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NoSorumbo

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  1. NoSorumbo

    vGutter card shown

    GUILD BALL IS NOT FOR FUN (just kidding)! Good point!
  2. NoSorumbo

    vGutter card shown

    I agree. Although I think you also gain things like clock pressure, a 2" Melee with easier to access KDs, and more efficiency. I've still been play testing it, and can't decide one way or another, but my tournament 10 is now: Ox, Fillet, Princess, Boiler, Vet Brisket, Vet Gutter, Vet Ox, Boar, Shank, Meathook
  3. NoSorumbo

    vGutter card shown

    So... I'm glad my positive review persisted post Strictly the Worst
  4. NoSorumbo

    vGutter card shown

    I am no top 100 player, but I am decently ranked in the community. That said, I've played 8 games with her so far and have the following observations: She seems to have a place in both Ox and Fillet lists, and 1) her damage output is pretty reliable, but you have to think about her activation as an investment into the long game, especially if you are planning to use grappling hook, 2) that over extension is very possible with her, especially against opponent lists where they have some beaters on the team, and 3) the extra MP on a kill is really relevant on a well set up turn. 1) Investment: Depending on the team I was playing against, I would chose to actively load her on turn 1 with the intention to Jog/Sprint and Grapple, then get one attack in for most likely 1-2 damage. Generally, I would do this to a team that I know couldn't hit back hard (Shark Fish, Engineers-ish, etc). Yes, I would only get 1 momentum out of 4 influence, but my Butchers are engaged turn 1. I would then use the rest of my team, and especially Ox to position for her to be within the aura on the top of turn 2. If I had Shank and Brisket on my team, I could easily get a crowd up set up on that one player at +1-2. As such, the one thing I wanted to do in my game plan, which is closing the gap and killing, is perfectly set up at the top of 2. She would then be attacking at Tact5+1 or 2, and hitting 2-3+1 damage under Ox's Aura, which can total to 12-16 damage, plus 1-2 from the last turn, or 4 momentum and 2 for the kill (6 momentum). To me, the heavy cost of turn 1 sets up for turn 2 return. Just saying as well, the anatomical, buffs from the team, and crowd outs with 2" melees made wrapping (and tons of momentum) easy in most cases. 2) Over-extension: Keep in mind though that if the opponent can punish you for overextending, then don't (if you are playing against a beaty team or the opponent is playing cage-y). As well, I usually kept this activation as a late activation with the hopes that I could get away with just a jog and chain grab and 2 attacks (2 momentum). 3) 2 MP on a Kill: If a stacked Gutter can kill a player, that is 6 momentum. I usually pretended that this momentum was immediately lost and spent it fast on crucial healing, counters, and defensive stances, especially given that if the Butcher's momentum train starts, the rest of my team could easily generate 4-6 more momentum Some lists I've play tested are: Ox, Princess, Boiler, Shank, Vet Gutter, Vet Brisket, Flex Ox, Truffles, Boar, Shank, Vet Gutter, Flex Fillet, Princess, Boiler, Shank, Vet Gutter, Vet Ox, Flex Fillet, Truffles, Boar, Shank, Vet Gutter, Vet Ox (4x 2" melee!) Conclusion: Thus, after playing a few games, she almost always makes my list just based on her utility and reliability. Interestingly, she has allowed me to also feel more comfortable taking Truffles and Boar in lieu of Boiler and Princess in my 10, thereby less competition for resources and highly efficient lists. For example, below are the average allocations I have done with decent success: Tournament 10: Ox, Fillet, Truffles, Boar, Shank, Vet Gutter, Vet Ox, Vet Brisket, Meathook, Tenderizer 0-1 Ox, 0-1 Truffles, 1 Boar, 3 Shank, 4 Gutter, 2-3 Meathook/Brisket 6 Fillet, 0-1 Truffles, 1 Boar, 0-4 Brisket, 0-4 Gutter, 1 Vet Ox So, does Vet Gutter alone fix the guild? IMO, no. The guild still seems to struggle in general. However, she does change how I use the guild. Thus, I am happy for the new character. I think that it was a unfair expectation that Gutter would be the key to elevating Butchers to higher levels of play.
  5. So, with the introduction of the minor guilds, I sold my Union (my least favorite team), and have been playing pure factions with my Masons, Fishermen, Butchers, & Alchemists. This hasn't been a problem either until I got to testing teams with Midas leading the Alchemists. Now, keep in mind, I am not a bad player at all, but I am struggling to build an alchemist pure list with Midas with any table presence. Below is my tournament 10 currently, although I am open to suggestions, and the different lists I have tested with Midas: Midas, Smoke, Naja, oKat, vKat, Calculus, Mercury, Vitriol, Compound, Venin NOT FOLLOWING MY TOURNAMENT 10 - THESE WERE JUST TESTS - I've played alot of games with Alchemists, but always with smoke and with high success. I just want to push my comfort zone and learn how to play Midas. Test 1: Midas, Flask, Vitriol, Calculus, Compound, oKat vs. Scorey Blacksmiths Test 2: Midas, Naja, oKat, Calculus, Vitriol, Venin vs. Butchers Test 3: Midas, Naja, oKat, Vitriol, Venin, Compound vs. Fish Am I drafting bad? In a vacuum, what players does Midas want to surround himself with and why? What are everyone's roles? Why does Vitriol seem so lack luster? Please Help (and remember, no Union suggestions)!
  6. NoSorumbo

    What was your first Guild and why?

    What was your first Guild and what attracted you to that Guild? Fishermen and Butchers, I liked the aesthetics of each and the fact that they were also to sides of an extreme play style. Do you still play that Guild or are you a deserter and play a new Guild yet? YES. In fact, I only own 5 guilds (Blacksmiths, Masons, Fishermen, Alchemists, Butchers), and I like them all primarily for their aesthetics. I actually sold the Union and Farmers because even though I thought they were strong guilds that I could play well, I didn't like the way they looked on the table. Does your original Guild still hold your heart or have you a new favourite? Yes. I bought an Alt. Ox team listing and a Corsair team off eBay. Both teams have a piece of my heart, but especially the butchers and Ox. He reminds me of my grandfather, tough as nails but sweet when necessary. Even if butchers are "considered" the worst team, I still play them all the time.
  7. https://www.ebay.com/itm/122889625162?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1558.l2649 Hello Everyone! Got too ambitious for my own lack of wanting to paint GB miniatures, so I am selling my Union team on eBay, and am including all of the exclusive stuff I got from Steamcon USA (namely the cards for Harry and A&G).
  8. NoSorumbo

    General Question about Death on the Pitch (fluff)

    True... But then the fluff even said they followed the "old way" or something like that. I can buy in to the fact that they don't have the same respect for other guilds. Do they even have a seat in the shadow games?
  9. NoSorumbo

    General Question about Death on the Pitch (fluff)

    Here is my opinion, for better or worse: In season 1, Shark had the opportunity to attack someone with his spear, but used the blunt end to knock them out (if i remember correctly), which matches up with the fluff posted by @Ik-tornado. Similarly, Ox was taken by surprise when snakeskin took it too far and repeatedly stabbed Brisket. Even boar, a person the fluff says plays the game for the sake of the blood sport, slammed Kraken's head into the ground until he would out cold, but didn't kill him. My point is that the fluff gave multiple examples where players had these deadly weapons but chose to only use them to the point of just removing someone's ability to play. Even Ox, the player from one of the deadliest guilds, was clearly taken aback and offended when a fake fish player took a take-out too far and almost killed Brisket. There seems to be an underlying tone that with no interference from the shadow games, players don't go killing other players outright. It's like a delicate balance between life or death, with a physicians guild ready to cauterize your wounds and fill you with blood in 10 minutes so you can run back out to the pitch. No concussion scandal here. Thus, my order would be: 1) MOST players display mutual respect on the pitch unless told otherwise, thus, players pull punches 2) FEAR of retaliation (e.g. Ox and the Fish Guild Season 1) 3) The physicians Guild skill (although this is much more minor) EDIT: Changed out Fillet for Brisket
  10. NoSorumbo

    SteamconUS

    Don't think so by the way it seems. Just go to Oak Hall early to get a seat
  11. What I want to know is how you all (The Strickly the Worst Crew) view the new deployment mandate gametype affecting the macro trend of ball killing. With the new proposed game type of three distinct deployment zones, my limited understanding of the game would suggest that ball killing would be tougher to achieve. More specifically, putting the ball in a corner would be thought to do with a striker starting the game at the half way line. Putting the ball on a striker who will boot it down the field is also more of a moot point considering the players are forced to be staggered. If this game type became a legal tornament play type, and was put into that "hyperbolic chamber," would it fair better in terms of promoting a ball play game. Finally, I just have to mention that I firmly agree with the statement made that negative play experience in Guild Ball seems to be commonly mitigated by experience... The first time Shark Timewalked my team, all I could think was "well damn" my turns over... After that, I drafted teams and allocated influence to make the most out of that turn and have successfully shut down some good Shark players. Obviously this does not apply to all examples (such as macro level ball killing). As as far as the cast goes, I find you all to be rockstars. Frankly, I'm not the worst player out there but the tips you offer with or without Jordan help me to become an "above average" player. Keep on doing what your doing and don't forget that not everyone will like you. Finally, last thing... thank you a million times over for the tip about knowing what your team is designed to do a few casts back. Let's also hope your comment of a 2" Melee Granite will come true one day...
  12. So as an experienced Mason's, fish, alchemists, and union player, I finally got the chance to put fillet on the table. I was so excited to get her into combat. At the end of my first combat with fillet, four morticians suffered the take out condition on one turn. It all felt too easy, and Fillet felt broken. The whole ride home, I was on an emotional high, that is until I realized that blood rain does 2 damage to the TARGET and bleeding to everyone within 3", but NOT 2 damage to everyone. I have never played with a more broken player that game as I neted 36 damage illegally... ? Lesson learned
  13. Looking for a Normal Honour in Metal, Resin, or Kick Off plastic. Since this is not a limited edition, I am hoping for more reasonable offers. Thanks!
  14. NoSorumbo

    Sorting out the tournament nine

    Frankly, I'm more successful playing beat down with Masons over Butchers when I play not because of inexperience, but because of the low momentus results on Masons play books. The trick is you have to rethink doing damage, e.g. Hardly ever charging into combat, usually favoring walking in. As such, I net one more attack, all my damage is momentus, and the damage is usually stacked with Hammer Time or Tooled Up. so a picture perfect turn imo with hammer would be first activation punishing March (if needed), and iron fist, then walk into combat and take 1KD when possible. Moreover, with 5 attacks, I use hammer to push an opponent into a Crowdout bonus to make matter worse for them. The bonus to this is hammer with tough hide can take a beating and if an opponent dodges away, I just Hammertime and use the influence left on him on other Masons on the field with maxed out influence, specifically mallet since he came ignore unpredictables and dodges with his 3 inch melee. In a nut shell, all the Masons seem to work this way. To me they feel like butchers with armor edit................. when the Masons momentum train starts and naturally stack 5, or expect to get 5+ Through the course of my activation, I start taking non-momentus results to punish people since their top of playbook damage results are no joke
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