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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 – 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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Who Cares Who Wins A Guild Ball Podcast – Episode 4 – The one like Vincent Benedict

Posted by on 5:16 am

  This is the second half of our experiment to see if we could record two episodes at the same time. Turns out we can technically but we wont be doing it again!   0 to 0:1m 50 Waffly Intro rubbish 1m50 to 17m 45 Mr and Mr 17m 45: 1hr 1m Momentum 1hr 1m to 1hr 2m sign off   Podcast: Play in new window | Download (Duration: 1:02:05 — 42.6MB)Subscribe: Android |...

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Fermenting the Brewers – Tapper

Posted by on 3:00 am

Welcome to the next round of Team Talk posts, this time we are going with Fermenting the Brewers. I promise not to use to many drinking puns….Hops springs eternal! First up as always is the captain, Tapper! Stats Tapper is pretty average as far as his stats go, to be honest. MOV is standard, perhaps a little slow if you are moving at the low end; he does have a good melee range so his threat is greater than it first seems. His TAC is as healthy as you expect from a captain, likewise his KICK is not bad – he is certainly a capable kicker. His DEF is on the low side but is balanced by ARM (and Tough Hide). His INF is also a little low for a captain but is easily increased by a cat… Character Traits Tough Hide – One of the characteristics of the Brewers is that they have a lot of Tough Hide. This reduces the damage they suffer from a play(book) by 1. This is pretty big on its own, but mixed with wraparound results it can make even the really big hits score very low. Tactical Advice (Scum) – Tapper listens well to the cat, which will boost his INF for the turn. This helps his mediocre (for a captain) INF. Heroic Play Old Jake’s – For the cost of an MP, Tapper can boost any of his team with extra INF. It’s only +2, but it can be clutch when you assign incorrectly or you feel a player will unexpectedly need more. Old Jake’s allows for a very forgiving way to play with the Brewers (assuming you have some Momentum, of course). Playbook Tapper has a reasonable playbook, with decent access to Momentum (only 1 hit doesn’t have it). He is not going to do a lot of damage himself, but can gain access to his plays easily enough. He also has access to knockdown (and it’s easier than tackling). Plays Marker Target – Costs 1 INF or 1 Guild ball (which is 1 hit). This play allows friendly models to gain a boost to their Charge range. This really helps out a lot of the crew as they are not the fastest. Commanding Aura – Costs 2 INF or 2 Guild balls (which is 5 hits). This is an amazing ability that grants Tapper a +1 TAC and +1 DMG aura against enemies. It’s a reasonable aura that can be a pretty impressive force multiplier if you’re able to catch a few enemies in it. Overall Tapper isn’t going to be knocking heads together on his own, but he will grant a few bonuses for your team. Get him into a cluster of enemies and his plays really come into their own. Commanding Aura will hurt teams if he can catch a few of them; remember, if you don’t have any other use for the INF at the time, he can do it for free via his Heroic play at the cost of a Momentum. A bit like Ox from the Butchers, he makes a very good force multiplier for your team, but he can also make a great ball stealer (tackle and knock down) to get the ball where you want it. Original posts can be found here...

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Meat the Butchers – Team Talk

Posted by on 3:00 am

The final cut of this series is the tactics, so time to mince up the individual articles… shame I couldn’t get one more pun in there! The aim of this post is to point out some of the synergy within the Butchers. Let’s look at the Master Butcher first, as he greatly enhances the rest of the crew. On a given turn he can boost the crew to be doing +2 DMG, but still gang up on an opponent if you can. If you team up on one that has already activated this jumps to +3DMG as long as you get your playbook result, which is easier on the charge. Most turns he can also keep -1 ARM on one opponent with his Character Play BUT you won’t need it when using his Legendary play. At the moment I believe that just the -1ARM is fine in the majority of cases; -2 ARM doesn’t benefit much unless you are going for a heavy target that will generally also have lower DEF anyway. It becomes a balancing act between damage versus more hits not being removed by the ARM. Boar loves the fight the captain brings, and you will probably see these two working together a lot in games (see the story in the rulebook). Boar is VERY influence efficient but he becomes extremely scary near Ox. Due to his high TAC and ability to get 4 possible attacks a turn under Legendary play terms you can easily be looking at anything from 16 to 28 damage being generated by the big guy. This is before we think about adding in Ox’s character plays as well. Boar can take out 2 of the squishier models in one turn if the enemy clusters too much. It is worth mentioning that due to the way the movement rules work it can be VERY hard to pin Boar down. He has easy access to Knockdown so it’s simple enough to beat something up, then knockdown and charge out. Princess hands out bleeding that both Meathook and Boiler love, so keeping the mascot close to these players would be helpful. Furthermore, both Brisket and Boiler gain some great bonuses when near the pup, so you will need to balance between helping your goal scorer OR your young lad who loves cutting. The ladies of the team work well together as they both have decent Kick stats, and Meathook loves conditions for one of her plays. Brisket, as well as Boiler and Princess, has one of the ways to get a condition onto the opponent. Shank is your lone horse at the back, as not many opponents are getting through the Butchers front line without taking some damage. Shank becomes very dangerous in this role as it allows him his bonus for charging. He gives you a great way of tying up models from across the board due to his large melee range. What makes him even more dangerous is that he has a relatively cheap (big) dodge as well, which means he can almost reach something halfway across the table. Now that is FAST! Keeping this mind, Shank can be a force multiplier with his Thousand Cuts play, as something taking that amount of negative to its DEF is going to be in a...

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Engineers service manual – Ballista

Posted by on 7:13 am

    Ballista, Lord Artificer, Engineers Guild Team Captain Overview Ballista is essentially a tool box, team support captain. Slow, but dependable, with the tricks to get around most situations (even the being slow). Ballista is a tough nut to crack, a capable goal scorer if he can get the range, but perhaps most significantly among his abilities is the possibility of generating momentum without attacking your opponent (in melee that is). Stats Ballistas movement is essentially average, his ‘slowness’ has more to do with the needs of his aura than movement stats (more on that aura later). He has a decent TAC, supported by a play book that centres around pushing. His kick stats, like most of the engineers line up are above average for accuracy and average for range. DEF is on the low side, ARM is average, INF is reasonably good and he has a 1″ melee range. Ballista has 18 hit points which, coupled with tough hide, makes him one of the toughest players to take out. Traits and Plays So what is it that Ballista does? In a nutshell, board control and momentum generation. Momentous inspiration, Ballistas aura is possibly the most memorable thing about him (Deadbolt and Mine field are pretty tricky to forget too). This 4″ aura means that when a friendly model uses a character play that hits and damages an enemy model they generate a point of momentum too. This tends to cause Ratchett and/or Salvo to hang around Ballista, but the upside is that engineers can often get the first activation on turn two and if the opponent doesn’t commit to generating momentum themselves then you can keep this advantage. Once you opponent does commit however, you will find that you need to do some work in melee yourself if you want to stay on top of momentum generation. It’s also worth remembering Gutters Chain Grab would benefit from Ballistas aura. It doesn’t need much coverage, but Ballista has tough hide, so aside from poison slowly ticking his hit points down, he is a tough nut to crack. Ballistas play book, character plays and legendary play offer a series of threats and tools to allow the engineers to control the positions of players, both friendly and enemy. His play book features plenty of momentous pushes, a reasonably accessible knock down and a very accessible momentous tackle at the first column. There are some damage options and a momentous knock down, but these are less regularly used, unless you just need to finish a model off or hit exceptionally well. Perhaps the most commonly used character play, Deadbolt, is essential to making the most of Ballista. This character play has a range 8″ (13″/15″ threat if you jog/sprint first), at a cost of 2 influence you get a reliable and cost effective play that not only knocks down the target and pushes them up to 2″, but also does 3 damage (+1 more if the legendary play is up). So long as it hits Deadbolt will also generate a point of momentum thanks to Ballistas aura. Dead bolt is a once per turn play, as are both of Ballistas other character plays. Ballistas second character play that deals damage is more situational, but very useful none the less. Flurry with...

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Meat the Butchers – Meathook

Posted by on 3:00 am

The last (though certainly not least) member of the season 1 Butchers could be the most unhinged one, which takes some doing. She seems to enjoy the crazy – its Meathook time. Stats Meathook is fast, alongside the other nimble members of the team. Her TAC is pretty good and her Kick stats are on par with Brisket, which gives you access to a second striker if you want to play like that. Her DEF is average and she lacks any ARM protection. Her INF is possibly the worst among the Butchers, as she only gives 1 to the starting pool, BUT she can take up to 4 so she is a very selfish model to have on the board. Character Traits Smell Blood – Grants Meathook a bonus charge movement if the target has the Bleed condition. She also gains +1 DMG when damaging a model with the condition on it. She almost self-buffs herself in that way. Crucial Artery – Regardless of what damage she does, Meathook causes the target to also suffer the Bleed condition. Heroic Play Sanguine Pool – This is a small pulse around her that hands out -4 MOV and a point of damage to enemies that have a condition on them. If you can get a lot of Bleed on the board (or Knockdown) then this is very nasty! Playbook Meathook has decent access to momentum in her playbook, and unlike other Butchers she has 2 separate Tackles. Like Boiler, her ready access to Bleed makes her damage output look low, but it is easily supplemented. Plays Tooled Up – Costs 1 INF. Target friendly model gains +1 DMG to their plays, but can only affect one model per turn. Scything Blow – Costs 1 Guild Ball (equivalent of 5 hits). All models in her melee range (only 1”) take 3 DMG. Can be very nasty BUT as she only has a small area of effect it’s not as powerful as it could be! Overall Meathook is a funny one. She is incredibly selfish with her INF but also has some nice self-buffs. She’s a nice back-up for Brisket, but also a different defender from Shank. She has almost the same threat range but is dependent on the Bleed condition. On the other hand she has more access to Tackle, which can be very important. A tricky model to use and I think one of the harder choices to pick. Original post can be found HERE...

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Meat the Butchers – Boiler

Posted by on 3:00 am

Next up we have the pup of the team, Boiler, and his bloodlust that he doesn’t know about. He’ll be scary if he survives and grows bigger!! Stats Boiler is pretty fast compared with some of the other members of the team, so you need to hold him back sometimes. His TAC is decent, but the young lad is equal to Shank as far as kicking goes. His DEF is average but he does have ARM to help with that, while his INF stats are also average. Character Traits Anatomical Precision – When attacking an enemy model, they suffer -1 ARM. The little lad knows where to hit! Crucial Artery – Regardless of what damage he does, the target will also suffer the Bleed condition. Assist – When he is engaged with the same target as Princess, he gains extra TAC and DMG to his Playbook damage. Playbook Not that exciting, but he does have access to KD. Although his damage output is low, with the addition of Bleed he can actually generate some big indirect damage. Plays Swift Stance – Costs 2 INF. Target friendly model gains bonus to DEF. This will help any model in Butchers, even Boar. Marked Target – Costs 1 INF or 1 Guild Ball (equivalent of 1 hit). This can only been done once per turn, but grants a boost to Charge MOV against the chosen target. Overall Boiler is an unusual model in that he isn’t as straight forward as some other Butchers, so you need to work with his abilities. Hand out lots of Bleed and make sure he keeps Princess close by. Generally he is a support piece to start with as he boosts other team members DEF, but when boosted he can become like Boar but harder to hit! Original post can be found HERE...

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Mob Football for Dummies – A Basic Primer to Guild Ball

Posted by on 3:00 am

By now you may have heard of this little thing called Guild Ball. But what exactly is Guild Ball? Well Guild Ball is a tabletop skirmish game funded initially through Kickstarter by Steamforged Games where Guilds (and the nefarious Union) battle it out during a game of Medieval-Style Football. And when I say “Football” I mean proper football where the ball is handled with the feet, what most people outside of the UK call ‘soccer’. I thought I’d write up a little primer on the integral parts of the game that a new player needs to be aware of going into a full game. Most of the stuff here are things that a regular player will scoff at as basic but are sometimes points of confusion for people who have never played or have only taken part in a quick demo game. I’m thinking of the folks who look at tactics posts or skip to the newest Guild Ball Tonight podcast (which is very much worth a listen by the way) and find nothing but gibberish. So what things do newbies need to be aware of before diving headlong into the game or dismissing it before looking properly? Firstly, there’s a few things to know before even picking up dice or a mini: This is not a typical Kickstarter release. I’ve had a number of people just dismiss Guild Ball simply because it was ‘done through Kickstarter’. There’s been quite a few attempts to fund niche tabletop miniature games like this through Kickstarter that have been total busts or received little to no support after the campaign that has soured some gamers’ expectations. This is NOT one of those games. Steamforged & the player community has carried on supporting the game through forums, conventions, online & brick-and-mortar stores, podcasts, blogs and now through the newly forged Pundits (their version of Press Gangers, Wyrd Henchmen, Spartan Vanguards, etc.). They have their own organised play document and plans are in place for new Season 2 releases & a casual league guide. It may still be in its infancy but this game has legs thanks to a solid ruleset, great minis and one of the most invested communities in gaming. We’re getting posting space on MoM so we must be doing something right… This isn’t Blood Bowl. This is a full tabletop skirmish game, with normal D6s & templates & tape measures. No grid, no special dice. Any preconceptions you might have based on Blood Bowl are probably wrong. If you think of Guild Ball as Warmachine & Hordes with a ball & goals as the scenario you’re closer to the truth. It is after all designed and play tested by competitive Warmachine & Hordes players. It costs nothing to give it a go. Literally nothing at all. Sure you can buy a full team with all the tokens, dice & a fancy new print rulebook (which is what tends to happen once people try it out) but if all you’re after is a quick taste or a casual game you can head over to guildball.com to find everything you need to play free to download.   That’s right, everything. Free. The rulebook, player stat cards, tokens, templates & even paper doll standees for you to print out to represent players.   So...

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Meat the Butchers – Shank

Posted by on 3:00 am

Original post can be found HERE In a team full of nutters, surely Shank is just a little bit creepy? We shall see. Stats Shank is average as far as things go for his MOV of 5″/8″, but his TAC of 6 is reasonable. This does mean that his Kick is poor at 2/6″, not as bad as Boar but not much better. His DEF of 4+ is average and he suffers from no ARM; his INF stats are also pretty average at 2/4. Character Traits Damaged Target – When charging a damaged model Shank gets a boost to his MOV of +0″/+2″. With his 2” melee range he can reach a lot of the board. Playbook Everything but the guild ball markers at 3 and 5 hits, Shank generates momentum like no-one else on the team. He is also very good at moving around, including access to a lot of dodge moves. Plays Where’d They Go? – Costs 1 Guild Ball (equivalent to 3 hits). This play allows Shank to Dodge a huge distance of 4″, but he can only do it once a turn. Thousand Cuts – Costs 3 Guild Balls (equivalent of 5 hits). This play hands out a nasty -2 DEF plus a token 1 DMG, which can be augmented by Ox’s aura and Legendary Play. Good if you can get it against high DEF players! Overall Shank makes an excellent defender later in the game as the opposition starts to take damage from the rest of the crew. He can really be anywhere on the pitch you choose for him (if he can charge, which is easy with Where’d They Go?). He also makes a very effective momentum generator as well; even 1 hit will get you some Momentum. You have the choice of getting him in early and generating lots of MP for the rest of the team or use him as a fixer, charging around and blocking the opposition....

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