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Showing content with the highest reputation since 09/22/2017 in all areas

  1. 31 points
    So this isn't necessarily about Guild Ball but it is happening as a direct result of my going to SteamCon. Nearly 4 years ago I was fortunate enough to meet a really great girl who supports me in everything I do. She is coming with to Chicago but not attending SteamCon, as she is going to be doing a lot of shopping and doesn't care for miniatures. This Sunday night we are going ice skating at Millennium Park after the convention and I'm going to ask her to be my wife. I'm pretty excited and I spend more time here (to my boss's dismay) than I do with most of my friends and I consider a lot of you to be brothers and sisters in our big Guild Ball forum family. Just thought I'd share with everyone. I'll post pictures sometime Monday morning as I am feeling pretty confident. **Added an image, others on my friends' phones. Will put them up when I can. Center ice was a little crowded to do it in front of everyone so I pretended my lace came undoneand when I got down to "tie it" I popped the question. Great grandma's ring. She was as happy as can be. Had great friends willing to just hang out for a bit to get pictures. Thanks for all the kind words everyone. Had a great weekend.
  2. 23 points
    Ascobol

    How to buff Angel?

    Please forgive me if my english is not that good or my written is a little muddled. I will try to put down my thoughts on Angel and why I think she doesn't need a buff. Or why she is good as she is. Where to start? Maybe in correcting Mootaz (missunderstanding in a german forum where i wrote something about WTC): I played Angel in all 5 matches at WTC. Shark I played in every Game except the Final against Martin Koch of Team Germany 1. That was due to Gentleman's Agreement that we both play Corsair. And I'm totally satisfied of the performance of Angel. BTW my Roster for WTC was: Shark; Corsair; Tentacles; Greayscales; Sakana; Hag; Siren; vSiren; Angel; Jac I lost the first match against Ignacio Lozano Ramirez of Spain 1, a real nice guy. I missed a few dice rolls and his dice worked. At a certain point I was that far behind that I couldn't manage to stablize against Hunters. And I lost the final against Martin Koch, by missing 2 Goalshots in a row. I went 4:0 against him and while he took out Siren I missed the snapshotgoal with Angel. (1,2,3,3; so even normal shot would have missed) After that I really tried hard to get in possesion of the Ball again and missed with Greyscales too. Martin Koch is a brilliant Fisherman and at that point it wasn't possible to win against him any more. But he said one thing: "I was short of peeing my pants as I realized what Angel was capable of doing at that point. Simply magnificent" (hopefully translated that correctly) But enough from WTC atm. Angel seems like she isn't doing much on the field. And I sign that to a certain amount. Her Playbook seems difficult to get to second column, 3rd or 4th not to mention. She got no 2" melee zone like 99% of the Fish do have and when you take a look at her card, she seems to have the same role as Greyscales or Sakana. Maybe fighting with Sakana the most for a place in the roster. I don't see her in the same role as anyone else of the fish. All are capable to score goals. All are fast. All can exert pressure on the Ball. Where I see the difference in role comes from, is in her high DEF, the ability to push it and her superb Kickstats. If you want a Model charging into someone, tackling the ball, where'd they go somewhere else and score a Goal she definately is not the model you're looking for. If you want a model "seducing" the oponnent or "lure" it anywhere else, Angel again is not the model you're looking for. If you look for a model you can place in "snapshotrange", after scoring a first turn goal, which just says: Hi, I'm here. I'm DEF 6 and a real "snapshotthread" better do soething. Angel is definately the model you're looking for. At this point I wan't to make sure: I'm not trying to convince you all, that you have to play her. Nothing I write is ment irrefutable or absolut. I just want to let you know why I like her and why I think she is good as she is. Angel has momT on 1 hit which will deny placing a model in possession of the ball in 9" (or 11" with Quickfoot/Fisher's Reel or 13" when both or 15" when both+Call of the Sea) But this is theory, not a gameplan. You just can use it, if it occurs. (Passive 9" Aura of NOT STAY IN HERE WITH THE BALL) Place her in shot range to the enemy Goalpost and she is a "snapshot threat" while threatening the Ball in a certain area around her. This is a gameplan. DEF 5 or even 6 makes her really hard to get rid off. Important Result (KD, >>,...)on 3 hits with TAC 6 against DEF 6 is 6,228% chance. And even on 2 hits just gets to 26,32% with TAC6. While passing her the Ball, when she is engaged by one Model, still has a 80,24% to succeed. Although beeing engaged, by one model, a snapshot with bonustime still has 68,75%. Add "Supershot" and it goes up to 81,25%. (Passive GOAL THREAD) Sakana only gets to 25% or 50% with bonustime, when engaged. She is a "Snapshotmachine" who is very furious shooting goals. Due to beeing such a thread, the opponent has to do something against her. If he engages with only one model, she can still be a serious thread. If he engages with 2 models, the rest of the Pitch is empty for the rest of the fisherteam. (Passive CONTROL/DENIAL) Next Point DEF 5 or even 6: Pushing her out of goalrange isn't very effective or easy, see example above. Yes there are models able to KD,>>,.. on 1 hit, but then you can't just place her in Goalrange, you have to think a little about placing. Or maybe you pick someone else. And even if the oponnent manages to get rid of Angel (TO or push out of "Snapshotrange") it probably was very INF inefficent. Spending 4 INF to nonmom> Angel out of "Snapshotrange" but has to be done. That's another point of Angel bringing to the Pitch. Letting the opponent spend INF in an inefficent way. (Passive HARD TO GET RID OFF) All I have written above, seems more like "passives" than an active plan you follow. For me it's her "passives" what makes her shine. On top "light footed" so she ignores "Blasted Earth" She either is a hard thread on the enemy goal or "controlls/denies" the enemy by forcing the opponent to handle her somehow due to beeing such a thread. (see example above of engaging her but openning the Pitch) And all of that by just placing her in "snapshotrange" with Nimble and Supershot.That's why I love playing her. Her >< is not very likely to hapen but with a little help ( ganging up, KD, Singled Out, or combination of it) it happens more often than you would imagine. The possibility to give her 5 INF when starting next to Shark will allow you to activate her first (if you can move up tackle the ball and score a goal. Jog to engage, 1Nimble, 1Attack for momT, 1 Supershot, 1Goal, 1 reserve if need to sprint/charge or 2nd Attack if Counterattack...) So while borderline case, not useless. So no point for me that "needs" to be changed. All of this in mind I'd like to say asking for a change, only looking at the cards of the models is the wrong way. (No Offense here, just the impression i have) It is always how the model affect the match and Angel does this completely different to all other models of the Fish. But this always depends on your own playstyle and the opponent setup. Short to the match against JJ Layfield. I knew how good he is. And I knew Engis have the better odds to win. (personal opinion) That's why I decided not to go Corsair, what would have been "the standard choice". I thought I have to go full risk/reward and it payed off. I played Shark Tentacles Greyscales Sakana Siren and Angel. He played Ballista Mother Compound Hoist Ratchet and vVelocity (picked her last pick after i called Angel) He was suprised by my model choices and I think he really didn't expect my list. I did a snapshot goal with Angel in Turn 1 which had only 40,xx% chance to succeed. I did it because I knew I have to put up very high pressure or I will loose. Could have waited and just score next turn, but this is a lot if and when. I then started next turn and scored again with Shark and Legendary with 80% chance. 8-0 what allowed me to go full pressure on the ball. Then I missed a goal with similar odds, think this makes up for the snapshot turn 1 (again If and when) The next shot was a success 12-2. He was a little suprised and told me he hasn't seen something like this before. AND YES I KNOW I WAS LUCKY. Maybe @JJLayfield himself can write a little to the match. Don't want to embezzle something by not remember correctly. So that 's a lot of text and I hope I missed nothing. Sorry if it is a little muddled. Hope you can see what is my point (way of how to play a model). I'm interressted what you all think. Something you agree/disagree. Can't consider everything, so if I missed something specific you want to know my thoughts about let me know. With this I wish you all a good night. Greetings from Germany Ascobol
  3. 17 points
    JayCop

    The Goal Post Thread

    Hey guys, first time poster but I was directed here by the GuBS facebook group Here's my two goal posts, one for my fishermen, the second one for the Union:
  4. 16 points
    TheCurkov

    How do i play Smoke well?

    Alright, let's take a quick crack at this question. I played a smoke skew list at WTC this past weekend going 4-1 losing only to a player on Germany1. Smoke has a unique play style that is somewhat counter-intuitive to how you win guild ball games with any other captain. This is both a blessing and a curse since it makes her difficult to learn to play and difficult to play against. Let's start with the list. Smoke, Flask, Calculus, Mercury, Katalyst 2, Harry. Flask: We could play naja here for more ball protection but sic'em is too good on flask to leave him at home and oddly putting 5 influence on Mercury is sometimes really good. Plus the cloud brings influence efficiency to Smoke. Calculus: one of only 3 models in the faction that can proc Smoke's aura you need to take her. Also blind is really good. Mercury: Same as above but the ability to knock someone down with Harry then reliably put 10 damage on them with Mercury will surprise people, but he is mostly here for that sweet fire Aoe. Katalyst 2: Is bad for a lot of reasons but he is good for just 1, witness me, and that is why he is on the team. The ability to remove himself from the pitch thus preventing your opponent from farming momentum off of him, clearing your conditions, and taking control of the game is extremely powerful. The downside to this list is if you never get witness me off you will not win. Harry: Harry is not what he once was but he still reliably pushes allowing you to set up vet kat and allowing him to use his furious. Also, don't forget that he can easily condition players by placing his Molotov and pushing them into it or just pushing someone into Mercury or Calculus' auras. He also brings a second fire AOE which is very important more on that later. The only time the list changes is if you are playing against butchers. Compound will come in for harry since compound hoses Filet so badly. Overall Gameplan The list is a very painful attrition list. We are shooting for 3 takeouts, and a goal. This is our point breakdown. 4pt goal 4pt Witness me takeout 4pt 2 take outs using conditions and Smoke feat. This can also come from a second witness me. It is a bit of a pipe dream but I think you will be surprised with how often you get it. Smoke, her Conditions, her Legendary and You. Activating smoke can get very complicated but the general idea goes like this. Allocate her four, leave the ball on her as much as you can, then activate her last. If at any moment you realize that if you do not activate her she will die or the goal will be taken away from you activate her and take the goal. To take the goal you need 3 influence and in all honesty, you can really get away with 3 on smoke almost always, but the 4th influence allows a lot of flexibility and gives you a chance to fix your mistakes. The reason we always activate Smoke last is that it gives them no time to respond to the conditions we place on their players. They can bring a player with smelling salts but if you have the last activation it doesn't really do anything. Having the last activation with her can also make her legendary substantially stronger. If say you are going to legendary on 3 players who do not have poison on them pushing the clouds onto them effectively makes you legendary do 5 damage. This 3 player legendary is 15 damage! That's insane! No dice involved, ignores tough hide, and this legendary is fairly mediocre. But the most important part of the legendary is to hold it for as long as you can. Ideally, you want to end the game by using the legendary and taking the goal. Let's Talk Allocation. With the exception of turn 1 which has a few different permutations, your allocation will be 4 on Smoke, 3 on Calculus, 2 on Mercury, 2 on Harry, 2 On Kat. This allows for maximum condition placement and is a full allocation to Kat. Calc can blind and AOE, Merc can AOE or charge (looking for the 2 damage double push to set up Kat,) and Harry can attack and Molotov or just charge. You can stray from this but you very rarely will. Placing AOE's Mercury and Calculus want to place their AOE's on players to gain the momentum, but be careful placing them on fast players. We are trying to deny them as much momentum as possible and often placing in front of fast high defense models is just better. Also when placing AOE's be as far away as possible this will force them deeper into your lines once they get to you. Make them go first There are only 2 situations where you want to go first. Kat can witness me someone as the first activation or allowing them to go first will be a total disaster and you can prevent it by going first. This is to guarantee the last activation for smoke and to keep that condition damage coming. Kicking vs Receiving This list wants to receive so bad. But it is not a total disaster if you do not. The main thing you need to admit to yourself is that you have no ability to fight for the ball. Your tackles are actively bad and more than half your list is tac 4 or lower. So when you kick keep the ball as close to you as you can and steer clear of the goal. You want them to take an early goal before they close with you. If they are wise to what you are doing and use the ball to fight you stand in cover and make sure that Kat threatens to kill anyone that they send in. It is also important to keep in mind that Harry, Calculus, and Mercury are very hard to kill with just one model. Most captains will need 2 damage buffs to get there and that will likely give you the time you need to get that target out of harms way. Plot Cards The 2 most important plot cards to have for this list are Knee slider and sic'em. Knee slider is a card that can ruin your game if they have it and they received allowing them to take their goal and not give you any points in return. When combined with a superstar captain it is incredibly dangerous. Ironically though it does almost nothing for the list since you will only be taking a goal to win discard it if you draw it, but pay very close attention if you don't have it. Sic'em is just pure @VanV alue. With all the conditions flying around a flask charge can be world ending. My personal record is 30 damage. After those 2 the cards are about the same as usual. Who are ya is always great, Match fixing really helps when recieving since the list is not the most mobile, and good marker can really help keep an AOE thrower safe for a turn. Bad Matchups So your worst matchup is still Corsair. Tough hide, sturdy, close control is just a huge kick in the nuts for alchemists and this list doesn't fix that. Also with lure, drag, and rough seas, he doesn't have to play the threat range game and it is hard to starve him for the ball. Engineers can be tough since reanimate is strong vs conditions and there is a lot of tough hide in that faction. I still think it's a 50/50 match heavily depending on who has the ball. It is also not really that great into the mirror since lure of gold really skews the threat range game plus they have a model that is essentially immune to fire. Ok wow. I did not intend for this to turn into a full blow tactica but here you go. If you have any questions about the list let me know. There are also 2 good smoke games on my YouTube channel that you can check out.
  5. 15 points
    I just thought as Santa revs up the sleigh and 2017 goes off to the hall of the ancients, I would post a cheerful thank you for all the things I love about GB. Firstly, thank you for the Longshanks website @RedSam . Even thought it torpedoed my ranking (lols! ) it's a fantastic site and I'm glad we have an alternative to TieBreak as well as somewhere for armchair coaches to mull over stats. Great work - thanks for the effort. On to App makers. OMG I bloody love apps. While I prefer cards be used in play (so you don't make it obvious or remind someone how close to death a player is), being able to look up cards and theoryball on the train is brilliant. That they even allow rules looks ups and hobby organisation - all for free - is simply amazing. You guys work hard and I know I can't imagine living without them now. Thank you for your free time and hard work. SFG - yep I've not forgotten you. While I might disagree with you over er, certain work, I am ever grateful you have created and continue to support a great game that has introduced me to a world of new friends and like minded coaches. Thanks for the beautiful models and design work. Thank you also for not being too proud to change your game when needed - it shows you really care. My fellow Pundits. Pundits are key to pushing this game out to the local FLGS and clubs and they work bloody hard so everyone gets to play toy soldiers. I am glad we have a group of such dedicated players that are keen to promote a game they love. While we might not always agree with each other over certain er, policies, I know we are all working towards making this a successful game and I can call upon help for my local area if needed. 3rd party support. How would I play this game without widgets?!? You know bizarrely I think my favourite thing about GB is that I haven't used a tape measure in 3 years. It's just so nice to make neat movements (well I try). All the tokens and widgets really help me keep track of this game and while not essential, I love them. Thank you for you faith in this game and I hope we both continue to profit from its success (you with $$$, me with even MORE tokens). Finally my fellow players. What would this game be without such a fantastic group of lovely people. I've met so many of you over the years and I am thankful for it. What is a game without an opponent - and you guys are the best. We love a bit of rough and tumble on the forums/Facebook but we all have our heart in the same place. I'm especially glad to have such a great group of people playing this game - and I look forward to meeting new players we bring in. So, while I might not be as active a player in 2018 (wait until I raise my new minion to conquer the GB world in 2028!) I really hope I can get out and continue to play this brilliant game with you fantastic people. Roll on 2018! Chris
  6. 15 points
    malladin.ben

    Thank you Steamforged

    Thank you Steamforged. The last few months things have just been awesome! Pitch formations was a great new idea, and involving the community in the playtest process for the first time since the kickstarter was welcome. GICs are another great little addition to the game, and again the playtest opportunity very welcome. When they first came out there were, shall we say, one or two I wasn't keen on, and given that the thing I was most bothered by (bonus vps) seemed so fundamental to the approach that is thought it'd never get changed. But I made my arguments, other agreed and Steamforged listened. Now I am genuinely excited to play the game with GICs. But the biggest takeaway from the process is how much Steamforged have listened. There's a ton of salt to wade through on the first draft and differentiating genuine issues and concerns from overreactions must have been quite the task. And now I get to play in a tournament testing them out, too. Finally, we've got the Union in Chains... just WOW! The butchers civil war was a lot of fun, but then I'm a butchers player. This year we've got so many more guilds directly involved, and a tantalising mystery as to what the "prize" at the end of it all might be. Some of the banter already kicking off between butchers and fishermen is awesome and I take my hat off to the those involved - you've made my week. I almost don't want to know the final outcome because it's so much fun speculating. Almost. And shortly down the road is Steamcon. A Skulk model for everyone, blacksmiths and farmers 2 on pre-release (hopefully), and a new model to be designed for next year. And undoubtedly a whole host of spoilers: Ratcatchers guild? New 6 man boxes for each guild? What has happened to the Union? I just can't contain myself. So thank you Steamforged, you're smashing it right now! Much love, Ben
  7. 13 points
    The survey that came out today asked whether people want the season 1&2 guilds re-released in PVC. I answered yes because personally I've decided I'm not interested in buying any more than the three guilds I already own in metal. Part of this is I'm impressed by the value offered by the plastic boxes, and part of this is because I don't like the move away from blisters to 6 player boxes. The bundling doesn't add any value like the PVC boxes do and it makes roster customisation more expensive as you may end up having to buy some models you don't want to get some you do. This is the same for the PVC boxes yes, but it's less egregious because they're significantly cheaper and give you more than just the player models. What the survey doesn't mention, but that they casually mention in the video is that they don't plan on giving the season 1&2 guilds the same treatment as the Farmers/Blacksmiths. Instead of two 6 player boxes they'd be sold as one 12 player box. Isn't the point of the new £35 boxes that they're a cheaper more accessible route into the game? These aren't just being sold to the existing playerbase. And it's a lot easier to say here this box of farmers gives you a full team you can start playing the game with straight away for £35 than here buy this £70 Fisherman's box. If this 12 man box did come out it would actually make the initial buy in to get a playable fish team more expensive than it is now with the metal models. I really hope SFG reconsiders on this, if they want the plastic re-releases to sell then they should stick with the strategy they're taking with the new guilds. It's a good one and there's no sense abandoning it now.
  8. 13 points
    TheLieutenant

    Idea for Thresher Change

    I'm gonna say a couple things I said over the weekend while at SCUS, because obviously this is a super hot topic right now. 1. If the rules for Obulus or Corsair or Ballista or insert-good-captain here were released 6 months ago and one of the best players in the world picked them up and played 50-60 games with them while most other people had only played 2-3 games against them, yeah, that person would probably do pretty well with that captain too. 2. Thresher requires players to modify the way they play against him. Playing the usual way you're used to playing the game will probably net you a lot of losses against him. I believe as players get more experience against him in the next few months, this will start showing. 3. It's much, much too early to nerf anything right now. Obviously, we'd be fools to ignore the high win rate, but we'd also be fools to hastily nerf something in a panic. Please bear in mind that we have to look at the health of the game across the next year, two years, five years, not just the next three months. If there is a problem, taking the time to get the correct fix to the problem is just as important, arguably more important, than fixing it in the first place. A fix that we then have to fix again in three months time is not a fix. 4. None of this is denying there is a problem, or us being blind to anything. When I used to play other games, I'll admit, I was frequently in the 'omg nerf this now' faction, and the fact that I've changed my opinion is basically a result of seeing the inner workings and considering the issue from another point of view. It's actually sort of amusing for me to be sitting here typing this when three-years-ago-me would likely have been howling for blood. But hey, we grow as people, and sometimes the biggest thing you can do is acknowledging that there are other perspectives and that your opinion is just that; an opinion. This is something I genuinely strive to be better at in my personal life a lot. I'm not necessarily saying anyone on this thread is wrong, like, just that there are a wealth of opinions out there. And we read all of them! And finally, hey, guys, I ran events at SCUS. I was there. We see the same tournament data as you, we talk to players about the game probably more than you do. We read these forums, we read social media, and we spend (amazingly!) a hell of a lot of time thinking about GB. It's not like we have some evil master plan here; we want the game to be as well balanced as we can make it. That's good for us just like it's good for you guys. So in summary: we're aware there might be an issue and we're watching very carefully but we're not going to jump the gun on anything. Cheers!
  9. 13 points
    Not_that_one

    An open letter to Obulus

    Ferryman, take heed. There have been rumblings. Dark words whispered in underground vaults regarding our precious Guild and your command over it. It is no secret that the Solthecians seek to ‘purify’ our sport by tearing up age-old contracts sealed in blood between the Union and other Guilds. Regardless of the impact this has on our opponents this puts us in grave jeopardy as we face the loss of a shining star of the game. I of course speak of the one known as Mist. We are not savages. We do not hack and slash like Fillet’s brutes or squabble in the muck with the drunkards. Ours is a more elegant, graceful game. The loss of our contract with the Solthecian will cost us gravely. And may cost you most of all. If your control over the Guild’s dealings are not strong enough to retain the services of one measly player then I fear your grasp on power is not as complete as you might hope. One tiny chink of weakness may be all it takes for your enemies to plot all the more. The sharks will begin to circle. I offer you an alternative. If our Guild fields energising star players, the crowds are happy. If the crowds are happy then the sponsors are happy. If the sponsors are happy then your power remains unchallenged. I urge you, for your own sake, to consider retraining our protegé, the ex-monk Bonesaw. The boy has talent but could be much, much more if allowed to come out from Mist’s shadow. Simply put, needs to be better. His future performance on the field could be all that prevents the masses abandoning the Guild. - a friend
  10. 13 points
    Schreck

    Morticans, Ratcatchers and Union

    Hi! I finished the painting of the Puppet Master and its puppet
  11. 11 points
    Well I got Santa Graves and his 8 reinde...rats finished this week so I guess I can start the ball rolling You'll hopefully note there is a Rudolf rat
  12. 11 points
    Folks, I certainly won't stop people from complimenting me, but I promise the disclaimers aren't necessary. As far as I'm concerned, if you are taking a tournament seriously, it's up to you to make what you see as the best decisions, including choosing the guild that will work the best for you specifically and the game generally. In this case I decided that Farmers were both very strong and up my alley in terms of playstyle so it would be stupid for me NOT to play them. I'm proud of how I practiced and how I played and think it's perfectly natural for the winner of a big tournament (especially someone who had to go through a three-day gauntlet) to most likely be playing one of the two or three best guilds. I promise my feelings aren't hurt. Thanks MWWG for the interview!
  13. 11 points
    Jamie P

    Idea for Thresher Change

    Hey guys, I just wanted to take a second to say that this is probably one of the most well mannered discussions on 'I think X model is OP' that I've ever seen. So well done and carry on playing nice Secondly, of course we are always watching
  14. 10 points
    Phew!! Made it.. Photography remains a !!@#$*** black art I swear. Constructive criticism always welcome but please be gentle on my ego!
  15. 10 points
    orange

    Pushes & Straight Lines

    Something that's easy to get wrong is making sure Pushes are actually in a straight line, particularly when models are base-to-base. Suppose you've got Ox and Midas base-to-base. Ox wants to bring Midas further into the rest of the Butchers team, so with his attack he takes the Push. He wants Midas engaged by Boiler and Princess - where can he actually Push Midas? Not where he wants. Because Midas has to travel in a straight line, he can't cross the common tangent line through where the two bases meet - otherwise he'd go through Ox's base. In the same way, if Ox was KD and Midas declared a Charge on Boiler or Princess, he couldn't cross the tangent line, so couldn't actually reach. That means that Midas can only end up in the green part of the pitch and not in the red part. When Midas suffers a 2" Push into the green part of the pitch, the path is clear and he's definitely not going over Ox's base. If Midas were able to be pushed into the red part of the pitch, he'd have to end up passing over Ox's base, which he can't do!
  16. 9 points
    This competition was a much needed excuse to get back into painting. It's my first bigger experiment with green stuff (hated the hair, so had to do something about it)
  17. 9 points
    It's been a little while since I was last in and around the forum but I've been keeping myself pretty busy with a rather exciting commission. Ritch from Beard minis contacted me and asked if I wouldn't mind painting up his Blacksmiths for his channel. This is what I've managed to do over the past 5 weeks of painting and converting. The Forged from Steel set were a joy to paint, the cleanup and prep was as awkward as ever with the new plastics but you can certainly see they've made improvements on the first Farmers set. The only conversions I did for this lot was to bore out the furnaces on Cinder and Furnace and then remove that thing attached to Ferrite's knee. The Master Crafted Arsenal set is jam packed with lots of little details and was for the most part a joy to paint. Prep wise I must say was a total pain, Hearth alone sent me a little crazy chasing all manner of mold lines on multiple planes. Conversion wise I decided to cut away those clear poles on Bolt and use the anvil from the scenery piece to make him look like he was hurdling it. With Cast It was a simple turning of the disc in her left hand (apologies for the glare on her discs but seen as it was a skill of hers I glossed them to hell and back). Farris was somewhat a larger conversion but I have to say that the fact they are plastic makes converting a whole lot easier, just remember to pin where you can as glue alone wont be strong enough in my opinion. Finally here's a full team shot. Overall I must say that Steamforged are making some good progress with the plastics and I look forward to seeing just how far they can push it. I can't help but feel they shouldn't glue these multi part plastics together as some of the cleaning is a serious pain in backside but |I understand they want people to play straight from the box. Finally a big thank you to Pete for recommending myself to Ritch in the first place, much appreciated buddy!
  18. 9 points
    Sherwin

    Falconers!

    Morning guys! Just a quick update - at the SteamCon US we had a couple of art briefs with older (and incorrect) names from Doug. The correct names for these players are Minerva (Minnerva), and Mataagi (Falcon). Sorry for the mix-up. If any of you guys had seen my hastily concealed look of confusion last night, I imagine it was quite a picture!
  19. 9 points
    Ha small update. She was supposed to be working tonight and while she was at work I was going to drive to my folks' place and drop off our dog and pick up my grandmother's ring. Afterward I was planning to head to her folks' house and get her dad's blessing (really more for him than for me.) I get home for my lunch break and she says "I got the night off so I'll come with to take the dog to your parents' house." I stood there with no back up plan for that. I paused, it got really quiet then it went like this: "No." "No?" "No. You can't come." "What do you mean I can't come?" "Umm... You just can't." "Well why the hell not?" "Because... I... uh... the hot wings last night gave me gas and you won't want to put up with it for an hour and a half." *Her eyes narrow* "You're sleeping on the couch if your stomach is that upset." It was the best I had. Didn't know what to do. Luckily my folks are going to meet me south of town and then I'll just go to her parents' house right after so the timing isn't weird.
  20. 9 points
    supertzar

    Fisherisse

    Nothing fancy here. Just wanted to share my WIP for Corsairs best friend
  21. 9 points
    The events are resolved in sequence as a last-in-first-out (LIFO) queue: Grange ends his advance. Effects that trigger on the advance ending are declared, Masons player declares counter charges. He declares in any order he chooses. After all counter charges are declared, Grange declares Defensive Stance/Counter Attack for each attack as he wishes The first charge advances and Attack is resolved The counter attack (if declared) for this attack is resolved The second charge advances and Attack is resolved The counter attack (if declared) for this attack is resolved Grange continues his activation Grange ends an Advance, within Counter-Charge range of Brick and Marbles. End-of-Advance triggers occur Brick declares Counter Charge Marbles declares Counter Charge Grange declares Defensive Stance and/or Counter Attack for each Counter Charge Brick Advances for his Counter Charge, ending within Counter Charge range of Tater End-of-Advance triggers occur Tater declares Counter Charge Brick declares Defensive Stance and/or Counter Attack for Tater's Counter Charge Tater Advances for his Counter Charge End-of-Advance triggers occur Tater performs his Attack, with Charge bonus Brick resolves his Counter Attack, if it was declared 1.4.2.1 Brick performs his Attack against Grange, with Charge bonus Grange resolves his Counter Attack, if it was declared at 1.3.1 Marbles Advances for his Counter Charge End-of-Advance triggers occur Marbles performs his Attack against Grange, with Charge bonus Grange resolves his Counter Attack, if it was declared at 1.3.1 Grange continues his activation, if able The steps that resolve Attacks only occur if the game-state allows it (e.g. attackers are not KD, are still in melee range etc). Credit to @WCWW podcast and @TimW for actually putting sequences together, I'm really just copy-pasting from internal discussion.
  22. 9 points
    vscory

    Guild Ball Tonight

    Phil, i personally want to give you a thank you for all of the work that you have put in to this community, and game. I also appreciate the strength it took to come out with your last podcast update. Not many would take the time to acknowledge a personal struggle on the open air as you did. You may feel personally as if you have failed to deliver. I want you to know that is not the case. That speaks to your commitment to this community and what you are trying to bring to us all. THANK YOU! You are correct that we are all just playing with toys out here. The real world sometimes get in the way of our fun. I unfortunately do not know you on a personal level, but it is our turn to give back to you. That is what a community does. if you have needs, please reach out. I know it sounds weird, we don't know each other and hitting that send button to a stranger may feel awkward at first, but I am willing to listen/send what I can to help with storm recovery/just be a dude on the other end of the Internet. head up man. We all got you! ps I am serious if you need to reach out. I will do what I can.
  23. 9 points
    RedSam

    Congrats to Germany 1 winning WTC!

    For interested parties, the match results are up on Longshanks. My two-bit summary of how WTC affected the worldwide rankings: Botts is more firmly in first place but Tim W is coming up like a freight train.
  24. 8 points
    Egret joins the ranks. At this rate of painting I think it's your turn @Mako
  25. 8 points
    Ascobol

    How to buff Angel?

    Hi Together, I am the Fishplayer from Germany 2 of WTC, Mootaz has mentioned. I will try to write down my thoughts on Angel this evening when I get home from work. Greetings from Germany Ascobol
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