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Found 25 results

  1. Lineups today consisted of Smoke, Flask, Katalyst, Decimate, Calculus, and Venin vs. Fillet, Princess, vOx, Brisket, Boiler, and Meathook. This game was predetermined by the Longshanks that it would be played under the new Alternate Deployment format and with Guild Influence Cards. Filet and her Butchers opting for Crushing Force and Smoke and her team just wanted to sit and Watch the World Burn. Not too many pictures here but Butchers receive a Smoke kickoff to which they get to Brisket for protection. As she spends two turns holding the ball Smoke was able to get poison on five Butchers on turn one to allow Venin to also stack the bleed effect on them via coagulation. After turn one the Alchemist team had proceeded to deal out 21 points of condition damage slowly wearing them down. During turn two Fillet was able to remove Calculus and Venin was removed by Boiler with his buddy Princess but Fillet suffered almost 10 damage at the hands of Katalyst. This is where the game changed and Smoke deterioration of the Butcher team paid off. With most of there health near zero Smoke began the turn by watching vOx die of poison damage during the maintenance phase. After this, Smoke called out her legendary to inflict the taken out condition on Boiler and Meathook with one AOE and deal another three damage to Fillet leaving her with four hp. Smoke would then casually walk up and with 6 attacks do four damage on Fillet using multiple Bonus Times and a gang up from Katalyst. Brisket would go on to score a goal the following turn but a handy Super Fan plot card allowed Decimate to run the ball up the field quickly and pass to a wide open Katalyst who would take the ball in for an easy game winning goal! Once the game was over all that could be heard was the crowd chanting, "WE WANT HARRY!" over and over again.
  2. How do i play Smoke well?

    I'm trying to figure out how to play smoke effectively but it isnt going particularly well. It may just be that the playstyle of smoke's team does not click with me. It could also be that i don't actually know what im supposed to be aiming for with smoke. So i have a couple of high level questions about smoke in the current ruleset. -What is my overall gameplan here? Am i forming a cage and playing ranged combat? How many goals am i trying to score? -Whats my turn one gameplan on kicking or recieving? Should i be trying to hit opponents with circles for momentus inspiration or do i need to ensure no one gets into early melee combat? Union choices. I like mist because he fits my playstyle better (ie soccer midas) but then you need to run mercury to get fire circles. Just want some opinions on playing smoke as i either just end up playing her like an aggressive captain out of habit (which hasnt worked) or misplaying the control game. Thanks
  3. Today i had to start competing for Harry. Smoke, Mercury, Calculus, VKat, Flask and Venin went out to challenge Obolus, Dirdge, Bonesaw, Graves, Ghast and Silence. Alchemists won 12:8 only by TOs. Kick Off made by Calculus Obolus after a failed Goal-Run VKat making the Final TO for the Alchemists
  4. I've been measuring Smoke's Chemical Shower like I do for Calculus or Mercury's plays. Measure 8" to the center, and that's as far as the AOE can be placed. But after re-reading the wording, it seems to indicate that you would measure to the nearest edge instead, effectively giving Smoke 11" of threat with the circles. Here's my logic: The first sentence from her legendary reads: "Position two [3"] AOEs within [8"] of this model." "Within" is defined as: "A model, marker, or template is within a given distance when any part of the base or template is within that given distance, including touching." Also, the section of the rulebook that says you measure to the center of the circle is located in the "Character Play" section, so it wouldn't affect Legendary Plays. Is this correct, or do you measure to the center like all other AOEs?
  5. Granite's trait Between a Rock and... states: Once per turn, when an other friendly model within this aura suffers damage from an enemy Attack or Play, after the Attack or Play is resolved, this model may make a Jog. When is a play considered to be resolved? For example, some sustained character plays such as Minefield and Feel My Pain deal damage after they are first used and their effects don't end until the end of turn. When, if ever, do these plays trigger Between a Rock? Legendary Plays, such as Chemical Shower and Exsanguinate, last until the end of turn (afaik only Rigor Mortis doesn't). Are these ever resolved for the purpose of Between a Rock? Similarly, heroic plays such as Stave's Explosive Barrel, last all turn. Is the damage from Explosive Barrel, which resolved previously, or Lob Barrel which just resolved? The Forceful Blow trait deals 3 damage on the charge. In an Honor vs Hammer match, Honor's Mallet charges Hammer's Brick selecting 1 damage, which is prevented by Tough Hide but triggers Forceful Blow. Does this trigger Hammer's Granite's Between a Rock?
  6. Forum, I am back with the ninth episode of Run the Length a gameplay commentary series for guild ball. I added a new scoreboard and HP recaps at the end of turns. Let me know what you think of these changes. Join me as I breakdown an Alchemists vs Butchers game against Alex Botts explaining my thoughts and decisions as I played this match. Alex is one of the USA's WTC Team members as well as a host of Strictly The Worst Guild Ball Podcast. Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ Alex's Twitter: @LeftSlothrop https://twitter.com/LeftSlothrop
  7. All Stars Game

    Here is a fun one for you. Drop 2 Influence from each captain. Now drop any Legendary Play. Now make a team with no captain and any mascot you want. Who is your team? EDIT: To add a few constraints and clear up vagueness. Captains can now play where ever and are considered "friendly guild models." You may still use any mascot. Other normal team building rules apply.
  8. Greetings forum dwellers! Episode 7 of Run The Length is up! This time I play against Zachary Gray's Hunters. Zach is on the USA's WTC Team and was nice enough to play his off guild for me. Due to very fortunate timing the game uses the new OPD. Let me know your thoughts on the game by commenting here or on the video. Hit the like button it helps others find the series and share this with your buddies. Thanks for watching!
  9. Why Midas?

    Am I the only person who never liked Midas? I have played Alchemists since I started playing when season 2 came out, and all I heard was: "Midas is so good! OMG Midas best captain in the game! He is so great! Why would anyone ever not run Midas forever?!?" But I never got the hype. He is decent I guess, but I always like the control and synergy of Smoke more than the randomness and influence hogging of Midas. I actually like him a little better now in Season 3 after he lost his terrible power steal ability (which was also over-hyped and never worth the influence cost) and now seems like a point guard to move the ball to Vitriol (but his poor kicking ability is annoying). What am I missing? I just don't get it...
  10. Alchemist Matchups

    I played smoke the entirety of season 2 and I really like her play style, but do we even play her anymore? Let me clarify what I mean. Let's assume we are taking a roster to a tournament with both Smoke and Midas on the roster. What match ups do we prefer Midas in and which ones make us select Smoke? I think there are a few no-brainers here when it comes to selecting Midas over Smoke. Brewers are all but immune to the conditions game between magical brew, Esters' heroic, and Hooper's heroic the conditions game seems like more trouble than it is worth. Union is also a problem for Smoke. I am having a hard time imagining that a Union team would not play Hemlock as part of their 9 or would leave her on the bench vs Alchemists. But when we consider the match ups other way around I find that there is little pointing me toward Smoke over Midas. My initial thoughts on when to take Smoke have entirely to do with when I want access to blind since Midas does little to help Calculus and outside of applying blind she does nothing for Midas. I consider the Blind match ups to be Butchers, Fish, and Masons. The 2 captains issue is further exasperated Katalyst vs Vet Katalyst. You can't have both on the roster and each captain clearly prefers one over the other. The roster I am currently considering is: Midas, Smoke, Flask, Mercury, Calculus, Vitriol, Katalyst, Compound, Harry. But I think you arguably could replace Katalyst with Vet Katalyst. The other answer I have considered to this problem is to just play one captain, but under the new organized play rules this is Strictly The Worst (and also my single largest gripe with season 3.) If we decide to not play Smoke every roster is almost exactly the same since we have only 10 selections left to make. Midas, Flask, Naja, Calculus, Compound, (one of the) Katalyst('s,) Mercury, Venin, Vitriol, A Union player (lets not kid ourselves this is Harry.) I think everyone that is leaving smoke at home is deciding between playing 2 mascots or playing every other option available. Let me know your thoughts.
  11. Smoke's AOE Abilities

    1. Does Smoke need Line of Sight to the AOE's she's choosing for Chemical Breeze and Alchemy Mix 2. If an AOE effect is duplicated with Alchemy Mix such as Mercury or Calculus's, then are models within the duplicate when it's positioned considered to have entered it? (While these models begin burning/poison...ing?) 3. If you drop Chemical Shower onto a model who is not currently suffering Poison, do they begin suffering poison in addition to the immediate 3 condition damage, or are you required to find a way to fulfill the "enter the aoe" clause for them to begin suffering poison. 4. Does Venin's Sacrificial Puppet benefit from Momentous Inspiration?
  12. Episode 3 of Run the Length is up! Hope you guys like this one! This week I am playing against my practice partner Nick who's Masons beat both me and Alex Botts at the Grognard Games tourney last month. I would also love feedback on how the community would like their match reports. Everything from camera angle to what kind of overlays you guys want let me know!
  13. I was wondering if anyone would be able to help clear a few things up. Can Venin use melting body if he already has the poison condition? Also, when Smoke uses Chemical Shower, then Alchemy Mix to duplicate one of those AOE's, does that duplicated AOE also deal 3 damage? I apologize if this was answered elsewhere but I was not able to find anything
  14. Hey there! Just streamed a litte match in our local gaming club. Warning: Rude german language
  15. Hi Big League question. Suppose Mercury uses the play Fire Blast, and the Alchemist player reveals Experimental Mix. Smoke uses Alchemy Mix on this AOE. Does a model entering the duplicated circle receive Burning and Bleed? Smoke uses Chemical Breeze on the original AOE. If you position that AOE on top of a model, do they receive both Burning and Bleed? Smoke uses Chemical Breeze on the duplicated AOE. Same question as before - if you position that AOE on top of a model, do they receive both Burning and Bleed? In a new game, Smoke uses Smoke Bomb. Can they reveal Experimental Mix to make it a 1 cost play that deals 3 damage and creates a 3" AOE providing cover and bleed? Thanks for the help!
  16. Smoke's Legendary Play, Chemical Shower: Position two 3" AOEs within 8" of this model. Models within one or more of these AOEs immediately suffer 3 condition-damage. Models entering or ending their activation in either of these ongoing-effect AOEs suffer the poison condition. Tough Hide: Enemy Plays that cause damage to, or Playbook damage results that hit this model are reduced by -1 DMG. Does Tough Hide work on Chemical Shower? I can see it multiple ways. It Works: Tough Hide works on enemy plays. Chemical shower is an enemy play. It Doesn't: Tough Hide doesn't work on conditions. Chemical Shower deals condition-damage. My understanding is that the reason Tough Hide doesn't work is that it is described as triggering on enemy plays or playbook damage results. During the maintenance phase, when conditions do damage, neither of these is occurring. Therefore the model takes full damage. But then why does Chemical Shower specify that it deals condition-damage? As far as I'm aware, there are no "damage types" described anywhere in the rulebook. Damage is just damage. Rules as written, I think that Tough Hide does work on Chemical Shower but with Chemical Shower's wording, I wonder if there is intent to get around the as-written rules. Is there a rule somewhere that I haven't seen in the books that clarifies this?
  17. Rage Vs Smoke

    Finally got around to another game of Guild Ball, this time I putted my new Union team (Rage) vs Alchemists (Smoke). Here's my match report. http://www.halloflegends.co.uk/2016/06/legendary-plays-rage-vs-smoke-june-2016.html
  18. Rage Vs Smoke Match Report

    Finally got around to another game of Guild Ball, this time I putted my new Union team (Rage) vs Alchemists (Smoke). Here's my match report. http://www.halloflegends.co.uk/2016/06/legendary-plays-rage-vs-smoke-june-2016.html
  19. Smoke lists

    So, looking at a few smoke lists, and wanting to get ideas from people, currently running Smoke Flask Vitriol Venin Mercury Calculus (sometimes Hemlock) OPTIONAL - Compound / Katalyst The idea is to throw out loads of AOE action, hold Smoke back, and play a defensive ranged game. Vitriol and Venin and for the scoring and late game Smoke can do her cloud jumping magic for the win. thoughts and any other ideas based on what people have played and experienced!
  20. My sixth Player............

    I am having trouble with my sixth player. What would you prefer and why? My first 5 are Smoke Flask Mercury Vitriol Calculus These have been strong but the last player I can not seems to settle on. I've tried.... Compound Hemelocke Venin Mist Decimate All have pluses and Minuses
  21. Quick question on Smoke's miniature: she's not supposed to have legs, correct? Or is my mini missing a piece? With the alch symbol on both "stumps" and the really awkward pose of the foot near the bottom of the smoke, it seems like she doesn't have a knee/shin piece?
  22. Ahoi Folks! i know there is already a similiar thread (originally regarding natures growth) but there is still a lil confusion about the correct Placement of AOEs resulting from Smokes different abilities within our group. I made a grafic to illustrate the various options: - There are 6" between Smoke and a random AOE effect placed by another Alchemist - Alchemy mix (character play) placed a second AOE in contact with the first, no other distance restriction occurs - Chemical shower (legendary) places 2 AOEs, both with at least one point within 8" of Smoke, so the farest point of a Chemical Shower AOE can be roughly 11" away from Smoke - Chemical breeze (character play) places 1 AOE with at least one point within 4" of the original AOE, so the farest point of a Chemical Breeze AOE can be roughly 7" away from the original AOE - Chemical breeze (character play) is taken a second time and places 1 AOE with at least one point within 4" of the original chemical breeze AOE, so the farest point of a second Chemical Breeze AOE can be roughly 7" away from the original AOE is this szenario correct and possible? best regards, Tors!
  23. Smoke is here!

    Rejoice, Smoke is here! Thus far only this snip from Steamforged Salute spoiler video, but there was also information that her along with Scalpel, Filet and Hammer will be available to prepurchase next Tuesday. We'll know more soon. From the picture I can at least say that she'll be very different indeed that Midas. What are your first impression on her?
  24. Plague Smoke Bomb and Run

    Sooo I picked up Venin cos he looked boss, and his rules are pretty cool. I'm thinking of running a poison smash and grab team. What are peoples thoughts? Calculus dropping some early poison bombs, get venin in there momentous tackle 1 inch dodge, pass off to Vitriol for pass and go 4 inch move. Get Katalyst up in there wrecking shit, keep flask with Vitriol to drop smoke bombs so he can make a tidy get away. or load her with 3 inf, pop a smoke bomb run 11inch with 8 shot, essentially as long as she doesn't get hit down you get off a 23inch shot. Depending on what smoke does could make this all alot easier to get off, and with Venin's ability adding bleed aswell as poison Katalyst can sit midfield being a wrecking machine. Thoughts? Counter arguments or supporting ones welcome