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!
This weekend just gone I headed up to Northern Ireland for my second Guild Ball tournament. This would be my first as a proper player, since I ran the first tournament as a Pundit – the Guild Ball equivalent of Pressgangers – a couple of weeks ago in Dublin. This one was to be in Newtownards (or “Ards” as everyone calls it), a couple of miles outside of Belfast in the North Down Wargaming Centre. My wonderful fiancée drove us both up, while only making very occasional mention of how I had persuaded her to come up North on the basis that it would be a romantic weekend, when I would in fact be spending all day Saturday in a room full of dudes playing with fecky little men. She’s classy like that. After a nice Friday night of meeting friends and eating good quality buffet food, we drove out slightly late to Ards the next morning. We were still the first there, apart from the shop owner and my Pundit counterpart Rick. In the end the tournament got eight people, which was pretty good going. My fellow countrymen from the Republic (or “down South” as the locals refer to it) had flaked out and some others from Portadown didn’t make it, so the Guild Ball scene looks like it’s going to get bigger and better…as soon as we can rely on people to show up! I’ve seen other people take pre-bookings which might be a good idea in future to assure attendance. Anyway eight was a pretty good showing, it meant we would have a proper 3-round tournament. We were playing the “Local Friendly” tournament format, which is outlined in the Organised Play Document. This meant we would pick a 6-model team and stick with it throughout the tournament. We were playing 50-minute deathclock. Once the time ran out we would have 2-minute activations, and after each activation we would grant our opponent 1VP. In our previous tournament myself and Rick went 12-11 to me in our very first Pundit-Off. Coming at the game as a Warmachine player, I think this version of Deathclock is much better, but granting a Scenario Point to your opponent would be a bit weird! Anyway I had to pick a list. I was playing Masons (to whom I have already begun to cleave like unto a new spouse; I have a problem, it’s called faction loyalty) and I had also brought two unpainted Union players, but since there was a painting prize I was eager to make a team composed of my painted models only. Another consideration was the field of teams. I knew there would be at least one Alchemist player coming, so that meant Harmony was out. The reason for this is that she has an ability called Scything Blow, and their team captain Midas can copy that ability. While Harmony gets to use it on 5 hits, Midas can use it on just 1. Scything Blow is particularly nasty when you’re on the receiving end, so I made a team of the remaining six Masons players: Honour, Marbles, Flint (so dreamy), Brick, Mallet and Tower. I also had the benefit of knowing who my first match-up would be, so I could begin to play...read more