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  1. 9 points

    In my day...!

    ..back in my day, painting miniatures was part of the hobby... now apparently it's elitist and exclusionary....
  2. 9 points
    So last week I went to the Spring Fling. As I said before on the Anatomical Precision podcast I planned on getting the ratcatchers the morning of the event, since Cincinnati lacks reliable LGS to get products. I ended up going 5-1 and you can hear more about that whenever Mike releases the cast. The point of this post however is to review the new OPD approach of allowing unpainted plastics, and that "Christmas day test" SFG is fond of. And spoiler alert: it's excellent. I've been excited for rats since their rules started rolling out, had planned on getting them at adepticon early release and painting them up by spring fling, but as we all know things happened and the prerelease fell through. Bummer! Fortunately I knew Huzzah Hobbies in Virginia, where the event was being held, was a reputable store and could get things in a timely manner so I placed a pre-order through them from my home 8 hours away. Friday after work I pack my bags for the weekend. I borrow a Bonesaw (for some reason) and vGraves from my friend who I painted them for earlier in the year, and the only nerd stuff I bring along is my laptop full of half finished final reports, dice, and measuring widgets. Saturday morning of the event I bought the Ratcatchers just as planned, start opening the box and filling out my roster. I take some time to admire the improved plastic quality and then the first games are announced and it's to the table we go. We get to the table and set up per normal. The plastic toy holder of the box served as a nice tournament tray, but without room for vGraves and that weird 50mm ball and chain I opted to use my little dice tray per usual. Had I used the box though the space under the toy holder conveniently has enough space to fit all the widgets, dry erase markers, and cards I used. Having exactly enough influence in the cardboard tokens was nice. Meant that I could just proof count after popping them out. Influence was a bit smaller than I like, and I'll probably upgrade tokens when I'm somewhere that I can purchase them. That said the cardboard was more convenient than a package of premium tokens unless you also own a tackle box to separate the tokens into types/players. At the end of every game I would pop all of the tokens back into the carboard sheet for maximum convenience (no rifling through the box during set up). I could see the lack of measuring widgets being less than convenient for a 100% new player Christmas day test, but I knew they wouldnt have them included going into it and prefer hard acrylics anyway. With each game the cardboard became looser, which never became an issue over 6 games, but long term I could see popping them back in would stop working. I also opted out of using cardboard dials since I own a dry erase markers and 6 sleeves and I think cards provide MUCH cleaner play than apps and dials. The dials were a much tighter fit this time compared to kick off. The tighter fit is a good thing since I could accidentally move the kick off dials when picking them up, while these I would have to intentionally turn. No idea how long they'd stay tight. The lack of painting requirements is a god send for my busy college+full time employment life. The plastic quality is better than it's ever been and the consistent improvement sounds good for future releases. I'll still paint them once summer rolls around in a few weeks, but for now and for the purposes of playing a tournament straight from the box it works great. The widely varied sillhouettes of the models made it impossible to mix up who was who. Overall if the Christmas day new guild baller knows going into it that they need measuring devices and dice they get a good experience. Setup and clean up is super easy and quick by popping tokens back into the sheet. This new approach is brilliant and thanks to SFG for dropping the paint requirements in the OPD so I don't have to either shirk my real life responsibility in order to paint, or be stuck playing boring old Corsair again.
  3. 9 points

    I love Guild Ball miniatures!!!

    Hello again, it's been a little while since I've updated things on here but life has a funny way of getting in the way of our hobby at times. I've still been pottering way on some of the Brewers and I thought I'd share my process for doing the tartan. Now this little guide is what worked for me and I'm sure you may find a few guides that may be better suited (and worded for that matter ) but I think it may be of help to some. The colours I've used can pretty much be swapped out for any others that you may fancy for your team. Firstly I undercoated the tartan with Vile Green (citadel colour) once I got a good coat it was time to lay down the first lines of the pattern. This I did freehand but you can use a soft leaded pencil to help map it out. As I'm sure you're aware there are many folds on most models clothes so with that in mind I chose to put the first lines (scaly Green, old citadel colour) going in the same direction as those folds. This not only helps with making it easy for the painting but it also helps giving the cloth that depth you need as the further you go along with the pattern the flatter it can look, this is purely down to the fact that you can't highlight as you normally would. With the first set of lines done I would normally move onto the second set, creating that square pattern. For this though I wanted to show how I go about adding in some shadows to give it a 3 dimensional look, not a flat area with a pattern on it. First thing I do when tackling this is to paint the model upside down (models feet pointing up, not me painting whilst doing a headstand ). With the model upside down I can add shadows as if I was highlighting, targeting the upper edges with a glaze of a warm brown, it's important the glaze is kept nice and thin and built up over a few layers. As I mentioned before, this step I would normally do once the whole pattern was completed but I feared it would show up as much it does now. The next step was to do the intersecting lines to create the square pattern, the most important part of this for me is to keep the line the same width apart as the first set otherwise you will have different sized squares across the model, again you can use a soft leaded pencil to aid you at this point. At this stage it's still easy enough to tidy up any uneven lines with your basecoat colour. This next step is to paint a small square where each of the lines cross each other, I did this by mixing a small amount of black into Scaly green. You want mores lines to paint you say? Well here you go . This step is to paint a small (Scaly green again) line either side of the main lines, you'll see that I do one set all around the model before I tackle the other, this is just to break up the process and make it a little easier as you go (not that painting lots of little lines is easy). You can of course use the pencil as a guide for your lines. The final stage of the pattern is to mix your base colour (Vile Green) and some white to give you an off white colour of your choice. This colour will be used to paint a thin line in the middle of your main lines creating another set of squares across the model, as yo can see in the above picture I have marked out the first area for this line as a marker. With both sets of the off white lines you should have something a bit like this. This is the stage I would add a few more glazes (Agrax Earthshade watered down) to help emphasise the folds of the cloth using the same process as described before. I know this isn't the easiest of things to do at all but with a little help from a pencil and keeping your colour palette pretty limited you can give yourself a better chance of success. Please feel free to ask any questions if I've not explained things well enough and I can amend this post accordingly. Here's a pic or two of the rest of the ones I've finished
  4. 8 points
    Okay, so I told myself I wasn't going to drag out and start flogging this horse again, however in light of the most recent announcement that coloured resin "Legacy" teams do not require painting to be used in tournaments under the OPD has me increasingly annoyed. First of all let me start by saying that in my opinion painting miniatures is part of tabletop hobby war gaming and should be enforced in any "high level" tournament play. I understand that some people claim they don't have time, patience or ability to paint 8-10 miniatures and know that some people will accuse me of being "elitist" or "gate keeping" because of that opinion and that is fine, people are entitled to their own opinions. I also understand that SFG are becoming more lenient with painting requirement to promote the "pick up and play" nature of the pre-assembled PVC teams and minor guilds and while I could probably rant on for hours about this decision, that is not my main concern or objective of this post. In short:... METAL REQUIRES PAINTING, COLOURED PVC & RESIN DOES NOT..!!?!?!?!?!???!!!! I don't understand why this is a thing, either have painting restrictions or don't have them, this half arsed approach is just stupid.. Currently as it stands, a player can purchase the Ratcatchers Minor Guild Box and both "Legacy" Morticians bundles and field any combination of 8-10 players without requiring any paint... Unless they want to use vHemlock, then she needs painting.... or the Halloween LE Obulus and Dirge which are currently on sale, they would also require painting... or the alt sculpt "prizes" from the Ratcatches launch event, yep, metal, need paint... Same goes for the Hunters/Falconers with vMinx, Young Theron and the alt sculpts from the Falconers launch event when they are released.. Also the LE sculpts of Bolt, Millstone and Piper that came as a pre-order bonus.. The point I am attempting to get across is that while partially lifting the painting requirements is s'posed to allow newer players to enter tournaments right from the start, it actually puts some weird jank on the players they are able to include in their roster.. What if they purchased Kickoff and want to play either of those guilds.? As only 6 players are available in PVC they will need to purchase and paint at least another four minis to participate in tournaments.. What about Lucky.? He's coloured PVC, he also doesn't fit in with the colour scheme of either guild.. What if they look at the miniature range or artwork and are really inspired by one of the original Major guilds but have no idea where or how to start painting miniatures.? Guess they are shit out of luck, Blacksmiths, Farmers or Morticians for you... Honestly I don't see the difference between using unpainted pre-coloured miniatures and getting a metal team, and spraying them the same colour and calling it a day.. End of the day, while I personally feel like painting requirements should stay intact for the benefit of visually promoting the game, if SFG want to remove the painting aspect of the hobby they should just do it wholesale, none of this half and half BS... Anyway, that's me done for now, hope no-one was too offended by any of the points I raised and I hope it can get some "friendly" banter going around this..
  5. 8 points

    Model distribution needs to change

    Please keep it civil so this thread doesn't get locked too. Distribution of guild ball models has been a mess since they switched from blisters to multi model boxes and we're the ones suffering from it. First we had the issue where if you only owned part of a guild before the switchover the only option to complete that guild was to buy the expensive 6 model boxes even though they likely contained models you already owned or scour games stores for leftover blisters. Then we had Faithful of Solthecius where 5 of the models were released separately or in other boxes which many Union players had already bought... but it's the only way to get Pride. Now we have not one but two £50 boxes which contain models split across 5-6 different guilds. It's starting to get ridiculous. Yes I recognise there's ways around this. Splitting boxes up with friends, selling what you don't want, etc etc. But that's not really practical for everyone, my own GB group is small and pretty casual and it's unlikely I could part it out efficiently. But that's besides the point. Just because there are solutions doesn't mean that it isn't a problem, in fact it's indicative that it is a problem. Steamforged is basically just chucking random models in a box at this point and telling us to deal with it if we don't own every team in the game. It's a poor way to distribute a miniatures game and doesn't bode well for its future. Because short of releasing a new box of players (like they're doing with the minor guilds) it seems like this is what we're going to have to deal with every time they release new models for existing guilds. SFG either needs to find a better way to sell boxes of models or go back to blisters.
  6. 8 points

    Pay the piper and bonus time

    Answer: Pay the Piper: Each time an enemy model spends MP within this aura, the friendly team gains [1]MP. Each separate declaration of spending MP counts as a separate time. For example, an enemy declaring a defence stance and counter attack in response to a charge would net Piper's friendly team 2 MP. A further 1 MP would be gained if the counter attack then uses Bonus Time!
  7. 8 points

    Model distribution needs to change

    Just because a solution exists to this problem doesn't mean there isn't a problem. SFG is showing some very real growing pains here caused by the departure from single model blisters, and people shouldn't have to be jumping through secondary market hoops to get the product that they want. I'm hopeful that there are long term solutions in the works, because I'd be disappointed and concerned if this continues into next year.
  8. 7 points

    My Union

    Hi all! This past weekend I finally played in my first Swedish GB-tournament (my previous GB-tournament experiences were from 2016 when I played in two small tournaments at the Daffcon event in Cardiff), and I had such a blast! Prior to the tournament I added a few players to my painted lineup so I could field a full roster of ten. Luckily I managed to snag best painted at the event, and as such I thought I should post my team here. The ones painted this year were vRage, Decimate, Benediction and Strongbox, while the rest were painted in 2016 (you can definitely see some improvements on my NMM, I should really go back and redo Blackhearts sword at some point). Edit: Now with an actual working image, need to figure out how to add the rest. /Martin
  9. 7 points
    Hi there, in this thread I'd like to post collections of photos of Guild Ball figures I painted over the years. Which means we're hopping back to (late) 2015 for starters, but it won't be long until we're up to date! First two teams I painted were Butchers and Morticians (naturally): On I went to do some Fishermen! Shortly thereafter I also painted Captain: Thanks for having a look, hope you like the minis and stay tuned for more!
  10. 7 points
    (...and subsequent posts on the same topic.) My thought on this is that at the start of Season 3, when sBrisket, Benediction, and Grace all came out, they didn't know this was the direction they would end up taking a year and a half later, so I don't think it's fair to attribute malice aforethought here. As far as the Minor Guilds go, I agree, it would be nice if there was a way to get the "crossover" models from the Major Guild without having to buy one or two whole team boxes to get them. The Launch Party packs have alt sculpts for them (that are amazing!), and I thought I heard rumblings that those might be available down the line...? Don't remember where that is sourced from, though. Whispers in the wind or me hallucinating, perhaps (I'm still pretty tired from the Spring Fling this weekend)... As far as the Exiles and Faithful boxes go...if they can't be singles, if I were SFG, I'd make them individually available on the webstore, maybe a month later than the box releases, to give FLGS a chance at getting sales on the release day, but still give everybody access to the models. I totally understand the frustration with this one, even if I'm planning on buying both. (Heck, I'm crazy enough to buy the Solthecian box for the alt. Harry and Pride, with the intent to turn the doubles of the other four into statues/terrain/goalposts or RPG models.) Still, making people buy stuff they don't need/want is a dangerous game. It'd be one thing if there was one repeat model in the box. More than that starts to get dicey. In the long run, if they can resolve the crossover models problem and stop putting out multi-guild boxes, this "transition from blisters to boxes" is a good move for the company- once all the boxes are out and the blisters have been phased out, players switching over to a new guild or especially new players getting into the game (which are vital for its long-term health) will benefit tremendously from the consistency of a "buy it and use it" box system. The transition is going to be painful, however. It would have been nice if SFG had given the players a few months' warning before it happened (maybe they did and I didn't know? Want to give them the benefit of the doubt, here), but it's the right move for the long-term health of the game once we're past the immediate growing pains and turbulence. I do 100% believe that SFG is doing the best they can and that they do care about their players. They may make mistakes from time to time (I know I do at my job), but their hearts are in the right place and they're working hard to make the best game, company, and community that they can. I think that's important for us to remember!
  11. 7 points

    Model distribution needs to change

    First of all I love that we are getting new products. Everyone loves new toys. But, I do agree the distribution for the minors and Exiles/Faithful is not good. I see two separate problems here: Minor Guilds - whichever way you slice it the model won't appeal to everyone - having to purchase a minor guild box for 2 players for your major is annoying but at least the minor is playable. Having to purchase two MAJOR guild boxes to add to your minor is unacceptable. Not everyone will want to transition this way and it flies in the face of the play it out the box approach the minors will foster - new players may not even own Super Glue! Second issue is the Exiles/Faithful situation. This is bad for most players as they probably only own 1-2 guilds (unlike idiots like me) so now they have this awful decision - drop £50 on two models and hope they can resell the rest (with all the hassle that involves) or miss out on the new shiny (and in many cases ridiculously good). That shunts the issue to players but that's not going to attract people in or make them feel loved by SFG. The way I see it the ONLY solution that meets all the requirements (simple SKUs, simple shelf space, everyone getting what they want) is for SFG to offer through their OWN WEBSTORE blister packs. They can add 10% to the price to cover manual handling and the FLGS don't lose out as they didn't want the fiddly blisters. The problem will of course be that if players buy blisters they will then go - 'oh...now I have to waste money buying the whole Mort box' unless SFG let EVERYTHING be a blister - but that seems unlikely... So maybe that just kicks the problem down the road unless they are willing to go full blister. And everyone knows you never go full blister...
  12. 7 points

    Looking tobeabetter Alchs player

    I'll help you out with alchemists. Here is who I am. Here is my YouTube Channel where I played a lot of competitive Alchemists against some of the best players in the world. Me playing what I consider the current best Smoke list. Me playing Post errata Midas. Here is GBG Episode 1 which talks about Vitriol's kick off pressure. It is a bit out dated since she was errated but I'm sure you can get some value out of it. At the end of my WTC Blog I talk about the Smoke skew a bit. Talking about Alchemists on Strictly the Worst. (Pre Errata) Talking about Alchemists on Rage Quit Wire. (Post Errata) Below are some of my best Alchemist related posts. If you have any questions about alchemists I will do my best to answer them here, but no promises I don't watch the forums super well. A better place to ask me questions is Twitter @TheCurkov. Hope this helps. -Vincent Curkov
  13. 6 points

    Model distribution needs to change

    I have two main issues with these multi-guild boxes; On of the major points of going from single-model to box-set sales was to make every product playable out of the box. These boxes fly in the face of that goal completely. If a new player goes to a store and sees a bunch of team boxes, they're going to be pretty upset when they go home and realize that the one they picked is actually one model each for six different teams. Some will say that the LGS owner should help them not pick the wrong box, but good luck finding an LGS owner that happens to know that much about this single specific product line. This is, and I mean this as politely as possible, a giant thumbing of the nose at people that don't buy every single thing SFG sells. It's been clear for a while that they want to encourage people to buy multiple teams, but these new boxes are a whole new level. Players are now actively punished for playing fewer teams (by having to buy excess product or work harder to find the pieces they actually want on the secondary market). What if my two teams were Butchers and Masons - I'm just double-hosed by this new set? And the idea that the number of SKUs needs to be reduced ... What? Every LGS I frequent still has Guild Ball blisters for sale and I'm not aware that any of them have complained about the space the game takes up. Even with a full complement of blisters, GB required far less space than most miniatures games and vastly less than the MtG singles counters that every LGS in the world has.
  14. 5 points

    In my day...!

  15. 5 points
    Jamie P

    Kickoff Stolen

    Hey dude, Did you order this direct from us? There will be something we can do to help you out if so. Send an email to support@steamforged.com soonish and you will get a response today.
  16. 5 points

    In my day...!

    Back in my day the Gargoyle was always located in the centre room on the board and everyone wanted to be the Barbarian.....
  17. 5 points
    I love the painting and the crafting side of things... I'm still just learning but it is extremely enjoyable... to me. Having said that, as a TO I would rather have 24 players rolling dice, laughing, and learning and having a grand old time...with unpainted/semi-painted models... than 8 players with the most beautifuly creations ever crafted by man. I truly believe Growing the Game > Growing the Hobby. Get them in, get them hooked... then gift them a paintbrush and offer advice and help if they would like.... but at the end of the day... I just want to PLAY!
  18. 5 points

    Mako's Expert Procrastination Thread

    Maaaaybe I haven't based him, but since I need to actually make some bases for my butchers before I can do that... I present Ox en camaieu (which sounds vaguely like a fancy french dish). Basically, painted entirely using different tones of a single colour. The lurid, showy version of monochrome It's a ton of fun to do though - no fighting to get things looking the right colour, just concentrating on form and focal points.
  19. 5 points

    Two Men Enter Two Men Leave

    Doing this is legal by the text of the rules. We'd recommend that everyone engaging in a fun launch event play in the spirit of that event (which may be exactly like this, who knows what excites you weirdos?).
  20. 5 points

    Model distribution needs to change

    My secret identity is revealed!
  21. 5 points

    My Undead Farmers!

    Please excuse the poor lighting and bad pics! I need to get myself a decent camera! Also have WIP Buckwheat It's not easy to see but the whole of his underside has been removed and his guts are hanging out Also, funny story, my Original idea was for Thresher to be the only one alive and for him to be in a red jump suit similar to Michael Jackson in the Thriller video. However after painting him up like this it became painfully obvious it didn't really fit in with the style... but here he is anyway!
  22. 4 points

    My Union

    Thanks everyone! Here's a close-up of Strongbox.
  23. 4 points

    Swissmade is painting Masons

    Malritch recommended me to post my Pictures here in the display cabinet. So, here are my masons. Currently i'm experimenting with taking the photos. Hammer: The dynamic duo: For the Masons i switched back from nmm to tmm and im quite happy with the result. I'm looking Forward for you're critics, comments and suggestions!
  24. 4 points

    Mako's Expert Procrastination Thread

    Been doing a little work on boiler today, mostly just getting the basics down: You can see I started with the focal point, and every so often I've gone back and pushed the contrast on it a bit further. I'm finding that useful for balancing everything out, letting me avoid too much contrast in less important areas. Also means I can retouch areas, or add in some darklining to split things up if need be. I don't like dark lining generally, but in limited palettes it can be useful. Speaking of palettes, this is my wet palette before and after a session. I don't often use it as I don't consider it necessary for most painting, but since I'm using the same colours for a long period and its warm here, it makes life easier.
  25. 4 points

    Negative kick shot on goal.

    You played it correctly. As per page 25 of the rulebook, the TN number can affect the dice pool but the dice pool has no effect on the TN. Also remember that bonus time is applied after the dice pool is generated so you could bonus time for a 2 die shot.
  26. 4 points

    Possibly tweeks in S4

    WHHHAAAATATTTTATATATT?!??! *mind blown* I totally 100% agree. And fix Snow so bloody 'Oooh Ball' actually FRICKIN WORKS (hint: lose DIRECTLY, make it work at kick off). Yes the Winter people need buffs. Skatha just needs her blessing to self-target I think and 6" range. Hearne2 needs a re-work - he looks like the intern copy pasted Hearne1 and changed a few bits - job done. Re-work his playbook, move him to TAC 6, Give him 2/4 INF. Lose stupid Lunar Eclipse (OMG what was the design team smoking that day) and replace with some actually WORKABLE teleport tech (easy fix - make the teleport work on any successful attack). Egret - GIVE. HER. LIGHT. FOOTED. She is the only human that doesn't have it in the team and is irritates me sooooo much. Seenah - Harrier helps her a lot but still I would like her to gain KNOCKBACK. I mean she's a goddamn bear - you get hit by a 500 kg bear, you're going to move. Zarola - I don't want to hear it people - she has the worst playbook in the game. I could't care less that Midnight Offering is amazing - Hemlock2 has shown that you can have that AND 2" AND a great playbook. She needs a re-work.
  27. 4 points

    Bad blog about the Rats

    Well I guess I am going to do it. I started a blog to keep myself interested in the Rats before they came out and to log some of my games. It was really for myself and my locals, but I have decided to open it to everyone else due to lack of Ratcatcher content out there. Be gentile, I am a poor writer at best, and like I said it is mostly for myself to stay motivated, but I wanted to share in hopes others will write about their Rat conquests as well! https://ratrantz.wordpress.com/
  28. 4 points

    Spooks in Budapest

    Hi there, last weekend I took part in Hungarian Nationals. It was a 32 players event and I guess I'm getting too old for playing 10 hours straight. Even though I had lots of fun as my opponents were relaxed and funny guys. http://longshanks.org/events/?event=668 Event included Ratcatchers (plenty of theam actually) but Exiles were not in. I decided to go single captain and don't regret it. My 10 was: Obulus, Dirge, Graves, Brainpan, Cosset, Ghast, Bonesaw, Silence, Pelage, Skulk Obs, Dirge, Graves and Brain were played every single game, Cosset, Ghast, Pelage and Skulk were flex slots and BSaw and Silence never left the bench. I don't trust Bonesaw (and in 5 games rolled "1" 3 times on kicking/receiving roll) and Silence was a counter-pick in some specific matchups that I didn't encounter. I went 3-2 on that event, ended up on 10th place, not a spectacular result for sure but it was fun. Game 1 vs VRage I decided to take Skulk and Pelage in flex section and met standard vRage crew but with Coin. I knew that I can't outfight Union so I have to spread my players and outscore them. Round 1 my opponent misscalculated his influence and Skulks Horrific Odour ruined Mists goal run. I stole the ball and scored top of turn 2 with Memory. He managed to deliver it back to Mist and shot, making it 4-4. And then Scoreticians surprised him - I scored with Obulus after PM pass from one of his players (Benedcition?) and, after he kicked it off on the other side Brainpan reached it, passed to Memory and ended the game. In the meantime Graves and Skulk were torturing Mist for some MP and he died in the process. Game was fast, it ended in 3 rounds if I remeber correctly, vRages Gang didn't have enough time to punish my players in combat. 12:4 for Spooks Game 2 vs Piper (my first geme vs Rats) I chose clean Mortician line up with Ghast and Cosset. Even though I was receving I knew it's a trap - Pipers kick-off pressure would surely ruin BSaws goal run so I left him on the bench. My plan was to kill the ball on Memory, fight for 4 kills and score to seal the deal but that didn't quite work out. I realised that I can't stop Scourge from killing player after player, Piper gives him so much mobility and even with his low def I can't really kill him in one activation. And his killing is monstrous. I scored once, managed to take 2 players out and it was 8-9 (Rats gained 9 vp via 3 take-ots, Gravedigger and Snacking did it's job), I managed to win the initiative and had +2/+2 move for returning players active. Cosset covered crazy 9" form the edge of the pitch, grabbed the ball, went Crazy and charged Squeak for another 11" (thats just insane threat to be honest). Unluckily, I was 1" short for the shot. Squeak used def stance and my dice betrayed me, I didn't hit that sweet result. I could either take , leave melee and go for 1-die shot due to Miasma blocking the ball-path or attack again for more MP for Bonus Time and risk being unable to shot at all if I don't reach the dodge. The first sounded like less of a gamble and I took the dodge and the shot. 4+ would win the game for me but Cosset is no striker. After rethinking the story I should've attacked once more, 2 net hits with TAC6 (crazy+cover) vs 3+/1 def is almost granted and that would increase chances for the goal greatly. Ended up 8:12 Game 3 vs Fillet My flexes were Pelage and Skulk. Enemy team was: Fillet, Princess, Boiler, Shank, vOx and Meathook. Shank was kicking I guess. I juggled the ball for a while and then set Pelage for a goal run on the wing as my last activation. She has plenty of range with PM jog and teamwork dodge and doesnt let farm momentum. She scored and dodged out of Fillets range, catching both Boiler and Princess in her dilemma range. Fillet recovered the ball, passed it to Shank and dodged forward trying to kill Graves. Even thugh she over extended it was a tough nut to crack. Finally i managed to slay here and Shank, not before these duo scored a goal and killed 2 of my players though. It was 6:8 and then Graves became my MVP. There was a clash ont my right wing, inlcuding both captains, Skulk, Shank, Graves and the ball, everyone on low health. I won the initiative, killed Fillet with Obulus, Butchers retaliated with another kill and then Graves went for 6 point activation, finishing Shank off and scoring. 14:10 for Spooks Game 4 vs Piper again I picked Cosset and Ghast, encountered Ratcatchers box with vGraves instead of Skulk. Obulus kicked off, making Miasma the only model able to recover the ball and putting her in a terrbile spot after that. I killed Miasma, Rats scored, I passed the ball to Memory and then scrum created. Once more I was unable to kill Scourge but managed to achieve 3 more kills before they did. Cosset scored for 12:8. Game 5 vs Theron I was 3-1 after 4 games but all I wanted at this point was a dinner and cold beer. Yet I had one more game to play. Picked Pelage and Skulk in a hope to outscrum Hunters and score a sneaky goal (Theron, Fahad, vHerne, Chaska, Jaecar, Minx). Obulus kicked off and Hunters killed the ball deep within their teritory. Not what I expected but it all looked fine at the beginning. Jaecar activated early and came a bit too close. I dragged him even closer, triggering his own trap and then gangbanged mercilessly. My opponent even missed most of his CP turn one. And after that it all went south. Every plan I came up with failed beacuse of terrible rolls and Hunters dice just exploded with fives and sixes. Nothing to write home about, I was burning thorugh influence achieving nothing and hunters just wrecked my team. 4-12, if Graves didn't fail to push vHerne out of melee (2 succes on 6 dice, def 3+/1, c'mon!) I would at least score on more goal and stay in game. He did fail and I need new set of dice. 3-2 after 5 games, I feel like 4-1 was within my reach but sometimes there is nothing You can do. Event was great but 5 games in a row is way to many for mu taste. I'd like to do it again next year As soon as vHemlocke is released (1 more week!) BSaw is out of 10. I'm thinking about swapping Silence for Scalpel but I need more games with her.
  29. 4 points
    This touches an interesting discussion about what constitutes "used" versus used. To use an analogy. No one says that you have to get rid of all your cards when MTG's Standard Format rotates. All that is is Wizards of the Coast saying, "these cards aren't allowed anymore." But they're not going to come battering down your door if you don't play by their rules right? It's entirely feasible if you enjoy Khans of Tarkir Standard that you can just continue to play and ignore Wizard's format changes.... right? If you've played Magic, you know that this isn't true. Rotation kills your deck, and you have to make a new one. Whether this is good or bad is beyond the point. Wizards defines the way you have to play the game and the meta, even if it doesn't like the definitions Wizards has set out, will adhere to it. E.G. Everyone HATED Battle For Zendikar Standard, but my LGS continued to run it on Fridays. I feel like there's another interesting discussion in there about WHY this happens, but suffice it to say it does. So while the cards that rotated out can be, "used," they can't actually be used. Yea I can dig up a ton of commons and make a cape out of them, or do some neat crafts and stuff, but if we're talking about uses that aren't playing the game, then we're not talking about uses. We're talking about "uses." Bringing it back to Guild Ball, if the foundational rules of GB were changed, then it's still technically possible to play by the version of the rules you still liked. Alternate Deployments as an example, but unless there's unanimous agreement among your community, you're going to be split off from it. I've mentioned it before, but GB is struggling where I am, to even pull off a casual event, let alone a consistent night at any LGS. Networking with players to sell or trade models, or test out different rules sets, like GIC's, or Alt Deployment or agree on an alternative to the ruleset that SFG defines is..... difficult... if at all possible. sBrisket becoming invalidated for the Union, and then requiring a new box with mostly redundant models be purchased to become playable in her own Guild, is a pretty crap deal. I don't assume ill will about SFG, I just think the decisions they made about how to distribute models has a number of unintended consequences, and I think a solution should be looked into for the players it's affecting. SFG gives a lot of shits about their game and their community, that's very clear. But from my perspective, it feels like quite a bit of an "in" group. Especially with releases like Lucky floating around, and for how long people were playing with the Farmers and Blacksmiths before they became available. I don't know if the players this distribution affects, the ones not connected to a strong community, are in and of themselves enough incentive for SFG to provide an alternative. No one's arguing that you unanimously CAN'T work around the distribution methods in place. Only that the level of effort and success involved will be highly variable, and just isn't feasible for all players.
  30. 4 points
    Just because she's been available for that long doesn't mean that's when people purchased her. And it still doesn't change the fact that people aren't going to be happy to find they can no longer play with her without making additional purchases (and currently one of those additional purchases required includes rebuying her!). You seem to be forgetting that miniatures are an investment in time, not just in money. I have precious little time to paint so I wouldn't be pleased to find out I'd used that time on something temporary. Also sorry but this second paragraph is nonsense. You are forced to buy miniatures you don't want if (if being the keyword here) you want to buy the models you do want. You aren't forced to buy the models you want however, that part is voluntary. The issue is people want to buy the models for the guilds they do play but don't want to be stuck paying for models for guilds they don't play. Saying it's a luxury product is no excuse for poor selling practices. Also the pricing on Guild Ball isn't that amazing if we're being honest here. It's a low buy in to a playable standard but frankly you don't get a lot for your money. If you want to compare it to big war games like 40k or Sigmar then yeah you pay a lot more to get into those games. But it's a false comparison. If you put Guild Ball against Games Workshops smaller scale games then it comes up short. A warband for Warhammer Underworlds is £17.95 RRP (and can be bought for as low as £13.50) and contains between 3-7 miniatures and a deck of cards. A Blood bowl team is £20 RRP (can be found for £17) and has 12 miniatures. The cheapest you can buy a new team box for Guild Ball is £35 RRP (£31.50 online) which has six miniatures, eight if you count the goal post and terrain piece, tokens and cards. But for most guilds it's £50 RRP (£45) for 6 miniatures and 6 cards. Six! And future plastic releases aren't much cheaper if the pricing on the minor guilds is anything to go by. And while I like the Blacksmiths I got during the sale I'm not going to pretend they have the same crisp detail as the Warhammer Underworlds miniatures I've been painting lately. It's not the worst offender on the market but it's hardly the best. £50 is a lot of money to be spending on 6 small miniatures you can use, it's an absurd amount to spend on 1-2 you can use and 4-5 you can't. I disagree that this keeps FLGS happy, I've noted here that messing around with the distribution is why my local store have stopped stocking it and judging by other responses in this thread they're not the only ones. Also a store can't easily sell a box that requires a customer own half the factions in the game to get the full value of it. Hard to convince someone who's just picked up a £50 box of Engineers to pick up another £50 box that contains precisely one model they can play in their new team. Also as has already been noted stores don't seem to have a problem stocking a mix of blisters and boxes for every other miniatures game on the market.
  31. 4 points

    Veteran Chisel

    I'm hoping she takes after her Energetic Darling rookie type. Honour-lite, with a touch of Flint, at 2" melee.
  32. 4 points

    The Goal Post Thread

    My Union/ Solthesian goal
  33. 3 points

    S4 arrives october 12th

    There is four weeks in between. I think anyone that has qualified for Worlds will be fine.
  34. 3 points

    The Casual Mortician

    The trouble with Silence is that he has too many quiet games.
  35. 3 points
    Hawkeye Flash is DC btw, not Marvel. Sledge - Thor Anvil - Hulk (or maybe Odin) Ferrite - Black Widow Iron - Iron Man (Hulkbuster!!) Furnace - Nick Fury (eyepatch!) Cinder - female Hawkeye? Hearth - I have absolutely no idea... Aunt May? Alloy - Ant-Man (or maybe Ronin, although less known) Farris - I have no idea. Maybe a Horseman of the Apocalypse, although that's one of the X-Men's opponents, not a Marvel hero. Bolt - Quicksilver Burnish - Warmachine Cast - female Captain America
  36. 3 points

    Balefirestorm's WIP

    Final two Rat catchers done Have also painted their rat ball, as well as the Farmers pumpkin ball. Try and post them later today.
  37. 3 points
    @Nykolae: Thanks very much. Well, it happened over the course of two years or so... @Lena: I was a bit underwhelmed with the plastic. I mean it's the bendy kind you see on many Kickstartered figures these days. I can't say it's bad, it's just very bothersome to clean. What irks me more is the models coming all pre-assembled and if possible cast in one piece. Especially on the Farmers this led to some nasty undercut-filling in places and a surprising number of static and flat poses, which I think is just unnecessary. If plastic is deemed necessary, why not at least make them multi-part? Especially on the Blacksmiths' Arsenal box one of the players comes in a leaping pose with clear plastic rods built between the model and the base. Which of course is just majorly annoying for painting purposes. Once they're painted, the models are almost as good as the newer metals, but the road to that point can be a bit rocky. As for forums: I absolutely agree; Facebook is a medium of 3 second memory threads and kneejerk reactions. With forums you know threads will be there (and possible to be found) even after three days, people usually take more time to reply, forums are an archive as well as just a place to post chatter. Facebook just isn't a suitable replacement. It's a completely different thing, isn't it. @Kueller: Thank you! Well, speaking of the Blacksmiths, here's part 1 of the Blacksmiths: ...and some more! The Brewers&Masons terrain pack.
  38. 3 points

    Morticans and mercenaries

    Hey! Thank you for the comments I made some advances on vGrave and finished it! And this close the near-2-years project on the Morticians. The next ones will finally be my own Blacksmith an I am pretty excited!
  39. 3 points
    I understand that point of the "remove painting restrictions" argument, however I feel that an eight man tournament with beautifully painted miniatures is more likely to attract interest in the game whether it be at an event, lgs or streamed on the Internet.. Also, as a TO, (and I know painting restrictions are at your discretion anyway) would you not preffer 24 players using unpainted / semipainted miniatures from guilds they like rather than being restricted to guilds available in resin and pvc.? My main issue is that if someone chooses to play unpainted they are currently limited to: Brewers : 6 man kickoff set Blacksmiths : minus LE Bolt or vCinder (when released) Farmers : minus LE Millstone and vHonor Masons : 6 man kickoff set Morticians : minus vHemlock and any LE or classic (metal) sculpts Ratcatchers : minus any LE or classic sculpts End of the day, while I don't like watering down the "hobby" aspect of hobby wargaming, it's something I can accept with the option to be "Elitist" about it.. However if they are going to lift painting restrictions it should be for every miniature in the range to allow players to pick and choose any guild they like..
  40. 3 points
    @Furnace: Thanks very much. For Tentacles I did a pretty thorough google image search to get the eyes 'right'. Not the easiest of tasks for me, because squids/octopi/anything with more arms than bones in its body creeps me WAY out. @Mako: Thank you! Yeah, I thought it makes things easier to have it all in one place. Oh, but if you're looking for a place to be for all these things and more - here's my webbysite: https://www.battlebrushstudios.com/ :) Just another quick update with several additions to existing teams. Mostly veteran versions of minis I painted before. Although Brainpan and Memory really is a cool concept.
  41. 3 points
    Guys don't worry about offending me / taking anything away form my wins. It's just toy soldiers at the end of the day, we're all adults here I think both of you make fair points
  42. 3 points

    I love Guild Ball miniatures!!!

    The pictures I've shown you may make it look easy, but I assure you there is many an expletive when I paint the tartan. Looking though my pictures I realised i hadn't shown you a couple, I think it was mainly because the owner got a model a little early and Harriet I've not long completed. Harriet is the second model I've painted from the Exiles box set, for me it's one of the best boxes Steamforged have done. I've painted both of the Ratcatchers to match the pumpkin head themed Morticians I previously worked on. As I've mentioned before my favourite model in the Guild ball range can change, this month and for the foreseeable future it's this Skulk version.
  43. 3 points
    To be honest, in my opinion Bonesaw (and the other player with the same issues, Angel) could do with a full rework. A striker that isn't good at getting the ball back is just pretty much never worth a slot in a team. The only models whose primary purpose seems to be to score goals, that don't have a buyable dodge or 2" melee, are: - Bonesaw - Angel - Brisket1 (who has a damage dealing backup plan if the ball isn't available) - Brisket3 (who has Route One to help her reach a ball carrier) - Friday (who has a damage dealing backup plan if the ball isn't available) - Piper (who has a ringout or takeout setup backup plan if the ball isn't available, and has Haunting Melody to help him reach a ball carrier) - Pin Vice (who has a damage backup plan) - Snakeskin (who is instead good at killing a ball, and has a damage dealing backup plan) Angel and Bonesaw have the unique issues of being bad at getting the ball back, and at the same time do stone cold nothing if they don't have it. I don't think there is any easy fix for these two models beyond giving them one of the two solutions above - either a use when they don't have the ball, or a better way of retrieving it.
  44. 3 points

    Wild Season 4 Speculation

    I really don’t think remembering 1-2 models your opponent have counter charge or 1-2 have UM is too mentally taxing... It’s not designed to be a Gotcha it’s designed to be a defensive tool. If people forget it, that’s not on SFG.
  45. 3 points

    Morts at Spring Fling!

    So this past weekend I attended the Annual Spring Fling out of Virginia. Traveled with a few friends in the car and was set to have a grand ole time! I planned to play the unusual line up I had been practicing with for the past month or so. My 10 was Obulus/Scalpel/Dirge/Silence/oGraves/Pelage/Bonesaw/Cossett/Ghast/Brainpan&Memory Game 1: Morticians Vs Union Line up: Scalpel/Dirge/Bonesaw/Pelage/Silence/oGraves into VRage/Coin/Mist/Gutter/Benediction/Minx. W 12-4. Bonesaw scored 2 goals and Scalpel took out Mist once and a returning Graves and Silence took him out after he returned. Big plays of the game was a turn 1 Bonesaw goal run. Dervishing off of Pelage. A second turn goal after Graves tackling the ball off of Gutter and kicking it to Pelage who again moves up and passed to Bonesaw so he could score a second time. Game 2: Morticians vs Blacksmths. Line up: Obulus/Dirge/oGraves/Silence/Pelage/Cosset into Capt Ferrite/Iron/Burnish/Cast/Cinder/Furnace Win 12-8. Ferrite was killed twice. Obulus scored two goals. Big play of the game: Obulus in the thick of Cinder/Cast and Burnish. Obulus shadow likes out. Dodges a couple times off of a Snared and Singled out Cinder. Puppet Masters Furnace to pass to Obulus. Takes the 4 inch dodge after the pass to be in tap in Range and scores again. Game 3: Morticians into Ratcatchers (My first time ever playing into them!) Line up: Scalpel/Dirge/Pelage/Silence/oGraves/Bonesaw into Piper/Squeak/Scourge/Pelage/VGraves/Miasma. Win 12-7. Big plays: Bonesaw scores 3 goals. After Bonesaw scores turn 1 he stays about 6 inches from goal pretty much left alone. oGraves and Scalpel strip the ball and pass to open behind Bonesaw out of range of any Rats. Game 4: Morticians into Ratcatchers again! Line up: Scalpel/Dirge/Pelage/Silence/OGraves/Bonesaw into Piper/Squeak/Scourge/Miasma/Pelage/Skulk L 6-12. Felt the full power of the Rats in this game. Piper pushed Bonesaw off the pitch with an attack and heroic. Made Scourge score via Reverie. All I could muster was a counter score via Silence and taking out Pelage. Game 5 Morticians into Engineers. (This game was a miserable grind) Line ups Scalpel/Dirge/oGraves/Silence/Bonesaw/Pelage into Ballista/Mother/Hoist/Compound/Ratchet/Colossus. L 4-12. The first points of the game were not scored until 40 minutes into the game. The game would have been a little closer if Scalpel didnt miss a pass to Pelage who would than have sprint and shot on goal. Engineer player scored 7 take outs to win. Game 6 Morticians into Blacksmiths Line ups Scalpel/Dirge/oGraves/Bonesaw/Pelage/Silence into Capt Burnish/Cast/Hearth/Alloy/Furnace/Iron. Win 12-6. Bonesaw scores turn 1 than gets stuck in the backfield near the goal but with Slippery and now Defense 5 they just cant kill him. Scalpel gets Flame Belched off the field from Burnish. Scalpel comes back on the field and removes cast. Alloy. scores a counter goal. Pelage and Graves remove Alloy. Last turn Pelage charges Burnish who is engaged by Scalpel. She dodges off of him into goal range and scores the final goal. Scalpel and Co did very well and I was never in any clock issues for my games. Usually Obulus I get slowed down trying to maximize PM. Bonesaw scored every time I received the ball now due to all the 3/6 kicks he had access to. I am happy with the result of playing with Morts since I started playing them at the start of the year. Really looking forward to adding VHemlocke to Scalpel's line up.
  46. 3 points

    1st Event

    So decided to play Rats at a tournament, and had fun playing them. Here’s a light breakdown of the games. Brewers round 1 This was a newer player he used the kickoff set, so really hard to judge how this matchup played, I would assume against a seasoned player they’d play Ester’s gun line. I was able to lock down Stave, performing a grave digger/snack break. Graves is good, but wish he was a TAC 6 still, don’t know why is TAC went down in the veteran version. I created two goal runs with Piper one after receiving with Graves, and one with Pelage. Won the game on top of three. 12-0. (Line up for Brewers, kick off Rats Piper, Squick, VGraves, Miasma, Scourge, and Pelage) Morticians round 2 Obulus, wasn’t as concerned with this match up, I’ve played quit a bit using Morts, so felt I had advantage. I received and went on the set up a goal run with Pelage, I thought having her into the back line of Morts would be good, she just walked or ran setting up dilemmas most of the game, and with Scourge in their face they didn’t mess with her much. This game was Miasma double rataclysm crazy. Think every turn I did it twice, and felt like an Alchemist player using a big gun followed by VKat, but it was Miasma/Scourge. I got a mascot snack break, two take outs from Miasma/Scourge combo damage, and a second goal by Piper himself. 12-2 (Line for Morts Obulus, Silence, Dirge, Cossit, Ghast, Graves; Rats Piper, Squick, VGraves, Miasma, Scourge, and Pelage) Hunter round 3 Theron, this is the match up I felt was going to be the hardest. Was playing a good player and Hunters just really mess with my plans. Pin on Scourge is hard to deal with. I did go for a goal turn one with Graves, but Minx, was able to tackle off the ball and dodge away from me. Had to settle to on beating her up some. They forest port and Jaecar midnight offering took out Miasma. I was playing down two points round 1. Though I had Minx between Scourge/Graves. Hunters used Pin on Scourge to keep him from Minx. So I used Graves pushes and Pipers to get her back to Scourge. Scourge even had to pass to get there. Took her out, got the ball and Scored with Piper. They returned goal with Hern, 6/6 at the point.I had the momentum and then between Scourge and Graves I took out Theron, and the mascot. Then I was a dumb dumb. Graves was bleeding with three health, he had 4 momentum, and was engaging Squick with the ball. I should have used Piper’s heroic to push Hern out, and then sprinted Squick using reverie, the used my momentum to heal Graves. But forgot the bleed, so on the maintenance phase loss Graves score was the went 9-8, then he won initiative, got the ball from Squick in cover, and got the double dodge to goal range, shot and made it. Think I could have won, but good play by my opponent and bad inexperienced play by me cost me the game. 9-12, (Hunter line up, Theron, fahad, Hearn, jaecar, minx, zarola; me the same). In the future think I grab the ball at kick off with Pelage, if they head hunt her they gain no momentum and I keep Miasma active turn one and gunning more. Blacksmiths round 4 Furnace was the captain. This list was anti conditioning, they ran Burnish, so I ran with much sadness Bonesaw. Figured I wasn’t going to disease the way I wanted so went all in goals for the most part. I received and got turn one goal with Bonesaw setup from Piper, dodging behind a barrier at the end of his goal run to protect him. They then threw in and Alloy went for the goal. This allowed me to throw back out at the end to Piper. Score 4-4. The second turn did Piper dilemma, they had me come up, so I legendaryed to their goal forcing them back to their goal post, and all mine as well. I got some momentum from a couple of attacks, and passed to Bonesaw. Used reverie and scored a tap in with Bonesaw. 8-4. Well he then decided to kill the ball and make it a drag out scrum. This is where Miasma/Scourge combo became huge. The apprince models got blown up and Scourge finished off, took two turns to make the last four, but I ended up winning. 12-8. I almost had a third goal with Bonesaw stealing the ball but missed the kick. It would have been 12-6 if he had made it. Hard match up for sure! (Line Blacksmiths, Furnace, Burnish, Cast, Hearth, Alloy, and Cinder; Rats but took out Pelage for Bonesaw.)
  47. 3 points

    Mason Player Summaries

    Granite Just as with Chisel, @Devilsquid has previously made a very interesting post on big lady Granite as well. As there's no reason for me to really go in depth about her, I'll just summarize what Yann has said in his post. Her main weakness lies in her speed. She's a slow lady, but there are ways to get her up the Pitch, or get the enemy to her. You can Kick Off with her, giving her 6" of movement after the kick, due to Foundation. Afterwards, you can make use of Between a Rock... (BaR) to get her another 3" further onto the Pitch, before she even activates herself. A little trick to trigger BaR is with veteran Harmony's Team Player trait. This extends the range of BaR by another 5+"; a squad member gets hit, Harmony takes the damage, BaR triggers for Granite. Also, don't forget Honour's Quick Time! So that's 3" (kick off) + 3" (Foundation) + 3" (Bar) + 2" (Quick Time) + 3"/5" (MOV) for between 12" and 16" of movement. You can also use your team to move the opponent's models into her. Hammer and Tower have Knockback. Honour, Lucky and Mallet can all quite reliably push as well. Wrecker can push with Ramming Speed. Sure, you really need to make it happen through setup, but she'll be worth it. Sturdy, 2 ARM and a whole lot of health makes sure she'll survive the initial onslaught. Keep Lucky/Tower/vHarmony around her for (condition) protection. Gut and String and Tar Pit makes her one of the best tar-pit models in the game, and she has a decent playbook with on 1, on 2 and or + on 3. Good into: medium/low-speed teams without mov debuffs // Risky into: fast teams, burning/snared/mov-debuff heavy teams Lucky I usually call him Baby Hammer. Because of his Playbook, he can reliably dish out tons of damage (after some setup) ánd still get momentum. That on column 4 is beautiful! Don't let his 2/3 INF statline fool you. In a Honour team, he can easily get 5 INF! Bring Tower for Tooled Up, and that's a 5 INF Tooled Up on 2 model, that can get to town! Story-time: I one-rounded Ghast after using the Shove the Boot In gameplan. 5 INF, 4 attacks (Fear), 5+5+5+6 damage, 3 momentum + 1 from the kill, 2 VP. Yes, it required some setup, but it's doable! How to get him to 5 INF? Put 3 on him. Honour's Legendary for the 4th. Stack the Deck for the 5th. (Legendary and Stack the Deck are 'gain', not 'allocate'!) With his on 2, on 3 and on 3, he can also behave as quite the toolbox. And with a 3/6" KICK stat, 8" Sprint and potentially 4" Dodge from Raise the Stakes, he also has an unbuffed 18" goal threat. It's amazing how much jank you can do with this costless ability. Just be sure that your opponent can't gain a huge advantage from using Raise the Stakes. Sleight of Hand makes him even more valuable as a supporting beater. Teams like Tapper, Fillet, Theron, Esters and Burnish will have quiet a problem with keeping those conditions active (KD, Bleed, Snared, Burning). Together with veteran Harmony, he can even make the most condition heavy teams a living hell (Smoke, Rat Catchers). In my eyes, Lucky actually is our second most valuable squaddie, after Tower. Good into: Basically everything // Risky into: Nothing, really. Well, that's it then. All of the Mason's players done! @Mako, is this enough, or do you need more? I can also write some Mason's vs Guild X paragraphs? Or is it better to put that in @EpicChris' tactics thread?
  48. 3 points
    Ok, play nice. I'm always prepared to have discussion on things but getting aggressive because you don't like what someone said is not on.
  49. 3 points

    Mason Player Summaries

    Flint Flint, oh Flint. The one man so adept at the scoring game, that every other man gives him their utmost respect. It's either that, or Flint might be Brisket's male twin. The Mason's main striker has been called the best non-captain striker in the game on multiple occasions, with only having Mist as actual competition for that title. I myself still think Mist is better, but Flint fits the team better. He can benefit from Plays like Superior Strategy, which increase his ball/goal threat range to a whopping 29"! I don't see Mist do anything like that anytime soon. He's also one of the models that has the highest chances of stripping the ball ánd scoring a goal in the same activation. Charmed (Male) and defensive stats of 3+/1 show that Flint isn't as elusive as most other strikers, who seem to have (easy access to) a DEF stat of 5+. This is his greatest downside. There are enough threats in the game to make choosing Flint for the 6 not that easy. Alchemist's Vitriol can easily take the ball off of him due to having 2" melee, and Calculus' Blind is a real nuisance. Blacksmith's Ferrite and Cast can give him some trouble. Brewer's Esters and Friday can easily hit their CP's. Butcher's Fillet and Meathook can delete him from the Pitch in no time. Just like Engineer's Pin Vice can. Against the Farmer's, he should watch out for Fallow, but that shouldn't be a problem. The Fishermen's oSiren can easily strip the ball off of him, again by outranging him. Hunters have no real female threats, until vMinx comes out, but their massive control in Theron and traps make it a 50/50 for Flint. Masons have the sisters and Chisel, so they are oddly the best team equipped to deal with their own striker. Morticians have multiple threats in Scalpel, Cosset, Pelage and vHemlocke. And last, but not least, the Union have threats in Gutter, Decimate, Hemlocke (Blind) and Minx. But this doesn't mean he'll survive against male beaters, or male strikers like Flint. He just has a slightly better chance at surviving / keeping the ball. Also, don't forget control effects like Puppet Master and Seduced. It always sucks when your opponent can pass the ball towards their own team with your 4 die kick, or even score that snap shot! Obulus and oSiren are therefore important to keep tabs on. And then there's Corsair's Rough Seas, and plays like Ball's Gone that can circumvent Close Control. Basically, playing Flint means one thing: I am going to score, fast, and there is a huge possibility that I will trade Flint for it. When he comes back on the Pitch, he's most of the times already back in position to score again. He should ALWAYS threaten the ball. Make your opponents sink resources into killing him (favourably after he's scored ). He's also one of the worst strikers to hold hostage, due to him having Where'd They Go, so your opponents are forced to take him out a.s.a.p. This gives you room to do something else; take-outs or ball-threatening. Good into: teams where you can easily trade Flint for a goal (Blacksmiths, Brewers, Ox Butchers, Engineers, Farmers, Union) // Risky into: female beaters / female strikers / heavy control (Alchemists, Fillet Butchers, Fishermen, Hunters, Masons, Morticians) Harmony Honour's little sister. Very versatile in her options, only limited due to the necessity of the Family buff. She can beat down, she can strike, she can retrieve the ball, she can play hit-and-run. There's just one rule: never play her without Honour. Having Harmony around for janky Linked activations is one of the Mason's strongest powers. Beating down with 10-12 INF? Possible. Making janky goal runs right through your opponent's lines? Possible. One cool trick that I usually like to do when in possession of the ball is putting Harmony within 16" of the enemy goal. I give the ball to Honour on my last activation, who runs up to Harmony, places Superior Strategy on her and passes the ball. Dodge 4", immediately go next with Harmony and go for that goal! Why this works, is because after activating her, most players won't see Harmony as a threat anymore. #MindGames Just look at her as being a possible extension of Honour's activation. She doesn't always have to do something, but the fact that she's on the Pitch makes that your opponent will always need to keep tabs on her. Good into: games with Honour // Risky into: games without Honour veteran Harmony Honour's little sister, all grown up. She feels like she doesn't need her sister anymore, and you can see that in Animosity. No more Linked shenanigans. With Marked Target and Smelling Salts, she's the ideal character against teams that like to hold back and throw poo at you. Breaking Play fills that exact same role, while Team Player can be a damn life-saver... literally! She has some game with both captains, and has some janky tricks with Granite's Between a Rock... At the moment, she's in my 10 for the games against the high-condition teams, like Hunters and Smoke. And now also Rat Catchers, with their damned diseased condition! She might also be useful against Esters, Burnish and Fillet (burning and bleed), but I feel that Lucky can handle the conditions well enough for those matches. Good into: condition-based teams that like to hang back (Hunters, Rat Catchers, Smoke) // Risky into: teams that can easily burst her down (Brewers, Butchers, Farmers, Masons)
  50. 3 points

    Imbalance, Power Creep and Design Concepts

    Where would this game be without my boy Alex Botts?