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Made in us
Crazed Wardancer




PNW

It's said that the new game is a 28mm warband skirmish fantasy game set in a new world/setting.

I ordered the Kick Off box but I'm not keen on the idea of all the starters going to "high quality PVC". Guess I'll have to see how the models in the KO box look/feel before I commit to expanding into Farmers.
   
Made in us
Nihilistic Necron Lord






The ones I've seen were pretty good. Definitely better than the typical stuff you get out of a PP plastics box. However they damn well better have been since it was the demo copy the makers had brought themselves to Warmachine Weekend.

 
   
Made in gb
Executing Exarch





 kilcin wrote:
.

but I'm not keen on the idea of all the starters going to "high quality PVC"..


Finally got up to date on all the Steam-Con news and this one is a bit of a hummer, are they going to be exclusively resi-plakky-whatever or will metal and/or resin version also exist ? I hope so as given my location I feel almost duty bound to get a Farmer team

"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in us
Krazed Killa Kan





SoCal

I think it's safe to assume they'll continue offering resin versions of miniatures on their site.

Curious as to this new game. However, I'm not sure about the miniatures and design overall. Guild Ball is a good game, but the art for it isn't all that striking my itself.

One of the things that drives any new fantasy game, especially skirmish is art and miniatures that competes with the best around.

   
Made in us
Crazed Wardancer




PNW

 Vertrucio wrote:
I think it's safe to assume they'll continue offering resin versions of miniatures on their site.


It was my take away from their Black Friday/Steamcon post that they are retiring their resin line. I also believe some of the upcoming models that were going to come out in resin were canceled and people who pre-purchased them were refunded. Just going to the webstore, the resins are no longer listed. It's a question if the metals will became the new "store only" like the resins were.

http://steamforged.com/sfg-news-blog/2016/11/18/guild-ball-update-black-friday-steamcon-sale
Steamforged Games wrote:Now, we know many hobbyists and coaches have been big fans of our Resin Model Line or have already invested in the Guild Token Sets and will be sad to see them go. Retiring a product isn’t something we take lightly. Based on several factors, such as community feedback, upcoming releases, and the overall direction of the Guild Ball experience, we felt now was the best time to retire these products.

   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

 Vertrucio wrote:
I think it's safe to assume they'll continue offering resin versions of miniatures on their site.


They've explicitly stated this will not be the case, hence all their resin models were heavily discounted in their Black Friday event. There's a chance metal may become the "new" resin, i.e. will be available to direct order but all other outlets will sell plastic, but I've not heard that from anyone with any real authority to raise it much above educated guesswork.

Curious as to this new game. However, I'm not sure about the miniatures and design overall. Guild Ball is a good game, but the art for it isn't all that striking my itself.

One of the things that drives any new fantasy game, especially skirmish is art and miniatures that competes with the best around.


There's no point arguing about art, it's all subjective at the end of the day, but SFG did a survey a few months back asking people to prioritize the various elements of the game, and gameplay overwhelmingly superseded miniatures. Personally, I don't think using 3D renders and/or concept art on a lot of the promo stuff does the models any favours. I bought the models for the game, but once I'd got them in hand I was pleased to own them, and I think they've found an aesthetic distinct to anything else right now. YMMV.

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 us
Stern Iron Priest with Thrall Bodyguard





Redondo Beach

looks like i had better flesh out my Morticians, and get on those Fishermen, while metal is still available in stores...
i am very happy with the first handful of metal models i've purchased...

Guildball definitely has a fun miniature and art style, and i love the Mascot idea...
that otter alone, Salt, is what sold me on grabbing a couple of teams
love that little guy!!!

cheers
jah


Paint like ya got a pair!

Available for commissions.
 
   
Made in us
Nihilistic Necron Lord






If they shift away from the hobby aspect with all the preassembled colored plastic, I wonder if they'll keep the fully painted requirement for their tournaments.

 
   
Made in us
Krazed Killa Kan





SoCal

Ah well, guess I was wrong.

Not surprised though, there's such a narrow market these days in traditional miniature games. You're not going to entice away people who have been entrenched in whatever old game they're playing, and a lot of those old games are struggling in various ways.

If anything, this could help bring in a crowd that traditionally never goes for miniature games and transition some people that are staunchly boardgamers.

   
Made in us
The Daemon Possessing Fulgrim's Body





Devon, UK









On sale today, both look interesting and bring something different I think.

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

These look amazing (and I'm totally not biased as a Hunter myself,)

Light on their feet and menacing as the cold, this pack of hunters brings the sharp sting of winter to the sport. Their fearsome captain, Skatha, commands the pitch with slick footwork and a passing game as unrelenting as winter's howling winds. Opponents had best be wary with the ball against her pack. One misstep and their watchful protector Snow will fetch the ball and pass it to their feral striker, Ulfr. This lone huntsman lives for the rush of an ambush, targeting prey who stand between him and the goal post. To ensure their striker makes the shot, Veteran Hearne lies in wait, ready to ensnare his prey and show them the cruelty of winter. His furs now matted with frost, Hearne proves even the most ardent supporters of the Sun Father can be swayed by the Winter Queen.
The Heralds of the Winter's Moon Expansion includes one metal model (assembly required) and stat card for each of the following:
Skatha — Captain (30mm)
Snow — Mascot (30mm)
Ulfr — Player (30 or 40mm) - conflicting info
Veteran Hearne — Player (40mm)
[Thumb - IMG_1237.JPG]

This message was edited 1 time. Last update was at 2017/02/01 21:25:58


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
Thermo-Optical Hac Tao





Gosport, UK

Really like that wolf mascot.
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Apparently he has a mechanic where he can retrieve the ball and pass it on to Ulfr (the big guy on the left, he's a striker apparently.)

If they don't call the trait or play "Fetch" I shall be a bit disappointed.

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






I don't like the coach's hair at that angle. It looks too big/Solid of a mass to bunch up in front of her like that.

And not a complaint, but the new striker definitely looks like an Orc.

 
   
Made in se
Dakka Veteran




 AduroT wrote:
I don't like the coach's hair at that angle. It looks too big/Solid of a mass to bunch up in front of her like that.

And not a complaint, but the new striker definitely looks like an Orc.


I'm sure they've taken inspiration from WoW's Rexxar, the hunter, and the wolf would then be his trusted companion Haratha.

   
Made in gb
Thermo-Optical Hac Tao





Gosport, UK

These models are pretty great:
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Oooh, good catch.

Given their similarity to Engineers automata and the fact that "First Light Of Solthecius" isn't vying with Dave for top boys name, I'm guessing it/he/she is non-human?

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 us
Fixture of Dakka





Their names are Grace and Benediction. They're just being sold as a pair similar to how 4 hunter models are being bundled in Herald's of the Winter's Moon.
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Ah, ok, IAG's pic was the first I'd seen, still looking for info.

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
Fixture of Dakka





From twitter:

It’s a new dawn for The Union thanks to the divine talents of Grace and Benediction. A bottomless well of healing, the Living Saint, Grace, gives self-sustained support to her teammates near and far. Meanwhile, Benediction stands as a devoted guardian, poised to beat back opposing players. Together, the players make their teams as resilient and unwavering as their faith. Whether you find their presence to be a blessing or a curse will depend on your side of the pitch.

The First Light of Solethecius includes one metal model (assembly required) and stat card for each of the following:

Grace — Player (30mm)
Benediction — Player (40mm)

This is a pre sale the release date is Friday May 26th 2017
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK


Guild Ball is a game about meaningful choices. That means your path to victory should have many tough decisions, and the same goes for each of the goals and take-downs you score along the way. So whenever we get the chance to tinker with rules or roll out new characters, this focus on meaningful player decisions is always at the core of our ideas. In fact, it was the driving force behind the Hunter’s expansion, The Heralds of the Winter’s Moon. We saw these four new characters as our chance to add more layers of tactical choices for Hunter coaches to chew on.

If you’re familiar with the Hunter’s Guild, then you know their strength was controlling enemy players in Season 2. Specifically, by herding opponents directly into danger using Traps and powerful Character Plays, such as Pinned and Boombox. They also had several stealthy ways to create additional movement. And thanks to Character Traits like Back to the Shadows and Nature’s Blessing, evading and sneaking up on aggressive enemies came naturally to this feral crew. Put it together, and you have the Hunter’s signature playstyle: stalking your prey while calculating when to strike vulnerable opposition.

Theron, the first Captain of the Hunters Guild, best symbolizes that playstyle. Not a blunt instrument like the primitive Captains of the Butcher’s Guild, Theron is at home in the center of the Pitch. He controls the whole game through the loose of a single arrow. Under his watch, a charging enemy can run head-first into a spontaneous eruption of forest. A striker with hopes of getting a clean shot on goal can have them dashed by a deft Arrow to the Knee. He snares his enemies with a single stroke of his blade, leaving them vulnerable to the raw might of the Great Bear or the Midnight Devil. As a Captain devoted to getting the most out of his whole team, Theron has it all.

The Hunter’s Guild clearly needed a Captain who goes for the throat with cold-hearted precision. A Captain who takes goal scoring into her own hands. A Captain who, rather than preventing enemies from controlling the game, empowers her fellow Hunters to outmaneuver enemies on their own! A Captain who… likes to throw snowballs!

Skatha, Champion of the Moon Goddess
Because Theron excels at brutal take-outs, we knew quite early on that we wanted Skatha to be more of a skilled goal scorer. Being a Hunter, we wanted Skatha to be elusive with plenty of options for escaping a melee. Oh, and a capacity to turn on some real speed! As developers, we have several tools at our disposal to start laying down the basics, such as a model’s Attributes, or stat line. Until now, Hunters have only ever had a kicking skill of [3] or less. To stand out and really show how clever Skatha is with the ball, we gave her a [4/6”] KICK stat, which means she’ll normally be rolling at least 4 dice when making a kick! There wasn’t really a need to give Skatha an enormous kicking range because we decided that she was going to be hypermobile instead. You don’t need to blast a shot in from range when you can just tap it in from point blank! We know what you’re thinking. Hypermobile and great KICK stats? How does this make Skatha a Hunter rather than a Fisherman? Just take a closer look and all will be revealed!

On the surface, it’s not immediately obvious where her blistering pace comes from. Her MOV stat is [5”/7”]. Well, when you add in Nature’s Chill things start to get interesting. This Character Trait lets Skatha freeze the pitch, creating a [3”] area of effect (AOE) of fast-ground. And when any model moves over fast-ground during an Advance, it gains [+2”/+2”] MOV for the remainder of that Advance. This means that even though Skatha only has a [5”/7”] MOV stat, she can bump this up to [7”/9”] MOV every turn of a game. And it gets better. Any other model can use the fast-ground to speed up too! Comparing this to Theron’s forest AOE (which slows down the enemy and blocks their path), Skatha is clearly the polar opposite (pun intended).

This new Captain also gave us the opportunity to do something truly unique: give a captain a way to use their ball skills without always having the ball. Why? Well, when we design a Guild Ball player to be a beast with a ball, we inevitably face the question of “what about when they don’t have the ball?” Having the ball and successfully doing stuff with it (like passing) lets you do more awesome stuff. Not having the ball means none of that. So what if a baller could always ball? What if a player could access momentous teamwork actions like Give’N’Go AT WILL? That would mean she could always have the potential to shift herself or friendly models using Dodge movements!

Hello, Snowball! This new Character Play gives Skatha a literal snow ball (were snowballs ever figurative?) she can use to pass, generate Momentum (MP), and make those all-important Momentous Teamwork actions. Before you all lose your minds, No, Skatha cannot score a goal with Snowball—that would be too crazy! (We hope this leaves you up all night on the brink of an existential crisis asking yourself when a ball is truly a ball. If it can be passed but cannot be scored, can it truly be a ball?)

Now it was just time to give the Hunters a well-deserved Legendary Play. We toyed around with several different ideas for Skatha, including a few that were snowman related. In the end, we knew that we wanted this Legendary Play to push the boundaries of maneuverability, specifically the capacity to enter and exit enemy melee zones without having to worry about Parting Blows from enemy players. We eventually settled on Winters Night.

Winters Night places a Frost Token on each enemy model within [6”] of Skatha. When Attacking an enemy model with a Frost Token on it, any friendly model can remove the Frost Token to add a Push-Dodge Playbook result in addition to any other Playbook results generated by the Attack. Frost Tokens have a variety of uses. A player can Tackle the ball and ensure they’re out of range of a Counter Attack, move enemy players out of the way for a friendly player about to take a shot, or just gain extra Dodge movement to guarantee a friendly player ends up in range to shoot for a goal.

Put it all together and you have a Captain who not only excels at generating extra movement for herself but also her entire team. To make it even better, most of this extra movement is Dodge movement, one of the most treasured movements of them all! Why? It’s super useful when moving in and out of enemy melee zones (#Can’tTouchThis), making a Skatha-led team good at retrieving the ball and scoring goals.

Snow, Spirit Hound
Snow is the yin to Fahad’s yang. As the first Mascot for the Hunters, Fahad was designed to deal damage. To give Hunter coaches more versatility, we knew this new Mascot had to focus on team support, which we doled out in spades. Not only can this wild wolf pup increase melee effectiveness and boost player survivability but he can even fetch the ball!

We wanted to boost the Hunter’s melee effectiveness in a way that embodied their playstyle and theme. Instead of giving them a raw damage bump, we introduced a brand-new Character Play: Feral Instincts. It grants a friendly model, or Snow himself, Anatomical Precision. This allows the affected model to ignore [1] point of enemy armor (ARM) each time they make a melee Attack. Feral Instincts is a great tool for unlocking Playbook results, making it advantageous for almost any Hunter’s Guild model.

Player survivability with the Hunters is different than most Guilds. Particularly those that tend to rely on high ARM stats or more conventional Character Traits like Tough Hide. Survivability in the Hunter’s Guild is often linked to maneuverability. Because Hunters use Counter-attacks and additional movements to avoid enemy melee zones, we gave Snow the Pack Mentality Character Trait. While within the Pack Mentality [4”] aura, friendly models can make a [1”] Dodge toward Snow every time they suffer damage from an enemy model if they aren’t knocked-down. Combine Pack Mentality with a well-timed Counter-attack into a Push or Dodge Playbook result and BAM! You have Hunter players escaping enemy melee zones all over the place! The enemy won’t be able to engage your players long enough to take them down.

Ulfr, Blessed of the Hunt
Ulfr was designed to be a pure-bred striker with one thing in mind: scoring goals like an absolute wild man. He’s the guy who’s maybe spent a bit too long secluded in wild, and now he’s talking to the trees and screaming while he slathers his face in blood. A terrifying opponent, he specializes in working alone to track and corner his prey. Unlike most strikers, he has access to a Momentous [2] or even [3] damage Playbook result, which means he isn’t content to just steal the ball and dance away. Ulfr is out for blood.

To capture Ulfr’s bloodlust, we came up with the Character Trait Blood Scent. What does it do? Well, after he damages an enemy model (and gets a taste of that tangy crimson goodness) the thrill of the hunt pushes him to supernatural levels of prowess. His KICK stat jumps up to [4/8”]—higher than your average Hunter player.

After giving Ulfr Blood Scent, we looked toward helping him trigger it. The Lone Hunter Character Trait grants him an extra [+2] TAC as long as he is more than [4”] away from any friendly players. This boosts his TAC up to [6] with a Playbook that’s only five columns long. This gives the wildman a better chance of wrapping his Playbook for multiple results and a much-improved chance of unlocking the exact Playbook result he needs.

We also wanted enemy models to be a little fearful and cautious around this forest nut, so we decided to make it cost a little extra to use Defensive stance. Thanks to Ambush, Ulfr gets the drop on his opponents, forcing enemy players to spend an extra MP to use Defensive stance. Unsuspecting enemies had best watch their backs… Ulfr’s gunning for them.

Finally, we wanted to make him FAST, even for a Hunter. Ulfr has the Where’d They Go? Character Play, which lets him escape enemy melee zones without a Parting Blow (behold the power of the [4”] Dodge!). This play can also be used to extend Ulfr’s goal scoring range by dodging him [4”] closer to that goal. Now, let’s crunch those numbers. After a [7”] Sprint, a [4”] Where’d They Go? movement into triggeringBlood Scent for a boosted [4/8”] KICK… Ulfr can be in scoring range from a [19”] distance to the enemy goal! *Whistle noise* That’s one speedy little mountain mongrel.

Add in Playbook Dodge results or one of Skatha’s movement enhancers, and Ulfr climbs into insane goal-scoring distances. Top it off with the Hunter’s classic Character Trait—Light Footed—and it’s almost like nothing can slow this wild man down!

Veteran Hearne, Oracle of the Moon Goddess
Veteran Hearne is a no longer the scion of the Sun Father. Gone is the man who could teleport to anywhere the Sun Father’s light touched. What remains is but a shadow. Like the fading light, it darts around the Pitch, propelling itself off obstacles, head-first into the thickest melee.

For all our Veteran and Seasoned players, our goal is to show how these characters evolve and change during their Guild Ball careers. The gruesome murders and almost-murders and back door scheming does take a toll and change a person. For the design team, that means altering their traits and skills to reflect how they’ve changed without obliterating all traces of who they were. For Veteran Hearne, we wanted to stay true to skill as a Hunter but also capture his transition from Sun to Moon.

Veteran Hearne still favors long-handled and throwing weapons—he is a Hunter after all. So, he kept the [2”] melee zone and continues to hurl his weapons at wary opponents. Thrown weapons can create vulnerabilities to Attack with his Skewered Character Play, which causes [3] damage and inflicts the snared condition. With Hearne’s brute force and deadly aim, we figured the sheer force of being impaled by one of his ranged attacks would probably rattle your head and stop you in your tracks.

Despite his newfound faith in the Moon Goddess, a dying flame of the Sun Father sill flickers within Veteran Hearne. To capture this fading flame, we introduced the Last Light Character Play. Without costing influence, it lets a friendly model spend Momentum (MP) instead of Influence to pay the COST of a Character Play. That includes himself! So he can even use Last Light to sneak in Skewered, paying MP instead of Influence! That can let coaches load up Veteran Hearne for some real savage brutality.

Veteran Hearne has Light Footed because he can always spot the swiftest path through a patch of rough-ground. But that got us thinking. Why not take something that’s typically a nuisance *cough* rough-ground *cough*, and turn it into a blessing? Well, would you look at that. Turns out we gave Veteran Hearne a Character Trait called Winter’s Blessing, which just so happens to let the rugged rapscallion treat rough-ground as fast-ground. This turns him into a versatile tool for his entire guild since he’ll benefit equally from either Hunter Captain: both Skatha’s slick ice (Nature’s Chill) and Theron’s thick forests (Nature’s Growth) will speed him up!

Old Hearne’s capacity to teleport and take enemies by surprise was another ability we wanted to revisit. With the Lunar Eclipse Character Trait, Veteran Hearne can teleport to anywhere within [1”] of any model that he damages with a melee Attack, as long as they are suffering the snared condition. Veteran Hearne can engage a snared enemy with his [2”] melee zone, damage them to trigger Lunar Eclipse, and then disappear from the table only to reappear on the other side of the enemy before they even know what’s happening! If Veteran Hearne is in possession of the ball, this is a very stealthy way to open goal scoring opportunities that wouldn’t otherwise exist! Very few players have such sneaky teleporting chops…

This concludes our introduction to the Heralds of the Winter’s Moon. Make sure to check back in a few days to catch part two of our Hunter’s Guild article series, Tactics of the Moon Goddess. We’ll reveal full stat cards for the Heralds of the Winter’s Moon and discuss in-game tips & tricks for the new Hunter’s playstyle! Let us know what you think over on our Forums, Facebook and Twitter!


http://steamforged.com/sfg-news-blog/w9u09ig1r5xcgiets4lo37157ujw64

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 de
Longtime Dakkanaut





I really should get around to build my KS teams

Hunters are cooler than what I have. But I have metal!

Looking for a Skaven Doomwheel banner to repair my Nurgle knights.  
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Hunters are all metal? Even this expansion will be (although maybe the last, as Farmers are plastic.)

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 gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Skatha
Spoiler:



Snow
Spoiler:

Spoiler:


Ulfr
Spoiler:


Spoiler:


Veteran Hearne
Spoiler:


Spoiler:


Images spoilered for bigness.

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
Fixture of Dakka





Interesting stuff. Doesn't feel like its going to send hunters flying up the flagpole, but its all cool and interesting. Also, "Oooooh.... BALL!" is the best ability in the game. I just wish it wasn't optional.

This message was edited 1 time. Last update was at 2017/04/14 18:48:25


 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

I'm in the same boat I think, they give us more tricks, but with the same inherent weaknesses we were already struggling with (too much set up that is too easily countered by a competent opponent.)

That said, I think Skatha is pretty strong and brings some of that one player army feel that some of the top Captains bring with 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

Ask me about
Barnstaple Slayers Club 
   
Made in us
Nihilistic Necron Lord






I still don't like the captain's hair, and I wish Snow's ability was called simply "Ball!", but otherwise it all looks cool.

 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

http://steamforged.com/sfg-news-blog/8tokdplidg3xezql2l8ovn3qe80d7l

Today is one of those rare, amazing days in Guild Ball. Today, we get to talk to you about a brand-new Guild entering the fray. Today we can show you the Blacksmiths Guild. This article will give you an introduction to the some of the core concepts that shaped the Blacksmiths Guild during development, and how we chose to represent those concepts on the Pitch.

Always Two There Are...
The Masters of the Blacksmiths Guild are experts at turning raw potential into fearsome destruction. Apprentice Blacksmiths are capable of incredible feats of skill and carnage, but they can only realise their potential under the direction of a Master Blacksmith. To this end, Blacksmith players always work in pairs, a Master and an Apprentice. The Masters are stalwart and aloof, preferring to use their knowledge and experience to disrupt and weaken their opponents so the Apprentices can take advantage.

The first concept that we knew we wanted to include in the Blacksmiths Guild was this idea of the Master and the Apprentice Blacksmith. The working relationship between these two is a core foundation that we built the entire Guild upon, so we wanted to make sure the concept was well represented on the Pitch. All the players in the Blacksmiths Guild are one of two new model types, a [Master] or an [Apprentice].

Another early concept that we developed to demonstrate on the Pitch was the idea that the Blacksmiths Guild are not quite as unified in structure as our more traditional Guilds. In the Empire of the Free Cities Blacksmithing styles, skills, and etiquette differ enormously from city to city. The Masters of the Blacksmith Guild are incredibly proud of the traditions that have been passed down to them through the generations, each of them believing beyond a shadow of a doubt that they are the very best at their craft. As a result, Master and Apprentice Blacksmith pairs can vary quite dramatically from one to the next in how they appear and how they play.

...A Master, and an Apprentice
Let’s take a closer look at what the relationship between a Master and an Apprentice means on the Pitch. During the Steamforged Games Ltd Q&A session held at Vengeance 2017, co-founders Mat Hart & Richard Loxam unveiled the first two Blacksmith players, the Master Blacksmith Anvil and his Apprentice Sledge. Those cards can be found here (click to enlarge).



There is SO much to talk about even on just these two cards, so let’s start with the basics. The core concept for Anvil & Sledge comes from one of the oldest methods of Blacksmithing, that of the ‘Blacksmith striker’. This method is employed where a piece of metal needs particularly heavy blows in order to shape it properly. A ‘striker’, in Blacksmithing terms, is an Apprentice with a large hammer that takes an enormous amount of focus and energy to wield. So much focus that if a Master were to wield the hammer, the Master may lose track of where they need to ‘strike’ the metal. Having an Apprentice perform this task means that the Master can concentrate on deciding precisely where and how hard the metal needs to be struck. To this end, Sledge is armed with an enormous two-handed hammer, that he can use to smash opponents into paste, and Anvil is armed with a smaller hammer that he can use to ‘mark’ a particularly tough opponent in the exact spot that he wants Sledge to ‘strike’. But how does this translate onto the Pitch?

One of the prominent features of these Blacksmith cards, when compared to each other, is that Anvil and Sledge have VERY different momentous results. Anvil has momentous knock-down, Play Icon, and Push results, whereas Sledge has entirely momentous damage results instead. This is to re-enforce the role that each model type plays on the Pitch. Master Blacksmiths tend to be distant, seeing themselves ‘above’ doing the dirty work a lot of the time. Instead, Master Blacksmiths prefer to use their skills and experience to disrupt and debilitate opponents in preparation for the Apprentices to annihilate in one fell swoop. As a general rule, Master Blacksmiths have a number of ways to increase the capabilities of the Apprentices, whether this is through increasing their TAC, damage, or movement speed. Alternatively, some Master Blacksmiths have several ways to make enemy players vulnerable to attack, such as easy access to knock-down Playbook results, or abilities that lower enemy movement speed, DEF, or ARM.

Perhaps the most prominent aspect of Sledge is his Playbook, and that incredible momentous [7] damage result that it contains. With it, Sledge is clearly capable of singular acts of destruction, but, with a Playbook that is seven columns long Sledge will require the assistance of Anvil to reach it consistently. There are several ways that Anvil can do this. Veterans of Guild Ball will be no stranger to the Singled Out Character Play, which increases the TAC of any player attacking an affected enemy by [+2]. When we create new Guild Ball players we re-use existing abilities where they fit the desired theme. In this way, Singled Out is the perfect example of an existing ability that we used here to show Anvil ‘marking’ an enemy player for Sledge to ‘strike’ with his hammer. In addition to Singled Out, Anvil has incredibly easy access to a momentous knock-down Playbook result, it’s on his first column! A super useful Playbook result for laying a potential target flat out on the Pitch ready for Sledge to flatten further. Lastly, there’s the Tutelage Character Trait on Sledge’s card which allows him to use a Character Play without spending Influence, but only if he activates close to Anvil. That Character Trait is probably very useful with Sledge’s second Character Play… I wonder what it could be…

Where Sledge has the highest Playbook damage result written to date, Anvil is different type of extreme altogether. At [19] HP, with an unprecedented [3] ARM, and the Tough Hide Character Trait. Anvil is certainly up there with the most resilient players in Guild Ball. Just looking at him with his enormous tower shield, attacking Anvil certainly looks like a daunting task. Indeed, in development we made the decision that we wanted the Master Blacksmiths to be more resilient than the average player. To this end, each of the Master Blacksmiths has a particularly defensive speciality. In the case of Anvil, he is designed to be able to take the full force of a charging enemy player and, in most cases, still be on the Pitch once the dust has settled.

A Master Blacksmith’s shield is more than just another piece of armour. A Master Blacksmith’s shield is his or her badge of office, whether it takes the form of a huge tower shield or a forearm mounted buckler. A Master’s shield demonstrates to all who see it their incredible skill in creating near-indestructible defensive equipment. On the Pitch, Master Blacksmiths use their shields to become living defensive positions that the Apprentices can take shelter behind. In the case of Anvil this is represented on the Pitch by the Sentinel Character Trait which increases the ARM of any nearby Apprentices by [1]. A much-needed ARM bonus since the Apprentice Blacksmiths have been designed to be slightly less resilient than the average player. Indeed, Sledge has only [12] HP which is on the low end for a DEF [4+] and ARM [1] player. Blacksmith coaches need to be careful to not get their Apprentices taken-out when trying to get the most out of their supreme offensive potential.

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This one goes all the way up to 7....

Might want to KD him first, lol



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