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guild baller

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  1. Rising Anger states: The first time his model is damaged by an enemy model each turn, the friendly team gains 2MP. If Pelage ends her activation within 2” of Harry and the Union player chooses 3dmg instead of Snared, does this trigger Rising Anger? If Harry ends his activation engaging Pelage, would Grim Caress trigger Rising Anger?
  2. If Ballista uses Breach, does the +0/4” kick stat last till the end of his activation or the end of the turn?
  3. guild baller

    Goal Kick lands on a barrier

    If the ball lands beyond the barrier but the ball path goes through the barrier, would it follow the path of least disturbance?
  4. Salvo Floored Bolts a model with the ball. Does the ball scatter before he uses his Swift Strikes? I’m think the answer is yes but want to double check. Thanks
  5. Let’s suppose Scalpel is attacking Harrow who is 3” away from Fallow. Scalpel attacks and chooses 2dmg. Voodoo Strings triggers and Harrow is pushed 2” so that he is now more than 4” away from Fallow. Does Fallow get to do a jog since the 2dmg was chosen while Harrow was still in her aura?
  6. guild baller

    Kill team

    I tend to bring Cosset, VGraves, and Casket. Cosset or VGraves usually goes in first to weaken them and set up Grave Digger. Then I finish up with a Casket time to get a 5VP Take Out. Then I just need VGraves to set up another Grave Digger take out followed up by a goal to get my 12VPs. Either captain will work in this case and the 4th squaddie is your option but I tend to bring Pelage because of her awesome character traits.
  7. guild baller

    S4 Hoist speculation

    People have mentioned that SFG is moving away from 'mechanica only'. Do you think they'll have Ratchet's Overclocked target all Engineer models? I feel like that would be too powerful of a Heroic. Sorry, as this question is not related to S4 changes to Hoist.
  8. guild baller

    Kickoff derferment

    Ah, ok. Thanks. I always thought the person who lost the roll off chooses sides.
  9. Before starting the game, the rule book states the following: "Players each make a starting-roll of 1D6. Re-roll any tied results. The Player with the highest result chooses which Player will be the kicking Player. The other Player is the receiving Player". If I win the roll off and do not have a preference on who kicks and who receives, can I instead choose which side of the field I'd like to start from and let the other player choose who will kick off and who will receive?
  10. guild baller

    Parting blow

    Just to clarify, Searing Strike makes the enemy model suffer -1 ARM, not -1 DEF.
  11. Is the jog from Vet. Gutter's Grapple Hook an additional jog from her standard advance?
  12. guild baller

    The Offside Trap

    Hello All, I had a question regarding this new Game Plan card. It states, "An enemy model must spend [+1] additional MP to make a Shot or a Snap Shot! if it is closer to the friendly goal-post than any other model." Because the card says "any other model" at the end and not "any friendly model" does it really mean that they will not have to spend the +1 MP to make a shot if they are closer to the friendly goal-post than any friendly model while further from the goal-post than any one of their own models? This seems to contradict the name of the card.
  13. guild baller

    Farmer Errata has landed

    Do you think they should have improved Windle and Bushel? Both don't see a lot of play but maybe now they will...?
  14. guild baller

    Engeeners vs Morticians

    I started off as a Morts player and have somewhat recently picked up the Engineers. I have never played into the Morts so I cannot tell you which captain may be best but I think both captains have their advantage. What you would ideally like is to engage Cosset with Colossus because of his 2” melee and easy KD. This will shut down her attack because 1. She can’t charge into you because you are engaging her 2. Have to jog to hit you and surrender her free charge 3. Can’t KD you since she doesn’t have KD 4. Can’t easily push you away because you have Stoic. The situation is even better if she is KD prior to her activation so that a KD counter attack from Colossus would essentially end her activation. This would leave them to either use Graves to burn Stoic and push you away from Cosset so she can charge in or have Oboulus PM you away, both of which you can activate Colossus next and re-engage Cosset. Cosset is also pretty killable so some AOEs and Colossus swings should take care of her. It is also going to be hard for Cosset to kill Colossus with his tough hide. It’s likely the Morts player will try to avoid this pairing as much as possible. A second wind to engage her is something they might not see coming and then would have to deal with. While trying to deal with getting Colossus off Cosset, the rest of your team is hopefully scoring goals. Best of luck!
  15. guild baller

    Ballista vs Pin Vice

    Momentous Inspiration is pretty good when kicking off. Do you ever use Minefield or Second Wind though? I like your idea of kicking off, gaining MP through Mom. Insp. to use Overclock on a possible turn 1 goal. I think PV's tech is more threatening from an opponent's standpoint. I think Ballista is just as vulnerable to counter attacks because he has a 1" melee and cannot buy a dodge. Ballista's KD is easier to hit but if PV charges into someone she shouldn't have a problem getting the KD.