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  1. Not to open another topic on Reinforced plating, what happens if Fillet hits blood rain on a target that ignores the effects due to reinforced plating? Do all other models within 3" still suffer bleed? As blood rain is hit against a target from which you measure 3" of the effect, is this then negated as well?
  2. Rugi

    Scatter and clock suggestion

    I guess it would in general help but 20 seconds might not be enough in messy situations such as many models interviening with the scatter template and final ball location. And those are exactly the most problematic ones. To ensure fairness I would go with something more in line with "Once a player places the ball marker to determine the starting point for a kick or standard scatter and rolls for the scatter direction and distance, the clock is paused and the ball marker placed in its final location. The clock is then started. The opponent of a player placing the scatter has the right to start the clock if the player spends time on anything not directly related to correctly determining the final ball landing spot of this scatter".
  3. In the last few months while playing competitive games or watching tournament streams, I have noticed many, many occasions of people making very messy scatters as the clock was counting down. In most of my own games I actually asked my opponent to redo the scatter precisely and off the clock as the final ball location was off by as much as almost an inch. That can obviously make a huge difference due to the precise nature of the game. Pros: - Ball location can be determined precisly without the need for a nervous ball placement when short on time - No one benefits anything on time. As soon as the scatter is precisely placed, the clock continues. - The opponent of the player that missed a pass or a goal does not double benefit (missed kick and more extra time spent). Cons: - The pause can be "abused" more or less the same way as the cards can be at the moment. Opinions? T
  4. Rugi

    Bolt Vs Cast

    I agree with star player that they are not really comparable. However I stand on the opposite bank of the river in regards to how useful I find her. One of my favorite traits is that she can shield throw from playbook, which is something bolt can't do for instance. Often she can actually shield throw from playbook and recover it on a say 1in3 scatter odds or at least seriously mess up the opponents plans by exposing the ball. Bolt has a real hard time making a 6 point activation while with Cast it sometimes feels like it's too easy. I played with her all the time in S3 and now she's only gotten better.
  5. Rugi


    My approach versus them is a very agressive Furnace captain play. Being the only master with mom damage and at the same time seting up your other apprentices (burning for cast, KD and -1 ARM for all the rest) means he is a very decent alchemist beater while generating quite a lot of momentum that can be used for healing all of that annoying condition damage. So my normal line up vs. Alchs is: Kicking: Furnace Cpt (kicking model), Farris (for quick foot), Hearth, vCinder, Cast, Bolt/Alloy OR Furnace Cpt, Anvil, Hearth, vCinder, Cast, Sledge Receiving: Furnace Cpt, Burnish, Hearth, vCinder, Cast, Alloy
  6. Rugi


    I think this idea of using Farris is the best one so far! I will definitely give it a go next game I receive.
  7. Rugi

    Season 4 Discussion

    I agree that as Captain she has a lot more viable play than she did before. But until the legendary turn happens or she is not selected as the captain, she got slightly worse in my eyes. A potentially strong combination I see could be to muster a strong fighting team that can make some take outs and survive the first two turns and then quickly snap two goals on her legendary turn (assuming the positioning is great and the opponent can't kill the ball efficiently).
  8. Rugi

    Season 4 Discussion

    What I am not happy about: - removal of fire forged I used this trait the entire time to great effect. However the addition of a MP for the first round makes this better. - Alloy loosing its free 2" reach. I get it. But still... You know - Burnish causes only 2 DMG with his AOE. Why didn't the range of his character play just stay at 6" so it would be in line with every other Fire blast AOE??? - Farris loosing her legendary push = ball scatter and Impact. Yeah, her playbook got better but not by enough. In my eyes she actually got worse, but time will tell I guess. What I am happy about: - To be able to play Sledge and Anvil again. - Iron becoming a 3+/2 (3+/3 inside Sentinel aura). I mean, was this really necessary? - And finally Cast: BL**DY F**ING S**T!!! I used to play her the entire time as she was in S3 and absolutely loved her. Now she is just insane! +2/1 move, lover GB result, dodge on a 1, swift strikes is now a 2" dodge and she is now a natural 4+/1, while retaining all the nice, juicy, beautiful damage results and buffs. Whoooooooooooooooooooooooo yeah!!!!
  9. I think we do want to have a master goalkeeper as long as it is not influence hungry. One of the bigger problmes with the blacksmiths is the small influence pool which is entirely necessary for scoring setting up kills and scoring goals. A completely classic goal keeper such Compound or especially Tenderiser is therefor exactly what I am wishing for in blacksmiths. Sit back, give your influence to others and eat up opponent's clock as they precisely measure every move to avoid being countercharged.
  10. Rugi

    Anvil & Sledge S4 Anticipation

    I found that Iron, Cast and vCinder hit that MOM7, wrap and just average out a lot higher damage than Sledge. Maybe he makes slightly more damage on the first swing, but he can't really take out a target with 3 INF. Iron with TAC6 has MOM2 on 2, MOM4 on 4. Cast with TAC5 has MOM2 on 2 and MOM3 on 4 (+1 DMG for Burning which is actually quite often there), while Sledge has TAC 5 and MOM2 only on column 3. So I am eagerly expecting the new Anvil & Sledge to put them back on the table after almost 8 months.
  11. Rugi

    Anvil & Sledge S4 Anticipation

    2" reach on anvil, sledge INF cap at 4 and 6 long playbook
  12. Rugi

    Blacksmith Player Summaries

    GB is not a playbook damage result, so you would rather take MOM 2 on the charge to make the extra 3 DMG sweeping charge. It is also once per turn and you might want to save the spear throw for another target.
  13. Rugi

    Blitz format idea

    Why Max INF? Allocating influence is normally a very quick step.
  14. Depends on terrain really. If there is a nice obstacle for Alloy to use so Corsair can't pul him. Hearth can then pay for his 2" reach and instructions, leaving him to choose between anatomical and +1 kick. This way you even have a 65% chance of getting the ball of corsair and double dodging away with an influence to spare to shoot on goal (unless he Def stances, in that case it's only 25% to pull it off). If there is no such terrain, I've had success using Cap Furnace as the kick off model as he doesn't really care about being outnumbered (one at a time lads), has a 2" reach and is good at dealing out some damage and generating momentum. Because of all this, he is actually quite dangerous to even be pulled in by Corsair. With 5 INF he can push Corsair out of his way, steal the ball if near, generate some damage and momentum and score a goal. There is also a very small chance he even gets taken out by Corsair and Gutter before getting his activation if there is Burnish with 1 INF to sprint up and clear his KD from Corsair.
  15. Since Furnace aparently died, it is only fair that the only fire oriented master left becomes he tutor