[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
Guild Ball - How do you beat Fishermen edition
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 12
Thread images: 1
File: Fishermen-Team.jpg (62 KB, 960x437) Image search: [Google]
Fishermen-Team.jpg
62 KB, 960x437
What's Guild Ball?

Short answer: The best game you haven't played

Slightly longer answer: Medieval mob ball crossed with gladiator combat from the coliseum.

Long Answer: Guild Ball is a table top skirmish game for a fantasy sport. You win by reaching a set amount of points before your opponent, which are gained by taking out his

team, scoring goals, or a mix of the two. Playing Football or focusing entirely on combat are equally viable ways to win.

Teams represent one of the various trade guilds, currently there are 8 playable guilds with more being released next year. Guild ball is simple to pick up but hard to master.

Teams are composed of six models, fielding a team for a full sized game costs <$100 USD.

Rules and templates for proxy models are available for free http://guildball.com/#downloads

Abridged Lore:
> Stupid humans are stupid humans and start fighting amongst themselves. Conflicts continue and escalate, strings of wars break out across the entire continent that become

known as the Century War
> Century War is fucking ruining everything. The various trade guilds realise this is ultimately going to do nothing but bankrupt them and leave all their customers dead.
> Guilds unite behind the political scenes and simultaneously lean on all the weakened countries to eventually broker a peace.
> Realising that humans are fucking stupid ass animals, if they don't give them something to channel their aggression and nationalistic pride into the peace will be shortlived

and the wars will resume.
> Guilds nationalise mob football, a popular peasant game in every country, as Guild Ball. Guild Ball essentially becomes Europe's The Premier League + Roman Gladiator

fighting.
> Guild ball is keeping the peace but also making the guilds a fuckload of money.a

Learn to play Guild Ball: https://www.youtube.com/watch?v=p7G-sTFpQto&list=PLWFbeAG_fgZMTCFPNHVgkoRh-KpbIb_Kj&index=13
>>
In our last thread Anon was being raped by the Fishermen's Guild.

Despite being a disgusting Mortician's player he requires assistance. Please lend him your advice for dealing with the speedy rapist sailors.
>>
Remember first hearing about this on Meeples and Miniatures. Glad to see it's survived this long, and reading over the most recent rules it seems they've got a cool thing going on. I just hope constant expansion and/or attracting WAAC faggotry doesn't hurt the game eventually.
>>
>>44186823
If you're kicking, accept the fact that Fishers are going to score on you early in turn 2 at the absolute latest, and use it as an opportunity to get easy kills.

If you're receiving, FOR THE LOVE OF FUCK kick the ball backwards as soon as you touch it, don't leave it near midfield for your ball carrier to get Lured/Seduced/Harpooned/Chain Grabbed/Shark'd
>>
>>44187434

Kicking it back to models that are slow and have shit ball handling skills is also good. They make shitty seduce and lure targets.
>>
>>44187434
Is Shark just the one killy fisherman?
>>
So is there a faction rundown?
What are those animals?
How do the Union Mercenary work?
Is there a rulebook?
>>
>>44189439
From a previous thread:
Brewers are bit of a tank/disruptive bash team. Lot of knockdowns, 2 inch melee radius and average Def with armor/tough hide to soak.

Butchers are 90% bash. They shit out damage, are actually pretty sub par defensively, but still has a hell of a kicker from brisket.

Alchemists are faction based around applying debuff effects and being able to ignore them in response. Requires a very flexible mindset to play them

Engineers are masters at ball handling and ranged damage. It's a bitch to take balls away from them. They are also tanky as fuck if you are deploying the automatons.

Fisherman are opposite from butchers. They suck balls at fighting, but is the best kicking team in the game. They all tackle and dodge very easily and easily generate momentum through passing and 2 inch melee attacks.

Masons are the jack of all trade faction. A lot of friendly buffing interaction so they are least likely to recruit union members. Has a kicker that makes enemy men gay around him. Pretty hilarious.

Morticians are opposite. They are very sub par statwise but applies very heavy control on the enemy. Dictating enemy play is what they do best by controlling their action or activation order. Kinda shit at kicking until recently.

Union are the mercs of the game. You almost decide your team based on what union members you want. Almost zero synergy between models but each member are really strong specialists. Went and will likely go through lots of changes for balance.

There's a free rulebook pdf on the main site, and Union mercs can be played in their own faction or in factions listed on their cards
>>
>>44189439
Oh, and animals are the team mascots, they tend to be utility pieces, far as I can tell.
>>
Whats the average number of models a side? OP pic related?

Is there a board like blood bowl, if not, whats the table/terrain requirements.

Any rules for more than 2 players or strictly 1v1?

How long does an average game take? Any campaign/growth mechanics or is it strictly one and done skirmish?
>>
>>44189968
Full game size is 1 captain, 1 mascot and 4 players
There are terrain rules, but no set rules for how much terrain you can or cannot have.
I think that it's strictly 1v1, but I could be wrong.

Dunno how long an average game takes or if there are campaign rules yet.
>>
>>44189968
Pretty sure the next book will have campaign rules, just don't know when it will be out.
Thread replies: 12
Thread images: 1

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.