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Found 4 results

  1. Hi all, Wanted to share one of the kicking strategies I have been using with my blacksmiths that I have found to be quite effective. It is a very aggressive, explosive style of play. Note, I'm not claiming that I am necessarily the first to think of this - it's pretty straightforward - but I think it is good and worth sharing! My go to lineup for this has been: Ferrite (c), Iron, Hearth, Alloy, Furnace, Cast. That doesn't mean it couldn't work with some changes. The key models are Ferrite as captain, iron, hearth, and alloy. The last two spots are more flexible. The general setup is as follows: Alloy kicking. Hearth next to Alloy. Furnace nearby iron. Iron next. Ferrite on the wing, but still relatively close to the center. Ideally you want Ferrite within 6" of as many models on your team as possible - certainly Alloy, Iron at minimum. On the other side of alloy, hearth and cast (or cinder). Alloy advances and kicks - no specific goals with the kickoff, do whatever kind of kick seems the best - make sure alloy is within 6" of hearth at the end of his kick off advance. Allocation - 4 on Alloy and Iron, 2 on hearth, 1 on furnace. Last influence is flexible - can put it on hearth or ferrite. First activation - Ferrite legendaries, advances, Get Over Here on Iron to position him up to 6" forward. If she has 1 on her, she can acrobatics towards the wing a bit to spread out for positioning for later turns. Next activations hearth buffs iron with 2" melee, instructs either iron or alloy depending on board state, advances 6"(should be within legendary). Furnace tools up iron, advances to within 1" of either Iron or Alloy if either of them is threatened by an opponents' model (for sentinel - obviously not needed vs. a ranged gunline team). Last 2 activations you send Alloy and Iron zooming across the board. Order depends on board state. If your opponent kills the ball from Alloy, but also makes it so they can't score that turn, then you can send in Alloy to get dirty knives off, do some damage and generate momentum. If they keep it live for them to score, you can hold alloy back last activation as basically a guaranteed snapback goal. Tooled up, 2" melee Iron threatens 10" before impetus from the up to 6" he already dodged up previously. You can either use Impetus to get him into someone holding the ball and go for the goal, or pick a vulnerable target and try to take them out or generate a bunch of damage and momentum to carry you into turn 2. Tooled up Iron is pretty likely to do around 11-12 damage vs. a 4/1 model, and really starts to excel against 3/1 or other lower defensive stat combinations. The ideal outcome of this first turn setup is a goal and getting a takeout ready for top of 2. However, even in the worst case you should be able to position aggressively, generate a bunch of momentum, get damage out, and threaten the ball. The best part is that both Iron (through Ferrite) and Alloy have built in yo-yo mechanics - you can pull Iron out turn 2 if he is getting into a bad position either before or after he activates, and alloy naturally is bouncing in, out, and around the scrum with back to the shadows.
  2. Pending Forum Suspension

    Kicking the ball out of bounds

    So for the first time I chose to tactically kick the ball out of bounds with Fish. I had 3 players yet to activate in the middle of the pitch and had gotten all of the other player's models to the sides. I hadn't planned on the strategy but I was up 10-4 with 2 models basically dead and the ball in a scary location near my goal. I kicked it out and the ball scattered exactly where I needed it to get two models to set it up for the win. Excited about the win but later felt kinda dirty about it. I know that it is in the rules and the other guys shouldn't have ceded the middle of the field (he's brand new to the game, maybe 5 or 6 games but first time with this guild) but it still made me wonder if kicking the ball out of bounds in an effort to recover seemed fair. After not really coming to a reasonable moral conclusion I thought I'd ask everyone else for their opinions. Do you guys think the ball scattering from center is the way to play this? Is it still fair in wake of the season of footballers? Would throw ins being resolved from the side they were kicked out on (similar to actual football) be more reasonable? Is a goal kick for the opposing player possibly more fair in an instance that the ball leaves the pitch after a pass a good alternative? Do I need to get over myself and accept that it is a viable strategic option and advantage of it? What do you guys think? EDIT: To clarify before anyone asks I did indeed kick it to a spot on the pitch and let the scatter do the work.
  3. Kicking Sequence 1. After paying applicable costs, the active model declares a target-spot within range of their kick-distance. 2. Generate a dice-pool using the kicking model’s base-kick. • Enemy models engaging the kicking model negatively affect the Kick attempt; suffer [-1] dice-pool per enemy model. • Enemy models, not engaging the kicking model, with any part of their base on the ball-path between the kicking model and the target-spot, count as intervening models and negatively affect the Kick attempt; suffer [-1] dice-pool per intervening enemy model. 3. A Kick attempt is resolved as a [4+] TN test. • If the target-spot is not in LOS of the kicking model then the Kick attempt suffers a [+1] TN modifier. • Enemy models engaging the target model (if applicable) negatively affect the Kick attempt; suffer [+1] TN per enemy model. A scenario arose where a short pass was desired, but both kicker and recipient were engaged by the SAME enemy model. Per Step 2, the kicker (naturally a 4/6" kicker) who is engaged by an enemy would suffer a [-1] to their dice pool. So 3/6" [4+]. In this case, the enemy model was not intervening, but even if they were, we know that they would not have negatively affected the dice pool a second time. So, still 3/6" [4+]. In Step 3, it notes that a kick is resolved at [4+] and can be modified if the target spot is not in LOS. It is also modified if enemy models are engaging the target model - [+1] TN per enemy model. In our case, the kicker had LOS, but the same enemy model that was engaging the kicker is engaging the target model. the rule does not have the same qualifier as Step 2: "Enemy models, not engaging the kicking model,..." So, does the same engaging model affect the kicker and target model? (Resulting in 3/6" [5+]) On a related note, if the enemy model happened to be a larger based model that did block LOS, what is the impact to the TN then? Engaging kicker: [-1] dice pool; intervening (but engaging kicker): [N/A]; target spot not in LOS: [+1] TN ?? (second question); engaging target model: [+1] TN (first question). Which, if all of this is correct, would result in a kick attempt of 3/6" [6+].
  4. when you kick the ball what line does the kick have to follow? i appreciate the ball travels along a 30mm wide path but where does the centre line of the path start and finish, specifically from the point of view of passing or shooting. it doesn't appear to explicitly state what the path of the ball must be in the rules, although the diagrams show that it is centre line of kicker to centre line of target and hence that’s what we've been playing - and what feels like it fits with the intent. Is this correct? There has been discussion within our group as to whether you can alter the line of kick to avoid intervening models but still get to the target model. With that in mind, if its not centre to centre, does the full width of the ball path need to be within the width of the targets base or can you kick such that only the edge of the ball path hits the target, to avoid intervening models. i appreciate you have to kick to the model and cant kick to the 1" snap zone if you want it to be a successful pass. Alternatively can you adjust the line of the kick such that the width of the ball path is within the width of the target base but the line of the kick is not centre to centre. This would be possible when kicking to or from models with a base larger than 30mm and we have encountered this several times, most frequently with shooting on goal. I did a diagram to demonstrate this but cant work out how to get it into the post.