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Showing content with the highest reputation on 02/02/2018 in all areas

  1. 3 points
    In crazy exciting news, I've been asked captain Team 4 for England at the World Team Championship this year
  2. 3 points
    Nykolae

    Nyk's Adventures

    As I didn't post a match yesterday, I have to post two matches today! The second day of the tournament started, and after a refreshing shower and a nice breakfast, we all headed back to the playing grounds. My opponent had already been decided: my Belgian buddy Joris Cleeren (@FishmongerMacSteam) and his Hunters. Oh no, again a Guild I've never really played against! After some good friendly banter, we sat down at the table and got our stuff ready. And of course, this was the table with a forest on it... Belgian Nationals - Match 4 As I'd only played a single games against Hunters before, and this was a whole time back, I didn't really feel at ease. I was bummed that I didn't have any WiFi at the match location, or I could've just checked for some pointers on @ForestRambo's blog. I won the initiative roll and elected to receive. Joris picked Theron and Fahad, I picked Hammer and Marbles. My reasoning for picking Hammer was that Pinned wouldn't really hurt him that much. I was thinking of going for Theron anyway. Also, Tough Hide will keep him alive long enough to get into their ranks, while the rest of my team would not be far behind. Hunters full 6: Theron, Fahad, Chaska, Jaecar, Egret, Minx Masons full 6: Hammer, Marbles, Mallet, Tower, Flint, Lucky I didn't really understand Joris' line-up, other than that he had 2 INF-efficient Furious models and a whole lot of ranged attacks for Sun Strike. If he actually wanted to go for take-outs, I think he should've brought Hearne for Singled Out, as only Jaecar has Anatomical Precision to deal with my high armor values. Going for CP's only would be very costly. I left Brick at home and picked Lucky as my last spot. His free condition removal and free influence when losing initiative would really help against the woodsmen. I mainly picked him over vHarmony as I wanted to try him out in an actual competitive match. Most of the match was played on the right side of the pitch. On the furthermost right side was a fast ground patch, almost on the deployment line on one side around the center was a forest, and there were some barriers. Turn 1 He fielded his team on the side where the forest was, and positioned from left to right as Minx, Fahad, Egret, Theron, Chaska, Jaecar and put the ball on Egret. I positioned my team from left to right being Lucky, Mallet, Marbles, Hammer, Tower, Flint, and kept everyone over 2" from one another. Not wanting to immediately grab a multiple man Flurry to the face. He kicks the ball towards a barrier. I activate Tower, Tool Up Hammer, and sprint into cover while snapping the ball. I pass the ball back into my ranks, towards Hammer. Joris activates Theron, puts Sun Strike on himself, Chaska and Egret, jogs up, shoots Tower with Pinned and gives Blessing of the Sun Father to Chaska to end his turn. I see that Egret is placed a bit too far forward. I pass the ball to Flint, take the Pass'n'Move dodge, grab two of Mallet's influence for Iron Fist and Punishing March, and then charge the female archer. After the charge and two attacks, Egret is on 4 life and pushed towards my own ranks. He activates Egret, who takes a shot at Hammer and can then dodge out using Swift Strikes. This also poisons my captain. She then throws a Flurry onto Mallet and retreats into the forest with a jog and Back to the Shadows. This nets Joris two MP due to Sun Strike. I bring up Marbles, and Joris comes into Hammer with Chaska. Chaska had 4 INF, so I expect at least 3 Boom Boxes, and I was right. 9 damage on the big guy, and Stoic is off the table. I bring up Mallet and heal Hammer using Come On Mate. He brings in Jaecar towards Hammer and puts his Big Game Trap down. I bring up Lucky and forget to acknowledge Minx' enormous 10" charge range. She gets a free charge onto Lucky for a bit of damage, and then scurries away with Back to the Shadows. Flint then decides to high-tail it towards the fast ground on the right side of the pitch. He's in prime position to score next turn, and there's no one in range (except Theron's Pinned) to stop him from his goal run. Joris brings Fahad towards the center, in position to charge Hammer next turn. 0-0 Turn 2 Joris wins initiative, and I thought I just lost my goal run with Flint. He activates Theron, but then decides to Sun Strike himself and Chaska, put Pinned on Hammer and move closer into the scrum. With Hammer that close-by, I'm actually still confused as to what his thought process was. Knowing that Flint is now safe for his goal run, I dedicate my attention to the scrum first. I move up Tower, who triggers the Big Game Trap, and put Tooled Up on Hammer. This was a mistake, as he can just activate Jaecar and place down another trap... He activates Chaska again and brings the boom box down on Hammer again. 6 damage and Stoic is gone. I did position Marbles and Tower in such a way, that he couldn't push me far away, but only against one of them, so I don't lose a lot of ground. I activate Hammer, take INF for Iron Fist off of Mallet and start pounding on Theron, pushing him in the middle of my team using damage+push results and knockback. After the attacks, Theron is on 7 HP and lying on the ground. Joris activates Egret and sees Mallet and Marbles quite close to one another, so goes for a Flurry. Afterwards, he heals Theron for 4. I activate Mallet and attack Theron twice, choosing Singled Out and . Joris activates Minx and charges Lucky again to do some damage. Lucky weathers the attacks of the wild girl quite easily. He activates after, clears his snared condition, takes his free INF from losing initiative and I decide to put him on disruption duty. Egret and Minx are two characters I'd like to tie up with the dual-guild model, so I move him into Egret, while also engaging Minx, and attack her for . I now only have Marbles and Flint left, while he only has Jaecar and Fahad. He first chooses to come into Hammer with Jaecar, put his trap down and push Hammer into it. I choose to move up Marbles against the KD'd Theron, forcing Joris to bring Fahad into the scrum, as Flint is not close enough for the charge, and then use Come On Mate to clear Hammer of his conditions. He then charges Hammer with Fahad, who decides to counterattack. Fahad rolls some damage, but gets 1 + 2 damage in return, so is now only on 3 lifepoints. I now use the fast ground patch to run towards Joris' goal and score the first VP's of the game. He shoots the ball out towards Egret, out of reach for Flint. 4-0 Turn 3 While making ready for the third turn, I take a look our times. I only have a couple of minutes left, but so does he. I know I have to play fast, but make him have hard decisions. While Joris is ahead on momentum, I win the initiative roll and decide to go first. I deploy my influence accordingly and hand over the time to Joris. After his influence allocation, I have only 1,5 minute, while Joris has around 6. My first activation is with Hammer, who steals 1 INF for Iron Fist and then starts pounding on the Hunters' captain. He takes him out, and then decides to use his remaining 1 INF to hit Fahad as well, who also goes down. He then heals himself and pops his legendary, as everybody but Lucky and Flint are within 6" of him. It's a bit useless though, as only Mallet has influence enough to do something. He activates Chaska, lays down his trap and starts firing on Hammer again, who receives a lot of damage and snared from the trap. He is still alive though. I activate Tower and move him to stand against Chaska. Egret starts firing some more Flurries into Mallet and Marbles, triggering his Loved Creature, and after the Swift Strikes dodges she moves towards the ball. She heals herself as well. I decide to activate Lucky and follow her towards the ball. During this activation I clock out. 1 VP to Joris. Joris activates Jaecar, who puts down his trap again and starts hitting Tower, pushing him into his trap. Afterwards, he dodges away again. I activate Mallet, choose the +1 damage from Hammer's legendary, and start hitting on Chaska. He's getting rather low! 1 VP to Joris. Joris activates Minx, who is engaged by Mallet. She moves into him and attacks him, after which she dodges out towards the ball. I now have Marbles and Flint to activate. Marbles moves towards Chaska, Flint sprints and dodges towards the ball. 2 VP to Joris. 7-4 Turn 4 After influence allocation time, Joris has only a couple seconds on the clock. I know that if I am able to kill Chaska, it's over. Joris wins initiative and elects to go first. He moves Theron from the backline to engage the goal post, and moves Fahad close to where Egret is assaulted by Lucky and Flint. He starts his first activation with Chaska, who attacks Hammer and pushes him away, triggering Stoic. I decide to not counter-attack, as I want to save my momentum for healing either Hammer or Mallet. He then attacks again, chooses a push and gets the momentum for a heal. I do not mind very much, as he is still in range for a kill. He shoots Hammer away with his boomstick and then decides to walk away. He goes into overtime here, giving me 1 VP. I charged Chaska with Mallet, knocking him down. In the following attacks, I trigger Singled Out, do some damage, and push him back towards Hammer, whom I heal with the momentum I obtained from the attacks. I also heal Mallet himself. Joris gets a VP. Jaecar activates and puts damage into Hammer, who still doesn't die. It's like he's made out of stone! He gets pushed into a trap to triggers snared and bleed. I get another VP. Hammer activates, pushes Jaecar away, clears himself from conditions using Take a Breather, charges Chaska and takes him out. 1 VP towards Joris. Joris now only has one more activation to win, but can't score 6 points in a single activation, so he forfeits. 12-6 Although I didn't give away a single point to goals or take-outs, having to do six 1-minute activation was super stressful. I had to really use Joris' activations to think about what my next activation would be. I actually think that it was a great training in thinking on your feet. No overthinking of situations, but just going with your gut feeling. Overall, I was super proud of myself. If not for the clock, this was a perfect game. Joris made some errors in judgment, I think due to unfamiliarity with the Masons. He underestimated how beefy Hammer is, and how much hurt he can put out in a single activation. If he'd focus fired on the big man, instead of spending a lot of his influence with Egret on character plays to spread the hurt along my team, he'd taken him out fast and easy. A full stack activation of Theron, a 4 influence Jaecar activation and triple boomstick would've been Hammer's demise. Minx and Fahad have Furious, so are INF efficient enough, and giving Egret no influence for a turn isn't the end of the world. Without Hammer, my front line would've not held up and that was where he could rack up the VP's. I gave him 6 VP's on time, so he actually needed one kill and a goal, or just 3 take-outs. I think picking Egret wasn't the right decision. He should've taken Hearne for Singled Out. He could've then used Theron's forest (which he forgot to use in almost all his activations!) to move Hearne around. That can make Hearne go on some super janky goal runs! Having a 2" melee character would've also been grand for crowd-outs. His biggest mistake, though, was putting Theron in the scrum, while Hammer wasn't dead, was close-by and still had a full stack of influence. He basically handed me his captain right then and there. Put Pinned on Hammer, and then walk backwards! Force him to leave the security of his team or take a dead activation. If he goes after Theron, your whole team can surround him and really put the hurt on. If he doesn't go after him, he has nowhere else to go and is likely to waste 4-5 influence on nothing. Holy shit! I won two games! And the last match is to be played after the lunch break! Could I do it? Could I go home with a positive score??? Find out tomorrow!
  3. 2 points
    Nykolae

    Nyk's Adventures

    So, lunch break is over. Our bellies are full, and our minds are ready to get back into the action. I check the fixtures and see that I am up against... Völke (@Turbopups) Wiech and his Fishermen! My first attempt at defeating a German! Belgian Nationals - Match 5 In his list, I see that he brought both Shark and Corsair. Knowing that Hammer into Shark is much more doable than Honour into Corsair, I know which captain I'm going to choose. Völke wins initiative and elects to receive. Fishermen full 6: Shark, Tentacles, Siren, Hag, Sakana, Greyscales Masons full 6 : Hammer, Marbles, Mallet, Tower, Lucky, Flint My whole strategy is based on just charging the first possible victim for Hammer, while Flint constantly threatens the ball. Mallet is there for dishing out multiple Smashed Shins, Tower is there for Tooled Up, Marbles can be helpful with his Goad and I pick Lucky just because I liked playing with his in the previous match. Turn 1 I elect to kick with Flint, threatening the first activation goal. There is a barrier, where I can place the ball at, so one of his models will have to sprint to come and get it. My positioning from left to right is Lucky, Mallet, Flint, Hammer, Marbles, Tower. Völke positioned his models from left to right being Sakana, Hag, Tentacles, Shark, Siren, Greyscales. I am able to place the ball at the barrier. Völke activates Sakana, who passes the ball back towards Hag. He places Sakana in such a way, that I can't move around him and be in charge range of Hag with Flint. If I'd go the other way around the barrier, I'd lose some dice to being engaged to both Hag and Tentacles. I choose to keep Flint's influence for a possible snap-back goal. Tower activates, Tools Up Hammer and moves forward. Hag uses Talisman to Fisher's Reel Tentacles 2" ahead, passes the ball to Shark and moves up alongside the mascot. Shark dodges towards my goal using the momentum from the pass. I place Marbles in between Tower and Flint, trying to form a kind of 'wall of crowd-outs'. Völke activates Shark and tries to go for a goal run. He measures out how far he has to go and sees that he has enough for a sprint, an attack on Marbles, Tidal Surge and a shot on goal. The only thing he needs is a single momentous dodge on the monkey. Völke sprints, attacks and... misses. Now he doesn't have enough INF for his goal run, so he decides to farm Marbles for some momentum and then passes the ball back towards Greyscales. I was thoroughly confused, as he could've just charged Marbles for 4 extra dice. We discussed this situation after the game, and it seemed to have totally slipped his mind, which was a shame, as this should've been his first goal. Seeing that Greyscales and Siren are not in any position to score, I ease up for the turn and just move Lucky forward, keeping my activations fast. After just 3 activations for either side, I am already almost 5 minutes ahead in time! He activates Tentacles, and moves him up alongside the middle barrier, in cover. I assume that he placed him there to get a Blind off on Hammer in the next turn. I move up Mallet, another quick activation. He decides to activate Greyscales and moves back towards the middle. He passes the ball to Sakana, wanting to go for the goal run with him on the next activation. So, I see Sakana on the left side with the ball and Shark on the right side. Tower and Marbles are already positioned on the right, and Lucky is on the left, while Mallet is placed in the center, ready to go in on either side. I don't want to get nothing out of Hammer's activation, so I decide to activate Flint and try to get the ball off of Sakana. I succeed. If I win activation next turn, that's a goal for me. Otherwise, it's a goal for him. On his last activation, Völke activates Siren and moves him up to farm momentum on Marbles. This is a mistake, as he forgot Hammer's ability to gain 2" of movement by stealing influence from his teammates. Hammer charges into Siren and is able to delete her from the field. 2-0 Turn 2 Up on momentum, but I lose the initiative roll. Völke brings up Siren on the far-left side and activates Sakana, who steals the ball off of Flint in two attacks, sprints up and takes the shot. Using Knee Slider, he is able to put Sakana back into cover. I notice that I have no safe place to put the ball, so I decide to thump it out far towards the left field. Flint activates and runs for the ball, picking it up. I know that Siren has 3 influence for Seduced, but the ball would then be stuck on her. With Shark being so close to Hammer, Tower and Mallet, and the ball being stuck on the far left side on my side of the pitch, Völke decides to activate Shark and use all of his influence to run around the axis of his team, ending in between Sakana and Siren. I know for sure that I won't be able to protect the ball next turn, so I have to think about what I want to do to protect the ball. I move Lucky up to engage Sakana. Tentacles activates and Blinds Hammer. Mallet activates and starts wailing on Sakana. He activates the Hag, who pulls out Sakana from being in between Lucky and Mallet and also legendaries, to pull Sakana even further away and Tentacles back towards her and out of range of Hammer. Völke now has three threats in Shark, Sakana and Siren in close proximity of each other to go for the next goal. The ever illusive Greyscales is on the center of the field, and Flint is in no position to get away from all his strikers. I see the game slipping away from me. To keep Greyscales from joining the front, I try to Goad him with Marbles, but miss. Hammer is unable to get close to anyone, so I just place him in a menacing position to try and delete someone from the field for the next turn. Greyscales and Tower dance around each other around the center of the pitch. 2-4 Turn 3 Völke wins initiative again and goals for a goal run with Siren, who scores... ...and is immediately deleted from the field (again!) by Hammer. I'm not having any of this. The ball is kicked out towards Flint, and scatters perfectly just outside of my deployment line. Shark and Sakana are in no position to threaten the ball yet, as it is too far away. Hammer activates his legendary, as Mallet and Lucky are close-by and in position to try and kill another Fisherman. Now Völke has to rethink his options. While I see him struggling in his mind, I see his clock ticking away. He's got 6 INF on Shark, but no easy way of getting to the ball at the moment. Hammer is also still in range for next turn. Knowing he is still 2VP up and only needs a single goal, he goes for damage control to try and keep Lucky and Mallet from deleting another character. Sakana was already hurt, so he chooses to move him away from the pair, leaving only Hag and Tentacles in range of them. I move in Mallet with +1 DMG and start wailing on the squid, leaving him at 2 HP. Völke activates Hag and dodges Tentacles away with Talisman and Fisher's Reel. I activate Lucky, choose the +2" movement from Hammer's legendary and can now get in range of the squid. I attack once and get enough results for the damage result. Instead of trying to go for the ball with Shark, Völke decides to farm momentum on Lucky, as he really wants to start the next turn. Due to this, I now see that Hammer is quite a safe place to store the ball for this turn. Flint picks up the ball now, and passes the ball to the captain. Using the momentum, he dodges himself towards my goal, and Flint uses his sprint and dodge to get into position for a goal run next turn. Greyscales starts farming momentum on Flint, and Marbles and Tower move in to annoy the old geezer. 7-8 Turn 4 Völke again wins the initiative roll and decides to go first, after bringing in Siren on the right, over the fast ground patch. She's only a sprint away to engage Flint. I also see that Greyscales is engaging my striker, so I need to figure out how to get him away to go for my own goal run. This turn was quite uneventful, so I think I'm just going to shortlist everything that happens. Lucky and Mallet keep wailing on Sakana and Hag, while Tower and Marbles are able to push Greyscales out of melee range with Flint. Hammer moves against my own goal, staying away from Greyscales' ball threat. Shark farms momentum on one of my models and moves closer to my goal. As Hammer had to activate before Flint, the ball is stuck on him. Siren comes into Flint and I decide to farm momentum with Flint on Siren. In the end, I receive 2 VP from Völke going over his time. Völke is 3 momentum ahead of me, when we roll for initiative. If Völke wins, he can charge Hammer, steal the ball and shoot the winning goal. If I win initiative, I am able to charge into Siren, kill her, punt the ball away from his team and be on 11 VP while he can't score in his next activation. 9-8 Turn 5 During influence allocation, I go over my time. I win the initiative roll, kill Siren and punt the ball away from Völke's team. He has no one in range of the ball, so the game is decided. 12-9 Some bad dice and some mistakes robbed Völke of a perfectly winnable match, in my opinion. WOW! I went positive at the Belgian Nationals. Who would've thunk?! Sure, I had my fair share of luck at times, but I guess that that's just part of the game. I hope you guys liked my daily report of the games. I'll try to do this with every tournament I go to from now on, if you want?
  4. 1 point
    StudioJollyRoger

    Studio Jolly Roger workshop

    Hello, im starting new, collective topic of our work, enjoy Alchemist are getting popular. More: http://studiojollyroger.com/guild-ball-alchemist-team/ Check our blog and gallery! Get your army painted with us. Ask us a question.
  5. 1 point
    Come check out my article on the Smiths you should be starting! http://mountaineersguild.com/wp/?p=499
  6. 1 point
    mr baron

    Pelage

    I played Pelage yesterday with Morts last night. My line up was Scalpel, Vileswarm, BP/Memory, Graves2, Skulk & Pelage and my opponent played Alchemists with Smoke. I played Pelage on the edge with Scalpel, as I was concerned about her survivability in the middle and I wanted her to have a partner to have a 1-2 punch. The two of them together worked really well. I was only putting 2 INF on her so she was not doing a lot of damage on the Alchemists Def 4-Arm 1 models, however my opponent would pick Snared, which really helped out Scalpel for setting up kills. While she avoided most melee damage, she was taking condition damage and it can add up quick with only 10 health.
  7. 1 point
    Congrats for the win! As I can see in Longshanks, it's as if one player'd dropped after the first round and you'd had to continue with 29... Strange, but hope that didn't prevent you from getting that free trip to the world event. O also hope to see some of you in the Spanish National, which already has more than 30 players signed up!
  8. 1 point
  9. 1 point
    A bit of 'threadomancy' here. Had 2 games of this last night. We played with +2 INF pre team and allowed the 'vindictive' to apply to mascots as we both had one with that trait. The banned creatures were Mother and Wrecker. I had Vileswarm, Fahad, Mainspring, Princess, Coin & Strongbox. Against Buckwheat, Quaff, Dirge, Truffles, Marbles & Snow. I won both the first was a goal by Fahad and the second a goal by Vileswarm. Who knew he had a 2/4 kick! The inability to heal in this form of the game makes them very vulnerable, except for Truffles! (Tough hide!)
  10. 1 point
    Furnace

    Malritch's Mess: Progression? Thread.

    They look ace! Really digging the color scheme.
  11. 1 point
    AaronWilson.

    Nyk's Adventures

    I'm so happy to hear my ramblings manage to help people out! Well done man
  12. 1 point
    Malritch

    Malritch's Mess: Progression? Thread.

    Better shot of the Drunken Brew-ha-ha Bunch... that made an appearance at the Cold as Balls II tourney in Saskatoon, SK, Canada last weekend. Definitely feel I had a bit of painting & basing progress with this guild for sure
  13. 1 point
    Redtiger7

    Building bigger bases

    o_O Amazing!
  14. 1 point
    Malritch

    Building bigger bases

    Crazy cool. Thanks man!
  15. 1 point
    Nykolae

    Nyk's Adventures

    Thanks, Zozo! I'll go right ahead! It's been a while since the game, so there might be some discrepancies with how the game actually went, but I think I've got most of it right. Belgian Nationals - Match 3 After a nice break with some pie, the third and last match of the day was announced. This time, I was up against my new-found buddy Björn Lefevre (@Bob The Builder) and his Brewers. He had the bad luck of going up against the #2 and #5 of the tournament in his first two matches, so he was not feeling rather happy. I hoped to give him a match, that he could at least enjoy. We never played against one another before, so I didn't know what I could expect. Against Brewers, I always pick the Honour squad. If I remember correctly, Björn lost the initiative roll and I elected to receive. He picked Tapper and Scum, I picked Honour and Marbles. Brewers full 6: Tapper, Scum, Friday, Hooper, Spigot, Stoker Masons full 6: Honour, Marbles, Brick, Harmony, Flint, Mallet Turn 1 From left to right, he positioned Hooper, Friday, Scum, Tapper, Spigot, Stoker. I spread my team out to receive the ball and positioned from left to right Harmony, Honour, Marbles, Brick, Mallet, Flint. The ball was kicked with Tapper against a barrier, in range of Harmony. She ran up into cover and passed the ball back towards Honour. Slowly, Björn moved him team up, while I set up my double CC-bubble with Brick and Marbles, and moved the ball along my squad towards Flint. I mispositioned Honour, as she was unable to put Superior Strategy on Flint, but she placed it on Mallet, who then threatened a large area. In my last activation (due to SupStrat), I positioned Flint along the flank to go for a goal run, hoping I'd win initiative for Turn 2. 0-0 Turn 2 Seeing that Stoker, Friday and Tapper were all in menacing positions for Flint, I elected to go first and just go for the goal run. 4 VP over 2 is always a good trade, and Flint would be back in the action in no time. I bounced off of Stoker with a charge and could choose the momentous Where'd They Go. I went for the shot and scored, after which Flint used the momentum to dodge 4" out of the way. If Björn wanted to kill Flint, he'd now have to turn back. The ball was kicked towards his team and Friday picked it up. I moved up my CC bubble, while Tapper started bashing on Flint. I didn't really mind that much, as now his captain (and the Commanding Aura) was far away from my team. After moving up Brick and Marbles, and Friday throwing Dirty Knives on Flint, I decided to bring in Mallet. He started making a fuss with their captain and Björn didn't like that. Spigot and Stoker came in to join the fight, and the last one triggered Marbles' counter charge. I sadly only got a single push result, so he was still in range to bash on the old man. Honour and Harmony walked towards the scrum, while Hooper did the same. 4-0 Turn 3 At this point, I see that Marbles is engaging Stoker, who is already hurting, and Spigot. I fully load up Honour and hope to get anything out of Flint, who also gets a full stack. Mallet gets some INF to seem threatening, but I just want them to stay where they are. Miraculously, I win initiative and activate Mallet. I put Singled Out on Stoker and attack him for another point of momentum. After this, the ball is passed over to Tapper by Friday, who then comes in with her Shadow Like dodge, kills Mallet and runs back into safety. I was quite surprised by Björn deciding to put the ball on his captain, while Flint was just lying on his ass a couple of inches away. I activate Flint, remove KD with momentum and charge Tapper. Björn declares counter attack and defensive stance, so I just have to hope for a miracle. I get the tackle off, and Björn misses his KD with the counterattack. Ouch! Flint then uses Where'd They Go to get out of engagement range and shoots in his second goal. Out of spite, Tapper starts wailing on the striker again, but is unable to take him out. I now activate Honour and start wailing on Stoker. I am able to delete him and dodge my way into Spigot, who also gets the hurt laid down on him. I use my legendary to get an extra influence and am able to take Spigot out as well and thereby end the game. 12-2 In my eyes, Björn lost due to a couple of things. Not focus firing on Flint when he had the chance, as Mallet was just there to distract him away from the striker. Not trying to interrupt my CC bubbles with Scum, as they were constantly making it hard for him to choose where to go. Not going for anything goal-related with Friday, and placing the ball on the player who was closest to my striker. Not healing his characters after gaining momentum. Stoker might've been saved if he'd been healed twice. Unlucky dice at turning points It felt good to win my first game and not go 0-3 into the third day, but I did feel bad for Björn, as I did put him in that position. Next time we meet, he'll get a rematch. So yeah, first day was over and I went 1-2. My first goal (not ending up 0-5) was averted. I expected to not win anything anymore, so I just had a good time with the lads afterwards, drinking some nice beers and having a laugh together. As I told in my previous post, Greg gave me another crack at the Engineers, and afterwards I was só tired I just went to sleep, visualizing myself winning games on the second day in my dreams. Want to know if it worked? FIND OUT NEXT TIME ON NYK'S GRAND GUILD BALL ADVENTURES!
  16. 1 point
    Jesster

    Building bigger bases

    Wow. Insane.
  17. 1 point
    BigRed

    Pelage Preview

    Love the videos man.
  18. 1 point
    not Anvil and Sledge. Just felt like it, but I don't think they are really bad. Iron, Cinder, Hearth are essential for me, Ferrite, Furnace and Alloy because the other half is there. The last 4 spots are just personal preference. Mostly played Ferrite, Iron, Hearth, Alloy, Cinder and Farris or Furnace.
  19. 1 point
    Nasty Butler

    The Goal Post Thread

    First attempt at making a goal post. Combined some Reaper Bones models to make this Mortician's goal.
  20. 1 point
    Furnace

    The Goal Post Thread

    WIP of my first goal.
  21. 1 point
    Erahf

    Erahf's WIP Teams

    I finally did some more work on Smoke (as a distraction from my distractions...). Went with reinstating the original smoke, but extending it and repositioning the arm holding the smoke bomb to more of a resting position. I imagine she’s just hopping through a cloud, hanging in the air before whatever alchemical power she makes use of takes hold. Basic shape is done, still to finish the details.
  22. 1 point
    StudioJollyRoger

    Studio Jolly Roger workshop

    We had first chance to paint Blacksmith's and the miniatures are awesome. More: http://studiojollyroger.com/jianxiongs-blacksmiths-guild/ New version of Mason's Guild More: http://studiojollyroger.com/fredriks-masons-guild/ Check our blog and gallery! Get your army painted with us. Ask us a question.
  23. 1 point
    StudioJollyRoger

    Studio Jolly Roger workshop

    Hello Apparently Heralds of the Winter’s Moon is necessary addition for all Hunters Teams. Here’s another one.:) More: http://studiojollyroger.com/jasons-guild-ball-hunters/ Check our blog and gallery! Get your army painted with us. Ask us a question.
  24. 1 point
    StudioJollyRoger

    Studio Jolly Roger workshop

    Hello Guild Ball models are getting better and better. It was lovely, small commission. More: http://studiojollyroger.com/oliviers-heralds-winters-moon/ Another month, another Guild Ball team. This time it is The Union in a “Australian” color scheme. More: http://studiojollyroger.com/steves-the-union/ We have great clients, but sometimes they make us do funny things for them. More: http://studiojollyroger.com/antonios-union-mario-theme/ Check our blog and gallery! Get your army painted with us. Ask us a question.
  25. 1 point
    StudioJollyRoger

    Studio Jolly Roger workshop

    Hello We got really into panting GuildBall, especially Alchemist’s Guild. This time we want little a little crazier than usual with colors. More: http://studiojollyroger.com/jeremys-alchemist-and-the-union/ As I said before we paint more and more Guild Ball, but that’s a good thing. It was our first chance to paint Brewer’s Guild. Enjoy! More: http://studiojollyroger.com/brets-green-brewers-team/ Check our blog and gallery! Get your army painted with us. Ask us a question.
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