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Showing content with the highest reputation on 02/10/2018 in all areas

  1. 2 points

    PVC Fishers and Butchers

    I don’t think that’s necessarily accurate. With Guild Ball I am brand new to tabletop miniatures gaming. I had some interest in Warhammer/40K a few years ago but never got started because the startup cost was too high. When I heard about a tabletop miniatures game I could start playing with just a $60-$75 investment, I was hooked. Even though I decided to play Brewers, I purposefully did not buy the Kick Off set because I wanted the metal models. There were two reasons for that - 1) I preferred the heft of the metal models (they just seem more premium/better quality to me than resin/PVC) and 2) In general the metal sculpts have more dynamic/interesting poses than PVC. Yeah, as someone who is new to the genre it would have been nice to be able to open a box and start playing right away, but I’d rather sacrifice immediate playtime for cooler looking/more premium game pieces I enjoy looking at/playing with more.
  2. 1 point

    New: Training Grounds

    I've added a new section that was requested, the Training Ground. This area isn't about segregating newbies, but about collecting good starting out resources, providing a friendly place for new players to ask general questions (or anyone else to ask them, for that matter!) that don't entirely fit in the guild subsections, and promoting the mob football association alternates a bit too. Which is where you all come in - it will need content and links to content. The wiki will hopefully be getting perked up too, and this will be a compatible resource for that. If anyone has any further thoughts, please let me know. I'm considering the benefits of creating a pinned thread in each guild section where I can collate people's general tactical thoughts on each model in the guild, which of course means people need to be happy writing summaries (and discussing them) so I have something to collate! If that sounds good, tell me so I know it's worth the effort
  3. 1 point

    PVC Fishers and Butchers

    No. Just no. Like Kanye said sometime ago, 'Imma let You finish but let me say...' Abandoning the modelling part of Guild Ball is like getting in bed with only half a girl. And You dont get to chose which half. Honestly, the playerbase where i live is quite healthy now, it consists of around 11 players only in my town and is currently one of the biggest in here. Competing with 9th Age when it comes to numbers only. Now if they would go and abandon the modelling part, i think only 1 or 2 of those players would stay. I believe ours is not the only case like that. We are laaughing through tears that SFG allowed unpainted plastics into tourneys, tho most of us have unpainted minis, but we strive to get them there and it is completely opposite if SFG does this. In all honesty, if they abandon the hobby part all together, i would either drop out and go play Infinity or 9th Age, or never buy a team again and play with card board cutouts. Cause if minis are unpainted and generally unattended to we may as well play with only bases with names on them.
  4. 1 point

    My Blacksmiths (:

    Whilst you can link from facebook, people need to be logged into Facebook to be able to see the image.
  5. 1 point
    Ever tried to get a cat in a box?
  6. 1 point

    My Blacksmiths (:

    I right click on the uploaded Image and click copy Image address.
  7. 1 point
    Group hug my Guild Ball Brethren!
  8. 1 point

    Vet Rage only captain

    From the amount of Farmers I've seen around at the last 2 events, that essentially means "It's a bad idea to go vRage only".
  9. 1 point
    I don't think anyone here is really disagreeing that the tournament scene for Guild Ball is great when you're "in it," or saying that competitive players are a bunch of super-serious assholes. Pretty much everybody who's ever been to a tournament has great things to say about the community, and that seems to only get stronger as you go deeper into the scene, eventually making it to Worlds or WTC or whatever. The issue that this thread started with seems to be the part about GETTING there. I'd say that Guild Ball is an incredibly interesting, inviting, and satisfying ecosystem for a player at the top 40-50% of the curve in terms of investment and/or skill. But everybody pretty much starts at 0%, so... that's not a great look for the game's longevity. I don't really think that telling these players to "stick with it and git gud" is useful; new players don't want to be told to keep playing for some reward a year down the line, they want a reason to continue playing NOW. This is a hobby, for god's sake. How to get new players into Guild Ball and keep new players dedicated to Guild Ball long enough to see the parts of the community that are best is a crucially important question, but it's tough. Huggy has good ideas above, but not every community can be blessed with a great teacher/demo-er for new players. I try to avoid playing new players too, because it's hard for me to "turn off" when it comes to Guild Ball, and I think that's a problem shared by most top players. Casual formats do help with that in my opinion, and I think a lot more of those types of events should be run; it's a lot easier to shrug off the competitive drive and fuck around when you're playing doubles. A problem with that solution, though, is that some of the alt formats just flat suck in my opinion. Does anybody REALLY enjoy Homelands? I sort of like thinking about it until I remember that the Skaldic team is just flat, no-question the best team in the format, and then I forget about it again. More action-packed, fast-paced formats would be welcome, but how much the dev team can and should dedicate to that is an open question. Different regions have different problems in this case too. The UK has typically had dramatically more events than any section of the USA of similar size, so I think for the UK more casual events where top players are encouraged to play but relax is a good direction. But in the USA, we struggle to have enough events (and big enough events) to satisfy the dedicated players. More casual events would still be useful, but as a competitive player I'd be pretty frustrated if my already-inconsistent tournament selection got overrun by Dodge Ball. Other than, again, the arrival of a super energetic and patient teacher, I'm struggling to come up with a direct solution I can help implement that satisfies the community AND grows it, while also (hopefully) being at least sort of fun for me. I think Steamforged is to blame here as well. About a year ago everybody was hyped for the Season 3 changes, trying out new stuff, finding good plays and bad plays, and generally the established community was gushing about the game. I don't really think the game has gotten worse—in fact I think it's better than it was then—but it's hard to get hyped with such a dramatic change to the game notably missing. I think Season 4 happening sometime around now would have been good, or at least a patch involving buffs to most guilds' least-played models like Venin, Bonesaw, VetSpigot, Locus, etc. Compound that lack of excitement with the weird uncertain place metal teams are in right now regarding their sale and relation to the plastic teams, and the fact that of the four currently available plastic teams, one might get you shamed for playing them and another is considered maybe the most complicated guild to play in the game, and it's pretty hard to figure out exactly where to point a new player's money. The wiki idea is a great one and if one starts getting built up I'd happily help add some tactica/tips for parts of the game or specific models. Maybe a more honest and direct pitch for Guild Ball would be good too. Is there something so bad about being THE competitive miniatures game? If you want fair fights, rewards for skill, and a deep tournament scene, come to us.
  10. 1 point
    Wrecker is good. Never take him with Honour (obviously) but I think he's the best mascot to take with Hammer. Both mascots work well with Hammer however, so I'm not saying people are dumb for not using him. He is a great model go help the scrum go in your favour. He activates and pushes one enemy model out of the scrum (1 less enemy crowd out) and then he joins the scrum for a friendly crowd out. It's kinda like the Fishermans Hag- but doesn't suffer from being a juicy target for a take-out. Alternatively he can simply engage an enemy model who has no influence to prevent them re-positioning in their activation. This works best against strikers who have already scored the turn before. Either they pop their unpredictable movement on a dumb mascot with no influence and leave themselves vulnerable to hammer or their striker can't get into position to receive the ball until they pump influence and an activation into disengaging with a mascot. The knockdown on 2 hits is awesome for a parting blow. The way he passively shapes the midfield is extremely valuable considering you're giving him no influence. As a Hammer player, the main tools you have to make a scrum work in your favour are; -Brick's counter charge bubble -Hammer using knockback defensively to run away from the enemy team -Wrecker pushing stuff around and being a medium base in the centre of the pitch that isn't worth killing I often feel that mason's are at a disadvantage in the scrum once Brick can't feasibly become disengaged because the other team has more 2 inch reach and therefore more crowding out. Wrecker helps mitigate that.
  11. 1 point

    Wrecker, anyone use him much

    Assisted honour took out Shark for me yesterday
  12. 1 point
    I think this is actually one of the issues with guild ball, in a weird way. It's very easy to give advice to someone in MTG, for example, because a lot of the game is in deckbuilding, and that's done in downtime. You can give someone your list and ask 'how can I make this better' and get a concrete response of choices to make, replacements and upgrades to consider. In guild ball, almost every 'bad at the game' mistake is something that happens on the pitch, rather than off it. You can give someone an optimal lineup and a 'counter' matchup and they will likely still lose to a player with a reasonable amount more experience than them. This means that coaching people at GB is hard. The only really good way of doing so is to play a lot of games and talk them through things. Giving advice on choices to make in-game is nice, but a lot of the time the common things you need to learn (threat ranges, expected damage outputs, when to engage, how to avoid wasting influence, when the ball is safe and when it isn't) are not very easily learned and they are not questions with hard and fast rules which can be used to answer them. GB is a game which involves a lot of decisions all the time. Significantly more than a card game, at least. Usually in MTG, in a game I might make a few pregame decisions (mulligan choices) and then what land to play, what of my 2-3 options on what to do with mana, and that's about it. Over an 8 turn (so quite long) game I might make 25 or so 'decisions' where I have an opportunity to misplay in total. In deck construction, I have 75 decisions to make, and lots of options in all of them, but deck construction decisions are very easy to get advice and input on. In guild ball, I only have 11 pregame decisions to make (guild choice, roster choice) from a relatively small number of options, but then just the draft (6), kick/receive, positioning in deployment (6), kicker if relevant, how to position kicker, where to place the ball, how to distribute each point of influence, who to activate each activation (6), where to go with each model (6), how to spend each point of influence (12)... I make more decisions in just the first turn of a GB game than I do in an entire game of Magic. The number of opportunities for a new player to mess up in GB are extensive - there are a lot of choices to be made and they are usually not ones that can be easily advised on, because they are made ingame, and depends heavily on what the opponent is doing / the terrain / what team you are against and so on. They also aren't ones where it is easy to statistically analyse the correct answer, either. Nobody has stats for 'games where Shark gets taken out in exchange for a turn one goal, Fish win 54.2% of the time' or whatever. That means that a lot of the time, the right answer to all of these decisions is pretty much based on gut feeling rather than actual numbers.
  13. 1 point
    We rarely chime in to the forums, but this is an area that we are particularly passionate about and focus on (the preservation and encouragement of new players). I would agree with @Mako that so called 'NPEs' are caused by players rather than the game. Yes things are OP (hello Thresher) but on the whole SF do an excellent job of levelling once they've extracted suitable data on balance. Does Chisel's playbook need to be shorter? Yes. Could Vet Graves do with something more exciting on the back of his card? You bet. However, your community can cover these minor issues if they are strong enough. Hey you're taking Granite? Sounds great, I'll put Ploughman out then so we can both see some lesser seen plays. If you're playing a less experienced player, ask them if they're trying the models out still or if they're confident with the lineup and tailor your choices in response to minimise the strain on their enjoyment. That being said, there is a disconnect between the 'competitive' scene and 'casual' gamers, which can be attributed to many things (the OP being filtered 'top down', many SF staff being former/current tournament players, the prevalence of 'competitive' social media resources etc.) However, one thing I'd also add is the role of the internet - and the somewhat negative 'hivemind' of closed consensus the game has. People are more definitive in their statements online, which can then trickle down to those players who read the comments and share views at local clubs/games. Unfortunately I can offer no solutions but instead encouragement, I'm a guy who plays games on the youtubes with his best mate for his own entertainment. I've heard every tactical analysis of my every move, despite doing everything to reinforce the casual nature of games at that I pay once a month, despite that I've found people that I love playing with, and they come on the channel, and people enjoy us having a laugh together (looking at you @Lee) The best thing you can do is to (politely) challenge behaviour you see as inappropriate or disconcerting, you'd be amazed how many keyboard warriors barely utter a wimper face to face - likewise, players that I have had unpleasant experiences playing have been absolutely lovely after a post-game chat/beer. I could chat all day...