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Found 163 results

  1. 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?
  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. 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
  4. 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!
  5. 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.
  6. 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!
  7. 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.
  8. 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
  9. 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!
  10. 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
  11. 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!
  12. 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!
  13. 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.
  14. 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.
  15. 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.
  16. This was an 2nd round escalation league match. Masons: Honour, Harmony, Brick, Marbles Brewers: Esters, Friday, Spigot, Quaff After a great strong start from the Brewers, who managed to position themselves to score early on (pictured), some (really) bad dice led to a no goal, which went on to allow the masons to dominate possession and out maneuver the Brewers. After a little brawl in the middle of the park, the Masons eventually went on to score the 2 goals required to win the match. Masons won 9-3.
  17. Have at ye. Quality is low. So is the cost. #content
  18. Reaping through Masons

    We made a friendly match with the blacksmith event rules. Flint kicked the Ball and Harrow was a good boy and got it for Bushel. Tater was elected as captain for this match, so he was charged up to go for Chisel, while Jackstraw positioned himself and some handy harvest mar... err... gravestones to threaten the goal. Chisel was first to fall and Bushel scored right next to Brick and dodging back to the center. Masons looked for vengeance. Flint scored and Mallet - who was elected as captain for the masons - tried to take on Tater. He couldn't even stopped Taters everlasting grin. Right in front of Mallet Tater got rid of Tower and after a huge scrum in the centre of the pitch Jackstraw brought the Ball to Bushel, who scored for the win. Right next to Brick again. 12-4 points and two souls where claimed for the Reaper.
  19. Corsair rematch against Hammer, who crushed him last time. This time we played the old deploy rules, and I don't think we'll ever be playing old deploy rules again. (Most) games turn 1 is so one sided to the receiver, and it feels like a boring waste of time. The new deploy is so much more fun, and gets you right into the game. This was also a weird game for dice, most of our rolls were all hits or misses. Fish - Corsair, Tentacles, Sakana, Greyscales, Hag, Gutter Masons - Hammer, Wrecker, Tower, Mallet, Flint, Lucky Turn 1 - Hammer kicked off, Gutter received and passed to greyscales, who passed to Corsair, who passed to Tentacles, who dropped it for Hag, who passed to Sakana, who dodged up and got reeled into cover. Tentacles blinded Hammer before he activated. While I did all of that turn 1, he could not do anything at all, and I mistakenly left Tentacles in range of Hammer (when i could have dodged away from Hags legendary). So Hammer killed Tentacles turn 1. Sakana was able to smoke bomb, jog over an obstacle to Flint, who could not counter attack because kicker doesn't get momentum in the old deploy. Sakana scored, and the ball threw back in to Hammer. Hammer passed and dodged, and was able to kill tentacles. score 4 - 1 Turn 2 - Gutter locked down Hammer, and Hammer killed her. Corsair stole the ball from Flint and passed to Sakana. Mallet knocked Sakana down and the ball scattered. The ball continued to do circles around the pitch as sakana, flint, lucky, greyscales all tackled off each other and kicked it away. But finally got it back to Sakana to end the turn. score 4 - 3 Turn 3 - Sakana got momentum and scored a tap in goal. Hammer killed Hag. The ball kept moving around, being stolen back and forth, which most of this rounds influence was spent just tackling and kicking, but no one scored. Score 8 - 5 Turn 4 - Hammer killed Corsair, the ball kept moving around. I clocked out first, giving up a few points from my activations. Luckily corsair and tentacles got killed before they activated, so that's 2 points I didn't give up. I ended the turn with Sakana having stolen the ball and in threat range for next turn, and at 4 momentum. Mallet killed Tentacles which put him at 11 points, and 8 momentum. I got super lucky and rolled a 6 and he rolled a 1 so Sakana got to go first, hit Lucky for 2 momentum, then sprint and bonus time tap in for the win! Score 12 - 11
  20. Honour gets shot by Ballista

    For the final round in the local Big League and Honour goes up against Ballista. Unfortunately noe matter how hard the masons tried the slippery engineers managed to sneak past and score. As soon as the kick off gave the ball to the Engineers who could then use their ranged attack and ball passing to build momentum while the poor masons did nothing but position themselves. In the end the one redeeming part of the game for the Masons was Honour tackling the ball from Ratchet after a 10" charge from the piece of fast ground and scoring a screamer. Unfortunately that meant she was on alone on the wrong side of the pitch and even though she dodge out of trouble and ran to hide in the shadow of a big rock and managed to hold out 3 rounds after scoring the game was over when she finally went down.
  21. After doing some research into the newest member for both Masons and Brewers guilds aka Lucky, I want to give him a test run in my masons team. The only thing that's got me thinking is his Stack the Deck. If you lose the initiative, does that 1 INF he gains count as an extra or is it part of the overall INF allocation?
  22. The tournament was too hectic and I forgot to take any more pictures, but here's one of me playing my round 3 game, and of the others at the tournament. In game 2 I was in the loser bracket and I played against a new player who was playing kick off Masons. I opted to play kick off brewers, with Stoker instead of Stave. My opponent did well, and I was trying to teach her strategies as we played. I received the ball and got it to Friday, who was able to take a shot on goal, and missed! Tapper and Hooper deployed up front and started KD'ing people and doing some damage. Turn 2, Tapper, Hooper, Spigot and Friday all laid in attacks under commanding aura and got 3 takeouts this turn. Tapper got a kill start of turn 3. Flint and Harmony danced the ball away on the other side of the pitch and Harmony scored a tap in goal start of turn 3. Then I threw it back in to Friday and immediately counter scored for the win.
  23. This was the first game I played in a 3 round tournament this last Saturday, unfortunately I forgot to take any more pictures after it started. Esters was overconfident against Masons after her previous win. Was waiting to activate her but she got KD and Singled Out by Mallet, and then Honour came up and used her legend to attack 7 times, killing Esters turn 1. The ball was dead and Flint controlled it. I fought hard after that and prevented any more points for a while. I used Friday and Scum to mess with Flint and keep him from scoring, but he was able to get the ball back into the middle of the pitch. After losing Esters, I also lost Hooper, but I took out Mallet. We played for an hour at 4 - 0, and my opponent finally got a goal and I threw it in to Friday, and then next turn chain activated Honour and Harmony to get the winning goal. Overall I played pretty well, except I misplayed so badly at the beginning that I just couldn't come back. I learned that I can't be so overconfident with Esters and I should probably deploy her at the kick off line or behind, since she has such great ranged plays, I should force the opponent to come to me.
  24. Ballista's Engineers shut out the Masons, winning 13-0. Ballista and Locus spent the game beating on Honour. Constantly knocking her down and setting up Mine Field to discourage others from interfering. Ratchet was dropping bombs and tooling up Ballista. Mother was putting out nests to let Hoist disengage and score goals, while Velocity retrieved the ball and passed it to him. Hoist scored twice while Ballista and Locus took out Honour, Marbles, and Chisel.
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