Month: December 2015

Chapter 2: Boiler and the Gang

I’ll be honest, I dismissed Boiler before I started playing and for a short time after I started. I played my first tournament (St. Louis Open B) without playing him much, if at all. What really turned me around was Trent Denison’s article on him on Ozball (link). I then started playing him and he’s been my MVP. He always does well in games and I never leave home without him.

Trent did a pretty good job breaking down Boiler, but I ran his numbers against Boar’s and Ox’s to show the difference. I figured out maximum expected value of damage from both regular attacks and charges (and a bunch of different dice totals) for all three models, and Boiler with Princess, for comparison. Note: The only model I used the Ox’s owner aura for is Ox.

Here is the table (assuming defense 4, armor 0):

Boiler
Boiler with Princess
Boar
Ox
BoilerBoiler with PrincessBoarOx
Regular Attack1.83.32.62.5
Charge Attack2.85.03.43.6

A couple things stand out on this table. 1. Ox (with his aura) and Boar have approximately the same damage output per attack. 2. Having princess is melee with Boiler’s target adds approximately 1.5-2 damage (which surprised me a little).

But all that is less important than this: Without any help, Boiler is less than 1 damage behind Ox and Boar on a regular attack and about 1/2 a damage point behind them on a charge with less attack dice. Add in even Ox’s owner bonus and he’s right there with them. But what really shows why he is so good is when you can get Princess in melee with his target. At that point Boiler is almost a point of damage ahead on a regular attack and 1.5 damage ahead on charges. One of the reason’s I dismissed Boiler was I thought it would be hard to get the bonus from Princess. This is not the case in practice. I almost always get the bonus when attacking with Boiler.

Now all that is based on 4 defense and ZERO armor. Add in even a point of armor and it really skews the numbers in Boiler’s favor. His numbers don’t change but it lowers Ox’s and Boar’s.

On top of all of that, Boiler has 1 higher defense than Ox and way better defensive stats than Boar. My opponents often decide to go after other models instead of Boiler. I can see why he’s been so good to me.

Now, his crew.

I start every list like this now: Boiler, Princess, Ox. From there I usually play Brisket to score a goal. I usually play Tenderiser or Boar as well. Boar can do a lot with 1 influence if he’s not shut down by someone like Fangtooth, and Tenderiser can give away his influence on most turns and sit on none near the goal. Tenderiser also makes the opponent play different, which is nice. As the last spot I have been playing Shank. I really like Shank. He can reach forever away and put out a lot of damage (no math this time!), but I played Gutter today and really liked her. The reposition was very good and facilitated a lot of shenanigans. The models listed make for an 8 player roster for tournaments. I have options based on what I see.

The future (wha-wha-wha, *travel to the future noises*): Rumor has it (Mat Hart can’t keep his mouth shut πŸ™‚ ) that Fillet has something to do with bleed so I don’t see him being taken out with a captain switch.

In conclusion, Boiler is very good and now an auto-include for me and Maths support that.

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.

Cheers!

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!

Hobby Moment(um): Butcher’s Goal and Tracker

It took me a while to come up with a custom goal token for Butchers that wasn’t meat hanging from a pole. One day it just came to me. I’ve been working for a while on it, but got motivated over the break to finish it up so I have it ready for Snowball.

Butcher's goal for arabicjesus

 

I also had an idea for a momentum/vp tracker to go along with it. I wanted to continue the pig theme (especially with Truffles coming along sometime). I also knew I had to have it covered in something instead of a clear base like the goal. decided on a two layer momentum/vp tracker of pigs in mud. It’s like they are ready to be put up on the goal after the enemy scores each time.

 

Momentum/VP Tracer

 

Aside: Defense Distribution

Made a table of how defenses are distributed throughout the guilds as part of research for a different topic. Thought I’d share in case anyone else could use it.

Def/Arm
Alchemists
Brewers
Butchers
Engineers
Fishermen
Hunters
Masons
Morticians
Union
Total
2/0112
2/111114
2/21113
2/311
3/011
3/126232232123
3/2113117
4/03413213
4/142463213530
5/031111222114

Chapter 1: All you all are playing Butchers wrong

This is a topic that has been bugging me for a while. I have seen people talk about Butchers ignoring the ball and going for 6 takeouts for the win. It is the prevailing opinion that because Butchers are the best at making takeouts that they should concentrate on that. This is wrong.

From the first I learned how to play this game (with the victory points) I realized that if Butchers could make a goal, the game would be much easier. It is a lot easier for make 6 takeouts than 8. I don’t think Butchers should try to make two goals, but should prioritize making one goal.

Let me first talk about my personal experiences to illustrate the point. I have played in two tournaments so far. I played Butchers in both. I went 2-1 at the St. Louis Open B and 2-2 in the Capital Guild Ball event. Placed in the top half. Every game I won I scored a goal. Every game I lost I failed to make a goal or was prevented from making a goal. Going into both tournaments I had the idea to make a goal, if the situation presented itself. I did not make it a priority to make a goal, but to make it if I had the opportunity. I have changed my mind on the subject. It has become apparent to me that I need to make a goal. I now have a strategy: make a goal mid to late game.

Here’s what caused this change: There was a game against the another Butchers team where he got the ball and just held onto it all game. I’m pretty sure his plan was to hold onto the ball and fight me. I was ahead in that fight the whole time. At one point I needed 4 points to win. I saw him with the ball and decided that it would be easier to get two take outs. That was a mistake. He saw his opportunity to take that ball to the goal for the win. It was very effective for him to hold the ball as denial while beating me up.

This is now my plan: If I can get the ball early I will hold it for a couple turns. Protect the ball holder and fight. Get to the point where the goal will win me the game or get me within 1 takeout. In this strategy I need the ball holder to be close to (or on) the opponent’s side of the pitch with the other players around the ball holder fighting off anyone that comes for the ball. If the opponent has the ball wait for the opponent to score and then kick it towards one of your players and follow the plan from before. If the opponent holds onto the ball to keep it out of play look for the opportunity to take that ball and score. Even if the opponent immediately gets the ball back and bunkers up again you’ve scored the goal that makes winning easier.

Lets look at some stats, because I like math and people are mistaken about Butchers not being that good with the ball.

Ball stats by player:
Ox: 3/6″
Princess: 1/4″
Boar: 1/6″
Boiler: 2/6″
Brisket: 3/8″ (4/10″ with Super Shot)
Meathook: 3/6″
Shank: 2/6″
Tenderizer: 1/8″

Guild:
Avarisse: 1/6″
Greede: 4/4″
Decimate: 3/6″
Gutter: 3/6″
The Hat: 2/6″
Minx: 2/6″
Rage: 2/6″

Anyone with at least two dice has a base 75% chance of hitting a 4 on two dice for a goal. Even if you are reduced to 1 die from modifiers it is possible to bonus time it for 2 and have a good chance. Also, even needing a 5+ for the goal is a 55% chance with 2 dice. Not the best results, but not the worst.

Now, lets look at two particular players: Brisket and Shank. Brisket is obviously good at handling balls (grow up). She can put that ball in there. She has a low tackle result. Everyone knows that. Now Shank. Shank has a tackle on 2 results. He has “Where’d they go” and (momentous) dodge results in almost every column. He starts at 2 dice and can get to 3 with bonus time (87.5% chance of making the goal at 4+ and 70% chance at 5+). Even if you don’t have Brisket in the list, Shank can get that ball where it needs to go. (I have also heard that Gutter and Decimate can do this, but I have managed to play only pure guild so far! πŸ™‚ )

Summary: Getting 1 goal with the Butchers makes that game easier and more likely to win. It should be a priority to get that goal and the Butchers DO have the tools to do so.

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!

Welcome to Snap Shot!

Hello everyone and welcome to my blog! I just wanted to write an introductory post and point out my topics and goals for the blog.

For starters, I am from Morgantown, WV and have been playing Guild Ball for the the last 3 months. I was hooked from the very first time I played. My first Guild is Brewers. I love their models and play style, but because I’m an addict to cool minis, I quickly bought into Union and Alchemists as well. Alchemists are going to become my most played Guild, so you can expect most of this blog to be centered around them.

This blog is not going to be just Guild centric. Another goal I have for this is to have a series of posts dedicated to starting Guild Ball and coming from various other game systems. Expect these posts to have various topics centered around basic how to’s and such.

I wanted to keep this post short, so that is all for now. I look forward to seeing the direction this blog takes in the future!