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Guild Ball is the game of medieval fantasy football from Steamforged Games. The Century War has wracked the land, and all that forges the fractious nations of the new Empire together is the blood-sport of Guild Ball, brought together by the scheming Guilds. Will you play the slippery Fishermen, the arcane Alchemists, or the suspicious Union? Read some articles, listen to some podcasts, watch some videos, and maybe you’ll find out which is best for you!

Building the Masons – Flint

Posted by on 8:27 am

What can I say about Flint? Our charming out-and-out striker needs no introduction. He appears to be one of the few “ever presents” in my line-ups, and you’ll soon see why. As one of the game’s pure strikers he possesses all the key aspects to make him one of the best out there, if not the best. Stats MOV – With values just shy of Honour, at 5/8” Flint is still very mobile. He can outpace most of the players on the Butchers or Brewers teams, but will be caught by the Fishermen. His normal move of 5” isn’t fantastic, however the 8” Sprint is what you can expect to use most of the time, either in pure movement distance or charging. TAC – A 4 isn’t fantastic, a certain angry cat shares this value, but it’s enough for what you need. Flint’s most important Playbook results are all really low scores, so on a Charge he’ll usually be able to pick up what he’s required to. While not his most important stat, TAC is the one he’ll use a fair amount in-game. KICK – His dice pool of 3 isn’t anything to write home about, but it’s the distance of 8” that is the major value. A pool of 3 is normally enough to get the job done (especially if you use his Character Plays or Bonus Time it) and 8” is a good 2” more than most players in the game. This gives him a natural 16” goal threat without bonuses (he has those as well), which is fantastic no matter how you look at it. DEF – A Striker who’s hit on a 3+? What’s the point of this, I hear you ask. Don’t worry though, against a vast majority of the players in the game he’ll only be hit on a 4+, and he has ARM that most others strikers do not. ARM –1 ARM is more than most strikers have, which will protect him from some attack rolls. If Boar gets into him he’s going down though, he’s not that tanky. INF – The rather standard 2/4 for Masons is ever-present again. Flint fills that nice role in early turns where he just needs to position well and he’ll be a net gain for the team, only requiring 1 to run or advance and Where’d They Go? into position. However, on the turns where he needs to turn it on in a similar fashion to Ronaldo, he’ll pull in all 4 he’s allowed and make damn good use of them. Character Traits Close Control – The skill all strikers want but only a few have. Close Control allows you to ignore the first tackle playbook result (just the playbook, if you are tackled as the result of a Character Play you’ll still lose the ball) suffered each turn. This means that for most opponents (even charging ones) they’ll need to spend an additional INF for yet an additional attack to strip the ball off of Flint. Any time you force your opponent to roll dice there is a chance they’ll fail the required roll, anytime they fail it’s for your benefit! Charmed [Male] – Due to Flint’s … nature … with other male figures in this game he’s at +1Def against any attack made...

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Building the Masons – Brick

Posted by on 1:56 pm

The big man of the Masons, Brick certainly hits like his namesake. Stats MOV – At 4”/6” Brick is slow, but he does come with a 2” Melee to make his threat larger. He needs to sit pretty central to the crew, keeping charge lanes open as we will see. TAC – 5 is average for most players in Guild Ball, and he is no different. KICK – At 1/6” he is rubbish with the ball, so you probably don’t want him doing too much with it (although Mallet’s Football Legend aura is always worth remembering). DEF – 2+ is terrible, but also average for most big guys in the game. It is a liability, but you will just need to deal with. Always remember Defensive Stance to make him marginally harder to hit. ARM – 2 Arm is very good, however you need to remember there are plenty of ways around it, so be careful who you pit Brick against. Certain Butcher builds will just ignore all that ARM, so his DEF becomes even worse when considering that. INF – An unusual 2/3 means he is going to be average for generating INF, however he won’t get as much done as other team mates due to having one less max INF than most. Character Traits Knockback – This is a really interesting ability as it essentially grants a push/dodge playbook result, regardless of the actual result you get. Admittedly, you can’t use it to redeploy Brick, but if he hits 3 times that’s 3” he has pushed a model out of the way (another 1” if he got to Counter Charge as well). Counter Charge – This trait is why you want him pretty central with clear charge lanes. Being able to counter charge an enemy that moves within his bubble makes Brick incredibly dangerous, especially as he has easy access to Knockdown! This can really mess up an opponent’s plans. Watch out for repositions (push/dodge) as he will just ignore this movement. Playbook Brick only comes with 3 possible Momentous results, although these are all in the early columns of the playbook. He does a decent amount of damage at the higher end of the book as well, or you can swap some damage output for using his character play or Knockdown as well. This is pretty handy, as Brick can really smash home some big damage. Alternatively, if he has Counter Charged, then taking some INF off the enemy could be miles better than more damage. The Knockdown can’t be ignored either, as it can mess with the opponents just as well as Concussion. Always remember he has Knockback built-in as well (pushing a charging model out of engagement with the target wastes lots of INF). Plays Concussion – For the Cost of 5 hits he can take an INF off the opponent’s model. This can be incredibly effective if done on a charge, as he has a strong possibly of getting it off. In a game where resource management is very important, being able to remove that resource is very powerful. Overall Brick makes a great bodyguard for the Masons. As long as he can reach the entire team with Counter Charge, he will disrupt the enemy; just the threat of it could be enough....

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Building the Masons – Harmony

Posted by on 9:18 am

Harmony, younger sister of the team captain, has a lot to live up to. Her sister Honour was highly sought after for her leadership skills after the War, and it’s only so long you can stay in someone else’s shadow before it’ll start to swallow you up. Harmony doesn’t need the excitement and thrill of the Game like her sister; she sees it as a means to an end. With rich dignitaries, princes and guild masters being so involved in the game, she’s hoping to pick up a husband before she suffers the same fate so many others have. All of that doesn’t mean Harmony doesn’t belong on the pitch. She has some skills and abilities that aren’t common in the game, let alone in the Guild. One of her abilities means that her statistics aren’t really her statistics! Stats MOV – The normal 6”/8” (noticing a pattern here yet?) as with Honour & Marbles. Not the slowest, but by no means the quickest. Harmony has a nice steady number here. TAC – 3 is a little low, in fact it’s horribly low outside of Mascots. However, don’t worry; Harmony usually has that covered through other means. Harmony’s Playbook is also fairly well-balanced around the Family skill, however she like her sister has some pretty decent low Momentous results, including Tackle on 1, Dodge on 2 and 2 Momentous Damage on 3. KICK – For someone who’s not that fighty or super quick you’d expect her to shine somewhere; however it’s not her KICK. At 2/6” it’s at least got 6” on it, but with only 2 dice you’re only at 75% chance to make an easy pass. She needs to get in some kicking practice! DEF – Something unique to the Mason human players outside of Union representation, a DEF better of a 3+! At 5+ Harmony presents a different aspect to the defensive skillset of the Masons. Defensive Stance against charges combined with a Counter Attack against 2” melee range opponents will mean they’ll only hit you once, maybe twice at best (which isn’t an issue if Brick is close to protect her). After that she can Counter, pick up a couple of hits herself and Dodge out of melee without taking any damage. ARM – The reason Harmony is far more nimble than the rest of the Masons Team is that she’s forgotten to wear the armour they normally provide. In her defense, how would she be able to show off her assets to suitors if she covered herself up like the rest of the squad? INF – at 2/4 we’re back to the standard outfield player statistic you’d expect from most players. The 2 INF Harmony brings to a team will be farmed out in most turns; however, when she’s fully buffed her 4 Maximum INF will turn her into a little wrecking ball. Character Traits Family [Honour] – Always in her sister’s shadow, that Harmony; it actually seems that suits her perfectly. When activating within 4” of her older sibling, she replaces her TAC (3=6) and KICK (2/6=4/6) with her sister’s. That TAC of 3 is now a 6, 4 Dice KICK, who cares if I’m engaged, this is easy! This means you’ll have two players (three, as Marbles is normally near Honour) grouped...

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Building the Masons – Honour

Posted by on 8:50 am

Honour is one of the two building blocks that all Mason teams are built upon. This former, gifted War Commander will be one of the two ever-present players on your side (at least until Season 2). Getting the most out of her will be what will either push you forward towards victory, or drag you back and leave the Masons languishing at the bottom of the rankings. Stats MOV – Honour isn’t a slouch, with a very dependable 6”/8”. She isn’t the quickest team captain but neither is she the slowest, which perfectly sums up the Masons. This team has no overarching play style, but instead is a team able to adapt to any situation. She has a nice 7” threat on an advance, which moves up to 9” on a Charge – a pretty respectable distance when you consider the next statistic. TAC – Here we go. As someone who’s accustomed to war, you’d expect a pretty decent number here and you won’t be disappointed. A TAC of 6 is good, especially when combined with a fantastic playbook. KICK – At 4/6” this is a little special. You can even push though tackle zones to make a reliable pass, which is something not many of the captains or even strikers in the game can manage with any reliability. She’ll give you a 87.5% chance of success while engaged, which really isn’t bad at all. DEF – The one generally weak point of the Masons team is DEF. Being clad in the nicely crafted armour can leave you unable to move as freely as you might wish. This can leave you more susceptible to Character Plays; however, in one-on-one combat in the middle of the field, the 2 ARM that accompanies the DEF 3+ will usually more than offset this vulnerability. ARM – As mentioned before, ARM 2 is a little special in the world of Guild Ball. No other team (outside of using Character Plays) can get that high. ARM does have a mathematical edge in some environments, but doesn’t protect you from Character Plays, so learn how to know when it will save you and when it won’t. You’ll need to. INF – The last standard value on every card. Honour picks up a reliable 3/6. Now 3 isn’t the most any captain brings to the table by any means, but 6 is one of the better values for top loading. With 6 INF she’ll be able to take down just about any target. Character Traits Linked [Harmony] – This trait lets you activate Harmony after activating Honour. This ability is unique in the game and can be seriously powerful if employed in the right way at the right time. Back to back activations don’t happen that often for a reason. As an example, imagine in your previous turn that you’ve pushed Harmony up the field and she was protected by Brick or her high DEF. At the start of your next turn you can have Honour charge the enemy with the ball, tackle, dodge away and pass to Harmony, then before your opponent can react you can push Harmony to Sprint towards the goal and Shoot, all without the aid of burning Momentum or having to risk a Snap Shot. Not bad. Just be aware that...

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Raising the Morticians – Team Talk

Posted by on 3:00 am

Welcome to the last post in the Raising the Morticians series. So, what do we see when we look at the Morticians? Beyond being a touch creepy of course! The Morticians don’t generate MPs like other teams do (Butchers with hitting, Brewers knocking down, etc.). What they do is mess with your opponent’s MP generation. With the Legendary play from Obulus and Dirge dying, it is possible to ensure your opponent doesn’t have much to show for all their hard work. A nice way of generating MP is remembering Ghast’s Fear ability; nothing hurts more than your opponent giving you free MP and then using the Legendary play to remove theirs… Confidence from Obulus is a great play to have, as every single member of the team is going to want it on them for their killer play. Choose wisely as it can make a big difference. Silence loves Dirge and Dirge loves Silence! It makes perfect sense in season 1 to keep these guys on the pitch as it allows you to maintain activation control Misdirection from Obulus and Graves’ activation means you can not only control your opponent’s order, but also how much resource they can bring to bear. With the damage that Ghast and Cossett can hand out it is worth having Graves lurking around, as he loves getting a boost when enemies start taking damage. Speaking of Cossett, she likes having Dirge around her as well for the boosts, so it could be worth using Silence later in the turn should he need to make a new birdy for Cossett to make use of. Next, let’s say the Morticians can pick their fights. With access to Lure (Cossett) and Puppet Master (Obulus), it is a very efficient way to get some early VP with a Lure and Puppet Master one-two punch, getting an a model that has already activated deep into your own lines for a pummeling. It is very hard to stop this for any team, unless they have access to lure-type abilities to pull their mate back. Finally, a little nod towards Casket. With all that luring and puppet mastering, it is pretty easy to get someone into the casket. It is almost too easy to do, so use this to your advantage; the threat of the casket is sometimes stronger than the casket Also remember that Casket is an amazing defensive player, as it is so hard to get to him. If you use him as your front runner, it can help protect the rest of the team as it is going to be difficult to get around him. So, the Morticians are simple to play: stuff someone in the casket, steal all their MP and generally play The River in Egypt Game (i.e. De Nile – and you thought the puns were over). Original posts can be found here...

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Raising the Morticians – Casket

Posted by on 3:00 am

Last in the line for the Raising the Morticians series is the man who needs to be put in a box himself, with many, many nails!!!! Let’s discuss Casket…..(see, no pun) Stats For a big guy, Casket is pretty fast (so read ‘average’), while his DEF is also good for a large model. He even rocks some ARM as well. His TAC and KICK are average, and his INF is a little light, but he can be greedy and take a fair amount out of the pot. Character Traits Tough Hide – Casket is hard to take down as he ignores damage every time. Foul Odour – The area around him counts as rough terrain, which makes it pretty hard to get close to him without slowing you down a lot. This is especially true if you are trying to engage him. Reanimate – This just makes Casket even harder to shift, as once a turn when he hits 0 HP he heals 3 and removes all conditions. This means your opponent has to throw a lot of resources at him to take him out. Legendary Play Casket Time – This is a scary play that lets Casket remove a model for a full turn (errata’d) before they gain icy sponges, but also grants 4VP instead of the usual 2VP for a player taken out. Incredibly powerful play, as it grants you an extra turn of activation control, more so if you can also squish their mascot during the same turn. Playbook Not many chances for MP with Casket (2/5 columns) but he can do OK damage and has access to both Knockdown and a tackle (on the same column). Plays Ghostly Visage – Costs 1 INF. Enemy models trying to charge a friendly model within the AoE of this play will suffer a TAC and Movement penalty. This can make Morticians incredibly hard to get to, made even harder with Casket’s Foul Odour trait. Heavy Burden – Costs 1 INF or 1 Guild Ball (equivalent of 2 hits). This play hands out a Movement penalty and also a reduction in their dice pool for character plays, which will hurt a fair number of models. Overall Casket is incredibly hard to deal with as he is difficult to reach and he can also pass this on to the crew by staying close to them. When the opponent DOES manage to get near him, he’s still hard to take out. Casket is an amazing denial piece that also has one of the most powerful plays in the game. Original posts can be found here...

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Raising the Morticians – Graves

Posted by on 3:00 am

It’s another Raising the Morticians post, and I have Grave(s) thoughts about the puns I am using. Stats Graves is average speed, with decent TAC and average DEF but with ARM. He has an excellent KICK stat (range is average though). His INF is painful, as he only brings 1 to the pot but can take 4 out. Mr. Graves is a little greedy. Character Traits Damaged Target – Graves gets a boost to his range when charging a model that is already damaged, making his threat range that little bit better. Crucial Artery – Whenever Graves does damage, he also hands out the Bleed condition. This makes his damage output higher than it first appears. Playbook Graves has an unusual playbook in that most columns only have 1 option to pick from. He generates MP on 1/3 of his book and both plays generate MP as well. He has easy access to a Tackle, which is always good. Plays Scything Blow – Costs 1 Guild Ball (equivalent of 5 hits). All models in Graves’ melee zone take 3 DMG. This is bonus damage to many models, which is nice, but be mindful that it affects all models including friendlies. Rabid Animal – Costs 2 Guild Balls (equivalent of 6 hits). Target model gets reduced movement and the Poison condition. The play is nasty as it can really slow down any model, even the fast ones or the ones with lots of dodges as that is more or less all they can use. Overall Graves likes to hurt people a LOT, with access to Scything Blow and Bleed he can really bring the pain to a lot of people. The only issue being, he is one of the better options for a goal threat for the Morticians (even if he is a bit slow). Use him as a way to get the ball from the opponent, either by the easy tackle or just pummeling them into the ground. What makes him terrifying is Scything Blow PLUS Crucial Artery, an incredible combo (don’t take him against Alchemists though). Original posts can be found here...

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Raising the Morticians – Cossett

Posted by on 3:00 am

Everyone has a skeleton in their Cossett (ugh, the puns are getting worse). It’s another Raising the Morticians post. Stats Cossett is fast, very fast, like Fishie fast! Her TAC is very low though BUT she has a way to boost that herself. Her DEF is average and she has no ARM, which will be a worry as she doesn’t have a lot of wounds. Her KICK is average and she brings an average amount of INF to the table as well. Interestingly, she can only take a maximum of the same but on some turns as we shall see she actually pseudo-generates more. Character Traits Crazy – Once during her activation, Cossett can take 3 DMG to gain +3 TAC for the rest of her activation. This pulls her up to a captain-level of TAC. Furious – Cossett gets to charge for free, which saves her INF for other things. A very handy trait given her otherwise average INF. Damage Support; Dirge – While near the bird Cossett gets a bonus to her DMG output, making her incredibly scary. Playbook Cossett has a long playbook compared to most (down to the extra TAC from Crazy), and can potentially dish out the damage. With only 3/7 (or 1/2 when not Crazy) MP generating columns, though, she is not going to boost the team in that direction. She does have a decent mix of pushes and dodges as well as a tackle. Plays Lure – Costs 2 INF. This play forces an enemy model to move their jog movement towards her. It has great potential, as she can pull something closer to her (and probably the rest of your crew) or move something away from the support of their own team. Screeching Banshee – Costs 2 Guild Balls (equivalent of 6 hits). Target enemy model takes a big hit to their Movement and some token damage as well. This is another tool Cossett has to prevent opponents from getting away from her. Overall Cossett is a fast-moving, INF efficient hitter of people. Her 2 INF can lead to 3 hits every turn IF she can charge. At the very least a charge and a Lure! She is very good at moving somewhere out-of-the-way and dragging someone with her to disrupt enemy plans. Imagine Ballista or Ox not being able to grant their bonuses to their team! She is not subtle, but you do need to consider the placement of Dirge as he can make her incredibly nastier to deal with. Original posts can be found here...

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Raising the Morticians – Silence

Posted by on 3:00 am

It’s time for a little Silence in this Raising the Morticians post. Stats Silence is average speed (although his sprint value is low, considering). He has average TAC with high DEF but no ARM. He has an excellent KICK stat (again the range is only average) but he brings a decent amount of INF to the board. Character Traits Creation: Dirge – If the bird bites the dust you can make a new one (out of what, I don’t want to think about). By using 2 MP to do so, this is quite powerful, as it means the loss of your Mascot isn’t as bad for Morticians as it is for other teams, as you never really suffer from activation issues or loss of INF in the long-term, which is always a great advantage. Kick Support: Dirge – While near the bird he gets a bonus to his KICK, which puts him into the very healthy range for KICK stats, but his range is still not as scary as others. Playbook Silence has a relatively ‘meh’ book. He makes MP on 3/5 of the columns, and has a few damage and some push/dodges as well. His tackle is unusual because it’s very hit intensive, he generally doesn’t want to be in melee if he can help it. Plays Tucked – Costs 1 INF. If the target enemy model has not yet activated, it must be the next model to activate. This messes up activation order for your opponent, especially if you know they have a special order they need to activate in, for instance making Harmony go before Honour so they can’t use the link ability. Shutout – Costs 1 INF. If target model has yet to be activated then it must be the last model to activate. Very powerful if done early, as you can stop someone with the ball setting up for a goal shot (if they need to pass), but it also means players with nasty plays (such as Legendary ones) are less effective. Embalming Fluid – Costs 2 INF. This is a decent ranged AoE attack that hands out 1 DMG and Burning while also leaving an ongoing effect of Poison. That is a lot of conditions in one attack! If possible, throw it into a bubble of opponents and it can be pretty devastating. Overall Silence is an interesting model. He helps with activations and INF as he can keep Dirge reappearing (he needs a top hat), and on top of his good INF means that there is 4 INF you always have access to (assuming you bring the bird back the same turn you lost it). He is incredibly powerful for activation control as he literally dictates which models activate (although 1 die is always a worry). He sort of looks like a striker with his decent KICK, but his relatively low sprint and KICK range means he is an OK threat but not a great one. He may be better off spending his INF elsewhere, like being a problem for opponents with Embalming Fluid. He feels like a midfielder but one that does not want to be engaged much. Original posts can be found here...

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Raising the Morticians – Ghast

Posted by on 8:45 am

Next up on the Raising the Morticians series is one of the big men of the team, and I am a-Ghast (sorry). Stats Ghast is pretty slow, but his sprint/charge range is slightly higher than normal for a slow jog. This means he actually has a decent threat range; his TAC is on par with some captains and other big guys. Obviously, this means his KICK is poor but he has good DEF for a big ‘un, with ARM as well. His INF is poor so he won’t be doing a lot of attacking, but what he will do is Butcher-esque. Character Traits Rising Anger – The first time Ghast takes damage from an enemy in a turn, he generates 2 MP for you. Great way of keeping the MP ticking over, and that easily allows you to heal him back up when he activates for no net impact. Fear – The first time an enemy team targets Ghast with an attack they must spend another INF to do so. This creates a great way of reducing the amount of damage he will take in one activation, which makes Rising Anger even nastier. Playbook Ghast can hit as hard as a Butcher and also had access to Knockdown. In addition, half of his book can generate Momentum. Plays The Unmasking – Costs 2 Guild Balls (equivalent of 5 hits). All models within the pulse are pushed 4” and take 3 DMG. If done to a team that likes to bubble this can really give them a solid kicking. Imagine Butchers not being close to Ox for the bonus DMG, or Engineers not generating MP near Ballista. It’s a big push, so you can really scatter a team apart; the damage is just gravy. Overall Ghast hits hard and his Fear ability is actually a nice way of messing with your opponent’s INF while also generating MP, which is something that Morticians can sometimes struggle with (ignoring the Legendary play on Obulus) compared to other teams. The Unmasking play is incredibly powerful and a great way of disrupting plans. Point Ghast at the enemy and let him go nuts. Original posts can be found here...

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