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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!

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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Raising the Morticians – Dirge

Posted by on 7:51 am

Next up on the Raising the Morticians is the Mascot, Dirge. Stats Dirge is a bird, so is super-fast. Apart from that he has pretty standard Mascot stats. He sports low TAC and KICK, average (mascot) INF, and obviously has no ARM, but he does have some decent DEF. Character Traits Dark Doubts – If Dirge is taken out by an enemy attack or play, the enemy team takes a -4MP hit, which if near the end of a turn can wipe out the MPs they have gathered up. Follow-up – Basically, if an opponent advances away from Dirge he gets to follow them afterwards. Flying – He is a bird, he flies… Playbook Dirge has a small playbook, but it does have a tackle and the Guildball is MP generating as well, which is nice. Plays Singled Out – Costs 1 guild ball (equivalent to 1 hit). Friendly models gain +2 TAC against the target model. This is a very nice boost, especially on top of the crowding out bonus as well (and with Cossett it just gets silly). Overall Dirge is an annoying bird that your opponent will need to get rid of at some point, but they won’t want to do it late turn due to Dark Doubts. This means you can somewhat control their activations as the bird will hurt if it doesn’t go down early. Apart from that he can give his INF to Obulus and still keep up with the team, which is very helpful. Original posts can be found here...

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Raising the Morticians – Obulus

Posted by on 8:25 am

Welcome to the next article in my team talk series! No one likes the deadmen, but I suppose they are a viable team. Welcome one and all to Raising the Morticians; as always we start with the Captain, Obulus. Stats Obulus is pretty slow, but this is easily improved with his character traits. His TAC is average for a captain, while his KICK is OK but nothing to get excited about. His DEF is average but he also comes with some ARM. He does have a nice amount of INF, but he can theoretically take nearly all the INF in your team as a maximum; we’ll see why when we cover his plays. Character Traits Shadow Like – Allows Obulus a free dodge at the start of his activation, which generally means he isn’t going to be engaged when he starts doing things. This is incredibly powerful. Unpredictable Movement– As with Shadow Like, this just makes him that much harder to pin down. Legendary Play Rigor Mortis – The enemy team loses all their MPs and you gain the same number. This is insanely powerful against any team. If done late game, it almost guarantees activation next turn and is also worth doing after you have say, handed out lots of conditions and you don’t want the opponents to get rid of said conditions. Playbook Obulus has some damage output in his playbook and 3/5 columns will give MPs. He also has access to Knockdown and Tackle (but they don’t generate MP). Finally, he gets some dodges as well that synergize nicely with his other dodges. Plays Confidence – Costs 1 INF. A friendly model can reroll one OR MORE of their dice on the next attack/character play during their activation. This is really helpful if you need to hit and/or your luck is rubbish, although rerolling misses may not help if you are me. Worth putting on himself when you consider the cost of Puppet Master. Misdirection – Costs 4 INF. Take 1 INF off an enemy model and assign it to a friendly model. Misdirection is very powerful, as you can mess with an opponent’s plans. You have 2 INF to charge? Not anymore! Oh look, Boar is close – at least he can only hit me twice now! It also helps boost your own INF on Obulus, although this is an expensive tactic if it is just 1 more INF for him. Puppet Master – Costs 4 INF. This play gives Obulus a free INF, then target model has to take a Jog, Pass or Attack action controlled by you. As this can be either a friendly or enemy model, it opens up many options. Get someone to pass you the ball so you can shoot (generates an MP and you have that free INF), or just rearrange your pieces (or theirs) on the pitch. Basically, this play give you loads of utility. Overall Despite having some high-priced plays, Obulus is actually pretty INF efficient! Load up with 8 INF, use Misdirection to give himself the INF stolen, then Puppet Master for another INF. This sequence of events means that you have removed 1 INF from an opponent model, then taken control of a model, and STILL have 2 INF left to charge a model or...

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The Alchemist Formula – Katalyst

Posted by on 7:00 am

So now it’s time for the heavy hitter in the Alchemists’ lineup, Katalyst. Stats Katalyst is pretty fast for a big guy, with good TAC but low DEF and no ARM. His Kick is better than many of the bruisers on other teams, and his INF stat isn’t the worst in the game. He also has 27 health boxes, which I believe is the highest in the game. Character Traits Elemental Infusion – Katalyst only has one trait, but it’s situationally a good one. When he attacks an enemy model with conditions he can gain the following bonuses, depending on the conditions the target has: Poison = +2 TAC Bleed = -1 ARM Burning = +1 DMG on playbook damage results. Pretty nifty! Playbook Four options generate Momentum, and two of those trigger character plays. Katalyst is one of two Alchemists with Knockdown. Plays Intensify– Cost 2, RNG S Pulse 3″. This is a play Katalyst shares with Flask; all enemy models suffering from conditions within 3″ of Katalyst take 2 damage. Super fun if your opponent has bunched up a little, and his 40mm base ups the ante a little. Rabid Animal– Cost 2 Guild balls (three hits), RNG P. Target suffers -4/-4 MOV and gains Poison, the perfect play on a charge for Katalyst ;getting that +2 TAC for his next attack due to Elemental Infusion is rather nice. Overall Katalyst can do surprising amounts of damage if he can hit models with conditions, particularly if your opponent has bunched up a little. That said, players learn pretty quickly and tend not to cluster up, and remove conditions as soon as they can. While he has 27 health boxes, don’t expect Katalyst to hang around for long if you put him in the middle of a force determined to take him out. Once knocked down he is giving away an extra dice when hit...

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The Alchemist Formula – Vitriol

Posted by on 3:00 pm

Vitriol is next up in the lab. Stats Vitriol is straight out fast, with great MOV stats. She has a TAC score that’s better than many strikers, great KICK, with higher than average DEF but no ARM. INF is pretty standard. She is also the only Alchemist player with a 2″ melee range. Character Traits Cover of Darkness – Did I say that Vitriol is fast? Well how about a bonus 2″ move when she starts an advance benefiting from cover? This trait makes her insanely quick. Skilled within Shadow– Vitriol gains +2 TAC against enemies benefiting from cover. You should note that this does not allow her to ignore cover, so you end up with +1 TAC (can’t complain, it’s still positive). Hidden Damage – To round out the cover theme she gains +1 DMG to playbook results when the enemy is benefiting from cover. Playbook Three momentous options, an early tackle, and two results that deal three damage are all pretty sweet. Vitriol also has a low score Push/Dodge to get away from markers before shooting. Plays Smoke Bomb– Costs 1 INF, RNG 8″, AOE 3″. So Vitriol gets a bunch of cool benefits from all things to do with cover right? Well once per turn she can make a smoke cloud that grants cover! It’s almost like they planned it that way! Clone – Cost 2 INF or 2 Guild balls (three hits), RNG S. Clone allows Vitriol to ignore the next Character Play or Playbook result against her, and dodge 2″ just for fun! Nice ability to help keep her safe and sound. Overall Vitriol is a really potent striker; from cover she can hit the goal from 19″ away, or further if you hit and dodge before heading for goal. She has good DEF and Clone helps, but she really doesn’t stand up well to concentrated efforts to take her out. She will score buckets of goals, even if my own Vitriol is at a 50% miss...

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The Alchemist Formula – Mercury

Posted by on 7:00 am

Today we move on to Mercury, the fire man. Stats Mercury is pretty fast for a midfielder. He sports average TAC, mediocre DEF and a perfectly average INF (sensing a theme?). He has one point of Armour like his co-midfielder Calculus, and an above average KICK. Character Traits Burning Spirit – Move up to Mercury, or start your activation within an inch of him, and you’ll be Burning. Tactical Advice [Flask] – If he is within 4″ of Flask in the maintenance phase, Mercury gains an INF bonus. Playbook Nothing too exciting here, only two momentous results, but an early tackle is handy sometimes. Plays Fire Blast– Costs 2 INF, RNG 8″, AOE 3″. Neat play that not only deals two damage, but also sets models hit on fire (Burning condition for the rules peeps out there!). Also, if other models end or move through the AOE they gain Burning too. Handy to slow down those enemies! Flame Jet – Costs 3 INF , RNG 6″. Fairly straightforward, three damage and Burning if you hit! Overall Mercury is pretty much exactly what you expect from an Alchemist midfielder: solid, with a good kick stat. Getting Burning out is great for slowing down the enemy and the AOE can funnel people where you want them to...

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