Search the Community
Showing results for tags 'first turn'.
Found 1 result
Hello Guild Ballers! I would like to start a discussion to help me in my Tapper game. My blog is not the place to have an interactive discussion, so I'll put it up here, on the steamforged forums. Here's what I want to know: What first turn plays do you think are best for a Tapper team and why? How do you set up your players and what players do you bring. Obviously I know that the answers to this question are near to endless. There is no right or wrong, there's just playstyle. You do what you want to do to make the game fun for yourself. But still, some set-ups are more competitive in nature than others and I'd like to know what your playstyle is like, but with TAPPER. So let's forget that HELGA (Esters) even exists for the remainder of this thread. And I didn't say if you only play Esters you can't have an opinion. I do have some love for the chubby curves of the horned lady, but not in this thread. To answer my own question: I usually play this line-up: Tapper - Scum - Hooper - Stave - Friday - Spigot I tend to set them up like this when receiving the ball: Hooper opposite the kicker (to retrieve the ball) Tapper near the middle with scum close to him on the side of Friday. Friday and Spigot on the same side as the enemy striker (or the best one if they each take a side). Stave goes where the crowd is on the other side or depending on the team goes next to Hooper to possibly go get the ball and drag in the kicker himself. When Kicking (read below for who's the kicker) Stave goes on one side, Spigot and Friday on the other and the rest of them huddle up in the middle but able to get to Stave when needed. I'm a player focusing more on the brawl than on the ball. I tend to go for a 4-1 play. But have ended more games as 5-1 and 6-0. For me I have what I call a 'Stave start' or a 'Friday start'. With Stave, when kicking, I try to get the ball close to an edge. Whoever is coming to get it is in danger of meeting the edge of the field. When receiving, a player activates, fetches the ball and depending on what team is on the other side Stave gets the ball and dodges 4'' up the field, ready for a lob Barrel. Now I don't field Stave against Midas or Hoist - Alchemists are high DEF models anyway and lobbing a barrel their way is more often than not hoping for the best. Engineers have the same issue. - I don't use this tactic against butchers either and am reluctant to put Stave within Hammer / Mallet range against Masons but I normally do field him. I delay the pass to Stave against butchers to see some activations on the other side first. If they come close and the risk is low for Stave to meet Boar or Ox next activations I might go for it. If there's a group where I can get multiple hits with the lob, I'll go for it. Knowing fully well Stave needs to activate first next turn to get the hell out of dodge... When Stave does use his barrel Lob I tend to look for a target to shoot towards my brewers. I have been known to shoot Boar and Seenah back, I prefer them sitting on their arses. And it is a rare treat where I can barrel lob somebody off the table edge. With Friday I give her Tooled up (from Spigot, although I have brought Rage to the game once before) and put her within range of Tapper looking for 2x Dirty knives on two different targets if possible. If not, meh, twice the same, the effects don't stack, but the damage goes in. It is rare for me to leave her outside of the Tapper-pain-train-range to shoot her knives at something. I have been reluctant to go for a first turn goal with Friday when receiving. (Get the ball with X, pass it to Y (gain 1 momentum), let Y pass the ball to Spigot (now on 2 momentum), walk him up to within 4" of Friday, pop his heroic (back on 1 momentum), pass the ball to friday, dodge her up 4", then shadowlike her forward (6" up the pitch) then sprint for 8 and shoot (8) to goal (with the last momentum or -with an extra pass in between- for the heroic I shoot better after a beer...) The thing is my normal team isn't good at passing all that well. I don't want to activate Tapper first who's a 3/6 KICK, Stave is only 1/6 and I really want to wait to activate him for the barrel lob, Hooper gets 2/6 (and usually fetches the ball for me) and Scum is only 1/4, sure Spigot's aura helps, but I have failed more often than not) Plus I'm thinking it might not be a fair trade; I shoot for 4 VP, give the ball to the enemy player (enabling him to get 4VP) and give away Friday for a potential 2VP. That's In any other line-up I have brought I have almost always used the 'Friday Start'. And even if I bring other players in, like Mash f.i. I still use that same tactic with Friday. Although with Mash I make him kick, hoping for some dodge-push results on a player close enough to bring that enemy player into Tapper range. I still play the 'Friday Start' during that turn, if possible at all to soften up the target for Mash with dirty knives. I used to wait for Spigot to give tooled up until 3rd activation. For the off chance that Tapper would get a target, but since that doesn't happen anymore I activate him when I need a fast - Spigot goes, tools up Friday, go- kind of play. Spigot's activation has moved up in my 'younger' games and Friday goes as soon as she can after that to get a target that is within range while staying in Tappers range. Do these tactics sound familiar for any of you brewers players out here? Is there some other first turn play I should try? Let me know! I have pondered about an early activation with Tapper for the Marked Target play, but who do you send in then? It's not like he'll get to throw it on somebody that's close enough already for him to charge. And Mash is the only player that has pushes AND dodges, to come back into safety after pushing the target towards Tapper and his mates. When receiving the ball I have thought about not going to get the ball at all, hoping there's a player on the other side willing to come and get it, but then my VP-exchange might be a 2-4 trade for the enemy since if he'll get the ball he's going to score, or at least will be looking for that goal. But building on that, I should be able to take out another player in that same turn, making it 4-4 getting the ball back and then it's all about who's the better player again. I just don't like the 'should' and 'what if' reasonings... So that's it!