Showing posts with label Masons. Show all posts
Showing posts with label Masons. Show all posts

Wednesday, 20 April 2016

Salute 2016

Well I had a great day out and made some purchases. A very enjoyable experience. The event was different this year. More couple and children which I thought was great. It is just wonderful to wander around and see all the fantastic ideas that people have managed to bring into reality.

I started with Guild Ball and my Masons. B-line to their stand.



I purchased the new style Flint, which I think is a much better model, and Hammer. He just looks fantastic.

I also bagged the new rule set.



Then things got a little out of hand. I started to have a look at the Union.



Its the top hats I think. I just love them.



I love the big wrench as well so I picked up the model and then got chatting to some of the guys manning the store and before I knew it I have the Union starter box set in my hand and then well you know how things progress .....



And I also picked up ...



Very happy chap at this point.

There were some free giveaways as usual.



I really like the steampunk model. It should be fun to paint.

Speaking of paint I have finally decided to move on and made my first new purchase. No more GW paints for me. I am entering new territory.



It is only three pots but its a start.

I picked up some plastic bases.



I don't know what I will use them for yet but something will come to mind.

And then with Frostgrave in mind another little something. I so want to play a game of Frostgrave!



A tidy haul and as you can see I am already assembling. We need more game time!

Sunday, 28 February 2016

Masons coach finally equal to the task

Our monthly gaming day has been set as the final Saturday in the month. We meet at 8.30am and play through to lunch time. It is working out very well and leaves the rest of the day to do family stuff. Yesterday saw us back at the Guildball pitch and we were both looking forward to it very much. The Dark Templar had laid out his thoughts on his blog.


I had done some reading on my Masons and decided to take Brick for the first time. I dropped Tower. There is a lot written about Brick but I had figured out that his roll can be complementary to the overall team. I am playing him as a rumble strip. He sits in the middle of the board and can charge anything that comes in his 6" range. With 19 wounds he can be a pain for the opposition. I am not planning to give him influence and this will mean that I can stack it elsewhere. Flint and Harmony will be my runners and ball carriers. Honour and Mallet will be my beat sticks. Marbles will support in the middle of the board and cast Tooled Up on Mallet, adding plus one to his damage.


My plan was to stack Influence on Honour and Mallet and focus them on a single target to kill someone and get the player numbers working in my favour. I want to use Momentum to allow my guys to have the additional 4" dodge. This will increase my movement and make it hard to get to me. That was the basic plan.

So to the game.

It was fantastic. A proper dust up, a really great game that ebbed and flowed and had us breathless by the end.

We played Plots for the first time.


You deal 5 and pick 3 out of the five. I had Man Down, Knee Slide and Miraculous Recovery. Very handy especially against the Butchers.

I opted to receive the ball. This was a first but I figured starting with the ball would be a good thing for the Masons.  Brisket kicked off and the ball bounced very kindly to land in front of Harmony.


Harmony picked up the ball and then kicked it to Honour who kicked it to Mallet who kicked it Flint. This all generated lots of Momentum and gave me lots of 4" dodges. I was able to advance Mallet using Quick Time. Honour got stuck into Boar. Unfortunately the Butchers were wise to my tactics and managed to break line of sight so that Mallet could not double team Boar. As it was he was badly mauled. Mallet got stuck in to the rest of the Butchers team instead. My new dice were on fire. I am loving them.


The new tokens were brilliant too!! It is much easier to keep track of all the buffs etc.

Flint advanced up the right hand side of the field with ball.


The Butchers got to him and stripped the ball.Only for Flint to get the ball back and score. A great start. The Butchers were bloodied and we the Masons had scored. This felt like a very different game to those that we had played to date.

The Butchers recovered the ball.


They bunched together in the middle of the park to take advantage of over lapping pulse effects. They recovered their composure and began to do what they do best - dish out damage. They advanced the ball and quickly scored while taking out Honour, Harmony and Marbles. Ouch! I was able to use Miraculous Recovery to get Honour back into the game and try to defend against the score. To no avail. 10 - 4 to the Butchers.



However she was well positioned for the restart. I recovered the ball and ran down the right and kicked to Flint. I used Superior Strategy to allow Fint to immediately activate. He ran and used Where'd They Go and Super Shot to score. 10 - 8 before the Butchers could do anything about it. It was on a knife edge. Could the Masons get the ball back and score to win? Or would the Butchers finish off another Mason to claim the victory.



It was to be the Butchers day. They ganged up on Honour and took her out of the game. But what a game.

I have proved that the is much more to the Masons and the way to achieve this is to stack Influence. Brick works because he is not given any Influence. I am starting to understand how to use Influence to generate Momentum to give additional Movement. There is a lot to this game and each team has its own specific character. I think that the Masons are difficult to play because you have to think strategy and tactics and then use the Influence properly to deliver the plan. Bloody good fun though.

Saturday, 6 February 2016

Keeping track of things

We have had a few games of Guild Ball and one of the issues is that you need a wide variety of markers to keep track of things. Also small distances make a big difference and models have 1", 2", 3" and 4" ranges that are important and hard to really keep track of with a tape measure. So I have convinced myself that I 'need' the Masons Template Set, Dice and Token sets. The boys at Element Games sorted me out.


They arrived this morning and I am loving them. Each condition that the Masons can inflict is named separately on the curved counters and the idea is to place the counter next to the base of the model.  The Influence counters stack and can also be placed beside the appropriate model. All very neat and tidy.

The 'L' shaped measure is great for handling all those small distances and its sides are 1", 2" and 3". Perfect.

Up to now I had made my own scatter template and we were using a scatter dice for the 360 degree scatter. The plastic is much more professional.


I have some Batman tokens and we have been using them for Bleed and Poison effects. My own smaller blue dice had been drafted into service to serve as Masons team dice however I now think they will become my method of tracking Momentum. I have a black pouch somewhere with Blue gems. They would be the ideal Momentum counters but I have to find them first.

So there you have it.

Now do you think that I resisted the temptation to purchase anything else .... maybe a new model ...... I mean its not like I 'need' more models ...... but ..... now where is that hand drill. I feel the need to do some pinning :-)

Sunday, 31 January 2016

He shoots - he Sscoooorresss!

2016 and the start of some regular gaming. Hurray. Today it was Guild Ball. My Masons taking on the Dark Templars Butchers. Our first proper game with six a side teams, needing 12 victory points to claim the win.

Now I had given the game some thought. We had played a couple games with the Starter Box sets and learned a fair bit from that. We both agreed that this is a really good game to play and that each of the teams has its own distinct character. The players combinations and styles are also unique and the game dynamics are very well thought out.

Team selection.



My captain Honour is in, as the whole team revolves around her.
Next is Harmony. She is linked with Honour and can even use Honours stats in certain situations.
Marbles is in the line up. He is a cool mascot and can be great for the team.
Flint is my ball carrier and main Kicker so he is a must. Long distance kicking if Influence is used well.
Mallet is a solid player if a bit slow. He will be shoring up the middle of the park.
My final choice was the inclusion of Tower. I liked the way he could dish damage against Knocked Down players.

Tactics

I had a basic plan. I knew that the Butchers would want to take hold of the middle of the field and then lock the Masons into battle and beat them senseless. To counter this I planned to kick the ball wide to create space and then pass it a fair bit to generate Momentum and use the Give'n'Go and Pass'n'Move rules to allow characters an extra 4" Dodge. This had worked well in our starter games and with Flint on the board I should be able to really take advantage of this.

I planned to use Marbles to tie up  the Butchers ball carrier Brisket. Marbles has the Goad ability. This forces the named model to move towards Marbles all the time he is on the board. Also because Marbles has Loved Creature the Butchers will not want to kill him early. This gives the team big bonuses in the turn he dies. So move Marbles away from the play and lock Brisket out of the action.

Tower and Mallet will engage the Butchers in the middle of the park.

Honour, Harmony and Flint will form a flying squad and operate on the sidelines with a view to scoring 3 goals. Each worth 4 victory points.

The plan is to score early and then use Flint, Marbles, Honour and Harmony to Tackle. They have Tackle in their first damage slot and this will be important.

The main thing is to move and pass. Score early and try to get the ball back. Take advantage of the early rounds when I have all my guys on the board.

The Game

The Masons started the game by kicking off.


I lined up with my Kicker in the middle and then split Harmony and Honour. This gave me options to move the ball away from Brisket. I kicked diagonally and placed the ball just over the half way line. 4 dice needing a single 4+ roll. Fail! The ball scatters and ends up almost off the board.

The Dark Templar had included Shank in his line-up and I think the model is just spectacular. I love those flowing chains.


Brisket was lined up on the Butchers right, so would be the target for Marbles. Ox and Boar lined up in the middle with Boiler on the left.


The chase was on to pick up the ball. I actually managed to get Flint to the ball. He ran down the line with it and then kicked back to Harmony. 4 dice needing a single 4+, Fail! OMG! The plan had been to make two or three passes to give extra movement to Harmony and Honour but No.

The ball scatters and both teams decend on it. Ox comes through and finally gets hold of it. Love that model too and the DT has done a cool painting job on him.


It looked like I was in real trouble.

Marbles had done his job and was locking down Brisket and Princess on the left and Tower and Mallet were standing up to Boar in the middle.


I realised that I could hit Boar on a 2+ and planned to try and take him out. Mallet hit him with Knock Down. I had given Tower loads of Influence and he then got stuck into the prone Boar. I got close but couldn't quite kill him. I needed to have a third person there to guarantee success. I got soon close though.

I sent Honour after Ox to Tackle for the ball.


He countered a couple of times and so the ball exchanged hands. It was very dramatic and thankfully I had given her enough Influence to do the job. Finally she got the ball and passed it down the field to Flint who used Pass'n'Move to advance towards the goal.


Finally Flint uses Super Shot to gain Kick bonuses and takes his shot with 5 dice needing a 4+.


Success!! The Masons score. It's our first ever and quite dramatic! Yippee!

Now in reality I was being beaten to a pulp elsewhere on the board. All that messing at the beginning was costing me. I had been 6-0 down but this score got me back to 6-4.

In Guild Ball the ball bounces straight back into play. It bounced out to the far wing so I used Run the Length to advance Flint in its direction.

The problem for the Masons was that we were losing players. This then gave numerical advantage to the Butchers and additional dice rolling advantages. We needed to retrieve the ball quickly and score again to have any hope of victory.

Both Marbles and Flint have Tackle in the first damage columns. I needed to use this. Marbles continued to Goad Brisket so she couldn't escape with the ball and this gave Flint the chance to get close and Tackle the ball back.



Shank was close and he stole in back for the Butchers. He hit Flint hard and did a lot of Damage allowing him to Wrap. He Tackled on the first damage and Flint used Close Control to hold on to the ball but Shank Tackled again on the Wrap and then stole away.



Honour went down to Ox. Marbles went down and then in the Maintenance phase Flint finally went down to Poison.

Butchers win 12 - 4.

Summary

We love the game. This one was good fun. It was unfortunate that I fumbled the ball so much in the beginning but once I finally got hold of it and generated Momentum I started to shine.

It is clear that each character has its own role and getting them doing the things that they are good at is vital to having success. We learned a lot in this our first proper game and it was great to see some of the new characters in action.

We still have a lot to learn and I know I will enjoy the journey.

Friday, 15 January 2016

Gaming weekend approaching - preparations ongoing

Well myself and the DT have been bold enough to book in a regular gaming event. One a month and if we can work something else in between then all the better. Our first is scheduled for 2 weeks time and preparations are a foot. There may even be one or two new players in the coming weeks. Amazing.

Guildball

We are planning to have a game of Guildhall, building on our very enjoyable set of starting games. I plan to field the Season One team. I will hold Chisel in reserve for another day. Something to look forward to.

The painting is going well and I now have paint on all the models.


I still have more work to do. There are details to highlight etc but the bulk work is completed and it is all looking rather splendid.

I thought about creating a set of goals for my team. I had a look online and found some inspirational stuff for many of the other teams. I thought I would share some of them. Some really creative work here. Be inspired.


I really love this for the Fishermen. Someone had a proper brain box moment.


And how about this for the Engineers? Great thought process.

This could only be the Morticians!

And of course the Butchers.

I am still searching for inspiration for my own guys. We will just have to see if the muse pays me a visit. I would like it to be something of a Wow thing, a man has to set high standards you know.

Frostgrave

I am hopeful that we can get a test game for Frostgrave. The rules look handy enough and it has the potential to be a really fun campaign. If we could get one game every time we meet up then the war band could be building nicely.

I have been considering which way to go with my Wizard. As things stand I have started with an Elementalist, they seem to be fairly balanced, and then have chosen some low value spells to start off with. Spells are hard to cast in the beginning so I wanted to have a reasonable percentage chance when using them.

I plan to stick with the Zombicide names. So Baldric will be my leader.

I plan to use my Zombicide Black Plague models for the war band. I am preparing a list and having fun doing so. I have undercoated the models and at least two are advancing near to completion. I will keep you all posted on my final list and show the painting progress over the next few days. There is a lot of detail to the models.

I am very excited.



Saturday, 2 January 2016

2016 Guildball Match Report

Hello all and welcome to 2016. May it prove to be a great one for the hobby. Lets get paint on models and play for fun.

We started the new year year with a new game - Guildball. The Dark Templar came back from his trip up north and we were ready to go. I was playing the Masons boxed starter set which I had painted earlier in the year. DT was playing the Butchers and he had done a splendid job on painting his captain Ox.

We laid out the board and were ready for whatever the day would throw at us.


The excitement was palpable. We were using the the full 3x3 and did not place and debris. We set  the target Victory Points at 6. There are 4 for scoring a goal and 2 for taking out an opposition player. They recommend playing 2x2 and I think this would have been better in terms of play, but we had the  mat so .....

There are some excellent utube videos out there to give guidance to any new players and it is advised to take advantage of this resource. I found it really helpful. The rulebook itself is not easy reading although the starter rules are excellent!

The Masons team was made up of my Captain Honour, my ball carrier Harmony and Mallet for some power.

We faced the Butchers who fielded the captain Ox, ball carrier Brisket and Boiler.

We kicked off and were both trembling with excitement.


First thing to say is that this game has real personality. We really got into it very quickly. There is a lot to take on board and the first game was all about getting a feel for the characters and learning a few tactics.

The Brewers are an extreme team. There way of winning is to stick the ball 'up their jumper' and wail on the opposition. The Masons need to play and score. It was great fun.

The first game was a static affair and Ox set the tone. By laying into Mallet.


This was followed by a proper 'dust up' in the middle of the park.


Before finally the Brewers got the first Touchdown. Mallet had already been 'laid out', so 6-0 to the Brewers to conclude game one.

So I had learned that I could not 'mix it' with the Brewers!

Game two was a much more fluid affair. I started with the ball. I passed a few times and each time used Pass'n'Move with the Momentum gained to Dodge forward an extra 4". This proved to be a really cool tactic and got me moving well up the board. We also spotted that Honour has a Momentous 1 Damage, 2" Dodge in the second column of her damage table. So if she Attacks and does 2 damage she can trigger this outcome. I used this to revolve around the group of Brewers. I had success after success. It was amazing and exciting. Really cool game mechanics. I loved it!!

Finally I got myself in shooting distance. I had 4 Kick dice and just needed to roll a 4+ on any of them for the fist Masons Touchdown! I picked up my blue dice and confidently rolled .....


No matter the game - you still need the luck of the gods. The Brewers pounced on my miss and proceeded to pummel my guys into submission. 6-0 to the Brewers. A trend developing. On the up side I had learned how to move the ball quickly and effectively. I had learned about Momentum and how it could be used to great advantage. 

The third game followed and more learning.

I started with the ball and this time I teamed up Mallet and Honour, using Quick Time to drag the slow moving Mallet up the field. I did't use Topping Out except once and this was a mistake as the extra Armour or Influence would have been important.  Responsive Play is a great advantage when linked with the Momentous 1 Damage, 2" Dodge. It takes Honour out of harms way. I slid Harmony up the field while tying dow the Brewers in the middle of the park.

This time Harmony got close.




And closer still, however Brisket got in a vital Tackle to retrieve the ball.




The Brewers had the ball back and were able to march down the field before Ox stepped up to do the honours and score the final Touchdown.



A familiar out come 6-0 to the Brewers.

Summary

This is a great game. There is a lot to learn and it is very chacterful. It feels like a cross between Bloodbowl and Malifaux. The game needs to be 6v6 on a playing field of this size. This will increase the options for each side and tigger more of the interesting plays.

The game is great fun and there is lots happening. There are plenty of dice to roll and there is a need for a multitude of markers. I'm not sure how this will feel when there are more characters in play but it manageable at 3v3.

We need to get dates in diaries and get a few more games under our belt.

Happy 2016 to one and all.

Sunday, 22 November 2015

Marbles

Now this has become an interesting journey. I wasn't sure what to expect by way of the model for this guy. The drawing provided looks a lot like a gorilla.


Broad shoulders and short nose, quite stocky with a short neck. But when the model arrived it just didn't feel that way to me. The model has a long nose and narrow face with narrow shoulders. I thought about it for a while and was struck by its similarity to the baboon.


The more I thought about it the more it seems to be the right direction for me to take.


I had great fun picking out the colours and now he is quite an imposing chap. There is one flaw in that he should have a long tail. But maybe he lost that in a game of Guild Ball ..... its those Butchers you know, always on hand with a sharp knife ;-)

Marbles - I welcome you to team Masons!