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gharwars

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  1. gharwars

    The Navigator's Guild

    It doesn't say that.
  2. gharwars

    Butcher GIC Theory Thread 

    Exactly my thoughts, it got a huge (and deserved) nerf, but almost seems like they forgot to change the heal rate...
  3. If you already have 4 harvest markers, can you place 1 marker down with crop dusting, or none? It says may place 2, not 'up to 2', so I assume you can't place any, but just wanted to check.
  4. gharwars

    Bonus time and AOE's

    Am I right in thinking it's all or nothing? So if 2 models are in the AOE you MUST spend 2 MP which would bonus time each one. Or can you choose to just bonus time one of them?
  5. gharwars

    Butcher GIC Theory Thread 

    Although Crushing Force does seem too good, I am wary of the effects of a card being magnified and potentially blown out of proportion. In this case, I think the idea that 'You will automatically lose the next initiative roll because you've been forced to haemorrhage momentum' is a bit misleading, it only costs 2 momentum and this can potentially rob the butchers of 4+ momentum, so you could still be winning the trade off. Of course the first activation alpha strike is still a bit worrying though.
  6. Greetings, My cheap condition tokens sets (£2.99 with free UK postage) are back on sale on eBay (http://www.ebay.co.uk/itm/Guild-Ball-condition-token-set/232498790405) The quality and thickness of the wood has been improved since the first batch I sold a few months ago, which is why I've had to reduce the amount of tokens to 25 instead of 30, in order to keep the price at £2.99. They're overall just a bit nicer than they were before, and the thickness is more consistent. The tokens are 10mm in diameter and 3mm thick. They are made of wood, with an adhesive printed symbol attached to one side. They're brightly coloured so the conditions are clearly visible. See the eBay listing for photos. They are a bit smaller than some other condition tokens sets, which in my opinion helps keep the pitch less cluttered. In addition, they're still the cheapest token set, as far as I can see - leaving you with more money to spend on actual models Hopefully they're of use to some of you.
  7. I'd prefer this thread to be bumped only when the new decks are in fact added, I keep getting excited seeing new replies only to realise there's still no update. Oops, now I've done it too!
  8. gharwars

    GIC General Theory Thread 

    I think it would help if we understood more about the intent behind the cards. Are they supposed to just be a fun optional add-on, to spice up the occasional game? That's fine, and the comparative power level of the cards doesn't really matter. But then they can't be a balancing tool - the guilds would need to be balanced against each other to work in the absence of these cards. The fact that their use as a balancing tool has been mentioned makes me suspect they're intended to be a future core feature, though. If this is the case I think they'll create more problems than they solve and as someone previously stated they'll just be another thing to try to balance; the concept of balancing health regeneration vs situational bonus VPs vs random improved abilities (and then weighting these bonuses for/against certain guilds) certainly seems more open to unintended consequences and balance issues than rejigging a playbook or re-costing an ability.
  9. gharwars

    GIC General Theory Thread 

    I like the GIC concept in principle except for the worrying idea of using them as a balancing tool. How about trying to make the guilds actually balanced (not easy I know) then these cards can be cool features on top. Using these cards to prop up what are perceived to be 'weaker' guilds just seems like a cop-out to avoid trying to make further balance adjustments, and also means you're admitting that playing without the cards will be more unbalanced as you won't have the corrective influence of the GIC's! I am not keen on the preponderance of cards granting extra VPs either, it messes with the mascot balance, I prefer cards that grant minor bonuses in keeping with the Guild's theme e.g. Tough As Nails.
  10. gharwars

    Butcher GIC Theory Thread 

    All three of our cards are awful. Best case scenario, you take the heal 3 one and pretty much never get the +1 VP. I really don't like any of the cards granting extra VPs anyway, it messes up the mascot VP balance in a bad way, I hope they change all those cards to something with a bit more thought behind them. What I don't like about our cards is that they don't enhance or improve any of our abilities at all, they just reward us for making what are generally awful tactical decisions. The Hunters cards are bad but at least they get one good one, we don't have any! I like the concept in principle except for the worrying idea of using them as a balancing tool. How about trying to make the guilds actually balanced (not easy I know) then these cards can be cool features on top. Using these cards to prop up what are perceived to be 'weaker' guilds just seems like a cop-out to avoid trying to make further balance adjustments, and also means you're admitting that playing without the cards will be more unbalanced as you won't have the corrective influence of the GIC's!
  11. gharwars

    Butcher GIC Theory Thread 

    It doesn't matter if you wrap with Life Drinker, you still only heal 1hp per attack.
  12. gharwars

    Union GIC Theory Thread

    It can grant +1 MP per turn only under certain conditions and reduces heal to 3. Brewers card grants +1 MP per turn every turn, and keeps heal at 4.
  13. gharwars

    Butcher GIC Theory Thread 

    I'd prefer a Butchers card to enhance their strengths by giving some sort of bonus attack or extra damage. Having said that, I'm sure their other cards will provide something like this. Even if the amount of healing achieved with this card averaged out to be the same as with no card (which apparently it doesn't) it would still suck as there are other teams who keep a healing rate of 4 and then also get another bonus on top!
  14. gharwars

    GIC General Theory Thread 

    I love the idea of these cards, my only reservation is that you're essentially paying for a bonus by 'spending' healing points - therefore if they were balanced correctly then by choosing not to spend these points and thereby keeping the healing at 4, you should not be at a dis/advantage compared to your opponent. If the power of the ability is correlated well enough with the decreased heal, then surely not using a card would not 'disrupt the level playing field'? One problem with this however is that the Farmers card breaks this balance straight away, because the ability they trade for is in fact 'more healing'... so their card does put them at a straight advantage over 'no card'. (Edit - just realised that some guilds keep a 4 heal and get a bonus, so these also violate the idea of paying a proportional cost for your ability). I guess this shows that the abilities can be considered more powerful than the lost healing points, as otherwise Farmers couldn't get above 4 heal with no downsides. Seems like it'd be better to have less powerful abilities, thereby enabling a 'no card' option. I like it anyway, though, and am really excited to see the rest!
  15. Can Grace use Purity to remove Theron's forest AOE? His AOE is a Character Trait so would it count as an 'ongoing effect' AOE?
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