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Everything posted by burroboskov

  1. Imagine I have Jac charge and enemy model. My goal is to push them off the pitch, but to do so I want to utilize battering ram and heroic and playbook results. So ... I declare my charge lane and move Base to Base (B2B) with the enemy model who is say 5" away. I move 5" and b2b, and I then choose to push the opposing model 2" back via battering ram. Can I now "continue" my charge and return to being B2B? It's during an advance, but it kind of feels like I split the charge movement up. Or is it ok as I "declare" the charge's "landing spot/charge lane" before hand?
  2. burroboskov


    I'll also add that I think this is a bad idea. Are the forums as popular as Discord? No. But they are invaluable when new to a game. I don't know what the financial cost is to running these forums, (can a SFG employee (like @Jamie P) provide some perspective on that?) but it just seems like a loss of information and experience for new players to learn from. Not to mention the rules forum!
  3. burroboskov

    Swissmade's Fishermen, Navigators and Morticians

    How do you do the bases? The sand, and also the watery areas.
  4. What are some success stories with Mercury folks have? I’m usually drawn to more strikers or (at least in my mind) traditional brawlers like Venin and OKat. I only see Mr. Hot Hands as a reliable 2 dmg and fire for each inf I give him. What am i missing?
  5. Can a model trigger two Big Game Traps simultaneously? Pintpot sprints 6" to a position such that they are JUST over 1" away from two Big Game Traps, then moves some infinitesimal direction directly towards the middle of the two. Do they both trigger at once? Or is one triggered and the other isn't? If so, who decides which is triggered?
  6. burroboskov

    Alchemists Season 4

    I'm so excited by this team. Everyone seems to have an aoe or pulse ability to spread either poison or fire, often both! We've got some footbally players, some real damage dealers, VKat has a form of intensify innately, loads of character plays off the playbook, it's just great! They are still a hint of what they used to be, but look like a whole new team.
  7. burroboskov

    Alchemists Season 4

    Fair enough, but then the rest of your comment gets me excited too. Midas, vCalc, Crucible, Vitriol, mascot, squaddie is crazy good at football.
  8. burroboskov

    Alchemists Season 4

    I mean, if the team is doing what it is supposed to do in applying conditions, he is dodging around like a madman. He essentially has a T< on 1, mom << or <> on 2, which won't protect him from all counters, but it's still pretty good. He's got acrobatic to get around Unpredictable, I just think he is going to be able to get to near anyone/the ball. He goal threatens 18" without any help.
  9. burroboskov

    S4 Hunters finally revealed!

    Skatha, Snow, Egret, Ulfur, Zarola, vMinx are close to being a fish team without 2" reach. Super fast, dodgy AF, mascot 2/6", but the rest rocking a min 3/6".
  10. burroboskov

    S4 Spoiler for Smoke and Vitriol

    Season 4 is a whole new world. I for one welcome our alchemical slinging overlords. Seriously though, I think this mechanic really defines the guild. We were a "condition game" team before who were decent with the ball. Hunters could access parts of that game, and then the rats came in too with their conditions. Now we pull conditions off for boons, something that is so unique for Alchemists. I think it's super cool, although it's unclear how good it is going to be. Positioning is going to be essential. One thing I am worried about, (which seems to be heading in that direction) is if each player has their own benefit for removing conditions. I would feel like it overloads opponents who aren't familiar with the guild if there are 4-6 different ways to gain from removing conditions. For that reason, I wouldn't be surprised to see one or both of the Kat's to have "I've been burnt before" as well.
  11. burroboskov

    Traps mechanics changing.

    And a machine gun.
  12. burroboskov

    WTC Results

    Where can I see the WTC results? The website seems to be down/not calling from their database properly.
  13. burroboskov

    Season 4 Changes

    I ALSO AGREE THAT THE LACK OF EMPHASIS FOR KEY WORDS IS FOOLISH. I think it makes it easier to read as long as there is some form of contrast. It teaches newer players which words are Important.
  14. burroboskov

    Resin Hunters

    Which one?
  15. burroboskov

    BurroBoskov's Match Summaries

    I thought I would compile all my brief game summaries that I put on the NYC facebook group into one place. I wouldn't call them match reports, just short paragraphs. Nu Brand Gaming - 4/4/17 Playing - Smoke, Naja, Vitriol, Calculus, Compound, Harry Against - Shark, Tentacles, Siren 1, Greyscales, Sakana, Hag Score 12-9 for the Fish. I received a Shark Kickoff, which I collected with Vitriol and got her onto some fast ground. She would spend the next 2.5 turns with Sakana, neither of them being able to keep the ball and get away from the other. Harry was able to goad Shark away from that side for that whole time, but served as a momentum farm for the fish captain. Compound and Siren joined that scrum, with Calculus and Hag watching from their respective lines. Smoke was able to spread a few conditions which eventually led to a Siren take out, but in a crucial turn Vitriol could not land 2 hits on Sakana, and so with the aid of Shark, Sakana scored a goal. He was promptly taken out for his trouble by Harry and Calc, with the recently returned Fish players all lining up one side, and Greyscales on the other. All the cat and mouse games meant that we were both out of time at a 4-4 score, my returning goal kick fell to Compound. Not trusting the big man to be able to hold on to the ball, I had him sprint and boot it. This wasn't enough to stop the fish from retrieving it, and as we spent a turn alternating and giving points, sending every player we could to the ball, it came down to the final turn. Fish with the momentum lead took charge, and an on fire Sakana farmed two Momentum from Smoke (Major mistake trying to body block with her, should have left it to my 2" reach folks), sprinted and made the 3 dice kick. Had he missed, Harry would have charged him for the win. Close game, made some mistakes but also suffered some unforgiving dice. Still getting the hang of smoke, and I'll be happy to get VKat into the line up now that he is on my project table.
  16. burroboskov

    BurroBoskov's Match Summaries

    Got some alchemists games for you all! They are my "Home Team" at my local store while I finally paint up my Hunters. Store might be changing venues soon, but in the mean time I've played a decent number. These are from a few weeks ago, against a ratcatchers player. Looking to pick them up myself soon, so it was nice to see them in action. Game 17, Nu Brand Gaming (5/24/18) (16/35 for 2018) Smoke, flask, Mercury, calculus, vKat, crucible. Piper, squeak, vgraves, scourge, pelage, skulk I kick off with smoke, and try to make it somewhat annoying to get the ball. Didn't have to try to hard, as rats miss their first two passes, and the ball is right in front of smoke. I take some time on the clock to measure it out, and then even more to see if it's a good idea, but I decide I shouldn't waist the opportunity, so smoke spreads some fire love that merc placed earlier then scores a goal, and dodges away from the punchy rat people. Rats spend the rest of the turn trying to surround smoke for next turn. She takes some damage. Turn 2, and vKat gets a charge off on the diseased scourge. He takes him out with 3 swings, but I realize now that this was a misplay in rules, intensify still suffers -1 Dmg from tough hide. It's a big swing obviously, and I would not have got the takeout without it, although I think Mercury could have got the remaining damage through next activation. Still, on the day it was now 8-2 alchs. Smoke eventually escapes the rats with a smoke bomb, so they start to focus on calculus. Pelage gets reveried to score at the end of the turn. 8-6. Flask attempts to pass the ball up, and while he misses, it's still forward enough. Turn 3 I try to be cute and get another witness me, which fails. Piper tries to get a kill on calculus, but fails. Crucible passes to Smoke who finishes the game with a bonus timed snapshot. 12-6 2 smoke goal, witness on scourge Witness points, pelage goal Smoke getting a freebie of a goal turn 1 certainly helped, and a successful witness swings the score so quickly. Rats couldn't get a scrum going, and were down in goals. Straightforward win. We re-rack, I bring out the golden boy. Opponent stays the same. Game 18, Nu Brand Gaming (5/24/18) (17/35 for 2018) Midas, flask, calculus, okat, vitriol, compound. Piper, squeak, skulk, pelage, scourge, vgraves. I'm kicking off again, this time with vitriol. She places it as close to the line as possible. Rats decide to leave the ball for a turn, but move up skulk. A little annoying to play around him (I can't take a dodge or else he comes and crowds me out), but vitriol doesn't miss a chance to take an early lead and scores, despite being down a die. 4-0. It does eat some clock though. Rats respond by moving up piper, scourge and pelage (who has the ball) to smack vitriol. Once she gets kd, it's short work. 4-2 V graves runs over to start on calculus. OKat gets pushed up my Midas to start on Skulk. Turn 2 OKat goes and tries to get a nice external combustion off with the kd Skulk, but it doesn't quite cover his team in fire like I wanted. Still, skulk is down to 1 or 2. Rats move the ball over to graves, and move into Calculus. Midas attempts to get the ball, but I also want to get those last few points on Skulk too, so in the end while he gets the kill, he's stuck in the ruck and the ball is still with the rats. 6-2. Piper gets vGraves to score, engaging Compound but still scoring. Vitriol moves up on the right, and flask kicks the ball to space. Trundle bot then gets circled by a few players as well. Turn 3 Skulk comes back on to attempt to stop the vitriol goal, and I'm running low on time. OKat goes first to kd him, and she does eventually score. 10-6 vGraves and compound ineffectively stare at each other (should have used glut mass to reestablish the counter charge) Meanwhile Midas and Calculus are fighting an increasingly desperate battle against piper, and pelage, while Flask gets taken out by squeak and scourge. This and a few clock points make it 10-11. Turn 4 So it comes down to a dice off, which my opponent wins. He has a loaded piper, who gets some dodges off of Midas/Calculus, passes to an on fire scourge, and reverie's him into range. The two die goal however misses as his clock expires. OKat only needs 2 inf to defeat skulk a second time. 12-11 Alchemists! Vitriol goals x 2, skulk x 2. Vitriol, Flask, v graves goal, 4x clock He might have had a better play going for the takeout on calculus with his last chance activation, but a 75% chance to win in the nail biter finish is still pretty good. Two more games against Blacksmiths are in the works.
  17. burroboskov

    Resin Hunters

    Zarola, Snow, and Chaska, alone justify a purchase, do not.
  18. burroboskov

    vHearne vs oHearne with vMinx

    I think you are doing a disservice to the model and the complexity of the game by saying it's "just bad", but I would agree that vHearne struggles to make the traveling ten. He competes with Minerva in my mind, and she brings more support options with her 2" mom kd. Sure, she is more fragile and has less damage potential, but the better intrinsic speed also is a plus. And you can have a 4 2" player lineup without vHearne.
  19. burroboskov

    Constructing your new Hunter 10.

    Considering blind selection of captains, I feel like you always need both captains. Even if there is an "obvious" choice, certain terrain features etc can change the game, and it disadvantages you during the drafting process.
  20. burroboskov

    Constructing your new Hunter 10.

    Fun, yes. But my goal is to make it meta bending.
  21. burroboskov

    Constructing your new Hunter 10.

    I think that the new models really provide a skew in play styles that will demand lineups that go one way or another. You can follow a jack of all trade routes, or go hard into takeouts. Obviously 85% of models can contribute to both aspects of the game, but players like Minerva, Chaska, and the Hearne's (it might be a hot take to group them together, but that's how I see them) will struggle to find space against players who are clearly designed with one role in mind. Now that there are going to be 15 (14 after Ulfur) players to choose from, I don't think a set consensus will really emerge.
  22. burroboskov

    Mascot Time! Frelsi

    All I'm going to do is score... E-goals.
  23. burroboskov

    BurroBoskov's Match Summaries: On the Prowl

    Yeah totally. Sounds like good subway writing material. No promises of course, but I'll see if I can put together a few semi-lucid thoughts.
  24. Howdy Hunters. I'm Burro Boskov and I've been playing Guildball since the tail end of Season 1 on and off. Recently I've been trying to get games in on a regular basis and focus on it as my main game. My first love are the Alchemists, and you can read about my exploits with them right here! However I've been itching for a change of pace, and settled on the Hunters. In this Topic I'll be detailing the games I play with the Hunters, as well as my thoughts on my play, and inevitably how I feel about the models. I always welcome criticism and discussion, especially when it leads to better play, so please feel free to let me know what you think about whatever I write about here. Ok, cool. Hunters Game 1 - NBG 5/18/17 Playing against my regular practice partner, who was bringing Engineers. My ten was Skatha,Theron,Fahad,Jaecar,Egret,Zarola,Hearne1,Hearne2,Ulfr,Chaska. He went Pin Vice/Mother, and I Theron/Fahad, with me receving. Our line ups in draft order were Theron,Fahad,Jaecar,Hearne1,Chaska,Zarola PinVice,Mother,Colossus,Hoist,Compound,Ratchet I knew I wanted to play Theron for my first game with Hunters, since I was drawn to them for the punchy side of things that Alchemists don't prioritize (usually). @EpicChrishas convinced me that Hearne1 is a necessity with him. Jaecar is Hunters, and Chaska's rules are part of what drew me to them. I went with Zarola to see what having the option for a Linked activation would be like. My opponent normally plays Ballista, so I was excited to see what the core Engineer players (Ratchet, Hoist and Colossus are almost no brainers to me) would achieve under a new leader. Pin Vice kicks off, and the ball ends up fairly centrally. Turn 1 Gah, my models are so naked! I need to fix that... I hear Theron likes to Pin fast people and make it annoying for them. So I try that with my first activation. I put out a forest, collect the ball, I land the Pinned on Pin Vice and pass it back to Hearne. I Bless Hearne. PinVice is snared and would have to move through the forest to get to Jaecar, so that's his ball pressure out the window. He moves Compound, I move Fahad, Mother sets a Net Marker down, I have Chaska put +1 arm on Theron. Hoist replicates Burrow, gets to Theron but has no luck against the 4+ 2 arm. A very questionable move, because even if he does achieve something with his attacks, Hearne gets a free Skewer, and an attack before passing the ball to Zarola and Blessing her. So now Hoist is all set up for Jaecar. Colossus moves up, Jaecar goes in on Hoist leaving him real low, and the trap puts bleed on him. Ratchet clears pin vices conditions. Zarola Midnight offering's Theron out of PinVice's LoS, and sprints to the other side of the pitch, trying to "kill" the ball. Pin Vice is able to get to Theron, but I double doge away with my counter. Much counter attack. Turn 2 Hunter's take first turn. Hoist goes down early (Chaska Boom Box? or else Theron), and the left side develops a big scrum where TheronHearneJeacar(THJ) are wailing on PinVice and Colossus. PinVice tries to go in on Theron who dodges our again. Jaecar gets Pin Vice down really low, but I get nervous about not being able to finish her off next turn due reanimate. Fahad gets a charge on Mother, and Zarola keeps flanking left. Rachet comes toward center and Compound tries to head off Zarola. At this point I'm feeling really in control, and I can get these two take outs the game should fall into line. Turn 3 I win momentum, but I mess up this turn. I try to be too fancy with Jaecar, who dodges away from PV, and lays into snared KD Colossus. I get wraps, but choose two push dodges results on the "high" result instead of the 4(down to 3) damage so I can get the big guy to trigger the trap. I should have just gone for straight damage. Even with tough hide, if I stack my buffs properly I should kill him this turn. But I don't! Hearne spent some time trying to mess with Pin Vice, and Theron was spreading inf out. I also spent Chaska's boom boxes on clearing Fahad, when it should have just been additional damage into the def 2 colossus. Colossus KD's Hearne, and then gets an unexpected arrival, displacing my entire scrum, and PinVice escapes to the other side of the board. Thankfully he doesn't achieve much damage, and even on the other side of things while Compound is able to get the ball away from Zarola, he can only unsnap it with Compound. Zarola somehow gets it back and runs away from Hoist. Turn 4 Don't have a photo, but this turn is even worse. I let him go first, thinking he can't get to Zarola, and then I'll do a linked activation goal of some sort. I should have had Fahad go first and get a free charge for Momentum, then Zarola link to midnight offering herself into range. But instead the freed Colossus charges over and gets the ball. This allows PinVice to set up a goal with her legendary, while Fahad kills mother. I get focused on taking out PV, and while Chaska could send her one Boom Box and then get the kicked out ball and pass it up to Jaecar, but gets greedy and tries a second which misses! Theron moves over there to try and get some work done, and Jaecar moves up into the back field. Hearne spend his turn standing since I've forgotten to place forest for a few turns. Our clocks are both spent at the point, and we end the turn tied at 8-8. Turn 5 I win turn. It's getting late but the game will be done in 7 activations (7 minutes even technically), so we play it out. Theron has a full stack and dodges off of colossus into Pin Vice. He is able to kill her through the reanimate with his final attack. Snare on every damage is a big deal. 10-9. He takes out Fahad. 11-10. Jaecar kills Mother. 12-10. 12 Hunter - 10 Engineers (2*Mother, Hoist,Pin Vice take outs, 6 clock points) - (Pin Vice Goal, Fahad Take out, 5 clock points) Not a pretty first outing for my hunters, but still an exciting one! The Order of Activations problems that come with an ability like Blessing are a real clock eater, and getting used to the stat lines also took time. I also like the shiny shiny things hunters can do, but sometimes I just need to go for straight damage. My opponent probably shouldn't have sent in PV or Hoist on turn 1. I was happy to eat them one at a time, if I only knew how to use my teeth! The Fahad Zarola flank showed some potential, I'd be willing to try it again. Midnight offering is also very good, but Zarola's play book is just utter pants. I'm excited to get some more games with my second guild!
  25. burroboskov

    BurroBoskov's Match Summaries: On the Prowl

    No real reports, just blurbs. But I want to keep track of the games I've played over the last few months, if only for myself. Still crunching on a lot of work stuff, but still getting to sneak in the occasional game is nice! Game 18 Nu Brand Gaming, Brooklyn, NY (3/17/18) (10/35 for 2018) Blacksmiths 12-0, Jaecar kicks off and scores first activation, between BTTS and goal dodge, gets to half way line. Skatha's legendary gets stymied by a spiked parting blow from Sledge, but we get the second goal and eventually set up an Egret snap shot win. Game 19 Nu Brand Gaming, Brooklyn, NY (3/17/18) (11/35 for 2018) Butchers 6-12, I get terrified by the threat of fillet, and fail to advance up the board. She eats two players, I get her in return, but then boiler and meat hook can pick off the bleed damaged players and slot in a goal. Jaecar gets a consolation goal before the final takeout. Game 20 Nu Brand Gaming, Brooklyn, NY (3/24/18) (12/35 for 2018) Brewers 12-10, extremely close game, Jaecar goes aggressive to try to slow down the Brewers. and gets taken out, but later gets the ball off of Friday and threads a perfect pass to space. Zarola can get it, midnight herself, and scores the 2 dice kick for the win. Game 21 Nu Brand Gaming, Brooklyn, NY (3/24/18) (13/35 for 2018) Union 6-12, Skatha becomes a bruiser and hits all the momentus 2's against gutter. But vRage bullies vHearne and Minx. Game 22 Nu Brand Gaming, Brooklyn, NY (4/12/18) (14/35 for 2018) 12-4 Farmers Ploughman makes a rough ground bunker, but hunters don't really care. Thresher gets a player or two, but teleporting oHearne can score and help with the kills, getting just enough damage to kill Fallow before her taking the final activation of the turn. Clean up from there, I think a snapshot tap in goal wins it. Game 23 Nu Brand Gaming, Brooklyn, NY (5/3/18) (15/35 for 2018) 12-6 Farmers. I make sure Thresher can't land on any of my pieces turn 1, and Skatha scores top of 2. But I'm too spread out to take advantage of the legendary. However half the farmers converge on Skatha, and that leaves room for the Bear and Minx to work on Tater and Harrow. A poor choice of first activation seals the game when Seenah does 14 dmg and bear hugging a full stack Tater, then Minx steals the ball off harrow and scores. I can then take Harrow or Peck out trivially for the win, so my opponent calls it.