Category: Moonshiner’s Musings

Veteran’s Day Guild Ball Bash Aftermath

Well after a long weekend I’m coming to you all a bit worse for wear. Things didn’t go so well for the old Moonshiner in the that other Virginia. I took the brew crew over to Huzzah Hobbies and went 1-3. Things shook down as follows:

Round 1: Brewers Mirror. I took Esters, Scum, Spigot, Mash, Hooper and Stave. He took Tapper, Scum, Hooper, Spigot, Friday and I don’t remember number 6. I had the honor of playing one of two veterans participating in the event. He also happens to be a fella I met up at SnowBall 2016 in Philadelphia. We had a fun game. As usual I started out strong and lost steam as the game progressed. I lost out 5-12.


Round 2: Round two may have been the worst game of guild ball I have ever played. I yet again drew the brewers mirror, and we drafted and exact mirror (Esters, Scum, Spigot, Stoker, Mash, Friday). Both myself and my opponent afterwards said that the game boiled down to him winning the roll between rounds one and two and him forcing me to go first with little range and no momentum. I got skunked that round 0-12

Round 3: Thresher Farmers. In what may have been my best game of the day I played against the farmers. I brought Tapper, Scum, Spigot, Friday, Hooper and Mash into Thresher, Peck, Harrow, Jackstraw, Benediction and Windle. I thought this was gonna be a real rough game for me. Between thresher and Windle I wasn’t sure if I could outfight this crew. Turns out I was right. I did get the ball at the start of the game. Grabbed it with the cat and moved up the right side of the board while the scrum broke out on the left side. The game ended on turn 3. Every point scored occurred in that round. I suffered a take out activation 1. I then activated the cat and scored and the ball was put out to benediction. He took out another model. I activated Friday, got the ball off of Benny, and scored it again. He activated thresher and killed 2 models. I activated someone trying to get the fight on. He Activated Jackstraw and scored. Game lost 8-12.


Round 4: Corsair Fish. I brought Tapper, Scum, Spigot, Hooper, Mash and Stave. He brought Corsair, Salt, Kraken, VSiren, Sakana, and Greyscales. Having played against VSiren before I knew I’d want Stave to try and keep her dread gaze away from the scrum so I could still get some wraps in. My opponent misplayed Siren’s position all game, having her accessible to Tapper and Hooper’s 2″ reach. I won the game 12-8. I got 6 take outs (3 on siren, 2 on Sakana, and one on the old fish).

Distilling it down: The Brew Crew is going on the shelf for a while. I’ve come to the realization that my play style in this game favors the 2-2 or 3-0 play style, and that’s just not where the Brewers live.

On an unrelated note, Huzzah Hobbies is an awesome store in NOVA and I recommend playing in events there whenever possible. Bill Anderson of GBT was also an excellent host and a fine TO and I thank him on behalf of the entire Mountaineers Guild.

So, at least for now, this is goodbye friends. The old Moonshiner is heading back to the hills and his stills. Cheers.

Veteran’s Day Tourney in that other Virginia

The good ole Moonshiner is getting ready to make a run to the Veteran’s Day Guild Ball Bash at Huzzah Hobbies. I’ll be updating live from the event between rounds provided I have time, and I’ll distill down all my games as always. After finally locking in what I want my Brewers tournament 10 to be I find myself in the position of not having the only union model (Hemlocke) painted. As a result I’ll be running a pure guild 10 including the following.

  • Esters
  • Tapper
  • Scum
  • Friday
  • Hooper
  • Mash
  • Pint Pot
  • Spigot
  • vSpigot
  • Stoker

I’ve got my two to three preferred builds in this ten not including the team that needs Hemlocke. Like most other players I find I have staple players and tend to season my lists around what I need to do.

I’ll keep you all up to date as best I can. I’m looking forward to this one, no doubt.

Distilling it down:  Just remember: the best Virginia is West Virginia.


…and we’re back

Hey all it’s the good old moonshiner and I’m glad to be back with you.

It’s been a while since I’ve posted, but then again it’s been a while since I was playing the beautiful game on the regular. My teams have gotten dusty and I’ve certainly gotten rusty. Some things never change (for the love of all things holy I just want to beat the butchers) and some things new and intriguing.

The biggest change for me at this point is I’m not playing brewers nearly as much. The revelations about the nature of the union have seen me more interested in them, and I’ve been spending a lot of time playing masons as well.

However, my last good game was with the brew crew saw me drop Tapper and the cat against some Ox and dog Butchers (surprise, surprise). I really dictated this game to my opponent. I got to an early commanding lead (8-2 at one point). After scoring my goal and getting my third take out (via scum pushing someone off the board no less) I had set the game up to where I was in control I either needed to get a coin flip charge to go my way (needed hooper’s double push on a 9 die charge on a 4+/1 model) or manage to get first turn being up 1 on momentum. It was on a knife edge at 10-10, but I had made him play the game on my terms instead of him dictating the game to me. I whiff the charge and lose the initiative roll, losing the game in the process.

Nothing is more frustrating to me than snatching defeat from the jaws of victory, but it only gets worse when I have set myself up for the win and the dice blow me up.

Distilling it down: I’m really excited to be playing guild ball again, and I need to play my brewers more. It’s really the guild I know the best and they really excel at fighting in a scrum. (too bad I just signed up for our league as the union coach…)

After a nightcap

Hello all! FUSEWV your favorite Moonshiner here back with another short report and some distillations about what I’ve learned.

Played against a club local and his Engineers. A good game and my third against engineers.

I played a list I had never run before, bringing Tapper, Scum, Stave, Mash, Stoker and Hooper

While my opponent brought Ballista, Mainspring, Salvo, Ratchet, Velocity, and Compound.

I lost the roll to go first and didnt win a roll for initiative until the final turn. We also forgot our rulebooks (and the fact that the internet is a thing apparently) and played as though we could not charge through rough ground. This was obviously more detrimental to me than to my opponent.

Game started off like most games do against engineers. I try to close on him while he knocks me down and slows me down. He was kind enough to give me the 2 VP for mainspring very early, but in doing so killed scum by fire(2-2). I took a good bit of damage in nickel and dime form as the engineers are want to dish out, but absorbed a lot with my tough hide. I kept tapper, scum and hooper close together and let mash and stoker form another squad. Stave floated in the middle lending a barrel when needed. He fanned out and stayed back as best he could. I killed ballista early (4-2) when he got him about half an inch too far forward and forgot that stoker could brew back to his feet once a turn. Stoker, mash and Tapper made short work of him. Next I got ahold of Salvo with the Pain Train and put him down (6-2). I completely ignored velocity and gave in to conceding a goal, but fortunately it took him an extra turn because he was half an inch out on turn two, but turn three saw him score (6-6). When I goal kicked I got a huge scatter that shot the ball straight to Tapper on my opponents side of the pitch. Mash helped tapper break away from Compound (who was engaged after turn 3) and The Cap’n buried it in the back of the net (10-6). He kicked out and was poised to score early turn 5 (he is relatively new so we played with no clock) but I won the initiative and sent Ballista back to the sidelines for the win (12-6).

Distilling it down:

-Read the rules again. I just don’t have them fully committed to memory.

-Rough ground is a huge pain. Dealing with stuff that slows down my already sluggish team just plain sucks.

-Heal more. I don’t really need the first turn all that often and I rarely heal my players. I think i should spend a little more of my influence on keep my people alive. Especially against engineers who have to struggle to put a decent amount of damage on my Brewers.

Looking forward to Snowball in Philadelphia. My goal is a winning record over five rounds. We’ll see how it shakes out and you’ll be able to read about it right here! Throw one back for the ole moonshiner eh?


The house the Moonshiner built

Hey all! It’s the ole Moonshiner here (FUSEWV). I got to play a game with the Masons today. I played against my pundit in a game where he played as fisherman. Holy Flint! in this game I got to receive. My opponent tried to keep the ball very near to the midline and ended up doing an invalid kick. I gave the ball to mallet who passed to tower, then tower tried to pass to brick and failed, but the scatter took it to flint and I had my momentum. The rest of my turn one was centered around a Flint goal. the next turn saw Flint steal the ball from the first fish to posess it and put it in the goal followed by the ball moving around but eventually saw mallet dispossessed of the ball by shark and shark proceeded to bury it in the net. Third turn I use some push dodges and double dodges to move the ball back up to flint and score my final goal.

Win 12-4

Building blocks:

  • Damn flint can score the ball.
  • He’s also fast as hell
  • he’s also amazing at counterattacking due to the first two bullets
  • did I mention flint is good?
  • arm 2 is incredibly strong. it makes ARM 1 tough hide look shoddy
  • Really the entire team is built to counterattack due to over half of the team having Tackles on 1(momentous) or 2, with only two having tackles on three.
  • I really enjoy the balanced nature of Masons and you will be seeing more masons posts.


Back from a Bender…

Hello all! FUSEWV your friendly moonshiner here. It’s been a while since I’ve sounded off, and I have 4 Brewers games to tell you about.

Brewers Vs. Alchemists. I failed three, yes three, four dice shot attempts in this game and that really tells the tale. I also basically played the alchemists four my opponent by offering him the optimal choice in the moment.

Loss 12-0

Brewers vs. Alchemists. Same opponent, same builds. Big daddy Stave rolled in hard in this game. I did a good job of getting midas and usually one other alchemist on their backside right away forcing my opponent to activate models in a non-ideal order and really play from behind. My opponent was really playing the midas machine and using my knockdowns well and connecting my melee zones really was the key to this one. I got one knockdown and three goals to my opponents one goal.

Win 14-4

Brewers vs. Alchemists. Same opponent, same builds, same day. I don’t remember much of this game except for the fact that I won it. I did the same strategy using stave and making him activate out of whack.

Now earlier today was the rematch everyone was waiting for, at least everyone who checks mountaineersguild regularly. I played against my pundits butchers. This was one hell of a game, so much so in fact that my pundit became ill as a result of how hard I made him work. I used Tapper, Scum, Hooper, Friday, Spigot, and Mash. He brought Ox, Princess, Boiler, Brisket, Tenderizer and Gutter. He mostly used gutter in ways that helped me such as pulling in a model in such a fashion as to free up space to get one of my 2″ melee models in a good spot, opening up dodge lanes, etc. I scored an early goal with friday and did a good job of getting the ball out of a 7 model scrum (I wish I had a picture, it was an epic bloodbath). I squeezed the ball out to tapper while he was in range and failed a three die shot. my opponent began to move the ball up my left flank, but I stole the ball and got it back around to Friday for another score. in this time however I had been losing models pretty regularly. My article about how to outfight butchers will not lead to outfighting butchers, but placing emphasis on Ox did help me stay more mobile and make my opponent keep his focus off of my ball handlers.

Loss 12-8

Distilling it down:

  • Brewers have the tools to deal with Midas. between deft uses of knockdowns, overlapping your melee zones, and some key counterattacks you can deal with him.
  • Play a balanced game against alchemists. 2-2 is probably what you’ll need to win.
  • You aren’t going to outfight Butchers, but my guide to outfighting them will help you wrangle them.
  • Missing a goal against butchers is fatal. Set them up well and get the highest number of dice you can because you have to outscore them and do it pretty quickly.

Make sure to drink one down for the ole moonshiner. Cheers!

A Bull and his Dog

In my non-moonshining time I’m a teacher. At this point I don’t have to work for a couple weeks so content will likely be a lot of short posts as I think of stuff while I’m relaxing by the fire sipping some bourbon.


Here’s the first one:

I have adopted the line of thinking that to beat butchers with my brewers I have to try and score 2 goals and KO 2 players. The Brewers can’t stand and fight the Butchers right? No one can right? I’m starting to think that this may not be the truth. There is no debating that the Butchers can dish out more damage than my brewers, but I think the brewers can hang with it due to their prevalence of damage reducing and/or armor increasing abilities. I think the key lies less in what brewers are there, but what Butchers arent, and I think this comes down to the Ox and Princess.

Ox is the more obvious of the problems. He is buffing everyone around him in the scrum with a minimum [+1] damage, max [+3] and lowering armor by 1 or 2. Once he’s gone and the butchers go down to doing mostly just dice as he is the source of most damage buffs in the team I should be on decent ground to use my knockdowns judiciously and slug it out. That is, of course, if you’ve taken out the buff pup.

Princess is the other key to trying to outslug Butchers. She buffs one of the better pains-in-the-backside in the guild. I speak of course of the little armor piercing dork Boiler. Boiler is a pain with his ARM reduction, but add the extra tac and damge from being near the pooch (plus what Ox is giving him) and he’s a freaking nightmare in goggles. Princess also turns little Brisket into a 6 tac model swing like the best brewers on the field (again even more if Ox is close).

Distilling it Down:

Brewers want to fight not score. They can score, goodness knows I love Friday and Spigot, but they want to be in a drunken brawl. To try and avoid that is trying to play a team in a style they don’t want to play in, and thus seems to be leading to my rather resounding defeats. I think without the Buffs from Ox and Princess I might be able to fight it out.

Am I right? Am I wrong? Am I crazy for trying? Post here or on the Steamforged forums and let me know what you think!

I ’bout had it with these meat cutters…

Alright folks here is game six.

Another go round against my Pundit playing butchers. He brought Ox, Princess, Shank, Brisket, Boiler, and Tenderizer.

I brought Tapper, Scum, Hooper, Friday, Spigot and Stave.

I did my typical deployment for this lineup from left to right. Friday, Hooper, Spigot, Stave, Tapper, Scum.

My opponent deployed from my left to right Brisket and Shank on my left flank across from Friday, with Boiler, Princess, and Ox located centrally in front of Tenderizer.

I played my first game actually getting to receive, but it didn’t do me any good.

He moved up with Brisket and kicked in such a way that an obstruction kept me from being able to move up, possess the ball, and move back a bit to survive the rush. As a result my opponent repossessed the ball and passed for momentum on his first activation.

The first turn wen t much like first turns do for me. I moved up my favorite trio and put them all in cover on the left flank. Keeping Friday and Spigot close with hooper lending each a hand in most combats. Stave moved right up the middle and lobbed a barrel at one victim, Tapper and Scum moved up together.

Turn two we continued jockeying for position and exchanged some mild to moderate damage.

Turn three saw the butchers take the upper hand with two brewers (Spigot and Hooper) being knocked out before I could begin knocking down and pounding face. 0-4

Turn four saw a Butcher goal and another knockout (Stave). 0-10

Turn five saw me return Hooper and Spigot, Put the ball in position for Friday to slide over and score in time for Boiler to kill Scum and clinch the game the activation before I score. 0-12


I made a few activation order snafus where i could potentially have gotten a knockdown to make my opponent have to garner momentum to move forward with his plans (which he has 0 problem doing against me [he ends most turns between 5-8 momentum while using 2-3 through the course of his turn])

I know Brewers can beat butchers, I’ve seen the tournament results, but I can’t figure out how. I’m still very new to the game and I’m playing my pundit who scored in the top half of the field in St. Louis and at Capital, but I feel like I end up doing nothing in these games. I set my models up in the locations they need to be in to use their synergies, set them up to start the momentum engine of pushing and knocking down, and then get murdered before I can execute. I’m beginning to think that you can’t make mistakes against butcher.

As always, knock one back for the good ole Moonshiner (he’s knocking a few back himself tonight). Cheers

Archived post, All one of ’em

Below is the first Musing I posted containing the beginning of my short time playing the Brewers.

Hello from the Mountain State of West Virginia. I’ve seen people keep game logs in various forms, and I thought I’d try keeping one here so I could get some feedback. At this point I’m very new to the game. I got the last few pieces of the team yesterday, put them together and played my fourth and fifth games shortly thereafter. I am really enjoying the game and want to do my best to get to a competitive level, and I think keeping a record of my games and getting the aforementioned feedback will help in that endeavor. So here goes…

Game 1: Demo game with my local pundit. Brewers Vs. Butchers.

It’s been about 3 months so I don’t remember the result and as it was an introductory game I don’t know that the result matters all that much.

Game 2: Demo game: Brewers vs. Engineers.

Lost due to bad positioning mostly. He won the roll, elected to receive, and deployed on flank. I deployed across from him to use my teams beat-face nature to secure victory. He used all of his knocks downs and pushes to throw my players of the board.

Loss 0-6

Game 3: Short game (8 pts) vs. Engineers.

Played a more central and aggressive strategy. Lineup was Tapper, Hooper, Spigot, Friday, Stave, and Scum. I didn’t keep scum close enough to Tapper, or Spigot and Friday as close as they should be, and therefore robbed myself of the benefits those synergies bring. On average I had 3 players knocked down at the beginning of each turn in this game. Stave is the only reason I got anything done thanks to a couple good barrels. After seeing what he could do the game before I focused most of my aggro on Salvo, giving hate to ballista as I could. I struggled to generate momentum in this game, and lost 8 (two KO one goal)-2

Game 2-3 overall thoughts.

I had real difficulty dealing with the control element of the engineers. I ignored Hooper’s wonderful character play all evening (Doh). I also never once used commanding aura with Tapper. I didn’t really understand what the team wanted to be doing.

Game 4: Full game vs. Butchers against pundit.

Prior to this game i spent the week reading the rules, the forums, and pretty much anything I could get my hands on to tell me how the Brewers wanted to play. I learned a lot about what synergies are more beneficial than others and what each model really wanted to be doing. I knew I wouldn’t be able to out fight the Butchers so I elected to take a more goal oriented lineup of Tapper, Hooper, Spigot, Friday, Scum, and Mash. I kept friday and spigot close while having them flank Hooper so he could help them both in combat on the left side of center, deployed tapper centrally with scum to his right, and I put Mash on the right wing.

Long story short I got eaten alive this game. 12-0 I kept everyone close enough to take advantage of their preferred synergies and used each individual closer to the conventional uses that I read here and on Oz. I was keeping up until about turn 4 but by the end of that turn I had 2 models left on the board and they weren’t in position to help each other.


Game 5: Short game vs. Masons against pundit.

And here is the first win folks. It took me playing against my pundit when he was trying out a secondary team, but as they say in the sports a win is a win.

I dropped Mash for Stave, ended up having to kick and used Stave to do so to get him up the board. He was playing a very aggressive flavor of Masons and was doing some good damage. I lined up in a very similar fashion to last time. The left side of my board was identical with Friday, Hooper, and Spigot holding it own, Tapper retaining his place in the center, Stave Beside him, and Scum outside of Stave but close enough for the extra Tapper influence. He possessed the Ball with flint and ran up the board. I was position ok but didn’t see much of a way of stopping Flint. Due to a couple of good knockdowns he had to use an unideal order of activation which allowed me to use good old stave to possess the ball, and try to kick it to Spigot. Thanks to being within 4 of Spigot at the time of the pass i got the extra die and was still inaccurate and missed. the ball scattered forward toward midfield and was fought over by Chisel and Friday, with Friday possessing the ball. I then moved tapper and Spigot up to knock down the people in Friday’s way, knocking one of them out in the process. Friday scored at the end of the turn and thenfirst thing next turn I knocked out Chisel getting me my last two points for the win.

Found the momentum engine of Brewers but they seem to be throw out of whack pretty easily. This is probably due to a lack of both experience and familiarity on my part, but I think I’m staring to understand what they want to do and how to try and do it.


I know these reps are really vague and am going to endeavor to start keeping more accurate notes and potentially also taking pictures of the board state to give a better understanding of game flow. If you are interested in following my progress and giving feedback let me know if there is any specific info you would like in the reports. Knock one back for the Moonshiner lads. Cheers!

Fire up the still boys….

Hello all!

It’s Andrew your friendly Brewers moonshiner. My musings will be a collection of thoughts, plans, painting progress, and battle reports all related to my progress with my Brewers. Below are a collection of previous entries from my thread on the Steamforged Forums and new entries. I hope you enjoy the commentary and knock a few back for the good ole Moonshiner. Cheers!