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Everything posted by Mako

  1. Mako


    I think we all know I’m a big fan of the forum. I liked running my little contests, and the various things that I’d managed to sort on here. No one ever got to see their little artisan’s badge climb up the ranks... But at the end of the day, SFG felt they were getting more use from social media - there’s a lot of podcasts, blogs, and other channels for communication/news/etc these days (I was hoping to use the forum to help promote those a while back, but that backfired horribly!). And the forums do have a cost (licensing, hosting, contest prizes etc). So really, it’s a shame and I’m sad to see them go, but such is the modern world! (and as a final sidenote, I still owe an apology to those podcasts that took a hit to their click through rate when I tried reorganising. It was going to be step one in a grand plan to promote them more, but sometimes you have to know when to put things back and leave them alone )
  2. Mako

    Mason Player Summaries

    Hello Masons! As part of the ongoing Guild intro project it's time for you to get a model summaries thread. I don't have a clue what most of the models do, so I need your input for it - take a look at the other guild threads to get an idea of what we're looking for, but basically it's a short (couple of sentences) summary of the main uses a model has. Think of it a little like a wiki, if you post up thoughts about models you like to use I'll curate them into this top post. And there's always the opportunity to update this, so if you see something is missing on a model that already has an entry post that too! (but please remember this is about the uses people have for players - if you don't think a particular model has any uses, just ignore them ) I know you've had some good threads about your lesser-used models lately, so I'm hoping this will build on that kind of effort Honour (C) - A very versatile captain, can do a lot of work herself or give a key model an extra activation that amplifies threats or gives last activation. Able to score when needed with good dodges, or to take out models (with a little support). She is vulnerable to determined attacks and character plays though, so shouldn't be left out on her own. Good into: Alchemists, Tapper Brewers, Grange Farmers, Union// Risky into: ranged CP, 2" melee, high burst damage (Thresher Farmers, Fillet Butchers, Corsair Fish) Hammer (C) - A super-solo captain, able to take out many players solo but with Tooled Up or support can take out most things in the game. Can still score and ball retrieve in a pinch though, or support his team. Knockback makes him more mobile and gives him potent control options. Good into: low health/soft targets (Morticians, Butchers, Hunters, Blacksmiths)// Risky into: Fast scoring teams (Fishermen), ranged control (Engineers) Marbles (M) - A great control mascot with Goad, Countercharge (when with Brick) and Loved Creature. Can be used to shield key models, or disrupt targeting, or even cripple key players by forcing them to run out of position. Generally a good pick unless Honour/Brick are not in the team. Good into: Scrums, low DEF teams (Blacksmiths, Brewers, Butchers, Farmers) // Risky into: ?? Wrecker (M) - Fast enough to accompany (and Follow Up) friendly strikers, helping to block any return goals. Can rearrange the scrum with Rollerball to free up a key model, push an enemy into the scrum, or mess up goal threat distances. Really messes up Furious models. Good into: Alchemists, Engineers // Risky into: 2" melee heavy teams, easy KD (Blacksmiths, Brewers, Fishermen) Brick - Provides excellent area denial/control with Countercharge and survivability. Also works to shield and defend key models, moving the bubble around depending on how the opponent is playing. Slow and vulnerable to character plays, so be aware that your front line may need to slow down. Keep his charge lanes clear for best effect. Good into: Tapper Brewers, Farmers, Butchers, Blacksmiths // Risky into: ranged CP (Engineers, Morticians, Alchemists) Chisel - An excellent ball retriever, fast and able to tackle and dodge away easily. Crazy and Painful Rage increase her odds of getting the results she needs, while Feel My Pain helps discourage/punish counterattacks to reclaim the ball. Not great in the scrum or against fast killers, but ideal to mess with Strikers and goal threats. Good into: goal focussed teams (Fishermen, Midas Alchemists, Morticians)// Risky into: ranged CP, fast killers (Brewers, Butchers, Farmers, Hunters, Engineers, Scalpel Morticians) Flint - An expert striker, able to threaten goals from almost anywhere on the pitch with some of the Mason buffs/plays. Easily capable of tackling and scoring in a single activation. Not the most defensively capable though, and more vulnerable to female attacks than male, so will likely be taken out after scoring. Good into: Blacksmiths, Brewers, Ox Butchers, Engineers, Farmers, Union // Risky into: Female heavy teams (Fillet Butchers, Pin Vice Engineers), heavy control (Alchemists, Morticians) Harmony - A very versatile player, able to do damage, snatch or shoot the ball, or do hit and run disruption. Needs Honour's Family buff to be effective really, but with it can do devastating Linked activations. Best kept defended until needed, but able to effectively extend Honour's activation a full extra stack of Inf. Good into: ?? // Risky into: ?? veteran Harmony - Provides support to the team via several traits and plays, making her great at keeping the rest of the team functional and alive against ranged assaults while the Masons close the gap. Combined with Granite can turn incoming damage into a real risk for the opponent. Good into: AoE/condition heavy teams (Alchemists, Hunters, Ratcatchers) // Risky into: burst damage teams (Brewers, Butchers, Farmers, Masons) Mallet - A solid support model with the ability to perform as a decent beater too. His mediocre speed is offset by 3" melee in his activation, allowing him to hand out debuffs such as Singled Out and Smashed Shins with ease, even to slippery targets. With that limited setup, he can tackle the ball or further set targets up via and . Kept in the middle of the squad, he provides both buffs and solid setup. Good into: elusive teams (Midas Alchemists, Fishermen, Morticians, Union) // Risky into: Condition heavy teams (Smoke Alchemists, Esters Brewers, Engineers, Hunters) Tower - The defensive toolbox of the Guild, good in the middle of scrums to make sure the Masons survive long enough to win fights. Strong counterattacks punish 1" melee and threaten 2" melee opponents. Hands out Sturdy and Defensive stance to those around him, and then provides Tooled Up to amplify the Mason's return damage. Can even score with a little luck and positioning. Good into: Scrum/Charge teams (Brewers, Butchers, Engineers, Farmers, Hunters) // Risky into: ?? Granite - A tricksy tarpit model. While stat wise she is slow, Between A Rock and Foundation make her deceptively mobile (vHarmony serves well with this via Team Player). Positioned carefully, any attack on the masons will result in Granite moving closer. Funneling opponents to her via pushes, for her to lock down, is key. She also has reasonable kick stats, so use her to move the ball (and the ball to move her). Good into: ?? // Risky into: Ox Butchers, fast teams (Fishermen) Lucky - Can reliably dish out a lot of momentous damage with minimal setup. Early , and give him good control options on his playbook, while his kick and potential move distance make him a solid goal threat (but use his dodge carefully as it can also provide your opponent with useful movement). Also mutes the condition game somewhat, for further protection of the Masons. Good into: Condition teams (Smoke Alchemists, Ratcatchers) // Risky into: ??
  3. Mako

    Errata thoughts?

    *poof* It’s totally in the falconers section
  4. Fish! This thread is for you as a community to create and refine summaries for your models. If you like and use a particular model, and what you do with it isn't listed or the Guild you think they're great into (or risky into) isn't shown, post your thoughts below! The aim is to create a couple of sentences that sums up what each model can achieve on the pitch, to help newer Guild members get ideas. But don't feel you have to post about all of them, just go for ones you're confident with I'll keep updating this first post with new information when people add it to this thread, so post away! Corsair (C) - The all-rounder captain, with decent kicking stats, momentous damage results, control abilities and team support. His big draw is that he can comfortably handle both takeout and scoring based game plans, switching between them mid-game as needed. He is slower than the majority of Fishermen and vulnerable to ranged plays, but can leverage his team members to counter most threats to his plans. Good into: // Risky into: Shark (C) - Shark is a specialised Captain, focussed on scoring goals and providing control elements. A great basic statline and Character plays enabling even more non-linear movement for himself and the team, Shark excels at getting where he needs to be and doing what he's meant to do. Tidal surge and his Legendary can cripple attempts to stop the Fish scoring, as failed goal runs can cause Shark problems because of his lack of Take Out skills. Good into: Slow guilds, Goal focussed guilds // Risky into: Heavy Control Salt (M) - A mascot that can manage a turn one goal, given his movement abilities and (if necessary) Jac’s Get Over Here. A decent secondary goal threat, but not one that gets taken out given Loved Creature and her defensive stats. Fast enough to get back into the game if she does get taken out, and good at retrieving the ball. Good into: ?? // Risky into: Scrum Guilds (Brewers, Butchers) Tentacles (M) - Can blunt counterattacks during goal runs with Blind, though it may need bonus time to hit. Also offers a 2” melee model with close control, good for crowding out or holding the ball safe until a goal run. Often uses the former tactic with Shark, the latter with Corsair. Good into: Low DEF teams (eg Brewers) // Risky into: High DEF (Alchemists, Fishermen) Angel - A goal scorer, able to punch straight through the opposing line with a pile of KICK dice or serve as a snapshot turret. Good enough KICK stats to deal with crowd outs, impaired LoS or intervening models. Quick and with a good DEF stat, but easily taken out if caught, she's there to score and snapshot. Good into: Morticians // Risky into: Engineers, Alchemists, Hunters Greyscales - Doesn’t have the longest goal threat, but is very hard to pin down and able to step in and out of scrums to grab the ball and score. Generally works as a winger, waiting for an opening and avoiding anyone that can negate his escape methods. Good into: 1" melee heavy teams // Risky into: 2" melee heavy teams Hag - Pure support, following key players from behind the front lines and buffing them. Handing out a buyable dodge is a gem for the already mobile Fish, which her Legendary turns all the way up. Hard to pin down, Inf efficient, and great at controlling the position of any fights to skew things in the Fish's favour. If caught she's fragile, and doesn't really have much in the way of ball skills, so avoid getting too stuck in. Good into: ?? // Risky into: Ranged Character Plays/Conditions (Alchemists, Engineers) Jac - Although not as good a scorer as some, he is still able to put in solid scoring efforts, but he really shines at protecting key models via Goad and his survivability. Placed near the wing can threaten to knock models off the pitch, or just generally disrupt opposing setups with pushes. Allows scoring focussed Fish teams to control the opposition better and free up their goal runs. Good into: ?? // Risky into: ?? Kraken - Doubles up the KD and drag power of a Corsair team, making control and efficient Inf use easier to manage. Works to set up damage oriented Fish teams and apply some extra damage when needed. Not going to generate a lot of momentum, but has the best access to and reposition opposing models. Good into: Morticians, Ratcatchers, Blacksmiths // Risky into: Butchers, Brewers, vRage Union Sakana - Great kick, decent goal threat distance with extra from playbook dodges. Very reliable at tackling and dodging away using attacks, but no buyable dodges make him vulnerable to high def models. Can also provide consistent, if not high level, damage, and survive any casual assaults with his decent defensive stats and free counterattack. Not going to set the world on fire, but a solid reliable choice in most situations. Good into: high ARM guilds // Risky into: ?? Siren - Her speed and Seduction make her an excellent control piece, able to take the ball off even high DEF or Close Control models. Also able to bring models into brawling range if needed (with Corsair) using Lure. Can even provide emergency goal scoring options. She is vulnerable to female fighters and ranged AoE plays, so may need keeping safely back when not active. Good into: // Risky into: Butchers, Brewers, Alchemists veteran Siren - Good into: // Risky into:
  5. The newest team on the block, but it's time for the inevitable summary thread As usual, post up the uses you've found and I'll compile them into the first post - quick summaries of what they do and who you'd take them into/avoid taking them into. As there's only one captain and mascot, the good/risky into will be more like a warning of what will be a tough matchup of course Piper - Good into: // Risky into: Squeak - Good into: // Risky into: Skulk - Good into: // Risky into: Pelage - Good into: // Risky into: Scourge - Good into: // Risky into: Miasma - Good into: // Risky into: Bonesaw (Mortician) - Good into: // Risky into: veteran Graves (Mortician) - Good into: // Risky into:
  6. I can confirm this should indeed work - but let me know if it doesn’t and I’ll hit the software with a small, precisely tuned mallet
  7. The true zen of hobby... who cares who else likes him or not if you do
  8. Mako

    Random Models for sale, UK based

    Engineers are gone folks, but I’ll potentially have a few more random single models up at some point over Christmas
  9. Hi folks, Following on from my attempts to not have every guild going, I have a handful of models that I've reluctantly accepted I'll never get round to using. Which means they may as well go to a better home where someone will actually wave a brush at them and maybe even put them on the pitch! (I'm keeping four major guilds and a few minors, that should be plenty ) So I have the following, all untouched: Metal Engineers guild (inc vHarriet) metal Xmas Hearth/Buckwheat metal Averisse/Greede 2 Metal Obuluses (Obuli? Honestly not sure how I've ended up with so many of him, I have four if you count all the sculpts...) Resin Masons original 6 (Kickstarter Honour, Harmony, Flint, Brick, Marbles, Mallet) - also got Tower in a box somewhere I think. If anyone's interested in some of these, drop me a PM. I may add more later on, depending on what I find in the grey mountain
  10. I believe rumour is that several retailers had said they didn’t want to stock the model as it wasn’t family friendly, unlike the rest of the range. I don’t know how accurate that is, though. I’ve not seen much official beyond “some people told us it didn’t fit the range”, though I of course don’t see everything that goes on on social media. Personally, I didn’t like the original and I don’t like the new one, so I lose nothing - fat/vomiting nurgle type models don’t interest me. However, the change seems to have caused a lot of anger amongst those who did like her. I definitely agree the minions look less developed, but I assume they’re WIP as the current level of detail wouldn’t match the range either. Who knows.
  11. Mako

    Combining shipping on backlogged orders

    Honestly, your best bet is to wait for a reply to your email - they’ll be able to tell you what can be done. I only really have any power over the forum Black Friday always leaves a big lag in response times though, because of the sheer volume of orders. Having worked in that kind of environment before, it’s probably not as simple as you’d think to pick out multiple orders to combine. But that’s not to say it can’t be done, SFG may be able to sort something (no guarantees though, it depends on how stuff goes through their system as to whether it’s practical and efficient).
  12. Mako

    Good models vs each team

    Against brewers I used to use bonesaw, hemlocke, dirge, silence and ghast, led by scalpel. I don’t think scalpel is a great choice though, I’d suggest obulus instead (I just haven’t painted him yet), but that’s from s3 so new scalpel may be more potent in this matchup. Between silence and hemlocke you can slow down and mess up a lot of stuff, ghast (or casket) helps with bogging down whatever reaches you, dirge is good at shuttling the ball about, and bonesaw is just good fun. Obulus will give you single target control and ball retrieval, scalpel provides multi-model positioning. The other option would be vet graves, because of his ability to go retrieve the ball, but I don’t actually have any experience with new vGraves so I can’t really say much there. First rule of facing them, I found, was do *not* engage. Do enough to get momentum and run away a lot
  13. Mako

    When Do We Get an Order Forum?

    Surprise! Honestly, I didn't realise there was an image dropped in here for a while. But I've now had time to set you up a little section of your own
  14. Mako

    Godtear Forums

    Don’t worry, I haven’t forgotten. I just have a very busy week or two. It will happen when I have enough time to go poking in the control panel rather than quickly checking the forum on my phone
  15. I have been painting, but I've not got anything to show for it yet (bonesaw needs his base doing and a matte coat to knock down the gloss varnish that protects him...). Instead today, when it was too warm to paint, I made myself a thematic dice bag for my guild ball stuff. It has a bit more room than I anticipated despite being in (fake) suede with a fake sude inner lining and a layer of padding
  16. 2050? You want me to rush them?
  17. Thanks man And of course, I did it the traditional way - 1am the night before, cursing myself and the varnish layers for taking too long to dry. (Side note, PlayStation exhaust fans provide just the right amount of heat to dry things quickly without causing tidelines or other problems )
  18. Hilariously, I totally forgot to take it to Steamcon - lucky it wasn't that cold really! I've finally done some more painting. Or basing, at least. Finished up Ox with a simple but (I like to think) effective base. I like to keep gaming bases under control, so they don't get in the way when they're on the table: Hard to see at the moment, but I've set it up so he's standing on part of a wood and dirt version of the butchers logo. I've got it all rigged up in my 3d printer so every member of the guild will be standing on part of it, and they'll all line up to make the whole logo
  19. Mako

    Godtear Forums

    We actually discussed this a while ago, and didn’t put one in while the play test was in full swing because it made it easier for people to accidentally post things in the wrong place. But at this stage it’s probably safe, so I’ll try and get time for that this week
  20. Mako

    Gaffer becomes a Spook!

    It doesn’t come up much in the fluff, but Obulus makes the best cherry choc chip cookies in the free cities. He was even a finalist on the Great Figish Bake Off. Who wouldn’t be tempted...
  21. Mako

    Suggestion for next year's Draft

    Which in fairness was through no fault of the morticians players, we had the choice taken off us too last year
  22. Mako

    End of year/New year paint competitions?

    Same answer I’m afraid I had plans for both, but it wasn’t to be...
  23. Mako

    End of year/New year paint competitions?

    That might be a typo, I’m actually the deputy chambermaid
  24. Mako

    Gaffer becomes a Spook!

    Having contemplated it, I’m thinking gaffer could be useful if he gets things to improve other models’ efficiency - (hopefully) that will enable us to earn more VP, rather than just adding another model that stops the other team but doesn’t actually win the game for us