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Found 23 results

  1. LastWalter

    Free Cities Draft Poll

    Skimming the other Free Cities thread, it's hard to get a sense of what people are looking for, so I'd rather just have a poll. My thoughts: Strikers: we have a ton of strikers. Since they are largely just different combinations of dodges and kick stats, I think we are the least likely to get something here. Exception: we don't actually have that much close control, so it's something I'm on the lookout for. Butchers: we should just avoid what it seems like they want. 2 in 3 European players seems to play Butchers and its WAY easier to report at SteamCon than on forums. If we really want it, then we should go for it, but this should probably be the tiebreaker. My picks: (right now, no particular order) Cutlass: most goalkeepers are not good, but she would give us a very different sort of model. If she's a flop, she'll sit on the bench just like a 6th Striker might. Church, Fish, Engineers, Rats, Navigators all make compelling reasons to stop at least one goal. Edge: another winger, but close control heavily implied, which I think we could stand to gain. Honorable Mentions: Layne. Knuckles (for Corsair). Please No: Gaffer
  2. Forum, A new episode of RTL is up on YouTube. This one features Ethan Christiansen from Two Guys and a Pitch. We play one of my most dreaded matchups Farmers into Fisherman. There are lots of new animations in this video let me know what you think of them. Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov My Patreon: https://www.patreon.com/TheCurkov Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ Music: Epic - Bensound.com Ethan's Blog: https://twoguysandapitch.blogspot.com/ The Longshanks Pitch Planner: http://longshanks.org/terrain/ Farmers Errata Episode: http://strictlytheworst.libsyn.com/episode-36-errata-farmpocalypse Game Plans Video: https://youtu.be/iRPdTnBnRp0
  3. 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/
  4. Shameless

    Dodging the gutter...

    Ok, so not the finals, but an important game for the fish. Convincing gutter to join their ranks and trying to keep her out of harms way throughout the game doesn't sound much appealing, but it's what Longshanks requested from Shark in the first place. The crowd starts to shout and roar when the players run up on the pitch. On one side we have Salt, Angel, Greyscales, Hag and Sakana closely followed by Shark. Some ladies in the front rows even faint by seeing his raw natural beauty passing by. On the opposing side, we have Rage, Strongbox, Decimate, Minx, Harry and Gutter taking their favorite spots. "Ok, remember guys, this one should be over quickly, our usual play with one exception. Greyscales, you have to try to get close to Gutter and give her this note. Make sure she leaves the pitch unharmed. Try to ignore her." Shark is pretty clear in his instructions towards the team. Rage takes the ball and kicks it up the pitch, it lands right in front of Salt. Salt picks up the ball and tries to kick it towards Angel, but misses, Shark just able to intercept it. Shark grins. This is his moment. Runs the length towards the Union goal post but encounters Rage and Strongbox when he gets close. Just what he needs to leap a bit further and get a shot it... He carefully aims the end of his spear just before the treasure chest on the turtles back, he creates momentum, and lands just behind it. He takes the shot and ... Fish 4 to Union 0. The Union players didn't even know what happened. On the left flank, Gutter gets the ball. Rage, Decimate and Minx finish of Shark who is trying to use the cover of some barrels to his advantage Fish 4 Union 2. Greyscales advances up the pitch and does as instructed, he gets closer to Gutter who is greeting him half way. Gutter feels uncomfortable and wants to make sure the fish players doesn't get his hand on the ball, she kicks it away from both. Suddenly Shark emerges out of nowhere and grabs it. Loosing drops of blood and bandages along the way he runs down the flank towards the Union goal post once more, looks at Greyscales who carefully engages in a conversation with Gutter. The two seem totally focussed, ignoring the superstar. His chance to make a second goal and drag the attention towards him, not the duo. He shoots and scores! The crowd goes wild. Fish 8 to Union 2. He accepts the cheering and greets the audience by swinging his spear above his head. In the center, Rage gets the ball. All other fish players try to get hold of it, but are being slain one by one. First Angel goes suicidal and charges Rage. She knew she didn't stand a single chance but the change to finish this game once and for clearly took the upper hand in the decision process. As expected she was finished off by Rage and his gang. Sakana makes the same attempt, with the same result. Fish 8 to Union 6. Greyscales finished his assignment, leaving Gutter behind on the left flank. He simply knew that the youngsters didn't stand a chance, only he could pull off such a play. He runs to the center, manages to grab the ball. He's ready to make the shot, BOOOM. The fish drops to the floor. Fish 8 to Union 8. The ball slowly rolls in the direction of Shark. Shark whistles, Salt knows perfectly what to do and runs towards Rage and his gang. Keeping them busy. Hag does the same albeit at a slightly slower pace. She starts to chant and to hum... Suddenly a wave of water is heading straight for the players in the center. Shark uses the momentum to finish off the game. Fish 12 to Union 8.
  5. https://imgur.com/a/hk1Aj Shark led the crew to victory over the Drunks tonight, 12-3. Shark had a goal at the end of one, but suffered some damage and was taken out at the top of 2. Before that, however, Greyscales came up the side for the second goal, making it 8-0. Tentacles was taken out end of two, making the score 8-3 at the end of two. Shark came back from his injury and pulled off a beefy wrapping charge on Mash, sending him reeling and leaving Shark open to score the goal, 12-3.
  6. Since This season seems to be pretty dominant with the heavy kicking teams and my own league group playing a lot of Shark and Midas I wanted to pick the hunter board's collective brain on this one. What are some suggestion when facing off against the likes of Shark, Midas, Vitriol, or Greyscale? I haven't played too many games against them but I'm already having a hard time theory crafting something to win against those players let alone the rest of the team. 1. What would your recommended line up be? 2. Try to outfight/play keep away with the ball or do some scoring of your own? 3. Do I bring Hearne1 to deal with UM and 2"? Should I bring the bear (now I'm working with 10 INF)?
  7. Grenoir

    Grenoir's Games

    While I've not played many games it was my first chance today to try out my newly, full-painted Fisherman's team vs a friend whose only just started (both Guild Ball and miniature games) who was playing the Brewers. Fish - Shark, Angel, Kraken, Greyscales, Salt, and Siren. Brewers - Tapper, Hooper, Friday, Stave, Spigot, and Scum. In retrospect I should have gone with Corsair given the Brewer's propensity to knock people down (and they did this a lot) but my opponent hadn't seen any of the Season 2 models, just the ones in the Season 1 rulebook, so I thought it might be a bit 'unfriendly' for our first game. Turn 1 - The Fish choose to receive and start with Greyscales collecting the ball and missing his pass to Angel (this sets the tone for the whole game...) though it does scatter to Shark. The Brewers move up the field close enough for Shark to spring forward, generate some momentum hitting Hooper, and then move off for a shot on goal - with bonus time he still missed. The rest of the turn sees the Brewers collect the ball, move up field, and hit the Fish about a bit, mostly concentrating on Shark after seeing his first activation. The turn ends with Siren and Kraken on one wing with Spigot; Friday on the other with Greyscales; and everyone else in the middle. Turn 2 - Fish win initiative and Greyscales "where'd they go" into Friday, tackles her for the ball, hits again for some momentum and dodging away, then moves off for a shot on goal...and misses again. Stave collects the ball (he acted as a pretty successful goalie barring one "mistake" which we'll get to soon) and lobs barrels to knock Greyscales down. I've not really got anyone near enough to Stave to threaten to get the ball again this turn so it transforms into a bit of a scrum in the middle, however Shark's Legendary really hampers the Brewers from doing anything with the ball either. Turn 3 - Fish win initiative again and Greyscales charges Stave to get the ball back. Momentum is generated, a shot is taken, and Greyscales misses again! Stave gets the ball back once more. The Brewers instead of getting the ball up the field right away, decide to concentrate on taking Shark out as his antics on turn 1 and 2 really struck a nerve. This they do to go ahead 2-0. The Fish respond by using Siren to Seduce Stave into passing Greyscales the ball who goes for a Snap Shot.....and finally scores! Not the best move a Goalie can make Obviously the previous shots were just too easy and I needed to make it more difficult for Greyscales. 2-4 to the Fish. Unfortunately the Brewers respond by getting it straight up the field to Tapper, then to Friday, and score to go straight back in the lead for 6-4. Kraken is beaten quite badly as all this goes on. My turn is nearly over but with a pretty open left wing I put the ball out to that side of the pitch from the goal kick, and move Salt over to the left of centre. Turn 4 - Shark comes back on, pretty near the ball, but I need to generate some momentum first so Siren (of all people) wails on Tapper to generate 4 including a Seduction on Hooper (would have been great if he'd done more than 1 non-momentus damage). There's no way for the Brewers to reach the ball before I do so they continue their beat down on Kraken and take him out 8-4 to the Brewers. Shark's turn and he collects the ball, and runs up field. The plan had been to pass to Salt to take it further to Greyscales but moving the otter into position had been too obvious and Spigot was now marking him. Instead Shark kicks the ball to just a little out of Greyscales reach but, again, beyond the reach of any Brewer. The Brewers player decides he's preferring the 'beating people up' game to bothering with the football and stays in the centre with Angel and Siren. Given his previous form he probably didn't have too much to worry about but Greyscales is left alone to collect the free ball and take a shot - Screamer! 8-8 and it's all even. Turn 5 - The ball had come out to the centre and Angel got it following a roll off to see who it snaps to. However, with the Brewers winning initiative, she is promptly tackled and the ball passed to Friday. With Salt luckily nearby, Angel gives herself Nimble and oh-so-narrowly avoids being knocked down as she takes a parting blow for one damage and moves off to tackle Friday. She then fails to get a single hit and, even engaged by Angel, Friday scores the winning goal. 12-8 to the Brewers. Lots of turns there but we're still both relatively new to the game, and my shooting was amazingly bad - something like 12 dice in a row all below 4! Both really enjoyed the game though, and that was the main thing for someone who was discovering Guild Ball for the first time. Loved the moment I caused Stave to pass to Greyscales for a snap-shot, while my opponent mostly enjoyed knocking people down and the mental image of an otter and a cat playing football (Shark was attacked by Scum at one point and damage was done ). Stave did well as a goalie and we were both pondering if either team would get someone comparable to Tenderiser or Compound in Season 2. With the guild's theme I'm betting on a cormorant as their season 2 mascot for the Fish but a goalie-walrus is truly what I'm hoping for
  8. Pending Forum Suspension

    Big League Cards

    So we aren't running a Big League but it is on the bloc for our next one. Looking through there are some really sweet plot cards for a lot of the guilds but the Fisherman cards are... well honestly they are rather uninspired. Catch of the day is really the only one I think I'd be interested in. Even the rare plot card is pretty meh. Not saying they are bad but they are just kind of... boring. Compare Fish plots to: Bolt Action, Transmission, Spring Loaded, Ye Olde Pain Train, The hook suffer you, slick with blood, bone crushing tackle, off kilter, bad pint, all fall down, hidden knowledge, experimental mix, bonded, sister act, distant friend, unsettled debts, bella tricks, or pretty much any Union plot. Yeah I mean they have some lame and boring ones too but I just can't help but feel like I am going to use the plot cards available to everyone or find one of the fish cards that is worth more to another guild. Perhaps I am undervaluing them. Anyone play fish in a Big League and want to offer some insight? Are sponsorships as good for fish as they look on paper?
  9. Ik-tornado

    My painted models

    Decided to step up my painting game this year. Here's my mostly finished models so far. Could really use some pointers on basing though, the sand was much whiter than I expected and needs another layer just to cover up the paint smudges underneath. I was hoping to paint pitch lines on top of the sand too, but white isn't much of an option now hm....
  10. Hello! After commenting on the wonderful work of others, and realised it was probably time to post some of my own finished figures. I backed the Kickstarter and ended up enthusiastically committing to a few teams ... erm, all of them to be specific. Well ... they are awfully nice figures, aren't they? So I took the plunge and have started with the Fisherman's Guild as they were an early favourite of our group. Salt finished. Can't quite get a shot with the little fellow in full focus. Khaki base, some wet blending of White on his adorable little tummy, more Khaki and a thin brush to pull out some individual hairs. I didn't go with the white and grey dapple that the character card offered, and painted without bothering to look at a picture of a real otter, but it's a reasonable match - apart from the nose being a little too red rather than brown. His collar is in team colours, so at least something was right! Ball finished. I'm oddly proud of this, as normally my attention span goes to pot for detail of this nature, but it turned out alright. Based with Beasty Brown, panels painted in Khaki then lots of thin Parasite Brown washes on the panels. Both Kraken finished. My attempts to do skintones still need improvement, as what feels like a super smooth transition is exposed for the lie it is when you take photos at this distance. That's okay, I won't beat myself up over it - just try and do a little better on the next one. One is a little more worn and rusted than the other, as I love my rust effect in a bottle and felt obliged to use it on at least one Kraken. Happy with how the Experimental Pants worked out, as I haven't tried to do a denim type fabric before - and blue glazes on the leather and metals to tie the non-skin items together worked out better than I hoped, so there'll be more playing with glazing in the future. I'll endeavour to update on a regular if infrequent basis, but thanks for looking and thanks to everyone else for producing awesome painted figures that I thoroughly enjoy looking at on all the other threads. So there you have it, my last six weeks' work condensed into my first post!
  11. Greetings fellow Ballers! May your passes be true and your dice rolls high. I look forward to hearing from you all and possibly meeting you across the pitch.
  12. These are some general thoughts and ideas on the Fisherman team's abilities and plays. These are simply my opinions and ideas and they do not encompass all strategies or capabilities of the team. Hopefully some of these ideas can help some players learn a new trick about their guild. If you have an idea or suggestion about something else that should be added to a player's profile, or have found a mistake, comment below and I will consider adding it. I hope to add a new player every 2-3 days. Without further ado, here is Shark. Shark - Captain, Striker Stats Base Size: 30mm Melee Zone: 2" - 2 is always better than 1 right? MOV: 7"/9" - One of the best base movement stats in the game. Helps Shark get where he needs to be on the pitch quickly TAC: 6 - Average captain dice. Not amazing, but nothing to scoff at either KICK: 4/8" - Again Shark has one of the best base stats in the game. He likes to score goals... DEF: 4+ - Solid Defensive stat for a captain ARM: 1 - Pretty standard for a captain INF: 4/6 - Again standard influence pool for a captain Character Traits Light Footed - Lets Shark ignore the rough ground penalty. This is especially helpful when going against models with Foul Odor (Fangtooth, Casket) Legendary Play Caught in a Net - [-4"/-4"] MOV penalty for all enemy models within an 8" pulse. This legendary can be ball busting if used early in the turn. Ideally, Shark would be the first player to activate on the turn this play is used to catch as many models as possibly in the legendary. Try to get Shark clear of the enemy clusters once he pops this play to keep him safe from your opponent's red faced anger... Make sure you smile every time they ask you how much movement debuff each of their players are at throughout the turn. Character Plays Quick Foot (Cost 2, RNG 4") - Increase friendly models MOV by [+2"/+2"]. I typically use this on the first turn if I am trying to set up a turn one goal (Let's be honest, who isn't?). After the first turn I typically do not use this play again. Usually 2 influence for 2 attacks for Shark is better for me. Although If I am low on momentum, this is a good way to circumvent burning or snared. Gut And String (Cost GB, RNG P) - Decrease enemy model's MOV by [-4", -4"] and [-1] DEF. This is Shark's bread and butter and should typically be used at least once every time Shark activates. Pair this with Shark's Legendary to destroy the enemy teams movement, use it to decrease DEF on enemy models for more successes with Shark or decrease DEF to set up for your other models to get more results. Any way you slice it, this is probably Shark's best play. Tidal Surge (Cost 3/GBGB, RNG 6") - Target model may make a 4" dodge. This play is extremely valuable, however, I find it extremely situational. Use this play turn one to get another scoring threat into position, use it to put enemy models out of a charge lane or out of melee with friendly models, use it to set up a charge or set up for a push off the pitch. The reason this play typically doesn't see much use for me is because of its cost. I would usually rather use three influence to be generating momentum and moving Shark around the pitch, and getting the 6 results necessary to proc this play from his playbook is fairly difficult. That being said, if I can get this play from the playbook I will always take it unless I really need a KD. Playbook One Success 1 DMG - Never take this result unless you are trying to finish off a player or trying to kill something with minimal Hit boxes Momentous 1" dodge - This will be Shark's #1 used playbook result not only because it is on the 1 result, but because it not only generates a momentum, but it also lets Shark reposition, which is what he does best. Two Success 2" dodge - This is a great result for Shark. The double dodge essentially lets him jump between players that are 7" apart without using his movement to do it. If you really need Shark to get somewhere quickly this is the way to do it. If you can afford the 1 success momentous 1" dodge though that will typically be the better play. Tackle - What good would a Striker be if he couldn't tackle the ball. Three Success 2 DMG - Same as the 1 DMG result Momentous GB - This activates Gut and String. Unless you are short on influence or you have already G&S the enemy model you should almost always use this ability. not only does it hamper their movement, but it sets up Shark to get more results on his next attack. Shark likes more results. Four Success Momentous 1" push, 1" dodge - If the enemy model is already G&S this is what I typically go for. Shark can either drag a low DEF model around the pitch positioning himself more fairly, or drag a model around the pitch to poorly position the opposition. This is also a great way to set up for pushing someone off the pitch. Five Success Knock Down - Although KD is a valuable tool, I often find that I will not choose this result over a reposition. A model that is G&S is almost as good as a KD'd model to Shark. However, if there is influence to spare, and you get the results, further lowering DEF and forcing your opponent to spend momentum is never a bad option. This is also great to have for those parting blows should Shark ever get the chance to make them. 3 DMG - Same as 2 DMG result Six Success Momentus GBGB - This activates Tidal Surge. Depending on the situation this can be used on an enemy model or a friendly model. Typically I will try to choose an enemy model That I can dodge into Sharks range to be able to keep repositioning Shark. If I am running low on influence to keep moving I might try to dodge a heavily influence loaded enemy away from friendly models or position a Friendly model in a better location. Kick off Strategy Typically I will forego kicking off with Shark in favor of another player. However Shark definitely has the potential to get a turn one if not second activation goal. In order to achieve this the ball either needs to be on the route to an enemy model or in possession of an enemy model. Typically I will try to kick the ball either off to one side where one of the opponent's strikers can retrieve the ball and get it back to a team mate, or I kick it to a non goal threat enemy model and away from the enemy strikers. Try to position Shark close to the halfway line, but away from enemy threats. If you can park him behind some difficult terrain or behind an obstruction and kick the ball there will be less opportunity to be pushed or moved out of position. Ideally the enemy will retrieve the ball and pass it back to a teammate. This is Sharks opportunity. If he is in range to charge the model with the ball that will usually be the best option. This will get you the maximum distance and the possibility of wrapping. Best case scenario you can take a tackle and a tidal surge. If you have influence left over, try to position yourself to buy a few attacks for the momentum before shooting on goal. Don't forget to use your legendary before you shoot and take the 4" dodge after the successful goal to try to keep Shark safe. General thoughts on Shark Activation timing - Although Shark is not as timing critical as other players, I do find I would rather go earlier in the turn than later. Shark likes to take a lot of influence for himself so he generates a lot of momentum for the team. That momentum is critical for a team that is reliant on healing, counter attacks, and Defensive stances. Don't get bogged down - Shark can deal with one or two models crowding him out, but don't wait to react until its too late. Shark has a BIG target on his back for many of the more beaty teams, so they will natural try to crowd him out so that when they send in their damage dealer they get maximum output. This is why I try to counter attack almost every attack that Shark is able to. (unless he will likely get KD'd) With a double dodge on 2 successes it is easy to ruin an opponents setup by getting shark out of scrums. Don't be afraid to lose Shark - Shark will get taken out. It is a natural repercussion of Shark's over extension play style. If scoring a goal will put you in a good position to win a game but Shark will likely be taken out, I will usually sacrifice him. Because of his speed he can get back in the game quickly and help support his team for that last goal or two takeouts. Influence allocation - Shark is greedy when it comes to influence. He typically wants 4+ influence so take your time in the maintenance phase to weigh your options on just how much he needs vs the rest of your team. Shark can run on minimal influence when trying to set him up for a snapshot however. Abuse your 2" melee. Never enter an opponent's melee zone unless you have to. Keeping at maximum melee range allows Shark to dodge in and out of melee zones to get maximum movement shennanigans. This will help keep Shark safe from counter attacks from models with low result KD's.
  13. Hi guys, just about to kick off the big leagues here in sunny Oregon. What do you think of the following? We modified the rules slightly to require that each coach submits an 8 player team, with a single captain and mascot at the start of the season. Also only one model not a member of your guild is allowed on the pitch at any one time. Shark Salt Sakana Greyscales Siren Jac Gutter Hemlocke I'm essentially going to try and score a ton of goals, and take plots and cards that maximize my mobility. Jac and Gutter are there if I need a little more muscle in particular matches, and Hemlocke will probably see play against alchemists, hunters and fillet. The guilds running are Fish butchers brewers engineers alchemists masons morticians hunters
  14. Jesse H

    "What's Kraken?"

    Hey guys, Check out my mate's in-depth painting guide / tutorial on how he tackled Kraken! Part 1: https://freecitygames.com/blogs/news/how-to-paint-guild-ball-tutorial Part 2: https://freecitygames.com/blogs/news/what-s-kraken-an-exercise-in-painting-part-2
  15. PrinceofPizza

    Hobbying tips for the fish

    Didn't see a thread discussing the hobby aspect of guild ball in regards to the fish. Figured this would be a good place to have people post their works in process, tips, tricks, questions any and everything hobby related. I have most of my team assembled, but I'm having trouble getting Greyscales to stay on his base, all that weight up and behind the contact point is making it a pain. I don't have a hobby drill yet, but I believe that is going to be the answer. Does anyone have advice on what size drill bit I should use for these models? They're on the smaller end of models I've painted and I don't want to destroy these great sculpts. Also have a WIP of my siren, cheers!
  16. As the title says, I am looking to purchase a fully painted team of either Brewers or fisherman. I am looking for higher quality paint jobs with lots of pictures provided! I would like to meet up at GenCon to exchange the cash for the mini's. This way we both do not have to worry about the mini's being destroyed in transit. Thanks! -Quuids
  17. I am selling my Fully Painted Fisherman Team Plus dice and Templates. I can ship to anywhere inside the United States. I have all the cards and templates that go along with the Team. I'm asking for $250. I can be Emailed at lappeh@gmail.com Images of the team! http://imgur.com/a/pxXuv edited the link!
  18. dark_vengance69

    Order of activation

    I was wondering what your order of activation was. I usually start with Salt to fetch the ball. I try to save angel for after I get a little momentum built up. Siren usually used seductive on a model that has already activated so one of my beatsticks ( Kraken or Greyscale ) can unleash some pain. Than Shark or Angel try to score a goal.
  19. Anyway here are some picks of my 1st two teams, the Butchers and the Alchemists. Guildball Alchemists by phil_yates, on Flickr Guildball Alchemists by , on Flickr Guildball Alchemists by , on Flickr Guildball Alchemists by , on Flickr Guildball Alchemists by , on Flickr Guildball Alchemists by , on Flickr
  20. Old Greyscales

    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
  21. Craigus2002

    Basic Tactics

    Played first few quick start games of Gb using Fisherman while my friend using butchers. Lost every game so looking for some advice on basic Tactics for Fisherman. Spent most of time in giant brawl in middle of pitch but it's clear that not best use of Fisherman. Thanks!
  22. MachineDogg

    Jumping Right In!

    So I was bowled over by the game at UK Games Expo this weekend. The enthusiasm for the game from the team was infectious. Decided to jump in. I took advantage of the deal of two starter teams and a rule book and got my friend to take the other team. I've since read the rule book cover to cover (not bad since Saturday) and I can already tell I'm going to love this. So here are my Noob questions (sorry if these have been answered elsewhere) - I've got the Fisherman's Guild starter, and though I'm yet to play a game I'm getting that they are a mobile and skilled team, who should I add to the team next? - When will accessories like the counters and the playmat be widely available? Thanks for what looks like my next obsession guys.
  23. Old_Man_and_Sea

    A pinch of Salt...

    Hello folks, having looked at all four mascots released so far I have seen rather obvious uses for all of them, but Salt. Princess can be used for extra damage, Dirge is there to pester opponents (and may be used to score goals with a Mov of 14 on the sprint) and the monkey will goad whoever he can fling poop at How do you folks use Salt? I am quite curious since so far I have only used him for the obvious buffs and once he passed a ball for 1 Momentum because he was the only one in range who could do it. I love the little fella and I would like to use him more efficientlky so I'd be happy about some input