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 Post subject: Re: GuildBall
 Post Posted: Fri Feb 21, 2014 2:02 am 
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good start is an understatement! 4 hours in and already past 20,000 GBP.


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 Post subject: Re: GuildBall
 Post Posted: Mon Feb 24, 2014 11:54 am 
Emerging Star
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according to people who played a demo over the weekend it is rather good, i have backed it myself but the price of 6 figures could really put a lot of people off.

plus its football. not throwing the ball around like a pansy.

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 Post Posted: Sun Mar 02, 2014 5:27 pm 
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I'm backing it fairly deeply. And have played around with the quick starts rules some. It is very dynamic in it's playstyle. And it is completely different from blood bowl or dreadball. It's not even a boardgame. But it still plays like a sports game, not a skirmish game with a ball in there. And the design style and figures are stunning


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 Post subject: Re: GuildBall
 Post Posted: Sat Mar 22, 2014 3:10 pm 
Ex-Mega Star, now just a Super Star
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yeah I think this looks quite good, the weapons thing is a bit odd to me, I would rather they just used their firsts, but it isnt a huge turn off either. I think the models look great, I am concerned that there are no squares on the pitch though, as moving with tape measure often leads to pretty suspect nudging of people and so on, though it does have some advantages. I look forward to reading the rules. lets hope this one has some tactical element unlike the fairly pointless and devoid of skill Dreadball. Such a shame about that one :(


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 Post subject: Re: GuildBall
 Post Posted: Sat Mar 22, 2014 4:35 pm 
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Nobby and I played a test game a couple of weeks ago, although we did get a lot of the rules wrong, the main one being hits vs wounds. I'm currently in for a £1, because I really like the figures - thinking of using them for a Mordheim gang.
My concern is that the rules in places are a blatant rip-off of Warmachine (probably not surprising as one of the lead rule-testers is big in WM circles), and they really badly written (in the beta) - it took 3 or 4 reads of the beta rules just to play a test game (wrongly), and a further 3 or 4 reads to see what we got wrong. Obviously, I understand the beta rules aren't the final, polished version, but if the game doesn't grab people it won't take off.

Garion, I do see what you mean about "nudging", but as everyone has a melee range around their base (1" as a rule I believe) I don't think it will be to much of an issue.

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 Post subject: Re: GuildBall
 Post Posted: Sat Mar 22, 2014 5:45 pm 
Ex-Mega Star, now just a Super Star
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hmm, interesting idea having a melee range, so if you pay the £1 do you get a version of the rules now? or is there a basic version I can read somewhere?

p.s. great idea for mordheim though, are the miniatures the same scale? Its always been a dream of mine to build a whole town for mordheim one day. I built an inn fo warhammer when I was about 10 which was pretty good - http://desmond.imageshack.us/Himg534/sc ... res=medium
http://desmond.imageshack.us/Himg819/sc ... res=medium
http://desmond.imageshack.us/Himg685/sc ... res=medium
http://desmond.imageshack.us/Himg705/sc ... res=medium


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 Post subject: Re: GuildBall
 Post Posted: Sat Mar 22, 2014 6:36 pm 
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garion wrote:
hmm, interesting idea having a melee range, so if you pay the £1 do you get a version of the rules now? or is there a basic version I can read somewhere?

It was linked to on the KS page, but it now says it's on the Guildball site (http://www.guildball.com/) but I can't currently get that to load.

This is the copy I downloaded - no idea if it's still the latest version.

[Edit] They've moved the files, so they're not showing on the page yet, but they've posted the direct links:
http://www.guildball.com/Guildball_QPR_Public2.0.pdf
http://www.guildball.com/Guildball_Fish ... lic2.0.pdf
http://www.guildball.com/Guildball_Butc ... lic2.0.pdf
http://www.guildball.com/Guildball_Pape ... lic1.0.pdf

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 Post subject: Re: GuildBall
 Post Posted: Sat Mar 22, 2014 6:49 pm 
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2 hours to go.

I'm sticking at £1 pledge for the time being - when the pledge manager comes out I'll (re-)think about getting a team.

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 Post subject: Re: GuildBall
 Post Posted: Sat Mar 22, 2014 8:19 pm 
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Well I pledged my pound. Seems like they are extremely expensive models mind :s


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 Post subject: Re: GuildBall
 Post Posted: Sun Mar 23, 2014 3:14 am 
Star Player
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I pledged as I really like the models, although I'm a bit annoyed they added "additional" models to make the teams I pledged for incomplete, unless I spend 10 quid a pop.

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 Post subject: Re: GuildBall
 Post Posted: Tue Mar 25, 2014 10:29 am 
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I was swithering over this one - probably should have just pledged the £1. Hadn't really realised you could do that, then up it.
Wasn't convinced the skirmish style rules would work for a sports games, be nice if they prove me wrong.


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 Post subject: Re: GuildBall
 Post Posted: Mon Apr 14, 2014 11:15 am 
Ex-Mega Star, now just a Super Star
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So, since kickstarter is over, which teams are people going for? I am liking the look of this more and more I have to say, it looks very different to all the other Fantasy Sports games I have played or seen to date.

I am going for the Union and Fisherman Guild to start, might also get the butchers and engineers too though.


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 Post subject: Re: GuildBall
 Post Posted: Mon Apr 14, 2014 3:17 pm 
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I screwed up my pledge, so have a team coming to me, but haven't made up my mind which one yet. Going to see if anyone else within the club wants one before I finalise my pledge - seems daft not to.

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 Post subject: Re: GuildBall
 Post Posted: Mon Apr 14, 2014 3:28 pm 
Ex-Mega Star, now just a Super Star
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yeah i messed my pledge up a bit as well. I have contacted them to get it changed though, but waiting for a reply at the moment. god Kick starter has the worst UI. It really should be a lot more straight forward and a lot harder to lock things in place.


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 Post subject: Re: GuildBall
 Post Posted: Mon Apr 14, 2014 5:39 pm 
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Nothing to do with Kickstarter's UI, just my stupidity. :lol:

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