Jump to content
SFG Forums Closing On March 11th 2019 Read more... ×

Mako

Administrators
  • Content Count

    2,426
  • Joined

  • Last visited

  • Days Won

    120

Everything posted by Mako

  1. Mako

    Season 4: rebalance of Spooks

    Aye, I don’t take oGraves much myself (don’t like him if I’m not out fighting people, and since I usually face brewers that’s always!). Exhaustion and close control seem more useful for me. Not always, but I can see some useful stuff going on with a ball team.
  2. Mako

    WTB: Kickstarter OX

    My pleasure! I hope he’s lucky for you
  3. Well, vgraves now appears to be getting close control in season 4, so does that skew our needs?
  4. Mako

    Scapel S4

    I’m liking the idea of ruining snap shot turrets without having to go find them... just hit someone else and yank the offending player out of shot range I’m going to have to start learning her all over again when season 4 hits! Though if she’s been previewed first, is she therefore getting smaller changes than some other morticians? (Not counting the eternal constant of Obulus, of course) Could a general boost to our inf levels and efficiency be in the works?
  5. Mako

    Scapel S4

    Pushing them back with spirit bomb, that’s what I missed! I’m such a muppet
  6. Mako

    Scapel S4

    How so? I’m seeing 2” push from Voodoo, second wind for 4”, and a 1” dodge from her last attack. And given I have been guilty of abusing the 7” second wind trick, I’d hate to miss something!
  7. Mako

    Scapel S4

    I’ll miss the joy of finding someone near a wing and hammering them off the pitch with a flurry of blows - she now caps at 4” of push on any one model. But of course, she can now do 12” of shoving rather than her old usual max of 9” (if you somehow managed to optimally use Legendary Voodoo Strings). Along with the lack of momentous damage and dodge until very high up, moving people a long way with her is dead and gone. But she’ll be able to mess with people so much more... and now she may also achieve things with less than 5-6 inf, so I’m thinking it’s a new world of shenanigans out there
  8. Mako

    Season 4: rebalance of Spooks

    Scalpel loses the ability to move someone more than 4”, but she gains a lot of shenanigans in terms of control - disengaging cosset, generating her own crowd outs, dragging people through AoEs, all sorts of fun! But no more kicking to the wing and hauling someone off the side of the pitch. New plan time!
  9. Mako

    WTB: Kickstarter OX

    I have a resin one I could part with - I was saving it for the same reason, but I’m very happy with how my regular metal Ox came out so don’t need it any more I’m UK based, so it shouldn’t be too bad for postage.
  10. Blacksmiths players - this thread is for you to create and refine summaries for your models. If you like and use a 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 a model can achieve on the pitch, to help newer Guild members get ideas. I'll keep updating this first post with new information when people add it to this thread, so post away Ferrite (M) - A goal scorer and general debuffer, with good speed, Acrobatic and early playbook dodges to get her where she needs to be. Good at weakening and blunting incoming damage, but not at putting it out. Improves the chances of apprentices performing well on weakened enemies. As Captain, can accelerate the whole team and slow up the other. Good into: ?? // Risky into: Farmers, Corsair Fishermen, Engineers Anvil (M) - Great when set up in the midfield as a tank, with only a little healing or support needed. A good source of and Singled Out sets up devastating attacks, either for damage or tackles. Vulnerable to character plays though, so be prepared to be hit with them (and many other things). Can give the whole team an easy jump upfield early game, or skew positions and disengage a little. As Captain, can dampen moderate beater teams, but doesn't generally need a full Inf stack. Good into: Brewers, Butchers, Farmers, Masons // Risky into: Character Play heavy teams Furnace (M) - An all rounder with support, control and ball skills, but favours melee and scrums. Tooled up and the ability to block gang ups and crowd outs allows Blacksmiths to pick their targets better in a brawl, and remove opposing advantages. As Captain, can Take Out weaker players and hand out a lot of burning to drain and slow opponents. Good into: Blacksmiths, Brewers, Masons // Risky into: Alchemists, Hunters Hearth (M) - Slow and support focussed, with high health but no other damage soaking abilities. Boosting melee ranges and adding net-hits makes other models far more potent, but needs keeping off the front line and using carefully. As Captain, doesn't typicaly need a big Inf stack but can provide a bubble of 2" melee that is good into loose scrums. Good into: ?? // Risky into: Farmers Burnish (M) - A utility model, able to use burning for damage, area denial, and clearing other conditions off friendlies. Can collect the ball and put out flame from range , making him a midfield menace. Able to ignore Character Plays for MOM, but best used sparingly on key plays. As Captain, can put out huge amounts of AoE damage (particularly against bunched opponents). Good into: Alchemists, Brewers, Farmers, Butchers, Corsair Fishermen// Risky into: Engineers, Shark Fishermen Farris (M) - A good winger, running harassment on the opposing flanks. Able to help out apprentices with speed combined with Sentinel, and pushes to remove threats from them. Good at claiming the ball but not great at kicking, although she can kick without possessing the ball, even when knocked down. Resilient enough to tie up most players, but avoid those with early access. As Captain, gains the ability to hit more pushes and hand out more Quick Foot. Good into: Butchers, Masons, Farmers // Risky into: Brewers, Union, Shark Fishermen Alloy (A) - Adaptable, but at heart a footballer. Fast, good at disengaging and a solid kick makes him reliable at goal runs including on turn 1. With proper support becomes a reliable damage dealer, though not stellar. Hearth switches Alloy's adaptability on fully, so is best taken alongside her. Good into: Low DEF/ARM // Risky into: Scrum teams (Brewers, Butchers) Bolt (A) - A fully dedicated footballer. Two jogs every activation make him exceptionally fast even before support is added. I'm Open only adds to the potential goal run. Also can guarantee a knock down within 4" for a damage cost, enabling him to free himself from melee easily. Generally best used with Farris, as she can come to his aid if needed and her Tutelage benefits are significant. Good into: Low DEF teams // Risky into: Melee-centric teams Cast (A) - Reliable damage dealer, best when set up with burning. Claiming the ball at range and debuffing TAC and DEF in melee provides good utility outside of damage. Reasonably survivable against male beaters, with Swift Strikes providing extra escape options. Doesn't have a named master, but benefits from burning so ideally Burnish and/or Furnace will be present. Good into: Scrum teams (Brewers) // Risky into: Female teams, High ARM Cinder (A) - A great ball retriever and holder, able to tackle from 6" away, but also able to help disengage others from afar if needed. Decent kick stats and Unpredictable Movement make her good at the ball game, but she doesn't want to be right up in the front lines to do it. Furnace grants her burning, which while not essential is useful for her to have. Good into: Low DEF/ARM teams // Risky into: High DEF/ARM teams Iron (A) - A good all rounder, decent survivability (especially with Sentinel), good at most things with a little set up. Long goal runs with Ramming Speed and Close Control, consistent access to momentous damage spiking to with all the support options. Gets a speed boost from Ferrite, but can manage fine with other Masters. Good into: Goal Focussed teams // Risky into: Condition teams (Esters Brewers, Alchemists) Sledge (A) - Looks like a beater, but hitting his takes some setup and careful target selection, and flags the plan to everyone else. Being able to boost his own net-hits lets him tackle and Long Bomb the ball away, instead of the telegraphed damage. Anvil is very useful to Sledge, so ideally they're kept as a pair. Good into: Low health/DEF/ARM teams (Morticians) // Risky into:
  11. Mako

    Blacksmith Player Summaries

    Aw, do I have to?
  12. Mako

    Blacksmith Player Summaries

    Thanks chaps, I’ll add it to my list for updates when I get a bit of time!
  13. Mako

    My Guild Ball Terrain :)

    I can see it
  14. Mako

    Expansions removed from Store?

    I believe (though like @The Old Buzzard I’m guessing based on what I know of this project and the industry generally) that those were up as a sort of preorder to get them at KS timings. The removal is likely down to those expansions being planned as waves of retail release, so they won’t have them available on the website until after they’re available in game stores. If they left them online permanently, there’d be no incentive for stores to stock any of it after all. I’d expect that everything will end up available at retail over time once the KS is fulfilled (they’ve already spent the money to create the expansions, so taking them off sale permanently would be very strange!).
  15. Mako

    Squinty-eyed Cooks Spoilers

    Technically cooks cards are season 4, right? #unlikelyhope :D
  16. (that's a Mortician in chinos and a short sleeved shirt) Recently, I’ve managed to get myself organised enough to start playing again. Just in time for the snow, it turns out… My local pundit @Secondbreky has been gently easing me back into the game, so last week saw my Morticians face the Masons over vassal. My team was picked mostly by what I’ve painted and what I liked the look of, so it’s probably not tournament optimised, but that works out well as I’m definitely not interested in competitive play, I’d rather relax and have a laugh. Which meant against the Masons starter six I took Scalpel, Dirge, Bonesaw, Brainpan/Memory, Ghast and Cosset. It was a week ago so the details are fuzzy, but bonesaw and memory made a great right flank goal run which succeeded despite memory fluffing the pass back for Dervish, Cosset (with dirge setting up) took out Harmony, and scalpel (out on the left wing) scored too. Unfortunately, the masons also got two goals and claimed their takeouts from the obvious targets – Cosset and Brainpan, giving them the win 12-10. This week, I took the same team into his Smoke alchemists, which was an education! Smoke took a first turn goal, and it was late turn two before I could sling Bonesaw up the centre (using Scalpel for dervish) to equalise. Then it became a bit of a brawl. Cosset, Memory and Dirge left Venin Singled Out, Screeching Banshee-d, and crowded out (but that left them and brainpan getting pounded with conditions), so Scalpel could farm some momentum to finish him off at the start of turn 3. She then killed Venin, gave Cosset Reanimate, charged Calculus, tackled the ball and scored to finish up a 6 point activation. Cosset of course died to condition damage at the end of that turn but was saved by reanimate (going from one health to three as a bonus), Memory died to fiery explosions, and Brainpan was barely alive. Bonesaw went down under another onslaught, making it 10-8 to me with no real chance of a takeout before brainpan died, and then it was a race to the final 2 points for both of us. Which I didn’t think I’d win with my fragile Morticians. The end was a bit scrappy as we realised partway through the last turn that Katalyst had been Knocked Down when he charged (token got lost in the piles of things on the board), so some momentum use needed reassigning which then meant bonesaw could punt the ball up near Scalpel, waiting for her to stand up (she was Knocked Down as well… there was a lot of it about). In the end it came down to her going for a tap in and winning it with a Screamer (her second Screamer of the match), but it was really anyone’s guess at that point as we’d had to do some rewinding! I think the weaker links in my setup at the moment are Ghast (whose and unmasking did do some good, but the wasn’t hugely reliable) and Cosset (who did much better in game one than game two, but in the end was a 2VP for 2VP trade). Between them and Dirge they aren't quite enough to run a decent takeout game, and Scalpel is usually off scoring goals so doesn't often help! I might try ditching Ghast for Casket next time, see if I can use Cosset and Scalpel to set up a Casket time while he slows down the incoming enemy to keep my squishier players alive a little longer. He is painted, so I can use him. The other option would be silence, but I was tired of him fluffing Tucked and Shut Out rolls from last year But they were fun, close games and that's pretty much all I care about - my threshold for doing well is scoring 2VP, so Bonesaw's consistent goals (and Scalpel's for that matter) have keeping me well above that line!
  17. Mako

    The Reign of Obulus is over....

    I can’t make that work for some reason - they out damage and out-2” me even with Graves or Cosset, out inf me, and I spend all my time mom starved and on my ass... Only way I could take them on vaguely evenly was using Scalpel and Bonesaw to go for goals while the others interfere with the scrum. Occasional opportune beatings on Spigot, maybe Friday, and a shove off the wing is about all the take out action I get
  18. Mako

    The Reign of Obulus is over....

    Interestingly, I’ve never really settled on oGraves - maybe it’s me, or that I’m almost always facing brewers, but I get far more out of Silence
  19. Mako

    Blacksmith Player Summaries

    Absolutely! If someone writes a blurb for her, I’ll add it to my list of things to update when I get chance
  20. Mako

    Tournament Trays

    There should totally be a tournament dress code. Plus fours in bright colours
  21. Mako

    Tournament Trays

    So they only won’t work in season 4 if you take brainpan/memory or averisse/greede? That’s lucky! Not for me, because I like brainpan and memory, but for most others
  22. Mako

    Event Organizer Thank You Codes

    Not exactly a forum support thing, but I think I know the answer Thank you codes are for pundits to use in their section of the web store, as a reward for their efforts at being pundits. People who aren’t pundits have no way to redeem it as far as I know. It’s intended for pundits specifically rather than anyone who has a code.
  23. Mako

    My Union :)

    No worries, I’m glad it went alright! I just make this stuff up
  24. Mako

    My Union :)

    Those all came out lovely, and those based worked out really well too
  25. Thanks guys It was surprisingly zen to do, once I got the pattern laid out (that was one massive excel sheet by the time I finished). I won’t add up the hours I spent on it, I got through a lot of tv series while I knitted! And of course haven’t painted my alchemists to use while I wear it... But it’s lovely and thick and soft, so even on a cold November day in Manchester I should still be nice and toasty warm
×