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Mike “the dog” Klein, last month you smashed whiskey and southern dreams by taking down the 50 person Old Jakes Howzat in South Carolina. And then just this past weekend you flew down from New York and carpetbagged the 63 person Spring Fling in Virginia. .... http://midwestwargaming.com/?p=4010&preview=true
Thought I should go ahead and post this here for my fellow fishes. TL;DR - I went 5*-1 with Fishermen to win 4th place at Spring Fling, winning best in guild in the process. I ran Fangtooth in all 6 matches and he had a several awesome highlights. https://momentoustackle.wordpress.com/2018/04/30/fangtooths-big-adventure-at-spring-fling/amp/?__twitter_impression=true
So over the weekend I had the opportunity to play in Spring Fling 2018 at Huzzah Hobbies ( http://longshanks.org/events/?event=669 ). I decided to take my trusty blacksmiths and see if I couldn't shock the world! Round 1- Evan Miller- Corsair, tenticles, gutter, sakana, siren1, hag vs Ferrite, iron, hearth, alloy, Furnace, cast. To help explain this game, I need to explain that there was very little terrain to hide behind as well as I kicked off. I tried to set up pieces around the only obstruction that I had access too and fan out after kicking off. Fishers reel and passing dodges gets corsair into position to drag furnace past the wall I tried caddie cornering. This led to him winning the momentum race and going first 2nd round. This allowed gutter to activate with a full stack and kill Furnace, however this gave me an opportunity to get the ball with Iron and score. After some more scruming and re-positioning for the ball he puts one in to go to 6-4. With an immediate snap back I get it to 8-6 with an opportunity to tie the momentum race knowing he had already played one 7 and still having grudge match for 6. Really bad dice roll on my last attack against gutter caused me to be down and out of fear of the roll off (giving corsair access to singled out with the ball) meant that I had to be conservative. He wins the initiative and activates corasir and slightly spikes to get the 6 point activation. Walked away from this one shaking my head, not sure what I could have done different but round 1 losses are tough. My opponent played very well and clean making it very hard to close out the game. Round 2- Andy Kaiser- Hammer, armadillo, brick, mallet, flint, chisel vs Ferrite, iron, farris, bolt, hearth alloy I received this game and made sure to stay outside of 10 of hammer and passed the ball around while quick footing bolt. Brick did a good job of causing counter charge problems for my opening turn goal but luckily when I passed to bolt he dodged, was able to take tutelage, kicked to ferrite, walk into engagement with Brick, use "i'm open" dodge off the pass and then shoot on goal. The ball goes hammer who kicks to flint to end the 1st turn. Start of 2 he scores with flint, and I snapback with ferrite after legendary on most of the team. Score is 8-4 but the ball gets kicked off to my left where Alloy and hearth are hanging out. Hammer activates picks up the ball and kills alloy. (8-6) So now hammer has the ball and is in walking distance of 2 models and the goal. I need to end this game quickly. Farris takes a full stack and goes to work on chisel who has already gone crazy on bolt. Farris knocks down and staggers and puts some more damage on her. Bolts shoemerangers her for extra damage and walks to be in a good spot. Start of turn 3, he wins initiative and goes with mallet, singling out hearth and putting 6 damage on her. Hearth goes next with 2 influence and engages hammer at 2 inches, while staying out of mallets 2, but crowded out by the rollerball. first swing on hammer to try and KD him in one and then heal.... whiff. Attempt to also whiffs and leaves hearth on 17, and hammer still in possession of the ball. I know have to hope that I have positioned well enough to not give up the 6 point activation. Hammer goes and takes every attack to kill hearth, and then dropps the ball to the armadillo. Bolt goes and kills chisel 10-6 and gets a free shoemerang to KD mallet. The roller ball goes and places the ball next to my goal outside of alloys threat and irons but easily inside flints range. My only option is to take a fully loaded Iron and kill a 16 health knocked down, single crowd out Mallet. Walked outside of Bricks engagement took the KD and push and stood up. Bonus Time on every swing allowed for two 1's per roll and I needed every one of them. 4 damage 4 times being just enough to kill the old man. Great game and came down to the wire! Round 3- Joe McCormick- Ballista, mother, hoist, velocity, compound, ratchet vs Ferrite, iron, farris, bolt, hearth alloy Same start as last game, I was able to instead of using the free "i'm open," dodge when receiving the ball with bolt and then jog just outside of counter charge range sprint to engage, shoemerang myself to KD compound, and score a goal. He made a good play by putting up horrific odor but with quickfoot, Bolt's efficiency is unreal. (I do feel bad at this point because my opponent did not know the interactions with shoemerange and targeting self which really threw him off for the rest of the game) Ball comes out on my left side (where farris and Ferrite were) He activates velocity to pick up the ball and walk towards the fast ground. He wins initiative and goes first, scoring with velocity, immediate snapback with legendaried ferrite, which he immediately scores back with Ballista. After the game we talked about what could have happened if he had held the ball on hoist in cover, it would have made an interesting game. Instead, I kick the ball out to farris and sprint to kick to bolt for the snapshot win. My line-up loves a good goal scoring race and unfortunately for my opponent that's what the game turned into. Still a good game and lots of fun! 4th Round Alex Botts- Fillet,Princess, boiler, boar, meathook, decimate vs Ferrite, iron, farris, bolt, hearth alloy So playing the World Champ is always a fun experience and I decided to drop my Burnish gameplan in favor of my 3-0 team. Probably a mistake but hey, when playing the best, throw the playbook out the window. I am a little surprised by the Fillet pick but stick with my guns and draft my normal 3-0 list. I kick off with alloy and set him up with Hearth giving instruction (Had I given both it would have made life easier). After decimate retrieves a easy scatter and boar charges to get in the way, I feel like I can get the ball and take a 2 dice shot. After measuring everything out and getting unengaged I make my tackle and go to shoot. Opps! meathook and Fillet are in the ball path so 1 dice needing a 4. Failed the goal and the ball shoots the gap to the other side and behind his goal line. I know the game is over at this point, I just do not want to get blanked so I take bolt and get the ball after taking a beating from Boar and put one in the net and concede. I told Alex that I should have given him a better game but in reality I liked taking that chance even at 1 dice kick to potentially put him in a really bad place. I will definitely have to practice with kicking teams more often as I went 1-2 when kicking and 3-0 when receiving. Very good opponent and made me pay for a high risk attempt. 5th Round Arthur Washburne- VetRage, Strongbox, Benediction, Gutter, Mist, Decimate vs Burnish, Cast, Hearth, Alloy, Furnace, Iron (This one is incorrect on longshanks) The start of day 2 and I am determined to play Burnish as my Captain no matter what! Arthur and I start setting up and talking before I realize that he is playing Union and I almost loose my never and play Ferrite but stop myself last second. I choose to receive and fetch the ball with alloy kicking back to iron in my back left corner, dodging away from Mist. After some positioning and other quick tooled up on Burnish, Benediction activates and with second wind moves up close to the midfield next to mist. Well, now seems like a good time for flame belch so I shoot 3 of them into Mist and Bene hitting bene all 3 and mist once. We start the second round and I go with furnace, tool up cast, walk into engage bene and do mom 1 dmg, searing strike, and fire. He heals Bene and moves some models around. Cast comes in like a freight train and destroys Bene with an influence to spare. Iron charges mist and gets and absurd number of hits killing him with a mom 7 damage. Hearth gets double teamed by decimate and rage and melts under the assault. The turn continues with some positioning and arranging for the next round. Alloy gets taken out and ties the game at 4-4, I get a little foggy at this point but I end up taking out the turtle and scoring a goal and he takes out iron. The ball is on mist on the far right, and rage is setup to take out alloy who has returned and retrieved the ball previously to score. I see that it will take me 3 activations to get the final 3 points and it will take him 3 as well, but I get the first go. Furnace tools up cast and walks base with benediction swings and doing searing strike 1 damage (he had healed to full) and fire. Then gets pushed to 2 inches on the counter, finally knocking bene down before ending his turn. Gutter goes and engages alloy and chain grabs hearth for some serious death threats by rage. cast goes and erases bene again putting me to 11. At this point rage goes and murders alloy which I let happen instead of spending momentum, so I could bonus time my last activation. Strongbox had come back on on the corner and had just managed to get within sprint and flame belch range of burnish. Lucky enough, he comes back on with 4HP and with 2 bonus timed shoots killed the turtle putting me to 12 with Mist waiting to score in the wings. Another great game and a really fun opponent. Round 6- Stevan Meisoll- Tapper, scum, hooper, spig1, harry, pintpot, vs Ferrite, iron, farris, bolt, hearth alloy Stevan is a NC guy who I have had the privilege of playing a few times now and his brewers are always a good time. I received and set up the bolt turn 1 goal after passing down the line and a quick foot. The ball comes out and he hides it on harry near the back.
dtjunkie19 posted a topic in Engineer's GuildHey all, I participated in the Spring Fling this past weekend, the largest US Guild Ball tournament to date. It was an awesome event, got to catch up with a lot of people I know, including the awesome Liberty Guild Ball crew, the chicago guys, the capital guild ball group, and all of the other people I've have met in my GB travels around the east coast/midwest. I brought my Engineers to the event. This is the team I have been playing the most the past few months, its the team I took to the Captaincon finals a few month ago and did pretty well with, so I was hoping to be competitive with them in this event as well. My 10 was the following: Ballista, pin vice, mother, rachet, hoist, colossus, harry, compound, velocity, salvo. I can talk more about my thoughts on team composition in a separate thread. I knew I would be playing mostly ballista this event. I do like pin vice, however I really believe she only makes it into a few matchups (and ideally is receiving then as well). The issue is that Ballista plays the flexible 2-2 game soooooooo well, and can deal with most annoying defensive options. In particular, he is much better than pin vice at getting the ball off of UM models and stopping some of the extreme ball killing tactics I was expecting from any of the chicago guys. Note: Some details may be off, if so I apologize to any of my opponents in advance! Going from memory here. Day 1 Game 1: Engineers (Ballista) vs. Alchemists (Midas) Engineers Lineup - Ballista, Mother, Colossus, Harry, Rachet, Hoist Alchemist Lineup - Midas, flask, Vitriol, Mercury, Katalyst 1, Harry (?) Won roll off, chose to receive. I played very cagey, killed the ball effectively for the first 2 turns while I shot at his players and force him to come into me. Vitriol gets a bonus timed deadbolt to neutralize her turn 1 on the kickoff. I unfortunately don't remember too much about this game, and I apologize to my opponent Derek for that, it was definitely a good game. I know I was eventually able to pick off 2 of his players and score a goal. He eventually gets a return goal with mercury, and I respond with return goal. Result: 12-4 victory I definitely was able to control this game pretty well. He couldn't get his players into me to attack the ball well at all, and I was able to hold onto it until I had already started winning the scrum and then could convert it into a goal and a few take outs. Derek was a great opponent, and he recognized pretty quickly my strategy and did his best to try to push through despite having to play the losing side of a slower grindy game. Game 2: Engineers (Ballista) vs. Butchers (Ox) Engineers Lineup - Ballista, Mother, Colossus, Harry, Rachet, Hoist Butchers Lineup - Ox, Truffles, Shank, Minx, Meathook, Boar Won roll off, chose to receive. Ox kicked. I grab the ball, get my passes going, deadbolt ox and second wind back to safety. the ball eventually goes to hoist, who has dodged up and has the nest down to score the goal whenever. He decides to throw the marked target onto a model so that shank can Whered they go and charge in, generating a momentum so ox can at least stand up. I end up knocking down shank and getting him crowded out a bit. I throw overclocked hoist into boar who generates some momentum and scores a goal, staying engaged. he kicks the ball back out towards the right flank where ox and meathook are. I win the roll off, do some additional setup on shank. Minx goes in, gets singled out on the counter attack. Eventually, ballista is able to kill shank, who is in melee with him, and then walk over to minx and one round her with all of the gang ups, KD and singled out. He legendaries with Ox and is able to take out a snared colossus with his full stack. He is trying to figure out if there is a goal angle for meathook, I kindly and cheekily help him out a bit so he can take the shot. I then basically immediately respond with a ballista breach goal for the win the next turn. Had he held on to the ball it goes a bit longer, however Ballista probably kills Ox next round, and then meathook is very lonely sitting next to my team. Result: 12-6 victory Felt very comfortable here. My opponent, the awesome Alex C from Philly has had some good success against a few engineer players with ox recently, and thus chose him into me for this matchup. I think a bit of his experience with the matchup may be skewed by skill disparities - I feel this is one of Ox's worst matchups in the game. Ballista can control him very hard, and very quickly wittle down his health, to the point that Ox can basically never go near Ballista or risk getting taken out. Ballista's counter also is brutal against ox, forcing him to have to hit the KD or basically be highly likely to be pushed out. At the same time, the engineer team is still threatening goals much better than ox butchers realistically can. Game 3: Engineers (Ballista) vs. Union (vRage) Engineers Lineup - Ballista, Mother, Colossus, Compound, Rachet, Hoist Union Lineup - vRage, strongbox, Harry, Gutter, Minx, Mist Pretty sure I received here. This game is a bit blurry in regards to turn by turn. I know Hoist went in and scored the first turn goal, then dodged into cover. He played who are ya. Hoist promptly dies to vRage. He goes into hardcore ball killing mode with mist. The rest of the game is pretty straightforward. He comes into me, starts ripping into my players. I get colossus up on the right flank, get him into position and threatening mist. I win a disadvantaged roll off turn 2 or 3, which puts me in an interesting situation. Mist has the ball next to his goal. Colossus is in range to charge and shoot. At the same time, I have ballista and another player who have put themselves into bad situations near vRage and the team. I end up deciding it is more important to go for the points and give up the 1/2 players, rather than trying to save 1, which may or may not even do anything and allow him to further kill the ball. Colossus charges mist, who defensive stances. I need 2 6's on 8 dice to get the momentous tackle, but get nothing. I had gotten that, I have a 3 die tap in to put me up 8 to 2, which I think puts me in an excellent spot. Instead, I end up settling just for getting the ball on my next attack. He goes ahead and murders 2 of my players and starts working on compound. I basically go into scatter my players mode and abandon the scrum. The next turn, I score early with colossus, he takes out compound and mother (I believe). He is on 9, I am on 8. I continue avoiding the fight as much as possible and getting my models into position to threaten the ball again. I make a mistake with Colossus and dodge him towards cover. This allows him to walk mist and pick up the free ball from the kickoff and then unsnap it. We measure, and the ball is JUST over 10" from Colossus, meaning I can't grab the ball and pass it back towards ballista or anyone else on the team. He ends up killing someone else, and I eventually clock moving a player up trying to threaten the ball for next turn and giving him the final point. Result: 8-12 loss Not sure if compound was a mistake here. Harry feels dangerous because vRage kills him so quickly. Velocity may have been the answer. Although compound is the better battery player, having another striker threat vector may have been enough to tip that final goal into my favor. Felt pretty good with my play here. My opponent, Alex Botts of Chicago/STW fame, is an excellent player and really does a great job at pressuring and taking control of the board with vRage union. I felt that I did very well at recognizing the board state and what my win condition was and adapting to that by abandoning the fight and leaving my players to their fate while gunning for the ball. Game 4: Engineers (Ballista) vs. Butchers (Fillet) Engineers Lineup - Ballista, Mother, Colossus, Harry, Rachet, Hoist Butchers Lineup - Fillet, Princess, Boiler, Tenderiser, Meathook, Brisket 1 Believe I received, not sure who won roll off. I played the first turn pretty standard, threw out blast earths to wittle down fillet and anyone else I could hit. She ends up throwing out a pain circle and not doing too much else. I don't recall the exact sequence, but fillet eventually charges (possibly quickfooted) into rachet, blood reigns getting him and mother, and puts him down to 3 but forgets to legendary to kill him. In return, Fillet gets KD, singled out, and crowded out a few times. Ballista comes in late in the turn and puts fillet down to 1 or so. Hoist, who had been holding the ball, passes to ballista before the end of the turn. I win the momentum race and end up killing fillet and then shooting the breach goal. I believe I mostly kill meathook in that activation as well. I definitely kill meathook at some point in the turn putting me to 8. In return in the same turn he goes to score with Brisket but accidentally makes 1 too many attacks and forgets he needed the extra influence to super shot. He eventually scores with brisket. We spend a lot of time doing not much of anything, with me putting mostly ineffective attacks into brisket and him moving boiler and princess up. He eventually gets boiler and princess into colossus, putting a solid hurt onto him. At this point, I am fighting for the ball back with brisket (may have been after a bad scatter) and trying to find a goal angle (as he had healed most of his players). However, tenderiser is proving to be really annoying, as it is hard for me to find an angle where I can get better than a 2/3 die goal needed 5's, which I didn't feel comfortable taking. Meanwhile, my clock is running low fast. Fillet is able to return to the field and get setup to go into colossus, killing him and another player with legendary and trying to grab the ball to end it with a goal (which would have been an amazing 8 point activation). However he gets a little too focused on the goal and takes a dodge to get set up for the goal and forgets about ballista's counter attack, which pushes fillet out of melee and out of goal range. I am then able to get the ball cleared out towards hoist with mother. Hoist is then able to grab the ball, burrow, charge tenderiser and push dodge him out of melee, setting up for the 4 die tap in needing 4's and I get it for the win. Result: 12-8 victory I felt very comfortable early in this game. I felt that I baited fillet into overextending, which I was able to convert into 6-8 points. I think the length of the day may have been getting to me at this point, and I spent way too much time doing all of nothing while he slowly positioned himself to start getting points. This put me low on clock, which caused me to make a bunch of small positioning errors. I had thought I had lost it once fillet went in for the 8 point run but luckily my opponent forgot about ballista's excellent counter attack. I was happy with how I was able to manuever the ball to a safe spot to set up hoist for the goal run. Great game and great opponent (Brad M). Day 2 Game 5: Engineers (Ballista) vs. Morticians (Scalpel) Engineers Lineup - Ballista, Mother, Colossus, Harry, Rachet, Hoist Morticians Lineup - Scalpel, Dirge, Silence, Ghast, Rage, Graves 1 Won roll off, chose to receive. Opponent kicked off with Ghast. I am able to grab the ball, pass around and throw out blast earths and deadbolt rage. He moves up super aggressively with Scalpel and ghast. A little fuzzy on the details here, but I know I am able win the roll off turn 2, deadbolt scalpel and score the breach goal. He ends up scoring with scalpel and second winding back to by ballista. Ghast does an unmasking on a few models, but then slowly gets surrounded by the rest of my team, and gets a good chip of damage onto him. I also get the ball back to ballista. I win the roll off, put 6 on ballista and generate some momentum, KD scalpel and get her down to 2 health and score a 2nd goal. He then goes and bonus times a shutout onto hoist and misses. Had he hit it, it definitely slows down the game a bit, potentially, makes it last another turn. However hoist then goes, reps blast earth to kill a KD scalpel, putting me to 10. At this point, ghast is completely boxed in by my team, so he takes an activation and then I go ahead and kill ghast with a combo of colossus and Harry. Result: 12-4 victory After the game, my opponent mentioned that the engineer player he typically plays with loves to play very passively and shoot and back up a lot, which is why he chose to position ghast and scalpel aggressively. I think he was not prepared for me to switch from that controlling shooting style turn 1 to a much more aggressive goal scoring style throwing ballista up into his team. I was able to take advantage of that and take control of the tempo, knowing that I had 2 eventual takeouts more or less in the bag. Again great opponent and great game. Game 6: Engineers (Ballista) vs. Union (sBrisket) Engineers Lineup - Ballista, Mother, Colossus, Harry, Rachet, Hoist Union Lineup - sBrisket, Coin, Mist, Averisse & Greede, Harry, Gutter Lost roll off, opponent chose to receive. Colossus kicks, opponent is able to recover with mist and pass it along. I start generating momentum with blast earths from rachet. He ends up throwing gutter up into easy threat range of colossus. A&G score the first turn goal, I put who are ya on greede. Colossus is able to KD/single out and push gutter into range of ballista/hoist. They go into gutter, generate a bunch of momentum and put her down to 1, hoist gives ballista the ball. 2nd turn, ballista goes and kills gutter, then deadbolts sBrisket and scores the breach goal - believe he puts up minefield and dodges back or second winds. I kill greede with harry. He moves harry and averisse up, does a few things to my harry. At some point, ball scatters and lands on averisse who snaps it. I end up tackling the ball with hoist, moving him to the right flank and unsnapping the ball. Brisket is able to legendary, get the ball and score with aplomb, dodging just out of 1 of hoist. I kick the ball pretty aggressively, hoping for a decent scatter. It sends up in a pretty live spot for both me and my opponent. I win the roll off. I make a huge mistake here (my time was getting a bit low, definitely had time to think it through though) and only allocate hoist 3. I go first with hoist, grab the free ball and land within range of ballista and rachet - true rep blast earth, hit sbrisket, dropping her to 2 and gaining a momentum. Had I had 4 on hoist here, I bonus time the second blast earth, kill brisket and hold onto the ball. I then am almost guaranteed to get the takeout on harry (who was very overextended) before he can get mist or anyone else over to the ball, or get 2 more takeouts. Instead, I pass the ball to colossus, who was up the field in cover on my opponent's side of the pitch. I make another huge mistake here. I use the momentum for teamwork action, I dodge colossus closer to the goal, making the goal next activation super easy, but also putting him within threat range of gutter. I did this to make sure he was out of threat range of brisket - however I think I overestimated that threat - he would have had to sprint around hoist to avoid the lethal parting blow, and then would be very susceptible to a counter from colossus, and even if if he did manage to get the ball he couldn't get back nearly into range of the goal. Had I kept colossus back here, I think my opponent is extremely hard pressed to do much except steal the ball with brisket, and then he likely loses her in return. Anyway, he ends up going in with gutter and KDing colossus and getting the ball off of the scatter onto mist. I go with Colossus, spend a momentum to stand up, then walk to exactly 2 inch away from both mist and gutter. I then make another big mistake and attack gutter, getting a little greedy and forgetting that the KD is a big threat against colossus on the counter. I whiff my attack and he kd's me. Then mist goes and scores the goal for the win. Result: 8-12 loss. Overall, was happy with my play except for the final turn. I felt that I had decent control and tempo of the game, and had the options on the table to bring it home. That said, my great opponent (Sheridan) played extremely well and went for the aggressive goal scoring plays he needed to do to get the win, and was able to pull it out. As for the matchup/draft, Harry probably was a mistake here. Was a bit on autopilot at this point. Compound stops the turn 1 averisse and greede goal, and can still go and kill greede later on if he gets thrown in for a goal on later turns. Overall Thoughts *WiP*