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About tunapoots

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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!
  10. 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.
  11. 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!
  12. 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!
  13. Guild Ball: Balance Errata

    I really like the A&G change, they were good before, but I just didn't like the playstyle. Now they feel like a really strong beat down duo! Greede lost lots of mobility, gonna make it harder to keep him alive, but I like the risk/reward side of it-Avarisse is gonna be beefy with Greede nearby!
  14. Thousand Cuts

    I played last night and gave Decimate 3 inf a turn to give me the opportunity to hard cast it, but it never came up. However I got it on her playbook against Brick, ended up killing Brick in a single activation with vRage (rolling 13 dice!). It's a really good debuff, I could see paying for it situationally.
  15. Thousand Cuts

    Just read an article about Friday from the Brewers and using Dirty Knives on her, and how much it helps out with the defense debuff. Got me thinking about Decimate and her Thousand Cuts debuff; it's really nice on paper, but never really got to use it in game. I'm going to try to make it a point next game, but just curious for people that run Decimate, do you feel it's worth stacking 3 inf on Decimate for the debuff?