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Showing most liked content on 11/18/2017 in all areas

  1. 2 points
    missing1leg

    What's next for Guild Ball?

    To be fair, even at $10 each if you only want 3 of the 6, the $20 for the other 3 and the terrain and tokens and goal (more terrain if you prefer the goal from the other box) seems quite reasonable to me. Now union options I fully agree it's not great to spend $50 for one player for a tournament roster, but SFG only knows if this will somehow change in the organized play document.
  2. 2 points
    tehlon

    Fallow is up

    My thoughts on xxxXXMurderGrandmaXXxxx EVERYTHING important about this model is on the back of her card! But I will at least try to consider the front first. Stat line – She’s surprisingly spry with a 5”/8” movement and a perfectly respectable 3/6” kick. She can get where she needs to be and play ball in a pinch. Table the TAC 3* because that is one hell of an asterisk. DEF 4+ / ARM 0 / 19 HP is perhaps slightly above average defensive stats for farmers. That 0/5 influence – Yowzas! Playbook – Her first and third columns are where she makes her money. During her activation she is going to be looking for that momentous 2 damage on the 3rd column, but will settle for the momentous 1 on 1. With up to 5 attacks she heavily benefits from Tooled Up and Honest Labor, so even the 1 damage on 1 can be extremely dangerous. Her top line is extremely utilitarian with a single push, KD, and double push. The low KD is great for making sure she stays engaged when a counter attack is declared against her. The pushes are a wonderful tool for her own counterattacks. This will pair extremely nicely with her traits. The latter half of her playbook is cherry on top extra damage. Character Play – Get stuck in is probably the only slightly disappointing thing here. Honestly with so much 2” Reach in farmers you probably don’t even want to trigger this lot of the time. Thankfully, even if you hit that juicy 3 damage Guild Ball, I believe you can opt to select the damage only. There may be corner cases where you will want it, such as her counter-attacking against a scrum, or if she is all by her lonesome (she shouldn’t be) but most of the time I don’t see the play being extremely useful. TRAITS! This is where the ol gal really comes alive! Making Hay – This is such a cool and great ability. It really affords you a lot of flexibility when it comes to Fallow. Most of the time I see you allocating her a single influence, or even zero, then letting the turn dictate how many markers you need to pull. 2 for 1 is a great return on investment, but players will need to be careful to ensure there are enough harvest markers left on the board to keep other skill active. I can see situations where a player struggles with the choice between turning off taters counter charge for 2 influence. That said, Grange probably supports her reasonably well by himself with a little help from one extra planter. On Grange’s legendary turn you can expect her to go full clip and lay in to a fool pretty quickly. I will say I think Making Hay probably excludes her from a Thresher team, or at least makes you choose between Fallow and Tater. I don’t think it is reasonable to expect to be able to run Thresher, Fallow, and Tater in the same list, even if you take peck, because there is not enough planter support for all of them. Jackstraw is going to be setting up Thresher most of the time, and Harrow isn’t looking busy a lot when Thresher is up field. That really only leaves Millstone to feed the competing Fallow and Tater. Probably not a great team set up. I think it is reasonably safe to say Fallow is probably Grange Exclusive. With Age Comes Wisdom – Variable attack. Heck yes. She gets bonkers strong towards the end of the round. Honestly though, I think this is going to trip people up. I think a lot of farmer players are going to wait too long to activate her. If I am being real I am perfectly fine with her activating as early as 2nd behind Grange. It’s not hard to imagine a turn where Grange activates first, Throws up his legendary as well as Honest labor, and engages a model or two. Under these circumstances Fallow is throwing 6 dice swings which is going to be around 12 damage against a 4+/1. Is that the best she can do? Absolutely not. But if you wait too long on her I have a feeling she’s gonna get locked down. Protective Instinct / Between a Rock – Let’s talk about these together. I think this might be the first “Hard Taunt” in Guild Ball. One of the unexpected and most amazing things about this ability is it’s the enemy melee zone that matters, NOT fallow’s. So this will impact 2” reach players even if she can’t hit them back. This ability is very tricky and doesn’t necessarily have to be used on the first attack. In fact I think it might be wiser to allow the friendly model to take a couple hits first. For me, Harrow tends to be the one who dies a lot. With this ability I can see times when Harrow takes an attack or two, then we spring Fallow on the opponent later than they expected. This way both models take a couple hits each, rather than one or the other taking the brunt of the damage. A really fun thing to do is going to be to use the combination of these two abilities to counter attack. Say you have your Hammer/Ox/Rage/whatever come in to try and smack a friend around. Fallow rushes to their aid. Now the enemy attacks fallow who declares a counter attack. If she can avoid being knocked down she has a pretty good shot of hitting her double push to nullify a decent amount of influence. I kind of think of this like what marbles can do: Counter-Charge for a key push. Another thing to take note of is Between a Rock is not “towards” she could feasibly use this to reposition in other ways aside from just helping folks. You might can get a cheeky goal threat out of this, or move her a bit to eat a harvest market that was just out of range. Final Thoughts: I am in love with murder grandma. I already have plans for “Soup tokens” to measure how “Souped up” she is each turn. I think folks underestimate how early she can feasibly activate, especially with Grange support. I do think there are those who are overvaluing her though. At the end of the day, despite all her tricks, she is a 4+/0 model with 1” reach. I think you will find folks engaging her first when possible. This turns her off to an extent and prevents her ability to have a strong counter attack. I think you are going to have to keep her protected as much as she protects others. I feel when she hits the pitch she is going to operate in a very similar manner as Tater. Staying just a little bit behind to provide screens, then come in for some big damage. The difference is her turn is a lot more flexible. Anywho, happy farmin! Get out there and make granny proud!
  3. 1 point
    malladin.ben

    "balancing" the Butchers

    Because I like speculative game design discussions as opposed to any serious discussion about "need" for change, and with Steamcon coming around again (and I'm stuck in work for another 3 hours until I can get out to go there), I started to think... What if there was another rebalance like at the start of Season 3. What would you change? Lets go through the team and see what we think needs help, nerfing back or is just about right. 1. Fillet: No change. She's absolutely fine. Devastating if you set her up right, but takes a bit of skill to do so. 2. Ox: Again, no change. Much as I was disappointed by the changes at first, trying them out leaves me perfectly happy with him. He's more forgiving than Fillet, but not quite as spectacular, even on his legendary turn. 3. Princess: I think out mascots suffer a bit from being pretty passive, and Princess is certainly the most passive of the two. There's no incentive to actually give her any influence or do anything with her other than hang around. Something to do with the ball seems like a good shout. How about a trait that gives her [+0"/+2"] MOV and pay 1 less when charging an enemy model with the ball? Something like Floored might be good, too, to make an attack with her worthwhile in the right situation. 4. Truffles: Doesn't suffer from the passive problems that Princess as much, but does suffer from being seen as generally a worse option to Princess. Whilst I think if you fix some of the other players, Boiler becomes less of an auto include which might mean truffles sees more play, but I think a slight tweak could make him compete effectively with an improved Princess. The big drawback is speed, not only is it difficult to get hi into the fight early, he also really suffers from terrain. To improve him a little in this regard, I'd give truffles Stop Slacking. 5. Boar: No change. The big guy does what he's supposed to - not without problem, but with I think the risk-to-reward about balances him out. He's slow, but I think any more MOV would break him. 6. Boiler: No change. I think Boiler is the measuring stick by which all other players should be balanced. 7. ogBrisket: I realise butchers players are divided on which Brisket they prefer, but I'm of the opinion that both could do with a little help. Let's look at the original first. She was fantastic in Season 1 and 2, but now she's lost her doggo-bonus I've found she can too often whiff. TAC 4 is just not very butchersy and too easily shut down by armour crowdouts and cover. To make up for this I'd give her some sort of situational TAC bonus or enemy ARM penalty (the DEF penalty of Dirty Knives doesn't particularly help as it's removing dice that causes her the problems). Weak point might be a possibility, but I think it needs to be something that helps only her, so she doesn't just become a support-bot. Given she's a striker I'd have it tied into her being in possession of the ball. How about: When this model is in possession of the ball marker, enemy models suffer [-1] ARM when attacked by this model. All that said, perhaps a simpler tweak is to make her non-momentous 1 a non-momentous 1< so that she can pretty much always get a dodge off. 8. vBrisket: The trouble here is that she has one of the most powerful abilities in the game, but it tends to be a case of go early, score a goal, get the extra influence, then ignore her for the rest of the game. I'd like her to be a bit more useful than just that goal. I also wonder if that ability itself is too powerful - it skews your strategy and makes her included pretty much for just a single ability, which I don't think should ever be the case. What if it only worked for one turn? After you've nerfed that, though, I think she needs something added. I quite like the idea of a situational damage buff to bring her more actively into the game as a killer later on in the game, but not sure what. Suggestions? 9. Meathook: The only player I think needs a nerf. She does so much that it's difficult to drop her, and does so much in the game with 1 INF that she doesn't really make for a fun model for your opponent to interact with. A mild nerf only I think is needed, as her 1" melee and 2/3 INF stat limit her somewhat. I would have hooked only apply to a model that is already suffering bleed, which means she will usually need to hit someone twice to get it off. 10. Shank: He's not as bad as I've previously argued. He has a different role now to the one he used to have in S1 and 2, but he still does a job. It's just that some of his card no-longer seems to fit with that roll. Shank is a mobile troubleshooter. He can't do much, but he can do what he does pretty much anywhere on the pitch each turn. Thousand Cuts worked for him in S2 when you had Avarisse singling someone out and KDing them and a couple of gang ups in place so he could trigger it off a single attack and get 3 more to finish someone off with wraps. Now he's not the same and it's not a play that suits his new role. He is not a support character for the rest of the team. With Harry losing most of what made him great in Butchers, I think Shank could be a good candidate for getting Goad in guild, which I also think fits with his fluff. Whether Goad on such a mobile model would be too powerful is an issue worth considering, so maybe a goad-like ability but with a reduced range, or playbook trigger only. Even if his Goad-ish ability is one that has a playbook trigger, it probably shouldn't be as high on the playbook as Thousand Cuts (having it a 3 hits like WtG seems about right to me), so we need something to replace the double icon. I'd suggest a T< or 2dmg T. 11. Tenderiser: I've said it before, I'm not interested in a countercharging model, I like tenderiser as an up-field brawler. I think he needs a variant of Rush Keeper that gives him [+1"/+1"] MOV and Floored but drops Rush Keeper and Goal Defence. I also think he needs his KD on 1. If he has that, I don't think you're that worried about his 1 INF. 12. vOx: Not sure here. Overall I think he's about right. It disappoints me that his pushes aren't momentous, but if they were he wouldn't be much of a butcher. I think I'd jut add a > to his 2 and 3 damage results, and that would probably make him a bit more viable since he lost his buddy, Harry. He' also another candidate for Goad, but his card is so full at the moment. Anyway, that's my thoughts. Just for fun. What do you think? Ben
  4. 1 point
    Zerachial

    Jacc's Hunter's Guild

    Oh you poor soul... It will never get better Welcome to having boxes and boxes of unpainted miniatures cluttering every corner of your house
  5. 1 point
    Akodo Harid

    What's next for Guild Ball?

    I know my local meta saw a bunch of new blood from the kickabout league. It's fun, it helps teach, and even experienced players learn about players because they are forced to do more with less. Not to mention the zaniness for those who hunt the agendas (Fish winning without goals. SCOFF! Barely did that). One other thing I can say though is that I've played games with GiCs and no plot cards and oh my god the difference it makes. No more having dead cards or being sad face about not getting Knee slider. The information is 'known' and open putting more focus on the game. I welcome Season 4 if it does away with plot cards and makes a GiC deck.
  6. 1 point
    Fish-in-a-Beer

    What's next for Guild Ball?

    For recruiting new players, the kickabout format is really good- I've been able to recruit a community of twelve from amongst the local gaming population where I live in Virginia because of two things: 1) Emphasizing that a team box is all they need to play. Even the metal ones at $75 aren't expensive when you compare them to GW's Start Collecting boxes (at $85 that you 100% know need another $200-300 worth of stuff to make a viable army). $150 for both boxes of a team is a little steep- but will be better when they are plastic- but the assurance that if you don't want to, you will never have to make another purchase is an excellent selling point. 2) The kickabout format. It's really fun, low key, builds nicely into the full game, and emphasizes learning the game over winning it, which is good because new players often spend a fair amount of time getting the crap kicked out of them if they jump straight into the full game. =) I can't recommend the KA format highly enough. It's outstanding!
  7. 1 point
    One of those “solve puzzles to get out of this room” browser games, only in the real world. They shut you in a room and you have to work out how to get out.
  8. 1 point
    JacctheInsomniac

    "balancing" the Butchers

    I'm liking the entire post for this opener.
  9. 1 point
    RedSam

    What's next for Guild Ball?

    Can't agree more. Completing the move to plastic ASAP would be good for new players because, well, the plastic full-team boxes are just good for new players. It would also be good for existing players because it would, like you say, end a lot of confusion about how things will be packaged and sold from now on. I think the plastic team boxes are around 90% of what you need to play. Something SFG could do to make them closer to 100% would be to include cardboard widgets like the ones in the Kick-Off set. Sure, a lot of people won't need them and plenty will get thrown out due to owning multiples, but for those new players it's the last bit of stuff that you need to play that team. The other thing they should do is take the cardboard pitch that came in the Kick-Off box and sell it on its own. The official (and even unofficial) neoprene pitches are expensive and many stores that I've been to don't even carry them. If new players could get a cardboard pitch for $10 when they buy their $50 team box (that also includes widgets), then they would have a much easier time getting started, I think. Agree on this, too. Another Kick-Off box with two different teams (whether its Butchers/Fishermen or some other combo) coming out for the holidays this year would have been (is?) a great idea.
  10. 1 point
    S_A_T_S

    What's next for Guild Ball?

    I think we all need to cross our fingers GB survives this move to plastic. Currently new players don't want to buy the metal teams as it's a bigger price (currently either £50 or £100 - with singles you could buy the base team and then slowly build up with new models to try gradually), Farmers look difficult for n00bs and Blacksmith were released today (and are OP, further putting off n00bs). A business I've spoken to are seriously considering dropping Guild Ball completely as their sales have nosedived this year. Nobody is sure exactly how new models will be released in the future (plastic? Metal? Singles? Sets?) which makes everyone cautious, even some of the hardcore. The other guilds in plastic can't come out quick enough at this point (or bring back metal singles, all is forgiven), and they should really push the fact that the plastic boxes contain EVERY physical thing you need to play, except an opponent, dice and measuring tools, and that all rules are free online. That would soften the price (£35 still looks pricey when sat next to squad boxes from other systems that cost £20; if you don't know that box is all you need, GB is going to look pricey). SFG should be wary of relying on the core 'clique' (as I've heard it referred to this week) who attend every Steamcon and Vengeance, who will play the game until it goes under and buy ALL THE THINGS! and make sure they continue to appeal to casual and new players. I'd love to see an second/S4 starter set with Fish/Butchers as well, as I think Masons/Brewers is a slow grindy match-up that doesn't show off enough of what makes the game great, which could sit alongside the Kick Off! set as different starters for different players.
  11. 1 point
    I considered it but I have played anvil into grange farmers and i consider him very nice into them, butchers and brewers. Like you said sledge is definitely on the chopping block cause like you said the rest and produce similar results. Actually I am considering cinder as the other missing member cause again bolt, cast burnish can fill similar roles and cast can easily be taken with furnace to make a 2 person hit squad. BTW didn't know you played guildball Falkman, that warms my heart. Your post in the warmachine community was always very enlightening.
  12. 1 point
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