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Found 13 results

  1. Kueller

    My Fishermen :)

    Siren Angel Shark
  2. ObviouslyDexter

    Where does vSiren fit in?

    Hey guys! As a new fish player I have all of the fishermen except for vSiren. I haven't heard anything really good about her post update. I feel like she got robbed of her role in a scrum with corsair. I realise her "dread gaze" is a good ability. But if you're playing into a team where it would be relevant (against another team that wants to smack you) wouldn't it just be easier to just shark it up? So with regards to corsair: I feel like vSiren just doesn't bring enough to the table. Where do you guys fit her into your matchups? Do you feel like she brings enough to the team to justify taking? Thanks in advance!
  3. IHatethePuppy

    Player Choices into Fish

    I play a lot of games into corsair fish, like a silly amount and I want to be able to better articulate the choices I make into the match up so I'm writing up this piece. Any amount of CC will be appreciated and I'll try to answer any questions to the best of my ability. FIshermen and their options- (Assuming the line up is shark,corsair,tentacles,gutter,greyscales,hag,jac,siren,vsiren,sakana) Shark- Shark is not the captain choice I believe any fishermen player would make in morticians he has a VERY linear game plan that is easy for us to disrupt with our control elements and very little way to switch it up efficiently. Silence Obulus and Casket combine to make him a very very sad boy. Corsair- The captain you'll see 90% of the time drag is very good at isolating our squishy models if you allow them to, and easy knock downs mean a combination of him and gutter will kill almost any of our models he can catch (besides casket) in one turn- and the combination of sturdy, close control, and tough hide make him extremely annoying to interact with outside of character plays. Tentacles- In my opinion one of the strongest mascots in the game, the combination of close control and a 2/6 kick makes him great at holding the ball and giving it to who needs it when it's time for scoring. Blind is a great tool for corsair to have in his control tool kit. Gutter- I consider gutter one of obulus' worst nightmares she can catch him with her quick movement and can drag him in while beating up a model like casket or ghat that makes it easy for her to hit her drag. She'll be in every corsair line up you play against. Hag- A fantastic threat range extender and great at breaking up and re positioning scrums, my most common fish opponent has lately stopped using her against me- I'm pretty sure this is because fear doesnt work if the puppet is attacking her- making her a bit of an easy take out and momentum farm if she ever ends up invested in the scrum. Greyscales- A good striker that's hard to pin down- sometimes I see him sometimes I don't generally only taken if they feel like they need another striker after sakana. Jac- Goad, and his heroic are important control pieces- he's very good at breaking up a scrum and tough hide makes him relatively difficult to take out. The local fish player and myself see him as a good way to break away from being bogged down by casket. Siren- Another important control piece, beautiful makes it very hard for us puppet master her without giving away obulus- lure in conjuction with drag can create positioning nightmares and seduced can strip the ball off of our models very easily. V Siren- Generally not as good into us as Siren 1 but dread gaze can be very annoying when we're trying to hit things. Escape fate also makes her very difficult to take out. Sakana- An all around good striker that requires very little set up and has some nice defensive tech with poised. He's like a mini shark. They'll take him almost any game for the two inch reach, the weak point, and the goal pressure he can provide. Keep an eye out for poor positioning of him though, because he can make a very juicy puppet master target if he's starting the move in cover. Morticians My line up (post rats) Obulus, Scalpel, Dirge, Graves, Casket, SIlence, Ghast, Skulk, Pelage, Brainpan and memory Scalpel- Lets get her out of the way. I have her in my roster solely for kicking off against blacksmiths. She's a really fun model and isn't really terrible into alot of stuff just generally worse than obulus. That being said The only game into corsair I have tried with her was lost 10-12 so maybe there's merit I haven't seen. Oblulus- Good ol' obby. This is the sort of match up where early you want to use puppet master to set up a nicely positioned scrum early then have him stay on the fringes of it and go for goal runs when the opportunity is there, using puppet master to strip the ball off of corsair or tentacles is a great way to get around close control. Rigor mortis in this match up is generally best used when it'll swing an important momentum race or when you need to heal several models in one activation and can't do so other wise. Dirge- The little guy's stock has gone down since sic 'em has gone away but he's still miles better than vileswarm. Use him to block drag lanes and provide crowd outs/gang ups. Graves- I never leave home without the good doctor 2" reach, a decent playbook for stripping the ball, beating down, or re positioning models, tooled up, he really does do almost everything in this match up he likes to poke around the scrum with his reach and tool up casket or memory for take outs. He can also take a few influence and turn it into some bleeds in the scrum which can go a long way against some fish models. Be on the look out for sweet spots for consistent scything blows. It won't happen often but when it does it's super value. Casket- The other model I play in every match up- he is a fantastic tar pit being near unkillable for alot of factions. Heavy burdening an out of position corsair can be back breaking and his rough ground can be a super annoying momentum tax if the scrum is positioned poorly for them. Trying to casket time some one (if possible gutter) is of course very strong and a tooled up casket or memory last activation followed up by a first activation casket will do it to most models in fish. Casket timing corsair is honestly not very realistic but I have done it once (and yes it feels very good :p) SIlence- I like Silence when kicking off. Kicking off with silence and keeping him 12 from corsair allows you to during your first activation fire blast directly in front of corsair then re position how you'd like to decrease corsairs turn one pressure. Corsair is a fantastic tucked/shut out target and as such I always allocate at least one to silence to threaten to do exactly that. Which can mess very hard with how the corsair player needs to do their activation. Just like in every match up hes an annoying control piece. Just be careful with his positioning because he can be an easy take out for them. When deciding who/when to tuck or shut out its important to note that ALOT of their killing potential is tied up in two activations in corsair and gutter. Ghast- Ghast takes silence's spot when receiving he's caskets Scrum buddy. 2" reach a knock down on two and fear are all things fish find pretty annoying. Jamming him and casket into a scrum properly can force the corsair player's game plan from a 1-4 to a 2-2 which is significantly more difficult to do against a team that has obulus messing around with where the ball is. Skulk- A goalie model would seem great into the "scoring" team however I don't like him into corsair. While horrific odour can mess with their goal runs and lightning reflexes can be a pain for greyscales he doesn't bring enough to the table to make it in this match up. Pelage- While she is a murderer that can realistically bust through corsair's tough hide while tooled up our goal isn't a lot of take outs in the match up, if they happen great but I prefer not to have a model in the list who commits entirely to that, so she doesn't provide enough for our game plan to validate a spot over other options. Brainpan and Memory- Brainpan and memory are fantastic in this match up- their flexibility really shines in it. memory can be used early to block drag lanes and is uniquely good at hunting down hag or greyscales while tooled up. Their unique way of movement and "One, Two!" Can also be used to help them escape scrums once they're done providing their crowd ups and gang ups to allow them to set up their goal runs. A memory parked in front the opponent's goal is a snap shot machine, with a 90% success rate with bonus time! These are my thoughts on fish relatively unedited thanks for the read and leave any CC! Thanks
  4. Can Bolt target Siren with the Knockdown portion of Shoemerang? Obviously, if he wants to use the first part (2 DMG) it would be using the 4" RNG stat of the character play, reduced by 5" to 0", so he can only hurt her with that by being base-to-base and rolling. However, does Beautiful affect the the second 4" measurement in the character play?
  5. A question came up about whether or not the cost is still payed when targeting siren directly with a character play that would be out of range due to beautiful. Play timing sequence step 1: The active model declares a character play against a target model within range and LOS and pays the relevant cost Beautiful: Enemy character plays directly targeting this model suffer [-5"] rng So the question mostly boils down to being unsure when the range reduction of beautiful takes place. Plays require the target to be in range, however beautiful requires a play to target Siren to take effect. So what happens? For instance an dirty knives or something is targetted at siren from the max distance of 6 inches. Is siren a legal target when the play is declared since beautiful requires the play to be targetted first. Meaning that the cost would need to be paid? Or is there a missing step in the rules / miswording of beautiful that would make it so plays can only target Siren after taking into account beautiful which would mean she is not a valid target from 6 inches and no cost would need to be paid? p.s. I know this is a nitpicky question.
  6. Hi Sorry if this has been asked or is obvious, but can you make a ranged character play which triggers off a playbook result vs a model which isn't the original charge target? I.e oSiren charges calculus, hits 4 times therefore 3 net hits after armour. This allows her to trigger seduced, however does this have to be targeted at calculus? Can it be targeted at other players within 6 of siren who might actually have the ball? Thanks in advance!
  7. Forum, Welcome to the fourth episode of Guild Ball Gotchas where I go through the biggest surprises and powerful combinations in Guild Ball and walk you through how to play around them. This episode we are covering the three abilities in the game that allow your opponents to take control of your models. Please Note: This was filmed before the July 2017 errata. Special thanks go out to Pat Vanvalzah, Zachary Poulos, and Alex Botts for assisting with this video. The GBG Logo was designed by Dano Amonette. His Instagram is https://www.instagram.com/deadpoolxanko/?hl=en Games were filmed at Grognard Games in Hoffman Estates. Their Website can be found here: http://grognardgames.com/ Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov
  8. pilgrim of bells

    Jac + Siren

    Siren lures and Jac pushes them off the pitch. Is that a strong strategy or am I being silly?
  9. Phlop Donkus

    Plain ol' Siren

    I am having a hard time getting the hang of Siren 1. It seems that every time I use her she gets ganged up on and killed quickly. I have tried playing her in my Shark teams, but I feel Vet Siren gets a lot more work done by dealing some damage, generating momentum, and being a decent goal threat. Just curious how everyone else plays Siren 1, maybe I can get some ideas.
  10. A 2 part question - 1) Does Beautiful's range reduction reduce to a minimum of range zero? 2) If a play has been reduced to range 0", can it be used on Siren if the model using it is base to base with her? I.e. Chaska is base to base with Siren. Can he use 'Boombox' (range 4") on her, or is he out of range?
  11. Work in progress of my Fishermen team - Jac is not painted yet. Krakens base is not finished either. Will upload more photos when I collect them.
  12. CaptainKindling

    Fisherman's Guild: Siren

    Okay, have to admit I'm not so proud of this one. Firstly I rushed her a little - the rest of the Fishermen I've spread out over a couple of nights to give them my full attention, but I just threw a load of paint onto Siren to get her finished for gaming on Saturday. And secondly I messed up the varnishing and sprayed it on too close, coating her overall with a faint white foggy layer. I get the feeling I'll end up buying another one at some point and putting a little more effort in, but for now at least I'm one model closer to the Fishermen being complete! Edit: Since uploading this pic I've just applied a couple of ink washes to her - she still doesn't look as good as she did pre-varnishing, but it's at least added a bit of colour back into some of the more dull areas And while I was setting her up for a photo I thought it'd be nice to get a shot of all of my Guild Ball stuff together So here they are...
  13. Hello, If Siren were to Seduce Boar and make him attack would: a) the Fishermen gain Momentum based of the attack and if the attack successfully caused damage could the Seduced Boar then make an additional attack on behalf of the Fishermen through Bezerk. I believe that both cases happen as the model becomes a friendly model and is the active model. However, my opponent disagreed. We checked the rule book and he believed that Bezerk wouldn't happen as it was during Boar's Activation and he wasn't being activated so Beserk wouldn't apply. I claimed that since he was the Active model he was being activated. What are your thoughts on this? GBHL Jamie
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