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Found 45 results

  1. Grenoir

    Grenoir's New Guilds

    Just finished a commission, painting the new Blacksmiths box, and decided I needed to get round to finding a new host for my images. So, below, are team shots for the newer teams not seen since Photobucket started charging loads, plus a few of my older team shots for prosperity Blacksmiths Farmers Hunters Happy to do commission work if anyone is interested - just drop me a PM
  2. Blacksmith Players! I released my Season 4 in 4 minutes today. I hope you guys enjoy it or at least find it useful. -Vincent Join me as I delve into each new guild and give you a 4 minute-ish rundown on whats new. This episode we are featuring the Blacksmiths Guild. Contribute to the channel on Patreon: https://www.patreon.com/TheCurkov Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ The GBG Logo was designed by Dano Amonette. His Instagram is https://www.instagram.com/deadpoolxanko/?hl=en
  3. Wild Rose

    Season 4 wish listing

    with season 4 on the horizon got me thinking of what I would like to see for Blacksmiths in season 4. first on my list is that master of the forge gives +1/+2 influence making the captain 4/5 inf. this would put the blacksmiths on the average amount of 13 influence whilst still keeping the master apprentice 3/3 and 1/4(3) split. whilst I don't think any of the player cards need changing I would like to split the masters legendary plays in two, one of which is captain only, instead of one combined one. I feel this will make things clearer to new plays and also opens up the possibility for some of the master only parts of the legendary plays to be heroic plays instead. what do you think of my list and what do you want to see in season 4 for blacksmiths?
  4. 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!
  5. Zozo

    vs Engineers

    Hey All! I really want to know what do you think are the best tactics against a Ballista, and Pin Vice lead Engineers teams?
  6. 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
  7. Just a quick rules query Iron for the blacksmiths heroic play try hard gives you -1 on your to make a shot rule while withinn 2 inches of the goal marker does this stack with a tap in to give you -2 cheers
  8. Forum! Episode 15 of RTL is out! I'm really excited about this episode for so many reasons new guilds, the world champ is guest starring, and the game is really close! The other reason I'm excited is that this was the first RTL that I edited with the new software that was paid for by my amazing backers over at Patreon and it includes some of the new graphical improvements that working with professional software brings. Let me know what you think of the changes. Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov My Patreon: https://www.patreon.com/TheCurkov Follow Alex on Twitter: @LeftSlothrop https://twitter.com/LeftSlothrop Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/

    Blacksmith tourny 10

    So I have been known to jump around guilds and finding new and challenging things to do. I have now set my sights on Blacksmiths. I enjoy playing competitively and would like several opinions on who you think should be left out and why. For me, I plan on leaving Anvil and Sledge at home for a few reasons. I really think the 2-2 or 3-0 game is the most optimal for BS's. Anvil and Sledge have only a few ways to help in the footballing aspect (While the iron, early tackle, long bomb pass) but, they are much more for the brawl. Furnace is picked (made captain?) when you are looking for a 2-2 game. Hearth and Alloy seem to make the team every time. Ferrite is typically captain for goal scoring abilities. Major toolbox that is hard to leave home Iron works well with her and has the same toolbox to work with. Cast over cinder if looking for a 2-2 game. Bolt and Farris look very interesting, "free" im open seems very useful after a free jog for positioning. Also shoemerang is a thing. All in all, a very difficult drafting selection and would love to hear what you lovely people think about selection and why you pick certain models. Cheers!
  10. That's right, you thought that there aren't enough Scottish events on the calendar already this year? Well, here's one more and this one is going to be hard core METAL! Hub Ball 4; The Hearthwarming - Saturday 17th Feb, Games Hub Edinburgh This will be a 16-man tournament to celebrate the launch of the new Blacksmiths box. The tournament will follow the OPD structure, with the only amendment being that we require fully painted teams UNLESS you are using the brand new Blacksmiths. The painting standard in Scotland is without par and we are bringing out our best painters for this one. Expect some impressive paint jobs - follow more details on Twitter (@kingpash). Full up-to-date event details are on facebook: https://www.facebook.com/events/1999486763657482/ The event is also live on Longshanks: http://longshanks.org/events/?event=754 Looking forward to seeing you guys there!
  11. For our first episode of 2018 Lance and Dan break from thier normal news-reporting habits and get into the nitty gritty of Blacksmiths. Lance has been known to dabble in these waters and Dan has lost to his brother's Blacksmiths before so they are both experts. Come listen to thier expert opinons and they'll tell you why the midwest is right and why the UK is wrong. Oh, and if you like this podcast please take a moment to leave a review on iTunes, it really helps a lot with visibility. http://midwestwargaming.com/podcast/pitch-ep-8/
  12. Hi all, Wanted to share one of the kicking strategies I have been using with my blacksmiths that I have found to be quite effective. It is a very aggressive, explosive style of play. Note, I'm not claiming that I am necessarily the first to think of this - it's pretty straightforward - but I think it is good and worth sharing! My go to lineup for this has been: Ferrite (c), Iron, Hearth, Alloy, Furnace, Cast. That doesn't mean it couldn't work with some changes. The key models are Ferrite as captain, iron, hearth, and alloy. The last two spots are more flexible. The general setup is as follows: Alloy kicking. Hearth next to Alloy. Furnace nearby iron. Iron next. Ferrite on the wing, but still relatively close to the center. Ideally you want Ferrite within 6" of as many models on your team as possible - certainly Alloy, Iron at minimum. On the other side of alloy, hearth and cast (or cinder). Alloy advances and kicks - no specific goals with the kickoff, do whatever kind of kick seems the best - make sure alloy is within 6" of hearth at the end of his kick off advance. Allocation - 4 on Alloy and Iron, 2 on hearth, 1 on furnace. Last influence is flexible - can put it on hearth or ferrite. First activation - Ferrite legendaries, advances, Get Over Here on Iron to position him up to 6" forward. If she has 1 on her, she can acrobatics towards the wing a bit to spread out for positioning for later turns. Next activations hearth buffs iron with 2" melee, instructs either iron or alloy depending on board state, advances 6"(should be within legendary). Furnace tools up iron, advances to within 1" of either Iron or Alloy if either of them is threatened by an opponents' model (for sentinel - obviously not needed vs. a ranged gunline team). Last 2 activations you send Alloy and Iron zooming across the board. Order depends on board state. If your opponent kills the ball from Alloy, but also makes it so they can't score that turn, then you can send in Alloy to get dirty knives off, do some damage and generate momentum. If they keep it live for them to score, you can hold alloy back last activation as basically a guaranteed snapback goal. Tooled up, 2" melee Iron threatens 10" before impetus from the up to 6" he already dodged up previously. You can either use Impetus to get him into someone holding the ball and go for the goal, or pick a vulnerable target and try to take them out or generate a bunch of damage and momentum to carry you into turn 2. Tooled up Iron is pretty likely to do around 11-12 damage vs. a 4/1 model, and really starts to excel against 3/1 or other lower defensive stat combinations. The ideal outcome of this first turn setup is a goal and getting a takeout ready for top of 2. However, even in the worst case you should be able to position aggressively, generate a bunch of momentum, get damage out, and threaten the ball. The best part is that both Iron (through Ferrite) and Alloy have built in yo-yo mechanics - you can pull Iron out turn 2 if he is getting into a bad position either before or after he activates, and alloy naturally is bouncing in, out, and around the scrum with back to the shadows.
  13. Apologies if this has been asked here. Do the legendary plays for blacksmiths last the whole turn or the particular characters activation. My assumption is that they last the turn, given that they are an aura that may have an additional effect that lasts outside their activation if they are captain. It came up in my first ever match with them today where Hearth having 3" melee for the turn mattered a lot (she was not captain). We looked at two examples that I had on hand, Ox and Fillet, none of the wording indicated length of time other than that one is a pulse (immediate) and the other is an aura (lasting). Does that seem right to you guys?
  14. Good evening everybody, just jumped on the hype train that is the Blacksmith's guild. Loving the sculpts and mechanisms. However, I also somewhat love the lore of this game. Is there any piece(s) of lore/fluff regarding the Blacksmiths available yet? I glanced through the Season books and obviously found none. I also can't find anything on SFGs main site. I just found that some people commented on Blacksmith fluff in this sub-forum and was curious as to where the information came from. :-) Thank you for your time and have a nice evening!
  15. Zirenius

    Basing ideas?

    Dear all, what are your ideas on re-basing the Blacksmiths? I checked both this Subforum and the Showcase for related topics and could not find any. I hope that this is now in the right sub-forum, as it is Blacksmiths-related and I do not want to showcase anything yet. I only just got my Blacksmiths and think that they deserve more than they come with in terms of bases. Have a nice day, Sebastian
  16. Is it just me, or is the sixth new blacksmith player pictured in the latest blog entry actually flying? http://steamforged.com/sfg-news-blog/steamcon-swag-box A step up from a horse!
  17. Pending Forum Suspension

    Help Me Craft A Champion

    Ok guys. I haven't gotten to play much against the blacksmiths and have yet to play as them. I'm bringing a new player into the fold this evening and he is really excited about the plastic and like the sculpts of the smiths. He also digs not having a mascot and no assembly (stealing him from magic.) Smiths are strong which I dig because he won't be fighting an uphill battle. The team also lacks a bunch of "make or break" triggers which is nice since there won't be much to remember (unpredictable, shadowlike, clone, etc.) I know how the team works. I know what the models do. I can help formulate a strategy for the team. What I don't know is what you miss. What triggers are clutch. What is easy to forget. What are some quick 1-2's to shine a light on and focus on. Was this anyone's first guild and if so what have you struggled with? I haven't worried about the ins and outs on them as they haven't been anything that my locals have had on their radars until now. To make it a single question; What are the struggles of playing the blacksmiths? (Don't need a list of bad match ups) Thanks in advance all.
  18. I forgot to take pictures of this game because I was using my phone as a clock This game was for a local league, which has secret missions each player is trying to achieve, in addition to victory points. And we play with the new deploy rules and GiC . Stave was really good against Blacksmiths! My missions - have 3 enemy players KD at once, kill each Master once, Get a double wrap Brewers - Tapper, Quaff, Hooper, Spigot, Friday, Stave GiC - 4 heal, remove KD for free once per turn Blacksmiths - Anvil (captain), sledge, ferrite, iron, furnace, cinder (boxed set # 1) GiC - 5 heal, once per turn, gain +1 arm after getting KD Turn 1 - Stave kicked off, with Quaff and Hooper up front, tapper on the kick off line, and spigot and friday in the back. Anvil and Sledge deployed on the wing, Sledge went and KD Tapper and did a lot of damage. Quaff second wind on Tapper, thinking he could go in and grab the ball and run out. Stave hit Anvil and Sledge with a barrel toss, sending sledge toward my team, and anvil away near the edge. Tapper went and KD cinder, got the ball and ran back a little. The ball got tackled off of tapper and sent back to ferrite. Spigot tooled up Hooper, Friday jogged up, and Hooper attacked Sledge, in commanding aura, so +3 damage. Easily killed Sledge and went up on momentum. Score 2 - 0 Turn 2 - Tapper went first and jogged to engage Furnace and Cinder, KD both of them and scatter the ball back towards blacksmiths goal. Furnace attacked Tapper and KD him. Stave jogged up and threw a barrel at Anvil, who was within 4" of the edge from last turn. The barrel pushed him off the pitch. Hooper and Spigot attacked Ferrite and killed her. Friday attacked and poisoned Furnace. Iron got the ball and sprinted up to take a shot, rolled snake eyes (my opponent rolled badly all game it really sucked). Score 6 - 0 Turn 3 - Tapper and Hooper killed Cinder. Quaff sic em charged sledge and got 3 momentum and 5" push, he actually was in commanding aura and could have done 6 damage to kill Sledge, but i forgot about that. Furnace got momentum, and Iron went and got the ball from its scatter and scored. Friday and Spigot killed Furnace. Score 10 - 4 Turn 4 - Tapper set up Ferrite to get taken out again, and Spigot finished the job, ending the game with 6 kills. All secret missions complete!
  19. 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.

    Die Obulus Die

    Dudes. Has anyone played a a game against Obulus yet. I'm posting this post Hearth and after a just announced Burnish but I have played the OG six several times against him and it is insanity. Currently only Ferrite can make a pure goal run on the Morts but after that I've got nothing. Low Def and solid kick stats allow him to essentially bully the entire team into a corner in fear of losing the ball. That being said, I know new tools have released such as Hearth's three inch melee and two inch natural as well as her legendary, Also, Burnish can pay to ignore Puppet Master (assuming good ol Ohs hasn't used that Legendary yet). Just curious as if anyone else has had fun yet trying to solve this problem? Looking forward to hearing from you guys.
  21. GuildBallGamer

    Blacksmiths helping the Morticians

    So Paul travelled all the way from Dudley to play me vs my Blacksmiths. I've decided the Blacksmiths have been employed by the Morts to help wrestle control of Hemlocke from the Hunter through her affiliation with the Brewers. A great game using some proxies of Alloy and Hearth who are immense! The Brewers got the ball after a Stave barrel-lob caused Ferrite to lose it but Iron soon battered Esters to take the ball back and take a 2 dice tap in which he scored. He sat there later for a second tap-in snapshot after a pass from Ferrite to make the game 8-0. The Brewers suffered under the armour of the Blacksmiths and Esters fell to combined hits from Iron (getting that sweet 7mom dmg hit) and Furnace to make it 10-0. Finally Iron saw Greede exposed and careered into him and spiked 4 hits to do 5mom dmg (tooled up) and then win the game on the next hit 12-0. Great opponent and the Blacksmiths grabbed hold of Hemlocke for the Morts.
  22. Scalpel's Morticians face the venerable Blacksmiths for a swift victory (12 - 4) to advance the Engineers new signing. Bonesaw dances across the Pitch at the beginning of the game shoving the Blacksmiths players out of his way to Score a Goal. Scalpel takes out Furnace, skips passed Ferrite to pull In Cinder to grab the ball for a Tap In Goal and soon afterwards Graves get her the ball back for her to finish the Game.
  23. Last night, I deployed my brand new Blacksmiths against John who was playing Veteran Rage, Strongbox, Fangtooth, Avarisse and Greede, Minx and Mist. game started positively as the Blacksmiths janked there way up the field, Avarisse got a 7 damage smack in the teeth from Sledge but then Rage decided enough was enough and all hell broke loose. Ferrite clinched a quick goal just after Sledge fell to his furiousness and then soon after, Avarisse and Greede sent Ferrite to the apothecaries along with iron. Mist countered with another goal and things were looking bleak! Iron returned and was looking like he might be able to get back up for another goal but Rage spotted a weakened Cinder and that was all she wrote! Sad times but good that Gutter is coming home to the Butchers! The wall started out well!! Avarisse and Greede say... 'Get in the bin!' Mist says... 'I got this' Blacksmiths cry in their cornflakes...
  24. This a game from last night, played against my friend who took the blacksmiths. His captain was ferrite and my line up was Captain Ox, princess, vbrisket, boiler, meat hook, and shank. I once again kick off, our cards were Mine: sic em, man marking, and from the wing. His: field dressing, who are ya, and the free dodge for scoring vbrisket kicks off and ball lands close to where I wanted it to go, trying to keep it away from cinders kill the ball ability and its close enough that shank can get to it. after the kick is good. end of turn 1. Man this was a struggle, his first activation was to tool up sledge with furnace and march furnace into the middle and drop his AOE. Shank then where they go, sprint, snap the ball and manages to make a perfect kick into my side of the field close enough for meat hook to pick up and pass to ox. Shank then gets cornered by sledge and anvil and gets beaten to a pulp with only 4 boxes left. Boiler and the dog move up and put swift stance on vbrisket, my opponent then figures out what im gonna try and do and has cinder get close to furnace and put a shot into vbrisket dealing 1 damage and sets her on fire. Ox moves up to vbrisket and puts +1 arm on her then passes her the ball and has her dodge 4 to get closer to the goal. My opponent then has ferrite move into position where the only path that vbrisket has is by going through middle of her and cinder. vbrisket activates and sprints to get close enough to goal but I'm being crowded out by ferrite and cinder and I only have 1 mom to use for the goal kick and I manage to score on 1 dice, she then dodges 4 to get away from them. Score is 4-0 beginning of turn three. Turn 2 saw shank get bodied by anvil then sledge charging vbrisket who has "who are ya" and he has pile driver managers to do 14 in two hits. taking her out. I mob up on furnace with Ox popping his legendary, then boiler and the dog take him out. ferrite has the ball and her and iron go to the right flank. Top turn three I bring in shank and vbrisket to the right flank he brings furnace back on to the left. Score is 6-4 Forgot to take a pic for the end of turn three but it basically went like this: Anvil and sledge gang up on meat hook but don't do enough damage, Ox, and meat hook take out sledge. Shank steals the ball from ferrite using wingback, then doing where they go and trying to make a goal but I'm like 2-3 inches too far so the ball scatters close to the goal. Cinder kills the dog then does kill the ball and has it shoot back into the right flank landing next to iron and he snaps it. vbrisket then activates charges iron and gets mom balls gone and passes to Shank iron counters and knocks her down, she does quick time and dodges away and takes a breather. Iron charges shank but is unable to kill him then ferrite charges shank kills him but is unable to pick up the ball, she positions herself where she can protect the free ball, Boiler charges ferrite snaps the ball deals a 3 points of damage, she misses her counter, and Boiler tries to go for a goal but with only 1 die and the TN being 5+ is unable to score and the ball lands in front of the goal. Score is now 8-7 Turn 4: things are really heating up a huge brawl is forming on the right flank and I manage to get the first activation. Ox leaves meat hook to deal with anvil and charges ferrite I wrap by two and get a Knockdown and they aint tough. Then Ox beats ferrite up but doesn't have enough to finish her off. ferrite activates does come on iron and has iron gang up on boiler then ferrite proceeds to put every single debuff she has on boiler. Boiler has : hobble, weak point, and disarm. But I throw a fast one and I have vbrisket activate and charge ferrite and brisket proceeds to destroy her and taking her out. Sledge, iron, and cinder (who has the ball now) decide that they've had enough of boiler and all three put him him down. Shank gets into the brawl and puts mild damage on iron. The score is 10-9 Last turn: boiler comes back into the pitch to threaten anvil, and with man marking and vbriskets early game score I have 17 influence this turn but I lose the first activation and I nearly lose because of it. Sledge goes into Ox and does massive amounts of damage nearly killing the great butcher. But Ox is not going down without a fight and endures the beating, then he activates and starts fighting iron, but only able to do a they aint tough, Iron counters and pushes ox back by two but since ox hasn't moved this turn is able to charge iron and get a 3 damage butchery and a mom 1 damage hit and proceeds to take him out winning me the game. Final score 12-9 A super tough game but I think I was able to control ferrite and iron enough so they couldnt score but sledge just kept on spiking on damage and going through my players like nothing.