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tunapoots

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  1. tunapoots

    Being accused of cheating

    I did roll about 5 or so 6’s into shark once, when he was knocked down, hitting on 3’s. I feel I’d rather see an opponent hit a bunch of 6’s then, rather than seeing that when they swing into a 5 def model. That’s one thing I’ve noticed in wargaming; some people love to call out your hot dice, but don’t like to acknowledge their own.
  2. tunapoots

    First Tournament Report!

    Played in my first tournament a couple weeks ago, decided to write up about my experience. Took my Union-vRage, Strongbox, Gutter, Benediction, Mist, Decimate, Harry, Avarisse and Greede, Hemlocke, and Minx. Harry and Avarisse may not make my next 10 in a tournament, but I only wanted to take painted models. Usually don’t run any other captains, sometimes will run Brisket, but haven’t been since I know I’ll be losing her as an option once the church guild drops. Anyway, on to the games- First Match: Rage, Stongbox, Gutter, Benediction, Minx, Mist, vs. Tapper, Scum, Friday, Spigot, Hooper, Pintpot I remember kicking off with Mist, and he had to retrieve the ball with Spigot, so he couldn’t use Time’s Called to speed up his team. He ended up putting Tapper into Mist and taking a goal with Friday, but Rage got into Tapper, and killed him top of turn 2. Hooper and Spigot killed Rage, but Pinpot and the cat both went down to Gutter. Rage came back on, and was able to Red Fury Gutter through Benny, so I managed to kill Spigot and get some work on Hooper. I know I took a goal with Mist, and he took a second Friday goal. It ended 12-10 to Union. Memories are a little fuzzy, meant to type this up earlier. Second Match: Rage, Strongbox, Gutter, Benediction, Mist, Decimate vs. Skatha, Fahad, Jaecar, Egret, Ulfr, Zarola Skatha kicked off, and ended up charging across the field early first turn to strip the ball and take a first turn goal, then dodged back behind my line. I kicked back out to Mist, then brought Rage back to deal with Skatha. He pushes her into engagement with Decimate to set her up for a take out next turn. Mist was set up to with confidence and a full stack to take a first turn goal, but ended up retreating behind a barrier with the ball to make the hunters come to me. Skatha went down top of turn 2, and Gutter ended up having to retreat to the right wing since Zarola and the cat were threatening her, but it ended up working out for me; the Hunter player had to enagage Mist to try to strip the ball, so Gutter would use the crowd out to kill off anyone who came in. Killed Jaecar on the wing, Skatha ended up taking the ball, but couldn’t get in range to score, so Skatha kicked the ball toward my goal post, but ended up dying again. Ended up killing Skatha twice, Jaecar, Fahad, and took the rest of the points from clock I believe. Ended the game 12-4 to Union. Last Match: Rage, Strongbox, Gutter, Benediction, Mist, Minx vs. Hammer, Marbles, Flint, Mallet, Brick, Decimate This match is the last of the day, against one of my roomates; we’ve played this match tons, and I was dreading it, it usually ends up a super close and intense match. He kicked off with Hammer, and I started to set up a goal with Mist. He ended up sending in Hammer early with Second Wind, knocked down Mist, pushed dodged into Benny, did a tackle-knock down to strip the ball off Benny, and took a goal. Caught me off guard since he usually saves Hammer to go late in the turn. I felt pretty behind, ended up with bad positioning and was not feeling good at this point. Ended up parking the ball on Minx in cover on the left side of the field. Next turn he killed Mist, then started buying attacks into Benny, and push dodged Benny back into his lines. I activated Benny, put up Braced and Stand Firm, and healed. He had a hard time trying to finish off Benny, and Benny was able to provide engagements for Bloody Coin. I ended up playing the clock real hard this game, trying to do quick activations and making my opponent make tough choices. Benny did a lot to help this. I don’t remember most of the game since we went so fast, but I ended up killing Marbles, then using him when he returned to charge Minx up the field, killing him again, and using back to the shadows to park her in cover on his side with the ball. Hammer also ended up going down to Rage. Decimate ended up in range to charge Minx and take the ball, then ran down to pass to Flint, who took a snap shot for his second goal. He clocked much earlier than me, so I ended up scoring a lot of my points off clock. I think I still had 10 minutes on my clock at the end of the game! Last turn I had Gutter engaging Flint from the previous turn, and she ended up killing him to bring me up to 11 points. He was on 10 points, so he had to kill someone to take the game. Minx was on 8 boxes in cover, but he managed to knock her down and kill her to finish off the game. Game ended 12-11 to Masons. The match reports are kind of all over the place, but I waited awhile before typing this up. I have another tournament in about 2 weeks, will try to write that one up quicker. Was a really fun tournament, ended up taking 3rd overall (there was supposed to be one more round, but we didn’t have time for it), and got a bronze Guild Ball die! Told myself I really wanted to take a die home, so I was super pumped about that. Roomate took home the gold die and the second Blacksmiths box, which was what had his eye on. Rage, Gutter, and Benediction have been the core of my team for a long time, and it was nice to have them do well in a tournament setting. My roomate goes up against my Union a lot, so we watches engagements and tries to deny Bloody Coin and Gutter’s scything blows a lot, so he’s forced me to really work for those set ups, which paid off big for me in the tournament. Gutter had a field day among the Brewers, and Benediction’s Impart Wisdom made sure Rage was able to come back on and put in work. Next I need to paint up Coin and Grace to put into my 10, definitely going to drop Harry since he’s only in my list right now because he’s painted. Thinking I’m going to drop Avarisse for Grace, since I don’t see myself dropping him into many match ups. If you made it this far, thanks for reading, feel free to give any advice/feedback! I plan to write up another one after my next tournament, hopefully quicker, while it’s still fresh in my mind.
  3. I played a guy the other day at a game store, my vRage into Shark. My dice were ok, didn’t feel like super hot dice, but he kept making comments about how many 6’s I was rolling, and saying my dice were super good. Rage rolls a lot of dice, so you can miss a lot and still get a lot done. I won 12-5, and at the end of the game he asked to see my dice, and started rolling them, saying they were rolling too good. My friend was there, he’s a wargaming vet, and said he saw mostly average rolls (he knows dice odds better than I do). I was upset, but didn’t say much, just told him they were chessex dice and that I don’t buy loaded dice. My wargaming friend made a comment when we got in the car to leave, saying he had never seen anything like that in his years of wargaming. I told him it feels like a badge of honor, you beat somebody so bad they think you’re cheating! Just curious if anyone else has had an experience like this, and how you handled it; I just got into wargaming about a year ago, and have only had a few occasions where I go out to play new people.
  4. tunapoots

    Game Plan deck discussion

    My friends and I have had a few matches with them; it feels like we’re playtesting cards, but it’s in the OPD now. Some feel garbage, some are great. It still feels like a die roll at the beginning of a game though-I’ve had games where my highest card is a 4 or 5, and I’ve had games where I’m holding both 7’s and a 6. A bad/good draw can dictate a lot in how the game will go. They’re fun, but I don’t like the idea of using them in tournaments. If they wanted ways to add more effects or mess with the initiative roll, I wish they would have added it onto the GICs and made them official. One of my favorite parts of Guild Ball is the fact that it’s mostly open information, so I was hoping getting rid of plot cards would do away with the hidden information.
  5. tunapoots

    Best and worst pairings Smoke/Midas

    I’ve always played Midas into Masons, Smoke is too scary a drop for me into them. With Honour, they can go with vetHarmony, up defenses against your character plays, then take last activation with her to smelling salts. Hammer’s tough hide makes him hard for me to finish off with Hammer with vetKat, although I’ve been wanting to try oKat into Hammer to try to control him a bit when he does reach my lines. I feel comfortable with Midas into either captain, so I’ve always ran him.
  6. tunapoots

    What was your first Guild and why?

    What was your first Guild and what attracted you to that Guild? I had originally ordered Butchers as my first guild, but cancelled it when I watched a vetRage battle report and saw Red Fury used. Thought the ability was too cool, had to play that captain! Do you still play that Guild or are you a deserter and play a new Guild yet? I still consider Union my main guild, but have been playing a lot of Brewers and Midas Alchemists lately. I mainly play against one person, and we’ve done countless Union vs Masons, so I’ve been trying out different guilds just to change things up. Does your original Guild still hold your heart or have you a new favorite? VetRage is still my #1, his playstyle and storyline are my favorites. Union is a great guild, so many playstyles available within the guild.
  7. tunapoots

    Who do you take into farmers?

    I had my first game into farmers yesterday, took vRage since he’s the captain I’m most familiar with. Ran Rage, Strongbox, Benediction, Mist, Gutter, Minx; lost 12-5. Killed Thresher beginning of turn 2, but a 5 defense Tater against Minx and Gutter ruined my day. Any knock downs or snared went to Millstone, so he stayed def 5 most of the game against them. Eventually Thresher made his way back in and mopped up my models that Tator had weakened with his aoe charging. Should’ve healed more than I did. If I run Rage into Farmers again, tempted to try out A&G, since the Farmers mainly ran over into me.
  8. tunapoots

    Who do you take into farmers?

    My usual Brisket team is Strongbox, Mist, Decimate, Benediction/Harry, Minx/Hemlocke. Benediction usually doesn’t get influence often, just crowd outs and give Mist 2” dodges. Harry comes in for control, but needs influence most turns. Haven’t seen love for Minx yet in the thread, she’s one of my favorites for the team. Can get things done with no influence, puts out defense debuffs, marked target, and sometimes has just a rediculous charge range. With her and Decimate, you can sometimes pull out a few kills if needed, or just lower defenses to get deeper in your playbooks. Hemlocke comes in sometimes in her place, but she does ask for more influence. Minx gives 2, and only takes 2 sometimes, letting you load up your other players.
  9. Listening to one of the UK streams, they talked about Furnace’s character play “One at a Time Lads!” would cancel the effects of Bloody Coin against Veteran Rage. Is this correct? The wording on Bloody Coin says +1 Tac and Damage against enemy models engaged by friendly models, so my assumption is you lose crowding out dice, but still gain Bloody Coin dice if they are engaged by a friendly model.
  10. tunapoots

    Any advice on using hammer?

    I’m a Union player, but play my friend all the time who pretty much exclusively runs Hammer, so I can give you some feedback from the other side. Hammer can do about anything you need, and your team supports that well. Between Brick and monkey counter charges, they can push away anyone who gets close. Tower’s heroic helps too, with sturdy he becomes a pain on counter attacks, ignores the knockdown and can push people 2 inches away with just one result. He can take a lot of punishment, but don’t let him get too far from the team, or you lose a lot of his protection, and you need him to have people close to chew influence. Also remember his legendary! Buddy I play with doesn’t use it too often, usually forgets about it, but some of the worst situations he’s put me in is when he remembers it. Extra damage or threat range can really throw opponents off.
  11. tunapoots

    Make Brewers better

    I play a lot of vetRage Union, and recently started playing Brewers from the mystery box. The thing about Brewers for me is Tapper sets up your turn, then every model can potentially be devastating. Everyone puts out loads of damage, as opposed to Union, feels like my opponent really needs to dodge 1 or 2 heavy damage dealers, the rest are set up pieces. That’s what I’ve enjoyed about Brewers, feels like every turn is a threat for take outs, rather than just certain activations.
  12. tunapoots

    Legendary Plays Interview with Alex Botts on The Union

    Great interview! Like listening to the Strictly the Worst guys, was cool to see some more insight from him on his Union. Have to agree with him on Gutter-I had a lot of trouble getting her to work at first, but had her scything blow down almost an entire Masons team, and have never looked back. Never leave home without her!
  13. I've never played tournaments, only casually with a few friends. We always ask threat range, but we take it to mean sprint+melee zone, so 8" sprint and 2" melee is 10" threat. We don't usually count buyable dodges or anything as part of that. Usually ask to see the card after or ask about buyable dodges. I guess part of it is semantics. We use the phrase threat range all the time, referring to only sprint+melee, so hearing that question has never bothered me in our settings.
  14. tunapoots

    Brick or Tower

    I play Union into Masons all the time. If I go vRage, I don't worry about Brick so much-I just keep him engaged and beat him down. If I go football with sBrisket, Brick and Marbles are the worst-my team's usually pretty squishy and doesn't have enough killing power to take out Brick. In those games, he's a problem for the entire game. The other night, Brick/Marbles stopped me from scoring 2 turns in a row. If my opponent hadn't rolled so badly, he could have killed a few team members while I was tied up with those 2!
  15. tunapoots

    Guild Ball: Balance Errata

    That's true, I didn't think about that. Avarisse can just pick him back up at the end of his activation now, so no more leaving Greede out to be murdered. On a vRage team, bloody coin Avarisse, and he'll provide his own crowdouts and buff himself an extra +1 dmg, then pack away Greede at the end. Very excited for this!
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