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Fish-in-a-Beer last won the day on April 30

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  1. Fish-in-a-Beer

    V. Honour is Stronger Than You Think

    I like vHonour in principle (because she's Honour and because allocating influence mid-turn is great). In practice, what it costs to bring her in a lineup (by way of whatever player you have to leave out), I feel, outweighs what she brings to the table. I played Thresher into Blacksmiths yesterday and had a pretty solid win (Thresher, Peck, Tater, Millstone, Harrow, Jack vs Capt. Burnish, Hearth, Ferrite, Alloy, Cinder, and Cast). I only ended up using Tooled Up once, so maybe in that niche scenario she could have replaced Harrow, but I feel there are too many situations where you're going to want the 2" reach and Tooled Up. In another game, against a different Smiths lineup, I think I would need Harrow. In my Grange teams, I'm usually running Grange, Peck, Millstone, Harrow, Tater, and Fallow (sometimes Bushel). I don't think she can replace anybody in that grouping- MAYBE Millstone if the opposing team has a lousy condition game, but even Get Out! and a free harvest marker is much better most turns than what Honour is going to do, sadly. TL,DR: She's just not good enough for my playstyle to replace Millstone, Jackstraw, Tater, or Harrow in any of my sixes, so why give her a spot in my ten? (admittedly, my taste is questionable, because I sometimes run Bushel, but...)
  2. Fish-in-a-Beer

    Need a better team list, Model question,

    Lucky is amazing. He does wonderful things for Brewers! My tourney ten is: Tapper, Esters, Quaff, oSpigot, Friday, Hooper, vetCimate, Lucky, Mash, and Stoker. I am trying to squeeze in the cat, but can't decide who to drop. Combos I like a lot: The Anti-Condition Squad: Esters, Quaff, Hooper, Stoker, Lucky, and Mash I use this setup against Alchemists, Hunters, and Ratcatchers, especially if as the draft goes on it appears they're leaving a lot of their 2" melee models at home (if they draft a lot of 2" melee, especially Vitriol, I will swap Mash for Friday or Spigs). This lineup clears conditions like a boss, between Esters' heroic play, Stoker's Magical Brew trait, Hooper's True Grit heroic, and Lucky's free start of activation removal. It drives teams like Smoke Alchemists and ESPECIALLY Ratcatchers bonkers, because conditions are so important to their gameplan and in the case of Ratcatchers turns disease from an advantage into a liability, as I can play around it and my opponent can't. These teams often have a lot of vulnerability to Stoker, as well, as they're either lighting themselves on fire (looking at you, Katalyst) or are easy for us to set on fire. Don't underestimate what +1 TAC from Quaff's Bag of Quaffers can do to boost some of our squaddies- it can make an enormous difference on players like Stoker, Mash, and Lucky (it's much easier to hit that Howzat! on a counterattack when you're TAC 6). This team also has some sneaky goal scoring potential. Lucky can Raise the Stakes and take Esters' speed buff for a 20" goal run (10" sprint, 4" dodge, 6" kick) from weird angles. Mash can also get some surprising work done for such a big guy with the speed buff taking him to 16" (8" sprint, 8" kick after super shot). The Beatdown Team: Tapper, Quaff, oSpigot, Hooper, vetCimate, Lucky or Friday Lucky or Friday in this one is dependent on taste- if you think you need momentous damage, Lucky is the guy. If you want a better goal threat and the ability to debuff defenses to set up the rest of the team, Friday's your gal. The key thing to remember with this lineup is that without the cat, Tapper is going to get less work done than you might normally expect (as he can't tactical advice up to 6 INF). That said, he does what you need- Commanding Aura, Old Jakes, and knock people down for the rest of the team to tee off on. vetCimate also plays as a good setup piece here when she's not deleting players out of hand- she's another source of reliable momentous KD to set up Hooper and Spigs. The overall game plan is pretty simple- control the scrum as best you can, beat the heck out of your opponent's players one at a time, and eventually sneak through to try to go for the goal run with Spigs or Lucky/Friday to close out the game. The Goal-Scorers: Esters, Scum, vetCimate, Friday, vetSpigot, and Lucky This is not a lineup I use often (as I don't have vetSpigs or Scum in my 10 at present), but they can do some neat things- they've got more movement tricks than your opponent suspects and some pretty decent kick stats. It's worth noting vetSpigs heroic play can absolutely blindside opponents, as most people aren't used to seeing him. Friday makes an excellent ball holder- she's 6+/1 near Spigs. You can swap in oSpigs here, too, for Time's Called and Football Legend, but then he turns into more of a support piece and less a scorer in his own right. I'd write more but I'm out of time- good luck! =)
  3. Fish-in-a-Beer

    Painting Blacksmiths as Alt Avengers and need ideas

    What about Aunt May for Hearth? How to get that to come across, I'm not sure...I feel like you'd need to do Alloy as Spider-Man if you do that, though. =)
  4. Fish-in-a-Beer

    Farmers into alchemists

    Tater is also dangerous on his own that if you can put him somewhere to threaten the Alchemist team, the player may feel "forced" to try to blind him (which often requires playing around counter charge, too), which leaves Thresher free to do his thing.
  5. Fish-in-a-Beer

    Tips against Ballista gunline

    This is coming from a Brewers player, so it's going to be a little different for you, but my normal goal against Engineers is to get in there as rapidly as possible. Without the ball, you're right, you're not going to keep up your healing as well as you'd like, but you CAN outfight them if you can get close. For as long as you've got Union options, I'd also consider thinking about Mist against them- 2" melee is a big problem for their "hide the ball and shoot you" strategy, as few of the gunline models have 2" reach, so Mist can get in there and get the ball back without much fear of reprisal.
  6. Fish-in-a-Beer

    Newbie at Tourney

    Agree strongly with this. Have a plan for him, and a backup, spend a few moments at most looking for other opportunities that might have presented themselves, and then make a choice. You don't want to end up burning through your clock just to end up doing what you probably would have initially done anyway. The other thing to remember with any control team is that the sexy play is sometimes not the right play. Puppet Master-ing someone to get into threat to attack a high value target if things go well is exciting, but it's not as good a choice as jogging an already-activated enemy model into range of your whole squad.
  7. I use Mash into a couple of very specific opponents (Smoke Alchs., Ratcatchers, Hunters), but he sets the world on fire for me when he's on the pitch. 4+/2 (w/the defense buff and near Esters), 2" reach Unpredictable is a nightmare for some teams to deal with. Howzat! is also an amazing character play when you can get it off (it's especially awesome on the Counter Attack). Friday is usually my go-to ball holder, as Edek says, but I keep Mash in my ten because if I see a lineup draft developing where I know my opponent isn't going to be able to handle him well, he can really sing.
  8. Fish-in-a-Beer

    Painting Blacksmiths as Alt Avengers and need ideas

    Farris with her horse's legs dissolving into flames like Ghost Rider's motorcycle's wheels would be outstanding.
  9. Fish-in-a-Beer


    My guess is that a player on a smaller base who can move over other players could become essentially impossible to defend against effectively. One of Bonesaw's big weaknesses in his goal run (and the way I usually try to counter it) is that if you can predict where he's going to want to be to shoot, you can crowd the "landing zone" with models. Even if you can't stop the goal in that case, you can usually make sure he dies right afterwards, DEF 5+ notwithstanding.
  10. Fish-in-a-Beer

    Farmers into alchemists

    Into Smoke, I prefer Thresher. Calculus (the blinder), Mercury (the guy who's on fire), and Smoke are all pretty good Thresher targets- the Alchemists don't have a lot of health, so he can really clean up against them. Watch out for vetKatalyst- he's dangerous and hits really hard. On the plus side, he's really, really easy to hit- even your not as strong fighters should be able to do some work on him and open up the high end of their playbooks. Make sure you knock him down first to avoid his counterattacks!
  11. Fish-in-a-Beer

    Season 4

    One of my fears for Season Four is the clear preference that Steamforged has for keeping the ball "live"- they've been very open in interviews on podcasts and such lately that they dislike "Killing the Ball" and are actively working to keep it more a part of the game. I like that, conceptually- but I don't like what it may mean for teams like the Brewers. If the ball is more "live" throughout the game (especially since efforts to keep it such seem to often fall into conversations about limiting momentum generation for teams that "kill" it, and we're feverishly dependent on momentum), that disadvantages teams like the Brewers who are slow, grinder teams that want to win a 1-4 or at absolute most a 2-2 kind of game unless they get some kind of buff to their ability to actually play football. Don't get me wrong, we have a few good strikers (Friday, vSpigs, even Lucky and vetCimate will work in a pinch I guess), but part of the core design of fighting teams in GB has been "stopping the goal scoring from happening" long enough to kill the other team. I'm confident in SFG's design and playtest team (they've been rocking it lately, for the most part), but I'm still nervous about it.
  12. Fish-in-a-Beer

    Season 4

    I will be fine with vDecimate losing something as long as it's not speed or 2" melee. I'd guess "the result" is going to be adjusted- KD/Stagger is astonishingly good. Maybe her playbook gets one longer? I don't want to see her lose anatomical, as I think that's something that's very Decimate and also helps with her consistency. I'd like to see her low results very consistent and the top ones the things people have to reach for a little. I'd like to see some more low pushes to make Counter Attacks more relevant, since that seems to be a part of our core design. I'd also like to see the Spigots rebalanced so it's really a choice which one you're going to take. I'd also like Spigot 3 to be dual-guild so we can use him! =)
  13. Fish-in-a-Beer

    Model distribution needs to change

    On the positive side, LE pride went up in the webstore today, so everybody can take a deep breath about the Solthecian box. Union players, you've got your answer- SFG has heard and responded. =)
  14. Fish-in-a-Beer

    Will GB die because of the Minor Guilds

    I think making sure the width/depth of the game isn't an impossible barrier to entry for new players is on us as the community- if there's a new player in your meta and they haven't played against your guild before, then use a game with them as an opportunity to teach them and help them become part of the community. Unless you're incredibly competitive, you can have a really great experience while still losing a game if your opponent is nice and helps you to grow. Experienced folks could even (GASP) not play as hard as they can against a new player to encourage growth of the community and help other learn. =)
  15. Fish-in-a-Beer

    Resin Returns

    My thoughts exactly. Elegant answer, that!