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Showing content with the highest reputation on 10/30/2017 in all areas

  1. 2 points
    Ohruhen

    New mat, new field of battle!

    The Fishermen, having heard of Theron's plight against the rising of Skatha and the Winter's Moon, decide that icey waters are no good for trade, and so fight off the chilliest guild in the game, the Dreaded Mortician's with a 12 - 6 Victory. Corsair pushed his team to victory with a mixture of Goals and Take Out's thanks to Jac, Gutter, and Kraken helping out in the push game.
  2. 2 points
    CodFather

    Die Obulus Die

    No no, it's German for "The Obulus The".
  3. 2 points
    Wednesday nights friendly saw Theron Hunter's (with paid help of Hemlocke) Versus a Scalpel led Mortician's team Scalpel kicked off the the Hunter's and away we went Turn 1 was a cagey set up/lockdown turn. Fahad grabbed the ball and Nimbled to safety, Theron missed a Pin but Sniped Scalpel, Hemlocke jogged out and Poisoned the lot and Blinded Scalpel leaving her weakened this turn. Hemlocked got lured out of position and Scalpel dodged around her to get into position for next turn attack on Fahad. Score 0-0 Turn 2 opened the scoring. Scalpel punched home a goal after taken the ball of Fahad. The ball went back out to Theron. Then, Hearne was laid into by the Mortician team and was forced to back up as with Hemlocke. The Hunter's rallied and laid a hurting on Scalpel leaving her low on HP. Then Theron, passed to Egret, and sent Cosset to sidelines for a breather. Score 4-2 Morts Turn 3 The swing turn, Having salvaged the momentum race Hunter's went first. Theron loaded up and went head first into Graves, dealing just enough having been blessed by the Sun Father to send him to the sidelines. Hemlocke was the next target of Cossets fury and sent limping to the sidelines. Egret now having the momentum streaked and scored a goal for the Hunters, and set herself up to snap home a second. Bonesaw retrieved the ball from the goal kick and put himself on a offensive defensive with a long range strike and goal for the Morticians. The ball kicked back out to Chaska. Hearne feeling the pressure, took down Scalpel and sent her packing to the sidelines. Chaska, in an attempt to end the game, ran up to Ghast and tried to dodge around him. But Ghast caught him and made him take a seat, knocking him down. Bonesaw picked up the scattered ball and prepped for another strike. It came down to an initiative roll. Score 10-10 Turn 4 Hearne knew what his team needed. he reached back with his spear and Skewered Cosset, sending her to the sidelines for second and final time. Final 12-10 Hemlocke having a nice roll in this Hunter's team thought it might be a good idea to keep working with them. She had heard some offers from the the Morticians but after this showing....she wasn't impressed. This was fun match with a local friend Mark. It was super close and was really decided by initiative going into turn 4. Hope you enjoy the report!
  4. 1 point
    EDIT: I ended up reworking these into a proper PDF from an amazing template that @cabezazo shared with me which can be found here. Many thanks to him for that and some really valuable clarification feedback! A few updates are there too for clarification, but the big thing is the text looks a lot more crisp and prints out looking a lot better. Sorry they're not here, but the PDF is too large to host on SFG forums. Further updates will be made on the PDF in the BGG link above rather than here. Thanks again for looking at these everyone, and if there's anything that can be done to make these rules clearer, don't hesitate to let me know. ----- Hey everyone, The last few weeks I've been posting some custom rulesets that I've been playing with lately and floated the idea of including them all in nicely formatted rulesheets. I decided to take a bit of time to get them all in there, so just wanted to post them here so everyone can enjoy them. Let me know what you think, and feedback is of course welcome
  5. 1 point
    DasLeo

    Harvest Markers and how to use them

    Hi there. Andrew aka @LeadDiceBeers recently mentioned a desire for a tactics article on Harvest markers on Twitter. Now while I don't claim to be a leading authority on the subject, I have played Farmers exclusively since the WTC and been theorycrafting since their rules release. I attended my first tournament with them on Saturday and placed 2nd with a 2-1 record, with my one loss coming against a score heavy Alchemists team that ended up 11-12. With my dubious bragging out of the way, I am going to share some of my thoughts on Harvest Markers and their use in the game. I will concentrate on the models available in the first box plus Tater, due to his availability as a ltd. release. To start things of, one should take a look at the models that deliver the Harvest Markers (Planters) and those who have an actual use for them in game (Reapers). What we (should) know so far... If we anticipate the Farmers to have an even access to Planter and Reaper models (6 a piece), we know the rules of every Planter available: Grange (Captain), Peck (Mascot), Harrow, Jackstraw, Millstone, Ploughman. These models can be divided into 3 categories with 2 representatives a piece: Automactic, Active, Reactive. Automactic Planters (Grange and Millstone) can place 1 Harvest Marker without the need for any other ressources. In their case it is the Trait Planting Season. Grange of course is able to place up to three Harvest Markers with the use of his Legendary Huge Tracts of Lands. Active Planters (Harrow and Jackstraw) have to spend Influence in order to use their Character Plays connected to their placement of Harvest Markers. With correct placement Harrow gets an Automatic element due to Look Busy. Semi-automatic if you will. Jackstraw also offers the only offensive option to place Harvest Markers. More on that later. Reactive Planters (Peck and Ploughman) facilitate the placement made by other models (Fertile Soil) or only place a Harvest Marker under very specific circumstances (Fertilizer). When it comes to Reapers, we again assume that Fallow makes it an even six: Thresher (Captain), Buckwheat (Mascot), Bushel, Fallow, Tater, Windle. These models can also be divided into different categories assuming Fallow follows the trend shown by the others. The categories are: Active and Active/Passive with three (?) representatives per category. Active Reapers (Bushel, presumably Fallow, and Windle) gain a bonus, special ability or both by removing a nearby Harvest Marker from the Pitch (Big Breakfast and Cabbage Punt so far). Active/Passive Reapers (Thresher, Buckwheat and Tater) either have access to a Character Play by removing a nearby Harvest Marker from the Pitch (Don't Fear The..., Carrot & Stick, Cropping) or gain a special ability or a Trait simply by being close to a Harvest Marker (Crow Scarer, Territorial, Fork Off!). That's all very fascinating but where do babies Harvest Markers come from? As mentioned in the beginning, this post will concentrate on box 1 + Tater so let's talk line ups. As a general rule of thumb you should aim for at least three Planters. While Grange gives you one Marker every turn and three in his Legendary, Peck's Planter ability is, as mentioned, situational at best. Thus Harrow, Jackstraw or both should be added which leaves you with three options: #1: Grange, Peck and Harrow, who give you an average of 2 Harvest Markers per turn. This can easily go up to all 5 in Grange's Legendary or with Harrow in Melee. #2: Grange, Peck and Jackstraw, who give you an average of 3 Harvest Markers per turn. Baring a Peck take out, this line up can only go above 3 once, in Grange's Legendary. #3: Grange, Peck, Harrow and Jackstraw, who give you an average of 4 Harvest Markers per turn. As you can guess, with this line up you can easily manage to go up to 5 through a variety of means. No matter the option chosen, you should aim for an average 3 Harvest Markers a turn. Using these line ups leaves you with a maximum of three potential Reapers in your six. With the Union options of Grace or Benediction filling very useful roles for the Farmers, depending on your style of play, on average we are looking at two Reaper spots in your team. The siblings (Bushel and Windle) are both Active Reapers, while Tater's Passive ability is arguably the one that sees the most mileage out of his two. Therefore looking at our different options you generally place more Harvest Markers than you remove from the pitch. And where do I put it? Alex Botts already mentioned this in a Twitter conversation but there is generally no reason to place Harvest Markers in front of your line other than as bait, to set up some Jackstraw teleport shenanigans or the ocassional Crop Dusting take out. In the majority of games I've played so far, I found that my opponent almost never went for the sprint removal of Harvest Markers other than the ones that had been placed very poorly by me. Removal by charge also only happens when the opponent gets a valid angle to get to the target. In games against models with control plays, make sure to place your Reapers in a way that doesn't leave them out of reach of the Harvest Markers that are supposed to feed their respective abilities. Also remember that Harvest Markers are a good way to block repositions. Other than that, just place them where they don't hinder your own movement or sneakily prepare a Jackstraw escape route for ball killing purposes. To reap or not to reap... The last thing to consider is when to reap your Harvest Markers for extra Influence. While this is of course highly situational, my answer would be to always reap at least one. On average your line ups will have 12 Infuence to start with which doesn't look bad on paper but those Farmers are a hungry bunch. On the other hand, I found it to be ideal to start out with a Harvest Marker every turn. Going back to my thought about how many Markers to place in a round, this leaves you with one to reap during a turn, one to reap in between and one to leave for the next round. To be continued... if you guys want to So there you have it. Maybe this sheds some light on the whole issue, maybe this is all super obvious and I wasted a lot of time (yours and mine) for which I am sorry. If it is the former, than I certainly hope that you've enjoyed the read. I would be grateful for any comments and/or constructive criticism to help me decide if I am to continue this thread with the release of the second box and any other further releases. Until then thanks for reading. Cheers Leo
  6. 1 point
    Nice to get some information about the Masons rather than the usual focus on Blackheart Union.
  7. 1 point
    Mako

    Mako's Expert Procrastination Thread

    I had to get back to models eventually, right? So here's Silence (complete with the team symbol I've been using, that being Silence he's keeping mostly hidden): Him and his base need varnishing, then I can put the planned little puddle of green goo on his base and he's sorted. But man, this was not a fun piece. He's got more low res details and unidentifiable things than any of my blacksmiths, and felt like a bit of a chore from just after I finished the head. Still, he's done and that means I don't have to paint him again, but can go and do something more fun like a blacksmith, Obulus, Brainpan/memory, or dropping heavy things on my toes Dirge is still on the sculpting table, but as soon as he's done that gives me a team of 6 fully painted at long last!
  8. 1 point
    Jamowgli

    Hunters prey on the Brewers

    In a close game the hunters win 12-8 with 3 goals.
  9. 1 point
    Mako

    Power creep

    And with that, we’re done here. If people can’t discuss it without insulting each other, then don’t discuss it.
  10. 1 point
    JJLayfield

    Power creep

    Wow... Ok I want everyone to go to their rule books. Open the credits page. See that long list of playtesters? Yeah. Long story short, SFG are doing their dilligence with some of the best people at the game and some of the best people who have the enjoyment of the game at heart. Take a cup of cement and HTFU. #gitgud
  11. 1 point
    A Steller showing by both teams. Hunters came to the pitch with Skatha leading the team to with Seenah, Veteren Hearne, Chaska, Jaecar, and snow bringing in a rounded and versitle showing. Morticians arrived on the pitch with Scalpel heading up their ranks. Cosset, graves, Ghast, Silence, and dirge fleshed out their team. The first round started with morticians serving the ball over to the Hunters successfully. Hunters responded by moving chaska and seenah up the board. Several morticians quickly got caught in seenahs warpath and bogged down as Skatha was able to move up the board and support. After a brutal first round seenah ripped Scalpel off the board, creating a dominance in the center of the pitch. The left side of the pitch was taken up by some light skirimishing between Hearne, Jaecar, Cosset, and Graves. Fearing for Silence, The morticians tossed fire down onto a majority of the Hunter team and retreated behind graves and cosset. This however opened up a clear path for Skatha to blitz up the pitch and score an easy goal putting Hunters ahead 7-0. The Morticians pile into Hearne hard and manage to remove him from the pitch with two rounds of beating from cosset, with aid from graves. But this allows chaska and seenah to apply a vicious amount of damage and pushing hunter dominance to 10-3 with the loss of Hearne. Morticians couldnt stave off the bleeding as Seenah comes in as mvp, spinning around off his recent mauling of graves to pile in on cosset and push through for a brilliant 13-3 Hunter Victory.
  12. 1 point
    Until last week I hadn't played a game in probably a year (all my locals stoped playing). I was able to play a couple this week and I have to say I agree with this article after them. Ox and Shank were straight money in the games I played them. The games with Fillet I just felt like my team was neutered from lack of influence. It is likely my lack of experience, but still. Can't wait to try more out with both, though!
  13. 1 point
    MechMage

    BRISKET BASTES BALLISTA

    The Union and Engineers met on the pitch for a show of exemplary ball play. The former butcher wasted no time in demonstrating the superior ball work for which she was hired but missed the critical goal by a single step. The Lord Artificer wasted no time in punishing this mistake and sent the Betrayer Beyond Redemption off the pitch in a stretcher, but his focused attention game the Union the chance to score. There was a brief pause in the action as both teams jockeyed for position but Avarisse lacked the patience and hurled Mainspring at the Engineers, smashing in a blazing fireball. That was all the cover Brisket needed to rocket back onto the pitch and score to the cheers of the crowd. It was all the Cogs could do to regain composure and recover the ball before football machine, Fangtooth battered a path through them to slam the game winning goal in the net. Final Score: Union 12, Engineers 4 Fangtooth gave a very inspiring speech afterwards that moved this reporter to tears. I pity any player who loses the opportunity to play by his side.
  14. 1 point
    Teaching a new player the glory of the broken pitch down at Retford Wargaming Club, an over zealous Honour over extends, tries to get away but is chased down by the bear. The mighty monkey, not having any of that, decides to weigh in on the large beast, eventually leading to hilarious scrum of knocked over models on the left flank. When the dust finally settled, it was a 13 - 4 victory to the Hunters!
  15. 1 point
    Hello Everyone. I am a converted fish player and this was of my first (of hopefully many) game using the Hunters this last Wednsday. I apologize that I only have one picture as I was excited to finally play a game and was so focused that I forgot to take more until it was over. I hope it still counts. Here is a brief rundown: Me: Theron, Fahad, oHearne, Jaecar, Egret and Chaska (Recieved) vs my friend: Honor, monkey, Brick, Flint, tower and mallet (Kicked) As you can see by the pick he deployed out on one side of the pitch and I tried for more of a balanced deployment, because he can be kinda trixy. Rd 1 Poor influence placement for me kinda made me use chaska to pick the ball and all he could do was pass back to fahad to make sure flint didnt run over take it and score right away. As the turn progressed, TheRon sniped flint and pinned brick for some control. He used flint to push chaska closer to the mid line for an end of the turn double activation tooled up and beloved pet boosted mallet with 4 influence. Egret did some work with a 3 man flurry and some added snap fires on the monkey who was already hit by the flurry. What can you do? Chaska lived. 0 - 0 Rd 2 I won initiative and put 4 on chaska so I could get some good use out of him before he died. He goes first shoots mallet to push him away and then shoots and pushes flint off the table. I cant remember play by.. Highlights of that turn is I spread out some more poison and speckle some damage around and kill the monkey. I think Chaska died this turn. 3 -2 (i think) Rd 3 I win initiative again. This round he takes out Fahad and later in the turn ruined my perfectly planned scoring run by baiting out my momentum and denying my ability to make more without losing my scoring run. Was a great play on his part. He stopped the play AND stole the ball back with Honor and passed it back down the line. I was able to kill Honor and Mallet this turn and stave off any goal runs. 7 - 3 Rd 4 - 5 (these seem to bleed together for me) He wins the initiative (both rounds). He puts a hurting on TheRon but I'm still up. With great placement of his models and a threatening counter charge by Brick, our lines kinda play slap and tickle for a bit. Jaecar plays pinball by walking a long 7" into Flint and dodge bounces between hitting him and the monkey to avoid him counter attacking and dodging out of the way. Knocking out Flint before retreating again. Hearne knocks down Tower to scatter the ball and it scatter in between him and chaska. I give it to Chaska as he hasnt activated yet and still has influence. Limited on movement due to a threatening Brick just waiting to counter charge and knock me down, I pass back to Fahad who takes his 4" teamwork dodge to get away from my goad he was guarding after being knocked out. Chaska uses his BotSF, while sun struck to generate one mom (my only one). I then walk over Fahad and drop the ball to Egret who then takes off for a scoring run. 12 - 3. It was a great game and even though the score doesnt reflect, it was hard chess match of maneuvering and counter play. The Hunters were a lot of fun and I enjoy having more tactical options than I had when played fish. I figure I need a couple of games with this line up and then I will start swapping out people until I find the combos I like the best. At some point I may pick up Minx as I hear she is a good addition, but I cant find her for sale anywhere so... I will play with I have. Theron, Fahad, Jaecar, oHearne, Egret, Zarola, Seenah and Chaska. Thanks for reading, I hope to be able to get in more games soon.
  16. 1 point
    Hemlock lent her aid to the Hunters during a game at Hulls Angels this week. Hunters won 12 - 8 with Jaecar scoring the winner whilst being pursued by a chicken (dodged away but it just kept coming). I like to think he ran off with it for his tea.
  17. 1 point
    Wednesday nights friendly saw Theron Hunter's (with paid help of Hemlocke) Versus a Scalpel led Mortician's team Scalpel kicked off the the Hunter's and away we went Turn 1 was a cagey set up/lockdown turn. Fahad grabbed the ball and Nimbled to safety, Theron missed a Pin but Sniped Scalpel, Hemlocke jogged out and Poisoned the lot and Blinded Scalpel leaving her weakened this turn. Hemlocked got lured out of position and Scalpel dodged around her to get into position for next turn attack on Fahad. Score 0-0 Turn 2 opened the scoring. Scalpel punched home a goal after taken the ball of Fahad. The ball went back out to Theron. Then, Hearne was laid into by the Mortician team and was forced to back up as with Hemlocke. The Hunter's rallied and laid a hurting on Scalpel leaving her low on HP. Then Theron, passed to Egret, and sent Cosset to sidelines for a breather. Score 4-2 Morts Turn 3 The swing turn, Having salvaged the momentum race Hunter's went first. Theron loaded up and went head first into Graves, dealing just enough having been blessed by the Sun Father to send him to the sidelines. Hemlocke was the next target of Cossets fury and sent limping to the sidelines. Egret now having the momentum streaked and scored a goal for the Hunters, and set herself up to snap home a second. Bonesaw retrieved the ball from the goal kick and put himself on a offensive defensive with a long range strike and goal for the Morticians. The ball kicked back out to Chaska. Hearne feeling the pressure, took down Scalpel and sent her packing to the sidelines. Chaska, in an attempt to end the game, ran up to Ghast and tried to dodge around him. But Ghast caught him and made him take a seat, knocking him down. Bonesaw picked up the scattered ball and prepped for another strike. It came down to an initiative roll. Score 10-10 Turn 4 Hearne knew what his team needed. he reached back with his spear and Skewered Cosset, sending her to the sidelines for second and final time. Final 12-10 Hemlocke having a nice roll in this Hunter's team thought it might be a good idea to keep working with them. She had heard some offers from the the Morticians but after this showing....she wasn't impressed. This was fun match with a local friend Mark. It was super close and was really decided by initiative going into turn 4. Hope you enjoy the report!
  18. 1 point
    Adran

    Power creep

    If only Obulous had some way to ensure the blacksmiths had no way to use re-enforced plate. I know, lets give him a legendary play to remove all their momentum. That should sort it out. ( I know that's not really your point but if your complaint is that it stops puppet master, then you're just not playing well) I haven't had a chance to play with or against the smiths, so I don't know how they actually do in momentum, but there are certainly several teams out there that don't generate the momentum to be able to do this several times, and those that do, can often just remove it anyway and they take a breather etc.
  19. 1 point
    I usually kick with Hoist and use Burrow to make a turn 1 goal run if possible. If you find you have trouble exerting kick off pressure with PinVice, consider that strategy.
  20. 1 point
  21. 1 point
    Zerachial

    Honest review of the Farmers box

    Look - I'm happy to play Guild Ball but please don't go calling me out here...
  22. 1 point
    speedfreek

    Speedfreek's Mixed Models

    Reinforcements are angry today...
  23. 1 point
    Schreck

    Morticans, Ratcatchers and Union

    Hi! I finished the painting of the Puppet Master and its puppet
  24. 1 point
    Coyotebd

    Coyotebd's Kickoff

    Wow, I guess I became so focused on painting I never came back to post. Here's the finished Kick Off teams. All together it took three months to paint. There are close-ups on my blog.
  25. 1 point
    I've found them to be a 2-2 team. Certainly when receiving, early goal with bushel, two take outs then late goal with jack. That said it's with the honest land only. Difficult thing is holding the ball while setting up for windle to go to work, if windle gets shut down, taken out or grange is out of position it's much more difficult. It's also more tricky if you lose an early goal against scoring teams, as the pressure is on to hold the ball. Personally I think bushel and jack present two excellent, and very difficult to stop scoring threats, provided you don't mind 2 dice shots. Up to now I'm not convinced by windle, that 2/0 just seems to give too many opertunities for triggering plays, but with 'for the family' they are pretty football'y and I'd certainly not be classing them as a pure beatdown team.
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