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!

Road to War Episode 31- A Warmachine & Hordes podcast

Posted by on 3:15 pm

Road to War We talk about Lock and Load, Wargames Con, and Convergence list building! Email us questions at aroadtowar@gmail.com or on twitter at @roadtowar Podcast: Play in new window | Download (Duration: 1:39:13 — 45.4MB)Subscribe: Android |...

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MoM’s Podcast #60

Posted by on 12:58 am

  MoM’s Podcast #60 — A Warmachine and Hordes Podcast Topics:   Timestamps: 0:00:50 = News and Announcements 0:06:00 = Lock N Load Masters: Part Deux 0:43:05 = Lightning Round   Podcast: Play in new window | Download (Duration: 1:01:51 — 28.3MB)Subscribe: Android |...

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The KillBox Episode #6

Posted by on 6:22 pm

Sorry for the camera this week (forgot the tripod) but we still got some sweet topics! 1:55 – Accessories of Warmachine 38:00 – Troll list discussion 53:00 – Salt Bag of the Week 1:00:00 – What we are working on Podcast: Play in new window | Download (Duration: 1:14:55 — 137.2MB)Subscribe: Android |...

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Nemesis: 13 – Cryx vs. Clocks, On Angels and Dennys

Posted by on 4:43 am

“You cannot fight against the future. Time is on our side.“ W.E. Gladstone Tick. Tock. Tick. Tock. Now we’ve seen the faction of the clock. Cyriss has been released to fanfare and fandom at Lock and Load. The limited release faction has been met with a mixture of feelings from Mweh the models won’t ever be released to Mweh they are going to break and end the game. I actually think they are startlingly well balanced. Since Gargantuans, Privateer Press has been kicking their game design and balance chops into overdrive, in my opinion. They are though, a battlegroup faction, with a bit of a melee bent. So they are, almost by definition, Cryx bait. This week I’m going to try to build lists that I think will have a solid Cryx game with them. The Lost Boys Lucant is your worst bet. He does have purification, to hopefully get rid of those pesky crippling grasps and parasites, but the combination of his spells, abilities and playstyle doesn’t really lend itself well to facing off against Cryx. A mass of high Arm, shooting resistant, valuable models are the definition of Cryx bait. Lucant will be seen with probably a Prime Axiom or a Cipher and some Conservators, with a unit of Reciprocators around a galzaniser and an enigma foundry invincibly tarpitting. That’s not a good cryx plan, though likely to be a pretty common Cyriss list. Axis has some interesting tools. His feat and the razor wall spell are very potent in this matchup, but he will probably play very far forward, and be relatively susceptible to Deneghra, Lich, Terminus assassinations. The Rat 2 on his jacks I feel hinders his ability to build a serious dedicated Cryx list. You would certainly want the full FA of clockwork angels if you do, then maybe obstructors and some medium infantry, I’d recommend a conservator, but I think I just love that guy. I’m not going to try to eck out a great list for him here though. Hammer pants, Hammer pants, oh hammer, hammer, hammer, hammer pants. Children of the Mother Iron Mother Directrix and Exponent Servitors, 4 warjack points -Monitor, x2, 8 points each -Assimilator, 8 points -Modulator, x2, 6 points each -Corollary, 3 points -Diffuser, 3 points Optifex Directive, 2 points Reductors, full unit, 6 points Attunement Servitors, x3, 2 points Reflex Servitors, x3, 2 points This is list is fundamentally a jack-wall, gunline. It is a lot of heavy jacks to put up against Cryx, but it’s goal is to clear models fast and hard with ranged weapons. The modulators are your front line. They will move in, fire their two now range 13” guns, preferably at imperilled units, then one will retreat with tac supremacy. This should give you two turns of shooting with at least one of them, possibly both. Then they get hit with weapon masters, and probably another 2-3 die. This doesn’t seem like a great trade, but you’ve probably already done a considerable amount of work and they cost 6 bloody points! Satyxis raiders and backlash are a very real danger to these guys though. It is well worth running and exponent servitor, or your diffuser forward in order to arc spells to snipe their leader. Be wary when using the optifex...

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MoM’s Podcast #59

Posted by on 11:59 pm

  MoM’s Podcast #59 — A Warmachine and Hordes Podcast Topics:   Timestamps: 0:01:40 =Enter the Dojo 0:29:15 = Lock and Load Masters Review (Day 1)   Podcast: Play in new window | Download (Duration: 1:37:25 — 44.6MB)Subscribe: Android |...

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How to Train your Warjack: Voice of the Voiceless 2

Posted by on 8:36 am

This week, I will mostly be talking about animal communication, and how this can give some guidelines for how ‘jacks might communicate via venting steam, clanking machinery, and other “vocalisations”.Just a quick one, because I’m preparing to defend my thesis in… er… 18 hours…   Communicative signals are intentional behaviours which carry meaning – that is, information that corresponds to the environment is some way. These are distinct from informative signals, which are not intentional. Body posture and other body language is usually informative. Another example is a bird flying away when it sees a predator – other birds in the flock can still use this information, but it’s not actually communication.  Also distinct from communication is language. There’s some debate on exactly where the line is, but the usual suspects that distinguish language from mere communication are reflexivity (communicating about language with language), displacement (communicating about things that are not here and now), arbritrariness (the meaning of language is unrelated to its formal properties), cultural transmission (the meaning of a sound varies by culture), productivity and generativity (language users can recombine sounds for new meaning in a way animals can’t.) The reason that I make this distinction now is that I don’t believe warjacks to be capable of true language – they’re restricted to communication. The systems they use for this can be very complex. For example, bees use a complex “waggle dance” to communicate the location of food to other bees. It appears to have grammar like properties, using speed to indicate distance and angle relative to the sun to indicate location. However, they cannot create novel sentences – the waggle language, however complex, never incorporates new waggles. However, we’ve established that we like the idea of warjacks learning, so some room for innovation is needed. Just not on the level that humans can acheive. Animal communication transmits simple information. I’d limit warjack vocalisations to basic emotions and basic states of the environment 1) Presence of a threat – anger or fear. Probably not fear for itself, but for its master/master’s friends. These two vocalisations should be similar enough in type (both steam, for example) but a different pitch 2) Frustration – when the ‘jack wants to do something but isn’t allowed. This should be of the same type as the anger signal (i.e. steam vent if anger is a steam vent) but at a different intensity, pitch, and/or rhythm. 3) Joy – on an animal level, joy means you just got reinforced for something, and nothing is threatening to take it way. This should be a different type to the “danger” vocalisations above. 4) Relaxation – the end of a stress cycle comes with a massive winddown – after the fight or flight, a long, drawn out, sigh-like version of the “joy” signal. Pretty much everything else should be some variant of this. Warjacks have no need for food signals – they’re all about the stress-cycle of battle. For labourjacks, they should express mild versions of this for their longer, but lower intensity, stress-work cycle. Maybe with some added singing, because I like the idea. They should, however, be able to communicate (probably with hand gestures) to other labourjacks they work with, or indeed other people. But that’s more of a body language thing – unless there’s a falling bit of masonry to...

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Crippled System Episode 25: 8 is enough

Posted by on 8:50 am

In this episode we talk a little about warmachine. Special appearence by Keith Jim Marshal and Jordan. Slight recap of Alt qualifier in chicago. We blame the presence of a Muse member for us going over 2 hours 🙂 Hosts: Andy W, Nathan H, Jeremy S, Brian G, Keith C, Marshal W, Jordan B, Jim B Timestamps coming soon. Our YouTube channel http://www.youtube.com/crippledsystem email us at podcast@crippledsystem.com Like us on Facebook! Follow us on Twitter! Follow @CrippledSystem Podcast: Play in new window | Download (Duration: 2:14:50 — 92.6MB)Subscribe: Android |...

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PwMJ – This One is for Myron

Posted by on 7:00 am

Hi everyone…   This is a very special episode of PwMJ.  My father, MenothDad or MenothMyron if you will, passed away at the age of 92.  As is often tradition, personal objects will be placed in his casket, and my brother suggested I place a model in there for him.  I couldn’t agree more.  Dad was there watching on line when the very first PwMJ went on line on New Years Eve 2012/13. This episode is dedicated to him.  I am painting an Ogren Bokur to protect him in the afterlife.  He’s being painted as Ray Nitschke from the Green Bay Packers.  I get about 50% of the model done, but he’s looking good. Please leave any comments or suggestions.  I would love to hear from you.  Also please like my FB at HERE and if you enjoy the show, subscribe and share my YouTube channel HERE    ...

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MoM’s Podcast #58 – A Warmachine and Hordes Podcast

Posted by on 11:58 pm

  MoM’s Podcast #58 — A Warmachine and Hordes Podcast Topics:   Timestamps: 0:01:30 = New Player Section 0:27:10 = Iron Gauntlet Review   Podcast: Play in new window | Download (Duration: 1:39:58 — 45.8MB)Subscribe: Android |...

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Some Thoughts on Iron Mother Directrix and her Exponent Servitors

Posted by on 11:52 pm

For starters, let’s just look at her statline and abilities. Defensively, she’s not the worst, not the best, but somewhere in the middle. Def 15 puts her just ahead of the average units’ reach unbuffed, and Arm 16 is not quite enough to make her immune to small arms or continuous fire. Focus 8 will help, so she does have a considerable camp– however, this will be elaborated on later. At 18 boxes, she’s actually quite capable of taking a pot shot or two but I wouldn’t recommend making that a habit. It also lessens the likelihood of her demise due to long shot or desperation assassinations. The medium base can kind of count as a negative, but you can mitigate it via army list composition, so I won’t really get into that. One thing of important note, however, is her construct ruling along with repairable. She’s always going to pass command checks, never flees, and does not count as a living model (except for the fact that she gives up souls due to the Clockwork Vessel rule). With easy access to repair as well, she’ll be capable of receiving heals without expending focus and that is a significant strike in her favor. Being Spd 6 is also pleasant, in that she does have some ability to create a distance or close one as needed. Then we come into the two abilities that arguably add the most to her power: Field Marshal [Arc Node] and Activate Exponent Servitor. The first and foremost thing I should mention is what I have said already a few times, that the servitors are not tightly leashed. Command 10 gives them considerable range for dotting targets, especially with Fire Group. To elaborate further, they do count as being part of the battlegroup and effectively part of her, meaning that they do benefit from Field Marshal [Arc Node]. And to make it better, they aren’t just any arc nodes, they are arc nodes that you can make more of if they die, are Spd 6, and have both Pathfinder and Immune to Knockdown. They also don’t count as a living model, automatically pass command checks, and never flee. You can also advance them outside of formation. This use is specifically to act as an arc node, provided you are willing to sacrifice them or their next activation as they will attempt to advance into formation after. It will totally suck being outside of formation, but it adds new threat vectors for arc nodes, and potential to muck up lanes. *This leads to a post by Valander over in the rules forum: “Casting spells is an at any time ability for warlocks, so it can be done between non-interruptible things, such as move one model and finish movement, cast, move all other models in unit, cast, attack with one and resolve damage, cast, etc. Likewise for using a feat, or really any other “at any time” ability. The main other caveat is that if a model ran or failed a charge, that model has ended its activation so cannot do anything further.” Which brings up another point, Channelling and Charges. You can choose to cast a spell before a charge attack, but after the charge movement. Therefore, you can issue the order, have the Exponent Servitors...

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