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About Zarodis

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  1. Zarodis

    Tournament 10

    Hey guys, I’ll be going to my first tournament with a fair amount of people. I’ve played quite a bit of Masons by now but I’m wanting some people to weigh in on the their tournament 10. I’m pretty sure, Hammer, Honour, Flint, Mallet, Brick, Marbles, Harmony and Tower are easily in my top 8. However, I’m not sure who to put into the last couple slots. I have all masons available, but only Mist and A&G from the union available to me. So what are you guys advice? Thanks in advance!
  2. Zarodis

    'smiths experiences so far?

    As I’ve played the Blacksmiths, I’ve won two games and lost one. Cinder has been key eveytime. I feel like into ball teams they really shine. I played into engineers once and if you give cinder instruction, you can have a 14 inch threat to tackles ball and only need one succesful dice roll to make it happen. If you kick off you can use cinder, and still throw the ball back into play with her if the oppenet can’t get to the ball before you. I jacked the ball off someone with cinder and then smashed an engineer with iron for momentous 7. Ball teams with low health models can drop like flies, and you can ignore close control and stuff like that with some models. I played against brewers today and played more ball heavy, and won 12-8, with three goals. Receiving allowed iron a first turn goal with his ridiculous movement. A take out and goal was the retaliation on me . So the ball gets thrown into ferrite who takes it and then runs back to score. Then I take the ball off Hooper with a bonus time range tackle with cinder and kick it too iron and he’s already way off on the side of the pitch so he just hangs onto the ball and scores the next turn. I didn’t feel like I could fight the brewers that well, but I didn’t really have too. I’ve pretty much always taken Hearth and Alloy, Cinder and Furnace, and Ferrite and Iron, plus the Gic that allows one extra armor if I’m knocked down. So if I’m in range of furnace who also has the one at a time you can end up with models that have 3-4 Armour sometimes and aren’t getting the hanging up bonus. Even if you have 2-3 defense, that’s still 3-4 hits negated and it’s really solid. My problem is finding where to fit the other models in.
  3. Zarodis

    Alchemist Newcomer

    I played with Smoke, Vkat, Mist, Mercury, Flask, and Calculus tonight against morticians and it went pretty well. I won, 12-4. I ended up catching 5/6 players on fire and poisoned with Smokes legendary on turn one, and since we were using Gic, I had an extra condition damage. I ended up using smoke last, so there was no way to clear up any conditions on their side, and 4/6 players all took, 7 damage from all the conditions, and the other took 4 in the maintenance phase even though obulus made calculus die. I managed to then force obulus to go first and send Vkat in screaming with his big body, and he murdered cosset, and almost killed graves. Then I used calculus to proc intensify, and ended up taking the ball off obulus at the end of the turn with smoke, by popping up in a cloud by him then kicking a goal. Ended up being a 9 point activation, and I forgot to use witness me lol. It was a lot of fun honestly.
  4. Zarodis

    Alchemist Newcomer

    Hey guys, I've been playing guildball since about July, and during that time I've pretty much only played the Mason's. After looking around at the other guilds, i really liked the Alchemist figures, and a lot of the play style they seemed to have. So I was wondering if anyone could give me any tips, for play, and for line up with them. I've got all 12, and mist available to me. I just don't have a Harry The Hat model. Any input and advice is appreciated!
  5. Zarodis

    Newbie in the Masons Guild

    One thing I learned early on about Mallet is he's a great last turn activation, like these guys said with a Mallet missile. You effectively, get him up the field earlier, and set him up to fly into someone with superior strategy on another activation. Marbles and brick are great enforcers with their counter charge, and throwing marbles at people is great. You can force people to either trigger his Loved creature, and give you more tac, and if you get him with honour, she becomes a tac 8 with +1 damage on all damage results. It allows her to destroy people, especially if mallet has singled them out. Typically I don't run Flint in the bubble with brick and marbles, he typically runs on his own. He's very slippery, with and has the ability to move 12" with a dodge, and can potentially first turn goal people. Honour can superior strategy Flint, to also make him run all over people, giving him an effective 28" goal threat in some situations. He will also Ignore the first tackle made on him too, which makes people really think about who's coming after him. The trick to Masons a lot of the time can be adapting, and changing on the fly, not a lot of guilds can do that. They are an awesome guild to start with. Definitely invest in Mist, and Tower, they are two amazing players for the Masons.
  6. So, as a newer Mason's player I came to the forum a while back to seek out help for my Mason's. I've only played since July and loved the Mason's and haven't really touched another guild since starting the game. After learning some tech, and cheeky plays with the starting six, I moved on and bought the whole set, as well as A&G and Mist. I have been doing quite well in my meta, not many people have beat me a whole lot since I've learned the Masons well. I newer player from Nebraska moved down however, and we've had a lot of really good games, and it's pushed me as a player. All our games have been pretty solid, until today. Thresher, Jackstraw, Tater, Buckwheat, Bushel and Millstone, just destroyed me in a 13-0 match. Mainly Thresher and, Tater doing most of the work. I played the match with the starting 6 and here is a brief summary of what happened. I was the kicking team, and I had flint kick the ball toward cover, and allocated 4 to Honour, 2 on Mallet, 2 on Harmony, 3 on Flint, and one on Brick. He moves tater up the field, gets the ball, kicks it to Bushel, and ends, I move mallet up closer to tater. He then activates Jackstraw, pops some harvest markers, teleports up to cover, and now tater can countercharge. I move brick up for counter charge. I move marbles and pretty much end my turn he kicks the ball to thresher, and moves bushel up the field. I just move harmony into what I think is a better position and end. Now, I don't remember what Farmer shenanigans were pulled to get him closer up the field but here's where the unstoppable rampage of Thresher begins. Thresher runs in on mallet, ties up brick and marbles, and knocks both mallet and brick down, and kicks a goal and knee slides away. At this point I throw the ball to flint have him go and kick it to honour for momentum and hang out by cover, and then, i activate honour decide not to go after Jackstraw, out of fear of thresher and Tater, pass the ball back to flint, and dodge him away from bushel, because i was worried about balls gone. He ends with plus 5 momentum, to my zero. Turn two is where I just lose all hope, he starts with Thresher, runs in, and Mallet and marbles die right away, and honour gets knocked down Harmony takes 3 damage, and I just cry on the inside. I decided to take brick and try and punch Thresher some to no avail. Then Tater comes in and kills Harmony. So I moved honour up to fight thresher, which was a mistake, because he put her in the dirt, and made me waste 3 influence, And then Flint, cant get to the goal very well, so he runs away with the ball and he's at 7 momentum to my 1. Turn 3, queue Thresher destroyer of dreams, as he proceeds to kill brick, and leave honour on 1hp. Everyone else is at the sidelines from coming back, and flint cant do anything, so i just use flint to punch thresher 4 times before tater one finishes off poor hounor. So, I didn't expect Thresher to just run wild on the masons like that, and Tater really tied me up, which i thought i would be used to since I play brick. The other models didn't really do much harm, but man it was rough. I probably was a little too grouped up as well. But any advice, on playing into farmers would be appreciated, and any mason advice in general. Now that I work with all 12 plus the two union models I have a lot more options. But I typically don't take much of them on an Honour team, Hammer I take Tower, and Wrecker a lot, sometimes Vet harmony against hunters the rest haven't seen much play. So, to sum it all up, please help, any masons advice is appreciated, insight on models or tactics, and especially some help with Farmers, and their Captain who Likes to reap my hopes and dreams.
  7. Zarodis

    New Guild ball masons player

    I've learned a lot of handy tricks, like the mallet missle, and 1st turn Flint shenanigans, and of course the ever imposing brick and marbles wrecking crew. They've especially netted me extra time in the game, by forcing my opponent to play around them. I've got tower on the way now so I can't wait to get him running. I took the time to get them painted up and everything. I've really come to enjoy guildball a lot. It feels super fresh and fun to me, and the fluff is fun to read. Especially the ridiculous season one Flint goal. I've come to learn that on the alpha strike the team is very strong, and going first a lot seems to give the masons an advantage in my opinion. I'm really glad I got to play them as my demo team, they just clicked and became so much fun for me. I just wish my community was a bit bigger because as of now it's about 4 consistent players including me. So my experience has been kind of limited.
  8. Zarodis

    New Guild ball masons player

    As an update to my other games! So I played a brewers team next, I managed to floor them as a Masons player as well. Turn one I receive and Flint gets the ball, I can't it him behind a forest in the center of the pitch and end my activation, I follow this up with honour giving flint superior strategy, he ends up having a dirty knives on him, and stave tries to move up and lob barrels. I ended up moving flint through the forest, punching stave, getting the momentous push dodge result and dodging up to score a goal on the third activation, I then dodged back into the forest and as everyone moved into flint, I moved everyone towards him as protection. With the exception of mallet who went on the wing to get closer to spigot who had the ball. Turn two I go first again luckily, and mallet runs charges spigot and gets a couple hits in, knocking him down and sending the ball towards the back of the brewers pitch, tapper then comes in and proceeds to wreck shop on poor flint, and forcing me to move back at 1 hp, at this point Friday does another dirty knives and flint bites the dust. I then use the sisters to move in on Friday and generate momentum, doing a few points of damage and getting closer to tapper and stave. Stave then goes and throws more barrels sticking next to tapper for that aura, hits harmony but not honour pushing her back into the forest and dealing two damage. So I then move brick up to be imposing, hooper moves up to attempt a swing on brick and I charge in with marbles, to get him in range of tapper and stave. With my last activation, I move the monkey up into tapper and stave sticking in hoppers range. I win the momentum race, and start the third turn, load up honour mallet and harmony, top out and things get nasty, I walk in with honor and start swinging on stave hitting 6 damage with her 4 result and a 2 momentous 3 times in a row and getting knockdown to prevent his counter, I then kill kill him with the same result and a double dodge into tapper, i smack tapper twice and run in with harmony leaving tapper now at 3 health and in a pool of problems. Hooper comes in to try and help out, and pushes a few people away but I'm at 7 momentum and run in mallet and finish off tapper. The field now looks like the nasty beater four in the center, with Friday, hooper, and the cat there, flint is after the ball and brick is still being brick. With hooper already gone and me up 8 momentum my opponent conceded, because hooper was next on the chopping block and I was just going to pick people off bit by bit. The engineers I played against has been less one sided now, I still manage to win, I have won 12-8 each time, however it's all been due to the sister wombs combo scoring goals and wrecking models. Though the problem I've had in this matchup is I feel like flint has been alone, without him having the ball a lot he hasn't been able to do much. Due to him not being super tough I haven't been too aggressive and haven't moved him around, how I have had him in position for snapshots, but honestly the sisters mainly score goals.Flint is a super star at scoring but sometimes I wonder if he could be substituted for Tower, in favor of a more ridiculous honour fest? Everyone I haven played seems to have a lot of trouble with the sisters and don't know how to handle them. However I have yet to beat the hunters player, my last game 8-12 I fogot chaska could shoot a player 4 inches off the map and Flint got wrecked. And the ball went with him and the hunters were up 6-0 in no time. Brick seems to get stifled a lot by them, and the traps mess with me a lot too. And I'm still only working with the starting 6. I feel like I'm doing better but the matchup still feels quite challenging in my opinion. Any thoughts? I almost lost one of the engineer games but I killed ballista twice, after velocity kicked two goals on me I got the ball back on a kick in and forced my opponent to move and take all activations before honour who had the ball, allowing me to gain positions and momentum, which I then took honour who had the ball, scored it, and made a 4" dodge towards they're models and closer to velocity. Velocity got the ball, however being up 2 momentum caused me to go first and load up the sisters again and strip the ball, get momentum and score another goal. The Engineers player also chooses ballista over pin vice because he has a hard time playing her correctly.
  9. For bricks counter charge, it say when a model ends in the 6" range, once per turn, he may counter charge. If you move in this range and brick elects not to charge you, does he lose his counter charge for the rest of the turn since the effect is triggered?
  10. Zarodis

    New Guild ball masons player

    Hey guys, I really appreciate your advice on the topic, I went to the shop today to play a timed game and actually went 12-0 against the engineer team I was having trouble with! i still have the starting 6, but I used them a lot more like you guys said. Turn one the main play for the engineers was to get the ball to velocity, and run her towards my goal. He went up the side, I superior strategied mallet, engaged her and pushed her. I won the momentum and roll that turn and went first. turn two I pushed velocity off the side of the pitch with mallet placing the ball in the middle which scattered to colossus, and then had marbles on ballista, and tag teamed him with the sisters. I once again win the momentum race. Turn 3 I went first again, and killed ballista with honour, and had harmony then engage colossus and kept her within four inches of brick, I took the ball and kicked it to flint who ran off on his own. I once again win the momentum race. I go first again on turn four and use the sisters and brick to kill colossus, and pump my momentum up yet again, keeping a lot of people together and had mallet returning to the pitch, and I used brick to engage ratchet and knock him down. He moved up ballista a little far that turn which set me up for an easy sisters kill. The final turn the sisters finished off ballista again and flint ran in and scored a goal on compound by staying in Melee range to not trigger rush keeper, and I used a bonus time die. All in all the guy felt kinda shocked and surprised, it felt really good to play the masons so fluidly! Next is the hunters guy so I'll see how I do but I really appreciate all the help from everyone! Also, it was my first times game and I managed to do it under time. So that was pretty cool.
  11. Zarodis

    New Brewers player

    Hey guys, I recently bought the Kickoff starter box in the past month and have been playing with the masons. However, recently I was having a rough time against hunters so I figured I'd try out the Brewer's against them, and man were they just a ton of fun. There's Knock downs for everyone, and a lot of fun shenanigans that go along with it. So I've learned a lot about the Masons on here and now I'd love to learn more about the brewers. Strategies, which models are the best to pick up next and all that fun stuff. I still haven't managed to win a game with the brewers but I typically tend to get 10 points or so with them. So I'd like to finish out How to close out a game. A lot of times I seem to get a lot of take outs but not so many goals. Any advice would be great!
  12. Zarodis

    New Guild ball masons player

    Who is does tower typically replace as in line up in that case? I guess it would be brick since harmony and honour have a lot of chemistry together. That makes sense to me, I could see why mallet could be favored, especially with his reach and forceful blow ability.
  13. Zarodis

    New Guild ball masons player

    It makes me sad that chisel is bad, she seemed really cool. I actually wanted to order tower and hammer from the shop, but they're supplier was out of him, so I think next I may order tower and minx or mist based on your guys advice. Im glad to have a new perspective on marbles though, I've mainly used him as a charge threat with brick!
  14. Zarodis

    New Guild ball masons player

    That's one thing I need to make more use of is marbles and honour going in together. I get wary of putting marbles in contact with other models because of his low health pool. Tower will be who I order next then! I'm guessing tower is used a lot then in most games? Who are typically the masons core starting figures?