Jump to content

Seacitygamer

Members
  • Content count

    83
  • Joined

  • Last visited

1 Follower

About Seacitygamer

  • Rank
    Player

Profile Information

  • Gender
    Male
  • Location
    Seattle, WA | USA
  • Interests
    Board Games, Coffee, Beer, Mini Painting and... oh, yeah... Guild Ball!
  1. Pin Vice or Ballista ?

    I don't even pretend to play Ballista. I played my first 15 games of engineers with Ballista and I like him but I always found him getting stuck in and falling against the more brawling teams in my meta. I switched to Pin Vice and haven't looked back! I look to go 3-0 in most of my games and one a tournament a couple weeks back without Ballista in my nine. PVs toolbox is just too good to leave at home. I typically activate her late in the turn in early rounds to capitalize on my opponents moves and then turn three or four she is usually in a place to get the ball, pass to another player, and controller them for the winner. Plus, 5/0 with reanimate, so good
  2. Help me vs Butchers!

    I did a write-up on this back in March, good luck! You'll get them!
  3. Engineers Mirror

    Personally, I always play Pin Vice. When playing against Balista, Hoist is your man for the kick-off and/or the receiving first turn goal threat! Then let the rest of the Mechanica do their jobs to get the ball back and score again. I steer clear of the scrum in the middle, if I have to throw someone in there it will probably be Hoist and Locus. Against another engineers team I am playing for three goals, so be sure to score the first goal and you should be alright. Also, this is great advice, but also is a thing you have to be aware of if your opponent tries to kill the ball. This is where Colossus and Locus come in. Low Kd's and big bases strip balls and become great scatter receivers. Locus is obviously the better option here as he can Remote Control a ball, but colossus's 2in ball snap is really nice as well. My six: Pin Vice, Mother, Hoist, Locus, Colossus, and Velocity/Rage (I love Rage on the engineers because his inf to Mom. conversion is unmatched and he brings in some damage when it's really needed. Unpopular choice, but if you've never tried him give him a whirl)
  4. I love Guild Ball miniatures!!!

    Any further progress on painting this model? Did i miss the pic somewhere?
  5. LE Mist

    Hello All, I just received an LE Mist for winning a tournament and I am looking for some inspiration around painting him up. I have seen some of the most amazing paint jobs and I'd love to see them all compiled in one place. So, if you've painted an LE Mist post your pictures below! Looking forward to seeing all of the art!
  6. Can someone explain mothers nests to me?

    Totally!
  7. Pin Vice and Well Oiled Machine

    In regards to Well-oiled machine, when it works, it works beautifully. Pin Vice was clutch at the end of my game today. Top of turn three she dodged around during to be within range of Colossus, picking up a bunch of momentum on her way. Cast controller on Colossus and popped her legendary providing a bit of passing magic! Colossus then immediately activated and passed to vet velocity who immediately returned the pass for a total of 6" of dodge. Then he sprinted towards goal and tapped in the game winner!
  8. Can someone explain mothers nests to me?

    Everyone seems to have covered the rules well, so how about some really amazing uses: Webbing: Mother has a huge range of grabbing the ball off of both the initial kick-off and goal kicks. During the initial kick Mother can be instrumental in getting the ball on a flank that is either hard to grab with another player or allows you to not burn one of the activations that could potentially go score a goal instead of retrieving the ball. 5/7" MOV + 4 " range to drop nest + ~1" nest marker base + 2" range = 12/14" retrieval range, which is huge. Not to mention it's nice to not have to send a player out into range of the other team to get the ball. Webbing helps with this because of its "remote" triggering. Crowd-out: Many times I have gotten another model out of a tight space by dropping a nest next to them, which took a dice off of the attacking players tac. One dice doesn't sound like much, but it's a lot. Burrow: 1 Inf. to effectively dodge 6.5" and make an attack is nothing to sneeze at. Not to mention when you add that on to her sprint and you consider her 4" kick, she has a 17.5" goal threat. I utilized this in a game the other day and it was pretty epic. I kicked a ball to space near Mother at the end of a turn and then with the last activation of the turn Mother ran around, dropped a nest, burrowed, and scored the game winner. Hoist: Hoist can True Replicate Burrow and you have a whole new option at your finger tips. Today, I played a game where I received with Pin Vice at the helm. Pin Vice cast alternator on both Hoist and Mother and then passed the ball to Locus. Locus passed the ball to Colossus. Colossus passed the ball to Mother who took a 4" dodge. Mother then dropped the ball and ran 9" and deployed a nest 7" from goal and next to one of my opponents models. Hoist finished the turn by sprinting to within 4" of the nest, burrowing out to the other side and swinging on my opponent's model, successfully hitting the momentous push-dodge. Hoist dodged to within six of the goal and scored the opening goal. Not exactly simple, but a tricky opening for opponents to predict. Hopefully that sparks a bit of inspiration of your own. If you dream up something else, please share
  9. New 6! New team!

    It's a solid line-up. Play it and see how it goes! Your line-up is a bit unconventional, but I think it could do some serious work for you! It's a line-up that I, like you, see as very strong on paper. If you aren't sure and funds are low, proxy to see if you like what you've constructed. I've learned the hard way that it's better to try before you buy. For instance, I love colossus... one of my favorite engineers. However, he is difficult to learn to play well and he might not be as easy to integrate as say hoist. The price difference there is nearly $20 so proxy him for a game before buying. Other than that, welcome to the cogs and prepare to do a lot more thinking then other guilds. There are no auto-includes or bench warmers in the cogs list. Each is a tool that when chosen against the right opponent does tremendous work!
  10. Pin Vice and Well Oiled Machine

    Ouch! Sometimes those dice seem to be begging to be thrown across the room!
  11. Brainpan and Memory

    OH man this is huge! I'm sure I'm going to need to quote this, do you know where it is in the rule book?
  12. Brainpan and Memory

    How was he STILL tooled up after being taken out? Was he retooled up?
  13. Bringing Back the Bug

    Bummer, I didn't have the card in front of me to check, but I guess that makes sense.
  14. Bringing Back the Bug

    The butchers player effectively had to do it to get the bug out of a fully stacked Fillet's advance path or else wastes all the influence. The tooled up is a good idea, but I think I am going to try using locus's character play to do the two damage and a two inch push, which would give the bug a bit of extra movement and add the extra bit of damage.
  15. Bringing Back the Bug

    I successfully did this today!! Line-up: Pin Vice, Mainspring, Locus, Colossus, Harry the Hat, and Velocity vs. Fillet Butchers I received and grabbed the ball with Colossus who passed the ball to Pin Vice, who then made a free team work action thanks to Harry's inspirational hat. Then Locus jogged up the field to get in a bit better location. Then Pin Vice, with her 6 INF, jogged up the pitch to get in a bit better a position. Then cast CTRL - ALT - DEL on the bug, passed him the ball (free 4 in dodge), and then popped her legendary. Mainspring activated straight away, passed to locus using the freed Bonus Time from DEL (free dodge), locus passed back using his oil token and mainspring used his oil token to pass to Pin Vice (four in dodge. Pin Vice used her oil token to pass back to mainspring who made his final 4 in. dodge. Then Mainspring Jogged+alt. for 8 in. into tap-in. Bonus timed the shot, scored, and then kneeslider'd to block Fillet's advance lane. Mainspring took his six damage at then end, and soon after blew up doing 3 dmg to four models. It was epic. Couple of things I thought of during this escapade. - A goalkeeper makes this whole sequence a little bit harder. So keep that in mind upon setting up for the Bug Bomb Goal. -Harry made the whole thing a lot smoother even though I felt like he didn't do anything for the rest of the game. Cheers! Looking forward to hearing about other's experiences
×