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Guild Ball thread? Someone help me understand the damn playbook,
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Guild Ball thread?

Someone help me understand the damn playbook, as I've read over multiple posts online and the book itself and it's still confusing to me.

I'll use mercury as an example. His second result from his top row is 2 points of damage. His 4th result from the bottom row is 3 points of damage. Why would you ever do the three points of damage when you could apply 4 hits to the top row, and with wrap around taking effect do 4 points of damage?

As for the red filled ones, I guess they function the same as the none filled ones, except they generate a point of momentum right?

So I guess that's why the bottom columns take more to wrap around because they generate momentum?
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No those are just choices
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>>44400180

>I'll use mercury as an example. His second result from his top row is 2 points of damage. His 4th result from the bottom row is 3 points of damage. Why would you ever do the three points of damage when you could apply 4 hits to the top row, and with wrap around taking effect do 4 points of damage?
In order to deal 3 damage you would require 4 hits. So with his tac, you need to beat the opponent's defense on all 4 dice to get the 3 damage
Every time you make an attack. you roll to see how many successes you get. Per every success you get to choose a wider selection of attacks and effects, but you choose one only unless it wraps.
>As for the red filled ones, I guess they function the same as the none filled ones, except they generate a point of momentum right?
color filled ones generate momentum.
>So I guess that's why the bottom columns take more to wrap around because they generate momentum?
Only the color filled ones. Butchers have a red filled plays
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On a scale of 1 to 10, how Blood Bowl is this game?
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>>44405383
2

You can punch people and there is a ball. That's close as it gets.
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>>44405383
Outside of being fantasy sport, not terribly. Although it does suffer one problem I have with BB in that it seems killing the opposing team is a more viable option than trying to score points.
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>>44406513
Only at start. Kicking lets you snowball faster with the additional influence, requires far less influence if played right. Also unlike bb, only the kicker needs to make roll to deliver the ball. Chance of failure playing ball is significantly lower than BB.
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>>44406566
But it seems like each team has 5 guys dedicated to beating the shit out of stuff and one guy dedicated to kicking the ball. At least thanks to the no-reset thing the game won't be so boring with everyone just constantly caging up.
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>>44402822

Not trying to be a dick here but you didn't answer the question at all.

4 net hits would wrap the upper column twice and do two instance of 2 damage, thus 4 damage.

4 net hits would only reach one instance of 3 damage on the bottom column, thus 3 damage

I don't understand why you would ever choose 3 damage over 4. Unless you're trying to generate momentum or something special, as the bottom row is the only one that's colored and has more effects.
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>>44406660
Hardly. Yes each team has a striker and they are entirely dedicated to ball kicking.

You have to remember that everyone at the bare minimum has a 50/50 shot at making kicks. Everyone can contribute to kicking but not everyone can commit to significant damage.

It honestly depends on the team too.
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>>44406746
You don't wrap on each row. If you get 4 hits you get to pick up to column 4 not wrap the two at top twice.
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>>44406893

So if your top column has 2 slots, and your bottom column as 6 slots, you have to score 7 net hits to wrap either column? So if I want to wrap the top column I need 7 hits?

Sorry for being retarded about this. I play warmachine, infinity, battletech, and a few other heavy systems, and this playbook mechanic just comes across as being explained very poorly.
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>>44406929
Yes.

I think the confusion is being derived from your misconception of what columns are. Rows are horizontal columns are vertical.
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>>44406959

Whoops, yeah, rows.

It seems strange to me that they wouldn't put some sort of mark that shows how much you have to invest before a wrap around, or using the 2 and 6 row example, why everything after the second slot on the top row is just blank for 4 more spaces, signifying that if you want to invest in the row you still have to go so far before it wraps.

I'll get this eventually, potato brain be damned.
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>>44407014
It's all about choices. Since you can pick any maneuver in the columns before, by the time you get to around column 4 you've already explored most of character's options. No need to repeat pre existing results.
Reason early columns with (T)ackle results have multiple choices is because tackle may only be done against players with the ball and since the game forces a play book choice on you, you need alternative pick besides tackle.
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>>44407079


Ah okay, think I'm starting to get the hang of this. Thanks anon!
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>>44407151
No probs man, have fun.
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>>44400180
ok, i keep hearing fishermen are the best team.

Are they only beatable by a specific team?
are they beatable by a specific tactic?

can a good player consistently win against them, or are they cryx/legion ?
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>>44408200
Fishermen are best goal scoring team.

They will lose against bash strategies.
so far the only team to have not won a sanctioned event is engineers. The balance of the game so far is very tight.
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>>44408574
how can a bash team beat fishies if they can't catch them?
butchers are slow as fuck, brewers are slow as fuck.
The tanky hard hitting teams are the slowest so fishermen will run circles around any bashing team.
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>>44408887
Why would it be hard to catch them? Butchers can get gutter to pull anyone to their deaths. Shank fucking flies if anything is remotely hurt.

Brewers can knockdown with ease and almost everyone has 2 inch melee range.
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>>44408959
what is gutter?

Now, before you get irate or anything, let's get this straight: i know nothing about the game. Only what i've heard.

Considering that, from what you have told me, there is one butcher model that can catch fishermen, and another that can do so IF one of them gets damaged.

How big is a playing field? how fast does a model move per turn?
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>>44409158
Gutter is a union model that works for butchers. She can pull people toward her.

Playing field is a 3ft x 3ft square.
Average move is 5 - 6 inches with sprint/ charge distance usually in the 7 - 9 range.

The ball condenses a lot of the action. Finding targets is never really the issue.
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>>44408887
>butchers are slow as fuck

As a Butchers player this really isn't the case. Most of the Butchers are either 5"/8" or 6"/8" movement and four of our players have 2" Reach, which is fairly good. Shank is one of the most mobile players in the game, Boar is slow but has Reach and charges for free, Boiler can give +2" to charges with Marked Target, and Gutter(the Union player) has a Chain Grab play that can push enemy players towards her. Tenderiser is another great model for denying chunks of the field that the Fishermen can maneuver in.

The playing field is 3'x3' which makes the action happen really fast, and it makes the potential scoring area that much smaller. Most games I've had against Fishermen usually have them scoring twice before I put the 6th player in the ground, but I rarely lose against Fishermen. It's usually a close game, but I never have a problem with catching Fishermen players except Greyscales which is the whole point of that player.
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>>44409392
>>44409302
thanks guise. You see I am tempted to play this game, but didn't want to buy into it if there's a Cryx/Legion.

I would much rather be wrong about that.

I was hesitating between Butchers and Masons. Is there a team tactica thing which gives the advantages and drawbacks of each team?

Like if you were to sell a team to a newb; would it be butchers or masons?
Why chose one over the other if all teams are viable?

Oh and btw I have a friend who likes the look of undertakers : are they good at something?
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>>44411332


So Butchers main thing is they prefer taking out players. Most of what they do is damage oriented and it's very walk forward take some hits and then get stuck in and start hurting, they do have a good striker in Brisket, so can go for a goal or two if the opportunity presents itself.

Masons are all about synergy, most of them buff off each other and aren't specialists. They can play a diverse game, but you have to pick what you are going for and make sure the pieces fall into place. They have decent defensive tech as well. Their stats are lower because of the synergy buffing.

As far as mortician they are all about control. Debuffs, getting bonuses for the other player doing stuff to them, stealing your stuff, making players do things ect. Their stats aren't the because of this. Generally annoying, but not unbeatable
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