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Steve_M

SFG Staff
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Everything posted by Steve_M

  1. Steve_M

    Falconers Delayed until 3rd Aug

    My secret sabotage, exposed!
  2. A 5-round 32 person event at Athena Games in Norwich. Entry cost is £10 though raises to £15 after May 20th so get in early to save some money. Athena will be providing prize support which will be decided based on the number of attendees. Facebook Event Page: https://www.facebook.com/events/794290880723583/ Buy tickets here: http://www.athenagames.com/catalog/tournament_entry/guild_ball_summer_open__27th_may/304903
  3. Great video, love the short condensed nature of all your stuff and your commentary is good. Keep up with the format you have it's quick, to the point and unlike any other match reports on youtube at the moment. At kick off it looks like you guys didn't account for the ball path crossing the wall on Jordan's side of the field, might be the angle but it looks like the ball should have stopped closer to the centre due the ball path from Vitriol passing over the wall.
  4. Steve_M

    S3, Who do you kickoff with

    Obulus or Scalpel everytime. You want a model that threatens a lot and also if possible hard to deal with. You are offering up one player so make it one who is awkward for your opponent. Obulus is amazing as a kick off choice. He is a pain for your opponent to engage and deal with and he threatens a lot of their table edge with Puppet Master. Puppet Master can be used to bring players into your half or steal the ball back. Or you can stick Tooled Up on him and dive in near the end of turn 1. The later you can hold the activation the better(to steal momentum if required for example).
  5. I'm primarly a Morticians player and I always opt to kick I find it gives me a more consistent first turn and means I am more in control. I like having the final pick in the draft because it allows me to always react effectively to my opponents line up choices. I always know what captain my opponent is playing and thus what sort of game I should expect. The choice of terrain is also another advantage that I see downplayed a lot when kicking is brought up. Avoid sides with rough terrain/forests in awkward spots and taking sides with fast ground can make a huge difference. Force your opponent to take a side with an obstruction/barrier close to the centre on their side that you can kick the ball into, potentially forcing them to overextend to retrieve the ball. Having the last activation of turn 1 is a huge boon for putting your opponents on the back foot, often you will win the momentum race. Two back to back activations is powerful and can result in a VP lead that applies pressure to your opponent. When kicking your choice of player to kick with is key. I think a good kicking player is one that your opponent stuggles to engage/attack and one that threatens the board. You are choosing the player your opponent often gets a chance at attacking so choose someone who's awkward for them. Both of the Morticians captains are good choices for kickers. Scalpel does less of the former and more of the later, where as Obulus does both immensely. He is a hard player to engage and pin down limiting your opponents choices, with Puppet Master he threatens a huge amount of the board for stealing the ball or drawing a player into threat of my other players. This is before you factor in other options such as tooling him up or if your first turn goes badly activating Rigor Mortis to ensure you get second turn. Granted Morticians have a lot of unique tools that make this great(Lure, Puppet Master, Second Wind on a captain) but I prefer kicking with my Hunters(the other team I have played most in S3) as well.
  6. I wanted some clarification about placing models on obstructions in regards to 3D terrain pieces. In the rulebook(p48) it mentions about how models can move onto obstructions assuming they have sufficient room to position the base. I had always assumed this meant that there had to be a flat area for the base to stand on to avoid models being positioned balanced on features like fences. However I was watching back some of the Worlds stream and saw bases being placed on 3d obstructions where even placing a proxy base was almost impossible(if I remember correctly the base had to be hovered above the terrain piece until the player got another dodge). So is my assumption of this rule wrong? Should all obstructions be treated as effectively 2D pieces that you can move into similar to forests and types of ground?
  7. Hoping this gets clarified one way or the other soon. It came up at the club at the weekend and it was unfortunate not being able to give a definitive answer to the two people playing. Not really an issue for friendly games but for tournaments can be a massive issue if some people think you can or can't stand on certain obstructions. I would prefer the ruling to involve having a flat surface big enough to place the base largely because I feel ruling the other way(place anywhere regardless of how the piece looks) will have my group looking at 2D obstructions with the rest of our terrain being 3D. Either that or I am going to have to get quite creative in creating very flat obstructions
  8. This is the way I have always played it and was what I always assumed was meant by the positioning of the base line in the rulebook. So you can't end any movement(reposition or otherwise) on it unless there is space but you can move over it assuming you can get your base past. Quite similar to how trap markers from the Hunters guild. As such when designing and building terrain for my group I did a mixture of obstructions styles. Some that allowed bases to stand on them(flat topped crates) and others that you can't(typical scatter terrain, fences etc). However between Worlds and a recent game with someone new to my local group I've questioned this. I know that miniature games always have that grey area that comes with balancing the visual appeal and usability of 3D terrain but clarification would help me out. If we can stand anywhere I can look at flatter obstructions that are easier to position bases on for my group. Otherwise I can carry on with my current mix of obstruction you can put bases on and ones you can't.
  9. Steve_M

    Scalpel line up / playtesting

    I am particularly looking forward to Second Wind on Ghast used in a similar manner. My best activations with Ghast are when he is able to start engaged knockdown all those who he is engaging then jog into the position to engage others either to knock them down(INF dependant) or to tie them up and be ready to counter attack. As a first activation it's a nightmare for my opponents, I have momentum and they may have as many as 3 players knocked down. Having access to Second Wind to leverage that knockdown in a 3rd place seems immense.
  10. Steve_M

    Scalpel line up / playtesting

    I have been playing this line up a lot with Obulus focusing quite heavily on the football game. It's a loads of fun to play due to the ability to puppet master models forward to setup for goals. Haven't really put much thought into how it would play with Scapel. Though admittedly I feel need to play some Scapel first to see what sort of line up she will support(or what line up will support her).
  11. The Coastal Cup at Wyldstorm Games in Great Yarmouth on 28th February 2016. The event is going to be run using the Official Steamforged rules pack and will run for 4 rounds with space for 16 players. Our aim is to hopefully become a sanctioned Steamforged event assuming we meet the 16 player requirement. We will keep you updated regarding the sanctioning as this develops. TicketsThere are 16 places available for the tournament buy your tickets early to avoid disappointment. Tickets are £10 and are available purchase in store or via the following PayPal link: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=FHBQUX6B7ZLQA FormatThe Coastal Cup will be using the following options from the rules pack; VPs: 'Play to the final whistle' 12VPs Timing: Chess clocks using the 'Team Tactics' option(45 minutes per player). Roster: 8 player roster total(including Captains and Mascots) 'Hide The Team Sheet'(both players reveal their 6 players at the same time for the match). Prizes There will be prizes for the following; 1st, 2nd and 3rd place Best Painted Best Goal Token Painting Requirements Due to the requirements of a sanctioned event(should we get it) all 8 models that a player brings will need to be fully painted. Terrain All of the tables will be using terrain pieces so be sure to brush up on the terrain rules before the event. Player Requirements Players will need to bring Plot Cards with them to ensure there are enough for the event. Schedule for the day: 10.00-10.30 - Event Registration 10.30-12.20 - Game 1 12.20-2.10 - Game 2 2.10-2.40 - Lunch 2.40-4.30 - Game 3 4.30-6.20 - Game 4 6.20-7.00 - Prizes/Extra time in case of the event running late Location/Parking Wyldstorm Games 4 Broad Row NR30 1HT Great Yarmouth There is a free car park located nearby the event and is often the best bet when visiting Wyldstorm on the weekend. Yarmouth train station is also a short walk away for those traveling via train. Map with car park marked: https://www.google.co.uk/maps/dir//52.6081042,1.7229795/@52.6083404,1.7230896,19z/data=!4m2!4m1!3e0 Facebook event link: https://www.facebook.com/events/916522511716673/917285608307030/
  12. Steve_M

    Cambridge Autumn Showdown 24th September

    Me and some of the other guys on the east coast will be in. Just finding out total numbers before we book tickets. My Morticians look forward to an outing in Cambridge
  13. Steve_M

    A Morticians dance macabre

    Your team looks just amazing so far! The black on Ghast is particularly great. Can you divulge what your recipe is? Looking forward to seeing more of your stuff
  14. Steve_M

    Top Table

    As a TO I would always make sure that I announce the format regardless of how standard/unusual it is just to make sure that attendees know what is going on and can make plans accordingly. I really wouldn't want to put someone else in the situation I mentioned earlier in the thread. This is really important to do before an event and is not something you should be announcing on the day. In regards to tiebreakers, every system has flaws and each system is going to have stories of people that were screwed by it. Given JamieP's past experience in tournaments for Warmachine I trust that he chose what he felt would be best for organised play. I also imagine Strength of Schedule was considered. It would be interesting to know why the tiebreaks were chosen over other choices. Personally I am fine with the tiebreaks that were chosen but I do acknowledge there are situations where they don't lead to expected final standings. I feel like adding top table would negatively impact more players than it would positively impact.
  15. Steve_M

    Top Table

    I generally find the lack of a top table condition for tournaments to be fine, although it can be demoralising when tiebreakers cause you to drop massively. However it's a lot better than being pipped for 2nd place just because you met the person who won the tournament in any round other than the last. You can play taking into account tiebreaks, you can't do anything to mitigate or play to a random draw. It's also quite important that TO's are applying the tiebreaker conditions in the correct order(or inform players if they are changed) because it can dramatically change standings. I had a local 16 player Warmachine tournament that had swapped the top two standard tiebreakers(Strength of Schedule and Control Points) and had not advertised it as such. Gave me quite a surprise after the loss of the top table game due to the size of the drop in my standing(you always expect to drop but not quite as much as I did).
  16. Steve_M

    Using Ghast or Graves auto lose against Midas

    After being corrected I did a check myself as well and found out I was wrong. The no melee zone is a Warmachine-ism I believe, so apologies about that. It does however Obulous has just gotten even better, my regular opponents will be pleased I am sure
  17. Steve_M

    Using Ghast or Graves auto lose against Midas

    You can't unpredictable movement while knocked down. Unpredictable movement triggers when you enter the model's melee zone, while knocked down he doesn't have a melee zone. If he were standing up Obulous would not trigger it either due to his 2 inch melee range compared to the 1 inch of Midas. I don't think playing into Midas with the Unmasking or Scything Blow is an auto-lose however it does require you to think about True Replication during the game and play round it. In my experience most players(of any Guild) would rather avoid using players with those character plays but it can be played around.
  18. Steve_M

    Tips please???

    You mentioned not being a fan of the killing game so I thought I would throw in my experience with my Morticians goal scoring lineup that I have had a lot of success with. My lineup is: Obulous, Dirge, Ghast, Bonesaw, Mist, Silence. With the line up I am often looking for 3 goals though throughout the game I will often put out damage on targets so I have options for takeouts at the end of the game. The triple threat of Obulous, Mist and Bonesaw on goal with the Morticians tricks make the team a good football team. It's also interesting to note that the team has a lot of influence due to only having both the Dirge and Ghast as players bringing 1 influence. The other thing that is massively important to the way I play is kicking the ball for dodges for the receiver and sometimes the kicker. Morticians are a slower team but give a player a 4 inch dodge and suddenly things aren't looking too bad. Obulous - Obulous can be a huge threat on goal due to his ability to easily get the ball via puppet master. You have to really load him up to do it but if it's going to get you a goal it's worth it. When getting the ball via Puppet Master remember if it's a successful pass you can spend that momentum you generate for a 4 inch dodge, allowing you 12 inches(Shadowlike 2, sprint 6, dodge 4) of movement without any attacks. Access to confidence also allows Obulous to strip the ball easier that most would expect, the tackle on 3 becomes a lot easier to achieve when you can reroll misses on an attack. Going for this tackle sometimes is a more cost effective solution than using Puppet Master to get the ball. With a momentous dodge on 1 you can reliably generate momentum and movement with any attack. On the second result you have a 2 inch dodge that although isn't momentous can really help Obulous get around. During the activation I aim to finish with at least 2 momentum to ensure I can Bonus Time the shot on goal because a 2/6 kick is pretty risky. It does take a lot of practise and sometimes its going to go horribly wrong but eventually it will click and you will see goal opportunities with a long threat that are reliable and fairly easy to achieve. Here is a link to a game I recorded recently where Obulous takes the ball and scores to give you an idea of how it can be done. The recording begins at the start of his activation I hope this helps Link The other thing worth covering is Puppet Master and it's use beyond getting the ball. Using it for an extra move on Obulous further increases his already huge manoeuvrability. It can be used to set up your striker players such as Bonesaw and Mist by giving them an extra move. Moving enemy players away can also be quite a viable strategy. Scared that Boar is going to charge in and carve up a player? Puppet Master him away from you. Dirge - Dirge a lot of the time is just around being a nuisance to the enemy team. He ends up bogging down players by engaging them to stop charges and making them have to weigh up whether they want to lose that 4 momentum. If there is a player with Counter Charge on the table that's probably who Dirge is going to end up engaging. Ghast - Ghast exists purely for his ability to generate momentum and slowdown the enemy team. Ghast gets up in the mix and just knocks as many people down as possible. Even if he sits there just enraging players he is doing his job. He is just a nuisance to slowdown and distract the enemy teams from the goal scorers in the team. A typical activation is knocking down 2-3 players, allowing him to generate 2-3 momentum before Rising Anger is factored in. When attacking I always go for the momentous knockdown, avoid the knockdown with 2 damage and even when the opportunity presents itself I rarely take the Unmasking. Silence - The main asset he brings is 3 influence to help run the team. Silence is pretty much always my kicker to allow me on turn 1 to throw an Embalming Fluid on players in the first or second activation of the game. The burning condition really helps slowdown a team particularly early game when momentum is scarce. Tucked and Shutout are both amazing abilities but you need momentum if you want to plan a turn around them, too many times I have had disastrous turns because I betting a turn on a single 3+ on a die. It's important to note that with a momentous damage result on 2 successes Silence can often generate the momentum he needs to Bonus Time these character plays. As stated early in the thread a simple rule is often make strikers go first and captains last. As you gain experience and learn enemy teams you will see situations you can take advantage of. Making a knocked down enemy player that is full of influence go first on a turn is brutal. Mist - Mist is just an amazing goal threat he is however fairly greedy influence wise. In a Morticians team with Puppet Master Mist often has the chance to score with a lower number of influence points and can catch opponents off guard. Though Puppet Master is more expensive than loading Mist up it does give you adaptability, you can shift your game plan based on your opponent. If you load Mist up with 4 and then something stops him from being able to get the ball Mist is unlikely to achieve much. Influence on Obulous is pretty much always useful and allows you to shift your plan quickly. Your opponents think you are setting Mist up for a goal and have surrounded him? Obulous can puppet master Bonesaw instead and set him up. Bonesaw - Though not as high threating as Mist, Bonesaw exists as a back up and another option. Strikers often score, get beaten up and/or end up in limbo as the ball ends up on the other side of the field to them. As a result you often need a second option, he doesn't score as much Obulous and Mist but he is always there to take over if problems arise. If he isn't needed he often spends his time positioning for future shots, generating momentum or just pushing players around with Unexpected Arrival. As a final note I am not sure how playable this team is into Fishermen because I imagine they will out football me. Hopefully I will be able to get some experience soon playing into Fishermen although I expect I will have to bring in more fighty elements to play into them. Keep trying with the Morticians they can take awhile to get used to, I lost all of my games when I starting out and it took me awhile to get anywhere with them. But persevere and it will one day start to click into place.
  19. 8 in total. So Mascot and Captain then 6 other players.
  20. Steve_M

    UK Tournament Calendar 2016

    Is it possible to get the Coastal Cup in Great Yarmouth added to the list? Event Thread: http://forums.steamforged.com/index.php?/topic/15233-coastal-cup-16-player-event-at-wyldstorm-games-great-yarmouth-feb-28th/
  21. We are now up to 12 players which is great so far out from the tournament I have been hard at work making lots of terrain for the event, first up is making crates for obstructions.
  22. Voted. With the way Guild Ball has taken over my local scene it definitely deserve to win!
  23. Steve_M

    Wyldstorm Open @ Wyldstorm Games, Great Yarmouth

    Parking wise there is a pay and display right near the store off St Francis Way. The pay and display is free at weekends and also after 4pm on weekdays so that is probably your best bet. There are also other places quite close by as well. Google map link with car park marked
  24. Steve_M

    Wyldstorm Open @ Wyldstorm Games, Great Yarmouth

    Details have been put up on the Facebook event page explaining the format. 12 VPs, 8 player roster pick 6. Plot cards will be used assuming players bring enough of them. A round timer will be used, players are free to use chess clocks with consent from their opponent. Link: https://www.facebook.com/events/900048486739681/ Look forward to seeing lots of you there.
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