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dire_kobold

Pundits
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About dire_kobold

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    Arkansas, USA

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  1. dire_kobold

    Pin Vice v Farmers/Thresher

    Sounds great in theory. My concerns are: The overclocked/def. stance requires you to have the ball. With out that, good luck getting the momentum without feeding a model. (My experience is the farmer's run a tight delta formation, with Thresher taking point, Tater/Harrow/Millstone behind, with Peck and Jackstraw floating around in the back providing harvest markers and standing folks up as needed. Hoist/Mother burrowing ball runs have been my best method to get deep enough to cause issues, but that's not an uncommon play anyway.) Pin Vice has 5 attacks to take out Thresher (6 influence - 2 (deletion/alternator) + 1 charge (overclocked)). I've found that a tater countercharge/Thresher counter attack combo is the most common response to this setup. Now both would have to hit, and while def. stance does make it worse for Tater, but 10 dice makes the chances 51.5% (as calculated by GB Manager) and then Thresher's push has a 76.7% chance of hitting. Having his legendary up would make it more in the farmer's favor, so taking him out then is rough. Now that we've got Pin Vice in, her chances of hitting the 2 damage on 3 is 91% on the charge at 9 dice, then 50% on the next 4. Those results (with tooled up and deletion) will take out Thresher from full. Still a lot of room for dice to happen, and this is almost all influence in on killing one model (6 on PV, 1 for Tool up, 1-2 for passes/momentous results to generate needed momentum) leaving the rest of the team to run on 4-5 influence (which could be used to put damage on Thresher from range, which boosts the chances of killing him pretty significantly. And this all leaves PV taking a ton of self-damage from her buffs. Now I don't disagree that this is our most offensive threat to counter Thresher, I just want to stress it's not without considerable risk. (Not that it has stopped me from trying it again and again...lol)
  2. dire_kobold

    Gun line strategy

    So I'm looking for some tactical advice on how to play a gun line, specifically after turn 1. My normal setup is either captain (ballista if receiving, pin vice if kicking), mother, ratchet, hoist, and 2 flex picks. Turn 1, I'll launch tooled up/deletion blast earths and possibly a deadbolt down range, dealing damage/gaining momentum, while positioning someone (normally colossus and/or velocity) on either flank for goal threat. I'm also looking for an opening with either captain to make a first turn goal (either through Ballista's breach or Pin Vice doing her thing). Then on turn 2 (or sometimes 3, if I play way back and cagey), the gun line players end up in the scrum, and generally stay there until they get taken out. For reference, my normal opponents play Farmers, Masons, and Hunters. Against Hunters, I've been able to barely fight through, but no such luck with the other two. So I ask, how do you folks play your gun lines? Especially in the later turns, how and what do you pivot to? What opportunities/weakness do you look for in your opponents lineups? Also, what other setups/strategies would you use? (I've tried to experiment, but always end up back with a gun line due to the consistency I get on turn 1).
  3. dire_kobold

    Pin Vice v Farmers/Thresher

    Do you have a strategy to get Pinvice into Thresher? I've never managed to get her in on Thresher without taking a counter charge from Tater, which then leaves her either pushed out if I couldn't make base to base, knocked down, or crowded out (or some combination of those).
  4. dire_kobold

    Cogs sure are a quiet bunch...

    This is oVelocity almost every single time for me...lol
  5. dire_kobold

    Cogs sure are a quiet bunch...

    Just an observation. I've noted that compared to the other guilds, we don't seem to be near as talkative (as far as forums/Facebook/blogs/etc. go, I've no idea as to personally). I know of some battle report videos, and that's about it. Maybe just the personality type that is attracted to the aesthetic of the models and/or playstyle. I'd like to think that I play at a medium skill level (but probably only on my best days), so I've never really had anything to contribute to strategy and the like. Locally, I'm probably a chatterbox on game night, but not really as much online. Wondering if everyone else is similar? Or maybe it just seems that the other guilds are more vocal? Any thoughts? Also, please feel free to prove me wrong, as I'd love to have some additional cog specific resources available.
  6. dire_kobold

    Piledriver/Instruction vs ARM

    So any effect with +x net hits is effectively an auto hit? Are there any penalties/effects that would change that?
  7. dire_kobold

    Bolt and Resolution of its Traits

    As a followup: Active traits are actions, under Actions, p22. The Active and passive trait list shows Control Strings to be an active trait. A model suffering the taken out condition cannot become active for any reason, under Taken out, p18. So wouldn't Memory have to become active to trigger Control strings (as performing an action makes it the active model, from p. 13) which isn't allowed due to the taken out condition? (During a model’s activation, it is the active model unless another model is performing an action. In all other instances where a model becomes the active model, it is not considered to be that model’s activation. There can only be one active model at a time.)
  8. dire_kobold

    Bolt and Resolution of its Traits

    Is that true of all traits? Can' t think of a specific example to offer (looking now...lol), but not everything specifies "while on the pitch"...
  9. dire_kobold

    Bolt and Resolution of its Traits

    Wouldn't this change the way this would resolve? Wouldn't the check for the dodge that occurs later fail, if he isn't on the board? They both have the same trigger, but the puppet wouldn't make the check to be on the board. Control Strings:- Brainpan’s activation triggers Control Strings. The Active Player can resolve either 'at the start of this model's activation' effect first, so Memory can Dodge [2"] from the start of Brainpan's activation even if he is placed due to Thought. So check for trigger: Memory is not on board, so thought triggers. Memory is not on board, so Control strings couldn't trigger, as the trigger is each other friendly Guild model's activation, but he's off the pitch at the time. Resolve Thought, Memory is brought back. How does the dodge then resolve?
  10. dire_kobold

    Piledriver/Instruction vs ARM

    I think that's the intent. But it's never stated that a TN test cannot have a negative result. Step 4 of attack sequence: Determine the net-hits for the Attack by deducting the target model’s current ARM from the number of successes on the TN test. An Attack is successful if it generates at least [1] net-hit. Can this be negative, as could be assumed in above situation?
  11. Are the net hits added by abilities such as pile driver and instruction affected by armor? Armor is defined as "This is the number of hits deducted from a successful Attack made against a model." So armor removes hits, not dice... Example: Sledge activates within 6" of Anvil, chooses a free piledriver. He swings on Colossus, with all results being 1s vs Colossus's DEF of 2. So is it: ((Dice >= DEF) - ARM) + Piledriver net hits -> ((0)-2)+3 -> -2+3 -> 1...for one result (I cannot find anything that explicitly states that TN tests can't have a negative result, just that dice pools can't be made less than 1.) OR if((Dice >= DEF) - ARM)=<0, then 0, else ((Dice >= DEF) - ARM) + Piledriver net hits -> ((0)-2)+3 -> 0+3 -> 3 for three results
  12. dire_kobold

    Tactical Tuesday Open Play

    until
    Every Tuesday night come join us at Cullison's Cards and Games in Jonesboro, AR for Tactical Tuesday, where we play Guild Ball, as well as other table top miniature and board games. All are welcome, from seasoned veterans to rookies just looking to learn about the game and wanting a demo. Come on out, play some games, and have some fun! No entry cost. Pundit Contact: Will Henson, Forums: dire_kobold, Email: dire_kobold@hotmail.com
  13. I'd like to see an experienced eye look at how cogs play into other guilds. Which of our players give other specific guilds issue, and vice versa. What choices go through your head when drafting a lineup? I personally struggle in the "what the hell do I do into..." for most other guilds. Insight is always appreciated!
  14. Long time lurker, first time posting...Just started up trying to build a GuildBall presence in Jonesboro, Arkansas, and figured I'd drop in to say hi. We've got a handful of players local, and with some luck will have enough to start doing some small events soon. I play Engineers and Union, with my fiancé playing Morticians and our boys playing the Masons and Brewers from the Kickoff box.
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