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Made in ru
Dakka Veteran




Boardgame plastic - meh

All in all the set look cool, but my fantasy sport itch shall be scratched by Blood Bowl so far..
Guild ball is pretty much unheard of in the wargaming community, that`s about the place I live.
Maybe the new Starter will make it to retailers, but I doubt it`ll be anytime soon..

This message was edited 1 time. Last update was at 2016/10/13 00:11:41


 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

They're very different animals - BB is silly, somewhat random, fun, Guild Ball is genetically quite close to Warmachine, although, IMO, it is much slicker, and while it only has 6 'units' each one has a lot of moving parts (movement, kicking, attack dice, defense, the damage track, character plays and traits) as well as interactions with other units and timing strategy (it's alternate activation.) It's more a skirmish game which happens to have a ball than a sports game per se.

Also, while I agree BG plastic can be a little underwhelming, it does mean the Masons and Brewers will be available in BG plastic, metal AND resin! (Although resin availability is somewhat limited.)

Given the starter has everything you need, at likely half the cost of the BB set, it's worth seeking out if you like balanced, tactical games which reward intelligent play and the ability to adapt on the fly.

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

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Made in ca
Regular Dakkanaut




I've come to learn that the local Guild Ball scene has been really taking off and getting huge. Feeling more and more inclined to give the game a try.
   
Made in ru
Dakka Veteran




It is 50 pounds.
I doubt Blood Bowl will be more than 60, I'd guess 40 we'll see soon though!
It has a very different rules set, but it is a fantasy game with a ball
I'm always up for a new good game, but I don't see much of payoff for me to invest anything into guildball so far. apart from time to watch battle reports once in a while.not to say it's a bad game, but no one in Moscow plays it.
Blood bowl we'll be on a shelf with a 20 per cent discount.
Guildball will be more money, delivery time and finding opponents time away.

Don't get me wrong, I'm not claiming one is better, than the other in terms of gameplay. +a 2 player starter set is a fantastic step for any game to take.
I guess, what I'm saying: that all looks great, wish someone would care to sell/play it close by. And I wouldl defiantly want to play at least a demo!
   
Made in se
Dakka Veteran




The spelling in the thread title, fix please !
   
Made in us
Twisted Trueborn with Blaster





Minnesota

Sigh. I just bought the Mason's starter set about a month ago. Oh well, this is far too good a deal to pass up. Admittedly, I'd wish that it was Fish instead of Brewers for my wife, but that's not a huge deal.

First the BMG starter and now this? It's almost too good to be true.

Kingdom Death Fanatic. Dark Eldar: Kabal of the Fragile Breath. Dark Elves: Allegiance to the Black Crown. Also, Masons, Cygnar, and Legion of Everblight. All unnamed.

Manchu wrote:
The Fragile Breath wrote: . . . something but I was distracted by the username.
Holy gak that is an awesome username. Please tell me your army is called Kabal of the Fragile Breath. Morathi's Darkest Sin has some competition here for best handle, I think.
 
   
Made in gb
Fixture of Dakka







SnotlingPimpWagon wrote:
It is 50 pounds.
I doubt Blood Bowl will be more than 60, I'd guess 40 we'll see soon though!


Someone is feeling optimistic - I'd be expecting around 80, or possibly higher, given GW pricing.

I am willing to be pleasantly surprised, however.

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in us
Longtime Dakkanaut




SnotlingPimpWagon wrote:
It is 50 pounds.
I doubt Blood Bowl will be more than 60, I'd guess 40 we'll see soon though!
It has a very different rules set, but it is a fantasy game with a ball
I'm always up for a new good game, but I don't see much of payoff for me to invest anything into guildball so far. apart from time to watch battle reports once in a while.not to say it's a bad game, but no one in Moscow plays it.
Blood bowl we'll be on a shelf with a 20 per cent discount.
Guildball will be more money, delivery time and finding opponents time away.

Don't get me wrong, I'm not claiming one is better, than the other in terms of gameplay. +a 2 player starter set is a fantastic step for any game to take.
I guess, what I'm saying: that all looks great, wish someone would care to sell/play it close by. And I wouldl defiantly want to play at least a demo!


I cant tell if your being serious or joking on blood bowl price. I easily see them charging 100 USD for it
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

I'm pretty sure it was £40 back in 1995-ish when my mate bought the then latest edition.

Execution Force is £75.
It isn't going to be cheaper than Execution Force.

Dark Sphere have Kick Off available for £39.99 on pre order.

It isn't my intent to turn this thread into BBvGB, as I've said, they're different prospects and it is OT in a news thread, but I'm concerned SPW is placing rather unrealistic expectations on BB and is going to be massively disappointed.


Automatically Appended Next Post:
MaxT wrote:
The spelling in the thread title, fix please !


Done.

This message was edited 1 time. Last update was at 2016/10/13 16:05:37


We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

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Made in ru
Dakka Veteran




I`m serious. We`ll see, whether I`m foolish or not to be so optimistic quite soon.
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

The locker room (show exclusive models and merch) is currently open..

http://store.guildball.com/locker-room

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

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Barnstaple Slayers Club 
   
Made in gb
Fixture of Dakka







Nothing new in there since the last time, thankfully - I got two mugs as well as Tater on my last order.

Interestingly, I note that the show-only GB dice aren't up this time.

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

http://steamforged.com/kick-off-news/2016/10/13/spoilers-for-spiel-2016




Going forward into Season 3, we wanted to highlight Tapper’s role as the Brewer’s team captain by zeroing in on his teamwork potential. Since teamwork is a bit more captainly than always getting the job done yourself. Much like Harmony, Tapper’s stat line remains very similar except for one very important change: pushing his INF attribute up to 4/5. Note, however, Tactical Advice (Scum) has had a tweak as well. It gives a [+0/+1] INF bonus instead of the [+1/+1] bonus it gave previously, making Tapper less reliant on the exact position his feline mascot. This is still an overall increase to the Influence coaches can allocate him during the Maintenance Phase. We know, it doesn’t seem like we’ve shifted this captain towards being a team player quite yet, but take a look at his Heroic Play, Old Jake’s.

Now the shift should come vividly into focus. Old Jake’s is now limited to other friendly Guild models, but its range has been increased to 6”. Tapper can still trade in [1] Momentum for his team to gain [2] Influence, but that Influence will now need to be shared among other Brewer players. We’ve also moved the Character Play result for Commanding Aura down by one hit, making it easier to trigger with an Attack rather than by spending [2] Influence. There’s a lot there to consider on Tapper. He’s given up the ability to target himself with Old Jake’s, but he now has better Influence generation without Scum around, higher max-Influence, and easier access to Commanding Aura.

These changes will require Brewer’s Guild coaches to rethink this fan favourite captain a bit, but we’re confident they will ultimately love the new Tapper and the opportunities he brings to the field.





The biggest difference for Harmony is her new, restructured playbook. While the core results remain the same (such as her momentous tackle, dodge, and damage results), a momentous Character Play result now appears earlier in her playbook along with more damage results for coaches who want to push for that key take out. This is more achievable than ever before with the addition of Weak Point, which replaces one of her previous characters plays: Scything Blow, giving Harmony a crucial support tool that can benefit the rest of her team and better align her with the Mason’s overall playstyle. With the addition of Back to the Shadows (a 4” dodge at the end of an activation in which she dealt damage), Harmony can now rush in, inflict Weak Point on an enemy model to reduce its armour, and inflict a bit more damage with additional attacks—all before dodging safely away!

Harmony has always had a flair for the spotlight, which was reflected in her difficult to pin down nature from her previous versions. She knew dancing around dangerous opponents was a sure-fire way to entertain the crowd. So if your rivals thought she was tough to pin down before, they’re going to have a much harder time now, thanks to the updates to Acrobatic. Instead of giving her extra defence against Parting Blow attacks, it now grants her an immediate 2” dodge! Not only is it still an extremely useful tool for avoiding Parting Blows but it also adds an amazing tool for coaches to extend her movement and threat range when needed. The final big change to Harmony was to adjust the bonus from the Family (Honour) rule. We’ve doubled the range of the effect to 8” to better pair with Harmony’s extra mobility. That’s right, greater threat range, added defensive abilities, and she can operate farther away from her captain!

All together, these changes make Harmony a great player for any team roster wanting a versatile toolbox on their team with an edge of danger about them!

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

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Barnstaple Slayers Club 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

http://steamforged.com/kick-off-news/2016/10/17/season-3-rules-update-mascots-part-1

GUILD BALL


Last week, we dove head first into Kick Off! and Season 3 by looking closely at the changes for Harmony and Tapper (which you can read about here if you missed it). We also talked about the changes to player’s HP tracks, Kick Off!'s health dials, and the Icy Sponge rule. This week, we’re focusing on Mascots since Season 3 has two big rules changes that will impact their role on your team.

We knew many teams relied heavily on their Mascots, thanks to the synergy they bring to the pitch. Because they were some of our most popular and most beloved models, we saw Season 3 as an opportunity to give coaches more ways to get their Mascots into the action, alongside their other teammates. During Seasons 1 and 2, Mascots had a high risk versus rewards playstyle, as they tended to offer great bonuses or augment their fellow teammates, but they were easy to take out. We knew we could adjust the risk versus rewards levels in order to make sure they had a greater impact on each team play. We wanted coaches to have a greater incentive to keep Mascots in the center of all the action.

After thorough playtesting, we felt we came up with a pretty simple solution: give the Mascot players an Icy Sponge icon on their damage circles. Doing so would allow them to come back onto the pitch after they’ve been taken out instead of being removed from the game, This changed Mascots from being a once a game "fire-and-forget" ability to a truly renewable resource for their coach. With the addition of the Icy Sponge icon to their damage tracker, they’ll also be at roughly half HP when they come back (much like the other players), not with just one HP as seen on the Animal Husbandry plot card! That’s right. This means coaches no longer need to agonize over how aggressive they should be with their Mascots. Consider Princess as a quick example. In Season 3, if she’s taken out after assisting Boiler, she can still return to the pitch to lend her assistance to Boiler in future turns!


We know what you're thinking. What about situations where coaches focus on taking Mascots out again and again, using them as VP generators? This brings us to our second rules change for Season 3: Mascots will only generate [1] Victory Point when they are taken out. We knew this change would better reflect their "fragility" and newfound ability to return to the pitch. It also allows Mascot take outs to contribute towards victory without becoming a particularly viable tactic. Yes, you will still be rewarded for taking out a Mascot, and now they will come back with reduced health, just like all players!

Between these two changes, we are certain Guild Ball's gameplay experience will be even more dynamic and exciting in Season 3 and Kick Off!. By augmenting the pitch presence of Mascots and creating a new game state where Mascots play a more active role during the game, we are sure to see an impact to the team building stage. And we cannot wait to see what our coaches come up with for their Season 3 rosters and what new tactics they'll develop over the coming months!

Check back Wednesday for previews of updated Mascot cards and some more examples of what these changes will bring to the pitch!

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
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Made in us
Nihilistic Necron Lord






Will definitely change how I've played as I've normally made a specific point of killing a Mascot if it ever got in range. Local players have taken to hiding them from me in their back lines because they know I Will murder it if it gets much past the starting line.

 
   
Made in us
Krazed Killa Kan





SoCal

Yeah, that's kind of why they made this change. Mascots were a liability where they were most needed.

I'm pretty sure a lot of things will change to match in Season 3.

   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

http://steamforged.com/sfg-news-blog/2016/10/18/season-3-rules-update-mascots-part-2

Monday’s article kicked off mascot fever, which ended up being quite contagious—coaches from all guilds hit the forums to speculate and share their excitement. Clearly the VP change to mascot players coupled with their ability to return to the pitch was a huge revelation for every guild. Well, good news! Wednesday is finally here, which means it’s time for us to double-down and deliver with a closer look at some Mascots cards. Today’s line-up will look at four mascots: Fahad, Salt, Flask, and Princess. but before we dig into each mascot’s unique grit, let's discuss some of the changes these models share.

When we approached Season 3, we looked at all the models in Guild Ball and carefully considered each player's purpose and role for their team. We wanted to make sure we weren’t giving our coaches change for change’s sake. With this goal in mind, it became clear that some of the models didn’t need substantial changes—they were players who already had a clear role and impact on their teams. So we largely left these models as-is with the exception of applying global changes, like the change to the Icy Sponge rule. Many mascots and other models—like Hooper, who was shown off last week—also fall into this category.

Another general global change more specific to Mascot players was predicted by coaches after Monday’s article. These coaches speculated mascots would become easier to take out in Season 3 via reduced Health circles or DEF attributes. And it turns out, these speculations were more than just fever hallucinations! While there are still mascots whose identities are tied to being tough critters, most mascots have indeed had a slight adjustment to reflect the intended difficulty of a 1-VP take out versus a 2-VP take out.

With these changes in mind, let’s dig into card previews, starting with the untamed and always dangerous Hunter’s Guild!





FAHAD—HUNTER'S GUILD

Although Fahad’s only changes in Season 3 are the global changes we just described, the “midnight devil” is one of the mascots most impacted by coming back to the pitch. The Furious and Isolated Target traits combine to make Fahad one of the most dangerous mascots in the game. In Season 3, opposing teams will feel less like players and more like prey, as Fahad goes from being a tactical missile to being a reliable damage-dealer. Altogether, this means Hunter coaches no longer need to look for that one perfect opportunity to launch Fahad at a foe but can instead look for multiple opportunities throughout the game to trade his 1VP for an opponent’s 2VP.





FLASK—ALCHEMIST'S GUILD

In one sense, Flask has had the exact same Season 3 changes as Fahad—the alchemist’s automaton gave up 2 damage circles in exchange for the upgrades to the mascot core rules. But in another sense, the two couldn’t be more different. Sure, Flask will have more opportunities to use an aggressive Intensify, possibly even garnering an occasional take out, but it mostly amplifies the support capabilities his Smoke Cloud Trait will provide. Now that coaches don't have to sweat about permanently losing Flask during a match, Smoke Cloud moves from providing a bit of back-field cover to providing tactical flexibility and support for Smoke, Vitriol, or Mist.



Before looking at the last two mascots, it’s time to talk about another hot topic among coaches: Loved Creature. With the changes to Mascot players, a tweak to Loved Creature was nearly guaranteed. Many guessed that it would have the same effect as before but only occur once per game. After analysis, discussion, and playtesting, however, we’ve gone a different way. We’ve toned down the Loved Creature bonus, but it can now trigger every turn the Mascot takes even a single point of damage from an enemy model.





PRINCESS — BUTCHER'S GUILD

Ah, Princess. She's the best friend a meathead could ask for. Already a great support and damage model, Princess gains a lot of the same benefits as Fahad. By trading in just 2 damage circles to set aside her “missile” status, she has become a more permanent threat. As noted on Monday, she can also support Boiler’s Assist trait turn after turn, and the new Loved Creature fits very well with a mascot who doesn’t mind sinking her teeth into the opposition.





SALT—FISHERMAN'S GUILD

Salt turned in just 1 damage circle for the Season 3 mascot upgrades, and “the rascal” got a secondary benefit to boot! As veteran coaches will quickly notice, Salt has received a change to the attribute bar: [+1/+0”] KICK, as is fitting for the Fishers’ mascot. Before anyone tries to sell this change short, they should note (SPOILER!) Jac still has Get Over Here! [Salt]. This gives Salt a truly massive goal threat range of up to 24” in a team with Jac! Spend just one momentum on bonus time, and Salt has nearly 90% accuracy to boot!


We know these changes will have many of you coaches rethinking your team compositions and playstyles to make the most of these beloved rapscallions for Season 3. Ultimately, they bring a wonderful array of extra abilities and traits to the field for their teams—abilities that no longer leave the pitch permanently after a single take out! We’ve unleashed the tactical potential for these players like never before, so now the choice is yours. Tell us how you plan to make the most these mascots out on the pitch for Season 3!

We’ll be back Friday with a slight change to our schedule. We’ve got one more piece of news related to Mascots. Until then, let the fever consumer you! #MascotFever

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

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Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

OCTOBER 21, 2016
Season 3 Rules Update: Mascots Part 3

GUILD BALL

Earlier this week, we rocked your world with revelations about mascots and their changing role for future games of Guild Ball, covering topics like Icy Sponge, VPs, cranking up Salt’s KICK, and Loved Creature. So what could be left? (If you’re already lost, you need to catch up with Mascots Part 1 and Mascots Part 2.) There’s only one last mascot mystery left to solve, and it’s the Creation character trait, of course!

In Season 2, the Creation character trait allows players such as Ratchet, Silence, and Veteran Graves to return a taken-out mascot to the game during their activation. The rule for Creation in Season 2 reads as:

Creation [Mascot’s Name]: Once per turn this model may spend [2] MP during its activation to remove the taken-out condition from the friendly named model and place it in base contact with full HP. The named model is not allocated Influence this turn but may activate as normal. Models created by this ability do not generate VPs.

So, this nifty trait not only let you bring your handy lil’ buddy back into the game with full health points (which means it’s likely to be spared from immediate obliteration and humiliation) but it also shut down your opponent’s greedy attempt to rob you of an activation. Clearly scarred by the walloping it received, your mascot can’t handle any Influence during its return turn. But that trauma did have an upside. Returned mascots cease to generate VPs for your opponent, and that’s a solid incentive to spend that valuable momentum. For most coaches, this meant the returned mascots became a ‘fire and forget’ missile. And when we looked at the mascots who could be used with Creation—Mainspring, Dirge, and Vileswarm—we saw the ‘fire and forget’ approach was especially true. These mascots give the opposition a tough decision: Sure, taking them out would shut down the tactical advantage these mascots give their team—advantages like the character plays Singled Out or Rabid Animal or the Tackle results early in their playbook, advantages that are all very worth removing. But doing so would come at a cost for the opposition. Shutting down that advantage would mean suffering effects like the burning condition, damage, or losing MP.

With the updated Icy Sponge rules in Season 3, we faced a new challenge. How do you manage to give coaches an incentive to use Creation when every mascot can return to the field after being taken out? We knew we didn’t want to weaken or overpower players with Creation, and we wanted to bring out its strategic value. So we found a simple place to start: Reduce the cost of the trait. Bam! For Season 3, Creation is a Heroic Play, meaning its cost will be reduced to [1] MP.

Keeping the returned models at full HP would give them an advantage over the other mascots (who return at half HP), which is a great incentive. So we kept it. Activating later in the turn and starting in base-to-base contact with the model that uses Creation? That would let returned mascots return to the action straight away to apply crucial Crowding Out or Ganging Up bonuses. Yep, we kept that, too. That just left the VP generation… which we decided to tweak. For an extra dash of strategic depth, we decided to change this part of Creation. In Season 3, returned mascots will generate VPs for your opponents.

Now that you’ve got a general idea for what’s changed, let’s look at the example of Veteran Graves and Vileswarm to see exactly how this has mixed things up.



Other than Creation and the global Season 3 updates, these two Morticians didn't change. As we’ve discussed before, not all players needed adjustments. Veteran Graves and Vileswarm fell into the same category as models like Hooper; they had a defined team role they were fulfilling and they didn’t need it. But that’s not to say that changing Creation hasn’t spiced things up a bit for these two.

Now that Creation is a Heroic Play, Graves can trigger the ability after a single attack, allowing him to immediately gain a Ganging Up bonus from his second attack onwards. Whoa. That means he’s more self-sufficient and MP efficient, and his potential for damage has been ramped up! This gives coaches more incentive to use Vileswarm in tandem with Graves rather than solo as a missile. And it becomes even more interesting when you consider the returned Mascot will generate VP for their opponent. Paired together, the two offer their coaches a significant sink of potential damage for an opponent when combining Packmaster and Noxious Death alongside their native damage output. Of course, if Mortician coaches still want to use Vileswarm as a missile or to get some extra attacks out of the model, we’re sure you can find a way to allocate Vileswarm some extra Influence…



As you can see, carefully adjusting the Creation rule for Season 3 has introduced new tactical choices for coaches, which is precisely what we’ve been after. More strategic choices = more fun! Plus, Creation is now easier to use and still offers an advantage over the regular method of returning to the field. And even better, it adds in an element of risk!

That wraps up our week of mascot updates, but now it’s time to sit back and consider these changes mean to you! Has this gotten your gears turning? Are you considering new ways to use Creation? Does it alter your team composition and strategies? Be sure to let us know on our forums.

We’ll be back next week with more news on Season 3 and Kick Off! Don’t forget to play some Guild Ball this weekend and to snag your ticket to SteamCon!


https://steamforged.squarespace.com/sfg-news-blog/2016/10/21/season-3-update-mascots-part-3

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in us
Crazed Wardancer




PNW

Curses, beaten by a minute.

This message was edited 1 time. Last update was at 2016/10/21 21:44:48


 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

How does it feel to be ninjad by 2 mins?


Automatically Appended Next Post:
But, sincerely, thanks for the effort.

This message was edited 1 time. Last update was at 2016/10/21 21:46:45


We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in us
Crazed Wardancer




PNW

So close, if I wasn't OCD about formatting...

Thank you for starting the thread; I wanted one but didn't want to keep an eagle eye on it to make sure everything was current in the thread.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Thanks guys for posting the info here, this game has really picked up steam locally (pun intended ) and it's awesome to see it getting some much deserved attention on Dakka!
   
Made in us
The Daemon Possessing Fulgrim's Body





Devon, UK







Thanks to Plebian on the GB forums, found on the GB Store.

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in us
Stern Iron Priest with Thrall Bodyguard





Redondo Beach

Dirge the raven arrived last week...
another beautiful sculpt...
good to see mascots getting a boost

now i need two more guys for my minimum team...
i am having a hard time deciding, so i hope we see some cool previews of the Morticians soon

thanks again for keeping us up-to-date, Az...

cheers
jah


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Made in us
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Devon, UK

http://steamforged.com/sfg-news-blog/2016/10/25/momentum-the-initiative-roll-season-3

Before we take a closer look at this week’s topic, we’d first like to apologise for this article’s delay. We ran into some unforeseen complications that resulted in Monday’s article going up a day late. We’ve taken steps to avoid this delay in the future, and to keep our Monday, Wednesday, Friday article cycle on track. Enough about that—let’s get into this week’s theme: Momentum.

One of the most important dynamic elements of Guild Ball is Momentum, and how it can be used to affect the game. Momentum can be used to remove conditions, heal models, help them move over rough-ground, to increase a model’s defence during a Charge, or even to provide that crucial Counter-Attack. It also contributes towards the initiative roll for the following turn, making it an important commodity that a coach doesn’t want to waste or use too much of. Spending Momentum is a gamble, which is what makes spending it such a difficult decision – do you go all out to have that perfect turn, or save it so that you’re more likely to win the initiative roll for the next one?

With Momentum and dynamic gameplay in mind as we started development for Season 3, we saw an opportunity for us to make every coach’s Guild Ball experience even better. This was by tweaking the impact of the initiative roll.


Something which we were keen to address was to underscore the importance of the decision to go first or second, after winning the initiative roll. Throughout Seasons 1 and 2, coaches more often than not would choose to go first. This made sense – it’s a big part of why coaches tried to generate the most Momentum after all. But going into Season 3, we wanted to make this more of a decision, and to give a little more parity to the start of the turn. After all, there’s nothing worse than always being on the back foot during gameplay, and feeling as though you can’t get back into the game. Whilst this doesn’t happen often in Guild Ball, we wanted to minimise the opportunities for it to arise during games.

In Season 3, after the initiative roll is made, the coach that wins the roll is presented with a difficult choice. They can still choose to have the first activation, BUT the coach that goes second starts with [1] point of Momentum. That might not sound like much but just think for a moment… that point of Momentum could be spent on that crucial Defensive Stance, a Counter-Attack to knock down or Push away the opposition, or even to remove the conditions on your model, and get them right back into the action. By choosing to go first, you open up a wealth of tactical opportunities to your opponent, so be sure to choose wisely.

Most coaches walk a fine line, and careful use of Momentum can be the difference between winning and losing a game - learning to use it well is often the first step a coach takes on the path to greatness. What we’ve achieved by making this change is to create a better gameplay experience for all coaches, and to make Guild Ball even more accessible to the newer members of our community.

Check back tomorrow, where we’ll continue our Momentum theme with a look at the ways in which models generate Momentum via their Playbook – including new card reveals for two models that have seen dynamic changes in the Season 3 update!

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

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Oxfordshire

Yesterday, after learning about the changes to the initiative roll for Season 3, in our previous article we teased that today would look at model Playbooks. Let's start by considering what Playbooks do in Guild Ball. Overall, they give a coach the tools they need to bring strategies into action. For all Guild Ball models, their unique Playbook is tailored to their team role and playstyle by defining their strengths and weaknesses: Do they excel at making Tackles? Causing injuries? Dodging nimbly around the opposition? Or just shouldering opponents out of the way? Their Playbook will let you know. More than that, Playbooks are how coaches will generate most of their Momentum, which makes it a massive strategic element for each model.

Keeping these points in mind, let’s take a look at two examples of models who have changed going into Season 3.

COSSET—MORTICIAN'S GUILD



Cosset is a blade aimed at the opposition’s throat—she's fast, lethal, and fragile. She's had several changes in Season 3, but one of the biggest came about when we took a new look at the Crazy Trait. Crazy is a fun and flavourful rule, but in the past, it was one of those rules that we knew didn’t feel like much of a choice. It almost felt like you had to trigger Crazy each turn to make the most out of models with the rule. Instead, we wanted this to be a key decision for the coach to make from turn to turn. Do you roll fewer dice on the Attack, or do you take the risk and damage Cosset to roll more dice? To implement this shift, we've shortened Cosset's Playbook dramatically. Even without Crazy, she can have a very effective Furious Charge, but when you want her to Attack repeatedly, Crazy is the way to go. As a side point, eagle-eyed coaches will have spotted that she has a higher than normal Recovery Level to take her use of Crazy into account. In addition, Cosset's Damage Support [Dirge] Trait has become Assist [Dirge], further emphasising a coach's choices. Getting Dirge into the action risks the Mascot suffering a take-out, but gives Cosset a decided advantage against an engaged enemy.

On the columns that remain, we've increased her potential damage and Momentum generation. With a whopping thirteen possible dice on a Charge against a model engaged by Dirge (4 TAC, 4 Charge, 3 Crazy, 1 Assist [Dirge], and 1 from Ganging Up), Cosset offers her coach plenty of possibilities when choosing Playbook results. Dishing out a bit of extra damage is the most obvious choice, but that's not the only possibility. The ability to wrap more easily means more Momentum and can even mean more dynamic movement. Against a low-DEF enemy model, the super-charged thirteen-die Charge can yield a pair of Momentous >< results, giving Cosset an impressive goal threat range and generating enough Momentum to Kick on goal with Bonus Time! for a nearly 90% accurate Shot.



MEATHOOK—BUTCHER'S


For Meathook, the focus of the Season 3 changes was to emphasise her unique fighting style. First, we added a new, powerful rule to her card—Hooked! Hooked adds a DEF debuff to each of her Playbook damage results, giving Meathook more flavour. Now, you can really imagine her digging those lethal barbs into her opponents to pin them down for her teammates! Coupled with Crucial Artery and Smell Blood, Meathook has quite a slaughterhouse feel to her, a terrifying proposition for any opponent. We also moved the Playbook trigger for Scything Blow down by one column to give Meathook easier access to the Character Play. (Note, however, that Scything Blow will not trigger Hooked since it is not a Playbook damage result.) Lastly, we added more Push results to her Playbook to represent the way she'll be dragging her opponents all over the Pitch with those grisly hooks.

Of course, this opens up a wealth of tactical options for coaches. They can choose to focus on inflicting maximum damage, disrupting enemy models by dragging them around the Pitch, inflicting the bleed condition, lowering opposing models' DEF with Hooked, or some combination of the above. A single model can never do it all, however, and she does need some help from her team. In Meathook's case, we've changed her INF to 2/3. She's still highly effective at enabling the team through Tooled Up and now Hooked, but you'll frequently want to rely on other members of the Butchers roster for the take-downs. Still, even with a maximum of 3 Influence, Meathook is a powerful offensive threat who opponents would be wise to remember due to the combination of Crucial Artery, Hooked, Smell Blood, and Scything Blow!

With Cosset and Meathook, you can get a better idea for how thematic changes can really make the game more fun, and throw in new strategies for Mortician and Butcher coaches alike. With the change to Season 3 fast approaching, let us know what changes you can't wait to see on our forums or social media! Check back Friday, where we'll take a look at one of the new formats for Organised Play.



Automatically Appended Next Post:

This message was edited 2 times. Last update was at 2016/10/26 11:48:52


 
   
Made in us
The Daemon Possessing Fulgrim's Body





Devon, UK

Good catch on the Ratchet spoiler, where'd that come from?!

Still no Hunters spoilers *grumble, grumble*


Automatically Appended Next Post:
BUTCHER'S GUILD - CIVIL WAR
The disappearance of Ox, and subsequent arrival of Fillet, have caused a rift in the Butcher's Guild. The team is torn down the middle, as players pledge allegiance to the new captain Fillet, or remain true to the Master Butcher's family and follow Brisket. The Butcher in-fighting is looked upon by hungry eyes as a way to gain favour and influence in the Empire of the Free States. Even players from other Guilds can see the opportunity for advancement.

For the first time ever you can influence the Story for Guild Ball!

We are running a community driven event where the result of your games directly influence the outcome of the Butcher Civil War. Simply pick a side either 'Team Fillet' or 'Team Brisket'. Any guild can participate, not just the Butcher's Guild!

Whenever you play a game of Guild Ball you are fighting to increase your chosen side's control of the Butcher's Guild. After your game, if you win, you need to submit your victory via the form below.

The Control of the Butcher's Guild info-graphic will be updated daily.

Submissions for the Civil War will end on Thursday 24th November 23:59GMT - the final reckoning and outcome of the event will be announced at SteamCon.


http://steamforged.com/butcher-civil-war

Interestingly, if you watch the images scroll, there's a Fillet, Brisket and a third image of a male silhouette, I'm not sure if that's supposed to be Ox, or there's a clue there?

This message was edited 1 time. Last update was at 2016/10/26 17:56:49


We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in us
Krazed Killa Kan





SoCal

Ratchet just got much more useful all around.

   
Made in us
The Daemon Possessing Fulgrim's Body





Devon, UK

I'm not overly familiar with the Engineers, but if that's the case then that's mission accomplished I guess!

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in us
Krazed Killa Kan





SoCal

He didn't have Tooled Up before.

Long Bomb used to be a 12" lob that always normal scatters (not kick scatter). It wasn't a pass, thus couldn't be sent directly to a player. Now it's lost some range in exchange for security.

Fixer doesn't seem to be an action, just a trait, so he doesn't need influence to fix things up.

   
 
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