Jump to content


  • Content count

  • Joined

  • Last visited

About Hillfood

  • Rank

Profile Information

  • Gender
    Not Telling
  • Location
    Lubbock, Texas, United States
  1. If either Snow was currently activating I'd say this was an easy call, but say one of the players' Chaska is activating. He declares a Pass to Egret, fails, and after the scatter nobody is positioned in a way to be able to either Intercept or Snap the ball, and it becomes a Free Ball within 6" of both Snows. Each Snow has a different Controlling Player, and nobody currently controls the Ball Marker. Is the Controlling Player considered to be the person whose activation it currently is, regardless of which model is activating?
  2. When a ball marker becomes a Free Ball and is placed within 6" of two opposing Snow models, which model triggers first? If I had to make a ruling on the spot I'd say the Snow model belonging to the player who is currently activating triggers first, but I have the luxury of time right now so I can ask for a more official answer.
  3. That's what I've been going by when telling my local players, but Creation doesn't specifically disallow allocating Influence in the first place while the Dodge Ball rules do so I'm trying to make sure that's the intent of the rule before I run my event.
  4. The simple question without examples is this - When a model returns to the Pitch due to bullet 5 of the Guild Ball, Dodge Ball! format, do they keep the Influence they were previously allocated? From the Mob Football Association document, page 3: 5. When a model intercepts a Pass from an enemy model the intercepting model’s Controlling Player may immediately return a friendly model to the Pitch using the Icy Sponge rules. The friendly model may activate normally this turn, but is not allocated any Influence. Example: Mallet is allocated 4 Influence during the Maintenance Phase. Blackheart has first activation of the turn and targets Mallet with a Pass, which is successful and Mallet is Taken Out. Blackheart then targets Harmony with a Pass and fails. Scatter is resolved and Harmony is able to Intercept, allowing Mallet to return to the Pitch. Does Mallet return with the Influence he was previously allocated, or would this qualify as a second allocation and instead he returns with no Influence? The only similar situations I could find are the Creation Heroic Plays and Detach [Greede], none of which include the line about Influence allocation. I know it's been previously ruled that those models return to the Pitch with their previously allocated Influence but it's unclear to me if returning with that Influence is defined as an "allocation" or not, which would clear my question right up. I've been ruling that models in Dodge Ball would return with the Influence they had when they were Taken Out but I'm running an event next weekend using this format and want to make sure I can point to an official ruling if questioned. Thank you.
  5. Am I reading this correctly, and Furious models can effectively make 2 Charges per turn even though that would be 2 separate Advances? vRage declares a Charge using Furious against an enemy with Unpredictable Movement, ends the Charge in range but the enemy Dodges out, then vRage can declare a second Charge spending INF this time. Most likely my sleepy mind is playing tricks on me and I'll wake up in the morning and read it properly, but that seems super good even if there are only a handful of Furious models to make use of that, and even less have the INF capacity to pull it off in the first place.
  6. Using Flint Properly

    From that diagram (which is nicely done btw) it looks like Meathook could easily take Flint down in a single activation. She probably already did a little damage to him, otherwise that's kind of a strange position for him to be in, and with him in range of Ox's aura and being hit by a female he'll be 3/1 for the first hit taking +1 damage from the aura, then 2/1 for further hits from Hooked taking +2 damage from aura + bleeding. Meathook is honestly the most frustrating model for me to deal with when using Flint because there's almost no way she won't take him down if she's able to get in there. Say that was Boiler though; it would be really lucky for Boiler to be able to take Flint out in that position assuming full health all around, so I do see the point you were trying to make. The next bit though is that Harmony seems like she's in range to do the same thing with a Sprint + Acrobatic into Brisket. With 4 INF that means she's got two attacks, which will be either Tackle twice (if Brisket Counters and gets Tackle) or Tackle then Damage to provide Back to the Shadows and get herself into cover, which would also be conveniently near the goal for the following turn. Flint's going to need to get a Dodge away from Meathook then Jog + WtG, and the same two attacks with safety from a counter-tackle but nobody to Pass to and no way to score himself this turn, so my only play would be to kick it away from everyone. He's got lower TAC and so less chance of getting the ball in the first place accounting for Charmed Male, but say he gets it - the kick into space is really the only option as getting 2 results as TAC 4 against a 5/1, even with a Bonus Time would be super ambitious and failing that would leave him in melee range for a Tackle (we'll assume she cleared Close Control with a counter because that's what I would do), Dodge, Sprint then Goal from Brisket. Assume I go with Harmony, I could go for the Tackle-Pass-Snapshot play but that assumes there's no successful counter from Brisket, then I'll have 3 dice (maybe 2 depending on angles accounting for Meathook) for the pass needing 5+, then a Snapshot with 3 dice needing 2 4+. That's without any Bonus Times, which I wouldn't have the MP for if this was very first activation of the turn with me going first, and is super risky. Flint could accept the Pass and just dodge out instead of taking the shot and would be a little safer, but he's still in range for one of 2 females to come in with very low T results and even the >< is unlikely against either in a counter. In my mind, the scenario makes him practically unusable for this specific play at this specific moment - not saying he won't have something else come up later as that's always a possibility, but Harmony seems like the best option right now. If Harmony wasn't in range, I'd probably be forced into going for it with Flint but I wouldn't feel like that's a plus for taking him; rather I'd lament my previous choices that put Harmony too far away in the first place. I guess my point is that aside from the massive goal threat for that first shot, I've got other players who can give me what I need which at best makes him an additional threat my opponent needs to account for, and at worst (and more often from my experience) a redundant piece that I'm having to spend resources on to keep safe rather than actively participate. I think it does come down to a play style issue, but I'm now considering challenging myself to play him in my next several games and try to build my entire strategy around him scoring 3 goals, with every other player choice being a backup for setting him up and having a plan for if/when he goes down. I guess we'll see how that goes and I'll report back if I wind up doing that. Aside from vHarmony, who I really just haven't used enough to generate an opinion of, Flint's the last Masons player I just don't have a spot for in any lineup and I'd like to change that - hopefully without having to long-term change my whole strategy. Maybe using him for a short time while building my strategy around him will give me ideas on how to use him in my more usual strategy as well.
  7. Using Flint Properly

    Glad this got some attention while life happened and I was away from the computer, a good discussion starting here. I guess my biggest issue is that yes, Flint can stand around near a flank ready for snapshots - but to keep him in a place that's both convenient for me to kick to as well as inconvenient for my opponent to go after him is nearly impossible while also being within 8" of their Goal. Either I'll be close enough I could just shoot the ball with the other model in the first place, or he's near enough that my opponent isn't really displacing anyone by going after him. Either way he's most likely also in a position that once I've taken out any models with decent damage Flint's probably going down within the first activation or two when they come back in. If he gets taken out and comes back with his 7 health and I decide to stand him near enough to my goal to threaten grabbing a kick-out as well as make the opponent work a bit harder to avoid losing a die due to Flint being an intervening model, I've found that I actually increase the chances of my opponent winning in a number of ways. I increase their goal threat range by giving them a target to Charge and try to generate a bit of MP - a target that really isn't going to threaten too much by way of a counter if the opponent has any momentous Dodges at all. Or they'll just outright take him out again and get 6 VP off the activation instead of just the 4 from a goal, that just depends on who ends up coming in with the ball really. I find that there's no real place for Flint that keeps him from giving up another 2 VP while also being a credible threat to the ball. Rather, I haven't found that place yet and am looking for advice on where that might be in a sort of abstract way since this game has so much variance in how the board looks from one game to the next. I don't want to come across as whining that he's not good, because he certainly is. Most opponents wonder why he's not on the pitch when I don't bring him because his reputation as a great Striker is very much earned, but I can't think of a single game where I brought him and felt like having him specifically won me the game, nor can I think of any instance where I didn't bring him and felt any regret about that. In the games I've lost without him, an extra early Goal may have given me the edge to win but more likely it wouldn't have made up for whatever other mistakes I made and would have been a flimsy target for the opponent to go after for even more points.
  8. How to play Vs bash teams.

    I don't have much to add that others haven't said about the Kick Off lineup, but if you decide to stick with Masons I wanted to throw in there that Butchers (either captain) and VetRage-led Union are literally my favorite matchups to throw Hammer at. Hammer and Tower run those games so well, it's almost magical. The pair are almost immune to most of the opposing players' attacks outside Gutter and Boar due to a serious lack of 2" melee, and Hammer/Tower have easy access to Pushes plus the Knockback trait, and as long as Tower has used his Heroic it's basically impossible to stop their counter. VetRage can get around it a little bit with Quick Time but that's throwing half of his INF just to reengage you, and I call that a win. Hammer has his usual weaknesses of a very specific threat range and a reliance on other friendlies to get his Plays off, but those teams want to engage you and Hammer doesn't really care if he can Charge or not, he just wants to get in there. I've stopped taking Hammer against a particular local Butchers player for fear he'd stop playing me because every game is a win for me where he gets 4 or less points. Part of that is he plays worse due to the matchup getting into his head, but the other part is Hammer is just hard to stay in melee with once he's got Tower's Heroic with him, and you can't avoid him forever no matter how hard you try.
  9. I would say it works the same way as trying to pass to a model suffering from KD - they're not a legal target so it acts as though you've declared a Pass targeting a spot on the ground; resolve scatter and if the kick was successful you may reroll the scatter. No MP generated and the player (Avarisse or Blackheart per your scenarios) is unable to intercept the scatter even if otherwise legal.
  10. Using Flint Properly

    This kind of popped into my head while going through the thread discussing A&G as our Union choice, but it seems that I might not actually know how to use Flint "properly". I want to stress that I consider him to be the absolute best striker in the game, but from my perspective that's 100% all he does. Which is fine, but I only need a pure striker on Turn 1/2 so I can get that quick goal - after that I need someone who will contribute to the rest of the team in a meaningful way. Other team's strikers may not have the great goal range that he's got but they're either more survivable, contribute to the damage dealers with things like Hidden Damage or Dirty Knives, or in most cases are both more survivable and have some other utility that helps the rest of the team. This doesn't make him bad in my opinion, just kind of reliant on having the ball and rather useless without it. Turn 1 I generally either get a goal or set up for a fairly immediate Turn 2 goal if I was kicking off or I flubbed some pass rolls or something. After that my priority is to try to get him to a safe spot where my opponent either can't reach him or will have to put someone important out of position to take him out, while also trying to maintain a threatening position either for snap shots or to chase their ball-carrier. Which means generally he's safe until I take someone out, then that person comes straight onto the board and gets a return takeout on Flint. I do tend to win more often than I lose by a reasonable margin, but I feel like I do it with only 5 players on the pitch once Flint's finished that early goal. In every turn after that he generally gets 1 INF at most because anytime I give him more all that happens is either he gets taken out with a stack of INF that could have gone elsewhere, or he'll generate me 2-3 MP through Dodges. The MP generation is nice and all, but pretty literally everyone else on the team can do the same thing but usually also contribute damage while generating the MP. Once we're out of Turns 1-2 I usually no longer require his impressive goal threat and I'll generally have Honour, Harmony and Mallet near enough to the goal that if any of them can get the ball they'll put it straight in, so he generally either runs away from threats or chases the opposing ball carrier and little else. As far as low Tackles both sisters have the same access as Flint does as well as paid Dodges that, while admittedly not as good as WTG, allow them to either get into UPM models, keep up with a Dodge off a counter attack, or get out of a melee zone after grabbing the ball. There are those rare occasions where I took Flint and having him was absolutely the reason I won, but off the top of my head those are less than 10% of the games I've used him in. More often he gets me 4 VP and a Goal INF then gives the opponent a minimum of 2 VP and a stack of MP, but more usually he'll be taken out after coming back in as well and give up another 2 VP and some MP. It's possible Flint simply doesn't fit my play style, but I'd still like to hear how other people use him because having more styles to fall back on is never a bad thing. TL;DR: How does everyone else use Flint? I seem to be the only one who considers him merely a good pick, but the very first on the chopping block when considering swapping someone out for a Union choice (which is pretty much always A&G since they can do exactly what I use Flint for but then also contribute in other ways throughout the game). Everyone else seems to consider him an auto-include no matter which captain they use.
  11. Avarisse & Greed in Masons - Experience?

    I feel that Masons are one of the few guilds that absolutely do NOT need a Union model to function well, but if I'm wanting a bit of variety or to throw off my opponent a little then A&G replace Flint in my overall strategy from game to game. Minx just doesn't do enough for me - I already always take Brick so I don't necessarily need a second battery, and the DEF modifiers are really nice but I've gone without them for this long why start now? Mist is basically Flint the Prototype in my book, and I only have room for one model that has no real job without the ball. Besides all that, I think this guild is really defined by activation shenanigans and A&G just add another layer to that. Having them in a team of Honour, Marbles, Harmony and Brick just feels good if you can keep it all straight in your head, because then there's only one model on your team that doesn't bring some form of activation trickery to the field and they're still available to get Superior Strategy as needed.
  12. Avarisse & Greed in Masons - Experience?

    The pair is actually my first pick for my Union slot right now, no matter what lineup I'm running. Avarisse can replace Mallet's setup (but not his damage) and Greede can easily replace Flint for Turn 1. Greede could arguably replace Mallet's damage output as well and make the pair completely able to replace Mallet aside from the melee zone, but Greede is that model that I simply never roll well with when attacking. I can have the big guy put SO on someone and stand there for a ganging-up, and Greede with 10 dice will still consistently achieve only 1 or 2 net-hits no matter what the DEF/ARM of my opponent is. Hitting a 3/2? Mostly 1's and 2's for the roll. A 5/0? I'll get a single 6 and 9 4's. So I rarely attack with him anymore - I don't know why he doesn't want to hit things but I'll let him just be the kicker he wants to be for me. The way I use Flint is usually for that last-activation Turn 1 goal then he usually dies early into Turn 2 and just chases the enemy ball-carrier the whole game. Greede can't do the chasing all that well but if he dies after getting me the goal then I'm pretty content having him sit on my goal, or I'll run him over a couple turns to hop back into the baby carrier and turn Avarisse into a nightmare for anyone with the ball thanks to "Many Hands..." and not be down any INF now that I've got a Goal INF. That does mean I'm back to my starting amount but at least it's not a negative, and with the little guy ready to hop off and kick a goal whenever Avarisse is within 10" of the goal and can nab the ball it's not an awful strategy I think. With Avarisse having the same access to Singled Out and better access to KD than Mallet, he's able to set up whoever I want to deal damage and leaves Mallet open to actually do that damage, rather than having to spend half his INF to set himself up. Basically, A&G replace half of Mallet and all of Flint for what I need specifically those two to do. That leaves an entire slot open when I don't want a ton of strikers and drop Flint, and Mallet's slot is all about dealing damage and gives an argument for Chisel instead of Mallet. I still really like what Mallet does (the 3" reach specifically) so I'm not completely set on replacing him, but the fact is with Avarisse on the team the only thing Mallet brings for me that Chisel doesn't is the 3" melee zone. Sure he's more survivable as well, and has Football Legend, but she's faster and can just grab the ball which he struggles with and honestly I only get use out of Football Legend once or twice per game if I'm lucky because I'm not playing around it; I'm usually going for other strategies.
  13. I've been on the forums lurking for several months now, and even made another account awhile back to make a few comments here and there. When I decided to apply to become a Pundit I wanted my forum name to match my online presence pretty much everywhere else so I started this account and, well, here I am introducing myself properly. I'm from Lubbock, Texas and we have a fairly active Guild Ball group - nearly every Friday evening there are at least two games at a time, excepting holidays and bad weather. We've got around 15 regular players though none of us had touched Guild Ball (and most hadn't heard of it at all) before last July, so the meta is pretty relaxed and still growing though I dream of running small sanctioned events by the end of this year. Personally I play Masons and Union, and my wife plays Alchemists and Engineers. I've dabbled with her Engis but have almost zero interest in playing as Alchemists myself. My other wargaming experience comes from Warhammer 40k (which I still play but only in the form of Kill Team) and Infinity, which I only get to play about every other week if I'm lucky due to little interest in it locally. I've been gaming on the tabletop for about four years now though I've always been interested in the overall hobby, just never made the jump until... I did. This game gave me the final push to finally paint my first miniatures and ever since then I've been painting up a storm and getting better with every model. This spring I plan to strip and repaint my Masons to reflect my progress, as they're my first and favorite team.