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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!

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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Meat the Butchers – Princess

Posted by on 3:12 am

Original post can be found HERE Next in the Meat the Butchers series is the most loyal of mascots…..Sorry did I say loyal? I meant vicious, perhaps slobbering. Todays post will be looking at Princess. Stats She is pretty fast with good base MOV of 6″/8″ which means she doesn’t need INF to keep up with most of the team. Her TAC of 4 is average while we won’t mention her Kick stats, although the image of a dog humping the ball into the goal is hilarious. Her DEF of 4+  isn’t too bad and surprisingly she also has ARM 1 as well. Not bad as things go. Character Traits Loved Creature – A few mascots have this, basically if she dies you want it to happen early in a turn! When she does get taken out she grants you 2 MP and also all models gain +2 TAC and extra +2″/+2″ MOV which is very nice in a team like Butchers. Playbook Nothing to major on her playbook, although she can generate momentum with almost any result. Which is handy plus she can tackle (I will let that image settle 🙂 ). Plays Blood – Costs 1 Guild Ball (equivalent of 2 hits). The target model gains the Bleed condition, which is nasty but also the condition Butchers like. Rabid Animal – Costs 2 Guild Balls (equivalent of 3 hits). This hands out a big negative to MOV (-4″/-“4” is very nasty) and it also hands out poison! Overall Nice doggy this one, take your arm off she will. Like her master (Ox) she is a bit of a force multiplier as if she dies that is good if you have things left to go but also she has relatively easy access to Bleed which we will see helps a few of the team members. She also grants Brisket Attack Support within 4″, for an extra +2TAC, and gives Boiler an Assist while engaging the same model, for +1 TAC but also critically +1 DMG on all playbook damage results. Boiler can get pretty mean while Princess is beside him!...

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Meat the Butchers – Brisket

Posted by on 7:53 am

Original post can be found HERE Next in the Meat the Butchers series is the star of the show, the striker for the Butchers: Brisket. Stats She is pretty fast at 6″/8″ compared to some of the other members of the team. She can leave Boar and Ox behind, though this might sometimes leave her exposed. Her TAC of 4 is below average for the team, while she has the best Kick stats of the butchers currently both for dice pool and range at 3/8″. Her DEF of 4+ is average but she does have Charmed and 1 ARM to help with that, her INF stats are also pretty average at 2/4. Character Traits Unpredictable Movement – When an enemy model gets into her melee zone she can make a 2” dodge move. This makes her very hard to pin down, however it is only once per turn so a clever opponent will force you to take it early and leave her high and dry so be careful. Charmed – If a Male attacks her, her DEF gets a bonus. Again a nice little bonus to have, and the balance between males and females means she can be pretty well protected from a lot of models. But don’t bank on it all the time. Attack Support – When she is close to Princess then she gains extra TAC, which is pretty good as it is a pretty big boost. Playbook Almost to reiterate the feeling that Brisket is the superstar of the Butchers, every column in her playbook has the potential to generate momentum! Her damage starts low but as we have seen buffing damage is not an issue for the team! Plays Super Shot – This boosts her Kick stats to make her pretty accurate and is a shining light in goal scoring, in a team that just hurts people as standard. Dirty Knives – Costs 1 Guild Ball (equivalent of 3 hits) or 2 Influence. A targeted enemy takes a hit to their DEF, takes a point of DMG and also gains poison. Pretty nasty for something that has reasonable range on it. Again buffing friendlies by debuffing enemies is great way round a lot of models. Overall She is the goal scorer for the Butchers and she is pretty good at it! Don’t be afraid to use her in that way as the rest of the team can deal with stomping teams into the dirt. Let her hang out by the goal, ready for the off chance that you can get the ball to her! Once in a goal scoring position, she will generally not let you down!...

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Welcome To Guild Ball Informer!

Posted by on 7:50 am

Hi Guys and thanks for checking us out! Welcome to Guild Ball Informer – Hope you enjoy this small video giving you a rundown of the dedicated Guild Ball YouTube channel bringing you content for this brilliant game! From battle reports and tactics videos to our brand new how to play series ‘Guild Ball 101’ Check out the video and please subscribe to the channel it helps alot and check out our existing content and let me know anything you guys want to see!! Happy Guildballing...

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Meat the Butchers – Boar

Posted by on 3:00 am

Original post can be found HERE. Next in the Meat the Butchers series is the Big Man – Boar. Stats He is the slowest moving Butcher at 4″/6″ which makes sense for something so big. His TAC of 8 is huge, he has scary amount of it although his Kick stats do suffer as you would expect, at 1/6″. Like all big monsters he has very low DEF at 2+ but unlike others he has no ARM. He does have some healthy HP of 22 and ways to keep going. He generates 1 INF and can use 1 INF, so basically the most efficient model around. As to why we shall see from his traits. Character Traits Bezerk – If he damages a enemy model he can make an additional attack without spending INF (this is not an infinite loop). This means he is self-reliant on himself and no-one else really. Furious – He gets to Charge without spending INF. This means he can generate a good number of hits during his activation with little INF around. Regenerate – At the start of each maintenance phase he heals 2 HP. This is on top of his vast number of HP to start with. He will keep ticking unless some serious effort is put into taking him down. Playbook He has a pretty full playbook, with plenty of damage around plus all non-damage results are debuffs (knock down or his plays) with a bit of pushing in there as well. You need to get over eight hits before you get a wrap-around but on the charge this is not impossible! Plays Hamstring – Costs 1 Guild Ball (equivalent of 3 hits). This hands out a big negative to MOV -4″/-4″ which means generally they won’t be getting away from him. Concussion – Costs 2 Guild Balls (equivalent of 8 hits, but you’re doing 4 damage too!). Target loses a point of INF they have on themselves. Incredibly nasty in a resource management game! Overall A self-reliant monster that takes his one INF and goes on to try and generate more as he goes. He has the potential to create 4 attacks from that 1 INF so he can be scary. He comes with some nice debuffs as well, which just adds insult to the injury he causes. Like a lot of the big men he makes a great target for team buffs as he is pretty straight forward: STOMP!! Always remember you don’t need to move first a la Warmachine and Hordes. You can knock something down freeing an engaged Boar up to get his free charge.. 😉...

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Dublin Super League – Alchemists v Masons

Posted by on 6:15 am

One of the other Pundits in Dublin suggested that we start a league to get people playing more Guild Ball. Eleven of us signed up, one more joined, and now we have two divisions. Exciting stuff! We play one game every two weeks, and my first game was against Eoin (another Eoin, it’s a common enough name for our generation) playing Alchemists. Eoin came over to my flat, and in the sweltering 19 degree heat with 2 tables borrowed from the montessori school downstairs, we played our first game. I’ve gone with Masons, even though I now own the guts of four teams I’m starting to feel good and loyal already. The league format gives us a roster of 8 players from which we pick 6 each match, so my line-up is as follows: Honour, Marbles, Mallet, Flint, Tower, Brick, Harmony and Minx. After my roster was locked in I saw the glory that is Decimate, but that’s for next league I suppose! For last night’s game, I was wary of Midas’ True Replication, so I decided not to bring Harmony. I’ve also been finding her quite fragile, and I didn’t want to be giving away any easy take-outs, so my team for this game was Honour, Marbles, Mallet, Flint, Tower and Brick, the same as up in Ards. There was still the potential horror of Midas copying Where’d They Go from Flint, but my initial plan was to keep far enough away that he couldn’t do it. Eoin’s team is Midas, Flask, Vitriol, Mercury, Calculus and Decimate. In the photos they are represented by various Star Wars miniatures because his Alchemists are being painted right now. For ease of identification, they are as follows: Han Solo (Midas), Tusken Raider (Flask), some sort of bounty hunter (Vitriol), Lando Calrissian (Mercury), Hobgoblin (Calculus) and Decimate (Decimate). We draw our plot cards. I get Make A Game Of It, Man Down and Man Marking. Eoin gets Miraculous Recovery, Protect Your Balls and Keep Ball. I win the roll, and elect to receive. Midas kicks the ball up. Game on! Turn 1 – Honour Quick Times herself and charges Midas, who uses Unpredictable Movement to move back. D’oh! – Flask moves up, drops a Smoke Cloud on himself. – Tower jogs up, passes the ball to Mallet, he fails but the ball ends up on Flint. He then tries to Shutout Midas to no effect. – Decimate sprints. – Marbles uses Tooled Up on Brick, jogs up. – Calculus jogs up. – Mallet sprints. – Brick jogs laterally. – Mercury sprints forward, Fire Blasts Mallet. – Flint sprints up, passes the ball to Tower who dodges in behind Mallet. – Midas uses True Replication to copy Where’d They Go (I had forgotten my plan to keep Flint away from him), attacks Flint, gets a momentous Guild Ball result and uses Where’d They Go to end up next to Tower. Right, so the first turn could have gone better! I could have remembered Unpredictable Movement and not wasted Honour’s activation, but that was just a brain-fart on my part. It looks pretty likely that Midas will get the ball off Tower next turn. I can just hope that I get the first activation and can use Shutout on him to grab the ball...

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Guild Ball Tonight Episode 18 : More Canada than Usual

Posted by on 7:32 am

Episode 18 : More Canada than Usual August 11, 2015 New Union Starter [5:40] GBT Goal Coins [13:22] Veterans Contest Reminder [17:58] Retailer Update [19:01] New Concepts: Truffles and Pin Vice [21:01] IGG Mat Update [23:28] Match Report (w/ “Midas”) [26:20] Interview With Jamie P [47:09] Twitter Asks: What animals for new mascots? [1:19:28] Favorite player not named Flint (or Midas)? [1:28:35] Best in-game moment [1:36:49] Interview with Adam Tremblay [1:40:30] Podcast: Play in new window | Download (Duration: 2:01:10 — 55.5MB)Subscribe: Android |...

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Meat the Butchers – Ox

Posted by on 4:00 am

Original post can be found HERE Todays post will be looking at Ox, the head honcho of the Butchers. Stats As a leader he is not too bad across the board. His MOV of 5″/8″ is average for a heavily set gentleman. His base TAC of 7 is pretty good, he should be able to get some decent number of hits to fire up the playbook, particularly when charging. His kick of 3/6″ is not impressive there are better captains for kicking with, both with distance and dice pool. His DEF of 3+ is in that average range too, however he does have 1 ARM to help counter act this. Finally he is generating a lot of INF at 4/5, like all captains but he is also not too greedy about taking it off others. He has a low melee reach at 1″ so will be easy to lock down for some opponents, although he probably won’t be locked down for long. Character Trait The Owner – All friendly models gain +1 DMG to character plays or via the playbook. As it is an Aura he also benefits from this. Butchers hurt people, this helps. Legendary Play Get’ em Lads! – Another aura play that is the same as The Owner plus it hands out -1 ARM to enemies. This is incredibly nasty as stacked these grant +2 DMG for a turn in a reasonably large bubble. Literally there is going to be dead space around Ox as no-one will want to be near him. Playbook Ox has a good mix of plays he can do with his playbook. He has a reasonable number of momentum gaining choices which is great. While being very good at moving around, he also has a good chance to knockdown a model with only 4 hits needed. Plays Tough Skin – Costs 1 INF and allows him to increase the ARM of a nearby friendly model. But unfortunately he can only do it once per turn. They Aint Tough! – Costs 2 INF or 1 Guild ball (equivalent of 2 hits). This hands out -1 ARM to target enemy. Butchery – Costs 2 INF or 2 Guild ball (equivalent of 7 hits). Friendly models gain +1 DMG to target model for playbook damage. Overall He is a great force multiplier for the Butchers. On a given turn he could be granting +3 DMG and -1 ARM reasonably easily to him and his team. Then the minimum damage a model can takes goes from 1 to 4!! They are going to take models out quickly! As he generates lots of INF but doesn’t use much more you can play he efficiently! He sets models up to be pounded. He doesn’t necessarily need to do the pounding himself. As he is the force multiplier you need him to go early or after a model you want out of the game has activated, then simply set up and stomp. –...

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