Jump to content

Search the Community

Showing results for tags 'alchemists'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Calendars

  • United Kingdom
  • United States
  • Europe
  • Canada
  • Australia
  • Rest of World

Forums

  • Steamforged Games Forums
    • New Members & Introductions
    • Steamforged Previews
    • The Display Cabinet
    • Trading Post
  • Dark Souls
    • Dark Souls Discussion
    • Dark Souls - The Board Game Rules Questions
    • Dark Souls - The Card Game
  • Guild Ball
    • Guild Ball Discussion
    • Guild Team Discussion
    • Training Ground
    • Guild Ball Events
    • Guild Ball Rules Clarifications
    • Tales of Infamy
    • Vassal Module
    • Community Event Archive
  • Resident Evil 2
    • Resident Evil 2 Discussion
  • Painting & Hobby
  • Releases & Announcements
  • Feedback & Questions
    • Technical Support
  • Closed Topics

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


Yahoo


Jabber


Skype


Location


Interests

Found 155 results

  1. Hello all! As many others, I've jumped into Guild ball coming from a bunch of other games. (GW, Confrontation, PP) Being more into the conversions than into painting, I've gone all in on resin models, as being able to completely reshape a miniature with just a sharp blade and some hot water is really nice. I really like the arts for all the Butchers, but I'm not too fond the overly dynamic models for some of them. Brining out the butcher's knife, this is how I started after a couple of nights. Shank, Boar, Tenderiser, Boiler Fillet and Gutter (0% Gutter, based on parts from Fillet and Meathook) Brisket, with legs from Angel First finished Butchers line-up: Circus Alchemists:
  2. Considering the timing, I would have to assume that vKatalyst always inflicts 1 extra point of damage to his opponent following a succesful attack where he caused damage? At Step 3.5 of the attack sequence he inflicts damage, thus also triggering Venomous Strike and thus causing the opponent to suffer the poison condition. Then at step 4 Burst of Fumes triggers; since the enemy Kat just attacked now has poison, said ennemy suffers 1 more point of damage. I assume this is correct?
  3. TheKing

    New to Alchemists

    Hi everyone! First off, I'm super impressed with the level of creativity and overal quality of painting on these forums! I just started Guild Ball (had my eye on it for quite a while, but never got around to it), I have two whole games under my belt! But since it's always better to play painted, I already have my entire Alchemists Guild done. Just thought I'd upload a few images to see what you guys think - constructive criticism is always welcome! Without further ado: My Alchemists: The Captains: The mascots (and a my ball, which ofcourse is in the process of turning to gold): Mercury and both Calculusssess.. Calculi? Calcullesusesses... You know what I mean: Crucible, Vitriol and Venin: Katalyst and Compound: And last, but not least - Veteran Katalyst: Let me know what you guys think! Cheers!
  4. Sharky

    Midas vs brewers

    Hey there I've got a battle against a brewer player tonight, that the last time I took smoke against and I was nearly ready to rip my hair out, from the amount of conditions removal that occurred. So what do I take in a all alchemist team using midas instead?
  5. So, here's my efforts. I'm much more proud of the Mason's, I don't think the Union turned out quite so well.
  6. the goose09

    H: Hunters - W: Trades

    Have - full hunters team, including vet minx. Partially painted with s2 tokens and dice. Want - Alchemists, union or resin morts, with tokens and dice located in the great state of TN. We can work out shipping.
  7. Hi there, in this thread I'd like to post collections of photos of Guild Ball figures I painted over the years. Which means we're hopping back to (late) 2015 for starters, but it won't be long until we're up to date! First two teams I painted were Butchers and Morticians (naturally): On I went to do some Fishermen! Shortly thereafter I also painted Captain: Thanks for having a look, hope you like the minis and stay tuned for more!
  8. So I have played a few different teams never being truly happy . I am looking to devote my time and energy into alchemists. I predominantly play against Morticians, engineers, masons and blacksmiths ...in that order Wondered what would be suggested to go against these teams. Or any things I should be prepared for /not take into these teams. I like Midas but have yet to make him click. I love Katalyst either version Vitriol never seems to pay off for me but that could be cause I am using midas poorly.
  9. Zozo

    Advices to an event

    Dear fellow guild members! In my local meta there will be a one day event on next saturday. There will be upper and lower side, and i'm in the lower. The other players will bring alchemists, brewers, blacksmiths and union. My questions are the following. 1. Against these guilds, wich captain would be the better choice? I think the gamers would bring these captains: Union: Rage Brewers: Tapper Blacksmith: Ferrite or Burnace Alchemist: I think it will be Smoke. 2. What tactics I choose in these games? 3. What squaddies will be the core of my team each games? I know, this is so theoretical, but I would really appreciate any advice, ideas or help
  10. The forums got replaced and I've taken it as an opportunity to combine all my individual guild threads into a single melting pot of wonderful Guild Ball delights. This thread has caused me muchos troublos as how best to structure it, I've got the choice of chronological or alphabetical structuring both of which would fit wonderfully into my mildly ODC (it's alphabetical see!) ways. Anyway wittering aside I'm going alphabetical. Alchemists: Butchers Engineers Union I do actually have all the S1 union painted up but for some reason have never pictured them together, I must try and remedy this!
  11. Hi, First post. Ok, starting out. I'm very new, and GB is fairly new to my area. I play Alchemists. When using Calculus/Mercury. Does the AoE effect need to do damage to apply burning? Or can I wiff the damage roll and still apply the burn? Also, I have read pretty much everywhere to activate Smoke last to spread the AoE's. But isn't that pointless? As the Ongoing effect of the AoE is only applied if a model ends their movement in it or moves through it. Is the a specific ruling, where when Smoke moves the AoE, he 'moves' the enemy model into it? Any clarification would be much appreciated. I've now played two games with 0 conditions up due to this. Thanks.
  12. Forum! Run the Length is back and it is a brand new year. We are kicking things off with my last Alchemists game (for a while at least.) This episode has everything there is action, there are goals, there is new OPD. And best of all the longshanks is guest starring! Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov Follow Sam on Twitter: RedSamNotBlue https://twitter.com/RedSamNotBlue Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ The Longshanks.org
  13. Bimarck1000

    How do i play Smoke well?

    I'm trying to figure out how to play smoke effectively but it isnt going particularly well. It may just be that the playstyle of smoke's team does not click with me. It could also be that i don't actually know what im supposed to be aiming for with smoke. So i have a couple of high level questions about smoke in the current ruleset. -What is my overall gameplan here? Am i forming a cage and playing ranged combat? How many goals am i trying to score? -Whats my turn one gameplan on kicking or recieving? Should i be trying to hit opponents with circles for momentus inspiration or do i need to ensure no one gets into early melee combat? Union choices. I like mist because he fits my playstyle better (ie soccer midas) but then you need to run mercury to get fire circles. Just want some opinions on playing smoke as i either just end up playing her like an aggressive captain out of habit (which hasnt worked) or misplaying the control game. Thanks
  14. THE_DOJO_JAKE

    3 Goal Team

    Hello once again everyone. I wanted to pick your brain on experiences trying to win games with three goals instead of a standard 2-2. I could be wrong in this but I’ve found I’m having a hard time getting more than one takeout post Harry. Kat1 is usually good for one if I supplement Decimate but I can’t seem to get the second takeout before my opponent wrecks me. I’ve tried AG but they are too slow and take up way too much influence to be effective. I get condition damage can wear down a team as well but Smoke is awful at retrieving the ball so I prefer to use Midas in most games. Is anyone using a lineup with Mist? Thinking that a potential lineup of Midas Naja Vitriol Mist Venin and Compound could be great for 3/0 games but not sure if they can survive long enough. Also worried that Harry is too good of a control piece against Tapper, Blacksmiths, Ox, Farmers, Masons to not include. Any opinions would be most welcome!
  15. Can the anatomical precision be declared when making a counter attack. Is making a counter attack declaring am attack.
  16. Forum, Episode 13 of Run the Length is up! In this episode, I finally take on the dreaded Corsair! The very matchup I complain about on Strictly the Worst. I hope you guys enjoy! This is the thirteenth episode of Run the Length a gameplay commentary series for guild ball. Join me as I break down an Alchemists vs Fisherman game against Pat Van Value explaining my thoughts and decisions as I played this match. Pat is known for seeking value not only in guild ball but in all aspects of life. He also Co-Hosts a podcast with me Strictly the Worst Guild Ball Podcast. Skip the Draft: 3:14 Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ How to play my Smoke list: http://forums.steamforged.com/topic/38884-how-do-i-play-smoke-well/
  17. My second game on the Stadium, this time Masons vs Alchemists. Masons: Hammer, Mallet, Tower, vHarmony, Brick, Marbles Alchemists: Smoke, Calculus, vKatalyst, Compound, Venin, Naja My kick off was guite good, so the Alchemists didn't pick the ball. Hammer did it and smashed Venin, as he was passing by. Vening died in the beginning of turn 2. Hammer then used Hammer Time! and scored a goal. With Knee Slider and Tactical Flexibility he went back to his ranks and I had a solid turn coming. Fortunately for me, Calculus kept missing with Blind. Later that turn Tower killed vKat and Hammer scored again. 12:0 for me, yay!
  18. Nate_Dogg

    Shark vs Smoke game 2

    Since the first game only took 10 minutes, we played a rematch with the same lineups. Fishermen - Shark, Tentacles, Sakana, Greyscales, Angel, Hag Alchemists - Smoke, Flask, Calculus, Mercury, Mist, Vitriol This was a really good game, with a lot of back and forth scoring, and stealing the ball. Mist scored a goal early on in turn 1. Shark played Super Fan and was able to sprint 9" and dodge 6" from tidal surge with the Guild Identity card, and then kick from 8" to counter score. In turn 2, the ball was thrown back to Vitriol, who got it to Mist and scored a snap shot goal. The ball got thrown in to greyscales, who got some momentum, jogged and dodged 4" to shoot a tap in goal. I didn't bonus time it and Greyscales missed the tap in. Shark went to pick up the ball, legendaried so Calculus would have a hard time moving, and Shark scored the tap in goal. Thrown back into Calculus, who was able to pass it and it scatter right to Mist. Start of turn 3, Angel jogged and attacked Mist, and didn't hit any 5's, Mist rolled 2 6's on the counter attack and dodged out of melee. Mist then went and scored a tap in for the win. If I had just been able to get that 1 hit tackle with Angel, I could have super shot and passed 10" to Greyscales and gone for my own snap shot for the win. Cool game, very fun when both teams go entirely for the ball and no take outs.
  19. Played against my roommate going for an all out ball game. Played with new deploy and GiC. This was the shortest game of guild ball ever. Fishermen kicked off and scored 3 goals in 3 activations! Fishermen - Shark, Tentacles, Angel, Greyscales, Sakana, Hag GiC - extra 2" dodge once per turn Alchemists - Smoke, Flask, Calculus, Mercury, Vitriol, Mist GiC - extra condition damage Turn 1 - Shark kicked off near the edge, ending in fast ground. Sakana and Greyscales deployed up front. Calculus got the ball, and tried to blind Shark, which missed. With no other option of somewhere to put the ball fearing Shark, she kicked the ball of the edge to hope for a lucky scatter. Unluckily, it went 5 inches toward alchemist goal. Shark sprinted 11" off the fast ground, then dodged 4" with tidal surge, and legendary played to hit 4 enemy players. Then shot a 4 dice goal and made it. the ball was thrown in, and Mercury missed the pass to Vitriol. Greyscales dodged and jogged around to grab the ball and passed it to Shark, who then made a snapshot goal. The ball was thrown back in and passed to Vitriol again, this time she got it, and kept the momentum. Sakana went and dropped smoke and charged Vitriol, getting 6 5+'s and wrapping. Then passed to Shark who scored another snap shot!
  20. Played Alchemists vs. Farmers Alchemists: Watch the World Burn, Smoke (C), Flask (M), Calculus, Katalyst (Vet.), Mercury, Vitriol Farmers: Eat Hearty, Thresher (C), Buckwheat (M), Harrow, Jackstraw, Millstone, Tater Starting Setup The Start of turn 2. Starting with Vet. Katalyst Tater knocks down Vet Katalyst after healing 16 Hp. The start of turn 3 [Hint: It's bad for Smoke :( ] The end of the game with a Vet. Kat. Witness on Millstone A close call to be honest even though Vet. Kat. kill Harrow and Millstone with a Witness and Vitriol scoring a goal. If it had ended even one activation later Tater would have finished Virtiol (3 Hp) with a charge on a surrounded Mercury scoring 4 points and Thesher could have scoreded a goal next. Good Game :)
  21. Another 2nd round escalation league game between the Alchemists and Masons. Masons: Honour, Harmony, Flint, Marbles Alchemists: Midas, Vitriol, vKatalyst, Naja The Alchemists absolutely dominated this game, the Masons just couldn't contend against Katalyst. The win was completed by all take outs (Hidden agenda to win without scoring a goal) Alchemists won 8-2.
  22. Have at ye. Quality is low. So is the cost. #content
  23. GuildBallGamer

    I took Vet Kat!!

    So my last game I sat there wondering why Compound was on the pitch and Vet Kat was in my bag! So last night Chris offered me a rematch and used the starter Blacksmiths 6 and I used Smoke, Naja, Calculus, Mercury, Venin and of course Vet Kat. I had to kick to Chris so I chose to use Naja so that I could threaten the ball straight away. I was then able to use Naja as a road block for Chris during turn 1. I did lose Naja to Iron but I peppered Chris' lines with poison and fire and also sent Venin up to the half-way line to be a secondary road block. Naja died to burning in the maintenance phase and I lost the roll off for turn 2. Score 0-1. Turn 2, due to Chris wanting the first turn saw the Smiths quite weak (we GIC'd and he took tough as nails and I let the world burn). Chris nailed Venin to go 0-3 and I hammered his line again (he had most of his models up the the half way line) and retreated back to my goal. I blinded Ferrite to stop her scoring or moving as well and Chris let Iron exposed to be charged by Kat. He stormed in, killed Iron and weakened Sledge and witnessed to go 4-5 and Smoke then legendaried to take Sledge to 2hp. This meant in the maintenance phase Sledge died (6-5) and I had 7 momentum so went first. Turn 3 saw me not need to fluff some rolls with Kat and I could win first activation. He came back on and charged Ferrite. First hit he took 5hp off of her and 2 to a nearby Cinder who was on 4hp at the start of the turn. He witnessed and rolled, I scored exactly the hits needed to kill Ferrite and Cinder to for 6VPs and win the game! What I learned: Keep V Kat back, he's so threatening that he makes strikers worry, especially with the condition damage you do. I tried to play clever to just keep hitting the Blacksmiths from range, it worked but it's such a strange concept for me! I really enjoyed it, although Chris didn't Go Harriet the Hat!
  24. Smoke led a more physical roster against the blacksmith guild. Katalyst was chosen for Kickoff and a nice little breeze brought the ball to the far left side of the pitch. After some slow positioning Furnace charged Katalyst for eraly momentum, but he did not consider the backswing of old Kat. Avarisse and Greede teamed up with Kat and crushed poor Furnace. While Ferrit was slowly approaching the goal from the flank, the other blacksmiths struggled to withstand the pressure from the alchemists. Sledge was sperated from his Master and got beaten up real quick. Anvil could do nothing about it and was bullied himself by A&G. When Ferrit was finally able to score a goal, the game seemed dire already. Smoke made a quick return goal and the blacksmith conceded to the dominant alchemists.
  25. Smoke Naja Vet Katalyst Calculus Compound Harry the Hat Vs Esters Scum Mash Friday Spigot Pintpot Smoke kicked off and Spigot picked up the ball before passing to Friday on the brewers right flank. Friday and Scum shot down the side of the pitch heading for the goal after the cat received a pass from its teammate. Compound tried valiantly to get in the path of the goal threat with his rush keeper and horrific odour but with some impressive dodging from the mangy moggy a cat goal was scored Meanwhile in the middle of the pitch a fight started between Harry and Pintpot with Naja in support. Harry and Pintpot took chunks out of eachother before Harry shot off to help out Vkat against esters and Spigot who he was gradually chewing away at with several blows and intensifies. Smoke began to work her way up the pitch only to be tackled and howzat'd by Mash into a patch of rough ground. This led to a 2nd Brewer goal by Friday. The ball was kicked out and landed right next to Smoke who used momentum to clear the knock down condition (after Harry clobbered Pintpot some more and took a hit himself to raise momentum) before cloudjumping away and sprinting off to tap in a goal. The ball was kicked out to Spigot who ran away from Vkat down the same flank as Friday before passing the ball to her who then tapped it on to scum for a second cat goal of the game ending 12-4 to the brewers. Moral of this story- don't get stuck in a brawl with brewers and always kill the cat!
×