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Found 12 results

  1. Devilsquid

    Being taken for Granite...

    Hey there sports fans! It's no secret that I'm a longtime fan of Granite, and I understand why many people don't like putting her on the field. She does require some finesse to get the most out of, so I thought I'd share my thoughts on how I like to utilize her, in the hopes that more players give her a chance. First off she's slow. Like, really slow. But there are ways around that, and the proper use of Foundation, Between a Rock, and support from your team can help mitigate that, and get Granite to places you didn't think she could. I prefer kicking off with her, because as she's going to be the center point of my scrum, she needs to hustle up the field, and the rest of the Masons are easily fast enough to keep up. If you kick off with her, she can clear the line with the ball, and then make her Foundation move. That puts her 6" up the field after kick off, on par (or better) than most other masons. Once the game starts, you always should keep an eye out for ways to trigger Between a Rock...From AOEs, to character plays, to attacks (even parting blows) every time someone on your side takes damage, you should see if you want to proc BaR. While 3" is not a huge number, it can make a difference in getting Granite into position to make attacks without having to move her. You can even use it to force Unpredictable before Granite activates, so she can just walk up to the model afterwards and hit them. Personally, i like taking Vet Honour with Granite, because 'Team Player' extends the area where you can trigger BaR, and even lets you trigger it off Granite being the target of the attack. Smelling Salts also helps you clear conditions off of Granite, which is definitely not a favorite of hers (FIRE BAD). vHarmony also lets you get around 2" melee attacks by allowing you to declare a counter attack with Granite, shunt the damage off to vH with Team Player, then Between a Rock into melee range with the 2" model in time for you to make your counter attack. So that's how I move Granite around. Now to look at how the rest of the team can help her do her job. Masons have the best options when it comes to re-positioning opposing models. Hammer and Tower can easily do the job, Wrecker can shove multiple models into her path, and even Honour, Mallet, and Lucky can shove folks an inch in her direction. Picking where you want your fight to be, and then funneling your opponents models into granite is part of the puzzle in getting mileage out of her. There's plenty of options in Masons that allow you to shove people where you want them to be, so getting them into Granite's hands shouldn't be that Hard. Final Thoughts: - She needs a battle buddy. While she does have a lot of health, she can't hold off 2/3 models by herself for long without some support. Lucky and Tower are my two non-captain favorites, as they both offer her some options to help her do well. Lucky can clear a condition off of her, and can do some solid work with her assistance and is harder to hit. Tower can shove people into her with his push and beatback, and tooled up on Granite is not a terrible thing, giving her 2 Mom damage on 1, and 3 Mom damage on 3 (or 2 mom and guild ball on 3). - Gut and String - This is why you bring Granite to the party. Once you have someone in her reach, G&S keeps them there. She doesn't need to be faster than them if they become slower than her, and the -1 Def is always a helpful thing. And since you can't clear G&S with momentum, it will affect models all turn. Throw in Tarpit for good measure, and models will be -6/-6 movement. Even Fillet is a 1/3 after that. - Earlier the Better - Granite is my first/second activation, depending on the situation on the field, and position of the ball. Getting G&S off on a key model drastically limits their options for the turn, and makes all attacks against them easier because of the -1 Def. - Ball Management - She's a 3/6" kick, so using the ball to dodge her up into position is always an option as well (even better if Mallet is near her). So there you have it, my thoughts on Granite. Now, this in no way means she's the best choice for every team you face, and you will have to work to get her into position against good players, but if they're reacting to her presence by either avoiding her, or targeting her with character plays to keep her out of their way, then she's doing her job by sucking up attention that might have more impact on your other players. Thanks for reading, and I hope you give the big lady another chance.
  2. Von Ether

    We will miss you "coach."

    So the blog has Honor's new card as a Farmer and it comes with a new keyword, "coach." I wonder if we will have our own coach in Season 4. If I had only see her fluff, I would have voted for Granite. Based on actual stats, I'd probably lean more towards Tower or VHarm.
  3. Bloodymason

    Any advice on using hammer?

    Now that SteamCon has past and been, I have recently changed my league team from the Masons Kick Off 6 to the following; Hammer, Marbles, Brick, Flint, Mallet and Tower. Only played two games with this team. Lost the testing game against Morts 12-11 (best match I ever had tbh) and lost the first league game with this team 12-4 against Blacksmiths. Is there any hints and tips that a new hammer user could learn and even apply in future games?
  4. Oddman

    Thoughts on Granite

    So I've been playing a bit with Granite lately, and I have to agree with previous posts that she's a hard nut to crack, namely due to her incredibly slow movement. However, I find with the right team build (namely hammer/v.harmony or just honour), you can turn granite into a surprising powerhouse. The following abilities are essential, depending on your team build. My preference is with hammer/v.harmony, but if you want more of a influence-friendly build, use Honour as her quick time will allow you to get those extra inches he desperately needs. When using hammer you have to sacrifice momentum to use Hammer's heroic play, allowing granite to be able to use his Punishing March ability, providing an extra 2". Combine that with V.Harmony's Marked target and granite gains an impressive 4" movement, allowing her to now put on some serious pressure (10" threat). I tend to use this at the right moment rather than all the time and ensure that granite is always centered within the action, so that if necessary I can dig her in more easily. She's absolutely useless against some teams, as she's too easily locked down or easily avoided - namely Fish or Alchemists (their constant burning means Granite basically goes nowhere). However, I quite like using her against brewers or butchers, where her Tar Pit and KD 2 ensures she can get some work done. Final point, I also find Wrecker to be very useful with her as he can zip around pushing players closer to her, without any real fear of being taken out easily (even if he is, it's only 1 VP and by then Granite should have taken out a player on her own, or caused a lot of issues. The main problem I see with Granite is she really needs a lot of support. She needs movement buffs and her short melee range really limits her choices due to the number of models with unpredictable movement. Overall, I have seen some success with her but only at the cost of other players I'd probably rather field. V.Harmony I love taking with her, but again that choice is very situational (brewers or alchemists). I feel if granite was brought up to 4/6" movement (same as brick), her utility would be much more improved, but Brick's counter-charge ensures that he gets the spot in most games.
  5. 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?
  6. Granite's trait Between a Rock and... states: Once per turn, when an other friendly model within this aura suffers damage from an enemy Attack or Play, after the Attack or Play is resolved, this model may make a Jog. When is a play considered to be resolved? For example, some sustained character plays such as Minefield and Feel My Pain deal damage after they are first used and their effects don't end until the end of turn. When, if ever, do these plays trigger Between a Rock? Legendary Plays, such as Chemical Shower and Exsanguinate, last until the end of turn (afaik only Rigor Mortis doesn't). Are these ever resolved for the purpose of Between a Rock? Similarly, heroic plays such as Stave's Explosive Barrel, last all turn. Is the damage from Explosive Barrel, which resolved previously, or Lob Barrel which just resolved? The Forceful Blow trait deals 3 damage on the charge. In an Honor vs Hammer match, Honor's Mallet charges Hammer's Brick selecting 1 damage, which is prevented by Tough Hide but triggers Forceful Blow. Does this trigger Hammer's Granite's Between a Rock?
  7. Full disclosure: the two Guilds I play at the moment are Fishermen and Masons, but I think the recent errata to Shark and Siren were a step in the right direction. However, the replacement of Gut & String with Stagger seems to have missed the mark. What follows is a pair of suggestions to change Stagger and Gut & String to bring them more in line with the models they should be on. Shark: Gut & String replace Stagger, but change its effects; you'll have to rename G&S on Jaecar, but the effects there are fine (alternatively, apply these changes to Jaecar's character play as well, but I'm not familiar enough with Hunters to speculate as to whether or not that's a good idea) leave CST/RNG/ZON/SUS/OPT unchanged change effect to "Target enemy model suffers [-1] TAC and [-1] DEF." Comments: the main idea is to put an ability named thematically for the Fishermen back on that team, and since that name has two parts, give it two effects. As for the effects themselves, I wanted them to stay in line with Shark's design as a scoring juggernaut, but also allow protect the Fishermen a bit from counter-attacks and parting blows without reverting back to the near-complete lockdown of the old Gut & String + Caught in a Net movement debuffs. The [-1] DEF alone is just too weak for a play in the third column, and it was weird that with just [-1] DEF the play leaned toward encouraging the Fishermen to pile into the target instead of darting away (which the [-1] TAC facilitates). Since there's still no movement debuff, the enemy team can swarm Shark and beat him down, but the [-1] TAC gives Shark and his teammates a little more resilience. Having said all that, I agree with JacctheInsomniac's and Larhendiel's assertion below that Caught in a Net was the real culprit on Shark, not Gut & String, but I proposed the above changes because SFG has already wandered down the other path. Granite: Epicenter or Stagger Granite seems to be intended as the negative image of Shark, since she's a slow model that tries to cluster enemy models around her. The movement debuff on Gut & String was redundant because if the enemy model tried to disengage from Granite using an Advance, they'd be facing 8 TAC with a KD in the second column anyway. Frankly, if you get the 2 KDs to put Granite on the ground, you deserve to be able to run away without that extra [-4"/-4"]. I initially wanted to propose a character play with the effect "Target enemy model suffers [-1] DEF, and this model's Melee Zone becomes 2".", but as Siberys rightly pointed out, tracking those two effects with the same kind of token is confusing, so I split my proposal into a buff version and a debuff version. Option #1: Epicenter CST: GB, RNG: S, ZON: -, SUS: Y, OPT: N Effect: "This model gains [+1] TAC and its Melee Zone becomes 2"." Comments: my buff option for Granite's non-Tar Pit character play. Instead of keeping the movement debuff, I wanted to reward Granite for actually getting into combat and staying there. Putting the increase in Melee Zone in Granite's base kit might be too strong, but I think it's a nice addition to her as a character play because, it limits the number of models that can use her as a pinball bumper if she makes a decent attack, and I think it's thematically appropriate that she have a kind of "entrenched" mode. The idea is to extend her control over more of the pitch and make it more resource intensive for enemy models to escape that area. Option #2: Stagger (only a usable name if Gut & String is restored to Shark) CST: GB, RNG: P, ZON: -, SUS: Y, OPT: N Effect: "Target enemy model suffers [-1] DEF and does not generate Momentum from playbook results." Comments: my debuff option for Granite's non-Tar Pit character play. This version is about punishing the few models that Granite does catch; the effects are stronger than those of Epicenter, but focused on individual models instead of an area.
  8. naiconn1981

    Between a Rock

    Hi I want to check whether Between a Rock can be triggered in the Maintenance Phase? Thanks.
  9. The new book is out and with it came only a few surprises at this point. The Farmers, and the new Union pair. For the most part, the other releases have been out, and tested, and opinions are already out there. I’m a long ways from being qualified to tell you how good they are, and aren’t. I can give you some impressions if you haven’t seen them, but consider this more of a news outlet than the actual no-kidding way to play the game...http://midwestwargaming.com/guildball-season-3s-new-guys/ -Authored by JDHaigler
  10. In regards to Veteran Harmony's Team Player, who/what is considered to be the source of damage; is the original source of damage considered the source, or is Vet Harmony (through her trait)? I can think of two situations (plus one variant) where this could be important, so figured clarification could be appreciated. 1. If Veteran Harmony takes damage through application of Team Player while within 4" of Granite, could said damage trigger Between a Rock...? 2. If Veteran Harmony is taken out as a result of taking damage because of Team Player, is the opponent considered to have "[inflicted] the taken-out condition", thus generating a point of Momentum? 2.a. If Veteran Harmony is taken out as a result of taking damage because of Team Player after Veteran Katalyst has activated Witness Me!, can he suffer the taken-out condition and generate an extra 2 VPs?
  11. Episode 23 - Talking Granite with Mat Hart Andrew and Jason talk to Mat Hart about Granite, the new season 3 Masons player, and how she fits into the team. https://singledout2016.wordpress.com/…/episode-23-talking-…/ You would like to support the podcast? Well now you can! Visit the Singled Out Blog,click on the Element Games banner, and obtain your shiney new man dollies from their great web store.
  12. LeadDiceandBeers

    Granite

    Thought she deserved a thread of he own: Known for her unyielding durability and protective prowess, Granite has molded herself into one of the Mason’s finest enforcers, offering Mason coaches a new and exciting keystone player. Channeling relentless mobility, she not only bolsters the positioning power of the rest of her team but she shelters them from the chaos of the pitch. This rock-solid sentinel will weather the fury of your opponent’s blows, biding her time until she finds the perfect moment to level the opposition. • Granite augments the Mason's flexible playstyle as a defensive powerhouse with ample versatility. • When paired with Marbles and Brick, they combine to form an unbreakable defensive line.• Her durability combined with her powerful control abilities make Granite an exciting addition to a Mason roster that takes full advantage of their signature adaptability.
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