista safe from the Farmer's having 1 extra die and 1 extra damage on him. Yay Harry!! You were helpful - you should totally join our team, alchemists smell of sulfur. With Tater choosing not to charge Harry, it leaves Hoist and Locus in a bit of a bind - probably why he didn't do it. Locus can push Tater from range, but not out of counter-charge range. My opponent activates Tater, Peck, and Jack Straw before I make my move with Hoist - I probably should have waited, but I didn't. I measure where I left him, and he's more than 13" away from the Goal. Worse, he's more than 6" from Locus! After some careful measurement, I find a spot that is 6" from Locus, more than 6" from Tater, and less than 12" from the goal post. I have to sprint to get there, but that's why he has 4 Influence. Hoist Sprints, kicks the ball to a spot 1" in front of him (towards the goal), and the scatter is actually ideal! 5" to the 4 - leaving it just inside 6" of Hoist and 6" of the goal, so I spend my last 2 Influence and Momentum for a 5-dice remote goal shot, using that goal momentum to move Hoist within 6". Of course, Bushel responds with a goal of her own... I knew I should have waited. Ratchet gets the kick-in, and the round is over, 4-4 all. Round 3: He wins initiative easily, and chooses to go first. His first action is to have Tater drop Harry the Hat, score 6-4 Farmers. Ratchet passes the ball to Locus and hits Jack Straw from some little Momentum. Grange goes and piles up all of the Momentum in the world off Ballista, finally getting him into single-digits for health. Locus charges Tater, only getting the first-column Knockdown on 9 dice... However, the momentum is useful as it lets him pass to Hoist, who spends 3 Momentum for a bonus-timed snap-shot, which comes up 3,3,2,1,5. Good thing I still have Momentum? He can't get to the ball, and Harrow doesn't get enough damage on Ballista for me to be too scared, so I take my time, finally hitting Grange with Deadbolt to unengage, and hitting Harrow for some extra momentum, then as my last activation (he still has 1 up on me thanks to Harry's status) I have Hoist borrow remote kick again, move within 4" and this time get 4,5,5,6 for an almost screamer, and when I need 3s. All I ask is for these things to smooth out, dice, really! His kick in goes right to Peck, who stands up Grange with his Heroic and gives the ball to Tater by unsnapping it. The good news is that I'm up 5-2 Momentum, and 8-6 in score! The bad news is that he rolls a 6 for Initiative, and I roll a 2. He goes first. Round 4: Tater picks up some momentum by Mowing Down Ratchet, Ballista, Peck, Locus, and Grange, then getting a little extra by attacking Ballista some more before passing to Bushel for a Snap Shot. She makes it, but he only then realizes that the score is now 8-10 Farmers, and I have the ball. Rather than make things drag out, I have Locus hit Tater twice for Momentum, then spend 2 Influence to pass the loose ball to Hoist, making a Snap Shot for the win.
  10. Hats Off to The Union!

    LADY's, GENTLEMEN, MECHANICA! The union on behalf of the engineers on this glorious day scored a 12-4 (15 - 4) victory over the fish using Harry and his all inspiring hat! The game included for union; Blackheart, Rage, Harry, Minx, Gutter and Coin! (GIC Free 2 MP if no initiative) The fish used (and will need confirming); Shark, Salt, Gutter, Siren, Greyscales and Kraken! (GIC Free 2" dodge) Play started off rough with the fish scoring turn one goal courtesy of shark. Rage went furious charging shark dealing very little damage... i mean pitiful! roughly remembering 10 dice on his charge against a def 4 arm 1 and rolled 2 successes... (CRY)... dealt a little damage but took harry and minx to also charge in to really beat on him. from then it was player assassination. after shark TO (4-2 to the fish at this point) turn 2 became even more bloody. The ball had been scattered 6" from my friendly goal and minx was playing defence! with a bit of movement the ball was retrieved by salts amazing sprint and passed to enemy gutter. The beat down began. Gutter was set upon by rage giving her bleed killing her in the following maintenance phase and before this minx finished off the weasel as the last player so LC wasnt relevant. black heart tried hitting siren but protection kraken proved too strong as he wasted 5 INF against a def 5 arm 1 siren. turn 2 finished 5-4 to the union. Turn three came even more bloodshed and some goals! a well placed molotov from harry had gutter and greyscales gasping for water and a successful Goad on greyscales prevented his 3 stack of INF from running to take the easy goal. Minx ran in for the tackled and pinched it very quickly. Sharks return to the pitch allowed rage to unleash fury on the wing once again by charging the already battered captain. with help from gutter shark was bleeding out with 1hp and the risky move from the fish captain... a run away by shark with 4INF against 2 parting blows... Rage in his element rolling 9 dice thanks to gutter sliced the slippery fish into sushi and generated 2VP for the friendly team. after some movement and pushes blackheart SCREAMED LEGENDARY! harry, blackheart, coin all dodged 2"! Blackheart then swang his massive sword knocking down the old body of greyscales. Kraken with some repositioning felt powerless to stop the union at this point. Harry charged salt needing to free minx who at this point now had the ball. KD! Salt was dealt with and with a delightful 2" melee gutter who had returned to annoy minx was the next target. even with his errated card he swung... A PUSH! minx was free to sprint and score.... Score 11-4... Upon the next turn the ball returned to the pitch infront of goal and center... shark returning to the pitch to try and defend the goal line. Minx using furious might charged and the extremely broken captain fetching the ball on the way through... 9 dice... def 4 arm 1... 6 Successes after armour, A WRAP!! 3DMG << momentously and another momentous < !... 2 MP at this point, no longer engaged and in tap in with 2 INF... a kick was declared, make or break... a bonus time was decided... 3 dice... GOOOOOAL! a 3, 2, and a 5! Lesson learnt... although i forgot my engineers case and thus had to play my union, i loved playing them every second and enjoyed every moment. even if the dice at the begining were playing mind tricks! ALL FOR THE HAT! HARRY! HARRY! HARRY! Pictures to follow but the size is always too big? O.o
  11. http://www.buzzsprout.com/57387/564929-episode-46a-bonus-episode-same-6-different-day This is a BONUS EPISODE! This episode was originally released mid-August for our Patreon subscribers, and I have released it as an example of some of the content that is released. If you liked this content, and would like to know more, find us at Patreon.com/SingledoutGB Eternal thanks to BeardMinis for our Patreon commercial. Find him at http://Www.youtube.com/c/BeardMinis
  12. Hi guys, We're back with a new match report as we see how the recently errata'd Alchemists fare against Pin Vice! As always please feel free to have your rulebooks at the ready if we (inevitably) forget something (like our chat about Magnum Opus) 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!! We've updated our editing software so any feedback on the editing in particular would be awesome!! Enjoy!
  13. Hi guys, We're back with a new match report as we see how the recently errata'd Alchemists fare against Pin Vice! As always please feel free to have your rulebooks at the ready if we (inevitably) forget something (like our chat about Magnum Opus) 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!! We've updated our editing software so any feedback on the editing in particular would be awesome!! Enjoy!
  14. Second Guild Ball video I've edited. My brother and I intend on doing more because right now we love this game more than our other war-games. Enjoy.
  15. It's quite remote, I understand. But anyone from Utah Valley to Salt Lake is within playing range for me. I play engineers, union, and am looking to pick up farmers and/or masons. I'm fairly new; I've had the game since season 2 but have had very few players to play with so my experience is almost non-existent. I've only played against s2 alchemists, butchers, and hunters.
  16. Pin Vice Experiments

    I have noticed that Pin Vice has seen a resurgence in popularity on the forums and podcasts recently, with people playing her again and enjoying her. I myself started engineers in late N2 around pin vice's release and played her almost exclusively. I really enjoyed playing her, and it had opened me up to the more dynamic scoring game approach that I had not previously fully understood at that point yet. Since N3, I went the other way and picked up ballista and really started to enjoy his flexible/versatile mixed scoring and fighting playstyle. Since then, I've only had a handful of games with pin vice. So I figured it was time to pick her back up again and give her another shake. I think she is in a decent place right now overall - similar to ballista she can swap between a scoring and fighting gameplan quite easily. Unlike ballista, she seems a lot more high variance (high risk and reward) as she doesn't have the control that ballista brings, but rather brings some additional personal threat when it comes to goals and takeouts. I'll be updating this thread with reports, commentary, thoughts on pin vice and how she fares in the meta, etc. First games with her will be tonight, likely playing against some alchemists and either union or brewers. Here is my current 10 for engineers: Ballista Pin Vice Mother Hoist Colossus Rachet Velocity Harry Compound vVelocity (flex slot) I will be messing around with that last slot a bit. I have yet to try but would like to see how vet velocity does with pin vice in certain matchups. Not convinced it's better than just original velocity or compound but certainly worth giving it a shot. My 6 for pin vice typically looks like the following: Pin Vice Mother Hoist Colossus Rachet Flex slot (Compound, Harry, Velocity, vVelocity) It's really hard to give up Harry in that slot if you are receiving. Against certain teams, and if kicking swapping for compound seems pretty good. Rachet is also potentially able to be replaced against certain teams, but that only works in my opinion if a pure scoring game is viable, or the opposing team has at least 2 vulnerable targets for pin vice to take out (w/o needing tooled up or overclock). Against Alchemists tonight I'll likely be playing with the standard 6 (including harry) or compound.
  17. So I'm finally at a point I have the time to write up my Engineer journey from the end of April through early May. This all started because my friend, Dan decided he had to sell his Engineers which I had been looking to pick up since the start of season 3, but didn't actually have the money or inclination to buy and paint a new guild (at this point I had Hunters, Union, Alchemists, and Brewers with only the Brewers still to paint). But Dan's engineers are gorgeous and I definitely wanted them to stay in house so I blew my gaming budget a bit for a couple months and picked them up when he said he was selling. At this time I had been debating what to put together for an upcoming Regional Qualifier in Denver for Texas GamesCon and even though I had no intention of making the Con, I still wanted to make the qualifier what with it only being an hour away and with me running (and therefor not playing in) one the following weekend in Colorado Springs for MomCon I started the game back in April of 2016 by buying the Hunter starter and really didn't like how they fared in the S2-3 transition so I hadn't really played them all that much. Union is what I had swapped to at the end of S2 and primarily played Blackheart. Early S3 I played a ton of Veteran Rage prompted by the alternate sculpt. Most recently before buying the Engineers I had been playing Alchemists which I traded some Warmachine stuff for. But, while I liked playing them, they weren't really clicking for me. I blame Vitriol who I think was at the time around 0/6 on goal shots for me. So I was kinda of debating whether to paint up Snakeskin who I (along with several others) theorized could kill the ball for my vRage team vs Fish and Alchemists long enough for me to get the 2-4 take outs I wanted or jump ship and paint the Brewers up which I'd only played a handful of times at all but owned in part due to the kick off value. With Dan's engineers suddenly falling in my lap, my decision was made! I had borrowed the team a couple times in the past to mess around with them just for fun (hook) including just playing around one regular game night practicing the steps for a turn 1 Pin Vice legendary run to nail that in a bit in my brain in terms of what was possible with a ton of free passes (line). Him selling the team fully painted and converted (sinker) fit my lazy idea of how gaming should be perfectly so I decided to get in at least a half dozen games of practice over the next couple weeks before the tournament. I hope at least some of you enjoy reading these and/or find them beneficial. My disclaimer is that all pictures are taken poorly by me and while the plan is to snap one start of turn and mid turn every turn, I tend to forget when I'm frustrated or in the groove of executing a plan. I'm terrible at balance (see user name and understand it is an accurate physical description) so some of the pictures wound up so blurry as to be unusable. All my opponent's models look way better in person than they do in my pictures and they have all graciously allowed me to post these write-ups. I'll link the thread out to all of them so they can comment if you have any questions for them. I welcome any and all questions and comments! So without further ado, here are the match reports of my 7 practice games followed by a tournament report of the regional qualifier. Inaugural Game - vs Fishermen 20 April vs Alex - I picked up the Engineers on Thursday en route to my regular game store, Gamer's Haven in Colorado Springs. Alex was down visiting us from Denver for his guard unit's 2 week rotation and had brought his Fishermen with him. This was going to be my last regular chance to play him and also was my 40th birthday so we each just sorted out a lineup we wanted to play and went with that, no draft. This match has no pictures and was before I decided to take notes, but stuck with me well enough to write it up blow by blow when I got home. Writing it up led me to decide to take notes through the qualifier tournament and try and do some written match reports because I like having them to read and figure maybe there are some other old folks like me who like reading this sort of stuff more than watching or listening to it. My lineup was Ballista, Mother, Hoist, Locus, Ratchet, oVelocity with plots Composure, Who Are Ya?, and Sic 'em. Alex went with Corsair, Tentacles, Hag, Kraken, vSiren, Avarice/Greede with plots Good Marker, Brace for Impact, Match Fixing He wins the roll off and elect to receive. I try and kick with Ballista towards A/G, but both the scatter and the re-roll are in direction 6 and land the ball in my half of the pitch. He opts to give the ball to the Hag. Turn 1 The Hag uses her free play to dodge Corsair forward and them misses a pass to Avarice, but Greede is able to intercept the ball anyways. Ballista wants to reposition into an obstruction to avoid Corsair's drag and deadbolt the Hag who is sitting in an obstructions, but I forgot that she has fear and only had 2 influence on Ballista so he delays, and instead, Ratchet tools up Hoist and drops a blast earth on the Hag which hits for a momentum thanks to Ballista's aura. Corsair drags in Ballista, knocks him down and does a couple points of damage. Seeing that both Siren and Kraken are ready to get in on him, Ballista stands up forfeiting his movement and swings on Corsair pushing him out of cover. He gets knocked down by a counter attack so spends the momentum from the push to stand up and swing again for another push moving Corsair within 2" of the hag. Siren moves in on Ballista and does a few damage and gets a dread gaze up to stymie any melee attacks I might want to make. Mother sprints up and drops a nest to be in Kraken's way if he tries to get into Ballista. Kraken gets to Ballista and KD him anyways. Due to the drag, Hoist can't get into range of Ballista for momentous inspiration (because Ratchet forgot to Overclock him) so he goes ahead and advances and drops a pair of tooled up blast earths on Siren, Corsair, and Hag. Siren eats both, Corsair and Hag, get hit once each. Alex goes for the A/G goal here instead of Tentacles which I felt was a mistake as I had 2 inf on Locus still and 1 on Velocity. They of course make the tap in goal after double sprinting and a where did they go, but taking it now instead of 1 activation later meant Velocity would have had to retrieve the ball instead of Locus. The kick out scatters in front of Locus who sprints up and passes it back to Velocity. Tentacles moves up behind the nest. Velocity sprints out wide but in a positioning mistake on my part does not end within 18" of the fish goal. Turn 2 - initiative to Engineers - 4-0 to the Fish I lead off with Locus who walks up to Kraken and >> him into some rough ground just outside 6" from Velocity and then gets a knock down on him. Kraken forfeits his movement to stand up and plays Good Marker to gamble on a Harpoon at Velocity on 1 die (due to being engaged) but he misses. He then knocks down Locus. [We played this wrong, if you forfeit your movement, you can't use Good Marker.] Ballista clears his conditions (knockdown) and walks out of range of Hag and Siren taking a pair of parting blows for 1 damage each. He pays for a Minefield and deadbolts Corsair back out of melee and triggering Sturdy. Corsair decides to Harpoon Ballista instead of taking the 3 damage from Minefield and then grabs a few momentum knocking the engineer captain back down and doing some damage. Tough Hide is doing a ton of work keeping Ballista from dropping too fast. Mother drops a nest back near Hoist and Ratchet where A/G might have tried to converge then moves up to crowd out Kraken preparing for Velocity coming in later for a momentum or two. Siren shadow likes and get a dread gaze and some damage and momentum off Ballista who is now down to 10 hp. She then heals herself after her advance to offset the Minefield. Ratchet tools up Hoist Avarice charges Hoist and Greede walks in but can't make melee range. Avarice takes a >> instead of Single Out or knock down and moves hoist enough to be in melee range of Greede. Greede wiffs for only 2 net hits so takes a < due to tough hide. Hoist, super excited by this turn of events gives Avarice a parting blow to lose the crowd out and swings 3 times on Greede for 6 non-momentous damage. Hag uses her free play to dodge Corsair towards Tentacles, but he gets stopped by the best nest ever so doesn't move the whole 2". Velocity makes her charge at Kraken who defensive stances. She gets 4 net-hits for the super awesome <<>> and dodges into Tentacles who has 1 inf and uses her last inf to Nimble because I don't want to let the octopus trigger close control with a counter attack. She spends my momentum to stand Locus back up because I'm so far behind on momentum this turn i may as well spend it. Tentacles does 1 damage to Velocity. Turn 3 - initiative to Fish - still 4-0 for Fish Alex sees a hilarious play and goes for it. The Hag shadow likes off the obstruction and walks to a spot where she has 9 players in her legendary range. She uses the free play to position Kraken closer to Velocity then pops it. She closes the gap between Avarice and Greede, gets Tentacles and Kraken on 2 sides of Velocity but can't get Corsair to close the gap still due to the best nest ever. At the end of all this, Velocity was b2b with Tentacles and Kraken and engaged by Corsair, but the Hag took 9 damage and was taken out which then left a nice clear 30mm wide path out of this scrum if Velocity was a bit lucky. 4-2 Fish So Velocity gives it the 'ole college try. Mother is still ganging up Kraken so he's the target. Minus 2 dice for Tentacles and Corsair and +1 for Mother, Velocity decides to spend my lost initiative momentum for a bonus time. The dice come up 3 hits for a momentous <<. Acrobatic gives another 2" dodge to break all the melee ranges so Velocity walks around Siren and slots in a goal staying in position instead of running the length because I felt I'd need the momentum to clear some knock downs. 4-6 Engineers The kick out scatters extremely poorly for Alex and lands well behind the scrum instead of on any of his players. Fearing Locus using Remote Control, Alex felt he had to pick up the ball so Kraken backed up and grabbed it and passed to Corsair. He sits on his momentum. It takes me a minute, but I finally see it for two reasons; 1. This was an interaction I wanted to use going into the game and 2. A/G are b2b again and 1 hp Greede will die easily and save me some grief later on. Hoist swings on Greede and gets the 1 damage for the take out. 4-8 Engineers Hoist spends both momentum I have to stand up Ballista (who is now engaging Corsair). Hoist then walks up and true replicates Burrow from Mother and uses this to place himself next to the best nest ever. He's crowded out by Tentacles but has Ballista to off set that. The burrow swing nets a T popping close control on Corsair. The counter attack triggers Sturdy. Swinging again gets a momentous T again. Last influence is spent on a pass to Velocity crowded out twice (Corsair and Tentacles) with an intervening model (Siren) so is down to 1 die. Composure brings this back up to 3 dice. He gets the 1 success once the last die stops spinning and that makes 2 momentum for Velocity to Snap Shot which she lands like a champ! 4-12 Engineers 12 points in 4 activations (his and mine) MVP was that very first nest marker that Mother placed which kept being in the way for repositions and ultimately was the burrow to win for Hoist. First game out with a brand new team and a win out of nowhere. I was really not felling good about this game until Velocity got super lucky dodging out of the death trap the Hag put her in. Hoist and Mother was half the reason I wanted this team in the first place so I was glad to get to use that this game. Having played primarily scrum teams who football when they can, it was very interesting for me to actively try and pursue the goals before the kills and there is certainly a visceral excitement to winning a game with a snap shot that I couldn't even afford to bonus time. Game 2 - vs Fishermen 21 April So, this game was vs. my most frequent opponent Jayden who was the first person I dragged into guild ball after I bought the Hunters. Since we both had some free time Friday, I took my puppy over to his house to play with his while we got in a game of guild ball. I was pretty sure Fishermen (Shark in particular) would be a very tough match for the Engineers and they guild is quite popular so I wanted to practice this match up a few times. Jayden won the roll off and opted to receive Teams in drafted order were: Tentacles, Avarice/Greede, Sakana, oSiren, Greyscales, Shark - leaving Corsair, Hag, Kraken on the bench - his plots were Super Fan, Who Are Ya?, and Match Fixing Mother, Hoist, Locus, oVelocity, Ratchet, Ballista - leaving Pin Vice, Compound, Harry the Hat on the bench - my plots Good Marker, Sic 'em, Wingback I kick off with Ballista. Greyscales sprints and decoys and passes the ball to Siren. Mother walks up and drops a nest. Siren walks up and passes to Greede. Ballista walks up and puts up a minefield and deadbolt's Avarice. Avarice clears conditions and advances. Greede passes to Tentacles and walks back b2b with Avarice. Locus sprints up the field. Tentacles passes to Sakana and walks forward. Ratchet Tools Up Hoist, advances and drops a blast earth on Tentacles missing him. Sakana walks up and bonus times a pass to Shark who dodges forward after receiving it. Velocity sprints off to the wing. Shark sprints around the minefield to engage Mother attacking 4 times for 4 momentous dodges and shoots a goal with a bonus time successfully. Hoist punts the ball away from Shark and Greyscales out towards the sidelines and then misses a blast earth on Shark. Turn 2 - Fish win @ +4 - 4-0 Fish Shark sprints around taking a parting blow form Mother for 1 damage. Locus's gravity well pulls him in and he uses his Legendary catching everyone except Velocity. Shark starts swinging for a >. Locus's counter attack > him back away from the ball. Shark keeps swinging for <<, <<, swing on Ratchet for << and finally get in range on the ball and snaps it up. Ballista uses Good Marker to Deadbolt Shark and the ball scatters 6" directly towards tentacles...so much for me being in this game at all. Greyscales engages Velocity. Avarice and Greede shuffle around in the back a bit. Mother moves her 1" and drops a nest Siren walks through the forest and seduces Locus to knock down Ballista. Velocity walks away from Greyscales taking 1 damage for her troubles. Tentacles snaps the ball and passes to Sakana which misses and scatters to just in front of the Fish goal line. Locus uses Destructive Impulse on Shark pushing him towards the edge of the pitch. Sakana sprints and snaps up the ball and gets a couple of momentous dodges off of Ballista. Hoist Blast earth's Shark a couple times because Ratchet forgot to Overclock him or the free sprint and 2 Destructive Impulses could have pushed him off the pitch. Shark is instead left on 3 hp. Fish win the roll off at even. Sakana hits Ballista for <<, <, engages Locus and gets sucked in by Gravity Well [Wrong, gravity well only triggers on advances]. << off Ballista again then walks into tap in range and slots in a goal. My kick out scatters directly towards Shark continuing the trend of why do I even bother with this game. I fail to see that A/G are fully loaded and I have Mother grab the ball with a nest and drop it next to hoist to avoid Siren seducing me into giving him a snap shot. Avarice and Greede double sprint and Where Did They Go into another tap in goal. [All the notes below were taken immediately after the game - my second with Engineers] This was the first game I'd been shutout in probably 8 months or so and it was brutal. I intentionally didn't draft Compound this time around even knowing that he's amazing to shorten the A/G threat range and can cause alot of trouble with Horrific Odor. Shark's legendary hitting the entire relevant portion of the board is every bit and stupid as I remembered only this team is all walk 4 or 5 so its even more debilitating than I'm used to. oSiren completes the Fish dominance vs Engineers because I have no one I can leave the ball on and have it safe for even a single turn. Had the scatter when Shark got knocked down gone literally anywhere except where it did, I either would have had the ball or it would have been dead for a turn, both of which I think would have allowed me to get at least some points on the board. I still think that Locus has some merit into the Fish match up, but I'm not sure how to cram him into the lineup. Taking for granted I want Hoist, Ratchet, and Compound that only leaves me one flex slot which I kinda want to be Velocity so that I can have two pocket goals (Breach+Velocity) and a semi-maybe-possible place to park the ball (def 6 with close control is hard for all the fish to actually T and is a coin flip for Siren). If this doesn't get figured out, I may as well just stick with Alchemists who I believe are a stronger team or the Union which I have more experience with.
  18. Hey all, I participated in the Spring Fling this past weekend, the largest US Guild Ball tournament to date. It was an awesome event, got to catch up with a lot of people I know, including the awesome Liberty Guild Ball crew, the chicago guys, the capital guild ball group, and all of the other people I've have met in my GB travels around the east coast/midwest. I brought my Engineers to the event. This is the team I have been playing the most the past few months, its the team I took to the Captaincon finals a few month ago and did pretty well with, so I was hoping to be competitive with them in this event as well. My 10 was the following: Ballista, pin vice, mother, rachet, hoist, colossus, harry, compound, velocity, salvo. I can talk more about my thoughts on team composition in a separate thread. I knew I would be playing mostly ballista this event. I do like pin vice, however I really believe she only makes it into a few matchups (and ideally is receiving then as well). The issue is that Ballista plays the flexible 2-2 game soooooooo well, and can deal with most annoying defensive options. In particular, he is much better than pin vice at getting the ball off of UM models and stopping some of the extreme ball killing tactics I was expecting from any of the chicago guys. Note: Some details may be off, if so I apologize to any of my opponents in advance! Going from memory here. Day 1 Game 1: Engineers (Ballista) vs. Alchemists (Midas) Engineers Lineup - Ballista, Mother, Colossus, Harry, Rachet, Hoist Alchemist Lineup - Midas, flask, Vitriol, Mercury, Katalyst 1, Harry (?) Won roll off, chose to receive. I played very cagey, killed the ball effectively for the first 2 turns while I shot at his players and force him to come into me. Vitriol gets a bonus timed deadbolt to neutralize her turn 1 on the kickoff. I unfortunately don't remember too much about this game, and I apologize to my opponent Derek for that, it was definitely a good game. I know I was eventually able to pick off 2 of his players and score a goal. He eventually gets a return goal with mercury, and I respond with return goal. Result: 12-4 victory I definitely was able to control this game pretty well. He couldn't get his players into me to attack the ball well at all, and I was able to hold onto it until I had already started winning the scrum and then could convert it into a goal and a few take outs. Derek was a great opponent, and he recognized pretty quickly my strategy and did his best to try to push through despite having to play the losing side of a slower grindy game. Game 2: Engineers (Ballista) vs. Butchers (Ox) Engineers Lineup - Ballista, Mother, Colossus, Harry, Rachet, Hoist Butchers Lineup - Ox, Truffles, Shank, Minx, Meathook, Boar Won roll off, chose to receive. Ox kicked. I grab the ball, get my passes going, deadbolt ox and second wind back to safety. the ball eventually goes to hoist, who has dodged up and has the nest down to score the goal whenever. He decides to throw the marked target onto a model so that shank can Whered they go and charge in, generating a momentum so ox can at least stand up. I end up knocking down shank and getting him crowded out a bit. I throw overclocked hoist into boar who generates some momentum and scores a goal, staying engaged. he kicks the ball back out towards the right flank where ox and meathook are. I win the roll off, do some additional setup on shank. Minx goes in, gets singled out on the counter attack. Eventually, ballista is able to kill shank, who is in melee with him, and then walk over to minx and one round her with all of the gang ups, KD and singled out. He legendaries with Ox and is able to take out a snared colossus with his full stack. He is trying to figure out if there is a goal angle for meathook, I kindly and cheekily help him out a bit so he can take the shot. I then basically immediately respond with a ballista breach goal for the win the next turn. Had he held on to the ball it goes a bit longer, however Ballista probably kills Ox next round, and then meathook is very lonely sitting next to my team. Result: 12-6 victory Felt very comfortable here. My opponent, the awesome Alex C from Philly has had some good success against a few engineer players with ox recently, and thus chose him into me for this matchup. I think a bit of his experience with the matchup may be skewed by skill disparities - I feel this is one of Ox's worst matchups in the game. Ballista can control him very hard, and very quickly wittle down his health, to the point that Ox can basically never go near Ballista or risk getting taken out. Ballista's counter also is brutal against ox, forcing him to have to hit the KD or basically be highly likely to be pushed out. At the same time, the engineer team is still threatening goals much better than ox butchers realistically can. Game 3: Engineers (Ballista) vs. Union (vRage) Engineers Lineup - Ballista, Mother, Colossus, Compound, Rachet, Hoist Union Lineup - vRage, strongbox, Harry, Gutter, Minx, Mist Pretty sure I received here. This game is a bit blurry in regards to turn by turn. I know Hoist went in and scored the first turn goal, then dodged into cover. He played who are ya. Hoist promptly dies to vRage. He goes into hardcore ball killing mode with mist. The rest of the game is pretty straightforward. He comes into me, starts ripping into my players. I get colossus up on the right flank, get him into position and threatening mist. I win a disadvantaged roll off turn 2 or 3, which puts me in an interesting situation. Mist has the ball next to his goal. Colossus is in range to charge and shoot. At the same time, I have ballista and another player who have put themselves into bad situations near vRage and the team. I end up deciding it is more important to go for the points and give up the 1/2 players, rather than trying to save 1, which may or may not even do anything and allow him to further kill the ball. Colossus charges mist, who defensive stances. I need 2 6's on 8 dice to get the momentous tackle, but get nothing. I had gotten that, I have a 3 die tap in to put me up 8 to 2, which I think puts me in an excellent spot. Instead, I end up settling just for getting the ball on my next attack. He goes ahead and murders 2 of my players and starts working on compound. I basically go into scatter my players mode and abandon the scrum. The next turn, I score early with colossus, he takes out compound and mother (I believe). He is on 9, I am on 8. I continue avoiding the fight as much as possible and getting my models into position to threaten the ball again. I make a mistake with Colossus and dodge him towards cover. This allows him to walk mist and pick up the free ball from the kickoff and then unsnap it. We measure, and the ball is JUST over 10" from Colossus, meaning I can't grab the ball and pass it back towards ballista or anyone else on the team. He ends up killing someone else, and I eventually clock moving a player up trying to threaten the ball for next turn and giving him the final point. Result: 8-12 loss Not sure if compound was a mistake here. Harry feels dangerous because vRage kills him so quickly. Velocity may have been the answer. Although compound is the better battery player, having another striker threat vector may have been enough to tip that final goal into my favor. Felt pretty good with my play here. My opponent, Alex Botts of Chicago/STW fame, is an excellent player and really does a great job at pressuring and taking control of the board with vRage union. I felt that I did very well at recognizing the board state and what my win condition was and adapting to that by abandoning the fight and leaving my players to their fate while gunning for the ball. Game 4: Engineers (Ballista) vs. Butchers (Fillet) Engineers Lineup - Ballista, Mother, Colossus, Harry, Rachet, Hoist Butchers Lineup - Fillet, Princess, Boiler, Tenderiser, Meathook, Brisket 1 Believe I received, not sure who won roll off. I played the first turn pretty standard, threw out blast earths to wittle down fillet and anyone else I could hit. She ends up throwing out a pain circle and not doing too much else. I don't recall the exact sequence, but fillet eventually charges (possibly quickfooted) into rachet, blood reigns getting him and mother, and puts him down to 3 but forgets to legendary to kill him. In return, Fillet gets KD, singled out, and crowded out a few times. Ballista comes in late in the turn and puts fillet down to 1 or so. Hoist, who had been holding the ball, passes to ballista before the end of the turn. I win the momentum race and end up killing fillet and then shooting the breach goal. I believe I mostly kill meathook in that activation as well. I definitely kill meathook at some point in the turn putting me to 8. In return in the same turn he goes to score with Brisket but accidentally makes 1 too many attacks and forgets he needed the extra influence to super shot. He eventually scores with brisket. We spend a lot of time doing not much of anything, with me putting mostly ineffective attacks into brisket and him moving boiler and princess up. He eventually gets boiler and princess into colossus, putting a solid hurt onto him. At this point, I am fighting for the ball back with brisket (may have been after a bad scatter) and trying to find a goal angle (as he had healed most of his players). However, tenderiser is proving to be really annoying, as it is hard for me to find an angle where I can get better than a 2/3 die goal needed 5's, which I didn't feel comfortable taking. Meanwhile, my clock is running low fast. Fillet is able to return to the field and get setup to go into colossus, killing him and another player with legendary and trying to grab the ball to end it with a goal (which would have been an amazing 8 point activation). However he gets a little too focused on the goal and takes a dodge to get set up for the goal and forgets about ballista's counter attack, which pushes fillet out of melee and out of goal range. I am then able to get the ball cleared out towards hoist with mother. Hoist is then able to grab the ball, burrow, charge tenderiser and push dodge him out of melee, setting up for the 4 die tap in needing 4's and I get it for the win. Result: 12-8 victory I felt very comfortable early in this game. I felt that I baited fillet into overextending, which I was able to convert into 6-8 points. I think the length of the day may have been getting to me at this point, and I spent way too much time doing all of nothing while he slowly positioned himself to start getting points. This put me low on clock, which caused me to make a bunch of small positioning errors. I had thought I had lost it once fillet went in for the 8 point run but luckily my opponent forgot about ballista's excellent counter attack. I was happy with how I was able to manuever the ball to a safe spot to set up hoist for the goal run. Great game and great opponent (Brad M). Day 2 Game 5: Engineers (Ballista) vs. Morticians (Scalpel) Engineers Lineup - Ballista, Mother, Colossus, Harry, Rachet, Hoist Morticians Lineup - Scalpel, Dirge, Silence, Ghast, Rage, Graves 1 Won roll off, chose to receive. Opponent kicked off with Ghast. I am able to grab the ball, pass around and throw out blast earths and deadbolt rage. He moves up super aggressively with Scalpel and ghast. A little fuzzy on the details here, but I know I am able win the roll off turn 2, deadbolt scalpel and score the breach goal. He ends up scoring with scalpel and second winding back to by ballista. Ghast does an unmasking on a few models, but then slowly gets surrounded by the rest of my team, and gets a good chip of damage onto him. I also get the ball back to ballista. I win the roll off, put 6 on ballista and generate some momentum, KD scalpel and get her down to 2 health and score a 2nd goal. He then goes and bonus times a shutout onto hoist and misses. Had he hit it, it definitely slows down the game a bit, potentially, makes it last another turn. However hoist then goes, reps blast earth to kill a KD scalpel, putting me to 10. At this point, ghast is completely boxed in by my team, so he takes an activation and then I go ahead and kill ghast with a combo of colossus and Harry. Result: 12-4 victory After the game, my opponent mentioned that the engineer player he typically plays with loves to play very passively and shoot and back up a lot, which is why he chose to position ghast and scalpel aggressively. I think he was not prepared for me to switch from that controlling shooting style turn 1 to a much more aggressive goal scoring style throwing ballista up into his team. I was able to take advantage of that and take control of the tempo, knowing that I had 2 eventual takeouts more or less in the bag. Again great opponent and great game. Game 6: Engineers (Ballista) vs. Union (sBrisket) Engineers Lineup - Ballista, Mother, Colossus, Harry, Rachet, Hoist Union Lineup - sBrisket, Coin, Mist, Averisse & Greede, Harry, Gutter Lost roll off, opponent chose to receive. Colossus kicks, opponent is able to recover with mist and pass it along. I start generating momentum with blast earths from rachet. He ends up throwing gutter up into easy threat range of colossus. A&G score the first turn goal, I put who are ya on greede. Colossus is able to KD/single out and push gutter into range of ballista/hoist. They go into gutter, generate a bunch of momentum and put her down to 1, hoist gives ballista the ball. 2nd turn, ballista goes and kills gutter, then deadbolts sBrisket and scores the breach goal - believe he puts up minefield and dodges back or second winds. I kill greede with harry. He moves harry and averisse up, does a few things to my harry. At some point, ball scatters and lands on averisse who snaps it. I end up tackling the ball with hoist, moving him to the right flank and unsnapping the ball. Brisket is able to legendary, get the ball and score with aplomb, dodging just out of 1 of hoist. I kick the ball pretty aggressively, hoping for a decent scatter. It sends up in a pretty live spot for both me and my opponent. I win the roll off. I make a huge mistake here (my time was getting a bit low, definitely had time to think it through though) and only allocate hoist 3. I go first with hoist, grab the free ball and land within range of ballista and rachet - true rep blast earth, hit sbrisket, dropping her to 2 and gaining a momentum. Had I had 4 on hoist here, I bonus time the second blast earth, kill brisket and hold onto the ball. I then am almost guaranteed to get the takeout on harry (who was very overextended) before he can get mist or anyone else over to the ball, or get 2 more takeouts. Instead, I pass the ball to colossus, who was up the field in cover on my opponent's side of the pitch. I make another huge mistake here. I use the momentum for teamwork action, I dodge colossus closer to the goal, making the goal next activation super easy, but also putting him within threat range of gutter. I did this to make sure he was out of threat range of brisket - however I think I overestimated that threat - he would have had to sprint around hoist to avoid the lethal parting blow, and then would be very susceptible to a counter from colossus, and even if if he did manage to get the ball he couldn't get back nearly into range of the goal. Had I kept colossus back here, I think my opponent is extremely hard pressed to do much except steal the ball with brisket, and then he likely loses her in return. Anyway, he ends up going in with gutter and KDing colossus and getting the ball off of the scatter onto mist. I go with Colossus, spend a momentum to stand up, then walk to exactly 2 inch away from both mist and gutter. I then make another big mistake and attack gutter, getting a little greedy and forgetting that the KD is a big threat against colossus on the counter. I whiff my attack and he kd's me. Then mist goes and scores the goal for the win. Result: 8-12 loss. Overall, was happy with my play except for the final turn. I felt that I had decent control and tempo of the game, and had the options on the table to bring it home. That said, my great opponent (Sheridan) played extremely well and went for the aggressive goal scoring plays he needed to do to get the win, and was able to pull it out. As for the matchup/draft, Harry probably was a mistake here. Was a bit on autopilot at this point. Compound stops the turn 1 averisse and greede goal, and can still go and kill greede later on if he gets thrown in for a goal on later turns. Overall Thoughts *WiP*
  19. The Big League plot card Bolt Action states "The friendly model may use that Character Play again during this activation without spending Influence, regardless of restrictions." In the following examples, what restrictions may be disregarded? If Gutter uses Scything Blow to damage an enemy model, can this card be used to Scything Blow again even though that play is not normally bought with influence? If a Union team borrows this card from an Engineer and vRage uses Red Fury to allow Decimate to trigger Thousand Cuts off her play book, can this card allow her to use Thousand Cuts again even though it's not her activation?
  20. 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! :-)
  21. Greetings forum-ites! I am back with another game play commentary for my series Run the Length. This one is against Pat VanValue from Strictly the worst. Can I break my losing streak vs the Strictly the Worst guys find out below. Let me know what you guys thought about the game and tell me about my mistakes in the comments. Go subscribe over on Youtube if you want to know when new content gets put up and while you are over there hit the like button it helps the channel a lot. The Plugs: Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ Game was filmed at Grognard Games in Hoffman Estates. Their Website can be found here: http://grognardgames.com/ Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov Pat's Twitter: @PatVanV https://twitter.com/PatVanV
  22. 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! :-)
  23. Which Mercenary Makes the Cut?

    @DrillbossD and I were just starting to have this conversation in another forum thread, but I thought I'd post it to the main page and let everyone weigh-in. I'm a new guild ball player and am slowly filling out my Engineers team, so I'll probably be picking up one or two of the models recommended here. Question: If you can only take one Union model in your tournament 9, who makes the cut and why? Feel free to respond however you want or use this small form below: Union Model: Nine Model Roster: How does this model support your team roster? What do you hope to accomplish with this model?
  24. Facing the engineers

    This is a popular topic these days, and I'm running light on ideas. Plus I dont want to bump an older thread so...We have a force in our meta who runs Ballista, Mother, Hoist, Colossus, Ratchet, and Harry, though lately he played Velocity and it worked well for him. I usually play into him with Midas, Naja, Vitriol, oKatalyst, Harry, and Compound. in S3 he's basically the one I have no answer for. If he kicks I typically score quickly and he fires back, scoring at the top of T2. He plays a line across the middle of the field, with Colossus on one end and Ballista on the other. This has the great effect of having Ballista's TO threat be an L, across the field to Colossus or in front of him. Ratchet tools up Ballista almost 100% of the time except when a viable target doesn't present in which case he uses blast earth to funnel toward Colossus, Harry, or Ballista. If I kick he will sit on the ball scoring at the end of the turn which only makes sense for any of us since it exposes your striker to be a MO farm. The real problem is Hoist. Between replicating Burrow to make a dodge, Tough Hide, Reanimate, and Sturdy, he literally parks him 6" from my goal in the middle of the pitch with the understanding that he is not worth the inf cost to attack him. Final score is almost inevitably 12-8 or 12-6 with a first goal by Hoist, 2 TOs from either Ballista or Colossus/Harry team up, finished by Ballista's Legendary. I can almost always score, but he only occasionally exposes Ratchet or Harry and conditions being present for vKat shenanigans are iffy so swapping there seems like a losing proposition. Thoughts?
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