Showing posts with label games I play. Show all posts
Showing posts with label games I play. Show all posts

Monday, September 28, 2015

Player roles in Guild Ball (by Maurice)




Hey there, sports fans.


I hope you’re excited for a little digression on player roles in Guild Ball (from Steamforged Games).


Team selection is a critical part of Guild Ball. Each team has a selection of players from their guild to accompany their Captain and Mascot, as well as a handful of options to hire out from the Union. Although each player has a suggested position on their card roughly in line with traditional soccer positions (striker, winger, midfielder, back, etc.), these classifications only go so far once the game starts and the ball, knives and blood start flying about. In order to help assess and respond to a rapidly changing game in the middle of play, I feel it can help to remember a little bit more detail about how each player’s actual skillset can help you follow your path to victory (be it 3 goals, 6 take-outs, or somewhere in between).


What follows is a list of notional categories that you might consider when thinking about a players. Using maybe 2-3 categories to describe each option you have at hand, alongside other data, can help you create a more balanced or focused squad. Let’s take a look:


  • Scorer - this player excels at putting the ball on goal; this doesn’t always mean a high kick statistic and range, but it usually does. Movement traits like Shadow-Like help as well.
  • Ball Retrieval/Control - this player has the tools to go retrieve and/or hold the ball, whether it’s a fast speed, low-playbook tackle, close control, or a high defense.
  • Momentum Generation - This player probably has a decent TAC and a reliable/desirable momentum-generating result on the first column of their playbook. They will give you a good return on your influence investment in the form of valuable momentum.
  • Damage - This player has good damage values and a high TAC, or a play like Scything Blow. Certain players may do extra damage against characters that are knocked down or suffering conditions.
  • Area Denial/Control - These types try to influence where the opponents want to go on the pitch. All players exert some amount of area control, but these players in particular have access to AOE abilities or push/pull plays.
  • Momentum Denial - Another aspect of a high defense and certain character plays is that of momentum denial. Reducing the opponent’s access to momentum can make your damage stick and reduce their ability to score and move.
  • Heal/Cleanse - These players keep your other players on the board, either by healing them or removing their conditions easily.
  • Buff - These players hand out beneficial boosts to your team, whether it be additional TAC and damage, influence or move.
  • Debuff - Conversely, some players are great at reducing the enemy’s capabilities to move, shoot or harm you.
  • Influence - This player has a very good influence generation/demand ratio, or has other abilities to make efficient use of influence, freeing it up for use by other players.
  • Activation Control - One of this player’s best abilities is to control the activation order of the opponent or increase your number of activations.


I’m sure there are more roles you can come up with that I’ve missed. One that comes to mind is that of the Tank: a player able to soak up large amounts of attacks/damage and occupy the opponent. This role has a weird place in Guild Ball, as many of the ‘heavies,’ with their massive health bars, can actually be very vulnerable due to their low defense.


There are many, many, many synergies between players that will drastically alter a player’s role from that when they’re alone. This is also just a theoretical framework to help you frame how you want to use your team at the start of the match and as play develops; any number of other factors can influence how a player should be used at a given moment, and each player could likely be described by five or more of these roles. Each player likely has 1 or 2 primary roles that they perform best in a vacuum, however.





Here’s an example of how I might describe a lineup you could see:


Fishermen
  • Shark - Shark fills Scoring and Momentum Generation roles for this team, in addition to his other benefits.
  • Salt - Ball Controller with his high defense and “Where’d they go” and can buff certain teammates.
  • Angel - She’s going to be Scoring and Retrieving the Ball from opposing players.
  • Jac - His pushes make him a great Area Control player, and he’s also pretty Influence efficient on many turns.
  • Siren - She provides further Area Control with Lure and Seduced, while being one of the better Ball Retrievers in the game.
  • Fangtooth - In this lineup, the big guy is here to further the emphasis on Area Control via Unmasking and Foul Odor, while his easy access to Knockdown makes him important for Debuffing (neutralizing) key opponents.


This lineup is obviously missing a ton of damage, like most Fishermen teams, but has a lot of ways to get the opponent to where it wants them to be, while retaining a good amount of scoring.


Anyways, I hope you’ve enjoyed this article and will take a crack at thinking about your teams in this manner. I’d really appreciate any thoughts, comments and criticisms below.


Stay salty,


Maurice

Tuesday, November 12, 2013

decision-making process



This weekend is Fall-In, so I am trying to find as much time as I can this week to cleaning other figs, painting other figs, or straightening up the figs I have, just to remind myself not to buy too much while I am there, since I already have plenty to do (and more on the way, thanks Kickstarter!)

As noted earlier, I still have a couple unfinished batreps to get up here on the blog; the wife is away next week, hopefully will have time then. 

Here's a little insight into our ridiculous process for deciding what to play next. We're all a little unfocused, as we have our favorite games of the moment, but are often carried by the capricious winds of whim. And since no one is really driven, it can become an overly- complex negotiation. 

[Backstory: Maurice, Aaron and I were planning to play some Zombicide, but we suspected Aaron might not be able to make it.]

(9:32:14 AM) Maurice: what are we playing in case he bails?
(9:32:31 AM) paul: heh
(9:32:40 AM) paul: um
(9:32:42 AM) paul: good question!
(9:33:02 AM) paul: Do you own the Zombicide?
(9:33:28 AM) Maurice: I do not
(9:33:36 AM) paul: hokay
(9:34:00 AM) paul: My opening shot would be IHMN, as I think I could pack that relatively quickly.
(9:34:16 AM) Maurice: I need to create-a-crew
(9:34:35 AM) paul: and you as yet do not own the book, correct?
(9:34:45 AM) Maurice: I had a copy in my hands until the weekend when I returned it to Aaron
(9:37:31 AM) Maurice: hrmmmm
(9:37:45 AM) Maurice: any other random scifi game you've been wanting to try?
(9:37:53 AM) Maurice Kent: I kinda want to break out ye olde 15mm stuff
(9:38:42 AM) paul: Next time you get the book in your hands - make a crew!
(9:39:21 AM) paul: I could prob. grab the Kontrol Battallion, yeah. Gruntz?
(9:40:31 AM) paul: (I really wish we could do CMG, just to make Aaron mad.)
(9:40:49 AM) Maurice: heheh
(9:40:59 AM) Maurice: we could take a crack at 15mm fantasy once agian
(9:41:23 AM) paul: also should be easy to throw together. What style?
(9:41:39 AM) Maurice: well, I certainly lack individually-based stuff
(9:41:55 AM) paul: you certainly could fix that one of these days as well.
(9:42:00 AM) Maurice: indeed
(9:42:08 AM) Maurice: actually, wait
(9:42:14 AM) Maurice: I've got those random unpainted norsemen guys
(9:42:21 AM) paul: based?
(9:42:23 AM) Maurice: yeah
(9:42:29 AM) paul: how many, roughly?
(9:42:34 AM) Maurice: like...15? let me look
(9:42:42 AM) paul: no rush
(9:43:49 AM) Maurice: 8 + the gang of hyenas
(9:43:56 AM) Maurice: could also do Ronin...
(9:46:13 AM) paul: I do, in fact, still have the Ronin test run dudes packet as well.
(9:46:42 AM) Maurice: LET'S DO THAT
(9:47:13 AM) Maurice: it'll be like Urban Samurai
(9:47:17 AM) Maurice: since that's my terrain selection
(9:47:18 AM) Maurice: but w/e
(9:47:20 AM) paul: oooh
(9:47:38 AM) paul: I was about to cough in another idea, but Urban Samurai might take that cake
(9:47:43 AM) Maurice: what was the other idea?
(9:49:48 AM) paul: FUBAR, Akula's Rules, or one of the other super simple rules systems floating around out there.
(9:50:29 AM) Maurice: hmmmmm
(9:50:38 AM) Maurice: yeah, I could see that for 15mm SyFee
(9:51:17 AM) Maurice: do they do vehicles in the Foobz?
(9:51:18 AM) paul: you have... five hours to decide, once and for all.
(9:51:28 AM) Maurice: 5 hours?
(9:51:31 AM) Maurice: why 5 hours?
(9:51:33 AM) Maurice: you rolling at 3?
(9:51:57 AM) paul: No, but I will need time to read up on/download and print whatever we pick
(9:52:02 AM) paul: FUBAR has vehicles, yes
(9:52:09 AM) Maurice: mm, I see
(9:52:12 AM) Maurice: wellllll
(9:52:16 AM) Maurice: which would you prefer?
(9:53:18 AM) Maurice: oo, there's a space-hulk version
(9:53:21 AM) Maurice: could run that on my vault terrain
(9:53:33 AM) paul: is vault terrain 28 or 15 mm?
(9:54:34 AM) Maurice: 15 son
(9:54:44 AM) paul: I don't know your life!
(9:54:55 AM) Maurice: so, I could read that and get that ready
(9:55:03 AM) Maurice: could run unpainted marines v. aliens
(9:55:04 AM) Maurice: I mean
(9:55:05 AM) paul: I note 15mm Space Hulk could feature an obtuse number of Space Daemons.
(9:55:11 AM) Maurice: are they painted?
(9:55:25 AM) paul: ....yes. Stealth prime black.
(9:55:28 AM) Maurice: heh
(9:55:30 AM) Maurice: PERFECT
(9:55:32 AM) Maurice: I have some painted humans
(9:55:35 AM) Maurice: LET'S DO THIS SHIT
(9:55:37 AM) paul: ZOMG
(9:55:51 AM) paul: FUBAR Scifi Space Hulk.
(9:56:10 AM) paul: (...unless we change our minds in the next five hours)
(9:56:12 AM) Maurice: naw
(9:56:13 AM) Maurice: that's good
(9:56:17 AM) Maurice: we're doing that
(9:56:17 AM) paul: now, to make Aaron jealous.

So, twenty-four minutes total, and seven or eight possible suggestions, whittled down in rapid succession. we're kind of awesome like that. Never get any projects done, but hey, it's something.

(And yes, FUBAR report soon as well.)

Tuesday, September 25, 2012

sefadu vs. FCC, then vs. Texico



 Maurice's FCC glamour shot

Couple weeks back, finally got in some more Mercs. We used the scenarios available here on the forum, and I admit it improves the game. Looking forward to seeing it I took a few notes, but realize now they're pretty boring, so I will let the pictures do a lot of the work here.



 Table layout. Second game, we just switched deployment zones.

 First game my sefadu rolled Elimination, and FCC rolled Deliver the Package. my corporate agenda was the Lions Run, and really, the other two are... situational at best. sefadu is always about the run and gun game, so why not pick that one?

 Enemy sighted down 'Firing Lane Alley.'


The blue die above represents how long the Ice Grenade kept these two frozen in the middle of the board. So painful. The both survived the game, but were essentially useless after they got stuck in place.

Sabotage!

My first time using the Gunner was a learning experience. The FCC-ified USCR Sniper delivered his package to my deployment zone with time to spare.



This is approximately my Sniper's line of sight, where I delightfully spot the FCC Boomer through the door jamb. 


Meanwhile, the gunner finds out he has company. And they didn't RSVP first.

But the Grenadier shows up to even the score.

Oh, right, that USCR dude, still creeping around.

Both Maurice and I complete our objectives, and points were even. Meaning it's decided by blood, and I just barely eke out the win on that regard. Love the close games.

And despite me not having a lot of experience with Mercs, we still have time to sneak in a second one.

Game two: Texico shows up. We both roll Recon, and decide we're both after the big empty building in the middle. Bounty is named on my Berserker (who replaces the Gunner from last game. It's kind of a coin toss between the two.)


sefadu, roll out!

Six turns fly right by. Seriously. Spears are flying left and right. My Sniper isn't getting anything done. I get the Medic to recon the building in turn three, but there's really an uphill struggle to get him safely back towards the deployment zone.



Oh, and the Recon building. a.k.a. the hallway of death. I do manage to get the room recon'ned, and surprisigly enough prevent Texico from dong the same due to some delicately-applied violence. We do actually end up with the Berserker in close combat with the Jaguar, but the latter proves too much for our sefadu hero (he does survive until the last turn, though.)

We achieve an embarrassingly low number of points. I get one, yes, one Recon point, since the Medic is alive, if only barely on my side of the board. That plus a second take of Lions Run gives me the W again.

So yes. Totes ready to pick up my ISS at some point in the near future, and maybe after that, KemVar? Heh.

Friday, August 5, 2011

Games I Play: Pulp City

One of the miniatures games I play the most these days is Pulp City. A superhero combat game set in the 1980s in a fictional city in California, the game has a lot of flavor and fun. Early reviewers weren't fans of the fact that you couldn't make your own supers*. However, I was won over by the flavor and the rules. The background is a loving tribute to the genre, and has a lot of personality and charm (also, giant robot monkeys.

The rules really blew me away, though. I've played a lot of minis games over the years, and these took a couple games to get my mind around, but once I got it, man. It hinges on a very smooth and tactical action management method. And much like another favorite, it isn't based on a points-value system. Quality gameflow with a lot of interesting design options and rewarding tactics. Great stuff. You only need a handful of models to play.

Here's a link to a good battle report. Plus a review from last year. The first book was just released. A (long-ish) demo game is here, if you like listening to Maciej talk.


* - Word on the street is, this is coming out in the first expansion.