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TheCurkov last won the day on June 15

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  1. Falconers are definitely on my radar both in falconers and in hunters. I have a collaboration planned with @Breaking_Play for a hunters game when they are released state side, but the next episode probably won't have them since if I'm going to get the next one out on time I will probably need to record the game Monday.
  2. So I have had this issue with Peck since he came out, but I have struggled to put it into words. The issue comes up when an opponent does a damage dodge or a damage push to peck and doesn't know about pain response. Pain Response: When this model suffers damage from an enemy Attack or Character Play, it may make a [1"] Dodge. Scenario: vDecimate does 2> to Peck. My opponent says "2 damage." I'm fairly certain they don't know about pain response and I want to dodge peck outside her melee range. But since pecks trigger timing is "When this model suffers damage" and does not have the qualifier "after the Attack or Play is resolved" I often have this exchange. "I dodge out of your melee range." "Well in that case I use my push to move you back into melee." It feels scummy of me to ask if they want to push me since it feels like I am changing the order they are resolving their results. Question 1: Does Pain Response interrupt resolving playbook results? Question 2: If it does interrupt is there a way I can dodge out of the opponents melee range if they do not know that Pain Response exists?
  3. Forum, I'm back! After a bit of a Hiatus I have returned with an episode of RTL. There are only a few episodes left before season 4. Let me know what you think of the game and what match ups you want to see me tackle before the end of season 3. Also Sign up for my tournament Second Wind. It's going to be awesome! ------------------------------------------------------------------------------------------------------ Second Wind! Facebook: https://www.facebook.com/events/434815553681222/ Longshanks: https://www.longshanks.org/events/?event=1344 Forum: http://forums.steamforged.com/topic/42403-second-wind-chicago-64-man-tournament/ ------------------------------------------------------------------------------------------------------ Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov My Patreon: https://www.patreon.com/TheCurkov Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ Music: Epic - Bensound.com Follow Pat on Twitter: @PatVanV https://twitter.com/PatVanV The Longshanks Pitch Planner: http://longshanks.org/terrain/ Game Plans Video: https://youtu.be/iRPdTnBnRp0 Farmers Errata Episode: http://strictlytheworst.libsyn.com/episode-36-errata-farmpocalypse
  4. Second Wind — A Guild Ball Tournament Join Strictly the Worst and the Chicago Guild Ball community at Alarmist Brewing for the first annual Second Wind Guild Ball Tournament! Enjoy two days of exciting Guild Ball action and great drinking in the Windy City at this 64-player Season Four tournament. Featuring an incredible prize pool including custom-made Van Value swag, a raffle, and many of the US’s best players from all over the country. Whether you’re a rookie or a seasoned veteran, come warm up with a strong beer and test out the fourth season of Guild Ball! DATE: December 15th-16th, 2018 LOCATION: Alarmist Brewing Taproom, 4055 W. Peterson Avenue, Chicago, IL 60646 PLAYERS: Hard cap at 64! COST: $30 / person Payable at: paypal.me/VincentCurkov/30 Pay above via PayPal to be registered on Longshanks! RULES: Most up-to-date copy of the Regional Cup Document HOUSING: Hotel block is being negotiated and will be confirmed and added soon! SWAG: Every player who participates will be competing for prizes for placing, best-in-guild, wooden spoon, and more, many of which will be CUSTOM MADE by Pat “Van Value” Van Valzah. Every player will also be entered into a prize raffle! FOOD: Saturday will have a catered lunch after round one! Sunday players will be on their own for finding lunch. There are several nearby places that will deliver to the brewery. LINKS: Longshanks: www.longshanks.org/events/?event=1344 Facebook: https://www.facebook.com/events/434815553681222/ Forum: http://forums.steamforged.com/topic/42403-second-wind-chicago-64-man-tournament/ SCHEDULE: Saturday Registration 10:00 AM Round One 11:00 AM Lunch Break 1:00 PM Round Two 2:00 PM Round Three 4:00 PM Round Four 6:00 PM Sunday Round Five 10:30 AM Lunch Break 12:30 PM Round Six 1:00 PM Awards!!! 3:00 PM
  5. TheCurkov

    Best and worst pairings Smoke/Midas

    @Chapuzas I'm going to level with you here. I have put alchemists on the table 3 maybe 4 times since February. The meta has shifted a lot since I wrote this and anything I have to say is largely speculation. Alchemists went on quite the balance roller coaster this year starting as the best team in the game. Then in July they got nerfed and fell into the mid tier where Smoke had some un-lose-able match-ups and some unwinnable ones forcing you to play Midas who has very little support. Next game plan cards came out and impacted smokes game very negatively. This is hard to explain but smoke would typically starve an opponents momentum and be up 1-3 momentum going into the next turn and this would allow her to win the roll the majority of the time. With the game plan cards your opponent has more control of the game and can choose his moment to play his high card and break the stalemate you are sitting in. This is compounded by the fact that Smoke cannot take advantage of the vast majority of game plan effects and is hurt very bad by a few of them. Midfield General and Seize the Initiative are the worst of them. This moved them to low mid tier. Now with the exiles and faithful released nearly every good match up smoke had has a shiny new piece that is really good in the match up. vDecimate, vHarry, Minerva, vChisel, vHemlock, vFantooth, sSpigot. This drags the faction down to the bottom rungs of the meta. And most of their good match ups are other lower tier teams. I don't mean to dishearten you. Alchemists can definitely take some wins off people especially if you are noticeably better than the other player. Below I have given a list of match ups. I don't go into detail because my experience is lacking in the current meta game. Worst: Engineers, Farmers, and Union. Pretty Bad: Brewers and Hunters Skill Based: Alchemists and Fisherman Advantaged: Blacksmiths, Falconers, Morticians, Masons Heavily Advantaged: Butchers, Rats I'm personally done with the team until season 4. I just can't survive in the shark tank that is Chicago with this team. I am really excited for them is season 4 and I am not abandoning the faction. I hope this helps. -Vincent
  6. I can only speak for myself, but I place hunters in the top tier of guilds. You just can't give a faction tooled up that was balanced around having no damage buff.
  7. Forum, I've got something really special for you! Episode 43 of Strictly the Worst is also in video form. You can watch it right now over on my YouTube channel. In this episode we do a Hot Ones parody eating violently hot chicken wings and trying to talk about the falconers guild. Enjoy! Email us at StrictlyWorstGB@gmail.com. Find the podcast on Twitter @StrictlyWorstGB, Alex @LeftSlothrop, Pat @PatVanV, and Vince @TheCurkov. Strictly The Worst is an unofficial podcast and has no affiliation with Steamforged Games. Opinions expressed are solely the personal opinions of the hosts and in no way reflect the opinion of Steamforged Games.
  8. Forum, A new episode of Guild Ball Gotchas is out. In this episode I am covering the Clock Out, how to play faster, and what to do when you are up on clock. The GBG Logo and RTL tokens were designed by Dano Amonette. His Instagram is https://www.instagram.com/deadpoolxanko/?hl=en Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/
  9. TheCurkov

    V. Honour is Stronger Than You Think

    They originally did rule it as being good in the mirror, but then realized if they played it rules as written she would drop untyped harvest markers that were friendly to neither player. Making he only interesting ability do literally nothing.
  10. TheCurkov

    Butchers problems

    This is the list I prefer, but if you are receiving I think you can play whatever you want. Counter charge is an enormous issue for filet and without the ball she has no way to circumvent it. The reason I personally don’t like thresher here is you are essentially trying to play the same game as your opponent. You both have big dangerous captains with lists that fully support them.
  11. TheCurkov

    V. Honour is Stronger Than You Think

    Counter Point: Honour is exactly as bad as everyone thinks. TLDR: Low Threat, Low Tac, Inefficient Harvest markers, Tater Millstone and Harrow are too good to leave behind. Before we get into why I don't like her lets talk about the good things she brings. Momentous 1 damage double push on 2 is super unique in farmers and crazy strong under honest labor. The ability to reuse harvest markers can be helpful if you are outpacing the ones you have placed. The ability to allocate extra influence mid turn can be very strong. I've put Honour on the table 4 times now and I will go over the reasons that she doesn't make any of my six's much less my ten. 1. The "farmers problem." Due to the unique way that farmers influence works we are severely limited in how we construct lists. In my opinion there are only 4 competitive farmers lists and I know that my number is a bit on the high side when you compare it to other competitive players. Thresher, Peck, Harrow, Millstone, Tater, Jack Straw Inf:12 Thresher, Peck, Harrow, Millstone, Tater, Grace Inf: 10 Grange, Peck, Harrow, Millstone, Tater, Fallow Inf: 11 Grange, Peck, Harrow, Millstone, Tater, Ploughman Inf: 13 These are the shells that the farmers play because most of their strength comes from the overlapping synergies that Tater, Millstone, and Harrow bring. To get her in we need to play her in the last squaddie slot. So lists with her look like this: Thresher, Peck, Harrow, Millstone, Tater, vHonour Inf:12 Grange, Peck, Harrow, Millstone, Tater, vHonour Inf: 14 The thresher list is a straight downgrade in terms of the amounts of markers you can place. She is similar in many ways to Jack Straw when placing harvest markers in that she buys them with influence at the same rate, but straw can throw his much farther and can deal damage. He is also much much harder to kill. The Grange list is where she is most exciting. Unfortunately Ploughman out classes her in nearly every way. He threats 2" farther his harvest marker gimmick is more efficient than hers, and he is harder to kill. But the biggest thing is the reason these two are good in grange is so they can push people back into honest labor after grange has activated. With only tac 4 Honour will struggle with this job and if she misses it she does one damage while Ploughman gets momentum and his AOE. 2. Her legendary is not as good as it seems. If we look at the teams that Honour plays in and you try to imagine a typical allocation you will find yourself in situations where the legendary ranges from sub par to useless. Take the thresher team as an example. Thresher:5 Tater: 4 Harrow: 1 Honour: 1 Peck: 1 Millstone: 0 I will find it very unlikely that you have the activation to spare on her legendary before Thresher, Tater, and Harrow have activated. This means the best you can do is place 3 on millstone and 1 on peck. This also assumes that you didn't pick up any extra markers or gain any influence off of cards or goals. Wouldn't this be better spent on your reapers next turn? Too often I found that her legendary was use crofting for free this turn. I'll cover a few points that were brought up by others in the thread. Her synergy with Ploughman is is kind of a moot point since you need to leave behind one of your best players to to run both of them. Even if we assume that running both is a good idea you spent 2 influence for 3 harvest markers. Ploughman can be brought with the planters that drop them for free and that is just more efficient. A thresher list with no tooled up and no way to protect him from being knocked down on turn one? Pass. This team drops 2 harvest markers a turn before grange legendary and Ploughman. If we assume you are going to drop both in Ploughman AOEs you can't activate grange first. That seems dangerous. You have only 2 things keeping your list safe (Fallow and Constitution) and one of them isn't online until after Grange's activation. Also this list wants to eat 3 harvest markers a turn. Ultimately I think the best way to look Honour in farmers is as training wheels. She can help you not fall down with your harvest marker placement, but not including her will allow you to ride that bike much better.
  12. TheCurkov

    Vet honour and ploughman interaction

    Ploughman cares about each instance of placing a harvest marker not how many are placed. So, Honour uses crofting time to place her harvest marker in a furrow she will get a second one. She then uses fields of wheat and picks up those two harvest markers and places both in a furrow she will get one more harvest marker. I hope this clears it up for you.
  13. TheCurkov

    Butchers problems

    I recently played this match up on my channel, so check that out. I feel that grange is the better drop by far. If you receive I'm not sure how butchers ever engage on you in a favorable way.
  14. Forum, Episode 19 of Run the Length is out. I take on world champ Alex Botts and his butchers in this episode. I make a decent attempt at some new tech with by kicking grange list. Enjoy the episode! Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov My Patreon: https://www.patreon.com/TheCurkov Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ Music: Epic - Bensound.com Follow Alex on Twitter: @LeftSlothrop https://twitter.com/LeftSlothrop The Longshanks Pitch Planner: http://longshanks.org/terrain/ Game Plans Video: https://youtu.be/iRPdTnBnRp0 Farmers Errata Episode: http://strictlytheworst.libsyn.com/episode-36-errata-farmpocalypse
  15. TheCurkov

    Looking tobeabetter Alchs player

    Everything that hemlock can do calculus can do and she is significantly more durable. Double blind sounds cool but you don’t have the influence to fuel it. Harry is ok but I really think Decimate is where the Value is at this point.