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Calum Todd

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  1. Vet Honour?

    I think it will end up being some what ineffecicient, and actually not all that fun to play when you don't really achieve much. To max out you need only 4 inf, and you can create at least 6 markers in a turn no bother, leaving you with many havest markers just sitting around doing nothing. You need some more Repears in there as they generally get more done with the INF than the Planters do. Generally faster, better at getting the ball, killing etc.
  2. Vet Honour?

    Sorry Marge, the crowd has spoken! Mono-rail, mono-rail... I'm expecting Honour to have some replanting gimmicks as discussed, and presumably something similar to her legendary for the Masons. Obviously it won't be giving out more influence as that would be insane, but handing out armour or defence buffs of some kind would be cool. The dog could act as some sort of ball retrieval tool like Salvo has with Tether Ball, called "Fetch!" or something. She could be our pseudo goal keeper/harvest marker manager.
  3. Veteran Hemlocke

    Rather plain looking card to begin with, but dig deeper and you can see that she certainly brings very useful tools to the Morts. Either captain would be happy to have her in the team and the 2" melee is obviously great. Dark Doubts is a bit meh, but it's better than not having it I suppose! Soul Seer fits into the Morts theme rather well. She can provide her 2 INF for the rest of the team while still blinding people for "free" which is rather handy! Definetly worth thinking about, and could possibly replace Silence. Or work well alongside him. Loads of options!
  4. Obligatory Hemlock Speculation

    I think she'll keep blind as it fits well with what Morts do. I think she'll also have something really janky and downright weird in true Morts fashion - like momentously eating the opponents influence to heal herself or others.
  5. Veteran Decimate

    She looks very good and an easy choice into the 10. She replaces Hooper in almost every aspect though; faster, better at football, dodge, anatomical precision, a better playbook They can tagteam together I suppose, but there might not be space for him in your 6 when you take her.
  6. Hub Ball 5: Hub Ball Strikes Back

    Sign my face up.
  7. What was your first Guild and why?

    What was your first Guild and what attracted you to that Guild? Brewers. It was their models that attracted me to the game, I heavily disliked the look of some of the other S1 teams at the time, and I wasn't actually all that interested in playing the game. I had plenty of other systems to play at the time. Eventually after several spoons being won I thought I'd give GB a go. Do you still play that Guild or are you a deserter and play a new Guild yet? I accidently sold my Brewers in a bit of an eBay mix up on my part Double check boxes before sending them off! I now play Farmers. Does your original Guild still hold your heart or have you a new favourite? I still love the Brewers but getting rid off them opened up the chance to try out the Farmers who I enjoy immensly. I've also started to dabble with the Morticians as they're very different to both the other teams.
  8. Rat Catchers

    Looking into it more Disease can really backfire on you. A diseased Grange could ruin someone's day with that 2" KD on the Ratcatchers! I think vGraves and Bonesaw would see play just for that very reason (no disease on the team).
  9. Rat Catchers

    vGraves provides Bleed and Knock Down - he might actually be useful for once! Actually he could be rather good for a last activation - KD a few diseased players (knowing you'll win initiative) and the opponent won't be able to move with them due to lack of MP like in Season 2. Obviously the +1 MP cost is the real reason to have disease rather than the 1 damage. It goes along well with Ratcatchers theme of damned if you, damned if you don't. Spend 2/3MP to get rid of conditions but presumably be low on MP, or struggle with the conditions.
  10. The venue is very easy to get to via train from Edinburgh (and probably Glasgow). It's about a 5 minute walk from the station in Stirling. Lots of places to stay nearby too.
  11. Non Thresher Farmers - Anyone trying this?

    Millstone is just better in general for Farmers than Grace I think. She brings a harvest marker that doesn't need to be near the captain to produce - which can be doubled with Plough. INF that can be shared more easily. Decent in a fight, even better when near Grange (Honest Labour), can push your guys around and blah blah... you know why people choose her. With Grange chucking out Tough Hide to a player Between a Rock could be used sort of more aggresively in a way - you know the opponent is going to hit someone, so make it not to as much damage and also cause Murder Granny to bounce around. I think Tater pretty much always has a place in a Farmers team, even if you never give him INF. That counter charge is just so useful for keeping your team safe or forcing the opponent to do something they don't want to which is one of the few control things we can do. My Grange lists would probably be; Peck/Buck - Condition-ish teams/I want a goal or need to push people around Harrow - While he might not be the best at one thing, he can help with everything. Tooled Up & Rapid Growth are great. Pretty much always in the team for me. Jackstraw/Millstone/Ploughman Jack for goals or killing the ball, will almost always be the one to pick up the ball when receiving. Chucking out 2 harvest markers sets up Tater against any 1st activation goal attempts from the opponent Mill for condition based teams - Alchemists or Fillet butchers Ploughman is sadly unlikely to make the 10 but I want to run him a lot first to decide. The rough ground and doubling harvest markers should play well with Grange (and Tater/Fallow). Tater - Counter charge, plus generally being great. Always on the board for me. Windle/Fallow/Bushel - Fighting other slow fatties (unlikely to make the 10)/Not sure what for yet/Receiving the ball and getting a goal - works well with Jackstraw
  12. Hub Ball 3 - Edinburgh - 14th January 2018

    Possible - but there's currently road works there that might make things difficult. Bread Street/West Port is one way at the moment (Lothian Road direction)
  13. Hub Ball 3 - Edinburgh - 14th January 2018

    I'll make a token effort to make some terrain too. It'll be entirely Mortician stuff though.
  14. Cogs sure are a quiet bunch...

    I think/hope things will get shaken up a bit when Harriet "The Hat" comes along - and possibly whenever the minor guild appears too. Engineers have been a fairly rare sight in my meta though - I'm not sure how popular they actually are, but I believe the models/theme rather than playstyle have something to do with it. Blacksmiths, Masons and Brewers are the popular teams for us cave dwelling troglodytes in Scotland it seems. Counterpoint: Engineers are so finely tuned that there's nothing to discuss. Additional counterpoint: Talk is for fleshy meat bag things. Cogs have no need for that.
  15. Are we all plastic now?

    EDIT - Yeah, the one that matches the art more. It's not bad, but just not as dynamic as the current one. In the Keynotes US topic. Pic here though: https://m.facebook.com/JaykeHallOfLegends/photos/pcb.723759017813975/723758284480715/?type=3&source=48&refid=52&__tn__=EH-R
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