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Found 168 results

  1. Rellikofdoom

    Engi's 12 and 6

    I have yet to play with my Engineer's in S4 and was wondering who most people take in their 12 and main 6. I currently only missing Harriet but ordered her on black Friday so should have her soon.
  2. My engineers in 4 minutes video is up! 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 Engineers guild. This episode was Co-written by Josh White. Did you know that Patrons got this video early? There are a bunch more of these available now through the Patreon. 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/ Music: https://www.bensound.com The GBG Logo was designed by Dano Amonette. His Instagram is https://www.instagram.com/deadpoolxanko/?hl=en
  3. So this was my first attempt at a Guild Ball battle report. Already thinking about some more in depth narration on the next one including draft discussion prior to the game, a quick recap at the end and a display showing the score or at least updating it as points are scored. Other constructive comments very much invited and appreciated https://youtu.be/iFpc1PH5-UQ
  4. Hunters Guild 6 plus Seenah and Chaska - £48 Hunters Guild boxed 6 £35 Farmers Honest Land £27 Engineers original 6 £35 Resin Chaska £8 Big League kit £8 All unmade and unpainted. Postage and PayPal fees paid by the buyer
  5. Rellikofdoom

    Returning player

    I've had some time away from the game and have been slowly getting back into the game. I've picked up both 6 player bundles for engineers as I wanted something different from my brewers and butchers teams. Any advice would be appreciate.
  6. SprkMastr

    Exiles: New Alliances tokens

    I just got a set of the Exiles: New Alliances tokens from Frozen Forge. I only needed the tokens for Vet Decimate so the Hunters and Engineers tokens are available for purchase. Let me know if you’re interested and we can talk $$.
  7. Prior to MuseOn Con, David Pettigrew (missing1leg on the forums) had only 3 tournament games on Longshanks. The tournament hosted many strong players, including two former US WTC members, but David still found a way to win. This is his interview. http://midwestwargaming.com/interview-cinderella-man-david-pettigrew-museon-con-champ/
  8. She's been revealed at Salute!
  9. 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!
  10. 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?
  11. In this episode Andrew and Jason talk to John Layfield about the Engineers Guild, who he takes in a 10 man lineup, and how he plays the guild. You would like to support the podcast? Well now you can! Find Singled Out on Patreon, and become a patron to access their bonus podcast, Singled Out: Bonus Time! https://www.patreon.com/singledoutGB Eternal thanks to Beardminis for the heartfelt Patreon commerical, find his channel at http://Www.youtube.com/c/BeardMinis
  12. enfreezed

    Full engineers team

    Hey guys, i have recently finished a paint job for a friend in our local community who is fresh into guild ball and is an owner of Engineers guild. Please excuse the bright lighting and the quality lost in downsizing the image. Any criticism is welcome Ballista Colossus Compound Locus Mainspring Mother Pin Vice Ratchet Salvo Velocity Veteran Here is a Group Selfie
  13. Nykolae

    How to deal with the Cogs?

    Hi all! So I've been struggling to understand what the Mason squad can do against the Engineer gun line. Do we play the 3-0 game with Honour? Are we going for take-outs with Hammer? For me, it just seems that the whole match is an uphill struggle for our team. Colossus and Compound are hugely important pieces in staving off our goal attempts. We need at least 2 attacks against them to get the ball off of them, due to respectively Close Control and Gluttonous Mass. This means we need momentum to get back up after the KD from the counterattack, or that we're screwed when we're not B2B and get pushed away. Ratchet and Hoist together is a nightmare, as our DEF values make it easy for them to hit us and slow us down. Pin Vice can make these guys even stronger, and Ballista gets easy MP generation due to his Inspiration aura. The best way to counteract this might just be to spread out, right? Ballista and Hoist have Tough Hide. Pin Vice, Velocity, Locus and Hoist bring Reanimate. Mainspring and Compound blow up on take-out. Colossus and Locus bring Stoic. Ratchet brings free condition removal and can hand out Furious. Ballista has Deadbolt and Minefield. How are we ever out-fighting them through all of that? Sure, Hammer hits like a truck, but after that he just gets thrown to the ground and focus fired upon by the rest of the team. I have first-hand experience that this does not end well for the super solo captain. Do we need to slowly move up to their line, making sure everybody can get into the scrum in the same turn? Colossus, Pin Vice and Velocity bring Close Control. Mother and Hoist can go for janky goals. Ballista has Breach. Stopping one of their goal runs or getting the ball off of them requires lots of effort. If they score first, we'll never be able to catch up, unless they make the mistake of not putting the ball on a decent ball handler, right? I might just not see it yet, but I hope you guys can share some tips and tricks on how to manage this machine of a Guild. I'm kind of out of ideas.
  14. 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!
  15. Ledeberge

    W: Locus H:££

    UK Based. I need a Locus to fill out the last gap in my Engineers Lineup. Thank you.
  16. Engineers have the best union in chains sculpt. I've been playing in a very tight race to get Hemlocke for Hunters, but I really think the game needs engineers vet Harry. Alchemists are way ahead at the moment, what's going on? How do we turn this around?! Full size: http://uploads.im/Yfy4u.jpg
  17. Howdy! Forgot to post my last blog post up on here, so here you are, how about 3? First up, I discuss Engineers with Greg Day: http://www.halloflegends.co.uk/2017/10/legendary-plays-with-greg-day-on.html?m=1 Then I talk Blackheart- I mean, Union with Jason Mountain from the Singled Out Podcast: http://www.halloflegends.co.uk/2017/11/legendary-plays-with-jason-mountain-on.html?m=1 and then this week I spoke to Mike Dam from Crit Damage Miniature Games about his Hunters: http://www.halloflegends.co.uk/2017/11/legendary-plays-with-mike-dam-on.html as always, let me know why you think! lots to go at there! Regards, Mr Hall
  18. Hey there. This question came up in our game, it basically decided the match. Does Mother (or in this case Hoist) need line of sight to the nest marker in order to burrow? The card says "Choose" a nest marker, instead of other cards saying "target," which made me guess that one didn't need line of sight. After all the idea is one is going under ground and popping up next to the nest marker. Although its easy to see why you would need line of sight like most other character plays. I'll feel pretty bad if indeed you do need LOS.
  19. Located in Ohio USA I have a Engineers team (minus locus and Vet Velocity, and Salvo is missing an arm) with their season one tokens and a set of official clear Acrylic templates (like the kick and scatter ones). They don't have season 2 cards (but I have some sucky printed out ones for them. All models are built and metal, but aren't painted at all. Asking $125. Kickoff set. Everything is there (I believe), besides a couple tokens and marbles card. Asking $50 bucks. I need to sell these in the next couple days to get money for a warhammer sale, so hit me up!
  20. It was the very first game of Guild Ball on the Polish National Stadium. It was already described by my opponent in the respective thread. The stakes were high and I lost the game miserably. My Velocity however was the first Guild Ball player ever to score a goal on the Stadium, which is a title that can never be lost. Morticians scored twice and killed two of my own players. I only scored a single goal and took out one enemy player.
  21. TheCaptain

    Engineers go Hunting.

    In a desperate bid to win the favor of Harold the Hat, the Engineers Guild approached the Herald's of Winters Moon and sheepishly begged the would-be opponents to join them on the pitch. Old Man Ballista showed up with his trusty wooden bug, and the four people who responded to his group-text: Salvo the frail, Locus the woodwork abomination, Ratchet the similarly frail, and Velocity the woodperson of questionable usefulness. Skatha and her exceptional forehead accepted the Engineer challenge, and she called forth her finest players to the trampled, well-worn pitch: Snow, the Canid Hero; Ulfr, the Ninjazerker; Seenah, the Ursine Champion of Justice; Egret, the kneeshakingly renowned Woodswoman; and Chaska, the master trapper and shotgun maestro. Ballista elected to receive the kickoff. Ballista manages to get the ball toward center-pitch, and at the beginning of turn 2, scores an easy goal with "Breach!", knocking down Chaska and Snow. Ulfr rubber-bands a goal, and Velocity scores quickly in response. Skatha takes the goal kick, and drives for the goalpost, scoring comfortably. In the last activation of the third turn, the ball is free and Mainspring is left to activate. Mainspring jogs up, scooping the ball into its bug-a-pult. A successful pass from Mainspring, and a few grinding gears, and Velocity swipes her foot, adding to the momentum of the recently bug-launched ball. Velocity, the performer of the day, scores a clean snapshot, netting Ballista an undeserved, close win. Harry the Hat moves closer yet to the mechanical grasp of the Engineers.
  22. Round 3 vs Union He ran: Blackheart, Mist, Strongbox, Grace, Decimate, and Old Hat. I ran: Thresher, Peck, Tater, Jack, Harrow, Bushel. I kinda like Bushel as a 6th in this list, because she brings an influence to the table, where WIndle doesn’t. She also doesn’t need any, cos I don’t really need her to do much. I made a big mistake here, grabbing the ball with Jack, and not getting away from Mist far enough. She pinched the ball, with no influence, although Tater got a charge (using Jacks harvet markets), he wiffed L. Thinking the ball was dead, I ignored her “pro tem” and tooled up old father, planning to take her out (tater did 4 damage, but missed the KD). I didn’t realise that Blackheart was as slippery as he was. He did his stuff, used “I’m open”, received the pass and dodged forward slotting a goal! I was down 4-0 before I knew it! I got some points back taking out Mist with Tater, and send the old man to deal with blackheart, and near killed him, but not quite.However the goalkick in scattered poorly, ending up on Tater (and dead for the turn) as he used his influence to finish Mist. Turn 2, my opponent won initiative, and Blackheart dodged away from old father, tackled tater, popped legendary, and buried another goal. The blighter. He paid the price as a result, as Peck wrapped and took him out on the charge. The ball was given to Thresher now, where it probably should have been all along. Strongbox advanced, and copped a Tater charge (charging past the target to mow down others is a nifty trick). Old father waded forward, with the ball, killing Decimate, Grace and nearly strongbox. 8-8. Next turn, Mist was back in the fray, and old father spent an attack to finish Strongbox, and move into Mist, kill her and the returning Decimate to get the win.
  23. Round 2, and Thresher went up against my own Engineers, played by a newbie who came 3rd in the tournament in a great result. He ran: Pinvice, Mother, Hoist, The Colossus, Locus, and Ratchet. I range the same list, except I swapped WIndle for Bushel (Thresh, Peck, Bushel, Jack, Tater, and Harrow). My opponent goes pretty hard at the punch, so I picked Bushel to try and snag a goal, to get the edge. This game, Colossus kicked, and the ball scattered way out wide, leaving it out of range for Colossus to retrieve, so I left it for a while. The old father moved up, covered by Tater and some harvest markets placed by Harrow and Jack. Peck nabbed the ball and ran behind my lines. My opponent made a mistake, moving Mother too close to Tater, who charged past mother, and managed to move down Colossus, Mother and Ratchet, and proc his charge swing for 3 damage all around. Colossus had no momentum, but did kd tater. Turn 2, the old father went first, and moved in, scything mother almost death, and hurting ratchet and Colossus. His attacks finished mother, then ratchet off. (3-0 up). Not to be outdone, Colossus singled out the knocked down tater, and started some hurt, so I moved Peck up, flicked the ball to Bushel, heroic to stand up tater and dodge, and put cocky on him, then spent a momentum to heal (Thresher hurt him). Up stepped Locus, and returned Tater to the floor swiftly, and put some hurt on him (Charge, Wrap, Mometus damage and Kd, attack and momentus KD, then another wrap…hot dice). Tater hopped up and hurt Colossus, leaving him near death, but Hoist took out Tater, leaving me 3-2 up. I won initiative again, and Thresher took out Colossus, and Hoist!. I was now 7-2 up, with the ball. Jack activated, porting up and placing harvest markers forward, setting a trap. Pin Vice was engaged with Thresher, so he copped some hurting but lived. I moved Tater up onto Jacks markets to head off the returning Ratchet and Mother, while Bushel nipped through and popped in a goal. Ratchet moved up to drop a bomb on Thresher and get a take out, however, my trap worked, and Tater countercharged, and knocked him down, dishing out some damage at the same time. It was a matter of regulation to finish Ratchet next turn with Tater for the win.
  24. Skaldic Shield round1 Me (Engineers) - Pin Vice, Mother, Velocity, Locus, Colossus, Ratchet Quin Duggan (union) - Rage, Strongbox, Gutter, Decimate, Mist, Hemlocke The game started well for the Engineers, Velocity scoring a quick goal before Mother scored a swift second. However, the fight back from Rage was devastating, with Pin Vice, Velocity and Ratchet all being taken-out. With Gutter readying herself to take-out Colossus, Locus and Ratchet (again), Pin Vice knew something had to be done and pulled out an astonishing play. Using her Good Marker, the Artificer Queen took control of Mother before placing the ball next to a nest. This allowed for Mother to quickly score the Engineers third before Gutter could make them taste defeat - 12-6 Round 2 Me (Engineers) - Ballista, Mother, Velocity, Locus, Colossus, Ratchet Steve Margetson (Brewers) - Esters, Scum, Hooper, Friday, Mash, Spigot This game was a real bruiser, with neither side scoring a single goal. Spigot was first to go down followed by Esters - both at the hands of Ballista. This was swiftly followed by Ratchet who was mauled by Scum. Friday then fell foul to Colossus, and Ballista took-out Spigot. Locus was then brought down by Esters before she once more succumbed to the Engineers. With Hooper surrounded and helpless, the Engineers closed in to take an 12-6 win. Round 3 Me (Engineers) - Ballista, Mother, Velocity, Locus, Colossus, Hoist Jamie Perkins (Morticians) - Obulus, Dirge, Cosset, Ghast, Graves, Brainpan & Memory I don't really recall anything about this game, it was a blur. Though I think the Ferryman was kind enough to say that by letting them win the hat could go to the Engineers. I don't know really, its all his plans I guess... (12-0 to Jamie) Round 4 Me (Engineers) - Ballista, Mother, Velocity, Locus, Colossus, Ratchet Billy Fitzmaurice (Morticians) - Scalpel, Dirge, Cosset, Casket, Graves, Brainpan & Memory Unlike the last game, this one started off well with Velocity scoring quickly. Scalpel then made short work of Ballista before Colossus scored the Engineers second. Scalpel the made short work of Ratchet to start a comeback, but a well placed Deadbolt from Ballista removed Cosset from the game. With the Engineers in touching distance of victory, Scalpel went to try and help Casket deal with the troublesome Colossus, only to leave Graves open to be pummelled by both Ballista and Locus to seal the win for the cogs. 12-4. With another good showing, and the deadline getting near, surely this is enough to tempt The Hat to the Engineers side
  25. This was a casual game, we played with new deploy, and GiC. I like to play with a model after it's been painted, so I built a list around Snakeskin, Hemlocke, Coin, Decimate. Union - Brisket, Coin, Hemlocke, Snakeskin, Decimate Mist GiC - Gain +2 MP when you lose initiative (holy crap thats amazing!) Engineers - Pin Vice, Mother, Compound, Velocity, Ratchet, Avarisse and Greede GiC - the 1 less momentum for snap shot card This was a super long game, where i mostly just moved the ball up the wing and tried to avoid Pin Vice's threat range. I think it was actually one turn longer than I said, with a lot of nothing happening turn 1 and turn 2 Turn 1 - Union received, Velocity kicked. A&G and Pin Vice up front, with Decimate and Coin up front as well. Decimate was the only one in A&G's threat range, so she went first, sprinted 9 to get the ball, and passed to Snakeskin, who dodged 4" away to the side, safely out of everyones threat range. Decimate second winded herself, thinking back, she should have done this on Snakeskin. Mist, hemlocke, coin, all sort of did nothing, except staying out of everyones threat range. Brisket did Im open to get the ball from Snakeskin, then passed back to snakeskin, who had nimble and cloned herself and jogged up. Turn 2 - A&G went first and killed Decimate. The Mist, Coin, Brisket, Snakeskin group just moved forward on the wing, with Snakeskin keeping the ball. Brisket did the im open and pass back to Snakeskin thing again. This group stayed together while Hemlocke tried to blind pin vice, but missed (with bonus time). Hemlocke got weakened by Pin Vice. Decimate had jogged back in, but got taken out again by Ratchet. Turn 3 - A&G finished off Hemlocke, and Mist tied up Compound, so that Snakeskin could finally go for that first goal, which she made. The ball threw back in and no one retrieved it. Besides that was just hitting for momentum with Brisket. Decimate had jogged back in, and second winded herself. Sprinted, got the ball, kicked it upfield, then chased after it. Here my opponent misplayed, instead of picking up the ball with Compound, Compound attacked Decimate, setting up another decimate kill for Ratchet. But then Mist activated, got the ball, got 2 attacks on Compound for the momentum, and scored a tap in. Turn 4 - The ball had been thrown in, and Pin Vice couldn't both get it AND score, so Mother got the ball, and dropped it near Pin Vice so she could get it on her activation. Brisket legendary played to Coin's base, then sprinted through rough ground to snap the ball, and pass it to nowhere upfield, where I got a pretty lucky scatter and landed right on snakeskin (who had no influence). Snakeskin jogged behind the goal to make it harder to take it from her. Brisket got a lucky counter on pin vice to dodge out. I won the initiative roll and opted to go second, forcing my opponent to deal with Snakeskin. Turn 5 - No one could reach Snakeskin, so Pin Vice had to go first, and do controller and alternator on Compound, letting him activate immediately and now able to reach Snakeskin. Snakeskin is a 5-0 in cover by the goal, luckily Compound was only able to get 1 hit on all 3 attacks on Snakeskin. So then Snakeskin just dodged out and took a bonus time tap in for the win (that GiC extra momentum is awesome!) Super weird game, definitely won't be playing that lineup again. But I love Snakeskin with Season Brisket. Having the ball on Snakeskin, cloned and nimble is really great. Also, I have started deploying a mascot on the front line with the new deploy, this seems really good as it makes it easier to back up and play defensively.