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  1. 5 points
    ningu

    While the Iron is hot!

    A new blog article has been posted about the Blacksmiths: http://steamforged.com/sfg-news-blog/eydng420tpbkicocc5nnr3rb0pnsy0 What do people think of Anvil's newly revealed abilities? His legendary play gives him +1 TAC, but there's more to be revealed.
  2. 4 points
    The ball-marker can be placed onto an obstruction (unlike a barrier). What happens if someone is knocked down with the ball or fails a pass while standing on an obstruction? I.e. the ball starts its scatter on the obstruction. If there is sufficient room on the obstacle in the scatter direction for the ball to fit then that is base contact and the ball would stop immediately it leaves the model's possession, on top of the obstacle. Otherwise, if there isn't enough room, it is placed off the obstacle, along the ball-path, in base contact with the obstacle, using the rule of least disturbance. The usual snap to rules apply. @Thething is correct on @MechMage's additional question.
  3. 3 points
    stargorger

    Need painting suggestion

    Haha yes it is! I found it when I was painting Aleph for Infinity...super handy! I mean, I'm happy with them as they are. I mean they're Hollows...they don't really HAVE clean lines. There's not much I would do to change. If I was going to spend 25+ hours on each guy individually, then I would probably blend the edges a bit more and the skin tones would be smoother, but, meh *shrug*, good enough lol. A lot of the grainy-ness in the photos is just the camera zoom and pixelization I think, cus you really can't see it holding it up to your eye in the light...it's only noticable under magnification. I'll see if I can get a better show of how they look at 'normal distance'... I mean I don't think I'm a bad painter lol, I just dont know how to make zombies (er, Hollows) look 'clean' lol. I like the Sentinels! They turned out great imo.
  4. 2 points
    Game 3 - vs Fishermen Since that first game was wholly unsatisfying for me and it had only taken about a half an hour, Jayden and I reset the board and rolled off for another game. I as the Engineers won the roll and chose to kick because I really hate letting Shark kick into me. Draft was: Tentacles, Avarice/Greede, Sakana, oSiren, Greyscales, Shark Plots: Match Fixing, Knee Slider, ? Mother, Compound, Ratchet, Velocity, Hoist, Ballista Plots: Super Fan, Wingback, Composure I kick off with Velocity for no good reason than to try it out and immediately regret the decision. Not only is she useless (relative to Mist or Vitriol) at ball retrieval on first activation, it also means Ballista is farther back than I want him at the start of the game. Siren grabs the ball and passes it to Greede. [Jayden will rarely go for a T1 goal with Greede because I almost always kill Greede with my other teams. Did I mention we play each other alot? And unlike me, Jayden really only plays fish so he actually keeps getting better where I bounce guilds every other month or so and so have a breadth of game experience but not the depth with any single guild - see also, this whole thread.] Mother drops a nest and wanders forward. [I definitely feel I should be being more intentional in these early nest drops when mother isn't retrieving the kick off for me.] A/G walk over and pass to the slimy octopus (Tentacles). Compound exudes an unpleasant musk (Horrific Odor). Tentacles passes to Shark. This succeeds because random is always in favor of your opponent. Never forget that and you'll be a happier player. Velocity tries to bait someone forward by just crossing the mid line and looking tantalizing. Shark realizes he has to put out too many buffs so he walks and drops the ball off to Sakana and then puts quick foot on Greyscales and then Tidal Surges him forward. Ratchet lands a Blast Earth on Shark and Greyscales. Sakana passes to Greyscales with a Bonus Time and gets a single success [If you have to have a kick succeed, always use the bonus time. Remember kids, your dice hate you!] Greyscales dodges up out of the rough ground and pivotally heads far to the wing to avoid Ballista's deadbolt. Ballista puts up a Minefield and sprints to try and be in Greyscale's way a bit. We pull out all the widgits and measuring sticks and find out that Greyscales is about 1/4" short of the goal since he only had 3 influence and he needs 2 of it for the kick [Thanks smelly fat dude!]. So instead, he puts up decoy and passes the ball back to Shark. Hoist pops a double blast earth on Shark but misses one of them [See above about your dice.] [So, a great turn 1! I stopped the goal (because Jayden allocated influence poorly) and am all tied up on the momentum side of things thanks to Ballista's aura.] Turn 2 - Fish win @ even - 0-0 [And just like that, its like it didn't matter at all. Had I won this roll (maybe because Hoist didn't whiff a 75% chance last turn) I probably could have gotten at least 2 or three activations out before Shark's legendary shut down the rest of my turn. But alas, my dice really do hate me.] Everyone has seen it a thousand times. Shark activates and sprints into Hoist. [Jayden almost never charges anymore. He likes his <> and he hates defensive stance. I like to play Brace for Impact alot and almost always defensive stance if I can afford it.] He dodges forward a bit into Ballista, gets Caught in the Net on my whole team barring Velocity, dodges some more and Gut and String on Ballista (because this should absolutely stack with another non-removable -4/-4 mov penalty), and finally <> into range of the goal, shoots it an knee sliders back to cover near Sakana. I super fan the ball to Ballista planning to be able to use a pass to dodge him up for aura reasons. Ratchet tools up Hoist and drops a blast earth on Shark and Sakana. Sakana heals Shark, glides, and walks to engage Mother and Velocity. A swing on Mother spikes stupidly high [random, opponent, remember?] and gets a <<. He farms a couple more momentum and heals himself. Ballista passes to Compound but he misses [sad trombone...]. Compound intercepts the pass meant for him anyways. Well, at least Sakana walked inside 8" so he gets the Deadbolt. Greyscales walks into some fast ground to prepare for next turn because he is old and slow. Mother walks her mighty impressive 1" and engages Sakana. She probably dropped a nest, but I didn't write it down. Tentacles walks up near Siren. Velocity spends her influence to <> Sakana for a momentum. Hoist puts a couple Blast Earths into Sakana because that's all he can reach with his 1" movement. Siren charges Mother who defensive stances. She gets a << into seduce range of Compound and swings twice more hoping to land all 4 hits both times to pop Gluttonous Mass and get a Seduction pass of the ball. Instead, she gets some momentum from <, < Compound wanders around aimlessly 1" keeping hold of the ball. Turn 3 - Engineers win @ even - 4-0 Fish [Don't let the dice deceive you! Even though I won this straight roll, random is still on Jayden's side and my dice still hate me!] Ballista opens the turn with a deadbolt on Sakana and then reveling in his extreme mobility (relative to last turn) walks into melee and gets a Minefield, 2>> for a take out, and then puts Second Wind on himself and walks to engage Siren to crowd out any potential seductions. Shark charges Hoist. Compound elects not to counter charge here figuring that bringing the ball to the Fish is not the right answer. Hoist puts up defensive stance. Shark lands a <<, whiff, < Ratchet moves to engage Shark and puts up Overclock on Hoist. Siren swings on Ballista for <, heals Shark, then swings some more for whiff, < out of melee and walks back taking Minefield damage but healing it off. Compound uses Wingback to charge Shark but doesn't get a knock down. Tentacles slithers up the pitch some more. Mother walks to engage Shark and drops a nest. A/G reposition b2b near his goal. Velocity actobatics and walks in on Shark for a couple of <> for some momentum. Greyscales walks towards the surrounded Shark planning to shout insults at the Engineers. Hoist copies acrobatic off Velocity and hops off the obstruction then charges Siren for 7 total damage. Turn 4 - initiative to Engineers @ +5 - 4-2 Fish Compound passes to Ballista and swings on Shark for a T> on 7 dice, then a T> on 8 dice [again, I can't stress enough how much your dice really do hate you]. He farts in frustration [that might have been me though] (aka puts up Horrific Odor). [Worth pointing out that here at the lofty score of 4-2 for the Fish, I clock out and Jayden has about 10 minutes left. The mental energy of how to keep the ball dead vs Shark, Sakana, Greyscales, and oSiren definitely is taking its toll. We opt to finish out the game to a more satisfactory conclusion and ignore the flashing chess clock for the rest of the night.] Shark swings on Ratchet for <<, <<, getting in range of Ballista where he swings for a T, <<, and Jayden makes a critical error here and swings again for <<. Those of you playing at home will realize he just spent 5 influence making attacks and can't kick the ball without 2 influence. So instead, he << into cover again and drops the ball behind himself. Ballista Deadbolts into Shark and then walks over and grabs the ball and passes it back to Compound [Gluttonous Mass is working well to hold down the ball and as long as I keep a few players between Compound and the Fish, they have to burn a ton of influence dodging around.] A/G walk up and Avarice swings on Hoist for a Singled Out. Velocity swings on Shark for <<. Siren swings on Hoist for <, < Mother walks in on Shark to provide a crowd out again. Tentacles goes for a Blind on Hoist but he misses [Random is still on Jayden's side! It doesn't look like it, but it totally is!] Ratchet walks forward and Overclocks Hoist. Sakana charges Ballista who uses defensive stance which saved a wrap, but Sakana still gets a << Hoist True Replicates Acrobatic again and uses that to break combat and then gets his free charge into Shark who defensive stances. Hoist does a few points of damage. Greyscales walks outside counter charge range of Compound and spends momentum to stand Shark back up. Turn 5 - initiative to Engineers @ +5 - 4-2 Fish Ballista opens up the turn swinging on shark with 7 dice for whiff, 1, > and finally a knock down. He then deadbolts Sakana. Sakana clears his knockdown and walks past Mother into Compound. Her parting blow whiffs. Sakana barely makes his 2" on Compound and pops Gluttonous Mass. The counter attack only gets 1 net hit (2 would have pushed Sakana out of melee)....[you know it by now!] He then tackles the ball, gets a momentous dodge and lands a tap in goal. The kick out scatters directly towards Siren. Wonderful... Compound punches Sakana for 1 damage and gets a Weak Point on him for his trouble. 1 damage again so 3 swings and haven't managed 2 net hits to disengage or to push Sakana back out of tap in range....He gives up the parting blow to open up his counter charge again and puts up Horrific Odor. Siren walks up and swings on Mother for a whiff, <. She then passes to Sakana who misses the snap shot. [Sigh. I guess we have to keep playing after all] Hoist charges Sakana and snaps up the ball which died in front of my goal and <> and passes to Velocity who dodges into some cover. Avarice scoops up Greede and charges Velocity who uses defensive stance. He gets no net hits. Velocity pops acrobatic and walks with her ball across the mid line for I think the first time this whole game. Mother sits around doing nothing useful. Greyscales walks in in Ratchet and triggers counter charge because he forgot about it. I in turn forget about Unpredictable Movement so don't charge base to base. [Can you tell this game is dragging on and we are both mentally shot?] Old man punches my mechanic 4 times for 4 x < and 4 x momentum. Ratchet moves b2b with Greyscales because why not? He already used Unpredictable Movement. Turn 6 - initiative to Fish @ + 4 [thanks Greyscales!] - 4-2 Fish [Pictures became either super blurry through here or I forgot to take them because I really was sick of this game by now.] Siren opens up with a Seduce on Velocity. She has Velocity pass to Sakana, but Velocity in a fit of robotic rebellion of the control misses the pass. [So that happened. Now I might acutally have a way forward to ending this thing since Jayden seems to not want to.] Ballista puts a Deadbolt into Avarice, swings on Shark for a Minefield, walks up to grab the free ball and passes it back to Velocity who dodges up field away from everyone with her ball. Tentacles misses a blind on Hoist again. [Hope blossoming. Better nip that in the bud!] Ratchet Overclocks and Tools Up Hoist. Greyscales swings on Ratchet for whiff, WDTG which he uses to move completely behind Ratchet, whiff, < Compound whiffs on Sakana. [Compound's nemesis forever!] Avarice charges Ratchet and Single Out, 2 >>. Greede dismounts and wanders around taking minefield damage. Mother walks to engage Sakana as is her mechanica programming nature. Shark swings on Ratchet for a Tidal Surge, heals Sakana and himself. Hoist burrows out of engagement and charges Sakana for a take out and hits Shark for a couple of damage. Velocity spends some influence getting into tap in range on goal and slotting one in for the Engineers. The kick out goes way right, but Sakana will be able to nab the ball when he comes back on the pitch. [Maybe if I wasn't so mentally cooked I'd have realized this and left him alive...] Turn 7 - initiative to Engineers @ +7 - 8-8 I choose to go second because I really don't like any of my first activations. None of my players could reach the ball and Jayden couldn't single activation score either. I reckoned that the momentum was worth more to me than giving it to him for a free stand up or heal. Sakana pops some smoke and sprints and kicks to space. The ball lands near the middle of the pitch after the scatter. Ballista has a YOLO opportunity this turn. Greede took Minefield damage last turn and didn't heal it up and Shark is pretty low and within walk and swing distance. So Ballista aims carefully (aka uses my momentum for a Bonus Time) and shoots a Deadbolt at the midget murderer......and misses. Oh well. So much for just closing it out here. He walks over and deletes Shark anyways thanks to some hot dice and crowd outs. A/G activate and Greede mounts up and stays there. Avarice walks into Compound and pops Gluttonous Mass and then hits a Single Out on my stinker. Hoist decides he doesn't have a sense of smell and so he copies Horrific Odor and puts it up and then sprints up and grabs the ball and passes to Mother. Greyscales swings on Compound for WDTG, <<, <<, < and just manages to engage Mother. Velocity charges Tentacles for a <>, whiff, 1 Tentacles swings on Ratchet and does nothing of consequence. Ratchet moves to engage Tentacles. Siren moves into the obstruction also engaging Mother. Mother moves as far forward as she can without giving anyone a parting blow and drops a nest in preparation for next turn. Turn 8 - initiative to Engineers @ +4 - 8-10 Engineers Mother fully loaded burrows out of Siren and Greyscales and into Tentacles where she has Velocity and Ratchet crowd outs. The free swing nets a <> thus avoiding the counter attack. She then sprints to the goal and taps in the game winner. So this game should have ended with the first Sakana snap shot. Tap in Snap shots are crazy good. Jayden and I often have games come out like this where I have to kill the ball for ever under constant multi-vector pressure. It really is mentally draining for both of us and the clock certainly illuminated that. I'm glad we both had the time and opportunity to play it out though as in the end, a bit of luck (for me) and perseverance payed off with a fun mascot goal to end it all. Right here I decided I have to be way more cognizant of my clock with this team than any of the others I'd played. Hoist has a ton of options every turn and there are some constant decision points about momentum vs damage, live vs dead ball, and exactly how much momentum do I need to be comfortable with the initiative rolls that matter to me. I re-affirmed the idea that Ballista is my kicker. He only exerts meaningful pressure with that extra 5" of movement up the pitch. Velocity while a good striker does not have the same sort of pressure that Vitriol, Mist, and Shark exert.
  5. 2 points
    Gervill Froad

    Painting for beginners

    I finally got around to begin painting DS minis... I started with all the Hollows but i didn't do any highlighting yet and i am also debating whether i should give the soldiers and crossbow men glowing eyes...any way here is what they look like so far...
  6. 2 points
    A&G do have one downside, giving up greede's 2 points unless you hold the goal for later (which i do with A&G sometimes). i think as a flexible player A&G do great work, moreso than minx. You can really easily lose the game off greede's 2 points and momentum generated from killing him though, i've seen it happen. Minx i feel like suffers from all the same hunter shortcomings, and while she can strike the 2 inf cap and the fact you aren't guaranteed to get a furious charge off is sometimes quite limiting. she's fairly squishy (lower than average boxes) and vulnerable to being bullied by 2" melee. her upside is she applies snare, but i find avarisse's KD is probably better, since they offer the same end result unless you're talking about seenah/fahad. A&G having a very hard to stop pocket goal, without compromising avarisse's ability to punch people, start wrapping and generate lots of momentum and damage (Avarisse on a snared, gut and strung target is beautiful). If you don't run jaecar, you really really have to. he's the one player i don't think hunters can function without. Gut and string is a really powerful control piece and central to jaecars toolkit. if someone has a trap down next to them and they're gut and stringed its a really uncomfortable position, some players can't even move. On top of that, gut and string's -1 def can't be cleared so you start hitting some better playbook results with your entire team. Jaecar can also strike with the best of them with skatha support. to take it to the extreme he can do a T<<> on column 3 as a TAC 6 AP model if hes got a blessing (unlikely) and a frost token on target (much more likely). or the infamous 2<<<<> (lol) Jaecar's also a critical source of snare, the more the merrier when you run seenah/fahad (which i really like) I'd also want to include zarola, but hopefully fast ground and snowball is "enough" movement boosting. i just think zarolas character plays are so strong it does warrant her coming even though she cant fight at all. (shes a great last light target).
  7. 1 point
    Preamble Steamforged have done a pretty good job with the game, but there are two areas I find a bit lacking in the official ruleset (first edition). Firstly, Treasure drawing is really important to progressing but really hit and miss in terms of getting anything you can skill up to. Secondly, the fixed stat levels (while a necessary simplification) together with the Treasure deck really don't reflect the artful pacing of item drops and the flexibility players had to work towards those items in the videogame series. These are the problems I aim to solve with this (and other House Rules). Note: Merchants & the Tiered Treasure Deck The Tiered Treasure Deck house rule can be used on its own or can also be paired with another house rule: Merchants. The Merchants house rule adds a 'Merchant Shop' that, once discovered, contains a persistent Treasure mini-deck with items that are within reach of your current level. This smooths out the progression during a playthrough and makes the experience more rewarding, less repetitive and ultimately more satisfying for everyone playing. It also brings in a thematic element from the Dark Souls world. Terminology House Rule = A non-official rule (or subset of rules) for a boardgame that you may adopt to shape your gameplay experience to your tastes DSTVG = Dark Souls the videogame DSTBG = Dark Souls the boardgame Chest = a box on an encounter tile that can be opened once all enemies within the encounter have been defeated Tier 1 = items that cater for good early game progression towards the Mini Boss Tier 2 = items that cater for good late game progression towards the Final Boss Chest deck = unique, often magical items that can only be found in chests Firekeeper deck = spells that they'll only trade to virtuous adventurers Merchant = another 'house rule' that works well with this one (read on for a link to its own House Rule thread) Merchant deck = the deck used for determining which items are for sale in the Merchant Shop Tiered Treasure Deck Tiered Treasure Deck Overview In the early part of a playthrough, DSTBG suffers from an Treasure deck bloated with items that may never be accessible to the player classes in use or that are unusable until much later in the game. This is especially unenjoyable when playing with fewer than 4 player characters because you have to cycle through loot that you cannot build towards. I consider that bad gameplay design in terms of pacing and I have created this set of rules to help towards resolving this. This house rule makes some key changes to improve the experience: Tiers items so you'll only pick up items you can make use of early on. This has the benefits of guiding build paths, providing a consistent sense of progression, reducing the need to grind to beat the game (this was never really a feature of DSTVG) and rewarding the player with the cool items in the second half of the game. That said, there are a couple of unique gameplay items that can be found early on. Restricts more exotic items to Treasure chests. This makes the one-shot chest interactions more unique and rewarding, and is much more thematic. Ties spell availability to an 'event' with the Firekeeper. This incorporates a risk-reward mechanic for the spells and adds a little to the thematicism. If you spend too many of your Souls with the Merchant, you won't be able to get spells from the Firekeeper. Ties in, optionally, with the 'Merchant' house rule (explained in its own thread, and linked below). Essentially Merchants sell equipment, the Firekeeper grants spells and Chests contain 'rare' items. Purchasing items at the Bonfire In this house rule you have two options: EITHER purchase items from the Bonfire as per the official rules OR purchase items from the Merchants as per the 'Merchants' house rule Both options use the same Tier 1 & Tier 2 decks, so it's completely up to you how you make use of it. The Firekeeper The Firekeeper helps virtuous travellers who rid this world of horrors. If the party has twice the number of Souls in its Soul Pool as their are members, the Firekeeper will teach you about magical invocations, restorative salves and poisonous concoctions. If the party has fewer than this many Souls, spells are not available for sale. Each spell costs 4 Souls. Firekeeper Tier 1 Spells Force Heal Aid Poison Mist Soul Arrow Firekeeper Tier 2 Spells Heal Aid Fireball Soulstream Chests Nothing of value is kept in plain sight. Chest Tier 1 Create a deck from the following cards and shuffle it. In the first half of the game, Chest items are drawn from this deck. Upgrades 2 x Ember 2 x Titanite Shard Poison Gem Lightning Gem Simple Gem Blood Gem Weapons Great Magic Weapon Silver Knight Sword Shields & Armour Pierce Shield Effigy Shield Sunless Armour Drang Armour Court Sorcerer Robes Deacon Robes Rings Chloranthy Ring Chest Tier 2 Create a deck from the following cards and shuffle it. In the second half of the game, Chest items are drawn from this deck. Upgrades Heavy Gem Sharp Gem Crystal Gem Blessed Gem Rings & Spells All 'transposed' character ring and spell cards Legendary Shuffle the legendary items and draw 5 to add to the Chest deck Merchants / Bonfire If you do not wish to play with the Merchants house rule, simply keep this deck as the Bonfire deck and use the normal Souls trading rules from the official ruleset (pay one Soul to draw one card). Full details on the Merchants house rule can be found in this thread: Merchant Tier 1 Create a deck from the following cards and shuffle it. In the first half of the game, the Merchant Shop inventory is drawn from this deck. Weapons Firebombs Thrall Axe Kukris Morning Star Scimitar Shortsword Brigand Axe Reinforced Club Rapier Winged Spear Shields & Armour Silver Eagle Kite Shield Dragon Crest Shield Worker Armour Exile Armour Black Armour Firelink Armour Sunset Armour Merchant Tier 2 Create a deck from the following cards and shuffle it. In the second half of the game, the Merchant Shop inventory is drawn from this deck. Upgrades 2 x Ember 2 x Titanite Shard Weapons All 'transposed' character weapon cards Claymore Murakamo Great Mace Great Axe Halberd Sorcerer's Staff Zweihander Shields & Armour All 'transposed' character shield & armour cards Hard Leather Armour Master's Attire East-West Shield Eastern Iron Shield --- Rule Clarifications For clarity and posterity, I'll post any rule clarifications here, in addition to editing the rules above.
  8. 1 point
    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.
  9. 1 point
    butterbaste

    Where has all the ox gone

    When I want to torture myself I imagine him with permanent "wingback".
  10. 1 point
    I would know when the german versions will shipped? I am from Austria and no game for me. In the last update SFG say's that this week the games are delivered. Backerkit Answered since month. It is so ridiculous and disappointing!
  11. 1 point
    Plebian

    GenCon Events?

    Yeah, Steamforged is really dropping the ball. If they had run a gencon tournament, I would be spending the next few months, preparing, playing a ton of GB at my local store, buying things, and being visible so new people see, learn and buy things as well. As it is I'll spend that time playing other games, probably Infinity. Really short sighted on their part, but I guess they are really busy with the triumph that is Dark Souls
  12. 1 point
    Gervill Froad

    Painting for beginners

    Thanks! That background is the bottom half of the games box... it has some awesome art on all 4 sides...kinda wish it was like that on the top halfs 4 sides XD
  13. 1 point
    MilitaryCoo

    Sturdy and Protect Those Close

    No. Please see the post below for an analogous ruling on Close Control:
  14. 1 point
    Zach Stein

    Mo-Ball Podcast Ep3

    Finally got to listen to one of your shows. Very good! Best theme song for a podcast by far!!
  15. 1 point
    BREW BALLS

    While the Iron is hot!

    I'm ready to see the starting six so I can start playing
  16. 1 point
    Game 4 vs Morticians This game was played vs. Billy who recently bought Jayden's Morticians after we hounded him forever that he should play Guild Ball with us. Billy almost exclusively plays Scalpel and this game was no exception. [Ugh - kids are the worst and I just lost this whole report about 5 activations from completion....will restart at nap time!] So, here we go again! [Expect more random saves this time if you are watching the thread.] Draft in order: Mother, Hoist, Ratchet, Velocity, Harry, Ballista (Pin Vice, Compound, Colossus) Plots: Knee Slider, Wingback, Who Are Ya? Dirge, Brainpan and Memory, Ghast, Minx, Graves, Scalpel (Obulus, Cosset, Silence) Plots: Match Fixing, Man Marking, Heroic Landing Scalpel kicks off and the ball scatters off towards the hay bales on my right. Mother scoops up the ball with a nest and passes it towards my team. It scatters behind Harry which I felt pretty good about. [Queue sad trombone...] He plays Match Fixing and the ball is now in front of Harry, Hoist, and Ballista. This is less good. But, fortunately for me, Billy isn't Jayden and doesn't play Scalpel as a murderous version of Shark going for kick off goals via legendary. He has her Wake the Dead on Herself, Second Wind Ghast, and sprint over to some cover on his half of the pitch to my left. Velocity scoops up the ball and passes it to Ratchet from just inside magnificent Harry's Hat aura. She dodges up in front of the obstruction to my left for free. Ghast sprints and Second Wind up to mid field. [Freddy Foreshadowing: I wonder if a model with Fear, Rising Anger, 2" melee, and TAC6 knock down on 2 will cause in problems?] Ratchet passes the ball to Ballista who dodges up field thanks for Harry. Brainpan dodges Memory way up the pitch towards Ballista. [You can assume the puppet dodges every activation if you want to. It doesn't, but you can assume that anyways. If Billy or I remembered it before the current activation finished we'd backtrack and move Memory. But, it was Billy's first or second time using them and only my 3rd or 4th playing against or as it so we didn't have 100% recall on that dodge. Usually this provided crowd outs or was annoyingly in my way. The less we speak of it, the better.] Ballista [read Dave] forgot about Fear and Rising Anger both during allocation this turn and didn't really anticipate Ghast being in the middle of the pitch in the way and didn't realize his legendary let him make a kick without spending influence [learn 2 read dummy]. So instead of putting a Deadbolt into Ghast and sprinting B2B (base 2 base) with Ghast and slotting in a Breach goal, Ballista passed the ball to Hoist and dodged forward to Deadbolt Scalpel. He then walked over and swung on the puppet and got 5 hits because reasons [my dice lulling me into a false sense of security no doubt] and temporarily removed an annoyance with the 3 damage. Minx charges forward anticipating better targets next turn. Hoist passed to Velocity and dodged forward so he could walk to Scalpel and swing for 1, 1. Lousy robot had 1 job and that was to get 2 net hits for a momentous <> to get momentum and get back out of her melee range... Dirge flies around somewhere moving up the pitch. Harry takes advantage of the aggressive positioning by Ghast by walking up and knocking him down triggering fear as the last part of my turn for some sort of inefficiency reasons. Graves sprints into the same cover Scalpel is cowering in in preparation for tooling her up next turn or something. Turn 2 - initiative to Engineers at +5 - 0-0 Even though I won the roll, I chose to go second mostly to deny Billy the momentum. This would have been more effective if Hoist hadn't rolled so poorly on Scalpel last turn. But, since Hoist did fail, Scalpel goes first and forfeits her advance to stand up and swings on Hoist for <, 1, <>, <. She then puts Wake the Dead on herself and heals up a bit. Harry the magnificent [by far my favorite player so far this season] goes crazy and charges Minx. The defensive stance causes the charge to whiff, but a follow up swing leads to a knock down then >>. Ghast clears his knock down and walks to engage Ballista and Hoist and swings twice to knock down Hoist [thanks Sturdy!]. Hoist goes ahead and stands back up. Graves Tools Up himself and walks into engage Hoist for a 2>>, 2 Ratchet clears the bleed off Hoist and tools up Ballista. Brainpan recreates Memory and then the puppeteer back up towards his own goal. Mother drops another nest and scuttles about. [I really probably ought to get more intentional about where I place these things. I usually try to guess where my opponents might like to be and try to drop them in that area, but I feel they should be used more proactively where I might want Hoist or Mother to teleport to.] Dirge flies up to engage Velocity. Velocity uses Acrobatic to clear out of melee of the dirty bird and sprints up and passes to Ballista who dodges out of Ghast's melee range. He has to spend momentum on this because Horrible Harry has run off being a fickle mercenary. Minx stands up and begins staring angrily at Harry and his overly long wrench. Ballista puts a Deadbolt into Graves and puts Second Wind on himself. He walks around Ghast a bit to get in range of a Breach goal and uses a Bonus Time on it and promptly misses. The ball dies on the front of the goal and the legendary still knocks down Brainpan. Without a goal, Ballista isn't going to Knee Slider back and then Second Wind to safety. Instead he uses his Second Wind to go enter the scrum. [Astute readers will realize that this is entirely consistent with the previously expressed world view, "the dice hate you."] Turn 3 - initiative to Morticians @ +3 - 0-0 Dirge walks into range of Ballista and swings for a Single Out. Ballista [as expected] whiffs his counter attack. Harry goes crazy and >> Minx closer to himself then moves to engage Ghast and knock him down and >> him away from Ballista. Ghast in a why do you even bother sort of a way clears his conditions and walks back into melee with Ballista and knocks the Engineer captain on his back. Ballista clears his knock down and swings on Dirge pushing the bird away. He then Deadbolts Ghast away and back on his back. Then, freed of engagement he charges Brainpan who defensive stances so a 2>> moves the robed figure away from the ball a bit. Graves shakes off his knock down and walks over to Ballista and swings for a > Velocity walks to engage Ghast. [Freddy Foreshadowing here again. It seems like maybe Dave has figured out that having Ghast in the middle of his whole team is not working out so well and might be planning to do something about it finally.] Brainpan clears the knock down he is suffering from and walks back and snaps up the ball. Memory swings on Ballista for 3, 3 Mother moves to engage Ghast and <> him Scalpel lets Hoist take a parting blow which scores no net hits. She walks back to engage Ballista and goes to town on the poor guy. 4<, 4<, knock down, 4<, 4<, 3< taking him out. Billy plays Man Marking and Heroic Landing both and she Second Winds herself back to the middle of the pitch looking for more players to shank. Hoist walks over to engage Ghast. Minx continues staring daggers at Harry and walks over to engage both him and Mother. Ratchets walks into Ghast and swings away for 2>+>, 2>, 2> Turn 4 - initiative to Engineers @ -2 - 2-0 Morticians [Well that was unexpected. Probably my dice trying to lull me into a false sense of security...lets read on and see what happens!] Harry walks away from Minx taking 2 damage and getting snared in the process, but triggering his Rising Anger as well. He swings 3 times with his 4 influence and deletes Ghast, and then heals himself and Hoist. [You'll note Ghast hasn't been removed in the picture because I forgot to take the picture before the first activation in the turn because I'm bad at this. So we left him there so you could see the sad state he was in before his demise.] Graves Tools Up Scalpel and engages Harry and swings for 2 damage. The counter attack >> him away. Ratchet backs up into the returning Ballista's Momentous Inspiration aura and does a double Blast Earth on Memory, Graves, and Scalpel. The first one whiffs on all three players [ah my dice are getting payback for the one that betrayed them and let me win initiative!] and the second one misses Graves again. Scalpel goes into Hoist for 2GB, 2<> into range of Memory, 2, 2GB, 2, <. The tormented influence clears Hoist and fully loads Mother. Ballista jogs up and takes a deadbolt at Scalpel but he misses. [And this is more like it!] Brainpan has the puppet swing on Hoist for a <<+1. The counter attack whiffed needing only a single damage to kill Memory. [<melody> Hello Random my old friend]. Memory then does 3, 2 and Brainpan spends his ill-gotten momentum to heal Scalpel. Mother freshly loaded with bonus influence Burrows back to Graves but whiffs the free attack. She walks around staying engaging Graves and drops a nest back near the Mortician goal and Brainpan and swings for 1 before calling it a good activation's work. Dirge whiffs a swing at Harry. Velocity shows Hoist how all this mechanica fight club is supposed to work and takes out Memory so I can get a momentum. Minx walks back to within an inch of Harry having decided parting blows are better than no blows. Hoist heals himself with Velocity's momentum. Turn 5 - initiative to Morticians @ +8 - 2-2 Ghast trots back onto the pitch into some fast ground. Brainpan dreams up another Memory who swings on Mother for 3, 1, 1, 1 Velocity uses Acrobatic to clear melee with Minx and sprints up to Brainpan (charge would have triggered a parting blow from Minx and resulted in snare meaning she wouldn't have distance to engage). She Tackles the ball and shoots with a bonus time on the goal...and misses. Cause points are for other teams apparently. The ball stops on the goal. Graves tools up Scalpel and does another point of damage to Mother. Mother, super cocky after her game winning goal vs. the Fish decides she's got to take things into her own mandibles. She burrows into Brainpan and whiffs the free attack. Swinging again gets the <> she was looking for and so she snaps up the ball and walks over and taps in a goal successfully then finally one of my players is able to Knee Slider which she does into cover and licks her wounds. The kick out lands near Hoist who snaps up the ball. Scalpel goes and starts swinging on Harry for 2<, 3 which takes him out but gave me the Rising Anger momentum. She then swings @ Hoist for 2, 3GB, 1, 3<> which triggers his reanimate. Ratchet tools up Ballista and walks to engage Minx [As someone who played Minx extensively, I'm perfectly content for my 2" or support players to just tie her up and prevent free charges all game long rather than let her bounce around applying snares all willy nilly.] Ghast walks towards mid field. Ballista uses a Bonus Time and Deadbolt on Scalpel to knock her down and disengage Hoist and clear a path for him to head towards the goal. Dirge the annoying walks into engage Hoist. Hoist decides math is on his side [always a mistake, random outcomes have very little to do with math on an individual level] and sprints away from the bird. It's 3 dice (thanks nest marker) do not get the requisite 3 hits to T the ball so Hoist takes it up towards Velocity whom he copies Acrobatic off of. Popping this dodge puts him in range for a goal kick which he makes. The kick out scatters close enough for Ghast to snap up the ball this time. Minx, sad, sad Minx continues contemplating better days when she got to use her Furious rule. Turn 6 - initiative to Morticians @ +3 - 4-10 Engineers Ghast opens up the turn by booting the ball into space. It scatters to almost the corner of my goal line and the pitch edge which is way out of play for basically anyone I have. Mother drops a nest and <> off Scalpel. Graves Tools Up Scalpel and swings at Hoist for a > Hoist hits Scalpel for 1, 1, > Scalpel walks away from Hoist whose parting blow whiffs. She uses Voodoo Strings (her Legendary play) to suck in Ballista. [I had forgotten she hadn't used that yet. This game has gone on super long at this point because between dogs and other people we weren't using the clock.] She gets a knock down first swing followed by 3, 3, 3, 3<, 3< which takes him out again. So she heroic plays herself a Second Wind into some cover in the direction of the ball having earned some much needed VP and taken I think a full 6 stack of influence off my side of the table. Velocity gets a <> to disengage from Brainpan and walks to engage Minx. Dirge flew somewhere annoying I'm sure of it! Ratchet swings at Minx for >, whiff, 2>, and then he walks behind Dirge for some reason or another. Minx moves behind Velocity and weeps at her misfortune. Harry walks away from Scalpel wanting no part of this murder lady. Brainpan forces Memory to swing on Velocity for a whiff and 1. Turn 7 - initiative to Engineers @ +1 - 6-10 Engineers I choose to go second mostly so I can see how Billy allocates his influence before committing to where I want Ballista to pop back on the pitch. Ultimately, Ballista comes on on the left side of the pitch snapping up the ball and stopping just within charge range of Ghast. This is a huge gamble because an Unmasking will punt him off the pitch again, but its a bait play because I'm tired and its the easiest way to get the ball back in play. He's just out of frame in the picture below. Ghast goes for the charge. Ballista defensive stances which prevents the unmasking and Billy opts for a >> instead of the knock down. Ballista walks over and pushes Ghast off the table bringing the Engineers to 12 at last. [This game was moving really well considering all the interruptions we kept having and it was a good reminder to never give up. Missing the first two goal attempts (4 dice each) was brutal in terms of setting me on the back foot, but Billy wasn't making any plays on the ball and didn't realize just how much work it is to remove Hoist from the pitch. I'm generally content to slow feed players to my opponent if its letting me play the ball, but not getting the goals was costing me momentum, position, and tempo this game. Allowing a full stack Ballista to get deleted was just bad on my part and probably should have cost me this game except the ball was dead to Billy as well that turn. This is also a good example of a time when taking risky plays can pay off. It was super unlikely for Dirge to tackle the ball on the parting blow (3 dice needs all successes is 12.5%) and if he failed I stood to go up 8 points that turn, but if he succeeded, I probably lose the game. This was really the dice roll the whole game turned on I feel. Ballista missing early Deadbolts was super inconvenient for my next turn plans, but this one was a biggy and I'm glad it came down the way I wanted.]
  17. 1 point
    landstander

    Mo-Ball Podcast Ep3

    You and I have different opinions about what constitutes a down side. To me, what you describe would be perfect.
  18. 1 point
    Ashraam

    The Winged Knight goes down!

    Nope, that's intentional. In the game the crossbow bolts have a glow to them if you look closely. I'm not sure if they're magical or just on fire, but they're definitely not ordinary bolts.
  19. 1 point
    paulus

    The Winged Knight goes down!

    the game certainly gets better with more plays...its very subtle at times and a two player game has plenty of good choices to make...nice feeling when you take down the winged knight;)
  20. 1 point
    I've been having so much success with A&G that I really have to disagree with your assessment of them vs Minx. Nothing you're saying about Minx is wrong; she's a great piece for exactly the reasons you're giving, and gets a lot of work done for not much investment (her ROI is stellar). What A&G bring is versatility - the ability to make a goal run or go on a murder spree, plus support with SO - and that ability to hang in the scrum, and because Skatha doesn't need to max out her INF allocation all the time there's usually room to load them up. Minx, for the most part, is a setup piece with moderate damage/momentum generation attached (mind you, a really good one!). I've found that the core of Skatha, A&G, Seenah, and vetHearne (plus mascot and player du jour) make for a squad with enough threats in both aspects of the game that they are almost Mason-like with their ability to adapt to the board state. I think we're getting two different experiences with Hunters, and that's a good thing! I agree 100% on Jaecar, though. I think that because he was the primary source of damage and momentum in Hunters for so long people are hung up on him being needed; that idea's a trap now (now, if he could buy a dodge...). I've used him sparingly since the Heralds came out, and most of that has just exposed his weaknesses. Most of the time a second striker (Egret/Ulfr) feels more useful, or Chaska if I'm looking at hard targets or especially good counters (Stoker in particular).
  21. 1 point
    Atrium Carceri

    Painting for beginners

    These look really good. I like the colour variation on the shawls, pants and and rags. Also the backdrop is a nice touch! Very atmospheric!
  22. 1 point
    I think Minx is probably stronger than A&G in hunters specifically because they benefit greatly from both her ability to hand out snares like candy and her efficiency. I'm not just talking about furious, although it's great. Rather I mean how she generates momentum with her attacks while costing your opponent momentum to clear conditions. A 2 mom swing for free is great, as is for 1 influence. While she's easy to control, it has to be with a 2" reach model or else she'll just bounce away and most teams have a limit to how many of those they can leave marking players. This really becomes apparent when you're also running Seenah and Fahad. It's very hard to stop all three furious charges, especially Seenah's and if either Minx or Fahad secure's the other's charge it's still more efficient across the two players than most players get for free. A&G are great, but they're very influence hungry between their low base speed and Greede's dependence on Avarisse's set up. Efficient is the most valuable thing for a hunter to be IMO, in large part because of how powerful Seenah is right now. I don't think the hunters have what it takes to participate in a central scrum, even with the support of the winter heralds. Everyone either has a low defense or low hit points and they don't have reach or defensive tech which means they're easily knocked down and chewed through by serious brawl teams. Jaecar is great, but he's not a no-brainer auto include in every game like many players seem to think he is. He can dish out punishment but he can't take it and he's incredibly vulnerable to counter attacks. Against teams who are ready to punish him like Engineers, Brewers and Butchers he's a dangerous pick. In match ups like that I consider giving his slot to Chaska who hands out snares just as easily but can take his licks much more readily.
  23. 1 point
    stargorger

    Need painting suggestion

    Again, I think I'm struggling because this is my first time working with A: metallic paints and B: fantasy figures in ~4 years lol.
  24. 1 point
    Mako

    Need painting suggestion

    I think they look pretty good, and like you say the next ones are always better Also, I'm sad enough that I enjoyed seeing VMC deck tan in your recipes - that paint ends up in almost everything I do somewhere, it's so versatile. Glad to see so much good advice in here too
  25. 1 point
    @Isante That strategy was rough, especially the first time running into it. I was also considering whether Smoke might be better than Midas there, but I don't know. It's utterly un-fun, but I look forward to playing into it again, anyway! It's a perplexing challenge.
  26. 1 point
    Totes McAwesome

    Where has all the ox gone

    @butterbaste I totally agree that Shank is still a weapon. Just looking at his ability to move around the board and threaten a goal or assist in a take out. Having WTG is such a super strong ability. Also that 2" melee to assist with crowd out's is ace. He looks like the kind of player that can sit off out of trouble and then either pounce on a lose ball to score or come in from the wing. If you get the plot card "Wingback" he is a fantastic candidate for it.
  27. 1 point
    Siberys

    Share your paint jobs

    I'm not @Anudem, but you can get a lot of milage out of three additional steps beyond what you've done so far: Wash, Drybrush, and Base. First things first, wash. I usually like to do this before picking out details like you have, so it may require some touch-ups. Anyways, a wash is a highly watered-down paint you use to highlight recesses and simulate shadows. I'm pretty sloppy with it, but even so washing is practically skill in a bottle. Pick a color that would look good for the shadows of whatever base you're using - a dark green for the greens, brown or black for most others, a ruddy pink for caucasian skin. you can either put down a healthy layer, or if you want the effect to be more subtle you can just paint the wash into recesses and then clean up near the edges with your base color. You can use a purpose-made wash, or mix your own; if you do the latter, add a very small amount of dish soap to the mix; it'll break the water's surface tension and help it to run into your model's recesses instead of beading up on the surface. After you wash, you can drybrush. Personally, I only drybrush metals, grass (see below), and highly-detailed surfaces like fur or nets. take a flat-ended brush you don't care about messing up and put some paint on the bristles, making sure to spread out the bristles so paint gets inside the brush head. Wipe most of the paint off on the edge of the pot or your palette, then take an index card or something and repeatedly brush quickly to get almost all of the paint off. If you wipe the brush gently on the heel of your palm you shouldn't see any paint. Then, on whatever surface you're drybrushing, brush lightly and quickly. There's a very small amount of paint inside the brush, and when you do that the paint comes off on the raised surfaces while leaving the recesses alone. Usually the color you want is a shade or two lighter than the base color. Finally is basing. Even with those last two steps your model will look incomplete. By making the surface the miniature is standing on it makes everything else "pop" in my experience. There are several techniques for doing this, but I like to use wood glue to glue a layer of beach sand to the base, then I paint it a foresty green, wash it, and drybrush it with a lighter shade (Death World Forest, Athonian Camoshade, and Straken Green if you use Citadel paints). That's a nice grass-painting "recipe". Sometimes I'll also lightly paint a white line on the grass, like the chalk pitch lines. After that you should paint the base's lip to cover up any slips you might have made - I like to paint them a color appropriate to the team (several others in this thread have done the same), or you can repaint it black. There are other techniques you can use, like gradient shading or edge highlighting, but using these three you can get to minis that look excellent for the tabletop.
  28. 1 point
    Onto the evening and day 2. God Bless a restaurant willing to take in 40 gamers on a Saturday evening! Then fewer pictures of day 2, but a couple made it through: Here's the deciding game of round 5, Table 2 - the play down/up. Vince (4/0) vs Dutch (3/1) And the round 5 top table, Pat vs Frank Then the final round, Vince vs Frank And the podium: Sometimes it's cool to have the internet come to life at events. Here's a picture I couldn't pass up of the Alex Botts playing the Jared McGraw.
  29. 1 point
    JS

    Want to win stuff?!

    Will you change your name to 'Simply the Best'?
  30. 1 point
    Atrium Carceri

    House Rule: Tiered Treasure Deck

    I actually did just this! I sat down and checked every item to see how many level-ups it would require for each character. I didn't record the data in a spreadsheet, but I did roughly order the cards into about five groups: 1. Can be used immediately 2. Early game 3. Midgame 4. Lategame 5. Ultra lategame Groups 1, 2 & 3 are used in Tier 1 and the rest is for Tier 2. Items in group 3 might just be accessible before the Mini Boss but could be purchased and equipped in the second half once leveled. I believe theory can only take you so far and the best way to improve a set of game rules is to playtest it multiple times. I'll be doing my first test today.
  31. 1 point
    squirtis

    Painting for beginners

    @Gervill Froad I got this one and found it to be a great value https://www.gamenerdz.com/warpaints-mega-paint-set-2017
  32. 1 point
    Slarg232

    Four Kings

    I think the real question about the 4K is this: Are we going to have to buy two boxes for if the fight goes on longer than it should?
  33. 1 point
    squirtis

    Painting for beginners

    Can't get the album to display but here's two shots: Going to start on the Knight tonight or this weekend. Will likely follows thermo's guide. His guide helped me a lot.
  34. 1 point
    I was seconds away from suggesting a giant beetle myself. I think that would be pretty sweet. It would be an amazingly fun model to see everyone's take on in terms of painting.
  35. 1 point
    @HuggyTheBearI guess we'll be able to discuss it to some length upcoming tourney in Hasselt in late June. What, in your opinion, makes Decimate also a good pick? Is it her ability to deal decent damage ánd be very mobile? Or maybe is her Second Wind ability so hugely important? @Lord Antoine @MechMage All of the mentioned teams are played once, and the League will be a double round robin, so I'm going to play Fish only twice. I don't think that's enough reason to bring Chisel with me. Thanks for the insights, though!
  36. 1 point
    Ashraam

    Fixing Bended Models

    It'll work. I had to straighten a couple of mine as well. What I did was heat it with the hot water, then place it on the counter top and press down firmly on the base with my fingertips so all of the base was in contact with the counter, then a quick dip in cold water. You may have to do it more than once, or hold it a little longer under the hot water since the base is a lot thicker than the bent weapons are.
  37. 1 point
    Totes McAwesome

    Cosset

    Totally agree with @Dracilic. At Vengeance last weekend I was having to choose lower damage results so she didn't just vaporise people and waste influence.
  38. 1 point
    Dracilic

    Mo-Ball Podcast Ep3

    I understand your pointerest and how you intend for it to come across. My point though is that it should be understood that there are NPE's that are valid. There are such things as overpowered models, or models that don't work or whatever is the cause of the NPE. I'm just saying that 'git gud' is often the default answer even when someone has a legitimate criticism, and that shouldn't be the case. If they criticism is unfounded and they are just missing something then sure, teach them how to get better. Tell them to play the match up more. Again, I get that your point was more about, if you are struggling against something, work towards conquering it, I just feel the need to say that NPE's can be an issue and git Gud isn't always the correct answer. Sometimes the designers have to step in. The problemis you are using NPE and OP as if they were interchangeable and they aren't. Something being a NPE, doesn't mean it's OP. Engineers were changed because they were a NPE. Because they weren't playing as it intended and it was having a negative effect. Just because something has counterplay also doesn't mean it's necessarily acceptable. Just to take from another game, Magic often has cards that are banned that have counterplay or even a specific deck that counters it. But it often isn't healthy for the meta or fun to play against. I do want to clarify that I think Guild ball is in a fine position for the most part. I think there are a few outliers but the game is very well balanced and I personally don't have a NPE (Farmers might be getting there though) Regardless, I enjoyed the podcast and look forward to more. Oh and you guys using only one Mic because Brandon is definitely hard to hear.
  39. 1 point
    PaW

    Newbie Help - hunters

    A reasonable article for the old style Hunters, pre-new-releases, try to take from it some the play style elements I guess... http://guildballnz.blogspot.co.nz/2017/04/therons-fading-light.html I won't really go into players, since I think it is generally a mistake to talk about players, Guildball is unlike other games in that respect, you can take what you like and basically it is entirely dependent on how you play those players in conjunction with one another. Also I think you will find the players that you enjoy / are good for you. Some players will end up being near batteries to fuel other members of the team after all a team of superstars that all require influence doesn't actually make a good team. It will be entirely down to how you see the Hunters, and what thou feel are the best players that accomplish your goals. For instance Chaska is way to influence heavy for me & yet others will strongly recommend him. Except for Jaecar, Include that guy General Tips : If there are AoE's on the other side, (Engineers, Alchemists, Fillet Butchers) Try to keep your pieces at lest 3 inches apart. A few things can be used to counter Puppet Master. Theron / Minx can parting blow your player so that they are slower (snare 1 dam), Vhearne/ Bear can Knock down that player. Egret can usually get lured in then get out of there by Shooting someone (dodging out) then walking plus back to shadows. Don't be afraid to disengage models / board state. If the model doesn't have a knockdown, feel free to just walk away. It may involve sometimes wasting influence, but it's way better then over committing then having that player get taken out / farmed for momentum Lastly have fun and don't get disheartened. I know it took me a while to figure out the style that Hunters suited playing. Er, hope this helped a little bit
  40. 1 point
    Napoleon

    Newbie Help - hunters

    Id highly reccomend forming a skatha tourney 9 Your two auto includes are jaecar and skatha (due to single captain) That leaves 7 slots left -- dual mascot is viable so snow, fahad. Fahad is along when zarola comes and when you need more damage. Snow's AP helps you hit certain playbook results like skathas T, its not equivalent to fahad shredding a snared target. Zarola - threat extension, snare, candidate for last light, ball holder in circumstances where opponent cant deal with 1" melee UM VHearne - kd and t and 2" melee is a niche hunters need filled. Can last light himself for a skewer too. Id argue hes in the majority of hunter 6 under skatha Minx - weaker than AG in a vacuum, but brings a valuabl e snare applying battery. Chaska - situational pick whos char play is strong against lower def teams that dont want to tank 4 damage a shot Thats 8 out of a 9 -- the last pick is a bit harder, but teams like Skatha - snow - jaecar - vHearne - minx - <striker, ulfr maybe> are the kind of generalist teams I'd run. Then sub players on a match up basis, like ulfr snow out zarola fahad in vs morticians Almost 100 percent aim for 2 goals 2 take outs. Skatha is better at retrieving than ulf so ulfr is a better t1 shooter when receiving
  41. 1 point
    Dozer

    Season 3 is not for Brewers

    The big issues I am seeing is that our player agency can easily be negated by fast, high defense teams. Anyone know why they decided Alchemists, who have a striker who can sprint 11 inches and has a 2 inch melee zone, needed a speed buff from Lure of Gold? Was that really needed? Other games tend to give speed buff abilities to really slow forces to offset the huge disadvantage of going really slow. Season 3 makes no sense....... Thinking of quitting this game for a while.....
  42. 1 point
    stick

    Stick's Painted Butchers Thread

    And here is the starting line up of my Butchers! Finally have a fully painted six figure team! (I don't play games unless the figs are painted, so I've been using paper fold ups) Some overall thoughts to this point: - Really like the use of red as an accent colour. Modified the studio scheme on boar and shank to have more red, and I think as a whole the team is unified more because of it. - I painted them to a 'high gaming standard' but pushed myself to do iris on the eyes to become more comfortable with the technique for when I paint to a higher standard. - The good: Eyes, Lenses, fairly good skin consistency throughout the team, some of the weapons. - The bad: Need to push contrast more in clothing, need to work on convincing blood splatters - The ugly: Not happy with Brisket's abs, way way too defined, need to go back and figure those out even it if means ignoring the sculpted ones. Overall, I'm happy with the way the team turned out. I might go back and do some weathering on their boots/pants,just to dirty them up at bit, but overall, I think they have a coherence and consistency that make them work.
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