torsdag 19. oktober 2017

Guild Ball: Found a pretty good YouTube channel!

Guy's name is Vincent Curkov, the videos are really well done and very informative! Great (and short) videos of common strategies and counterplay, and several battle reports.

https://www.youtube.com/channel/UCX6a4HC_6tY1sMawVzMRHMg

Guild Ball (#12): Brewers vs Alchemists

I face Stig's Alchemists again, but this time with a fairly different team composition.

I have brought Hemlocke as my new secret tech. With her AOE condition removal, she is the Union player I have been looking at for the Alchemist matchups. I wanted to take her for a spin and see whether she delivers. Also she gives me an extra influence compared to Stave!

Hemlocke

Brewers


Tapper (Captain)
Scum (Mascot)
Friday
Hemlocke (Union)
Hooper
Spigot

Alchemists


Midas (Captain)
Naja (Mascot)
Crucible
Katalyst
Mercury
Vitriol

Round 1


The cards I get are +2 influence for a captain takeout, something that helps protect against a charge, and one more, I forget which, it seemed hard to pull off. :D




I get to kick. The alchemist team is pretty fast, and there is not much blocking terrain to kick a ball behind, so I decide to simply move Tapper up towards the middle and try to give him a central position.




I allocate mainly to Friday and Hemlocke since they have the turn 1 ranged attacks. Hemlock manages to blind Vitriol on a lucky 5+. According to Stig that actually stops her from possibly scoring.

Midas grabs the ball an it is passed around a bit. He ends up in a pretty dangerous position at the halfway line.

Round 2


Alchemists win the roll and of course Midas gets a full stack. Tapper is sure to reach something, so I allocate 6. I spread the rest around a bit.





Unfortunately, Midas has some bad rolls. He whiffs one attack on Friday, and ends up not being able to boost the final kick roll at the goal. He does not get a single 4+, so not only does he fail to score, but he is now stuck within range of Tapper. Pretty unlucky! This is going to make it very hard for Alchemists to win at all.

I decide to just let the ball be this turn, and go for maximum carnage. Tapper uses his Commanding Aura and charges in, knocking down Midas on the charge, and hits him a few times. Spigot then gets a sip of whiskey and goes up to 4 influence. Katalyst is able to stand up Midas. I now have a small issue in that if I move in Spigot, he can dodge away. So I use Friday first to push him into Spigot's melee range, and then Spigot first beats him up, and then uses the last two attacks to start hitting Katalyst. 2-0 to the Brewers!

Commanding Aura is ballers.

I was expecting to be set on fire a lot this turn, so Hemlocke moves sideways. I did not think about her pretty short 4" range, so she was not able to cure everyone - but she removed the fire from Tapper and Hooper, at least.




Round 3



I pretty sure I can manage to get Friday to pick up the ball, pass it to Spigot, and then score. I have learnt that those moves are usually best done late in the round, to avoid giving extra goal chances and counterplay.




I win initiative, and give Tapper a full stack again. Friday gets 1 for a kick, and Spigot a full stack so that he can push and run and kick and whatever.

Tapper goes to town and takes out both Katalyst and the little worm. Then us my other models to block as much as I can, building momentum.





I save Friday and Spigot for the last two activations. It goes super smooth. Goal, and 9-0 to the Brewers!




Round 4


Alchemists are so far behind that they cannot possibly win. I still have about 5 minutes on the lock. The only thing left is cleaning up. I take whichever players I can lay my brewing implements on. Katalyst goes down again, as well as Mercury. Brewers win, 12-0!




I had a super lucky break at the start, both with Midas flubbing the kick and me hitting the critical blind. Things would surely have gone very differently if that had not happened.

I feel that I am starting to get better at this. This is maybe the first game that I felt that players were where they were supposed to be, within the ranges and auras that they wanted, with a sensible amount of influence. I am also happy that I am getting better at no having my Brewers spread out, which I lost on a lot during the previous tournament. It's probably better to be down a goal, than to lose all the synergies.

I forgot about the cards a lot. I even had a Captain takedown and did not play the 2 influence card. I need to play with cards every time from now on! It would be so sad to forget in a tournament...

Hemlocke was good in this matchup, as expected. Blind is dodgy against so many DEF 5 models, but still it can really hurt if it hits. AOE condition removal saves a lot of momentum. It's probably going to be hard to pick between her and the inspiring hat!


onsdag 18. oktober 2017

Guild Ball (#11): Farmers vs Brewers Demo Game

I got a chance to show Guild Ball to one of my oldest and bestest friends, Leif! Leif is a very skilled board gamer, so we just went for it with all the rules and 6 player teams, instead of doing some intro setup.

Farmers


Grange
Peck
Bushel
Jackstraw
Harrow
Windle


Brewers


Tapper (Captain)
Scum (Mascot)
Friday
Hooper
Spigot
Stave

Round 1





Tapper picked up the ball, and passed it to Friday, who moved up to poison Grange. I charged her with Grange, grabbed the ball, knocked her to the ground, and passed the ball to Bushel, who failed to to pass it to Jackstraw (moral: always eat that damn cabbage).

Stave threw a keg and knocked Grange forward and close to all the brewers, setting up a brutal beat down for the next turn.



Round 2


I win the roll off and decide to use Grange first to build momentum, and then I feat. I did a misplay and did not give him Constitution, which would have been a good idea when thinking about the beating he was going to get. Anyway the feat guarantees me a counterattack, knocking down Hooper. As a result, Grange lives.

My other players block off Tapper, so that Bushel can get the ball from Jackstraw, dodge forward, run, and score.




We had to stop here since we had been playing for two hours and it was getting pretty late! But a good demo, we got to try out quite a lot of the rules. Leif seemed to really like the game, so... maybe a new player? :D

Guild Ball: Hemlocke, painted!

After painting Harry "The Hat" Hallahan, I moved on to Hemlocke. She has quite a list of plays, both defensive, by removing negative conditions, and offensive, by blinding players and dealing damage. I think she might be a good toolbox to add to my roster.

I am happy with the cape color. It's P3 Arcane Blue shaded with GW Drakenhof Nightshade. I made slightly irregular highlights by drawing small diagonal, crossing lines in Arcane Blue + White. The hem is P3 Beate Purple shaded with GW Druchii Violet, and highlight is Purple + Pink.

The plants are P3 Wurm Green with GW Shade and highlights picked out with Wurm Green + White.

For contrast with all the cold colors, I have her red pants and bright yellow hair.

As you can see above, each color is pretty straightforward! Base color, GW magic, pick out the highlights.

Front

Back




tirsdag 17. oktober 2017

Guild Ball: "The Hat", painted!

My latest paint job is the Union player Harry "The Hat" Hallahan, the hat with the most awe-inspiring man in Guild Ball. If the hat does not get the job done, the man also has a huge wrench and Molotov cocktails. Such an great model, he really looks like he means business!

Not sure if he is good with the Brewers, but I will soon find out!


Front

Back



mandag 16. oktober 2017

Guild Ball (#10): Farmers vs Brewers

After four games playing Brewers vs Farmers, I get my first game with the roles reversed. I haven't played the Farmers before, so we play with no clock, and my opponent helps me out all through the match.

MVP!

Farmers


It's the starter pack. No strategy was applied in the creation of this roster.


Grange (Captain)
Peck (Mascot)
Bushel
Harrow
Jackstraw
Windle

Brewers


First time I see Esters in action! She seems very different from Tapper. This is going to be interesting! Mash is also new, he seems to bring yet more scoring threats. With Friday, Mash and Spigot, this team should have a lot of scoring opportunities, but losing Tapper probably means less damage overall.


Esters (Captain)
Scum (Mascot)
Friday
Mash
Hooper
Spigot


Round 1


We set up and I get to kick.





My first discovery is that Windle is pretty annoying to move. Several moves I move a player into a position I don't like, in order to move him up the board with his 1" dodges every time someone lands within 4" of him. I think using Windle requires a lot of planning!


Esters sets 3 of my models on fire and hits two more with rough ground. She certainly can do much more in the first turn than Tapper.


Brewers build a lot of momentum. Then, the ball is passed to Friday, and with the 4" teamwork dodge, 2" speed buff from Esters, 2" Shadowlike dodge, and Sprint, she moves straight from the starting line and scores a very fast goal in the first round!




I kick the ball up to Spigot. Grange enthusiatically beats the living daylights out of Friday, who is taken out. 4-2 to the Brewers!

Round 2


I give Bushel the full influence and place a strategic harvest marker. She then uses "I'm open!" to grab the ball, she eats some cabbages, moves up, and scores!




The ball is kicked out to Mash, who grabs it and "Howzats" Grange away. Jackstraw is taken out. I learn just how deadly Hooper is with double damage buffs, three blows for 5 damage each take out Harrow in one activation. I got to remember this for my own Brewers games!




Grange moves up and grabs the ball from Mash, building a lot of momentum. I then do pretty much the same play again. Bushel uses "I'm open" to get the ball. She is engaged, but the safest play seems to just be to shoot at the goal. Bushel east more cabbage, I blow momentum on Bonus Time on every roll, and land another goal!

Brewers consider who should get the ball.. There is extensive measuring with those awesome measurement tools from Frozen Forge to see if Spigot has ny chance of running up around Bushel and scoring. He is 1/2" short...




Round 3


This round I have an important decision. I need 2 points to win, and the Brewers need 4. I can win by taking out one opposing model, but there are no sure kills. I do some math and find that Grange on 6 influence has perhaps an even chance to take out Spigot in one activation. If I fail, Friday is almost guaranteed to score a goal.




I decide to activate Jackstraw, who I gave the maximum 3 influence and placed as near as possible to Friday, and try to make scoring a goal as hard as possible. It would be almost impossible for him to do 6 damage to Friday to take her out, so I charge, get a tackle, and grab the ball. The next attack I use to push her out so that she no longer engages me, forcing her to use Shadowlike first to engage me if she wants to move after grabbing the ball.




The Brewers made a clear mistake here by not allocating 4 influence to Friday. If the likely way to win is to score with Friday, it's better to not be greedy, and go all in on that play. But, she has only 2 influence, which is not enough to tackle, sprint, and kick. So, a goal is impossible.





Esters wants to watch the world burn, and sets everything on fire..

My next activation is trying to take out a player. Grange moves up and starts hitting Spigot, getting an extra die for Bushel. The first attack is really poor, so I choose a knockdown.




I really want momentous 3 damage results, and maybe a lucky wrap. I therefore decide to use a momentum for Bonus Time on every single attack, since it greatly increases my chance of getting 6 successes on 7 dice and hitting that sweet momentum 3 result. My rolls are fairly average, and I end up taking Spigot out on the very last attack!


An Honest Day's Labor!

Farmers beat Brewers, 12-8! This was an extremely fun game, so much maneuvering and tactics. It really showcases how fluid and dynamic the game is!

Post Mortem


Farmers clearly need a lot of practice. Not only do you have a bunch of auras, but placing all the harvest markers so that you can buff your models adds even more order of activation and positioning problems. Windle also requiring other player activations to move him up the field might make it in reality impossible to everything efficiently. My guess is that Windle might better be replaced with some other model.


I used Jackstraw poorly. He has very low TAC, and does not want to end up in the middle of the mêlée like that. I think that he should be used more as a flanking force and general annoyance.

søndag 15. oktober 2017

Guild Ball (#9): Brewers vs Farmers

Again I face Alexander, Mr. Minature Man at the Outland store, the man who gave me my very first introductory game.

Brewers


Tapper (Captain)
Scum (Mascot)
Friday
Hooper
Spigot
Stave

Farmers


Grange
Peck
Bushel
Harrow
Jackstraw
Tater


Poor Windle has been slacking too much in the fields, so he has been replaced with Tater. Tater is a completely new (unreleased?) model, and has a nasty AOE knockdown attack. I better try to spread out a bit...

Round 1


I get to kick off.




We mostly move up. I hit Grange with a barrel, and send him flying. The mascot ends up with the ball after a missed pass.

Round 2





Tater goes in and knocks down Friday, Spigot and Hooper with one swing. Pretty nice ability!

I manage to hit Grange again with a barrel, preventing him from doing anything this turn. The grand mêlée begins. Friday does her really nice trick of hitting Harrow again and again, poisoning three models by bouncing Dirty Knives from the playbook.

Round 3





Harrow goes down. The ball gets knocked away, and Tapper moves in. He's been playing super solo all day!

Round 4





Tapper goes to town. He knocks down Peck, pushes away Jackstraw, moves up, and kicks the ball into the goal. 6-0 to the Brewers! I love how being able to attack and move in any order allows you to do such dynamic turns.

The brawl in the middle leads to Tater going down. 8-0!




Round 5



The Farmers are trying to flank me. Harrow moves up with the ball. Scum goes and growls at him.




I have 2 minutes left on the clock when the Farmers time out. I pile up on Grange, he is taken out. Two penalty activations and it is all over.




12-0 to the Brewers! This game really went my way. The Farmers really need to get the buff train going if they are going to outfight the Brewers, and this time they did not really get it rolling. Stave keeping Grange out of the fight for a turn probably did a lot to swing the game in my favor.



Guild Ball: The Farmer's Guild, Painted!

I am done painting my second team - the Farmer's Guild "The Honest Land" starter box. The players are Windle, Bushel, Harrow, Peck, Grange and Jackstraw, also there is a pumpkin ball and the goalpost.




I wanted to paint them as a team, but also to have some fun with the color palette. I prefer a high contrast scheme to make it look good at a distance. I chose to repeat several browns and the bright green on every model. I also wanted to have some unique colors for each model to spice it up a bit.

Windle got a pink shirt (the big softie!), Bushel a PP Arcane Blue shirt, Harrow a deep PP Skorne Red Base coat, Jackstraw a PP Cygnar Blue Base shirt, and Captain Grange just got the general color palette.

All of the models got base coated. Then I used a bunch of different Citadel washes, and picked out the highlights. The bases are quite simple, just covered in Citadel Astrogranite, a type of paint with grains mixed in. It is smeared about with tools instead of a brush.

I also added a nameplate (just a bit of green stuff) to make the models easy to identify.

lørdag 14. oktober 2017

Guild Ball: That brief moment of hesitation before googling for "Cock Image"

This is an eternal problem for miniature painters. Sometimes we need reference pictures. Sometimes those reference pictures can be things that could be confused for other things.

My friend Leif once was going to paint some fairly detailed cavalry pieces, and had to at one point google for a images of horses' private parts. Today, I also had to find a picture of a cock.

Fortunately, Google knows all, including what kind of cocks I prefer.


Phew.


Peck and his harem of hens.


Cocky!

And, with that, good night! I'll be here all week, folks.


torsdag 12. oktober 2017

Guild Ball (#8): Brewers vs Masons

Finally, the Kick Off box fight! It turns out my opponent, Hans Christian, was the one who had bought the Masons from the same Kick Off box where I had bought the Brewers.

Brewers


Tapper (Captain)
Scum (Mascot)
Friday
Hooper
Spigot
Stave

Masons


Honour (Captain)
Marbles (Mascot)
Brick
Flint
Harmony
Mallet



Kick off!


Round 1


Again, I lose the die roll and get to kick off. I try to set up so that Tapper can attack and build some momentum, but clearly I am being much too greedy. He takes a lot of damage when the Masons start piling up on him.



 Round 2



I decide to not allocate much to Tapper since I am pretty sure he is going down before he can activate, which he does.




Flint moves through and scores a goal. I take out Mallet. 6-2 to the Masons already, and Tapper has to move back to the edge - this is looking grim.

The damn monkey also moves up and goads my 4-influence Spigot, denying me a very good opportunity to take out a model. Fantastic control ability - though of course rather random at 1 die (which the Masons boosted with momentum).

I think maybe there is some Brewer or Union model I can take with Goad, got to check it out.

Round 3


Fortunately for me, Harmony is now very close to my goal. Tapper places near the goal post and can charge her directly. I apply the Commanding Aura, charge in, roll 11 dice, get 6 hits on 5+, wrapping and doing 6 damage. The last swing hits too, and cleanly takes her out. Dumb luck! I go to 4-6.

Spigot is open and off to the side, and no-one can really contest him. I land the shot. 8-6!




However, I did Spigot's shot too early. I should have waited until a later activation. As it is now, Masons manage to get the ball up the board again and score anew. 8-10!




I get the ball out, but it scatters and I do not manage to grab it. With just Hooper and Friday left to activate, I cannot see any way to improve my chances before Masons grab the ball. So I move Friday up, snap the ball, walk into the melee range of the Marbles and Brick to deny their counter charges, and kick the ball at the goal.



Only two dice, but I get a 5 on one of them. Goal!




Brewers beat Masons 12-10! That was super close, I was fairly sure I was going to lose after my poor early play with Tapper. My opponent had only played twice before, but he played very well. Also, he was very accurate when measuring and moving everything, which is something I always appreciate. And a nicely painted team, too!

Post Mortem


Tapper is not *that* tanky. Placing him where he could be ganged upon by several opposing players was poor play, and not at all worth the momentum I got from it.

The Brewers seem punchier if they can stack their buffs, but the Masons have some interesting control abilities with Goad and Countercharge. The teams seem pretty well balanced, as they should be, when they are in a starter set.

Countercharge is a pretty weak ability in WARMACHINE, since it is so easy to play around. I had the same thought here - I can just engage them with a weaker piece, like Scum - but since you can un-engage your models between the opponent's actions, you can set them into some new position that poses problems! Possibly a good way to counter countercharge is to try to keep lines open so that some tanky model can charge into the counter charger.