Podcasts

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!

And Now For Something Completely Different: Spartacus Unboxing

Posted by on 8:41 pm

Today I’ll be unboxing Spartacus: A Game of Blood and Treachery. This is Gale Force 9’s first foray into board gaming. If the art looks familiar it’s because the game licensed the Spartacus tv show from Starz. Let’s get started shall we? The game includes a board, 4 Gladiator figures, 4 house cards, 26 dice, 62 market cards, 80 intrigue cards, and 148 tokens.. That’s a lot of stuff. The houses are the ones you’d expect if you’ve watched any of the show A lot of those tokens are coins. But apart from that you have house tokens, favor tokens, injured tokens as well as a champion token and a host marker. The intrigue deck contains schemes, reactions and guards. Use these wisely to gain the favor of the gods and Rome. The market deck contains slaves (used to generate income), gladiators, and equipment. And here’s a close look at a gladiator. And of course you can’t have gladiatorial combat without an arena! Here’s a close up where you can see some of the betting options. The figures are softer plastic than most wargaming figures. This lead to some warping issues as you’ll see.  This should be fixable. The game itself is a fairly simple set of rules. Try to gain enough influence and prevent your opponents from doing the same. One thing I really do like about the rules is a note on the second page about the spirit of the game. Since you’ll be stealing, bribing, lying, and betraying each other things can get intense, the rules clearly spell out “DONT BE AN ASS ABOUT IT.” There are four phases in the game: Upkeep, Intrigue, Market, and Arena. The upkeep phase starts flipping your exhausted cards. Then injured assets make a healing roll. Finally you balance your budget, slaves give you gold, healthy gladiators cost gold. The intrigue phase seems to be the most devious of the phases. It starts by drawing four cards. Starting with the character who hosted the last rounds game the players take turns playing schemes, cashing in cards, and using special abilities.  When everyone is finished the market Phase begins. You draw as many cards from the market deck as there are players. These are then bidded on using a blind bid system. Players can also sell and trade their own assets at this time. When auctioning is done the player bid on the right to host the games. The host gains an influence to start the arena phase. The hose then invites players to participate. If you turn down the host you lose an influence. The more famous gladiators earn gold for their house just by participating. All betting is done just prior to the action fight. If the loser is alive at the end of the fight the host decides his fate with the classic thumbs up or down. Killing a famous gladiator causes the host to lose influence so beware! Winners become more famous. That’s the long and short of it. Gale Force 9 has put up a website for the game here. I’ve been enjoying the game so far. If there’s enough interest I’ll post a game report.   Chris...

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And Now For Something Completely Different: Help me make my IKRPG Character

Posted by on 3:45 pm

The Blue Baron here today to ask for you help making my IKRPG Character! I’ve found myself paralyzed by all the options and have been spinning in circles since the book has been released. Won’t you please help a poor soul with crippling Ohh Shiny syndrome? Some details to get us started. I asked what the direction of the campaign would be. My DM shrugged and said it is a sandbox but that we start out as mercs employed by Cygnar.  Also another gamer put together a Fell-Caller so that’s out. So they way it goes in my head I’ve been able to rule out some specific classes. First out is the Iron Fang, since its Khadoran in origin and I’d have a hard time being employed by the Crown. The DM also has concerns about Warcasters so I’m cutting that out of the choices just to be safe.Same thing with warjacks at this point so the Mechanic is out.  Also since we’re mercs, I can’t see the Stormblade class being all that viable. Enough of what we can’t do and on to what we can! Races: I’m open to basically anything that isn’t a filthy Khadoran. Archtype will be kinda dependent on my career and race so I can’t really pick this out until later on. Classes: I’ll list them up with some thoughts about what I’ve thought about them. oh, and they’ll be in alphabetical order, because I’m basically flipping through the book. Alchemist: An Iconic IK character type. I have fun ideas of running an alchemist cutthroat. He drops smoke bombs for cover as he comes in and knifes the enemy. This seems like a good sort of support type class to help with healing so I think this might be needed by one of us. Arcane Mechanik: Another fun class that can help support everybody’s need for cool stuff. The issue here is that they do a lot for warjacks with spells and since we won’t have on for a while I worry that I’ll have a lot unused. Arcanist: Can’t go wrong with magic. I could see having fun with that. Aristocrat: I have a hard time imagining him fitting in mercs and the like but if Ragman can do it, it’s a viable option. Bounty Hunter: I’ve spent a lot of time looking at this class, but my main worry is how useful the specialization will be in non-lethality will be since I know one of the guys what a Khornite in another life. Cutthroat: Another one I’ve spent some time looking at. Sneaky stabby sounds fun but if i don’t want 2 handed fighting some of his skills go bye bye. Duelist: Looks cool but I’ll admit I haven’t read too much on it. Explorer: I like the breadth of the explorer but i don’t know if I’d be doing too much “exploring” as our job will be going places and doing things people already have been. Gun mage: Heck yeah, the only issue with this is the GM really want to run one and I don’t want to ruin his fun by making one. Highwayman: I like the look of this class and it feels very merc-y but I worry about the horse and mounted skills since I’ll be the only...

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MoM’s Podcast #23

Posted by on 6:05 pm

MoM’s Podcast #23 Topics: News and Announcements Newbie:  Piece Trading Mayhem cup Recap     Podcast: Play in new window | Download (Duration: 2:38:54 — 72.7MB)Subscribe: Android |...

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Secrets of the True Law – Assembling the Protectorate Gunline

Posted by on 3:04 pm

          Much ado has been made lately about the “Protectorate Gun Line.” According to the internet, Protectorate players are gravitating away from old standbys like the Avatar of Menoth and using models with guns! What makes those guns so special that they’re worth giving up 11 points of ARM21, spell-immune, self-powered, flame-bursting armor-cracking awesomeness? Well as it turns out, the Protectorate decided that you shouldn’t have to sacrifice melee power for ranged power – at least as long as you’re willing to bring along a couple of dudes with robes and oversized scrolls. Getting shot at by giant flame cannons sucks – it sucks even worse when you can’t shoot back, and it’s irritating when those “ranged” warjacks swing their melee weapons harder and more accurately than your “melee” warjacks. Dedicating tons of time and resources to preventing the enemy army from shooting your own to bits only to have them beat your arse in melee is infuriating to play against – and anytime you can describe a playstyle as “infuriating,” you know it must be good. So how might one go about assembling such an omnipotent, versatile, and “infuriating” army? Well, in the Protectorate, the key is Warjacks and their support. Sure, there’s plenty of infantry with ranged attacks in the faction, but the ones with the truly good ranged attacks are pretty pathetic in melee, and none of them are potentially MAT8, RAT7, immune to spells, immune to non-magical ranged attacks, capable of making out-of-activation attacks or movement, boostable, auto-fire, and… you get the picture. The best part about this is that the battlegroup is actually fairly independent of the Warcaster. Obviously there’s a focus investment required to make this work, but the Warjacks + support will happily do their thing without having to worry about their Warcaster enabling them. Plus, in all honesty, a huge majority of Protectorate warcasters are far better off dumping their focus into warjacks than hoarding it or casting spells. Immolation and Cleansing Fire are cute, but Reckoner and Redeemer guns just get far more done. Here’s the models you should be looking at if you too want to be the envy of every Cygnar battlegroup in the Iron Kingdoms. Reckoners Well. What can’t be said about the Reckoner? People will tell you it’s the best 8 points you can spend on a Warjack, and there’s no reason to disagree. It feels like the Reckoner beat up the other Protectorate warjacks and stole all their special rules, because it’s got about four times as many as the rest of them. Let’s start with just the basic chassis – it’s SPD5, MAT6, RAT5, and carries a P+S17 Consecrator with Reach, as well as a RNG12, POW 13 gun with Critical Fire. Adding a Choir’s Battle hymn bumps that up to MAT8, RAT7, and P+S19/POW 15. This chassis has the best melee threat range (10”) available to a Protectorate warjack, the second-best shooting threat range (17”), and still packs the same punch as “dedicated” melee options like the Templar while being faster than nearly all of them. It’s already looking like a great value for 8 points. But wait, there’s more! If you order now, we’ll include the very special rule Assault, which bumps the shooting threat range of this model...

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After Dark Episode 5

Posted by on 11:20 am

    AFTER DARK Episode 5 is now available.   Find it here.   Hey Muse fans.  Most of you probably know already that we are doing an explicit podcast that is not WM/Hordes related.  Episode 5 has more Dewey of course.   We talk about some books, LOTR the LCG, and share lots of us being drunk stories.  Not for the faint of heart !  WARNING:  The content for After Dark is...

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Mayhem Cup 7 Pictures and Results (Sept 21st-22nd)

Posted by on 8:10 am

    On Sept 21st and 22nd the 7th Mayhem Cup was held at Misty Mountain Games in Madison WI.   43 players from 5 states were competing for the trophy. In the end Iowa and Springfield IL team tied for most team points.  Iowa pulled it ahead in tiebreakers (points in the 50pt event)  How Scoring worked Scoring: 50 Point SR2012 1st place 10 points 2nd Place 8 Points 3rd Place 6 Points 4th Place 5 points 5th Place 4 points 6th Place 3 points 7th Place 2 points 8th Place 1 point   35 point SR2012 1st Place 5 points 2nd Place 3 points 3rd Place 2 point 4th Place 1 point   Painting Competition Best Warcaster/Warlock 1 point Best Battle Engine 1 point Best Warjack/Warbeat 1 point (excluded Colossals) Best Solo 1 point Best Unit 1 point     Top spots for 50 Event   Name Faction Score (SoS)(CP)(PC Destroyed) Cool Kurt (M – IL) Khador 5 (16.0)(4)(231) Chad (M – IA) Cryx 4 (16.0)(5)(212) Charles Foster III (M – IL) Protectorate of Menoth 4 (15.0)(8)(168) Keif C (M – IA) Protectorate of Menoth 4 (13.0)(10)(220) Marshall W (M – IA) Legion of Everblight 4 (13.0)(2)(168) Aduro (M – IA) Cryx 4 (11.0)(4)(166) Lucas W (NGIT – IL) Trollbloods 4 (11.0)(4)(156) Josh Holt (M – IA) Retribution of Scyrah 4 (11.0)(4)(145) Brian G (MM – WI) Skorne 3 (15.0)(1)(133) Nathan (MM – WI) Mercenaries 3 (13.0)(5)(154) Tom Laughlin (NGIT – IL) Cryx 3 (12.0)(7)(179) Dewey (M – IA) Protectorate of Menoth 3 (12.0)(1)(152) Moe (MM – WI) Skorne 3 (11.0)(6)(157) Ben Lang (NGIT – IL) Skorne 2 (13.0)(6)(158) Jon (MM – WI) Circle Orboros 2 (13.0)(6)(145) Menoth John (NGIT – IL) Cygnar 2 (11.0)(2)(104) Top spots for 35pt event   Name Faction Score (SoS)(CP)(PC Destroyed) Jason (NGIT – IL) Cryx 4 (9.0)(0)(145) JR Oldridge (M – IL) Cryx 3 (11.0)(4)(108) Jeff S (MM – WI) Circle Orboros 3 (11.0)(1)(68) Sean (TG – MN) Khador 3 (9.0)(5)(108) Mattie K (M – IL) Retribution of Scyrah 3 (8.0)(5)(99) Dave Messer (MM – WI) Cygnar 3 (8.0)(4)(120) Ryan M (TG – MN) Khador 3 (8.0)(1)(90) Wes (TG – MN) Protectorate of Menoth 2 (11.0)(3)(39)   Painted prizes   Battle Engine: 1) [1] Menoth – 39 Charles Foster 3rd (IL – M) 2) Cygnar – 7 Davis Jacks 1) [1] Raek – 39 Charles Foster 3rd (IL – M) 2) Deathjack -31 Tom McLaughlin Unit: 1) [1] Battle Mage – 24 Josh Holt (IA – M) 2) Gatorman Posse – 11 Mike Drown Solo: 1) [1] Mechanic – 34 Nigel (MN – T) 2) Mac Dougal – 39 Charles Foster 3rd Caster: 1) [1] Bart – 39 Charles Foster 3rd (IL – M) 2) Butcher – 34 Nigel   Pictures of Winning Team &   Pictures of  Top Painted Models     1st place warbeast/warjack   2nd place warbeast/warjack    1st place Solo     2nd place solo     1st place Warcaster/warlock 2nd place Warcaster/Warlock 1st place Unit 2nd place Unit   Pictures from the Event    ...

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Road to War Episode 14

Posted by on 12:28 pm

Road to War   This week we talk about Ret and take some questions!  Send us an e-mail at aroadtowar@gmail.com with any questions! Podcast: Play in new window | Download (Duration: 1:39:21 — 45.5MB)Subscribe: Android |...

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The Mutineer Chronicles #4

Posted by on 12:16 pm

Episode 4 – Fourth episode of The Mutineer Chronicles, a podcast about role-playing games (and gaming in general) with a focus on the Iron Kingdoms Role Playing Game from Privateer Press. This episode we talk about NPC ideas and start the IK Guidance Councilor series with a look at Iron Fangs and Aristocrats. Podcast: Play in new window | Download (Duration: 1:35:43 — 43.8MB)Subscribe: Android |...

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Iron Fang Pikemen – Unit Review – Part 1

Posted by on 4:02 am

  Iron Fang Pikemen are much maligned by Khador players for not being as good as their other 8pt+Support counterparts. Kayazy and Winter Guard Infantry are usually grabbed for first out of the bag and all that time spent brass rodding those s-bend pikes seemed to be for naught because they will sit at the bottom of your KR multicase alone and dark waiting for their time to shine. Ok so maybe that is a little dramatic but it something I see every day when I watch Khador players on Vassal and in my Meta that IFP get left on the shelf to the other options in Khador and it is something I was very guilty of up until recently. So I have been throwing them on the table in almost every game I have been playing recently and belting them to see what they can do. I regret the time I didn’t spend with them sooner. Now IFP are generally used in 2 ways. They are a decent tar pit because they are hard to get through and they double as heavy hitters which they do pretty damn well especially if you can get a buff on them. Sorry guys and girl(s) this may be a long one. A few random musings before we start. 1. They are the only infantry to have 2 unique UA’s 2. Fire kills them dead, but welcome to Khador Speed Ok, so they aren’t winning any awards for speed due to shield wall. I think this is the reason they are on the shelf to be honest. They are at an average speed for Khador in that all our infantry can walk and run as far as each other. The difference here is they have reach, which increases their threat by 1.5” and when combined with some of our in faction buffs they can be fast. Shield wall is really the only thing that I think annoys people, out of shield wall their arm is not radically high and they will die to shooting. So people find it hard to get onto scenarios in time or even walking up slower and getting whittled down and half speed, but your opponent has all the time in the world. Why you shouldn’t worry Well honestly, you should, bad way to start I guess but it is a conundrum in itself. Generally I find myself running up the first turn and space out like you would anything else and try to stay out of the threat ranges of any shooting if I can avoid it. Sometimes it is nice to take it slow (like against Cygnar or anything with massive amounts of electro leaps.) Vanilla: If you want to get up further first turn, walk up and minifeat into shieldwall that gets you running distance up the board and in shieldwall. You can put them across your army and use them as a screen this way which can really help. Depending on the army I face will change if I do this or not. They also have Pathfinder on the charge which is nice to have if you want to park them in a forest or behind a wall. Black Dragons: I usually just run, you can minifeat and do the exact same trick but...

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MoM’s Podcast #22

Posted by on 9:17 pm

MoM’s Podcast #22 Topics: Muse on Mail and Newbie Gencon Masters Tourney Report The Dojo Podcast: Play in new window | Download (Duration: 2:38:40 — 72.6MB)Subscribe: Android |...

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