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!

The Pitch, Ep.2

Posted by on 3:28 pm

In Episode 2 Lance & Dan provide an update on Steamforged’s Union in Chains global event and let you know which guilds are currently winning and throw our two cents on the new models. After news they proceed to do a battle report from a recent Des Moines tournament, Lance played his Blacksmiths and Dan brought Morticians for the first time. Lastly, Lance and Dan combine all of their combined intelligence to figure out Scalpel. The Pitch is a podcast focused on discussing Steamforged’s sport-themed-wargame, Guild Ball. Lance Becker and Dan White are both Iowa coaches who love the game and wanted to promote Guild Ball more in our area as well as give a midwest perspective on tactics and teams.   Podcast: Play in new window | Download (Duration: 1:18:57 — 60.7MB)Subscribe: Android |...

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The Pitch, Ep.1

Posted by on 7:00 pm

The Pitch is a podcast focused on discussing Steamforged’s sport-themed-wargame, Guild Ball. Lance Becker and Dan White are both Iowa coaches who love the game and wanted to promote Guild Ball more in our area as well as give a midwest perspective on tactics and teams. In Episode 1 Lance & Dan recap the latest news from Steamforged, Union in Chains, as well as talk about new players to the Blacksmith’s Guild, Alloy and Hearth. At the 32:00 mark Dan & Lance do a battle report from their recent tournament in Minneapolis. Podcast: Play in new window | Download (Duration: 1:04:18 — 46.6MB)Subscribe: Android |...

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Countercharge ep11 Adepticon recap

Posted by on 2:31 pm

Countercharge is a Warmachine/Hordes dojo & battle report podcast. More episodes and content can be found on In this episode we just recap Adpeticon 2017 and talk about lots of Warmachine, Guildball and our overall convention experience.   Podcast: Play in new window | Download ()Subscribe: Android |...

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Troll Patrol – Guild Ball Faction Overview

Posted by on 10:23 pm

Hello everyone! This podcast is for new players who are looking for brief faction overviews for each of the Guild’s in Guild Ball. We hope you find this informative and helpful when getting into this great game! -aY, Dust & Michelle Twitter: @TPatrolGaming Blog: Timestamps: 7:51 – Faction Overview 45:37 – Our thoughts on the game Podcast: Play in new window | Download (Duration: 1:07:35 — 61.9MB)Subscribe: Android |...

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The Statistician’s Guild: Graphs

Posted by on 10:50 am

Here are the previously promised graphs. Each series represents the desired number of net-hits.  The vertical axis is the cumulative probability.  The horizontal axis is the DEF of the defending model.  A special thanks to quotemyname for encouraging me to post these in a timely fashion. Enjoy!...

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Welcome to the Statistician’s Guild!

Posted by on 5:06 pm

It’s been a long time since I’ve written for Muse on Minis.  I could give the ‘I’ve been busy’ excuse.  The truth is, when you’re passionate about something, you make time.  I haven’t been THIS passionate about a miniature game for close to two years now.  That said, the thrill is back, and with it another article on applied statistics.  This article is a light intro to a different style of dice mechanics vs. my previous articles.  I’m going to go over statistics implied by that new system and give a few support pieces to help gamers make smarter in-game decisions. So.  What’s got me falling in love with miniature gaming again?  If you haven’t guessed already by the title, it’s Guild Ball!   I love the game.  It’s as simple as that.  However, their dice system is slightly different than previous games I’ve played.  Here’s the scoop so we can get into the numbers.  Most actions a model may make in Guild Ball are resolved using a dice-pool and a Target Number (TN) test. For attacks, the dice-pool equals the attacking model’s Tactical Ability (TAC) and the Target Number is based on the defending model’s Defensive Ability (DEF).  Each die rolled that equals or exceeds the target number generates a successful hit. Let’s see how this works in action. For the balance of this article, I’m going to use Tapper attacking Calculus as an example.  Tapper is a Brewer. I play Brewers.  Calculus is an Alchemist.  My best friend and nemesis plays Alchemists.  BONUS: I get additional points for cleverly mentioning Calculus in a math article.  Feels like a good choice all around. Tapper is a TAC of 6.  Calculus is a DEF of 4+. Here’s how I interpret these numbers.  Each die has a 50% probability of being a 4 or greater, yielding me a successful hit.  I’ve got 6d6 in my dice-pool, so my expected net-hit is 3. (6 dice * 50% probability for each die) That’s the basic stuff.  Now let’s get into the interesting part.  After you successfully hit a target model with an attack, the attacking player applies the net-hits to the attacking model’s Playbook to determine the result of the attack.  Beyond being the Playbook being a fun mechanic for the game (allowing you to choose from damage, spells, or in-game effects) this choice is strategically interesting. Let’s go back to Tapper and that derivative Alchemist Jezebel. Tapper is close enough to either charge Calculus, or walk up and start swinging.  So there’s a decision there.  Additionally, Tapper has Knock-Down (KD) on his playbook.  I could choose to knock down Calculus to reduce her to DEF 3+ for subsequent bashing.  That’s another decision we’ll assess.   Example 1:  Tapper has four influence (4 INF).  He uses it to charge and attack twice.  Since I called the Calculus player my best friend AND nemesis, I’m going to assume he annoyingly and appropriately uses Defensive Stance.  Defensive Stance makes Calculus DEF 5+ for resolving the charge attack.   Charge: Dice-pool = 10.  TAC 6 plus 4d6 for the charge. TN = 5+.  DEF4+ plus Defensive Stance. Probability of Knock-down: 61.0% (I’ll give you a graph for these shortly) Attack x2 (if knocked down): Dice-pool = 6.  TAC 6. TN = 3+.  DEF4+ plus Knock Down. Probability...

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Tinkering the Engineers – Salvo

Posted by on 7:49 am

Duck!!! Its Salvo’s turn for this Tinkering the Engineers post. Stats Fast moving and with a decent KICK, Salvo has an OK threat range as a goal scorer. While his INF is average, with a below average maximum, and sporting an average DEF, he does get some ARM. His TAC is pretty low, but like Ratchet this isn’t a bad thing, as he is doubling his dice on the charge (making it easier to wrap around results). Character Traits Pumped – When using Bonus Time, once a turn Salvo doesn’t need to spend an MP to actually do it. Makes him pretty efficient, as one of his 2 plays are more likely to come off. Swift Strikes – Whenever he causes damage to an enemy model he can make a 1” dodge. This really adds to his speed and also means that after 2 hits he could be unengaged from some models. Playbook Salvo has lots of pushes in his playbook, as well as a two momentous tackles, which is unusual (one has a push). On the other hand, he has very little damage output. This means that he can do as much damage through effects (push/knockdown) from his plays than what he can do by simply engaging with the enemy. Plays Kick Bolt – Costs 1 INF. Pushes target model 3”, which is a healthy distance, and does 2 damage. Helpful for clearing a path if you get the angle right, and on top of other boosts is helpful for the team. Floored Bolt – Costs 1 INF. Allows him to knock down a model and do 1 damage. This is powerful when you consider the dodge he will get from Swift Strikes and the MP generated if he is near Ballista. Overall Salvo certainly does not want to get into the middle of things. He’d rather just sit back and use his various bolts, both of which allow him to get a move on (at no cost even!). This makes him surprisingly fast, which means he can be a goal threat. With those tackles in his book he is not bad at retrieving the ball for you when you need it either. Original posts can be found here...

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OzMachine (OzGuildBalls) – Episode 51

Posted by on 7:20 am

WARNING: The Warmachine content in this episode is very light on. We do discuss Moops and Leeps run at the Masters, but after that its predominantly Guild Ball!  Also, the audio levels may be slightly up and down due to the microphone setup we had to use. Welcome back listeners!  We had our first reunion at Cancon 2016 since putting the show on hiatus, and the urge to podcast was strong for many reasons.  In the end we bit the bullet, and on Monday night we sat down in front a microphone, with a live audience and a huge special guest, and recorded this episode!  We discuss the Guild Ball event at Cancon, interview the creator of the game, Mat Hart, and design a new Guild live on the show. We manage to elicit some HUGE spoilers from Mat as well.  As usual, we appreciate any feedback and support. We do not foresee the podcast returning on a regular basis at this stage. Podcast: Play in new window | Download (Duration: 2:03:01 — 112.6MB)Subscribe: Android |...

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Tinkering the Engineers – Ballista

Posted by on 12:15 pm

Welcome to a new batch of Team Talk posts! This time we are tinkering with the Engineers. As always, first up is the captain – Ballista. Stats Ballista moves at an average rate and his TAC is also average for a captain. His DEF is pretty low, but he does have some ARM. His INF is average for a captain and he can only have a max of 6, but this is enough to use all three of his plays, which you could be tempted to do. His standout stat is his KICK; he is incredibly accurate with the boot with reasonable distance. He is a good holder of the ball, ready to pass to the strikers. Character Traits Tough Hide – This trait means that anything outside of a Butcher is going to struggle to put lots of damage onto him. -1 damage from plays and playbook means he is pretty survivable, even with mediocre DEF. Momentous Inspiration – An impressive aura that generates an additional Momentum point from any character play that results in damage. This means that anything done at range can really bump up the team’s MP’s for a turn, which is scary with all the shooting they have. Legendary Play Mine Field – Enemy models making a reposition (dodge) take a point of damage, while an advance will mean 4 points of damage. This play has a big bubble, making it brutal if you can catch a few players in it. Opponents will certainly think twice about coming anywhere near Ballista. Playbook Ballista easily generates MP with his book (all but 1 column); he has a lot of access to pushes as well. He has little damage output but has 2 knockdown columns, which is very nice as he brings a lot of that to table anyway. The column 1 Momentous Tackle is also very great. Plays Second Wind – Costs 2 INF, allows a friendly model to make a jog at the end of their activation. This helps the slower members of the team move really fast, but it also helps with repositioning a model who could be in trouble. Deadbolt – Costs 2 INF, target enemy model is knocked down, suffers 2 damage, and gets pushed away as well. Such a shame this is only once a turn as otherwise you could really dominate a field with this play. Not much the enemy can do when you knock them down at range (and a good range at that). Don’t forget the MP this will generate as well! Flurry – Costs 2 INF, target enemy model takes 2 damage and all models within 2” of him/her also take damage. Another one he can only do once but it hands out a fair amount of damage if your opponent bunches up models. Overall Ballista is an interesting captain; he is a Momentum creator for the team. He can do a lot from range with Momentous Inspiration and then his 2 damage-dealing plays. In fact, if you have the INF you could jog forward then use all 3 of his plays. This will generate 2 MP and then let him reposition away from reprisal afterwards. This, on top of his decent defensive stats, means that Ballista is going to be hard to take out. Plus...

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Building the Masons – Marbles

Posted by on 4:18 pm

The team mascots are something of a unique proposition in the game. These animal companions follow their team captains and all bring something different to the team they play for. Luckily for the Masons, Marbles is one of the best little mascots out there. As I mentioned with Honour, it’s the flexibility of the team that is their key to victory, and Marbles may show this more than any other player on the team. Marbles is firmly in the middle of the pack when it comes to mascot statistics, with nothing special in any section, but that doesn’t make him weak by any means. Stats MOV – Marbles’ decent move of 6”/8” will keep him out of trouble vs most of the game’s heavy hitters, but he can get bogged down by the quicker teams. Keep him out of trouble until you need him and use his half decent speed to get him where you need, when you need. With 1 INF he can engage from 9” away, which will give you far more than any other mascot for a single INF due to him providing both +1Tac (+2Tac with Ganging Up) and +1 Damage to Honour with his assist ability. TAC – His TAC of 3 isn’t brilliant, but in tandem with his playbook it is all you need at times. On the charge Marbles picks up a pretty decent 7 TAC attack, enough to tackle Hemlock under Defensive Stance on average rolls. KICK – This is little Marbles’ weakest statistic. 1/4” isn’t much to write home about, but it’s workable with abilities such as Bonus Time or Mallet’s Football Legend to bolster it. DEF – Marbles isn’t as nimble as the Cat; while not fantastic, a solid DEF of 4+ is still one of the better numbers in the standard Masons lineup. It means that some of the dangerous single dice plays only have a 50% chance to hit, while even some of the two dice plays only hit 75% of the time. This’ll get you out of more than one sticky situation. ARM – While the Cat is more nimble, Marbles is definitely more protected once he gets hit. 1 ARM isn’t the best value on a mascot, however it’s by no means the worst. 1 ARM won’t protect him against someone like Boar or Ox, but against those nifty little strikers looking to get a quick bounce after a normal advance into melee, it might just tip the odds in your favor. INF – Pretty average for a mascot here. Marbles adds one to your pool, which is always good, and in most turns you’ll feed it back to him to keep up with your team, run into assist range, or use one of his Character Plays. There are occasions when you’ll want to give him two though; I’ll let you work out the best time for that on your own. Character Traits Loved Creature – This little trick will either win you games or never come up. When Marbles suffers the Taken Out condition you get a small bonus of +2 TAC and +2”/2” on your MOV for the rest of the turn, as well as 2 MP. There are times when you’ll want to sacrifice Marbles for the good of the team; a...

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