Monday 3 October 2016

Raedland National Badge (Guild Ball)

A quick post today just looking at progress on what Raedland's national badge could look like.
After a discussion on facebook, Sherwin Matthews has excellently pointed me in the direction of the fluff for Raedland. He has drawn his vision for the Old Skaldic Empire.
 He says: 'Suitably militaristic, but with a nod to the royal family also.'

I really love the design and it inspired me to have a look at Raedland. After reading the fluff behind it, I came to the following conclusions: Island nation, strong naval presence, taxes to the fishermen, build up forests and large areas of open grassland and a huge empire. 
So, I've come up with the following design: 
 
I've incorportated the forests, the fish, a triumphal arch and the 'Queen's House'. The ship at the top is for the navy and over the top, a pitchfork (which looks more like a dining fork) and a trident behind the Queen's crown.
The motto; 'Per Terram Et Per Mare Vinceret' means 'Conquerer by land and by sea.' (Roughly). Although I may be changing this motto slightly! If I take any more words out I will be dangerously close to copyright infringement for the Royal Marines!

I'm going to have a go at a few more designs and see what I can come up with.

Thanks for reading,
I'll see you soon!

@geekphotoguy

Sunday 2 October 2016

Convergence of Nations (Guild Ball)



The notion of representing your nation is a great honour and one that is represented in Guild Ball too. Coming this May at my FLGS (Phoenix Games, Stourbridge, UK) our esteemed Pundit Rob (@derby_malal) is running a ‘Cup of Nations’ style event!
For those who don’t know the premise is this; every player card has a location where that person is from. So, therefore they would come together to represent their nation, regardless of the Guild they represent. 


One of the lads on the GB forum has come up with a list of players and their affiliated nations. Many thanks to you!
Valentian*
Midas- Captain
Fillet- Captain
Dirge- Mascot
Cosset
Ghast
Shank
Silence
Chisel

Ethraynnian
Obulus- Captain
Smoke- Captain
Fangtooth
Salvo
Velocity
Boiler
Calculus
Mercury

Raed*
Hammer- Captain
Princess- Mascot
Avarisse
Greede
Graves
Colossus
Spigot
Flint
Tower
Chaska

Castellyian*
Honour- Captain
Rage- Captain
Strongbox- Mascot
Harmony
Mallet
Rage
Brick
Snakeskin
Egret

Indar
Corsair- Captain
Pin Vice- Captain
Mainspring- Mascot
Marbles- Mascot
Flask- Mascot
Mother- Mascot
Naja- Mascot
Ratchet
Sakana
Hoist

Mald
Tapper- Captain
Scum- Mascot
Friday
Hooper
Stave

Skaldic*
Ox- Captain
Truffles- Mascot
Jac
Compound
Brisket
Boar
Vitriol

Figeon*
Scalpel- Captain
Ballista- Captain
Theron- Captain
Wrecker-Mascot
Tentacles- Mascot
Casket
Greyscales
Venin
Angel

Eisnoran*
Esters- Captain
Shark- Captain
Salt- Mascot
Fahad- Mascot
Mash
Stoker
Hemlocke
Seenah
Zarola

Eskirii
Vileswarm- Mascot
Decimate
Gutter
Meathook
Tenderizer
Katalyst
Jaecar

Piert
Bonesaw

Unknown*
Blackheart
Coin
Minx
Mist
Harry the Hat
Kraken
Siren
Hearne

*currently playable


Now, you might look that those with * next to them and think ‘they’re not bad teams’ and you will be right. I want to explore one of these nations in depth and look at how the players can combine together to make a reasonable team - which, as we know, in my hands will become less successful than Scotland in a qualifier!

The team I want to focus on are the Raed National Team and really, what drew me to this team was one reason – Colossus! I don’t have him yet, but the more I really want to put him on the table. Now, I will be putting my initial thoughts down as I go through the cards – please bear in mind that I will obviously be wrong and any combos I find will clearly be inaccurate and totally shit! Alternatively, I might find something which is quite good but due to the way I play the game, will be totally ineffective.

Let’s have a look at the team:
Raed*
Hammer- Captain (Masons)
Princess- Mascot (Butchers)
Avarisse (Union)
Greede (Union)
Graves (Morticians)
Colossus (Engineers)
Spigot (Brewers)
Flint (Masons)
Tower (Masons)
Chaska (Hunters)

A great mix of Guilds and players involved in this team. What sets it apart is the tantalising use of both Spigot and Flint – this gives me the option to play football, something which hasn’t happened in a while!
Obviously, with only having one Captain and Mascot, choices are limited as what to take. If I’m looking at selecting a ‘National 8’, then I’m now down to 6 with a very simple choice.

 On to the team;
Hammer
 I must admit, I haven't seen Hammer on the table being played. Whether that's for the simple reason that the Chis-ile is far better than the options he has available or just that people haven't explored him as much as they could. 
I like the Heroic Play ability to give additional damage, kick or movement to a player is fairly handy. I can see benefits of loading up a player like Flint or Spigot, using this play to load up movements and kicks in order to get them into positions for later in the turn. Likewise, the damage results that players like Chaska or, dare I say it, Vet Graves could kick out can be devestating. 
A fairly decent playbook with momentus tackle and KD for just 3 results, an achievable target to say the least. Coupled with the ability of 'Stoic' he isn't going to get bullied around the pitch AND (because there's more) the fact that he can use 'Knockback' and move models away, effectively controlling areas of the pitch is very handy.
'What about drawbacks?!' I hear you cry! 1" melee for a guy with a big hammer is upsetting. Also the standard Mason DEF 3/ARM 1 will make him easy to hit but Tough Hide provides him with more survivability. With the fact he's a momentum generator, he can heal himself fairly quickly if engaged. The short range of his Character Plays will mean his play style towards his team will have to be fairly close knit but the Heroic Play extends the threat range and capability of the play. 
What I did forget to mention was the fact his INF count is incredibly good value! Bringing 4 to the table and effectively not needed that much unless you want to control a section of the board is amazing for a captain! 

Princess
Yes, yes. She's a ridiculously good at putting the tackle in or maybe even give bleeding to something! Her character trait of gaining additional MP, TAC and MOV for a turn does bear benefits, it is a threat which is very real and in a footballing team, can provide a real edge.  There isn't a lot to say about this beaut, apart from a solid mascot!

Avarisse
 I don't need to say anything. This coupled with his best buddy Greede are the sole reason the meta has shifted. The fact activations can be controlled and you get one up on your opponent will be the main reason a lot of people will play Raed. Are they an auto-include? In this current meta, yes but there are other options available. Avarisse is a fairly strong player but with a 1" melee he doesn't control the areas of the pitch as I'd like. Still - singled out and momentum generating is a big deal in this team!

Greede is, well... just Greede! An additional influence is great and the fact you can gain an additional activiation is amazing! Weak? Yes, but at the back  they shouldn't be bothering him.

Chaska
Here we go! Click, Click Boom! Another low DEF model but some you can keep at a slight distance. Potentially ARM 2 or 3 in the right circumstance but he can be left exposed. I think, for the moment at least, he's not an auto include. The Snared condition doesn't do a great deal in this team in terms of synergy but again, it is a way in which to block channels and protect those with the ball. He is someone to think about. I really wish his Boom Box was either 6" or 8" so he could be a bit more of a ranged hunter!

Colossus
Honestly, I do like the model of Colossus but I've never really had any desire to get him on the table. However, the more I read Engineers and the more I know about the play style, the more I want him on it! (I really want to do something about the arms though!) Another model with Tough Hide and Light Footed - Move over terrain, you're irrelevant! The big thing for me that makes him a choice to include into a team is the Close Control characteristing. The fact he has a 4/6" kick is pretty good. Imagine - he's loaded with 3 INF, he's given +2/+2 movement by Hammer's character play once, he's up to movement 8/10 with a 6" kick...so a 16" threat range but what if that happened again... 18" threat isn't anything to be sniffed at. He could also be the battering ram for someone like Flint to barge through, using his Ramming Speed ability. Who knows, he could get into a position to snapshot!

Flint
Best striker in the game? I think using Hammer's Heroic he can be for sure! Yes, he's an INF grabber but if Hammer's not using some of his and Colossus doesn't need everything, you'd load him up... right? Close Control and Where'd They Go? make him excellent in avoiding losing the ball and getting the hell out of dodge! 
Just think about this for a moment... 1 INF to shoot (with momentum, obviously), 1 INF for super shot, 1 INF for Where'd they go? and 1 INF spare to be given either additional dice to kick or +2 movement. You're then looking at a 21" threat range model with 4 dice on the kick... hmmm... Let's move on!

Graves and Veteran Graves
Some would debate a modern staple with Scalpel in a Morts team, others have completely left him completely in the dark. In terms of this team, he works well with Princess for the bleed ability. What holds him back for me is the 1/4 INF. I really like Graves or I want to really like Graves. Handing out bleeding and a charge of 9" against bleeding targets make him a viable option. I've seen him being used as a winger and in the midfield. However, I would think about using him as a mop up around the back in defence, coupled with Princess!

Just like Eminem, guess who's back with a brand new...rap? Blade? Blade!
Less TAC, better ARM, lower DEF, more INF. Where's the trade off? Well, a better playbook with easier access to momentus results. I would be careful because he doesn't have the benefits as 'normal' Graves and Traits/Plays revolve around Vileswarm. The bonus with him is the Gravedigger ability. Having a team focusing on beating a player and getting them off the board, this is useful. Would I use him in this team... hmm... I'm not sure. I know I want to play football, I'm not sure he would fit in. 


The question is - 'Would Graves fit?' The answer simply is yes, he would. The S1 Graves can work with Princess to mop up the back of the board, hunting vicitims who have broken free to score!

Spigot and Veteran Spigot
 You mention footballing players and what comes to mind? Spigot, Flint, Mist are just a few who come to mind. Spigot's Football Legend is an auto include in this team, boosting both Flint and Colossus to give them even a bit more range! The 'Floored' ability is one which may not see a lot of play, however is useful in this team, particuarly with Hammer and Avarisse. While the 'Tooled Up' condition is not changing just yet, that makes someone like Hammer quite scary with the additional damage!
Have you ever lost the ball and thought 'Crap! I could do with that back!' Can I interesting you in getting the ball back and giving it to someone with 4"? Oh good. The cost? Just 2 successes on your TAC! I know!
Let me a paint a picture -
Oppo with the ball, Spigot engages and Flint is say 20ish" away from the goal (shooting range). Ball suddenly pops out to him and away he goes! Now that's what I call value!
What about his Heroic Play? An additional +2" movement when starting his advance? Yes please!

Now Veteran Spigot is a different kettle of fish altogther. The model is amazing by the way! So cool! Ball's Gone ability is still there but now he has gained close control and a Heroic play which allows a non-momentus kick! Now, this is quite big, especially as his kick is now 4/8"!!! If he's got the ball too that's a 18" threat. Another model with a huge threat range to go and attack the goal.
The tough choice comes down to what you want Spigot to do - be a support piece for Flint and Colossus to go up and grab a few goals or do you want to add him to your line up as a 3rd striker with the ability to set up plays and get the ball for the ranged shots? I've left out Goad and Paint on your Boots, they're nice abilites and add to his value as a support piece in his Veteran respect. This is a massive, massive call and one that would take a little bit of playing around with the find the right formula. My gut tells me that S1 Spigot is the choice to make right now because of his extra movement tricks but I would want to try out Vet Spigot to see what he's got but I think there needs to be some form of utilty within the team.

Tower
Finally, Tower. Again, another model I haven't really seen on the board but that might be because I haven't seen much Masons being played. The Shutout ability, like Silence, is so busted if it goes off and can potentially win you a game. Giving Defensive Ground to something is fairly handy but very circumstantial. Like Hammer, the 'Knockback' ability is able to control zones and move models across the board without too much trouble and 'Floored', like Spigot, would be handy if you were walking up the board with Hammer moving people out of the way. The Heroic Play is interesting. I'm not sure that I would use it in this team, as I think the people I would want close and not taking damange would be those who can jink away from others and be bearing down on goal. An interesting player but one I think would be on the fringe.

Team Selection

Who would you pick? It'll probably be different to my 8 but that's because you're reading this and have a better idea of the rules than I do!

I'd go for the following:
Hammer [C]
Princess [M]
Spigot
Flint
Colossus
Avarisse and Greede
Chaska
Graves

Leaving Tower out isn't a bad thing but he may be interchangable for Graves at some point depending on the situation or how the forward like plays.
I'd be looking to play high and catch teams early scoring goals. The ability to shoot from a great distance will allow me to set early and be able to dominate areas of the board.

The next step is to decide on colours and how they are to be based.
I'm going to do a bit of research and hopefully will be able to try out a colour scheme on a model!

It's been a lengthy post today but hope it's given you something to think about, particuarly with National Sides! If you can, the tournament would be excellent to get down to!

Thanks for reading.
I'll see you soon!

@geekphotoguy

Saturday 1 October 2016

Brew Me A River (Guild Ball)

Well my friends, the time has come to update you on the proceedings of the Guild Ball Big League down at my FLGS!
I can tell you that I've played two games in incredibly quick succession getting out of the way my Round 4 and Round 5 games! With the volume of photos I've taken, it's probably best over two posts!

Currently, I am sat with my ankle strapped up in ice after tearing ligaments at the gym! The important message here is - exercise is bad for you! Not due to the fact I wasn't looking where I was going whilst stepping off the cross-trainer, oh no! Exercise is BAD! This has given me the perfect chance however to write up my match reports!

Round 4 
A little known fact about me is that I'm actually not bottom of this Guild Ball League - amazing right?! I know!
Another little known fact is that my Round 4 opponent: Archie is bottom!
This was going to be the battle for the Wooden Spoon - serious though, this is it - this is the REAL battle for the wooden spoon!

Morticians vs. Brewers!
What could go wrong?!




Team Selection
Where to begin? Well, I’ve borrowed Hearne with the expressed interest of him being able to dodge from tree to tree like Tarzan (who’s had a lot of pies) and being able to control areas with his abilities. Without getting into too much detail, this plan was utter crap! If I was borrowing anyone from the Hunters, it really should have been Egret. Nevermind.
I’ve got:
Obulus [C]
Dirge [M]
Silence
Ghast
Cosset
Hearne [Loanee]
You will notice that Hearne looks suspiciously like Mash, this is indeed correct and not a result of you having a little too much to drink even though your wife, girlfriend or indeed mother told you not to have that last bit of red! The fact was, I had forgotten mine and Pete, the lad I was borrowing him off, hadn’t arrived yet – this does rectify itself in a bit – don’t panic but seriously, put the wine down!

You will notice that Hearne looks suspiciously like Mash, this is indeed correct and not a result of you having a little too much to drink even though your wife, girlfriend or indeed mother told you not to have that last bit of red! The fact was, I had forgotten mine and Pete, the lad I was borrowing him off, hadn’t arrived yet – this does rectify itself in a bit – don’t panic but seriously, put the wine down!
 
Archie’s Team:
Tapper [C]
Scum [M]
Stave
Friday
Spigot
Hooper
A pretty standard line up that you might expect from the Brewers. What I didn’t realise, and I’m going to claim that I forgot and not that I didn’t even bother to read the cards, was Stave’s Donkey Kong barrel lobbing antics… more on that later!


On to the Plot Cards! I’ve drawn my 7 and they all look fairly familiar. 



Obviously ‘Don’t Touch the Hair’ and ‘Statement of Intent’ are auto-includes. Then what are the chances of Friday scoring – high? Yeah, so I’m probably going to concede first which ‘Make a Game of It’ will be good for and then ‘Second Wind’ and ‘Damage Sponge’ for the inevitable take outs which will ensue!


Next, Set Up! With Archie winning the roll off, it was up to me to set up first and look where I was going to kick. As you can see, I’m fairly together after I learnt my lesson against Jimmy (@jimmygstar) about spreading models a bit too far across the board, even though I was to play attractive passing football... 


Archie's set up is close to mine, making sure that Scum is near Friday and Tapper. 

Now… the moment you’ve been waiting for… The Match!
- Silences kicks off with the ball heading towards Stave but atually ends up nearer Tapper!
-  Silence causally walks up to Spigot in the hope of holding him up and stopping him getting near the ball.
- Spigot is joined by Stave and Scum, chipping away slowly at Silence. In hindsight, maybe not the best plan but it did hold him up for a bit.
- Friday joins the crew on Silence. Now, for me that is a worthwhile trade off - 4 models actively engaging one!
- Cosset sees red, rages and slams into Spigot.
- Obulus moves Ghast forward and with his sprint move he collects the ball.   




 - By this time Archie is gaining momentum at a rapid rate (and it's only the first turn) so...



.I'll be taking all that off him in order to win the race for the next turn and clear all conditions. It seems a bit premature but actually, an important time in order to get the drop on the first turn to see if I can make it count! With 4 players pulled out of position this was an ideal time to capitalize!

Archie didn't think so...
Anyway, back to the game!
- Ghast passes to Heane who has made his way up the board, ghosting in between the trees!
- Unfortunately, Stave and Tapper are joining the fight against Silence. Honest, I get it - I really do! This guy's a dick but is there any need to start smashing him up this way?! 
- Silence is silenced but by 6 models... now that seems like a good trade off to me! 0-2!
- Attention now turns to Cosset who has already damaged herself in order to go crazy!
- Hooper flies into Dirge (I know, it's the second pun I've made in 5 bullet points, admit it, you loved it!) and promptly turns him into a pie!
- Obulus puts Puppet Master onto Hearne to move him out of the forest and closer to the goal...with no-one guarding it!
- Spigot, Friday and Stave finish off Cosset - no great shock! 0-4!
- Silence, Cosset and Dirge (after spending MP - see, I do read some rules) come back on the pitch. I hang Silence back but get the red mist with Dirge and Cosset and just try and get her in to do as much damage as possible... yeah... 0-6!
- Friday steams towards Obulus in an attempt to lock him down but he dodges away!













DRUM ROLL PLEASE - This is it... the moment you have been waiting for. The crucial turn in order to get the game back within touching distance... the kick! Hearne moves himself within 4" of the goal for his puny kick and all he needs are 4s... just one... on 3 dice... 4s... just one... one? None.
Well, shit.
 Archie mostly approves of this!

This was about the time I knew the game had slipped away from me and I began to make incredibly bad choices instead of actually thinking carefully about the play in order to retrive the ball or to take models off the table. 

- Spigot charges into Hearne in order to block him getting the ball. Ghast just stands there like a douche!
- The ball bounces around and ends up behind Hearne after a bit of tussling.
- Stave moves in and throws his barrels, hitting Obulus and pushing him away. 
- Silence moves up the board in order to control activations but quickly gets hunted down by Tapper and Friday! Lucky I've got 'Don't Touch the Hair'...on a bald headed man... 
- Hooper catches up with Silence and ends him! 0-8
- Ghast decides he wants to come and help so, he strolls up and unmasks everywhere! Right over Spigot, pushing him straight off the board! 2-8!
- At some point Archie did actually score 2 more points, so really the score should be 2-10 but I cannot remember at what point this happened! Sorry!
- Stave walks over and throws a barrel in Hearne's direction. Due to the nature of the rule, the model gets pushed directly away from the blast...which means... Hearne's off the board! 2-12!






A victory for the Brewers!
 

A thoroughly frustrating game as I felt we were evenly matched...apart from the losing bit. Had I socred, would that have changed anything? Should Obulus have waited to use his Legendary? Was my model selection correct for the task? All things to consider, for sure.

What I have learnt.
- Don't go near the edge of the board while Stave is around!
- Think carefully about model positioning, particularly with valuable pieces like Silence. Although the 6 vs 1 trade off was nice, what was the actual benefit? Had I scored then the benefit would be +4VPs for dragging them out of position but actually, it didn't matter.
- Read carefully what cards can do and be aware of their abilities on the pitch. Guild Ball is a game where you don't need to know what your opponent's models do but it's a great help and really, there are only 6 models on each team, so having a working knowledge is pretty handy! 

So, rock bottom of the league and just floundering! The Wooden Spoon is coming home to Blighty! I guess I better look at what I do in order to win that favour thingy!

Oh, on another note - I've got my Hunters' Guild finished off (with the exception of the bear, I don't have him...yet) with snow bases!
The big squirrel behind will be my goal eventually after it's based and painted in a darker shade of brown.

I do have another match report to write so keep your eyes peeled!

Thanks for reading,
I'll see you soon.

@geekphotoguy