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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!

Fermenting the Brewers – Team Talk

Posted by on 2:16 am

Welcome to the last post in the Fermenting the Brewers series. Like all the other Guildball teams, there are some nice synergies between players. First up, two things the Brewers bring to the game in spades are Knockdown and Pushes (only Friday can’t Knockdown). This is how they play; they knock you down so you can’t stop them from scoring. They also bring Tough Hide and lots of ARM, which means that when you hit them you won’t be getting as good of results as you want AND you will be doing less damage. They are also a building crew; you need Momentum to get some of the great bonuses that are available. This means they build up during the turn to become quicker, more efficient, etc. Let’s start with Tapper. First of all, he ideally needs Scum nearby most of the game to get the extra INF each turn. The Brewers don’t bring large amounts of INF to the table anyway, so any bonus is a good one (also see Stoker and Stave for another boost). From here, Tapper then ups it again by handing out INF like candy for the price of a MP. This is easier as the game goes on and you rack up more MP, which is another thing easily done by the Brewers. He also grants extra TAC and damage to anything in an aura he generates, which again is amazing for getting more wraparound results (made easier by the fact that Brewer playbooks are smaller than the base TACs). Stave and Scum don’t add much to other members, apart from what’s mentioned above, other than slowing down an enemy in Scum’s case and adding lots of Knockdown and repositioning by Stave. Both generally don’t want to be at the forefront of the team, but rather supporting with barrels or extra bodies when needed. Stave does make it easier to clear a path, he is your bulldozer. A well placed barrel and some ramming means much of a team could be knocked down and a long way from each other. Very nasty if a team is reliant on bubbles of boosts (I would imagine this would hurt Ox a lot). Hooper likes knocked down models the most. Receiving the extra damage plus what Tapper and Spigot can grant means Hopper can hit very hard, especially with his Heroic play for more TAC (min damage 4 is Butchers’ level of pain). While a lot of captains are the lynchpin for a team, that’s not as true for the Brewers – for them it’s really Spigot. Increasing the speed and KICK of your team members within an auras plus boosting damage means you won’t have enough Spigot around to do everything you want. He even helps out the young lass as well; Friday becomes incredibly hard to pin down as her DEF goes to crazy levels, while also getting a mighty impressive KICK stat as well. All this and there is Stoker on his own setting things on fire….. My initial feel for the team is that you have Scum lurking near Tapper as much as possible, both for INF and any ganging up fun. Spigot goes where he is needed (usually after the ball) with Friday not far behind, ready to receive the ball....

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Engineers service manual – Salvo

Posted by on 5:00 am

Salvo, the Marksman Overview Salvo is similar to Ballista in that he is a tool box player. Faster, less durable and perhaps a little less dependable than Ballista, Salvo brings a lot of flexibility to the Engineers line up. He works well within Ballista’s aura and has the greatest potential to generate momentum using character plays from the Engineers roster. Salvo also makes a great back up striker when the opportunity presents itself. Stats Fast for an Engineer, Salvos speed is further enhanced by easy access to dodges. His TAC is relatively poor with limited momentous potential from his playbook (especially against models that don’t have the ball). Salvo is an average kicker, but still capable when the time comes. His DEF, ARM and hit points are all average, which among the engineers line up makes him somewhat fragile. Traits and Plays Pumped- once per turn Salvo can use bonus time without spending a point of momentum. Often this helps him get that important character play off against a player with a decent DEF. But it also has great use for improving his goal scoring. Swift strikes- Salvo can make a 1″ dodge after causing damage to an enemy model, which coupled with his two character plays makes him very agile. This trait is great to use for hit and run tactics (along with Ballistas Second Wind this can become a team tactic), to gain better position for the next turn, or perhaps to get out of engagement and go for a pass or goal attempt. Kick Bolt- for a cost of 1 influence and with a range of 6″, the first of Salvo’s character plays causes 2 damage and a 3″ push. A successful Kick Bolt will trigger the Swift Strikes dodge and can be a source of momentum if Ballista is nearby. With a cost of 1 there are positives and negatives to consider with this character play. On the plus side you have the potential to push a player up to 9″ away from their starting position (watch those wings), this is situational and you will likely need to make use of both the swift strikes dodges and Salvo’s advance to get the full 9″ push (unless you were base to base at the start of his activation for example). The Kick Bolt push couples nicely with Ballistas legendary play Minefield, against a non tough hide player Salvo can cause 9 damage! (3 lots of 2 damage from the kick bolts and 1 for each push through the minefield, or add Tooled Up from Rage and turn up the pain even further). The negative on this play is that a dice pool of 1 dice makes it somewhat unreliable, especially against high DEF players. Pumped or traditional bonus time can help, as can using Salvo’s second character play Floored Bolt first. Floored Bolt- also a cost 1 range 6″ character play, causes 1 damage and the knocked down condition. Again as it causes damage there is potential for gaining momentum from Ballistas aura and of course dodges from the Swift Strikes trait (even against tough hide models as the damage is caused and then reduced). Floored Bolt has a variety of uses, from knocking a player down so that they can be hit by other character...

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Fermenting the Brewers – Spigot

Posted by on 3:00 am

Next up in the Fermenting the Brewers series is Spigot. Stats Spigot is faster than the Brewers we have seen so far, but his DEF is similar to others and ARM to balance. His TAC is pretty average, as is his INF stat; however, he does have a decent KICK, made better by Football Legend. Character Traits Football Legend – A great ability to have around, as the aura just makes kicking so much easier. Even Scum could be tempted to kick with this trait in effect. Floored – Spigot gains additional TAC when he is targeting a knocked down model, making his potential playbook results quite impressive. On the charge he is one of the only players that could get double wrap, which is pretty extraordinary. Heroic Play Time’s Called – Wow! If you have been following these posts you will know the Brewers are not the fastest team around. This play solves a hell of a lot of problems; +2 MOV suddenly means the Brewers become something to fear. The only issue is the requirement for some Momentum, so they won’t be getting this bonus early game and the entire team won’t benefit at once. Regardless, this play could be game changing if you consider Football Legend as well. Playbook Spigot has a very similar book to the other Brewers, a sprinkling of damage supported by knockdown, and access to pushes, and healthy access to Momentum as well. Plays Tooled Up – Costs 1 INF. Adds +1 DMG to a friendly model, meaning the Brewers can suddenly start hitting hard with this bonus and forces the other team to respect the Brewers a little more than they typically would. Shame they can’t do it on multiples 🙂 Ball’s Gone – Costs 1 Guild Ball (which means 2 hits). This is basically a super tackle. You get to take the ball from an opponent and give it to a friendly model within 4”. A superb play that nicks the ball and passes it before your opponent can do anything! Overall Spigot is the ball supplier for the team. If the opponent has the ball and Spigot can reach them, he will steal it (made easier with his Heroic play). He is a support piece that lets other members of his team kick better, cause more damage, and move faster. He can literally do it all, but the problem is going to be that you will want him everywhere and he can’t manage that. Deciding who and in what way Spigot supports his teammates in a turn needs to be decided early so they can get the most out of him. Want Hooper to hit something hard? Easy. Need to help Friday get the ball into the goal? Done. Doing both in one turn? Pretty difficult. Original posts can be found here...

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Fermenting the Brewers – Hooper

Posted by on 3:00 am

Next up in the Fermenting the Brewers series is Hooper. Stats Hooper’s MOV is as good as the majority of the Brewers, so nothing exciting here, but he does have a good melee reach so is more threatening than he may first appear. His TAC is reasonable, while his KICK is in that grey area of better than rubbish but possibly too low to risk a kick unless you boost it. His DEF is mediocre but he does rock some ARM to balance this out. Hooper brings an average amount of INF to the table, but unusually he can’t use much of it himself. As a result, he can’t do as much as some but he makes a decent defender. Character Traits Tough Hide – Like many other Brewers he has a Tough Hide. This reduces the damage he suffers from a play(book) by 1. This is pretty big as it is, but mixed with wraparound results it can make the really big hits score very low. Shove the Boot In – This grants Hooper additional damage when he is targeting a knocked down model. As it is easy to get KD in the Brewers, you can usually get this when he starts swinging. Heroic Play True Grit – This play removes all conditions on Hooper, which by itself is pretty powerful. Do this at the start of his activation and it doesn’t matter what has gone before (a stray barrel from Stave for instance). Then we add in some bonus TAC and he gets into a scary level of TAC. Playbook Like a lot of Brewers Hooper can usually hit some form of Momentum with his playbook while also having reasonable access to Knockdown (which helps him self-boost as well). He isn’t throwing out a lot of damage, but he has access to pushes and the all-important tackle. Plays Tough Skin – Costs 1 INF. Allows Hooper to throw out some extra ARM to a friendly model, which is always welcome. Smashed Shins – Costs 1 Guild Ball (which means 3 hits). This play reduces a target’s KICK stat by -4 and also -4” as well. Even the best striker in the game is going to suffer with this on them; there won’t be any scoring if Hooper lands this!! Overall Out of all the Brewers, Hooper is your damage dealer; if anyone is going to take an opponent out, it is probably going to be him. With a bit of set up, e.g. Spigot and Knockdown, Hooper is going to be doing min damage 3. This isn’t Butcher damage, but is still pretty scary, especially considering that with his bonus TAC a wraparound result is easier to get. He is also very effective at shutting down an opponent’s strikers; between Knockdown and Smashed Shins they are not making any fancy goal scoring anytime soon. Original posts can be found here...

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Who Cares Who Wins – A Guild Ball Podcast Episode 5 – Jumping the Shark

Posted by on 10:35 am

0-1m re Waffle (apologies for the noise – it gets better, honestly. New Technology and all that) 1m 6m50- Intro 6m50 – 27m 55 Mr, Mr and Mr 27m 55 to 1hr 11m tournament report 1hr 12 – 1hr 23 pissing competition and thoughts on Avarice and Greede 1hr 23 – 1hr 55 tourney etiquette 1hr 55 to 2hr 15 Season 2 spoilers 2hr 16 thoughts on potential union tweaks 2hr 29 – 2hr 43 min thoughts on football vs fighting 2hr 43 – sign off   Don’t forget to go to the WAAC raffle and buy your tickets to win a fully painted Alchemist team. Be quick though, it closes on the 3rd October! Podcast: Play in new window | Download (Duration: 2:46:09 — 152.1MB)Subscribe: Android |...

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Fermenting the Brewers – Stave

Posted by on 8:05 am

Next up in the Fermenting the Brewers series is the big guy Stave. Stats Stave has fairly standard big guy stats, which means his DEF is rubbish, MOV is average, and his KICK is also bad. He does rock a good TAC though (as good as Tapper) but he has no ARM and does not bring a lot of INF to the table. In short, he isn’t much to look at as far as stats go. Character Traits Tough Hide – Like many other Brewers he has a Tough Hide. This reduces the damage they suffer from a play(book) by 1. This is pretty big as it is, but mixed with wraparound results it can make the really big hits score very low. Heroic Play Explosive Brew – This boosts Stave’s Lob Barrel play to also do some damage in addition to its other effects, which is a nice bonus. Just make sure you can hit, as it would be wasted MP if you miss. Playbook Stave has decent access to Momentum across the book, with incredibly easy access to Knockdown. It is a similar book to Tapper in many ways; you are not going to destroy models in one activation, but can slowly build up as you keep knocking models down or pushing them around. Plays Ramming Speed – Costs 1 INF. When Stave advances, any enemy models he touched are pushed 2” away. This means that you play him like a stumbling drunk, pinballing down the pitch. With Stave, you can truly pick where you want the enemy to end up. Lob Barrel – Costs 2 INF. Stave chucks a barrel 6” away that creates an AoE 3 blast that knocks down all models hit and pushes them a large distance away from the center of the AoE. This is huge, as you can catch a lot of models and knock them down as well (plus damage if you used his Heroic play). Alas you can only use it once a turn, but can clear a pretty big path with a possible 8” gap between models. With this play you can really mess up models dependent on auras, etc. Overall Unusual for a big guy, Stave is not going to rack up loads of damage on the enemy, but he can take a hit with loads of HP. He is, however, the king of Knockdown and pushing. If you need the enemy disrupted or just out of the way, then Stave can get the job done. This is incredibly powerful in clearing kick lanes and just messing with an opponent’s different auras. Original posts can be found here...

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Fermenting the Brewers – Stoker

Posted by on 3:00 am

When in doubt FIRE will solve all the problems, although no one’s sure if that’s a good thing when Fermenting….it’s Stoker’s turn! Stats Stoker is as fast as the majority of the team, while his DEF is pretty average by comparison (in other words, it could be better). He does rock a much better ARM than anyone else though, but setting yourself on fire a lot probably means you also like protection. His TAC is relatively good while his KICK is nice; it’s worthwhile using him as a kicker when the occasion arises. Stoker does suffer from low starting INF but he can actually use a lot of it, so he’s one of those slightly selfish players when it comes to INF. Character Traits Tactical Advice (Stave) – While near Stave in the maintenance phase Stoker gets additional INF for the turn, which is very powerful. Magical Brew – At any point during his activation Stoker can remove all conditions on himself. This is great as it saves you Momentum points doing it the normal way. Burning Passion – This boosts his damage against models that are on fire, which links with his other plays to self-boost. Note to self: boosts are always good. Self-boosts are better. Heroic Play Human Ball of Flame – An interesting play, you basically light Stoker up and let him loose. During an advance, any models he touches gain the Burning condition. The downside is that he takes 4 damage at the end of the activation. If you can hit more than 2 players with this, go for it. Otherwise the cost to Stoker may not be worth it. Playbook I may be seeing a pattern with Brewer playbooks… decent access to Momentum? Check. Knockdown? Check. Tackle, push, and some damage? Check. They may all be slightly different, but the basics are there for all the Brewers. Plays Molotov – Costs 1 INF. Hands out the Burning condition from a fair distance away, which is always good on something that may have survived the turn otherwise. Burn the Floor – Costs 2 INF. An interesting ability that targets a terrain piece. Any model in the effect receives the Burning condition. Importantly, it also hands out Burning if entering/leaving it. It’s an odd play, as at the moment I have not seen a lot of terrain for a model stand in. However, this play becomes more impressive when you consider all the pushes the Brewers have. You can very easily light up a terrain piece, then start pushing and knocking down models into the terrain for lots of Burning. Fun image, but difficult to pull off. Flame Jet – Costs 3 INF. A target hit with this will suffer 3 DMG and also the Burning condition. Nasty, as that is a fair amount of damage. Additionally, if Stoker is near Stave he could Flame Jet and then charge the same target with bonus damage. Overall Stoker is an unusual choice as he brings plenty of Burning, but he’s the only one that gains much from it as a boost (but handing out lots of Burning is obviously funny). He is slightly different from the other team members and perhaps a bit more of a loner, with the exception of wanting to be near Stave. Original posts...

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Fermenting the Brewers – Friday

Posted by on 3:00 am

We all hate Mondays, but with Fermenting the Brewers we love Friday. Stats Friday is the fastest Brewer around, which is handy as she does not want to get caught in combat. As the ‘squishy’ team member her DEF is still pretty low, although she does have some ARM. Her TAC is low while her KICK is the best on the team. As her stats indicate, she is the striker and not the hitter, so treat her as such. Her INF is average as well, so no real surprises. Character Traits Shadow like – A free dodge when she activates means Friday is fast, fast, fast. Defence Support (Spigot) – When Friday is near the old man she gains a boost to her DEF, making her much harder to hit. Get Over Here (Scum) – Channeling her inner scorpion, she can pull Scum towards her while the cat is within 10”. The distance is only Scum’s base MOV, which means you have to be closer than the max range if you want a ganging-up bonus. Heroic Play I Shoot Better After a Beer – This is another HP that is well worth considering, as it means she is nearly impossible to hit if she tries to flee when near Spigot (only works on parting blows). It also boosts her KICK stat, which means she will have a healthy stat bump when going for a shot/pass (and it’s pretty good to start with). Playbook For a striker with low TAC, her playbook is about what you’d expect: small but with the important Tackle (which also generates Momentum). There generally aren’t any plays you’ll be worried about beyond Tackle and a push she has. Friday is also the only Brewer who can’t Knockdown. Plays Dirty Knives – Costs 2 INF or 1 Guild Ball (which means 3 hits). Reduces DEF, causes a point of damage, and hands out poison. A nice little ability, but INF can generally be spent better elsewhere unless a model only has one wound left before being taken out. Overall While Spigot isn’t the ball supplier, she is the ball user!! The ball will typically be going towards her for goal scoring. However, the opponent will be expecting that so use it against them; someone will almost certainly be marking Friday, especially as she doesn’t have access to Knockdown. Use this to your advantage; as long as Spigot is around, most team members can score. This means Friday can be used as a diversion for the real scorer. Friday can get a ridiculous KICK stat, and she is easily the best way to score, but protect her and make sure she is not completely shut down. Original posts can be found here...

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Fermenting the Brewers – Scum

Posted by on 3:00 am

The next round of Fermenting the Brewers articles is the team mascot, the angry cat Scum. Stats Scum is fast, as you would expect from a cat. Her TAC is healthy for a mascot, but her KICK is not worth considering unboosted. She is pretty hard to hit with a decent DEF and she obviously has no ARM (i.e. cat). She does not bring a lot of INF to the board, but she can go where needed with the 1 INF you will generally give her. Character Traits Shadow like – A free dodge when she activates means Scum has crazy movement ability. She can literally be where you need her at the bargain cost of 1 INF. Unpredictable Movement – A popular ability, if an enemy ends up in her melee range she gets to dodge away. Watch out for larger melee zones as she can’t get away from them. Playbook Scum doesn’t have a terribly exciting playbook but the cat has access to tackle, though it competes with her one play, and has some access to Momentum as well. Plays Hamstring – Costs 1 Guild ball (which is 3 hits). Model hit suffers -4 MOV, which hurts anyone in the game. It’s almost worth getting her to hit something. Overall You don’t want the cat in combat unless the target has already activated and you want her to help with ganging up on someone. She usually wants to be close to Tapper, as you can’t turn down the extra INF it generates. This is easily done as she can move much faster than him anyway. Original posts can be found here LINK...

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Engineers Service Manual- Ratchett and Mainspring

Posted by on 11:07 am

  Ratchet, The Maverick & Mainspring, Anti-Personal Mine No write up on Ratchet or Mainspring would be complete without frequent reference to the other, so I have written about them both at the same time. Paragraphs referring to Ratchet will have R before the title or R- at the beginning. Paragraphs for Mainspring will have an M in the place of the R, simple enough? Let’s hope so. Overviews R- Typical of the engineers players Ratchet is effective at passing the ball. Ratchet has one of the largest threat ranges for damage in the game, while also manipulating the field by putting rough ground where you want it. He also has a few other tool box tricks with support for mechanica and great synergy with Mainspring. M- Fragile, low health (actually a good thing, see below), reasonably quick and an unlikely kicker. Mainspring is a serious contender for the best mascot in season 1. Stats R- Ratchets movement is average. TAC is on the poor side with a mixed play book that has limited momentous results and moderate access to a tackle. His kick stats, like most of the engineers line up are above average for accuracy and average for range, his typical position on the pitch makes him a good passer rather than goal scorer. DEF is on the low side, ARM is average, above average HP , INF is good and he has a 1″ melee range. M- Mainspring is quite quick. His TAC is very low, but that isn’t to much of an issue. He does have a momentous tackle on one hit, but he is a mascot, so has a limited play book. Mainsprings kick stats are poor, but he has a solution to that if you need it (see below). DEF and ARM are average and INF is pretty standard for a mascot, and he has a 1″ melee range. Traits and Plays R- Ratchets trait, ‘creation Mainspring’ is a vital component to the success of the pair. For 2 momentum during Ratchets activation you can return a taken out Mainspring to play, placing him in base contact with Ratchet. It is important to note that opponents do not get VP’s for taking Mainspring out after he has been returned to play using this trait. ‘Creation Mainspring’ can be used to return Mainspring in the same turn he was taken out, but if he was activated before he was taken out he won’t get a second activation. It does however mean Mainspring will be around for influence generation for the next turn, or that you could potentially over heat Mainspring twice in one turn, though that would be very situational. M- ‘Overheat’ Mainsprings character trait, which triggers when he is taken out has a down side and many upsides. The downside is that 12-2 is as good a score as Engineers will likely get, as you will concede 2VP the first time Mainspring is taken out. This can be a pain in tournament play as it affects your VP difference and therefore ranking. The upsides, this trait is a damage source that no one can defend against. As Overheat is a character trait (3″ pulse that causes 3 damage and the fire condition); high DEF, ARM, cover, tough hide, clone, all count for nothing....

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