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Found 167 results

  1. Here is the start of my brewers team ...
  2. Hi all! I've finally made the decision to show you guys 'n gals my progress in painting up my models. I've not been very confident in my painting ability, and it always seems like other people's work looks a whole lot better, but I guess we all need to start from somewhere. I'm currently totally re-vamping my Mason's with an entirely different theme. First off, I was thinking of making the Lannister family (with Marbles as The Imp! ), but I quickly found that I would really need to start working on resculpting figurines. As I've never did that before, I quickly let go of the idea and started brainstorming on a new one. And then it hit me... Many moons ago, I was an avid World of Warcraft player. For those that know the game, I was greatly fond of the Death Knight class and just the whole feel of the Icecrown area of the game. So that's where my inspiration has come from for the Mason's. For those that don't know; Death Knights are basically corrupted Paladins. So no Holy Knights, but Unholy Knights. Within the Icecrown lore, there are also beings called (Dark) Val'Kyr, based off of the Norse Valkyries. And of course there are Frost Giants. So... Hammer will become a Death Knight (and when I finally get to sculpting or find some usable bits, he'll be made into the Lich King himself!), and Mallet, Flint and Tower are his fellow Death Knights. Honour will become the commander of the Val'Kyr, with both Harmony's and Chisel also becoming dark angel-esque beings. (Again, whenever I feel like my sculpting gets on a decent enough level, I will also make black angel wings for these ladies.) Brick and Granite can be considered as 'giants', so it felt natural to make them into the Frost Giants of the team, with Wrecker being their little pet. Of course, undead forces needs ghouls... Enter Marbles! Last, but not least, Lucky. With him being a dual-Guild player, I'm thinking of giving him a kind of Two-Face feel, with one half of him turning into the Death Knight, and the other half still being alive and in the Brewer colours. Of course, his clothes aren't entirely 50/50, but I'm hoping that the colour schemes I have for my Mason's and eventually my Brewer's will blend together quite nicely. So, without further ado... The base of the Goal Post. It's still a work in progress, as I'm thinking of adding an arch and the Mason's logo later on. The 'Lich King' himself, ready to crack another skull! As I've not yet put anything in varnish yet, things can be added/changed quite easily. I'm open for any form of (constructive) criticism or ideas! -Nyk
  3. 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.
  4. So, here's my efforts. I'm much more proud of the Mason's, I don't think the Union turned out quite so well.
  5. Hi there, Very new to the game. With few games that I played I quickly became hooked with the game. I will start painting my minis and look forward to keep playing the game. If you are a noob (like me) in Taipei or in Aguascalientes I would love to play a game (or two) here and there.
  6. Nykolae

    Nyk's Adventures

    Hey all, how are ye doing? I was thinking of starting a match report thread. I'm thinking it might help with reviewing certain matches in which I encountered problems, but didn't know how to handle them. And, of course, some people just like reading match reports. First up, a practice match between me and one of my friends, who has ~5 games of Union on his belt. Mason's: Honour (c), Marbles (m), Harmony, Brick, Mallet, Flint Union: Rage (c), Coin (m), Fangtooth, Avarisse and Greede, Decimate, Grace Rough Ground on the left flank, obstructions in the center and right flank, all around the halfway line. Mason's win initiative and kick off with Flint through the middle, ball gets stuck just over the halfway line behind an obstruction. Turn 1 Rage comes forward to pick up the ball and tries to pass to Avarisse. Sadly for him, he misses. He actually wanted to use the Teamwork Action to close in with Flint. The ball scatters to just behind Grace, on the right flank. Mallet moves up on the left flank and Fangtooth mirrors his move. Brick moves in to protect Mallet and Flint with his Counter Charge bubble. Decimate moves in besides Fangtooth. Marbles completes the defensive double bubble on the right side of the center, while Coin Coffers Avarisse and walks into cover behind the center obstruction. Harmony runs forward and hides besides the right obstruction, in cover, after which Grace passes the ball to Avarisse and moves to the right side of the central obstruction. Flint smells his chance, sprints for Avarisse, steals away the ball and scores! From the gained momentum, he dodges away, but Avarisse is still able to get close to him and knock him on his arse. The Goal Kick was done into the left field, towards the patch of rough ground. Lastly, Honour Quick Time's Brick into a better position, so Decimate can't get to him anymore, and moves up along the right flank to get close to her sister. 4-0 Union gets initiative and chooses to go first. Turn 2 Avarisse drops Greede, and both of them kick Flint from the field. As vengeance for Flint, Honour and Harmony then do their Sister Act and delete Grace. Fangtooth moves up towards Mallet, but Brick Counter Charges into him. I forgot Gluttonous Mass... Oops! Mallet and Decimate start wailing on each other, while Brick repositions, and Coin slithers over the field towards the center. Only Rage was close to him, so there was no Coffers target. Marbles then positions himself to counter Rage's possible Furious charge into Brick. Sadly, the charge didn't get the required 5 results to push Rage away from Brick, which makes that Rage is able to wail on Brick some. 6-2 Mason's get initiative and choose to go first. Turn 3 I was really lucky here. The Union was +3 on the initiative roll, so he expected to go first. But now, Honour and Harmony could close with Rage, while having friends in Brick and Marbles. Honour and Harmony delete Rage, cleaning up the scrum's right side. Fangtooth starts wailing on Brick and knocks him down, and Mallet strikes back onto Fangtooth and knocks him on his arse as well. Using 'Come On Mate', Brick is able to stand back up. Decimate hits Mallet some, and dodges into snap shot range, but still within 2" of Mallet. Flint then goes for the ball, but just comes up short, so he moves to stand in the way of the pass towards Decimate. Avarisse picks up Greede and moves closer to threaten Flint's life next turn, but my opponent forgets that Fangtooth is not engaging Brick, who can Counter Charge in and drop the big guy to the ground. Marbles moves into Decimate to deny another kicking die. Grace then grabs the free ball, kicks it successfully towards to Decimate, who Bonus Time's a now two-die Snap Shot... but misses. The ball is intercepted by Harmony. 8-2 Union gets the initiative and chooses to go first. Turn 4 Decimate tackles the ball off of Harmony and shoots for goal. And she scores! The ball is kicked in towards the center scrum, to land at Honour's feet. Honour snaps up the ball, uses KD'd Fangtooth to get two double dodges, uses Quick Time and sprints to get in range for a 4-dice Shot and scores to decide the match. 12-6 The match was played against someone with an even amount of Guild Ball experience, but this was his ~5th game being Union, so he was still getting into the working of the Guild. In my eyes, his team was sub-optimal against mine, and he seemed to not respect the Honour-Harmony combo. Grace was quite overextended (while still in cover), and Rage stood against Marbles and Brick, so Honour's attacks gained 3 dice and 1 DMG He also made some key mistakes ,i.e. passing the ball to Avarisse in turn 1, who was clearly in range for Flint to grab the ball and score an easy T1 goal. For next time, I advised him to bring Benediction for Fangtooth and to bring Minx for Grace. Benediction is a much better control piece for the center scrum, and Minx helps out Rage with her Marked Target and Snared. Using her speed, she's also a decent goal threat. Maybe even Gutter for an extra 2" melee character, and forcing people in using Chain Grab, but for who? AnG? And would Strongbox've been better than Coin? I'd say yes, but I'm not exactly a Union connaiseur. What do you guys think? I also made some mistakes, but those were mostly due to playing against the Union and their roster for the first time. Most of my problems came from figuring out what to do with Decimate. That broad is só mobile! I basically just ignored what she did, or counter-attacked with Mallet to try and keep her off him. I knew that a goal from her would eventually happen, and I kept Flint or Honour/Harmony both in position to do an immediate response-goal, in this case to end the game. I think I played it quite okay, but I'm not sure if the same will happen if my opponent gets some more practice in. Getting lucky on the initiative roll in turn 3 really swung the game for me. Anyway, would you like me to continue these reports? Let me know! Any (constructive) feedback is welcome!
  7. 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!
  8. Malritch recommended me to post my Pictures here in the display cabinet. So, here are my masons. Currently i'm experimenting with taking the photos. Hammer: The dynamic duo: For the Masons i switched back from nmm to tmm and im quite happy with the result. I'm looking Forward for you're critics, comments and suggestions!
  9. Hopefully will be a display of my new Masons models and any appropriate Union players over time. First model is Chisel, everything else is on order Comments and criticism greatly appreciated. Looking forward to getting more of the Guild painted.
  10. 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.
  11. Devilsquid

    Chiseling away at the fallacy.

    Hello again sports fans! Today I'm going to talk about one of my other favorite Mason models, and a source of great contention: Chisel. The main point of contention is: Chisel is bad at what she does. But the real question is: What is Chisel supposed to do? The easy answer is that she's supposed to do damage, because she has Crazy and Painful Rage, two abilities that make it seem like her core role is to get up as high as possible in her playbook for big damage numbers. And yes, like many Masons, Chisel has bigger numbers later in her play book, made stronger with the potential combo of Tooled Up and Painful Rage. But it takes a lot of resources and timing to make Chisel decent at doing damage, so in this light, she's a bad player who just doesn't have the damage output to effort balance that other Masons do. And so, you're right: Chisel is a bad damage dealer (or at the least, is' the same as other Masons at doing higher level damage). But what if Chisel isn't meant to be a damage dealer? What if Crazy and Painful rage are merely tools to help Chisel do her real job, instead of indicators that she's pretending to be Cosette? For me, Chisel is the Mason Ball Retriever. Ball Retrieval: Masons have a strong scoring game, but once you score, how do you get the ball back? The Majority of our players have 1" melee, and those that have 2" melee are rather slow and not an easy to reach Tackle (Brick and Mallet). But then there's Chisel. She has a 2" melee and a momentous Tackle on 2 successes, arguably the best option for getting the ball back in the Guild. She's also SPD 6/8", so she can get to where she needs to go to threaten the ball, or take it away. But lets take a look at our typical strikers and ball holders? They usually have high defense, hang around near Cover, and in the case of Brisket and Flint, have Charmed to boost their defense. They also tend to hide behind the rest of their team, so getting to them can be quite the trick, especially because of crowd outs. This is where Crazy comes in. With it, Chisel becomes TAC 7, and with her Tackle on 2, has a much greater option of being able to ustilize the dodges in her playbook to get to the ball holder, strip the ball from them, and kick it away to an available team mate, or out into the open away from the opposing team. In my experience, if Chisel is near the person with the ball, she can get it. Unpredictable, High Def, Gender based DEF boost, crowd outs...Chisel can get around it all. The only thing she can't ignore is Close Control, but she can trigger it easily enough for her follow up attack, or for a Parting Blow. Survivability: Generally the Masons lean on their ARM stat to take the hits, but Chisel is in the camp of the 1 ARM Masons, and with 13 health, is in danger of being taken out easily, especially if you're using crazy. But if used right, Chisel can be rather hard to remove from the field. Sadism lets her heal each time an enemy model in 4" takes damage, even if a different model on your team is doing the attacking. Assuming you give Chisel 4 influence, she can go Crazy, activate Sadism, hit an opposing player three times (looking for her 2-4 columns of options), allowing her to dodge, generate momentum, and heal. After your attacks, she's healed up her Crazy Damage, possibly put Feel My Pain out, and likely dodged to a better position, as well as having generated 3 momentum. If she had taken damage before, she can still Take A Breather to get her health back up 4pts. Feel My pain also triggers off parting blows, so if you're engaged by models that can only damage you (Fish), you can cake a parting blow from a player, damage them, and heal up from Sadism on her way to chasing the ball. Annoyance: Chisel can be very annoying, from her 2" melee, to her dodges on her playbook, and most importantly, because of Feel My Pain. With FMP in place on a model engaging Chisel, they suffer damage every time they attack Chisel, which heals her if you have Sadism up. No matter what option they choose, Chisel gets healed and they take damage. Say they decide not to attack her, and walk away? Chisel doesn't have a knock down, but she can still do damage on the parting blow, which heals her, and denying someone the charge with her melee range is always a good option. So with set up, Chisel can just be frustration to remove from the field, leaving your opponents choosing a different model to focus on instead of lesser returns against Chisel. BUT WHAT ABOUT PAINFUL RAGE?!? It's a trap! Well, it's not a trap, but what it does is allow Chisel to start her healing shenanigans without having to worry about using Crazy to up her TAC to reasonable levels. If Chisel has taken a fair amount of damage and is below 6, her TAC goes up to 6, which makes hitting the first two columns of her playbook easier to access. This allows her to Tackle, to dodge, and to dodge/damage, allowing her to re-position out of harms way, to heal herself with momentum, or to even trigger Sadism if she wants. Does it also allow her to do more damage? certainly, but I see that as a guard against being engaged by a Tough Hide model when she's low on health, so she can still trigger Sadism and get her self heal up and running. It also allows you a better chance at a counter attack being successful if she's attacked before she activates, and gets damaged to below Painful Rage levels. So, to summarize: Chisel is the Masons answer to "how to get the ball", and can absorb a lot of damage and heal it up with her built in healing tech while she harasses strikers. Pick your targets wisely, don't throw Chisel into a scrum unsupported expecting her to kill everyone, and let Chisel chase the ball like she's built to do. Thanks for reading!
  12. supertzar

    What to do with Hammer?

    I've had a few games with the rats now and I seem to have a problem. How do you control/counter Hammer? He seems to always come from downtown and just delete models at will. If I go in for the goals I get double counter charges applied to the face. If Itry and hang back it just seems like I am playing just the game Hammer wants where he will get all the buffs he wants and then just casually stroll in, take out a model and probably getting a goal in just for laughs. I know Scourge is perfectly capable of deleting Hammer but he's usually quite easily dodged with knock back. I don't like sacrificing Piper with haunting melody just to keep Hammer back for one turn, but it seems to me like it's kind of the only option?
  13. Zozo

    Advices to an event

    Dear fellow guild members! In my local meta there will be a one day event on next saturday. There will be upper and lower side, and i'm in the lower. The other players will bring alchemists, brewers, blacksmiths and union. My questions are the following. 1. Against these guilds, wich captain would be the better choice? I think the gamers would bring these captains: Union: Rage Brewers: Tapper Blacksmith: Ferrite or Burnace Alchemist: I think it will be Smoke. 2. What tactics I choose in these games? 3. What squaddies will be the core of my team each games? I know, this is so theoretical, but I would really appreciate any advice, ideas or help
  14. tandgproductions

    How to Play: Honour Masons

    So thanks for the great feedback on our last 'How to Play' video. With the responses we have had we're now moving to examine each captain and their common/most used plays. Here's Honour and Tapper from the Kick-Off set, ideal for getting new players up to speed. It's by no means perfect, but let us know your thoughts!
  15. Hello Everybody! I'd got a few games behind me, but one of my biggest nemesis are the Butchers. I really don't know what to do against them. Can you give me advices? Which captain&mascot pair are better, and what kind of tactics will follow in the future? Thank you!
  16. 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.
  17. 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.
  18. Forum! Run the Length is back and it is a brand new year. We are kicking things off with my last Alchemists game (for a while at least.) This episode has everything there is action, there are goals, there is new OPD. And best of all the longshanks is guest starring! Follow me on Twitter: @TheCurkov https://mobile.twitter.com/thecurkov Follow Sam on Twitter: RedSamNotBlue https://twitter.com/RedSamNotBlue Strictly the Worst Guild Ball Podcast: http://strictlytheworst.libsyn.com/ The Longshanks.org
  19. Looking for a few LE Models, and a few cards Models: -LE Blackheart -LE Rage Cards: -Chibi Hammer/Wrecker -Chibi Union -Chibi Farmers (If these exist) I'm in the US, and would like to only buy from someone in the US. Thanks for poking your head in here, y'all. Cheers, -Capt
  20. Hey All! I know KS Honour is a very rare model, but somebody has got one and want to sell it, please notice me! Thank you!
  21. With SteamCon US coming up, it has finally given me the motivation I needed to paint my Masons. I'm fairly new to painting so it's not the best job in the world, but I'm really happy with the results. Just wanted to share my first few models! Sorry about potato quality photos!
  22. My second game on the Stadium, this time Masons vs Alchemists. Masons: Hammer, Mallet, Tower, vHarmony, Brick, Marbles Alchemists: Smoke, Calculus, vKatalyst, Compound, Venin, Naja My kick off was guite good, so the Alchemists didn't pick the ball. Hammer did it and smashed Venin, as he was passing by. Vening died in the beginning of turn 2. Hammer then used Hammer Time! and scored a goal. With Knee Slider and Tactical Flexibility he went back to his ranks and I had a solid turn coming. Fortunately for me, Calculus kept missing with Blind. Later that turn Tower killed vKat and Hammer scored again. 12:0 for me, yay!
  23. Masons: Hammer, vHarmony, Brick, Tower, Mallet, Marbles Union: sBrisket, Mist, Gutter, Harry, Benediction, Coin The game was quite intense. I was the receiving one, but I missed a few passes, so the ball was lying on the ground. It was close to my ranks, but Mist is quite a fast fellow, so he managed to get the ball and pass it to Harry, who passed it to Brisket. After that, Brisket scored and I did nothing. The Union team won initiative roll and began turn 2. Brisket got the ball and scored again. After that I kicked the ball to Hammer and went after Harry. Hammer killed Harry with ease and kept killing the ball. I had to pass the ball further and further away up to the point when I found an opening in my opponent's play. He placed the ball on Mist within Hammer's reach, so Hammer paid him a deadly visit followed by a goal. That was enough to turn the tide of the match and win 12:9.
  24. Masons: Hammer, vHarmony, Mallet, Tower, Brick, Marbles Union: Blackheart, Gutter, Rage, Hemlocke, A&G, Strongbox The game was quite easy for me. The whole point of it was waking a setup with Mallet (SO + KD) and Tower (TU) for Hammer and then ending it with a kill. Hammer killed Avarisse in turn 1, scored in turn 2 and killed Rage in turn 3. In the meantime the Union managed to kill Brick and Marbles (and Strongbox, because Gutter is insane). The game ended when Mallet scored, but I was already 3 minutes in overtime.
  25. Another 2nd round escalation league game between the Alchemists and Masons. Masons: Honour, Harmony, Flint, Marbles Alchemists: Midas, Vitriol, vKatalyst, Naja The Alchemists absolutely dominated this game, the Masons just couldn't contend against Katalyst. The win was completed by all take outs (Hidden agenda to win without scoring a goal) Alchemists won 8-2.
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