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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!

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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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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