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  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
    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
  6. 15 points
    Mako

    Assessing the new plastics

    I’ve gone on a bit of a journey since the announcement of the new guilds, so I thought I’d offer my thoughts now I’ve had chance to prep/paint/play with the metals, resins and plastics. Full disclosure – I’m primarily a painter, but I do sometimes play as well. Being a picky display painter, I heard the phrase “pre-assembled plastic” with a sinking dread. I’ve worked on Super Dungeon Explore stuff, and PP’s restic, and the thought of that amount of work disassembling or cleaning respectively, was not a happy one. Since I was at Gencon though, I wanted to get a look at the blacksmiths to assess them properly, buying them if I liked them. I never trust photos, too many models photograph badly and look nice in real life. Plastics reflect light very oddly when fresh from the mould, so I like to rely on good old-fashioned eyeballs. These scores out of ten are my personal opinions having tried all three materials, and thinking about them in the context of various types of use. They're a bit of a blunt tool, but you get the picture. Poses – Resins 7, Metals 7, Plastics 6 – some static, some more active (looking at you, ferrite). For the most part, not bad although I don’t think we’ve seen the best it can get so far. And no tiny contact points, even when I cut the little furnace off Ferrite’s knee when I change the base. Casting Quality – Resins 9, Metals 8, Plastics 6 – It’s a little softer on the sharp edges, but the plastic hasn’t lost the detail of the originals. Just the crispness a little. Prep – Resins 7, Metals 5, Plastics 6 – Having to get into the mould lines under assembled parts costs plastic here, though it’s much easier to carve and file into shape than the metal. Resin of course can snap while scraping, which plastic won’t. Assembly – Resins 7, Metals 6, Plastics 10 – Plastic of course is stupidly easy to assemble, it’s already done. Not so much difference between the others, but resin takes glue better so it leads by a point. Converting – Resins 8, Metals 6, Plastics 7 – The pre-assembly makes extensive conversions trickier, but a lot of more minor recutting, posing etc is not actually difficult. Metals take too much work to cut and reassemble to come close, although nice soft unassembled resin is still the best option. Painting – Resins 8, Metals 8, Plastics 8 – Metals tend to rub and chip more, as the paint doesn’t bind quite so well and the weight makes any little impact more damaging. It would cost it half a point, but I didn’t want to use halves so it’s a three way tie. Basing – Resins 7, Metals 7, Plastics 6 – not much in it really, but I did need to strip the bases off the models (which is really quite easy) so it lost a point there. Weight – Resins 9, Metals 6, Plastics 9 – I personally don’t like heavy models, and don’t instinctively equate weight to quality. They’re harder to balance on interesting bases, they like to topple when sitting on a pin vice during painting, and so on. Survivability – Resins 6, Metals 8, Plastics 9 – The thinner resin parts can be a pain, and once they snap there’s no getting them to hold back together again. The metals stand up to minor knocks better, but If they get dropped they’re done for. The plastics I dropped, poked, even bent the thin parts a bit and they settled back into shape happily. Display painted pieces (Casting, Prep, Conversion, Painting, Basing): Resin 39/50, Metals 34/50, Plastics 33/50 Resin is always the choice for display pieces, but second place is really a choice of the slightly higher cast quality or the much easier prep and conversion work. Depends on the specific project, I’d say, but typically Metal would win out here. Assembly isn’t included as I’m assuming anyone painting for display is able to glue models together Best Painted Team at events (Casting, Prep, Painting, Basing, Survivability): Resin 37/50, Metals 36/50, Plastics 35/50 The need to move them to the occasional event skews things towards metal and plastic more, so at this point it’s really about the exact circumstances – if you’re flying, weight can become a factor. If it’s a long bus ride, survivability is more useful. Given how close it is, I’m not bothering picking a winner here. It really depends on personal circumstances. Regular gaming teams (Assembly, Painting, Basing, Weight, Survivability): Resin 37/50, Metals 35/50, Plastics 42/50) The convenience, lightness and toughness of the plastics puts them ahead. As an extra bonus, I played a game with them the day I bought them - not so easy with the other two materials. Granted, I prefer to play with painted teams, but I could buy a new guild at a convention and have it on the table immediately without needing tools, glue or any time and effort. Made things more fun. Summary – The models lose a little crispness of detail in plastic, but gain some advantages in convenience and survivability. I don’t think they’re going to result in a poorly cast, low grade model range as I’ve had worse casts in metal from many companies (my Ghast needed several belt buckles slicing off and resculpting thanks to pitting from the cooling process). Given the resin’s issues in terms of breakage, hidden air bubbles and strange reaction to paint stripping, that’s not without its problems either. All in all, the plastics are great for gamers, and only a minor change for painters. Later today or tomorrow I'll have some painted plastic on my thread in the Display Cabinet, and there's some nicely painted Farmers already kicking about in there A little guide to working with the plastics: Cleanup is best done with an old knife blade and some needle files, scraping/slicing the majority of the mould lines away and finishing up with a sharp edge or round file as needed. A damp toothbrush is useful for scrubbing the dust/flakes away and giving you a good look at what you’ve done. Give the model another scrub in soapy cold water and rinse it off to make sure any mould release and cleanup residue is gone. Any bent parts (Furnace’s sword seems to be regularly guilty of this) respond well to hot (not quite boiling) water for 5-15 seconds, followed by holding it in place until it cools again. Green stuff goes on as normal, no problems getting it to stick to the plastic. Primer is standard, I airbrush on Stynylrez primer and it holds beautifully. Painting as normal didn’t seem to bother the plastics, I did exactly the same style as I have with my morticians and the results were pretty much identical. Basing is already done for you, but if like me you want your own custom bases, removal is easy. Clip the underside lugs, give it a quick prod with a knife down the sides of the foot lugs if there’s any visible glue, then gently pry it loose: Given the way primer and paint went on, I’m not anticipating any issues sealing the paintwork with varnish.
  7. 14 points
    malladin.ben

    Important Rankings Announcement

    If one is lucky in life we find ourselves in a position where something we do for love and enjoyment, for ourselves but to be shared with others, becomes something that garners us the respect of our peers and gives us a, perhaps, elevated position within the community with which we share our endeavours. I feel blessed in life that I have been in such a position twice in my life, firstly in having my own roleplaying game published and nominated for awards, and secondly for what most of you here will be know me for: the guild ball rankings. I started the rankings to try and see if the people that kept beating me every week (Henry Kay, Chris Hay, Rob Balmforth) were actually any good and whether I was doomed to bottom table scrubbery in this game like I had been in Warhammer before. As it turned out, they were actually pretty good (at least in those early years, although Henry seems to still be doing alright) and when I started going to tournaments myself shortly after I found I was comfortably mid-table. I'd also like to thank Chris Rutter and, especially, Steve Newton for inviting me on to their podcast (come to think of it I think I invited myself) in the early days to talk about the rankings, and to Chris Hay again and Jay Finnegan and William Anderson for their early support (and continued in Bill'scase, bit ill get to that later). I say Steve especially because he offered great encouragement and moral support to me when I was setting it all up, too (and some shared good times on the tournament circuit with him, Jack and Jacob - you've been missed, Messrs Newton). I also think I should thank my many data input elves. It's now got to the point where there's probably too many to mention them all by name, but I think Bill, Ed Churchman, James Coleman, Alex Botts and TKO Dan for jumping on early and helping me expand the rankings. However, I guess there comes a time when anyone who has achieved something of note (even if it is something as small and generally insignificant as a rankings system for a niche miniatures game) finds their work surpassed by someone with greater skill and expertise. I think I need to accept that such a time has come for me and my rankings. Sam Bredeson ( @RedSam ) has produced the fantastic http://longshanks.org/ranking/. Everything I wanted to do when I started but dismissed because it was beyond my technical expertise, he has achieved. I started this process with a spreadsheet, and taught/re-taught myself the SQL and web programming skills to get the rankings web based, but I am essentially rehashing things I learnt 15-20 years ago and my site is woefully old in comparison to Longshanks. Hopefully I can take some heart in having inspired Sam to put his site together, and I know I have made a lot of people happy and generated a fair bit of banter and chatter over the years. I perhaps would have liked a bit of recognition from Steamforged for what I've done for the community, but I can understand why they probably shouldn't be openly endorsing something like a rankings. I've struggled with technical issues over incompatibility between my dodgy-setup work laptop and my web hosting service this summer, and with my desktop on the blink I've just not been able to complete the maintenance and name change requests people have been asking for. I don't think the service I'm currently able to provide is the service the community deserves. As a result, I have come to the conclusion this morning that the existence of the my rankings is actually holding back Sam's superior offering from getting the awareness and recognition it deserves. His does everything mine does and more - but more importantly, better. As soon as I can get back on to my website managment system I will be removing the rankings. I will be using Longshanks from now on. You should too. Thanks to everyone. /drops mic/ (PS I will still be running the UK masters if there's still interest, in Feb, but it will be based on Longshanks data)
  8. 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
  9. 13 points
    Schreck

    Morticans and mercenaries

    Hi! I finished the painting of the Puppet Master and its puppet
  10. 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
  11. 11 points
    Malritch

    Not really important... but....

    This has no great bearing on anything important going on here... but I won't lie... I am pretty damn excited. Tomorrow is the first event I will attend, a Farmers Guild launch event... and I can't wait to actually participate and see some other guilds besides my kick off models. Fully prepared to get wrecked and have a wonderful time doing so. HA!
  12. 11 points
    Jamie P

    GIC General Theory Thread 

    I will reiterate that my earlier points are important, testing the wider implications of lower Heal Rates. However, it is likely that we will advance the release of the remaining cards to this Friday (8th), rather than next Friday (15th). Never tell me I don't do anything nice for you
  13. 10 points
    First of all... I'm blame @Mako (you inspired me to share - this is all your fault!) But here's the start of my Hunters team, with no thanks to the iPhone camera (hence that HUGE shadow across Theron's leg) Comments welcome...
  14. 10 points
    ANIMAL BALL (Created by Lon Sims) Special thanks to everyone in the Guild Ball Zone discord channel who provided playtesting and feedback for these rules. Ever wonder what your creatures are up to when not with their teams? What Fun does Fahad have in her free time? How does Salt spend his Summers? Well… They play Ball of course! WELCOME TO ANIMAL BALL!! The next evolution in sport which is taking the Empire of the Free Cities by Storm! In this ferocious show of fang and claw - onlookers come to realize just how essential and talented these balls of fur (or scales) can be. The speeds are blistering, the teamwork is crucial, and the brutality is downright lovable. Never so quickly have you seen a crowd go from “aww” to “ouch”! Draft your squad from ALL AVAILIBLE mascots and use your limited resources to pilot your critters to victory. Rules: Animal Ball is played on a 2ft x 2 ft pitch. The proving grounds mat has this built in (demo) If you are using a standard mat, square off the center 2 feet. The front of the goals are placed 4 inches from the back line. Deployment is 6 inches from the back line. Each team is comprised of 6 MASCOT models chosen via Draft (See Draft Section). The game is played to 6VPs. (mascots are still worth 1vp per take out) For a slightly longer game, you may opt to reduce goals to 3VPs. All friendly models count as friendly guild models. NO HEALING via “take a breather lad” or “come on mate”. You may clear conditions as normal. Plot cards are not used in this format. Unless mentioned above, all standard rules from the core Guild Ball game apply. For a slightly more action packed game, you may opt to increase each team’s influence pool by 2 during allocation. (see standard rules for goal influence) Proxies may be necessary. Ensure you and your opponents are clear on exactly which model is what mascot. Write it down if necessary. Drafting: All Mascot cards from the Guild Ball Universe shall be available to draft. Place all of the cards on the middle of the pitch. Roll off to determine who goes first. Bans: Banning a Card/Model removes it from the pool. It may no longer be selected. The first player will Ban a single card. The second player will Ban a single card. Draft: This is a snake draft. The first player will pick a single model, followed by the second player picking two, followed by the first player picking 2 until each has 6 models. Player 1 picks 1. Player 2 Picks 2. Player 1 Picks 2. Player 2 Picks 2. Player 1 Picks 2. Player 2 picks 2. Player 1 picks 1. After the draft is complete. Roll off to determine Kicker/Receiver. The kicker deploys their entire team and nominates a kicker. The receiver deploys their entire team. Kick off and enjoy the game! Tips: The Small field and generally high MOV of mascots make for an extremely dynamic game. Use it to your advantage. The combination of low TAC and high DEF/ARM make crowd outs EXTREMELY important. A low INF pool means Mascots which have free abilities are at a premium. Goals, while worth proportionally more points, are also much riskier due to low KICK stats. Not all Mascots are created equal. Some may seem highly effective versus their counterparts. If you are worried about a particular model – use your ban or make sure to pick it first! HAVE FUN! This is Animal Ball. This is a living rule set hosted here: http://www.guildball.zone/animal-ball/ http://animalball.guildball.zone (coming soon)
  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. 10 points
    Malritch

    Opinion: Well done SFG!

    Going to share a personal opinion about something that I hope won't upset those who may not agree with me. I am an amputee. Below knee, left leg, 5 years ago...diabetic old guy stuff. Just another speed bump on the highway of life...carrying on with the same positive outlook that I ever had.... SO.... I just wanted to point out that, whether it is/was intentional or not... SFG has done an amazingly good job, in my opinion, at the inclusion of amputees in Guild Ball. I think the depiction of them as continuing to be the able-bodied players that they always were sends a very positive message and one that should be applauded. Thanks for that SFG...I appreciate it...even if no one else has given it much thought or even more than a passing glance. Cheers!
  17. 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!
  18. 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.
  19. 9 points
    supertzar

    Fisherisse

    Nothing fancy here. Just wanted to share my WIP for Corsairs best friend
  20. 9 points
    I believe guild ball is in a great place regarding balance, varied play style and competitive play. The Masons, my original guild, are still competitive and great fun to use on the table. I want to be positive about the guild and help some new players. Let's talk about the Kick Off set. Honour, marbles, brick, mallet and Flint is a great team to begin with. First of, double counter charge waiting in front of your goal can deter strikers and really protect other players. Don't give them any influence and you have two models who provide board controll and potential damage/ momentum for free. That 3 influence you didn't use on them is great for Honour. Honour. I love Hammer but man is Honour amazing. She breaks the game with linked and super strategy. If you set up the counter charge you can get marbles engaging a model for her to then batter. But here is the thing, it's linked that enables her and her sister to murder payers and get crazy goals. I played an event two weeks ago where Honour finished off VKat, killed Vitriol, then activated Harmony for a goal run. 8 VP at the start of turn 2 - yes please. So her sisters amazing when benefiting from family. Don't over extend her and she will usually survive. Don't feel you have to keep her near brick either. Her back to the shadows move is great when you are activating her late in the turn. She can get to safety and set up another sister act double activation easily. Flint. Flint scores goals. He is great with super strategy and likes hunting the ball. Don't stick him too far out, I often find having him near the centre means my opponents fear for ball placement. Mallet. He might be slow but having singled out on a player makes the sisters even more happy. The football legend is great to make him a 3/7 kick when he does need to put it in the goal. However, the greatest benefit is his 3" mele. Use it against shark and smash his shins in for days. I honestly think the kick off team is great. I'm playing it on the BattleHammer YouTube channel tomorrow if anyone is interested. Let's keep this positivity going. Masons are a fantastic guild with so much flexibility. The Kick off 6 can switch between goals and take outs in an instant.
  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. 9 points
    I want to come back on this a little, but not necessarily respond to the whole thread, although of course, we do read threads like this. We've spoken about this on a few podcasts, but any time we make changes to the game, we have to weigh how many changes to make. Probably the two most common complaints I see are 'you make too many changes, how is a casual player supposed to keep on top of it?' and 'you don't make enough changes, X, Y, or Z is OP/garbage, why aren't you fixing it?'. We have to make decisions that make the most practical sense all round. Constantly changing model rules via errata puts people off playing. That's a problem. However, of course, leaving something in the game that's obviously causing some NPEs is also a problem. So with the recent errata, we fixed what we viewed as the most egregious problem in Theron and oHearne. That doesn't necessarily mean we think that the whole Hunter's Guild is 'fine'. It means we had limited space and chose to make the most impactful changes we could in that space. We are always watching to see how the game and the meta is shaking out, and if it becomes apparent that other Hunter models need to be changed, well, sure, I'd say we have a record of making good changes to the game. As an additional point, we're in an odd place where we have to take into account things that we know are coming down the pipeline later, which can obviously have a massive effect. I would say, (accurately, if a touch glibly) that Hunters are in the best place they've ever been. That does not mean that we think they are 'fine' or 'finished', just like any other Guild. We're constantly looking at the balance of the game and will make adjustments in future as necessary.
  25. 9 points
    Anphiarus

    I love Guild Ball miniatures!!!

    @Kueller I honestly couldn't tell you what parts Kev had used in the conversions, I think he mentioned Malifaux at one point but I could be imagining that . Making the additional coins for the base is really quite simple, it can be a little time consuming though. All you need to do is roll out "sausages" of green stuff and allow it to cure, the thicker the sausage (oooh er missus !) the larger your coins will be but if you're planning on scattering them I really wouldn't worry about the coins being too uniform in size. Try to make the sausages about 2" in length and that'll give you about 75-100 coins each. Once it's fully dry you can then take a sharp knife and cut your coins out individually (this will be the time consuming part). I used more green stuff to attach the coins to the base as its easier than glue and helps create the impression of large piles of gold without cutting out a million more coins , this should hold them in place but if you want to make sure they stay in place I suggest some watered down PVA glue once the green stuff has fully dried. I hope that makes sense @S_A_T_S but feel free to ask more questions if it doesn't. The Union team is starting to gather a little pace now, here's the latest additions A group shot of the team so far. Just Grace, Benediction, Minx, Avarisse and Greed to go .
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