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!

Riding a Dark Horse:The Lord of Dawn

Posted by on 2:45 am

by Chuck Elswick   Bulldog here, continuing my Dark Horse series with the Dawnlord Vyros.  If someone was to ask what my favorite faction is I would have to say Retribution, not so much for their story but because I have always enjoyed elves in fantasy fiction.  Though if I ever had to pick a character to call my favorite, when it comes to story I would have to say Goreshade. He is the bad guy you love to hate. Vyros is the Retribution caster with the most ties to the Goreshade story, making him one of my favorite favorites.  The list below is just a basic list for what I would use with him and after giving the list I will provide what I like to do with it.   Dawnlord +6 Griffon 4 Manticore (6) 2 Phoenix 10 Arcanist 1 Arcanist 1 Dawnguard Scyir 2 Dawnguard Scyir 2 10 Dawnguard Sentinels with UA and 3 Soulless 14 Fane Knight 5 Madelyn Corbeau 2 Mage Hunter Assassin 2 Mage Hunter Assassin 2 Narn 3 Total:  50/50   The Dawnlord has way above average MAT, almost on par with the likes of Butcher.  His best stats however, are the defensive ones, average DEF combined with above average ARM and life. His weapon only has reach with a POW just below the Butcher’s, when he flanks with a warjack. He has a great command, as the leader of the Dawnguard this is unsurprising, and in Retribution often unnecessary.  He is, however, lacking in other abilities. He really only has the one, Birds Eye View. This is a great ability as it allows his battlegroup to ignore clouds, forests and models when determining LOS, as well as extending their front arcs 360 degrees. Make sure to keep his battlegroup in his control area for this.   His spell selection is good with Eliminator (average range, above average POW and 3″ AOE and for every model destroyed by the spell he gets to move 2″), Hallowed Avenger (upkeep for a warjack that allows it to charge something when a friendly model is destroyed by an enemy attack), Stranglehold (decent range, ok POW, but great effect, if you damage the model then it must forfeit either its next movement or action), Inviolable Resolve (upkeep that gives model/unit gets a bonus to ARM and becomes fearless; as a side note one good thing to do with this spell is if a model/unit is fleeing and you need them that turn you can cast this spell on the model/unit and it will immediately rally and can activate normally that turn, which has helped me in many games), and lastly Mobility (models in his battlegroup gain a bonus to SPD and pathfinder).   So what I like to do with the list is have the Dawnguard unit stay base to base with each other (as they get a bonus to ARM while they are base to base) and cast Inviolable Resolve on them (makes them ARM 17/19 if in base to base with each other).  The Fane Knight stays close to them and Madelyn stays in base to base contact with him (she has an ability to give a bonus to CMD to solos in base contact with her), this allows for one of his abilities to have a better...

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Carnage4u’s Terrain Blog #4 (Progress on Ruined City Project)

Posted by on 8:07 am

by Brian Giese. Welcome to another article discussing my current terrain project.  I continue to work on my “Modular Ruined City Project”  The project was started  in Oct 2011.   In previous articles I wrote about the planning phase of the project and the part one of the building phase. This article will continue discussing and showing pictures of the of the building phase.  I am building 16 1ft by 1ft modular terrain pieces. Each piece contains part of a ruined city. The pieces are being put together in such a way I can set up tables differently every game.     In the last article I had shown images of my first 8 pieces. thisarticle will show pictures of the final 8 pieces.  (In the future I plan on creating another 8 to 16 pieces) I have created modular pieces instead of one 4ft x ft table fo the following reasons. #1)  – As nice as a 4ft by 4ft complete board looks when its one piece, the disadvantage is often the board never really changes, and if players use it often, its easy to “premeasure” and have strategies for the game board before the game even starts.   With having multiple 1ft by 1ft sections. I can always turn or face the pieces in different directions to create a larger variety of tables. #2) Storage issues. While it is challenging to store 16 1ft by 1ft sections. it is nearly impossible for me to simply store a full 4ft by 4ft table.  In addition the weight of a full table with these many buildings would be very hard to transport anywhere.   While a lot of the pieces will have a similar look and feel to them, there are some core pieces that I want to stick out in this project.  In my last update, the Crypt piece was an example of one of the core pieces. One of the next pieces I want to focus on will be a bell tower on a small hill. This was a very challenging piece to make as it involved creating multiple parts that needed to align up exactly when complete. I also need to keep this piece in parts during the painting proces.   Here is an in progress picture of the design of the bell tower.   Here is what the bell tower will look like when it’s on the hill. The belltower itself is still in 2 pieces.       Finally here is the bell tower next to another new piece i created as well.  The bell tower is going to have a lot of additional work done to it once I paint it. I have a few ideas I want to do for the windows, but those are still currently all in-progress ideas. (if i get my way it will involve a stained glass look)     Another stand out piece I want to include is a “pool” piece. I really wanted to add some water and I decided to create a large pool that I image would fit inside of the city.   The pool piece starts off simply enough.         Finally with a bit more work. ( I am very excited to show off how this piece finally looks when complete)  I have used some cauk inside the inner edge, so when I add the...

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MoM’s Podcast #3

Posted by on 3:48 pm

  Episode 3   Topics: WMW Invitational Qualifiers preview. Overview of SR2012 and Center Scenarios (Gauntlet, Overrun, and Close Quarters) Staples for good list building flexibility. We cover Trollbloods, Circle, Cryx and Menoth. Special section covering the music written for Muse on Minis. Podcast: Play in new window | Download (Duration: 3:15:16 — 178.8MB)Subscribe: Android |...

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MoM's Podcast #3

Posted by on 3:48 pm

  Episode 3   Topics: WMW Invitational Qualifiers preview. Overview of SR2012 and Center Scenarios (Gauntlet, Overrun, and Close Quarters) Staples for good list building flexibility. We cover Trollbloods, Circle, Cryx and Menoth. Special section covering the music written for Muse on Minis. Podcast: Play in new window | Download (Duration: 3:15:16 — 178.8MB)Subscribe: Android |...

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The Modern Major-Mercenary – Ash

Posted by on 3:24 am

“We lived in the shadows as soldiers of the night, but our lives were not dark and martial…” – Jean-Pierre Levy Picking up from my last rambling cogitation, we’re looking at the effects of Wrath on the stable of older mercenary warcasters. Specifically: how our pre-Wrath ‘casters have changed now that we’re getting the actual Wrath models to play with and theorymachine is beginning to give way to actual tabletop experience, and what new ways of playing have opened up as a result. Today, we’re looking at Ashlynn D’Elyse, the flower of the Llaelese Resistance. As before, for those unfamiliar with Ashlynn, I point you in the direction of her Battle College entry, with the caution that Battle College’s commentary beyond their summary of model abilities is generally best taken with a rather substantial grain of salt. At this point, though, the article warrants a disclaimer: I’m not yet as familiar with Ashlynn (who, for brevity, will henceforth be referred to as Ash) as I’d like to be. I certainly have some games with her under my belt, but there’ll still be a bit of theorymachine here that’s not yet fully backed by play experience – which I will try and make note of, when it’s particularly egregious. Fairly warned, be ye, says I! So with that in mind, let’s start by discussing why I never found myself really wanting to play Ash before the release of Wrath.   Pre-Wrath Ash; a Surfeit of Shortcomings (…Sort of) In the days and months following the release of MKII and then the Mercenary forces book, I often found myself looking in Ash’s direction, hoping to maybe glean some insight that would convince me to start playing her. Every time, though, I came away with the same thing; a cavalcade of “well, that’s pretty good, but…” impressions. She has always seemed to have a great deal of potential, most of which is just slightly too curtailed by some inherent limitation. Let’s start with her spell list. Make no mistake; there’s gold in them thar spells. But before the arrival of Wrath, really digging your way down to it was easier said than done; Quicken, for example, is an excellent spell with a myriad of uses in almost any game, from defending Ash personally to extending the threat range and longevity of just about any unit in your list… but, as good as it is, it’s also a COST 3 spell that you will frequently want to hot-swap once you’ve delivered your initial unit into melee. Admonition is a great defensive spell that will have your opponents tearing their hair out under the right circumstances… but it’s another drain on Ashlynn’s sharply limited focus that keeps her from using her other spells as effectively as she wants to. Distract is outright amazing, arguably one of the best debuffs in the game, synergising perfectly with her feat in particular by making it even harder for opponents to hit you in melee, and stripping all offensive ability from ranged units that might have been able to back up outside Ash’s CTRL to shoot… but Ash’s FOC 6 means your accuracy outside of the feat turn is less than reliable and, more importantly, it has a cripplingly short RNG of only 8”, with no access to...

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Thursdays with Thanan: Khador Battle Box

Posted by on 1:00 am

Why hello there dear readers, welcome to the 4th installment of Thursdays with Thanan! Today’s topic is the Khador battle box. The Khador battle box is tough as nails and offers a strong assassination vector in it’s leader Sorscha 1 (aka pSorscha). It also contains two heavies, the destroyer and the juggernaut, which is a wee bit different than the other battle boxes we’ve covered so far. But there’s a good reason that it has two heavies – Khador doesn’t have any light warjacks. They do, however, have man-of-war units, heavy infantry that are really tough. Regardless, back to the battle box. Sorscha 1 – Sorscha is a strong warcaster with a very viable assassination run. She has fairly standard stats, with just above average defense and just under average armor for warcasters. She is slightly better at hitting in melee than she is at range, and does just a smidge more damage as well, but her hand cannon is fairly decent. If you happen to find yourself 12 inches away from a foe with nothing much to threaten you, it might be worth using. Sorscha’s imposing weapon, Frostfang, has reach, giving her an additional 2″ of threat, is a magical weapon, and comes with critical freeze. As any veteran player will tell you however, relying on crits for an assassination run is not a good idea, so please don’t bank on getting the crits when it matters!  Let’s go through the spells real quick, before we look into her assassination potential. Boundless Charge – this spell grants one friendly model + 2″ movement, free charge (no focus required), and the handy pathfinder ability. Feel free to cast this on one of your heavies if you need that extra umph to get them into the thick of things. Fog of War – this spell gives every model, friendly and enemy alike, concealment in her control area. Remember this, friendly and ENEMY alike. So if you cast this to help defend against shooting, and your opponent has a model with prowl (two that come to mind and are common, the Warpwolf Stalker, the Black 13th), they can gain stealth from this. It also protects them from your shooting. Use this if you’re afraid of getting gunned down. Freezing Grip – the target model / unit becomes stationary. This spell sucks up so much focus, it might not be worth it very often, especially since you’ll probably have to boost to hit the models you’re casting it on. Unless, of course, you’re casting it on an enemy heavy or some such, then it might be ok. However, what happens if your opponent shakes stationary? Suddenly you’re only 8″ away from a big bad axe, and that is not a place most warcasters would like to find themselves in. Razor Wind –a magical damage spell. Occasionally useful for removing a solo or a model blocking a charge lane. You won’t get much use out of it in Battle Box games. Tempest – models hit by the moderate sized aoe suffer a knockdown and a POW 12. The POW is great enough to threaten most any single wound troopers, and the knockdown can help make sure that your axe to face makes contact. Good to cast and let your heavies do the rest....

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Toruk to Tyrant – Practice, Practice, Practice

Posted by on 1:26 pm

By Brian Giese     As 2012 approaches I continue to practice with my Skorne in hopes of not doing too badly with them at events in the coming year, and maybe even have some fun. Side note – As content as I am to put my Cryx on the shelf to focus on a new faction, I do envy Cryx players in the current tournament meta right now.   There is a lot of anti-Cryx floating around the tournament scene, and I really am jealous I will not be one of those Cryx players working with new lists to break through the anti-Cryx Trend. My timing is also inconvenient because lots of players are jumping on the “Hordes is too good” bandwagon, and really trying to take them down a notch.   Not to mention, it will be months before some of the really good Skorne releases will hit the shelf.    Having said all that, I am still really excited to be playing Skorne again.   Over the past few weeks I have played with every caster Skorne has except Lord Assassin Morghoul, but I will play him once the Archidon comes out.  I really believe he is a good warlock, that is just missing a little something to make him competitive, and I believe getting sprint via animus is all he will need. I have spent some time with a few variant Supreme Archdomina Makeda lists. While the simple “holy trinity” of Titan Gladiator, Molik Karn, and Bronzeback is amazing,  I’ve been having fun playing her with Immortals/Praetorians spam; having vengenace everywhere is fun.  I still keep Molik Karn in there, because the synergy between those two is just too good. I have also tried to put every Skorne model on the table. This involved putting Karax on the field, but I did that with Zaal, so they at least provided some tokens for the feat, and Karax with Last Stand can still do some damage. Master Tormentor Morghoul is almost the most fun I have playing skorne, mainly because I’m always fielding 90% beasts with lists like his, and it’s just fun to advance down the field with that many heavies.   One challenge is trying to find a “pair” of warlocks to use together in events.    I believe the first Warlock I focus on is going to be Void Seer Mordikaar.   I need to find a good second list that will help balance out my Tournament play.       Mordikaar is a warlock I really enjoy playing.  His spell list is solid. Hollow is a nice way to increase his total fury per turn(not to mention undead/tough are good buffs).  Revive is nice to help with an attrition game.  Essence Blast can create some interesting angles to clear out infantry.  Ghost walk is nice, but I almost always have a Tyrant Commander around.   Banishing Ward just stops a few silly tricks in the game and provides some denial.  Having a nice gun on a warlock is never bad either.     I have been using his feat on turn 2 almost all the time.  The defensive bonus is nice and poltergeist is sweet.  That Def bonus is good enough, that your opponent really needs to be careful in regards to attacks they make, or they will get pushed back due to poltergeist.   50 Void Seer...

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What’s Dice Got to Do With It?

Posted by on 12:33 pm

To quote the great Sheldon Cooper, “The dice giveth and the dice taketh away”.  Over the course of our gaming career, each of us has heard or been witness to the infamous ‘I got diced’ excuse.  This article takes a quick walk through of averages and lesser known variance of dice outcomes involved in playing Warmachine and Hordes.  Think of it as a little guide on how to screw or be screwed by dice. Games operate on components of luck and skill at their basest components.  Games of pure luck amount to flipping a coin and deciding a winner.  Games of pure skill tend to run dry as asymmetry in player ability makes itself clear.  By incorporating both elements, a game can be enjoyable in a competitive sense and accessible to a wider play group.  To embody luck (and keep it under reigns) Privateer Press employs a d6 system.  Two six sided dice yield and average outcome of 7 and a standard deviation of 2.45.  This means that 68.2% of your dice outcomes will fall between 7 plus or minus 2.45.  That’s not too bad.  You have a good guess at what you’ll roll (7) and an idea of when you’re lucky(>7) or not (<7). Some powerful spells and effects in the game tinker with dice statistics.  The most notable examples include; Signs and Portents and Star Crossed.  These two not only change your average outcome, but also impact the standard deviation of the rolls.  Here’s a graph on the effect of Signs and Portents on a boosted to roll. First off, the average has shifted from 10.5 to 12.24.  Yes.  Signs and Portents is an amazing spell!  The additional power of the effect is that it reduces the variability of your outcomes.  Look at how the red curve is narrower.  This means that dice results are clustered more toward the average result.  In addition to rolling a higher average, you’ll be more consistently rolling a 12.24.  When you’re making a strategically important move you need it to happen, consistency is a big deal.   I’ve focused in on these two spells, but there are similar consequences to just boosting a roll.  You are going to hit 10.5 more often then 7 when you boost a roll because the additional die lessens the variability of your outcomes.  I’ve included a little chart of common dice combinations, averages and standard deviations for your perusal.  Enjoy! Dice Average Std Dev 1d6 3.5 1.87 2d6 7 2.45 3d6 drop lowest 8.46 2.22 3d6 drop highest 5.54 2.22 3d6 10.5 2.96 1d20 10.5 5.92 4d6 drop lowest 12.24 2.85 4d6 drop highest 8.76 2.85 4d6 14 3.34  ...

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Riding a Dark Horse: Caliban the Grave Walker

Posted by on 12:00 am

By Chuck Elswick   I recently played a game against Gencon 2011 winner Jake VanMeter. Jake is a longtime friend and peer, who I look up to when it comes to playing the game.  I was throwing around the idea of Caliban when one of our readers asked for a list,  and I thought this would be the perfect time to write an article about him.  I chose to run Caliban’s Theme list, Bad Religion.  Despite the Minion Pact allowing more models I feel that Caliban’s Strength is in his theme list.  Here is the list:   Bad Religion   Caliban +6 Blackhide Wrastler (6) 3 Bull Snapper 3 Bull Snapper 3 Ironhide Spitter 8 Wrong Eye and Snapjaw 9 10 Bog Trog Ambushers 8 Croak Hunter 2 Croak Hunter 2 4 Bone Grinders 2 Feralgeist 1 5 Gatormen Posse 9 Total:  50/50   Tier 1 Benefit:  Models in the army gain stealth for round 1 Tier 2 Requirement:  Unit of Bone Grinders Tier 2 Benefit:  Feralgeist gain advance move Tier 3 Requirement:  Wrong Eye and Snapjaw Tier 3 Benefit:  Wrong Eye and his battlegroup gain advance deployment Tier 4 Requirement:  4 Warbeasts in Caliban’s battlegroup Tier 4 Benefit:  2″ extra on deployment   Now to look at Caliban.  With below average MAT and Average RAT one can tell that this warlock will hopefully not be seeing much front line fighting.  He has below average DEF with ARM like a gatorman, and also average health.  Caliban has a ranged attack with rate of fire 2, average range, and the POW of a basic pistol that any sea dog can pick up.  If Caliban disables an enemy model with his gun, that model heals 1 point and he can use it as an arc node.   He has 2 melee attacks, both of below average POW but his bite does have sustain attack and his staff has reach and life trader, seems as though he stole some of his tricks from Cryx.  His spell list is very nice, he has Carnivore (model/unit gains a bonus to attack rolls against living models and if you box the model it is removed from play and Caliban heals damage done to him), he also has Occulation (model/unit gains stealth), Parasite (minus to model/units ARM and Caliban gains a small bonus to ARM), Hex Blast (average range and decent POW and small AOE but if it directly hits an enemy model/unit it gets rid of upkeeps), and lastly Bone Shaker (ok range and average POW but if boxes a living or undead model you get to move the model and make a melee attack, then remove it from play).  His feat is whenever a friendly model destroys an enemy model Caliban gains a fury and can cast a spell (if he has enough fury to do it), he can even boost the attack and damage rolls of the spell (which is unusual as you normally can not boost out of activations).   Now what I do with the army.  I keep Occultation on the Gatormen, and Carnivore on the Wrastler.  Wrong eye and Snapjaw will move up the field using Submerge (they can not be targeted by range attacks and magic attacks), while the bog trogs ambush and come out on the side where the enemy’s...

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Carnage4u’s Terrain Blog #3 (ruined city continued)

Posted by on 1:18 pm

Ruined City Modular Board.   In my last terrain article, I discussed the Planning and preparation phase of this project.  This will be one of 2 posts to cover my building phase.   My first building phase will involve making 16 1ftx1ft modular pieces.   Building Phase I started with a couple of test pieces first.    I was not initially sure how much of each piece should be covered in rubble/ruins. I wanted to make sure that warjacks/warbeasts could still move around the board.   I also wanted to find out how much weight the boards could handle.   I did learn I’m going to run out of mold # 75 first and it’s going to be a pain to constantly have to keep up with that mold.   Test Piece #1     I liked the piece, but it was a little too much..  My 2nd test piece I liked a lot more.  It has open lanes for models to move while offering cover in some spots, and still has some spots that will block line of sight.       At this point I was happy with the layout of the piece. I made a couple more, and put them all side by side to get an idea how they would look.  Each piece will only have some open lanes where models can move thru, and I want most pieces to have some terrain that will block line of site.  In addition I added some gravel and rubble to these pieces.  I also like this picture because it show my work area when its somewhat clean.  When I was working on Piece #15, and #16 that table was a complete mess.   I was doing an experiment, mixing too types of blocks on the same piece as well.  I wanted to see how standard Hirst art blocks would look next to the fieldstone pieces. I was happy overall with the mixed look.       Now that I made a few pieces. I wanted to work on some specific pieces. I wanted to create a crypt piece and a ruined tower piece.  This is a fairly advanced piece to make, and I tried over a year ago, but some pieces didnt end up the way I wanted and I had to scrap the project. The crypt is removable and can be replaced by a “ruined” crypt, or a different piece.   Base of the Crypt   Crypt Sections.  The main building will always come out, and I have yet to decide if I’m going to glue the roof on or not. I also have 2 different tombs (pictured on the side) that I can use.  I have to determine how much open space I want models to move through inside the crypt I want this model to look good, but at the same time, I want to make sure models can move thru the terrain. If i block off too much space, the piece becomes harder to use.     All together ( I still haven’t decided how many pieces I will leave it on, once I complete painting it. )     Ruined Tower Pictures.  I wanted a couple different tower pieces within the ruined city.  Adding some taller buildings will help with the  “city feel”. The backside of this tower...

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