Guild Ball - A new tabletop combat/football game

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Monk
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Re: Guild Ball - A new tabletop combat/football game

Postby Monk » Mon Apr 27, 2015 9:35 am

You can add, Butchers, Union and Morticians for me. I'll mainly be playing morticians for the moment
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Re: Guild Ball - A new tabletop combat/football game

Postby Monk » Mon Apr 27, 2015 9:37 am

Hung will have Masons as well
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Re: Guild Ball - A new tabletop combat/football game

Postby Dave Fraser » Mon Apr 27, 2015 1:50 pm

Awesome, so everyone bar brewers are now covered for certain. Might have to read the brewers rules and see if they're worth dropping the money on for a different playstyle too!

Not having played a game yet I'm already thinking about playstyles and what teams would actually most likely suit me, unfortunately that doesn't really tie up with what I went for out the kickstarter! As I understand it the general thoughts on the teams are as follows:

Butchers - Bash, damage output and bringing the pain
Fishermen - Dash, the fast mobile, scoring team
Masons - The quintessential all rounders, decent at everything and survivable
Morticians - Debuff, Control team - prevent opponent doing what they want.
Brewers - lots of buffing as I understand, all about the combos?
Alchemists - AoE debuffs/Damage, pitch control by creating no go zones.
Engineers - Ranged attacks, lots of knockdown potential, pitch control by putting knock downs on opponents
Union - Obviously depends on the players, but a bit of all of the above really!

Obviously that is a one dimensional look at them, I'm sure there will be greater depth and the option to mix it up a bit with any team, but the broad themes they appear to show are as above.

So for me I don't overly think I've backed the right teams. Bash & Dash are fine, both have their place as the extremes which bookend the way the game can be played. Of the two I'd usually favour speed teams in a game like bloodbowl where scoring is ultimately the aim, I much prefer to win 4-3 than grind out a 1-0 stalled game

Morticians - I'm praying that these don't just become the NPE (Negative Play Experience) team of the game, but the sounds of the ability to strip influence off players and obey them sounds like this could potentially be an issue. I'm not a huge fan of that as a play style so hope they're more rounded than that.

Masons - style of team I usually end up gravitating towards, I like being able to do some of everything and hate it when my stuff just falls over when you look at them. But do they get stuck in the jack of all, master of none position?

Brewers - Buff teams usually frustrate me, it normally covers up the fact that as individuals they're poorly statted, so need to clump up to work, so can limit their options, dunno if the case but a general trend I've noted for buff teams in games.

Alchemists - Totally sounds like my thing, mess up the pitch and do something a bit odd. I just hope they do the basics of the game well enough to allow me to 'get it' with them.

Engineers - again messing with people is fun for me as long as it's not utterly debilitating for the game. Could be good but I don't overly like the aesthetic of the team.

Union - lets face it, many people will buy them because they can be traded into other teams anyway, so we'll probably all end up with this team after a while. Guess the question is whether it actually plays as a team at all or just 6 individual models that don't really interact as that can be a tad boring.

So I think I'll learn the game with Butchers to begin with as bash is simple to get my head round coming from many games where beating people up is the sole aim. But my longer term goal is probably going to be the alchemists, but I'll set myself the homework of reviewing the Brewers to see if that interests me. Fishermen as the other end of the extremes scale will always have a place for me as 'I just want to do something totally different' and that just leaves the morticians as my potential bogeyman team I've picked up, but lets see them on the table before I prejudge them, but they strike me as a team for those with an 'alternative' mindset on approaching a game which I usually fail at
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Re: Guild Ball - A new tabletop combat/football game

Postby Monk » Mon Apr 27, 2015 8:00 pm

So whos picked up their toys then? I am swimming in models now :-D
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Re: Guild Ball - A new tabletop combat/football game

Postby Dave Fraser » Mon Apr 27, 2015 8:26 pm

IF BIG has stock in I'll be picking up rage and Avarice and Greed at the weekend as somehow missed them off my KS order, might just get the Union starter box for the 2nd pose for their captain too.
Last edited by Dave Fraser on Mon Apr 27, 2015 8:36 pm, edited 1 time in total.
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Re: Guild Ball - A new tabletop combat/football game

Postby Monk » Mon Apr 27, 2015 8:27 pm

The only union model I'm missing at the moment is Minx as that was in stock. BIG had a lot of stock delivered
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Re: Guild Ball - A new tabletop combat/football game

Postby Dave Fraser » Mon Apr 27, 2015 8:36 pm

minx isn't a proper model though really!
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Re: Guild Ball - A new tabletop combat/football game

Postby Monk » Mon Apr 27, 2015 8:39 pm

Why not. She has a card???
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Re: Guild Ball - A new tabletop combat/football game

Postby skindog » Mon Apr 27, 2015 8:48 pm

Masons have sold most at BIG according to Jim, should definitely be a good load of us for it
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Re: Guild Ball - A new tabletop combat/football game

Postby Monk » Mon Apr 27, 2015 8:53 pm

I'm so glad this is finally out and is hitting the ground running. From backing the kickstarter I've seen too many fall flat on their arse after launch.
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Re: Guild Ball - A new tabletop combat/football game

Postby skindog » Wed Apr 29, 2015 8:11 am

Watched the demo games Liam played last night, this game is amazing!! I can't wait to get some models on the board my self
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Re: Guild Ball - A new tabletop combat/football game

Postby Hung » Wed Apr 29, 2015 2:17 pm

After playing my first game against Tom last night (with a lot of help from Liam and Sam) I've built my team today and am hungry for more games . Anyone about next week , preferably Wednesday, for a game?
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Re: Guild Ball - A new tabletop combat/football game

Postby Dave Fraser » Wed Apr 29, 2015 2:33 pm

I'll need to check with the mrs, but if I can get free that night I'd definitely be up for it.
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Re: Guild Ball - A new tabletop combat/football game

Postby skindog » Wed Apr 29, 2015 9:17 pm

I can probably be around Wednesday. I need to get some models on the pitch for this!
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Re: Guild Ball - A new tabletop combat/football game

Postby Monk » Thu Apr 30, 2015 11:30 am

Bendyboards have just released their guildball stuff and I'm doing a club order from their site if anyone is interested

http://www.bendyboards.co.uk/store/c34/ ... tball.html
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Re: Guild Ball - A new tabletop combat/football game

Postby Hung » Thu Apr 30, 2015 11:57 am

I'd be interested one each of the scatter and the condition markers
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Re: Guild Ball - A new tabletop combat/football game

Postby Monk » Thu Apr 30, 2015 12:01 pm

Hung wrote:I'd be interested one each of the scatter and the condition markers


MDF or acrylic?
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Re: Guild Ball - A new tabletop combat/football game

Postby Hung » Thu Apr 30, 2015 12:05 pm

MDF
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Re: Guild Ball - A new tabletop combat/football game

Postby Monk » Thu Apr 30, 2015 12:17 pm

Ok so:

Kick Template
Scatter Template
Conditions Set

That everything?
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Re: Guild Ball - A new tabletop combat/football game

Postby Dave Fraser » Thu Apr 30, 2015 12:40 pm

Kick Template - Solid Perspex: Pink £3
Scatter Template - Solid Perspex: Pink £4
2xConditions Set - Solid Perspex: Pink £3.50x2
AoE : Burning - Transparent Perspex: Transparent Orange £3.50
AoE : Poison - Transparent Perspex: Transparent Yellow £3.50
AoE : Cover - Transparent Perspex: Transparent Smoke £3.50
AoE : Rough - Transparent Perspex: Transparent Brown £3.50
Total: £28
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Re: Guild Ball - A new tabletop combat/football game

Postby Dave Fraser » Thu Apr 30, 2015 2:07 pm

No sooner than Bendy boards release a set than suddenly Guildball official set is announced. Not a coincidence I suspect! Had people on twitter trying to convince me the GB set were far nicer, but I'm not that fussed. Also by ordering from BB I can choose my colour so they don't get mixed up with anyone elses (thus going for pink).
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Re: Guild Ball - A new tabletop combat/football game

Postby skindog » Thu Apr 30, 2015 5:08 pm

I noticed that as well XD Early bird gets the worm and all that.

I'm massively surprised they didn't release templates as part of the main retail release, that's an easy extra £20 they've missed out on from me.

So when are people about for games? I REALLY need to get some models on the table XD
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Re: Guild Ball - A new tabletop combat/football game

Postby Monk » Thu Apr 30, 2015 5:24 pm

Want to come round mine Monday afternoon when you get back to Bristol?
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Re: Guild Ball - A new tabletop combat/football game

Postby skindog » Thu Apr 30, 2015 5:55 pm

sounds good man!
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Re: Guild Ball - A new tabletop combat/football game

Postby Errant » Mon May 04, 2015 7:08 am

Is there any posibility of getting a seasonal league up and running?
Not to sure where as I assume people are split between the Duke/BIG/home.

Personally it'll give me more reasons to get playing :P
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Re: Guild Ball - A new tabletop combat/football game

Postby skindog » Mon May 04, 2015 8:41 am

I am planning on it, only a very simple thing, no team progression or anything. I however have been planning for X-Wing regionals which were yesterday, now they are done I'll try to get something together and online this week
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Re: Guild Ball - A new tabletop combat/football game

Postby Hung » Tue May 05, 2015 5:44 pm

Dave can't make tomorrow night but are you still around Sam? Or anyone else?
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Re: Guild Ball - A new tabletop combat/football game

Postby skindog » Tue May 05, 2015 10:53 pm

I'll be around yeah! what time can you get there?
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Re: Guild Ball - A new tabletop combat/football game

Postby Hung » Wed May 06, 2015 6:04 am

About 6
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Re: Guild Ball - A new tabletop combat/football game

Postby skindog » Wed May 06, 2015 8:03 am

Awesome see you then!

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