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Found 31 results

  1. I had posted these in Proving grounds, but apparently thats non guild specific... I've only just started playing morts, so this is mostly theory crafting, and just for beginners, not experts (who will already know this stuff) https://that70sgame.wordpress.com/2018/03/01/morticians-turn-1-goals/ - Turn 1 goals with morts https://that70sgame.wordpress.com/2018/02/28/morticians-killing-game/ - Killing with morts - mostly %s
  2. Thinking a bit about kicking off and what are our viable choices: 1. Kicking off with Tapper seems like the standard approach that I think most folks will default to. Gets Tapper up the field and sets him up for controlling the middle of the board. 2. Kicking off with Friday. Loading up Friday with 4 influence to set up the turn 1 goal seems good and puts pressure on the other team to work around it. Friday can then set up the "Pat Cat" and use dirty knives if your opponent bounces the ball outside. 3. Kicking off with Scum. This is something that I thinking a bit about. It is a non-standard strategy and is a bit of a gambit. The idea is to hit a key model with Hamstring to slow them down and then generate momentum on the follow up. Low risk but can actually throw off an opponents opening moves 4. Kicking off with Esters. I think this strategy centers on getting her denial templates (blast earth & fire blast) on your opponent's side of the field. Thoughts on other strategies?
  3. Butchers Redux

    Hello! I will be playing against a Butchers team and I am thinking about the following line up: Esters, Scum, Mash, Friday, vSpig, Stoker The thought here is the get conditions on the field and slow the Butchers down, while I work to maximize my goal potential. If they need to use momentum to clear conditions, then they are not using momentum on killing Brewers. Butchers can kill Brewers faster than we can kill them, and if I don't get at least 2 goals, I am probably not winning the game. I really like vSpig & Friday into this matchup, as I think they are both very solid strikers. Thoughts on the line up?
  4. I have a game scheduled for later this afternoon against a friend who will be bringing Alchemists. This will be my third or fourth full 6v6 game of GB. I know Alchs are good, I know they're fast, and I know that they like their AoEs. I was wondering if you all could enlighten me as for as specific things to maybe watch out for, and maybe how to counter it. I have all the Fish models other than Corsair, vSiren, and Tentacles, and have a Gutter model. Thanks!
  5. Morning folks. After a(nother) prolonged absence from the GB scene, I'm meeting up with a mate on Saturday to have a couple of games. All very chill, no clock, just catching up throwing dice, all the LOLs etc. My mate will be playing Butchers, possibly Veteran Ox (or Fillet?) and with minx or whoever as Union spot. I will be taking S1 Fish. Shark, Salt, Angel, Siren, Greyscales, Kraken. I have played this team only once against this same mate and his butchers and it was a massacre (not helped by the dick head hovering over our table, dictating my mates plays). We have discussed that proxies are fine, but I'd like to use what I have. What should I be doing?! Playing keep away and going 3 goals looks legit. FAQ: Aren't you the guy that has only ever won game? - yes correct. Why aren't you using that team, then? - I just don't 'get' Masons and can't get them to work and don't enjoy playing with them. What about your Morts? - I have scored with them, and had fun, but think I need to give the Fish a fair crack. tl;dr - S1 fish roster tips, please.
  6. Hello Guild Ballers! I would like to start a discussion to help me in my Tapper game. My blog is not the place to have an interactive discussion, so I'll put it up here, on the steamforged forums. Here's what I want to know: What first turn plays do you think are best for a Tapper team and why? How do you set up your players and what players do you bring. Obviously I know that the answers to this question are near to endless. There is no right or wrong, there's just playstyle. You do what you want to do to make the game fun for yourself. But still, some set-ups are more competitive in nature than others and I'd like to know what your playstyle is like, but with TAPPER. So let's forget that HELGA (Esters) even exists for the remainder of this thread. And I didn't say if you only play Esters you can't have an opinion. I do have some love for the chubby curves of the horned lady, but not in this thread. To answer my own question: I usually play this line-up: Tapper - Scum - Hooper - Stave - Friday - Spigot I tend to set them up like this when receiving the ball: Hooper opposite the kicker (to retrieve the ball) Tapper near the middle with scum close to him on the side of Friday. Friday and Spigot on the same side as the enemy striker (or the best one if they each take a side). Stave goes where the crowd is on the other side or depending on the team goes next to Hooper to possibly go get the ball and drag in the kicker himself. When Kicking (read below for who's the kicker) Stave goes on one side, Spigot and Friday on the other and the rest of them huddle up in the middle but able to get to Stave when needed. I'm a player focusing more on the brawl than on the ball. I tend to go for a 4-1 play. But have ended more games as 5-1 and 6-0. For me I have what I call a 'Stave start' or a 'Friday start'. With Stave, when kicking, I try to get the ball close to an edge. Whoever is coming to get it is in danger of meeting the edge of the field. When receiving, a player activates, fetches the ball and depending on what team is on the other side Stave gets the ball and dodges 4'' up the field, ready for a lob Barrel. Now I don't field Stave against Midas or Hoist - Alchemists are high DEF models anyway and lobbing a barrel their way is more often than not hoping for the best. Engineers have the same issue. - I don't use this tactic against butchers either and am reluctant to put Stave within Hammer / Mallet range against Masons but I normally do field him. I delay the pass to Stave against butchers to see some activations on the other side first. If they come close and the risk is low for Stave to meet Boar or Ox next activations I might go for it. If there's a group where I can get multiple hits with the lob, I'll go for it. Knowing fully well Stave needs to activate first next turn to get the hell out of dodge... When Stave does use his barrel Lob I tend to look for a target to shoot towards my brewers. I have been known to shoot Boar and Seenah back, I prefer them sitting on their arses. And it is a rare treat where I can barrel lob somebody off the table edge. With Friday I give her Tooled up (from Spigot, although I have brought Rage to the game once before) and put her within range of Tapper looking for 2x Dirty knives on two different targets if possible. If not, meh, twice the same, the effects don't stack, but the damage goes in. It is rare for me to leave her outside of the Tapper-pain-train-range to shoot her knives at something. I have been reluctant to go for a first turn goal with Friday when receiving. (Get the ball with X, pass it to Y (gain 1 momentum), let Y pass the ball to Spigot (now on 2 momentum), walk him up to within 4" of Friday, pop his heroic (back on 1 momentum), pass the ball to friday, dodge her up 4", then shadowlike her forward (6" up the pitch) then sprint for 8 and shoot (8) to goal (with the last momentum or -with an extra pass in between- for the heroic I shoot better after a beer...) The thing is my normal team isn't good at passing all that well. I don't want to activate Tapper first who's a 3/6 KICK, Stave is only 1/6 and I really want to wait to activate him for the barrel lob, Hooper gets 2/6 (and usually fetches the ball for me) and Scum is only 1/4, sure Spigot's aura helps, but I have failed more often than not) Plus I'm thinking it might not be a fair trade; I shoot for 4 VP, give the ball to the enemy player (enabling him to get 4VP) and give away Friday for a potential 2VP. That's In any other line-up I have brought I have almost always used the 'Friday Start'. And even if I bring other players in, like Mash f.i. I still use that same tactic with Friday. Although with Mash I make him kick, hoping for some dodge-push results on a player close enough to bring that enemy player into Tapper range. I still play the 'Friday Start' during that turn, if possible at all to soften up the target for Mash with dirty knives. I used to wait for Spigot to give tooled up until 3rd activation. For the off chance that Tapper would get a target, but since that doesn't happen anymore I activate him when I need a fast - Spigot goes, tools up Friday, go- kind of play. Spigot's activation has moved up in my 'younger' games and Friday goes as soon as she can after that to get a target that is within range while staying in Tappers range. Do these tactics sound familiar for any of you brewers players out here? Is there some other first turn play I should try? Let me know! I have pondered about an early activation with Tapper for the Marked Target play, but who do you send in then? It's not like he'll get to throw it on somebody that's close enough already for him to charge. And Mash is the only player that has pushes AND dodges, to come back into safety after pushing the target towards Tapper and his mates. When receiving the ball I have thought about not going to get the ball at all, hoping there's a player on the other side willing to come and get it, but then my VP-exchange might be a 2-4 trade for the enemy since if he'll get the ball he's going to score, or at least will be looking for that goal. But building on that, I should be able to take out another player in that same turn, making it 4-4 getting the ball back and then it's all about who's the better player again. I just don't like the 'should' and 'what if' reasonings... So that's it!
  7. Butcher's Week - T&G Productions

    Hi all, Just to let you know that we will be running daily videos on the Butchers commencing Monday 1st August, below is the playlist that each video will be added to for ease of viewing. These videos are designed to give a quick snap shot of the players available and their relevant tactics/uses, for both new players and those looking for an easy overview. Hope they help! More guild weeks to come!!
  8. S3 announcement Obviously things are mixed up now. Exciting! I'll try to rework the doc so there's room for people to add notes about their S3 playing experiences. I don't have any myself yet, but I will soon. I'm also in America now, so playing bandwidth/tournament time is very different. I'll post my own experiences of course, but I made it a google doc so I could easily hand out edit perms to the community or anyone else who becomes more active than I am. Best, Drillboss ---- Intro This is the start of an (IMO) overdue Engineer's tactica. To start I'm just compiling various reports and tactica articles into one place--the astute reader can mine the reports themselves for what works and what doesn't . As I have time I'm going to fill in my personal thoughts on each of the players, then lay out tips and tricks for building and piloting teams run by either of our captains. I definitely intend to lean on the community as I know Ballista much better than I know Pin Vice, though I'll start with my own thoughts on each and look forward to hearing ideas about running either of them. If you have reports or tactica here or on another site which you'd like added to the list in the OP, please shoot me a PM or post here. Cheers, Drillboss Overview TACTICA GOOGLE DOC Because I find it easier to edit, actually going to maintain the tactica at the above link for now. Feel free to comment and ask questions right in the doc as I chop it up. Reports and Other Posts My own reports + shameless plugs: S1/S2 Early Vassal Stuff (Ballista) WCWW Winter Wreath (Ballista) Grinstead Cup and Proving Grounds (Ballista) Skull Cup (Ballista) Insert Funny Name 2 (Pin Vice) Vengeance (Pin Vice) Clash of the Guilds 2 (Pin Vice), Rush Goalie 2, Pumpkin Cup, Bend it Like Bonesaw, Great Balls of Fire (Ballista) UK Masters Weekend (Ballista) BIG Sweaty Balls (Ballista) Kickabout at Colours (Ballista) S3 Heretic Games Casual Tournament (Ballista) Las Vegas Open (Ballista) --- WCWW Interview about Engineers My "Plumber's Guild" Engineers More Reports and Tactica (feel free to PM or post if you'd like to contribute) Inverted Polarity (Discussion + Reports on Both Captains) Pin Vice Reports Ballista Almost Gets the Bounty Engineers at the Southern Ontario Open (Pin Vice) Fish's Engineer Reports (Pin Vice) Roley's Engineers (Pin Vice so far) [S3] Byron Coaches the Engineers Sweet Graphic of All Engineers Playbooks pre-S2
  9. Guild Ball Starter Sets: The Hunters

    Hi all, Here's a short introduction video to the Hunters starter set and beyond, it is designed to be a short overview to get new and veteran players up to date with their new team. I hope it's useful!
  10. Guild Ball Starter Sets: The Union

    Hi all, Here's a short introduction video to the Union starter set and beyond, it is designed to be a short overview to get new and veteran players up to date with their new team. I hope it's useful!
  11. Hi all, Here's a short introduction video to the Alchemists starter set and beyond, it is designed to be a short overview to get new and veteran players up to date with their new team. I hope it's useful!
  12. Guild Ball Starter Sets: The Engineers

    Hi all, Here's a short introduction video to the Engineers starter set and beyond, it is designed to be a short overview to get new and veteran players up to date with their new team. I hope it's useful!
  13. How do you get take-outs?

    So I'v been playing engineers for the better part of 3 months now, and I think I have a fair handle on how they work. i'd say I'm at about 50% win loss ratio at the moment. which from what I can see with Guild ball is not a bad statistic at all. however absolutely every game I have won has been won on goals and just goals. I have yet to successfully take out well anyone . I just cant seem to deal any meaningful damage. I have on the odd occasion managed takeouts by pushing people off the table edge (usually colossus or hoist), but I'v never been able to bring anyone down to 0 hp (I tell a lie I think I managed to kill Cosset once but she did half that damage to herself). I'v changed my line up recently to include rage and decimate and it has helped me put a dent in some guilds players, but its never enough so how do engineers do the killing thing? my current line up is Pin-vice Mainspring Velocity Hoist Colossus Compound Decimate Rage. my usual game plan is that colossus rushes the enemy turn one , gets the ball and walks it in Pin-vice and velocity take the mid left and mid right to counter the return goal kick, making a point of making themselves as survivable as possible (nimble and defensive stance), mainspring stays centre back ready to make a nuisance of himself or feed the ball forward on a return goal, hoist takes the centre mid and follows up on colossus when the opposition are done taking him out (usually happens bottom of 2) then depending on the match up, compound hugs the goal and shuts down opposition strikers who come past the mid line, decimate takes a far flank and either counters opposition wingers to feed the ball back to the mechanica, or if the centre fight is going badly takes it and taps it in herself, rage will sit in the centre field and usually gets taken out before he can do anything to anyone(this may be because my meta is very rage aware , I.E. they all have him and know what he does so they know how to counter him, our rule is the first rage to charge is the rage that wins...). so yes my basic question is this, how should I better use my lineup in order to transition from my current record of either 3-0 wins (or 2-0 losses) to consistent 2-2 wins. any advice would be appreciated. Kind regards Mr Gears
  14. Hello! My buddy is running a Union team that is a challenge to beat, so I am looking for some tactics advice. He is playing Blackheart, Gutter, Coin, Minx, Mist & Decimate. His team can generate a lot of damage and a lot of momentum very quickly, and it feels like once you get behind in momentum, he can then set the tempo of the game and win fairly easily. Wondering what my fellow Fishermen are running against Union and some thoughts against that match up.
  15. Playing against the hunters

    Having had a small look at the new hunters, what are the initial thoughts regarding playing against them? with our innate low defence, we could well spend a lot of time snared, and that is not a good thing, as the damage bonus Ramos up quick when models get caught. esters could be very useful in that regard, as could stoker. In fact, burn the floor could be a good counter to woods popping up around the board. What at do people think. jk
  16. The Butchers are a big team and I'm playing them a lot. Here are my thoughts.
  17. Hi! I've played a game today, and Butchers killed me and not softly... we finish 12-4 for them. It was easy to make a first goal against them but then I was so fragile and with very few attacks he makes me four taken outs and a goal winning easily. It's easy for Butchers to do taken outs in few attacks, and I don't know how to play against them. I used Shark, Angel, Salt, Siren, Kraken and Grayscales but I'm not sure they are the best option (I would prefer to use Jac, but I'm waiting for the mini). Some ideas?
  18. Raging

    In my opinion the Rage mini is one of the nicest around, and that coupled with his awesome damage makes him a must pick for my team. What are peoples opinions on how to get the best out of him and do you ever use tooled up?
  19. Morticians vs Masons - problems

    Hello folks, I'm having a lot of problems overcoming the first turn double activation Mallet/Chisel wrecking ball. Any recommendations when playing the Masons gratefully received.
  20. Just a little video I made to give a very basic overview of the teams.
  21. Dealing with the butchers

    The player i play most regularly is my pundit who played both at Capital and in St. Louis and is a pretty good butchers player. That being said I know a lot of folks have and can outfight butchers with Brewers. My question is simply how? every time I try i get edged out. The most points I've ever scored was 8 (and next activation I'd have scored a goal so I came close in that one) and I only average around 6 (one goal one take out usually). I'm using old jakes for the tapper pain train and I'm using true grit with commanding aura on a regular basis to make hooper the hurt engine he can be, but it never seems to be enough. I keep the team within it's synergy ranges and take advantage of my knockdowns and wraps. What am I missing?
  22. Hi there, the he question came up whether misdirection can allocate over a models inf cap. tye relevant phrase seems to be: Allocating Influence When it is a team’s turn to allocate Influence during the Maintenance Phase, it allocates its influence-pool to friendly models on the pitch. Each model may only be allocated Influence up to their max-INF. Models may receive additional Influence during the course of a turn that may take them above their max-INF. ~~ Does this mean that you can push a 2/4 model up to 5 inf as its during the 'action phase', or that you can't because it uses the 'allocate' reserved term? Thanks Tobias
  23. Playing to Strength (My Union blog)

    Hi everyone, I've been playing guild ball for a month or so now and feel like I have a pretty decent grasp of first and second level game play, tactics and strategy and am really wanting to just discuss some next level theory and ideas specifically with regards to the Union and the things that we can do despite the apparent lack of synergy between our pieces. What I want to first discuss is the idea of maximizing the defensive elements of our line up and ways that we can further skew the odds into our favour especially once the brawl has started. Or to even avoid it in general. One idea i've been having recently is using Mist and Hemlocke - probably with Gutter and Fangtooth as a way to really control the tempo of the opposing team and stymie both their opportunities for positive traction as well as their momentum generation. I was thinking that using Mist - rather than a striker (or at least until an opportunity presents itself) have him throw down his smoke clouds in critical parts of the pitch where the front line elements of the team can benefit from the cover and whilst keeping the opposing front line out of it. then on top of that you can really double dip by having Hemlockes blind grenades and/or once the scrum has started using her to poison or heal as necessary. Then Fangtooth can hold the line with gutter harpooning their players into the killing zone as required. Black heart also helps out by providing the commanding aura to further skew the Tac scales in our favour and coin can be there to help get things started or overload fangtooth to four Inf and help him potentially get four un-masking' off in his activation. In retrospect it may not be innovative or exciting for the veterans out there, for me though - the idea of really compounding defensive tech to set up a brutal counter strike was like - a Keanu Reeves moment! On a critical turn using Black Hearts legendary for further def and having two players at def 6 makes it really unlikely that the enemy can build momentum that turn. Especially with the rest of the defensive tools we can call to bear. Exciting - I just really want to use this team now and see how it all plays out.
  24. Engineer Tactics

    Hey guys, So as most of us are I am a veteren gamer with experience of competative skirmish games and I've recently picked up Guildball. I chose the Engineers before playing any games based on their look and have played 5 games with them. I'm looking for some advice on making them work as so far I have not won a game. I currently run with the core team however instead of Collosus I use Compound and Sub him out for Hoist in certain scenarios. My tactic so far has been- trying to control threats with salvo and ballista using their knock downs and momentum generators whilst suicide bombing mainpring into groups of players to lay down damage. i push velocity out as a threat when I get the ball and generally try and be annoying. The plight I am having is that I dont seem to do enough damage to get points for kills and I dont have enough control to score consitantly. I feel like im missing something and I can put my finger on it. I use momentum to clear conditions and I stack influence usually as follows 3 Inf salvo 4 inf Ballista (6 if I need to get velocity running) 1 on velocity unless she has goal potential 0 on mainspring... i dont want to kickwith him 2 on rachet to give him the flex to place rough ground or heal/revive. Can anyone give me some advice to actually win a game. (I know its hard to give advice without watching a game but im sure we have vet players here who knwo my frustrations) Some insight, my games have been as follows 3v3 Engi vs Brew 2/6 6v6Engi vs Butchers 4/12 3v3 Engi vs Union 4/6 6v6 Engi vs Masons 6/12 6v6 Engi vs Brew 4/6 (game not finished) 6v6 Engi vs Union 8/8 (game ended early however would have ended 8/12) Cheers in advance
  25. Salutations all! So I've been playing quite a few games with my Engineers, and was having a good go at them when a realization came upon me that really help fine tune my playing with them... A "push" can be UP to the listed number. One of the 'issues' I was having was Salvo pushing his targets too far away from him, or Balista knocking someone away before I could do enough damage to them. Combine that with Mine Field, where models take damage for being pushed, I could easily push someone out of Mine Field if I wasn't careful with my positioning. But add in the realization that I can push UP to the distance listed, and now I can shoot someone then push them away on the last shot...or not at all, and then finish them off with something else. This added a level of finesses to my use of Character plays and Playbooks that let me be more precises with what my engineers did. Plus, with Minefield, you can push the enemy model .001" and trigger them taking more damage. I hope this helps out some newer Engineers learn how to utilize the tools of our trade. See you on the Pitch! DevilSquid
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