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Showing content with the highest reputation on 02/15/2018 in all areas

  1. 3 points
    TheCurkov

    A Beginner's Guide to: Widgets

    Forum! I made a new video that I hope will become a resource for teaching new players clean play. Special thanks to Botts and Pat for starring in the opening skit. Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov My Patreon: https://www.patreon.com/TheCurkov Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/
  2. 2 points
  3. 2 points
    Furnace

    What was your first Guild and why?

    There's been some heavy topics lately so I thought we'd do a bit lighter discussion this time around. So the question is: What was your first Guild and what attracted you to that Guild? Do you still play that Guild or are you a deserter and play a new Guild yet? Does your original Guild still hold your heart or have you a new favourite? My initial pick during the first KS was the Butchers, I picked them solely for the art of Boar. Man that majestic moustache was an instant sale. Then we sort of didn't play Guild Ball for years and just lately steered into the game. I wanted to try something else rather than beat face as I usually play that faction in every game. So I ordered the Fishermen, then I stumbled upon a really good deal on ebay for the Hunters. And I also by accident ordered Blacksmiths1. I've played Fishermen mainly, with a few games of Butchers, none with the Hunters or Smiths. Most success I've found with The Butchers, however my sights have turned heavily to the Alchemists. What I've been enjoying the most lately is painting up Guild Ball models, they're a challenge and a blast to paint. As far as a favourite Guild hard to say until I've collected them all.
  4. 2 points
    Miniatures and ideas of the Farmers Guild got me into this game, but . . . They weren't released when I started, so I got Butchers instead to learn the game with. Then I picked up Fish to be my tournament game, before finally getting the Farmers I'd been waiting for.
  5. 2 points
    skcpae

    What was your first Guild and why?

    1. I picked up the Fishermen. I wanted a team that played ball, first and foremost. I've played soccer my whole life and enjoy watching skilled matches with the focus being goals. At first, I thought not a lot of people in the local meta were playing them. Then I found out that they were kind of a second guild to a lot of folks that also wanted a quick, fast, goal scoring-game. 2. I've recently wanted to try a new focus and picked Engineers. 3. Of course. You never forget your first love.
  6. 2 points
    I realised I've never posted any of the terrain I've painted! So please find everything I've painted so far. Some bits I saw and purchased, got as Con swag or are the official Steamforged scenery packs. Lucky included for scale with the bits that aren't official. Got 8 of these for our newly formed Guildball club locally:
  7. 2 points
    Both of you keep rolling the eight dice for another 24 hours, keeping track of the results, then report back to me who has the most successes. Thanks.
  8. 2 points
    Mako

    Mako's Expert Procrastination Thread

    That’s a secret for the moment; it’s nothing to do with guild ball though Also, Casket is driving me insane... all that wood and leather, it’s just tedious! He’s slowly progressing, but he’s doing really well at helping me get on with important stuff and not paint
  9. 1 point
    burroboskov

    BurroBoskov's Match Summaries

    Cheers! This just motivates me to keep posting, and maybe make alchemists games a semi regular thing. I definitely enjoyed both captains, and after seeing @TheCurkov play Smoke on his YouTube channel, I certainly want to try out that style. Definitely check out my hunters thread, plenty more content there and will be updated more regularly than this one.
  10. 1 point
    Zerachial

    What was your first Guild and why?

    I started with Hunters because I cam from Circle Orboros in Hordes. Right now I'm playing Farmers but I think Hunters will always be my jam
  11. 1 point
    Alchemists because of the bright colours.
  12. 1 point
    Furnace

    BurroBoskov's Match Summaries

    Oh yeah, I was bit saddened to see that you weren't getting much feedback on these. I think these are tremendously well done even if you aren't into the Guild as they are very well done and showcase the game nicely. I've been pondering on the Alchemists for a while now and I actually ordered them after reading these reports. Finally pushed me over the edge. I still have the whole of your Hunter reports to read, I saw you did the Alchemists and I was lured straight in. I saw that you grew quite attached to some models and those models, like Vitriol performed so well under your command. I also really liked seeing Vet Kat on the board and your thoughts on him. Crucible was a nice oh hey moment as she seems to be a bit under appreciated around here. But probably even more so I liked that you used both captains pretty regularly and neither seemed like a clear winner in all situations but both had a place. I liked the Midas Vitriol vKat hyper aggressive gameplay as well. Thank you, however for taking the time and posting these up!
  13. 1 point
    Steveedoug

    What was your first Guild and why?

    What was your first Guild and what attracted you to that Guild? Brewers, I bought the kick off box and I just liked the idea of them straight away, masons have never been played except by a friend who chose them when I showed him the game. Being Scottish, I enjoyed the nod to Scotland Stereotype of the Brewers. Do you still play that Guild or are you a deserter and play a new Guild yet? Yes, I still play them, in fact I am taking them to an event on Saturday. Having said that, I have picked up a new guild too, Hunters, and play them quite a lot. Does your original Guild still hold your heart or have you a new favourite? Brewers will always hold my heart, they were the first miniatures I ever painted. Hunters have an equal place now though being the first team I performed well at a tournament with.
  14. 1 point
    burroboskov

    BurroBoskov's Match Summaries

    Well thank you! Sometimes it feels like I'm posting these into a void, so it is nice to hear feedback, especially the positive kind! I was using alchs for the most part pre errata, and by the time I left I felt like I had a good idea how they clicked. Not that I was winning every game, but I knew what I wanted from each piece and how I was going to try to win. With the hunters, I haven't quite found that click yet. I haven't been able to play as frequently as I would like, and the current design is not as straightforward as the 6-7 models I would play with Midas alchs. It's a process that I'm enjoying, and starting to see some benefits too even. Hopefully the next errata doesn't shake my understanding up too much!
  15. 1 point
    Malritch

    What was your first Guild and why?

    Kick Off Box Masons were mainly the team I played at the kitchen table for a few games over a few months early last summer. By the fall, because I fell in to playing up at my LGS and there was already a Masons player, I switched to the Hunters guild that we had picked up for my wife to paint/play. Around Christmas time I reverted back to Masons when the other guy who had been playing them moved away. For now... it's Masons for me... at least for another few months as I try to level up to mediocre!
  16. 1 point
    Toqtamish

    What was your first Guild and why?

    Blacksmiths. I was at GenCon 2017 and lined up two days to get them. They were new and interesting and seemed balanced between two win cons. Ended up trading that box for a huge lot of Morts and Union plus tokens and dice. 25 minis for 6 was too good to pass up. Got it again and haven’t used them yet lol.
  17. 1 point
    Malritch

    Hey everyone

    Welcome to the forums!! Enjoy!
  18. 1 point
    Lee

    What was your first Guild and why?

    What was your first Guild and what attracted you to that Guild? Masons. The Aesthetic mainly. Do you still play that Guild or are you a deserter and play a new Guild yet? I do not. I just don;t 'get' them, and though they're supposed to be decent now I just can't be arsed with them. I then on to be not veru good with Morticians, Fishermen, and Hunters. Oh and Blacksmiths. Does your original Guild still hold your heart or have you a new favourite? I sold some stuff recently, but couldn't bring myself to sell the Masons. They represent the first properly finished hobby project of mine, and I really like the paint job.
  19. 1 point
    Furnace

    Hey everyone

    Welcome aboard!
  20. 1 point
    Furnace

    BurroBoskov's Match Summaries

    Sad that you moved away from the Alchemists but man these were amazing reads. You've done Alchs and Hunters now? Which team do you prefer and why?
  21. 1 point
    I'm surprised there is dice frustration at all, if you have played almost any other table top games involving dice. Guild Ball does a great job of controlling exploding dice, and reigning in really ridiculous odds rolls. In this game, if you attack, and get all hits, yes, the result you are going to get is good, as one would expect. But the result is controlled by having to choose a contained result. In other games, if you spike dice (let's say you roll 4-5 dice and they all come up 6s... That is an improbable roll, but could easily be game-deciding single rolls. (Ie: Warmachine, probably an instant caster/jack kill, Warhammer lead to mortal wounds or 24-30 wounds from lascannons, Walking Dead (I know they are special dice, but their equivalent) instant player kill...) In this game, if you get that same result, you go from 2 or 3 damage to 3-5 damage most of the time. You certainly did better, but it's dialed down. Yes, I can see why a new player may be upset if they had a fully-loaded captain go in and then get double-pushed out with s counter attack. But that is part of learning about Target section and what models you use to deal with that. It's not NPE. It's a very short part of learning the game. It's like playing hockey and then you get knocked down and feeling upset because you didn't know you were allowed to body check. But once you understand it's part of the game, you start to learn to play with that in mind.
  22. 1 point
    Erahf

    Erahf's WIP Teams

    Smoke’s pretty much done, just needs a puff of matt varnish. And a better photo setup.
  23. 1 point
    CivilizedStorm

    Starting out resources

    Going to give a shoutout to @the_aY for his One-Page Reference Sheet. I've found it immensely useful for players both new and old! Although it's the free one's that Steamforged provides, having it on one sheet i a godsend!
  24. 1 point
    Mako

    Mako's Expert Procrastination Thread

    Quickly (well, for me) finished up calculus to test out the rest of my Alchemists colour scheme:
  25. 1 point
    Tre

    Newbie help please

    Typically Grange is more of a support captain, who relies on the rest if the team to do a bunch of work. Thresher is more of a do it all captain by contrast, who likes support from his team, to do most of the work himself. As a result from this players like Bushel, Windle, and Fallow will only be brought by Captain Grange. Bushel is a serious goal threat when you use her Im open character play. She passes the ball to someone (usually someone with a 3 die kick stat which gets buffed to a 4 die with grange’s passive trait) then dodges 4 inches, bushel uses im open to get the ball passed back for her to dodge 4 more inches, walk up 6 inches and kick an 8 inch goal for a 22 inch goal threat. Windle is a damage dealer, but can be easy for the opponent to shut down. If you can get him rolling he is a machine. Fallow is absolutely amazing. She can be a deniel piece by using between a rock and a... to jog into melee to help teammates. Generally she activates close to the end of the turn to have a high tac, and go deal a tonne of damage. When allocating to fallow she likes 0,1, or 3 influence depending if she is near harvest markers or not going to be doing anything that turn, but the ability to get influence by removing the harvest markers makes her flexible where if she had zero influence she still can get 4 influence during her activation. Tater, Milstone, Jackstraw, and Harrow are players that work great with both captains. Tater IMO is the guild defining farmer. I take him in every lineup I play. He can deal a lot of damage, he has a great threat range with 2 inch melee and has counter charge next to harvest markers which makes him a nightmare to play against. Tater likes to charge into groups of 1 inch melee models to get scything charge on multiple models, then use mow dow to put out a lot of knockdown conditions. Millstone is very versatile. She can put out decent damage, and has bring a lot of support abilities with her character plays and being able to take conditions for the team. With grange she is a melee monster, with thresher she makes him ludicrously difficult to counter. To top it all of she brings 3 influence for the team and produces a free harvest marker, while not using manh influence on a turn by turn basis, which all the reapers like. Jackstraw is a footballer, that doesn’t look like he is a footballer on paper. The ability to teleport to harvest markers makes him deceptively mobile, with a long kick stat gives him weird angles to score goals. The teleport is also good for getting him out of bad spots to deny the opponent easy VPs, or can be used to get him into an advantageous position, crowding out key models. Crop dusting is the best way to put harvest markers right where you need them, like for Thresher to use don’t fear the... with. Harrow is a good support piece and battery. He sits back and keeps your team healthy, puts out a harvest marker if he is near the captain, and brings tooled up to buff damage. Like most farmers he has 2 inch melee which is my favourite rule in the game for models to have. Ploughman is the best player, that i never have a spot for. He is an incredible solid player and does neat things. Sadly whenever im picking a 6 man lineup he just doesn’t make the cut because there are so many great Farmers players that do what im looking for with that spot in the line up better. People will have better advice on him because i havent gotten him on the pitch too much to tell what role he does best. Mascot choices is mostly personal preference. Buckwheat is all offence, while peck brings a less potent offence for some support abilities. The donkey is a great goal threat with the help of harvest markers, and can contribute some damage and knockdowns. Peck has a heroic, a situational one, but when you use it, it is powerful. Cocky changes some match ups by being able to ignore a condition, which combos well with millstone and players you want to counter attack with. Momentous 1 on one in pecks playbook makes generating momentum if it charges via sic em or because you generated a lot of influence from harvest markers, and be a serious threat if you combine it with things like threshers legendary play, tooled up, honest labour, and all the crowd outs you can get with farmers.
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