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WCWW podcast

Lawyer's Guild
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WCWW podcast last won the day on September 16 2017

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  1. Applying poison and burn

    Welcome to the game. Correctly answered, you put the AOE’s down with the other players (rolling to hit, not wound -there’s no rolling to wound in GB) then a standard tactic is for smoke to duplicate one and the chemical breeze them around to get them applied. Chemical breeze does not require a roll to hit but apples the condition ‘as if’ the player under the template entered it. It’s not uncommon for the entire opposition to have poison and fire during the second turn, depending how you play. One thing I would suggest is that you read the wordings on each player card carefully as there are subtle differences in the application of plays which make a big difference to how the team works. I’d also suggest looking at the alchemists specific forum for general hits and tips. There are also a number of other resources available which might help, YouTube podcasts etc if you’re really keen.
  2. The reference from spinsaine is useful but note that it relates to barriers not obstructions. in this specific instance the quote from pg 48 of the rulebook, by blueboyz is spot on and covers the situation to which you refer. There doesn’t need to be a separate specific ruling or a need to talk about the ball marker going backwards. the diagram above is spot on, the ball marker gets placed along the line of the ball path as close to the obstruction as possible. So just the other side of it in base contact with the obstruction but not in base contact with decimate. Remember decimate could re snap it if she was within 1” of where the ball was placed.
  3. Mow Down

    As spinsane points out, a model is never in its own melee zone as per the core rules, pg 6. sturdy states that once per turn the model may ignore the first knocked down condition placed on it. It does not draw a distinction as to how the KD is caused. As such when mow down goes off, if the original target model has sturdy, then sturdy would be triggered and the target model would ignore that KD (assuming of course it was the first time it had suffered KD that turn) Equally other models in taters melee zone (‘other’ being models other than the target model and of course not him, because of the core rules on pg6) suffer the knocked down condition and if any of them have sturdy, and it hasn’t already been triggered, then they would also ignore the KD condition. Hope that clears it up.
  4. Tater's sweeping charge

    Yes, as helpfully linked above.it is triggered on selection of the damage, rather than application. No momentum would be gained, the tough hide negates the damage and hence the momentum is not generated as Per para 4 on pg 24 of the main rulebook. If both results were 2 momentous damage or more yes you would get a momentum for each result. If you only wrapped to the first colum then tough hide would negate the 1 momentous damage as above and you would not gain momentum for the wrap. You would gain 1 momentum for the fist result you chose (provided it wasn’t the 1 momentous damage as well).
  5. The Giant Counter Charge Thread

    unsurprisingly checking. don't turn this into a discussion please.
  6. "towards" and A&G takeouts

    quite possibly but thats a maths question not a rules question :-) so not something we are going to answer.
  7. Measuring Movement

    Movement is measured as appropriate to satisfy both players. If you want to spend time measuring to the nearest 1/8" by all means do so, however normal practice is to do it to the nearest 1/2" and this is eyeballed based on the 1" measuring widgets widely available. This is normally accurate enough but if in doubt talk through your opponent what you are planning to do and how - proxy bases are excellent for this, that way nothing gets moved until you're both happy. I normally round anything less than 1/2" up to 1/2" and anything over 1/2" up to a full inch". Alternatively there are 1/2 widgets available either from independent suppliers or for use in another similar game involving steam powered robots and such.
  8. Masons question from new player

    correctly answered with bonus points for reference to the collected clarifications. Have a lollipop.
  9. No token no effect

    The answer will indeed be very similar. All effects should be marked with a suitable token next to the relevant model. If the token is blank, it is not suitable. To be suitable it should enable both players to identify what the effect is. That said I'm guilty of having terrible handwriting and equally I've played against people that haven't marked their effects. It has never caused an issue and if it did then i would call the TO. As Spinasane said above, attempts to deliberately mislead or deliberately misunderstand are not acceptable and would come under the banner of unsportsmanlike behaviour. Such things should be referred to the TO, whose decision is final. If in doubt use the widely available pre marked tokens or write clearly what the effect is and don't take the mick.
  10. Traps and Dodge

    Jacar (and chaskas) traps are triggerd when a model moves within an inch. 'Within' includes starting, ending or moving through the 1" range. Dodges, pushes and advances are all moves and hence trigger the trap. As such if you place a trap within 1" of a model the only way to avoid setting it off is not to move, unless the model has access to somthing that allows them to leave the 1" range without 'moving'. For example placements such as hearns forest jump or mothers burrow do not set them off.
  11. New to Guild Ball, seeking advice

    Brewers are a predominantly fighty team, they often have a playstyle that often involves grinding games out, they are perhaps slower than other teams (with some exceptions) and can be tough to take out. masons can fight or score depending on their build. They have some tricks and things which alter the core rules around activations (chaining activations together, giving players extra activations). They can be fun but equally can be tricky to use. engineers are a very football orientated team. They can fight and have some good synergies within them that facilitate take outs along with access to ranged attacks but predominantly they are going for goals, and they are very good at it. With the right build they can also be incredibly tough to take out. id recommend you pick a team you like the sound of the playstyle of and try them out with proxies, the cards are available for free, before you buy. personally I'd stay away from Brewers, I've played every team extensively and they are the ones that I enjoy the least. But that's just my preference and you should pick somthing you enjoy.
  12. Drag vs Harpoon

    This isn't a rules question, moving it to general guild ball discussion
  13. Health bubbles on cards

    You of course have to use your common sense but if the use of an app were causing delays you could simply put the clock on you opponent. obviously simply asking lots of questions to wind the clock down is somthing that should be referred to the TO. dont use aps for tournament games kids, dry wipe and card sleeves is the way to go.
  14. Gluttonus Mass and advancing

    Correctly answered
  15. Yes it would, for the reason SATS states. This is broadly correct as current rulings stand but individual questions or interactions will of course be looked at on a case by case basis to ensure this doesn't cause other issues.
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