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Showing posts with the label theory crafting

Prepping for a fun game

Hello Guild Ballers! Today I'm having another Fun game at my local gaming store... I'm following the fb-posts so these are up next:  Hammer - Marbles - oHarmony - Granite - Chisel - Lucky...   4               1              2                  2             2           2 (total INF pool of 13) Let's see if I can make them work. I think they'll get sliced up by Fillet, but not sure if the butchers are the team that will be fielded against me... Theory Crafting Since I'm not that familliar with playing the Masons I'll have a quick read through the cards first. Hammer A 5/7 that can become a 7/9 1" melee captain. With, Knockback and Stoic. momentum early in the playbook and give me that Iron fist for 2 DMG on 1, 3 on 3&4 4 on 5 and 5 on 6. 2/8 kick but can make it 3/8....

Theory Crafting - Alchemists

Hello Guild Ballers, I'm going to have a dip into the Alchemy pool of things. So much like I did with my blacksmiths (who are primed and on my painting table) I'll go over my thought process to pick my 6 players I want to use as a team. First off, I'm the kind of guy that likes to play what people shy away from a bit.  This brings an element of 'what does that guy do exactly?'- confusion into your opponent's mind. Brainstorming: So into the alchemists side of things I'm having a look at two players first: Crucible and Venin. Crucible, imho, asks to be paired with Vet Kat; due to her Covalence aura she helps keep conditions on other players.  And that is what Vet. Kat wants to get his intensify off.  Only down side to this pair-up is I can't overkill Vet Kat since I have no 'tooled up' option in the guild. Anyhow, I'll grab Vet. Katalyst and Crucible as my first 2 picks.  Neither of them throw out AOE's so I'm not sure w...

Blacksmiths Leftovers - theorycrafting

Hello Guild Ballers, This week I'm having another game with my blacksmiths.  I figured I'd try and play the guys I left out last time.  This gives me following players to field: Masters: Anvil Burnish Furnace Apprentices: Cast Iron Sledge Well, I think I'll need to bunch up here and go all in on the fight.  First turn I can use Anvil's 'While the Iron is hot to move the team upfield', then launch him into set up a kill for Sledge/Iron.  I doubt he'd be the best choice for captain though... While Anvil is up there Fighting the fight I'll keep Furnace back a bit to protect the apprentices with his Sentinel Aura. I can also tool them up and if they are safe launch him in aswell with a searing strike.  Not sure if I want to make him captain either... Moving on to Burnish he would be my Striker-hunter. Hopefully with KD on 2 the ball is loose and then with Kill the Ball I can put it in play again.  I'm still uncertain what legendary would ...

Theory Crafting over the Blacksmiths

Hello Guild Ballers, I have both boxes of blacksmiths sitting in front of me and I am keen on having my first game with them. I won't put up all the cards again, since there's plenty of content out there on the interweb.  I will go over them one by one... What I will do is look at every Master and let the cards sink into my brain.  I'll make a list of pro's and contra's and will decide on an orientation for that master (VP-scoring more leaning towards football or takeout) Then I'll look at the apprentices and do the same. After that I'll try and put a team together and come up with a gameplan for it. Wish me luck! And enjoy the journey with me!   The Masters: Anvil With a move of 4/6 I'd start with the general idea this guy is about dealing damage rather than chasing the ball around.  So 1 vs 0 on fighty. TAC 6 with a playbook of 6 long is pretty standard, but then you see there's almost no DMG on there and if it is...