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Showing content with the highest reputation since 08/22/2018 in all areas

  1. 5 points

    How do you deal with tilt?

    One of the best ways to counteract tilt is to enjoy the game FOR your opponent, you have to learn to appreciate he is playing his game like you are playing yours. Is he charging Windle with Hammer? “Aww, shit lets see if you get that double rap!” Instead of “FOR THE LOVE OF GOD, GIVE ME SOME 1’s!” Is a whole world of difference. I get tilted all the time but I try my best to make the game an enjoyable exoerience for my opponent, it is a game after all. Feel bad for your opponent when he misses a kick or biffs an attack and be quick to congratulate him when he plays well. Hard to do but will help you in the long run.
  2. 5 points

    Action within an action

    Blessings of Old clarification: Blessings of Old:- Damage caused by a Character Play attack result is "from" the attack action. Damage effects triggered by movement of a model is "from" the action that caused the movement. Damage effects triggered by causing damage or by a take out are "from" the action that caused the damage or take out. A Parting Blow is a separate action from the advance that triggers it. Blessings of Old has no effect on damage that is not from an action. (I.e. condition damage in the maintenance phase, damage from Grim Caress)
  3. 4 points
    Hi guys. This part of the forum is pretty silent lately, and work is slow atm. So I figured I might as well do a little write up here, as someone might enjoy it. Anyway. I short of it is that I went to the Swedish Nationals this weekend and managed to grab 1st place. There was a 3 round tournament the day before that I went 2-1 in, but I enjoyed the Rats so I decided to bring them to the big event as well. They have been going very well for me, but I probably didn't think they would have all the juice to place on the podium of a big event, just because of all the good new stuff that has been coming out and I feel I still haven't properly practiced against. On to the games. They differ a bit in detail in my memory, but I will try to do my best. Game 1 I got matched up against the super nice Urko from Spain with his Brewers. He told me was a pretty new/casual player. He even brought out Stave, not to be outdone I selected Bonesaw (who I think actually works pretty decent receiving against brewers). I received and last activation reveried a for Bonesaw goal, while esters threw bombs and decimate got Miasma knocked and on 1 (to die from disease) and jogged back. Turn 2 was a bit off grinding back and forth, and notable events was Piper getting the ball off Friday and scored, and Bonesaw unexpectedly pushed friday towards my lines and the rest just away from the action. I think Ester killed Piper and Scourge left Friday low. Bonesaw is almost dead in return. Turn 3 I manage to take out both Friday and Decimate, with some help of the singled out gameplan I believe. Ending the game at 12-4. Super relaxed and pleasant game to start the tournament with. Game 2 Second game I went up against the Polish Tomasz ""PoMek", who were one of my perceived favorites to win it all. This was not helped that I lost the roll off and got to kick. So that was a drastic difficulty spike. Game is super cagey, he pass dodge corsair twice to reach and beat down miasma to half (who were down by my left cover piece) and I got to put 7 damage on siren who collected the ball, with Piper (because there was nothing else I could/dared to do). Turn 2 miasma dies by gutter and siren by pelage. Skulk escapes by charging tentacles and << and getting reveried even further to leave corsair stranded. He holds on to the ball and everyone repositions. 2-2 Turn 3 a lot of jockeying around gaining some momentum by nothing in particular. Corsair kills Skulk after skulk fails to get a double dodge of corsair. Late in the turn he crucially forgets I have midfield general and Scourge gets a go at Gutter. He tries to get siren up to lure scourge by passdodging, but misses a pass and the ball is free. Piper double jogs to gain some momentum by hitting siren and be close to the ball. 4-4 Turn 4 Piper goes first kills siren and legendaries to get to the ball and just pass it to space to my right side, and it scatters favorably. Piper dies. Gutter gets put low but is healed. 4-6. Turn 5 we mess about. Siren comes in to steal the ball from pelage, but misses her charge completely due to def stance, then hits seduced to get the ball and dodge toward my goal. Squeak, who has more hp than siren, charges her, jogs her back up to pelage, follows up and puts 2 damage into her. Pelage is dragged and beat to half by corsair. Siren dies, and gutter gets on 1, but dies in maintenance. 8-6 Turn 6 Piper goes gets momentum, moves his gutter out of the way and reveries miasma for a tap in. 12-6. Phew! It all came down to the forgotten Midfield general inch and a missed pass. Really cool game. Game 3 More tough match ups. Brewers again. This time against Teemu "The_emu" from Finland who I lost against the day before in the small tournament. He was also one of the guys I thought fought for the 1st place so it seems I am out of lucky pairings. He is extremely easy going and a very clean player so I was happy to face him though. To make matters worse I had to kick again. Turn 1 goes as you might expect, he keeps the ball very safe, blasts a bit and in goes decimate. I had decided I wanted piper to be safe so I had reveried Scourge up to threaten Lucky or the dog while running Piper out to the left flank. So Decimate goes and intercepts scourge. Knocks him and does ~10 damage and jogs 10 inches back. Scourge just stands up and eats snacks. Turn 2 he chooses me to go first. I farm some momentum with Skulk and Scourge off Lucky (healing scourge with snack break and momentum up to full). Meaning decimate needs to take care of him for real this time, which she does with all her buffs. I start to scrum a bit on Hemlocke but a blinded Piper don't do too much. 0-2 Turn 3 Piper goes first, steals the ball off esters and scores. Esters roll badly against Skulk, Decimate kills Piper and moves up with the ball. Scourge jogs in and leaves hemlocke on 2. vGraves gets to Spigot and knocks, bleeds and pushes him towards scourge. Squeak dies somewhere 4-5 Turn 4 I start by Snackbreaking Hemlocke and putting 6 damage and disease on Spigot. Spigot gets gravediggered and pushed a long way to the edge were piper came in and graves retreats. Esters fail again at doing much to skulk (buffing decimate instead). Lucky and decimate goes and works a bit on scourge but no kill. Piper kills spigot. Thanks to 2 bonus points I am now at 10 and can win by either goal or take out (Lucky had like 8hp and was engaged with scourge and even quaff is a liability now). 10-5 Turn 5 He gets to start but Lucky is low and decimate has the ball. So he is in bit of a bind. He goes with decimate and moves knocks and pushes scourge away and pass to Lucky for a dodge I think. Piper goes and pushes Decimate off the pitch (~7"). 12-7 Another close game. It really helped that I could tank a bit with scourges raw healing power and skulks annoyance. It was nice to even out our interpersonal wins. Game 4 I got to play against our very own Swedish Pär "Speedfreek" and his Union. I played him the day before as well, so we had already had a bit of a feel of the match up. Though in this game I got to receive. But getting to play Pär who I know and played a couple of times we both got pretty relaxed and had a sweet game with some beers. Turn 1 saw me receive and set up with graves to reverie goal of. But he sent in mist to interfere with Piper (couldn't kick tho because of odor) and he blocked LoS for the graves goal, so I reveried graves back to crowd mist and Piper but some hurt and set up on mist. I crucially forget about On my mark, so I don't tackle the ball, because I wouldn't want Piper as an early activation T2. So Blackheart runs, legendaries mist back 2" and OMMs the ball and dodges into graves for 2 hits. So my perfect setup got a bit bad. On the other hand, he has decimate and strongbox basing his goal so his board position is pretty bad. Though Blackheart is most of the team anyway. Turn 2 Piper is forced to go early and gets the ball from blackheart, moves mist a bit and passes the ball over to squeak who dodges away. The rest of the turn is basically fighting over mist and momentum. I don't get a snackdigger as I wanted, but I do get a snackbreak at least. 3-0 Turn 3 Blackheart somewhere gets a goal dodging around and manages to tackle Piper. Hemlocke goes down after a failed scoring attempt by tackling piper. Scourge rolls pretty bad at rage, but at least engages him, but gets 2 attacks and bleed on him for the trouble (in addition to blackheart chip damage). 5-4 Turn 4 Somewhere Skulk gets the ball and moves up, but I forget mists back in the game and mist gets the ball and lets blackheart score. I kill mist with extra point. Skulk gets the ball back. Hemlocke tries to get it off him but fails. Squeak dies somewhere. 8-9 but I have the ball and he has 45 seconds left. I on the other hand have scourge on 3hp after yet another bleed, piper on 4 and graves on 8. So it is not off the possibilities that he can take out 2 players in 2 quick activations or get the ball for a snapshot. My clock is on 3 minutes so I can't afford to give a clock point away. Turn 5 I get to start and I could either try for a goal with Skulk which would let me win immediately, but missing his first attack on hemlocke needing 2 hits stops the goal run altogether because of the distance to goal. I choose to play safer, with the risk of Pär doing a magical 2 take out blackheart maneuver in 90 seconds. I go with scourge, snackbreaking rage and healing up and it puts me on 11, practically waiting to see if Pär can do it or clock out. Pär has very little time to think goes with decimate to kill the 4 points off piper (in cover) and then maybe spike on graves. But she fails to kill Piper at all, leaving him on 1. We sit and wait out his remaining 20 seconds in silence and then I get to 12. 12-9 in the end in a bloody exciting end. In a fortunate succession of events, the pair down lost in both round 3 and David Cameron lost his pair down in round 4. So I am the only one left undefeated - leaving me both a bit baffled at the sudden victory and of course very happy. I hadn't thought I would be able to go all the way with Rats, but I was very happy that I brought them in the end. I did feel like I played very well all day, with only a couple of fatigue related misses in the last game, and the dice that mattered did go my way (except maybe the starting rolls xD). All my opponents played very clean and tough games and the atmosphere was very friendly. I still haven't played that much of the rats so I feel like every game is a bit of an experiment, but I am happy to answer any questions. Cheers guys. Keep on 🐀!
  4. 4 points

    Momentum for a missed goal

    I don't think it would help to be honest. The point I was making is that attacks are also vulnerable to variance in a similar way. - A three die shot on goal without Tap In scores 88% of the time. - Tap In increases that to 96%. Bonus time to 94%. Both, 99%. That means if you're playing a 3-0 team, over the course of a five round event, if you're bonus timing tap ins you still will most likely not miss a shot. If you're just making shots with no bonuses, you'll probably miss one or two over the course of the event. This can be a problem, sure. But if you're in a scenario where missing a goal is a major problem, 1) you should probably be bonus timing anyway, and 2) a momentum refund probably doesn't help in the slightest anyway. Your player is still stranded, the ball is still in a bad place. It really doesn't do much. Managing the risks of failing rolls is an important skill, and knowing when to bonus time / when you need to take the risky shot / when to risk the parting blow etc is an important part of the game. When I make a two die shot on goal or take a parting blow, I'm aware of the risks of missing, and if it's a risky play and I'm still taking it, that probably means my opponent is playing well and putting pressure on me, and they should be rewarded for that. Refunding momentum for missed goals also means you can take as many shots from 1" as you have influence at no cost, which doesn't sound like a good thing for the game.
  5. 3 points
    Hey, fellow Drunks. I had to share a crowning moment of glory from my trip to the recent Western Canadian National Championship with you liquored up ball hogs. Posted in Facebook but had to share here since it was the single best thing I've ever done in this game. This is in my Hall of Tabletop Glory alongside dropping a Carnifex in melee with my Commissar in 40K. Third game in, Esters VS Hammer and I'm starting the game 5 points down after turn 2 against a damn good Masons player. Fortunately, I've got the greatest single player in all of Guild Ball. An auto include in every tournament list. Untouched since Season One because you don't fuck with perfection. Stave. While the rest of the gang gets us back in with some takeouts, a loose ball scatters. The only one with the INF and position to get it in, Stave. He shoots. He scores. Stave goal. But Big Poppa Stave ain't done yet. The score is now 8 - 10 for me. Brewcimate has the ball, and cannot get in a position to shoot. But Stavey Boy Jones still is. 00:00 on the clock. Keep the Ball Moving game plan card in effect. And he's engaged. But I trust my boy. THE SNAP SHOT'S A SCREAMER!!!! Double Stave goals to save the day.
  6. 3 points
    Glad you like it and welcome to the rats! My normal core is Scourge, Miasma, Graves. And then I flex between Skulk and Pelage normally. Pelage is a bit better when you receive as a reverie target and can put decent hurt into some models. But if you kick you are less likely to get an early reverie. In addition Skulk is stronger against teams with strong counter attacks or unpredictable movement that Pelage doesn't get to do too much. But I mostly just go by gut feeling, both are ok. Bonesaw (pre season 4 anyway) is basically only when you receive and value his longer kick over Pelages abilities. But try stuff out and see how it works for you you learn "why" you like some models when you leave them out too.
  7. 2 points
    Appreciate the kind words; stuff like that means a lot. Lance and I also enjoyed the guest-isode quite a bit and decided to do another guest-isode sooner rather than later. It might not be our NEXT episode, but it will be our NEXT NEXT episode....Pat Van Value. ALSO! if you guys enjoy our content PLEASE please rate us and leave a comment on iTunes. It helps us pop up in the feed. Also, I want to make sure The Pitch always pops up before Anatomical Precision. https://itunes.apple.com/us/podcast/the-pitch-guild-ball-podcast/id1132859010?mt=2
  8. 2 points
    This Friday is amazing and i love it.
  9. 2 points

    Resin Hunters

    Better to be done right than to be rushed and done wrong surely. No-one likes delays but if we wait we get a better product. I can't fault SFG for implenting strict QA.
  10. 2 points

    Blacksmith Player Summaries

    GB is not a playbook damage result, so you would rather take MOM 2 on the charge to make the extra 3 DMG sweeping charge. It is also once per turn and you might want to save the spear throw for another target.
  11. 2 points

    My Guild Ball Terrain :)

    Can you see It now?
  12. 2 points

    Indirect S4 Egret spoiler

    The problem with Snap Fire has always been - you need low DEF targets and it's 1 dice. The odds are soo bad. And then some of those low Def targets have Tough Hide so it doesn't even work. Snap Fire is definitely the worst CP in the game because it's just a dice crap-shoot. Flurry and melee combat is where this new ability will shine - Egret can potentially bounce around even 2" melee models to score goals.
  13. 2 points

    S4 Hoist speculation

    I doubt SFG will do that - Salvo spoiler said they are moving away from 'mechanica only' Pin Vice plays to reduce complexity of rules.
  14. 2 points

    The Dirty knives Cannon

    This is a completely unorthodox tactic and the brewers have plenty of better ways to deal damage. I just thought it was funny and wanted to share.
  15. 2 points
    From the collected clarifications: Reposition:- a model may not reposition or place during the resolution of a parting blow. and: Swift Strikes:- Cannot be used to Dodge after causing damage due to a Parting Blow. No, you may not dodge from a parting blow.
  16. 2 points

    S4 Snakeskin Revealed

    I'm right there with you. I haven't been shy about calling her my S3 MVP for Union. With Snakeskin, you could score a 4th or 5th activation goal with another model and then go retrieve the ball with her. I set up retrievals (with some luck and 4 inf) for the ball and Nimble Clone and almost guaranteed I couldn't lose the ball that turn. Clone with On My Mark was also a great way to kill the ball with the 1st or 2nd activation and get it back in to play after see how the turn plays out. I honestly can't remember the last time I set up to do damage with her or did more than 1 dmg in a game with her. If she was attacking, it was to get the ball or dodge. This was never her role as a winger and I still don't see it as her role now. I'm with you on the damage to an extent. I think we may need to view her as the best inclusion for a goal threat in a vRage team. 5 Tac + Shelling Out + Gang Ups + My Gang/Bloody Coin (when applicable) makes her 2 momentous on 3 and 3 momentous on 5 relevant. If they want her engaged in the fight, this will do it. The extra Tac can always help her disengage and look for the ball too. I think this puts her ahead of Decimate. I'll reserve too much judgement until I see the rest of the squad, but this puts a huge dent in my 3-0 Blackheart strategy. She was always a ball retrieval piece and could dance her way out of trouble if necessary, but had the defensive tech to lock down the ball and wait for support. Thank you for sharing this. I hadn't thought about her in this capacity. Beautiful with her 13" threat range, tackles, and dodges could make her a retrieval first turn goal threat. I'm curious if these changes will see her replace Mist as the primary striker. She sacrifices 2" melee for Tackles and gets WDTG over acrobatics. She was already my backside goal model. Mist scores off one flank and they typically kick to the other where Snakeskin is in range to start retrieval work. I'm just biased though because I think she's been one of the strongest pieces in the game that's focused on retrieval. Until I see the other cards, I can't help but believe these changes are the result of public outcry claiming she wasn't usable compared to other options and not because she performed badly at her role. I won't deny she could be an influence hog, but 3 inf to kill the ball is 20-25% of your resources and a solid investment.
  17. 2 points

    The Goal Post Thread

    Thread hasn't seen any action this month (hopefully not those PVC goals making people lazy...) so decided I needed to pull my finger out and get another picture up: My Union goal. I had a set of Ristuls Market treasure pieces for Frostgrave but the skelly on throne was too big for that game, so I thought it's be good as a big pile of gold for Union. It didn't quite sit on the 50mm base, and it just didn't look imposing enough, as in not enough height or presence on the pitch. My Union have a few models mounted on slate to give them extra height (so KS Blackheart and oRage are the same height as vRage, and Benediction looks awesome on a big lump of rock) so I thought "rock pillar!" Gives it height, ties it to the rest of the team and looks a little religious, like a shrine or cairn, as if the Union worship/hold sacred all that loot... Only played with it in one tournament so far, but was lucky enough to come away with a Best Goal award (the only one I can ever win). Starting to feel the pressure to keep on winning now, as all three of my goals so far have got one. Masons one is done, but gonna hold off posting until I've taken it to a few events.
  18. 2 points
    Firstly congrats on the win! I have found this above to be my feelings after 8 games with Ratcatchers. My flex is Pelage or Skulk in most match ups so nice to see a top players saying the same
  19. 2 points

    Ball Scattering Over Obstruction

    Just to clarify something further: This part often confuses some people, so I'll use your diagram to illustrate what it's meant to represent. Step 1: Calculate the new landing spot (Red circle) Step 2: Because of the obstacle, move the ball back along the ball path until you reach the point where the ball first contacted the obstruction (Green circle). Step 3: Assuming the ball cannot be placed there (because of a model or token), use the Rule of Least Disturbance (RoLD) to find the closest suitable spot. In this example, if there was a player (Yellow circle) preventing you from placing the ball in the intended spot, you'd use the RoLD to move it to the red circle outline.
  20. 2 points

    My Fish

    There is a spooky Lady in progress :
  21. 2 points

    I love Falconers

    A big difference is how they interact with 2" models. At under 3" Rundaas can shadowlike to melee and if they counter disengage can use his normal movement to engage again. With his tough hide he can also hang out in a scrum a little longer. Or if he rather just disengage with the shadowlike (unless 2" b2b) His 6th column result is gross too. As it both double taps of off a Harrier for 5 dmg, lowers defence and inflicts poison in addition it can be sent to other models if you don't need all the damage on his target. Jaecar is ofc also very good, but they do stuff a bit differently. In any case, Rundaas is a beast.
  22. 2 points
    Second Wind now has a HOTEL BLOCK! http://www.hiskokie.com/swg $79 per night for 2 queens and is 3 miles from the brewery. Deal is good until 11/23 or until the rooms are gone.
  23. 2 points

    Momentum for a missed goal

    Sounds good to me. If I miss the KD on my charge attack and get counterattack disengaged, do I get my influence refunded, too?
  24. 2 points

    Morticans, Ratcatchers and Union

    Hi! Ratcatcher lady is done
  25. 2 points
    Intergalactic Slacks

    I came as a rat

    Here's an attempt at taking some better pictures with a homemade lightbox. I need more and brighter lights on it I think.