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Found 17 results

  1. 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
  2. Let's go fishing!

    Good morning, fellow Engineers. I'm curious how do you handle the Fish and which captain is your preferable one. I'm afraid that Pin Vice cannot score faster than either Shark or Corsair, so I'm stuck with Ballista. I can blast my opponents for a turn, but beginning from turn two I get picked one by one and gutted without mercy. What is your way of dealing with them?
  3. It has previously been ruled that Hog Wild can not interrupt another advance. Does this apply to other reactive advances, such as Granite's Between a Rock...? For example, suppose Farris uses Impact to attack Harmony during a sprint and does 1 damage to her. Can Granite make a jog or does Farris's active advance prevent it? Can reactive dodges, such as Peck's Pain Response and Snow's Pack Mentality, interrupt an advance in the same situation? How do reactive pushes, such as Farris might experience as a result of a counter attack off her Impact attack, interact with her in progress advance? Do pushes on other players, such as from the Chain Grab or Drag character players, behave differently from those on Farris? Do models pushed into Ballista's Minefield as a result of a counter attack during Farris's sprint count as entering it as part of an advance?
  4. 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/
  5. SThe Fish went up against the sneaky huntsmen and women. The hunters started the game hard with traps and snares being set up Everysport. The Fish pushed forward and managed to take out the prime Hunter - The Ron but snares foiled Angels plans to get the ball in, or at least delayed it. But once Angel finally managed to Score, the old Grey Scales quickly retrieved the ball and scored a second one. After that it was just a matter of putting Med Boom Box, Chaska into the Mud he so loves before it' a game
  6. Eager to settle the score and restore his guild's honor, Corsair kicked off to Blackheart today. Gutter ran forth impudently which the Returning Exile was quick to punish, but it gave the Pirate King the opening he needed to surge across the pitch and strike from the shadows, clobbering Greyscales and scoring a goal. Corsair turned to retaliate against the arrogant tyrant but in the crucial moment missed his finishing blow, giving Blackheart the opening he needed to finish off the Elder Fisherman. Kraken finished the job his captain started, but in doing so he game Harry the opportunity clobber Sakana, snatching the ball from him and guiding him into the waiting knives of Rage who made short work of the Privateer. The Hat laughed and jeered at Corsair as he dumped the ball off the Minx. With no one to stop the Feral Hunter, she sprinted across the field and scored the game winning goal. Final Score: Union 12, Fishermen 4 Blackheart could not be reached for comment as when he was addressed he just cackled maniacally and faded back into the netherworld.
  7. Sunday matches are our local tradition Today Smoke encountered Corsair, Alchemists won first roll and I wasn't kind enough to give the ball back. Teams: Smoke, Naja, Mercury, Calculus, vetKatalyst, Mist Corsair, Tentacles, vetSiren, Jac, Greyscales, Hag Corsair kicked off, Calculus recovered the ball and poisoned Corsair. Alchemists made a few passes and covered enemy with barrage of fire and poison while Fishes were trying to position their Captain well. Calculus dodged two drags in a row but got caught by the last one. Luckily, Corsair had no more influence to punish her. I scored with Mist and Jac kept the ball for himself. Katalyst charged towards Fishermans suffering condition damage. Jac was good target for Intensifies that damaged also Corsair and Siren. Mercury tried to finish her off with fireballs but failed. Corsair managed to take out Calculus and score. Smoke captured the ball, used legendary to finish off Siren and ran away with the ball. Turn 3 Katalyst finished off wounded Jac and charged into Hag. Corsair tried to reach Smoke carrying the ball but there were too many Alchemists on his path. Smoke charged the mascot to generate momentum and scored second goal. 12:6 for Alchemists
  8. Pegleg Puts Pirate in His Place

    Pegleg Puts Pirate in His Place Corsair brings the paint to the Pirate King in this match up. The Fishermen fielded Corsair, Tentacles, Sakana, Hag, vSiren, and Avarisse&Greed. The Union fielded Blackheart (God rest his zombie bones,) Coin, Gutter, Decimate, Benediction, and Harry the Hat. Corsair boots the ball to FPL (Fish Player Left) where gutter makes the retrieval. Gutter gets yanked in with the second harpoon where the Siren and Corsair swing some and get the ball off of her. Harry sets Corsair on fire with a molotov. Everyone else is playing positional. Fish take the initiative in round 2 sending their thugs A&G to send Gutter off the field early. Harry rushes Corsair but the seadog dug his peg in for a defensive stance and took the steam out of the Hat's charge (rolled four 3's and two 1's) but couldn't keep his balance, his bulbous backside booming the ball to nearby octopus, Tentacles. Corsair retaliates by sending Harry off the pitch with some key assists from the thugs and Siren before jogging to block Tentacles from the Pirate King's charge lane. The rest of the turn was spent positioning and making ineffective strikes. Siren's dread gaze mercilessly mitigated the mercenaries' muggings. Tentacles drops the ball where Sakana can safely secure it, he is pursued by Decimate. In round 3 the Union took the first swings but earns no take outs. Decimate attempts to take the ball from Sakana but underestimates his ability to get out of the way. Corsair removes her from the pitch for her transgressions. Benediction moves to block Sakana's shot but to no success as the fish slips by. Sakana rockets in a goal. Harry brings the ball down field to Blackheart. In round 4 the Union yet again go first but in a hearbreaker for the Pirate King Harry whiffs the pass and Blackheart doesn't have the energy to make up for it. Fishermen promptly remove Benediction and the game is called. 12-0 Fishermen Link to pics https://imgur.com/gallery/MYW0H
  9. Hide and Seek (Game 2)

    After showing Rage he has to let go of Gutter, it's time to tell Corsair he is not allowed to recruit her. Ox, Princess, Boar, Shank, oBrisket and Avarisse&Greede vs Corsair, Salt, Angel, vSiren, Grayscales and Jac Turn 1 Corsair kicks the ball across the field where Shank retrieves and jumps back behind cover to avoid getting dragged, ball goes to Ox. Brisket knives Corsair and gets dragged, Ox advances and kicks the ball to Shank to setup next turn. Turn 2 Boar starts and under the aura of Ox, triggers fate escaped of Siren. Brisket finally gets knocked down and takes some damage. She proceeds to stand up and throw her knives towards Jac. Grayscales takes the ball from Shank, Shank returns the favor by doing some damage. Jac gets charged by A&G and survives. Turn 3 Grayscales gets pulverized by Boar, 2-0, ball drops behind enemy lines. Brisket gets finally taken down by Corsair (2-2) and Ox saw Grayscales getting vaporized... and proceeded to do the same to Jac 4-2. Salt runs to safety with the ball. Siren and Angel run for their life, but Shank proceeds to take the ball from Salt. Turn 4 Brisket walks on, bashes Siren down and throws a knife after the fate escaped triggered, 6-2. Jac walks on, knocks down Shank, ball goes to Salt, and his heroic pushes Shank back. Since he had to activate Jac to prevent the goal, Ox sees that Corsair already took some poison damage, charges him and takes him down, 8-2. Ball goes to Grayscales who passes to a "Super Shot"-Angel, 8-6. Ball gets kicked towards Avarisse and Greede. They are reminiscent of their pre-errata-time, nod to each other and make a run for the goal... 12-8 Fishies go down to the butchers, Butchers claim Gutter once again.
  10. Another tale of hunter prowess! Surely Hemlocke recognizes the greatness in her future employer? The teams were: Skatha (Go to ground) Snow Jaecar Egret Minx Seenah Corsair (Groundwork) Tentacles Sakana Hag oSiren Avarisse & Greede Highlights of the game: - Corsair drags Snow (was in the way of Egret) but misses Egret. Knocks the dog down and passes the ball to dodge back. - Egret gets a 4-man flurry. Spreading poison over the fish team. - Skatha misses a cold snap on Corsair. But the Bear goes in on him anyway thanks to a snowball and fast ground. The bear had been prepped with feral instincts as well. - The Bear then goes 1st turn 2 and leaves Corsair on 1 box sadly. - Turn 2 then sees the fish score a goal and kill Seenah. Uses basically all momentum gain to clear team of conditions, letting Hunters go 1st turn 3. (0-6) - Skatha legendaries and bounces around, getting the ball of siren and through a snowball pass to an engaged Jaecar gets the dodge to smack it into the goal post. (4-6) - Seenah Bear Hugs the snared and hurt Sakana with the help of Who are Ya? and Snow/Minx helping with the gang up. (7-6) - Egret kills the mascot with some well placed arrows and poisons Corsair (8-6) - Corsair gets bled and snared by Jaecar push dodging him into a pitfall trap, Jaecar eventually pays for this with his life by Avarisses club. Corsair Bleeds and Poisons to death (much thanks to the Bear beatdown earlier) (10-8) - After that 10vp Hunter turn, the fish were reeling and disheartened and could only watch as the Hunters and Skatha herself sunk 6 influence into oSiren and killing her next turn. (12-6) Hunters win 12-8!
  11. Corsair vs Fillet Help

    I am having trouble making Corsair work into a Fillet lineup. While I am great at dealing with single targets, the second I have a crowd of butchers descending into my group, they just die! I am not trying to outfight them, as that is a fight I will not win, but keeping kickers alive is really tough. I usually play Shark into this lineup with varying amounts of success, but I want to change things up, as a Shark lineup feels like I am running around trying not to die and score as fast as possible, plus corsair has been fun into other match ups. Is this a lost cause? Anyone have any words of wisdom?
  12. The way I understand the current meta, Alchemists are regarded as the most powerful team with Fishermen being a solid second. Tournament data, if it can be believed, backs this up in both popularity and win rate. A lot of that isn't surprising; both teams can run very high pressure goal oriented games but can switch to a more rough and tumble style if they choose the right players. What I don't understand is how the Alchemists manage to keep a lead over Fish. My personal experience is that between two players of roughly comparable skill, the best an Alchemist player can hope for when facing Corsair is to lose slowly, baring some glaring mistake from the Fisherman. The old pirate has Sturdy, Close Control and 2", so once he's got the ball it takes at least 3 influence to pull it off of him, usually sacrificing whoever does it in the process. Once it's off, no one in Alchemists can hold the ball since he can just Rough Seas it back. No one can score in one activation or hold onto the ball for two activations. The condition game is no better. All Corsair and vSiren need are one person to be pulled into the nest to generate more than one momentum per influence. When the Fish can heal 4 hp on every player who's not already full each turn and still clinch the initiative, it seems like damage is just wasted influence. Has anyone met success in this match up? Is there some trick I'm overlooking?
  13. All Stars Game

    Here is a fun one for you. Drop 2 Influence from each captain. Now drop any Legendary Play. Now make a team with no captain and any mascot you want. Who is your team? EDIT: To add a few constraints and clear up vagueness. Captains can now play where ever and are considered "friendly guild models." You may still use any mascot. Other normal team building rules apply.
  14. Good Morning all!! This past weekend I launched my first podcast talking about the Attricimen Fish build Mat Hart has been infamously ruining peoples days with ? Well, it sounded like such fun, I decided to run with it too! Here's my Match Report Vs Theron! let me know what you think, http://www.halloflegends.co.uk/2016/08/the-guild-hall-corsair-vs-theron-23816.html Regards, Mr Hall
  15. Corsair Play Experience?

    Now that Corsair has been out for nearly six months how are player finding using him? And which player rosters have, you had the most fun and success with? Been using Ester from the beginning of the year, friendlies and Tournaments. Now want a change and soon Corsair will get a Tournament run out and will use him for my Big League Campaign. Any advice will he helpful
  16. Hi all, i have a tournament comming up next saterday and decided on playing fish( since no one else is playing them) . I am strugeling with the 8 i should take, first of all the captain choise, shark or Corsair? I have been playing Corsair a lot lately and realy enjoy playing him specialy his ability to grab the ball from a dictance, i know a lot of people see Corsair as a fight captain however i love playing footbal with him Shark might do this better tough but with Corsair i feel to have more options. Shark then ,our supperstar for football better then Corsair however ball recovery becomes i bit more tricky or am i looking at it wrong? my Shark 8: Shark, Salt, greyscales,angel or sakana ( still need to see if angel brings enough) gutter, hemlock, fangtooth, Siren my Corsair 8: Corsair, Salt, angel or Sakana, Jac, greyscales, hemlock, fangtooth, gutter feel free to comment on my lists aswel, i still have 2 games planned where i'm gonna try angel and play Shark as my Captain but your advise would be apreciated.
  17. Shark Vs Corsair

    Hi Fishermen Just wanting to start a general discussion on both the Fish captains, and everyone's opinions on them, mainly on Corsair and how he stacks up to Shark. I've heard only good things so far, and i'm wanting to know a few things from those who've played both, in regards to how they performed/played with Corsair as their Captain instead of Shark. Questions: How have you found Corsair better/worse than Shark? Which teammates does Corsair Synergise well with vs those who can merit being dropped sooner in a Corsair-led team? How do Fisherman play as a team with Corsair, and how does that differ than with Shark? Would you still consider playing Shark over Corsair/vice versa, or is it "X all the way!"? Again, just a friendly discussion for beginners, or just people who are overwhelmed at the prospect of two captains, and want some help/guidance on how to play a Corsair led crew and how it differs, and whether or not that playstyle is for you. I would input, but i fall into that second category xD Thanks in advance- Happy Scoring
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