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!

MoM’s Podcast # 7

Posted by on 7:15 pm

  MoM’s Podcast #7 Topics: Cygnar in The Dojo, Preparing for your first Tourney, What we are working on. We spend a lot of time talking about Cygnar. Podcast: Play in new window | Download (Duration: 3:14:15 — 177.8MB)Subscribe: Android |...

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Captain Bart

Posted by on 9:52 am

by Bulldog   Now let’s turn our attention to the high seas of the Iron Kingdoms.  In particular, a warcaster named Bartolo Montador.   I have seen many lists written for him where it is the typical gun line and it gets boring after a while.  That is why I write these articles about the lists and models you might not normally see and show how they can be effective.   I got the inspiration for this list at Gencon 2011 during the Rites of Passage tournament while I was judging.   Four Star Syndicate Bart +5 Mangler 8 Mangler 8 Nomad 6 Rorsh and Brine 9 Wrong Eye and Snapjaw 9 Bull Snapper 3 10 Kayazy Assassins with Underboss 10 Piper 2 Total:  50/55   First lets take a look at Bart. He has good SPD, above average MAT, average RAT, average DEF/ARM and average FOC for the non-spellcasting warcaster.  He has an 8″ spray with average POW, but with his above average melee POW and one of his special abilities to combine with it, he will more than likely be using his melee weapon.  He has Overtake, Tough, and Red Tide.  Whenever Bart destroys an enemy model with a melee attack he gains a cumulative STR and ARM bonus, combine this with Overtake, and he can walk through most units. If you are facing one of the types of armies that ignore focus adding to ARM and spells that add to ARM, then it is better to buy the attacks to destroy enemy models since the ARM bonus from Red Tide is not ignored.   He has a decent spell list, though with the above list build you won’t be using many of them.   He has Deadweight, average range and POW with a low cost to cast, and if you destroy a living or undead model with this it, you get to choose a model within 2″ of the destroyed model and the chosen model must forfeit its movement or action next turn.   His next spell is Powder Keg, high cost, decent AOE, high POW, and it comes with a critical effect where models in the AOE lose their initial attacks and can’t make special attacks.  Since this spell costs so much, especially if you are trying to get the critical effect off, you normally won’t be using it.   He has an upkeep spell called Hot Shot, where a model in his battlegroup gets boosted damage rolls on ranged attacks.  I usually like to upkeep it on Bart for two reasons, one because he is the only model in his battlegroup with a ranged weapon, and two, why not? You never know when it will come in handy on a 8″ spray attack.   He has a spell called Broadsides, which allows all models in his battlegroup to make another ranged attack regardless of ROF.  So with this list build it will cost you half of your FOC resources to cast to let Bart take another shot. A good spell, just not with this list.   His last spell is the bread and butter of this list build: Batten Down the Hatches.  This spell effects battlegroup models only and it lowers their DEF but gives a great boost to their ARM as well as giving...

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The Bastard

Posted by on 12:01 am

By Chuck Elswick So now to take a look at one of my favorite bad guys that you love to hate, Goreshade the Bastard.  This is a character that I have loved his story ever since he made his first appearance in Escalation back in MKI.  He is a character that fights for the Cryx army only to further his own agenda, not so much like Asphyxious whose own goals are to become a god and if he has to kill Toruk so be it, but Goreshade believes his agenda will help bring about a solution to the dieing gods situation of the Elves.  He has even gone as far as to trade information to Cryx’s most hated enemy in the Iron Kingdoms, the Legion of Everblight, to get information to help his own agenda.  The following list is is written with a theme behind it but lets see if you can figure it out prior to me revealing it.   Goreshade the Bastard +6 Death Walker – Seether 9 Seether 9 10 Bane Knights 10 Bane Lord Tartarus 4 10 Bloodgorgers 8 Cephalyx Overlords 4 10 Cephalyx Slaver and Drudges 6 Gerlak Slaughterborn 3 Ogrun Bokur 3 Total 50/56   So lets tak a look at our warcaster first shall we.  We have a warcaster with good SPD, average DEF and barley above average health and ARM, has above average MAT and POW on his melee weapon.  The weapon itself has the ability to create a deathwalker if one is not already in play, and it has reach which gives him a total of 11″ threat on a charge.  Lets now combine this with his above average FOC, which though is average for Cryx.  His feat is pretty solid, especially in low point games.  He summons a minimum unit of Bane Thralls that can activate the turn they come in, all they have to do is be placed within 3″ of Goreshade when he uses his feat.  Now lets take a look at his spell list, which is one reason why I chose the 2 Seethers as his warjacks.  The spell Bleed is a low cost spell but because of its low range and POW, though if he destroys an enemy model with it he heals D3 damage.  His next spell is Hex Blast, average range, cost, and POW with a small AOE, but on a direct hit the model/unit loses any upkeeps on it.  Now onto his signature spell list, as these next 3 spells are yet to appear upon another warcaster/warlock’s spell list.  He has Soulgate, which is an above average cost spell where you remove a trooper model from play within Goreshade’s and replace it with a warjack in this model’s control area and battlegroup, though they won’t be able to activate after being replaced so its great for hit and run tactics but because it costs so much you will only be able to cast it once.  His next spell is Mage Blight which costs way above the average cost of a spell, while in his control area living enemy models can’t cast spells or use their feat. Lastly his spell called Shadowmancer is an average cost spell, this is a great spell his battlegroup gains stealth and Dark Shroud (enemy models in melee...

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MoM’s Podcast # 6

Posted by on 7:33 pm

  MoM’s Podcast #6 Topics: Templecon Masters. SR2012 Scenarios, The Dojo. Podcast: Play in new window | Download (Duration: 2:31:06 — 138.3MB)Subscribe: Android |...

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Poppabear’s super awesome nifty keen hugely big organized paint shelf.

Posted by on 12:00 am

Running out of space for your paints? Can’t find colors you want? Too many different size bottles that don’t fit in your rack? Well my friends have I got a treat for you! Here is a walk through on how to build a super simple paint rack for under $20! It’s big and beautiful! First thing we are gonna talk about is supplies.. We need 3 1″x2″ boards 8 foot, 3 1″x3″ boards 8 foot. Glue and nailbrads. Cut them all into equal lengths. I made mine 24″ long to fit my table top.                 Next we start the gluing and nailing of the shelves. Running a bead of glue down one side we make a stair step with the wider board as the riser.                       Brad nail it, screw it (with pilot hole) or how ever you want to fasten them. Repeat this as many times as you want shelves. The more stairs… the more shelves. Looks like enough space Stand it up and measure the distance for bracing with the shelves leaning back slightly.  This will keep them from falling out when it gets bumped. Attach some bracing pieces to that length. Stand it up and complete the triangle bracing.  with a runner along the back. Trim the sides to taste. And paint it to what ever color strikes your fancy. Next, load that Sucker up and impress your friends on how super organized you are!  After they ooooh and aaaaah after your creation, send them to this article and they can make their own.  They will have your gratitude and may even let you have a few take backs or re rolls in the next game.   …Okay maybe not. Til next time! Poppabear (Troll King and leader of the Mighty...

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Carnage4u’s Terrain Blog #6 (More Finished Pieces)

Posted by on 12:14 pm

by Brian Giese In my last update, I started to show off some final pictures of many of the pieces. This is my favorite part, as the months of hard work are now able to be shown.   This update will include some General pieces Crypt piece belltower piece. (my favorite piece) Group pictures (including with models being played in a game)   General flocking materials – before I go into the pictures I wanted to show all the different materials I used to add flock and grass effects to the piece   General Pieces This is one of the few pieces where it is in 2 parts. This will allow people to move minis around easier. This is just a generic piece with some ruined buildings. This piece is mostly empty to ensure we have some parts of the battlefield that can open up into some good combat. Another more open piece Random ruins piece Crypt Piece Base of the Crypt – This will allow me to put different pieces in this spot. Crypt Piece     These are some tomb pieces I can add to the crypt if I want. I have not glued them down, as they take up a lot of space, and it makes difficult for models to move around.   Bell Tower   Base of the Bell Tower     First stage of the base coat. Some final extra pieces I made to add some details to the piece     For the stained glass I am printing off an image on transparency sheets used for overhead projectors. I also had to glue them to back of a white piece of paper to brighten up the image.   Here is an example with and without the white background. I also wanted to make one broken window and have some glass shards  that will lay on the ground next to broken windows.               Group Pictures These are some pictures of everything setup next to each other with different setups, and the last pictures are from an actual game.            ...

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Weapons of Mass Distraction III: The Wrath of ‘Cron

Posted by on 12:31 am

     Being pulled in 12 directions at once is a strange feeling, and that is what happened to me all of January.  So many things grabbed my attention it felt like being in a taffy puller, twisting and turning my gaming time in a never ending loop.  Even with all this, I did get some things done, and plans have been laid for future projects.  As always some things were put on the back burner to simmer while others were brought to the spotlight. In my unlimited excitement I have acquired 3 new armies and a multitude of new boardgames.   Since so many things have been on my mind lately I have decided to implement a new feature, the Excite-O-Meter!  Here are just some of the items in the never ending struggle for my attention.  As I look at all the option I have at my disposal, I can only think what a great time it is to be a gamer.   Warhammer 40k 6th Edition Rumors/Leaks: With the rumormill pumping out all kinds of information and red herrings it has been a bumpy ride on the Grim-Dark train.  But with a new edition on the horizon there have been eyebrows raised locally on what was just about everyone’s first miniature game.  This of course has lead to me dusting off the boxes of grey plastic spacemen, and preparing for the initial wave of bulk dice-rolling.  As you may have gathered from the title I started putting together some Necrons, whose new aesthetic appealed to me.  We have been pouring over the leaked rumors and rules and if even half of the new stuff makes it into the game it should be an interesting year for 40k fans.  As the release date looms closer we will see what makes it in, and what was left on the cutting room floor. Excite-O-Meter:  Cautiously Optimistic   Infinity Scenario Book: A game I have been buying models for, but never actually played (one of these days, I swear).  Infinity grabbed my attention last year with their beautiful sculpts and pseudo-cyberpunk theme.  The complex gameplay looks right up my alley, as I love being able to do on the table what I think makes the most tactical sense.  Think there might be a stealthy guy in those bushes….burn them to the ground!  One of the aspects of the original rulebooks that has been a bit of a deterrent to starting this up locally has been a lack of scenarios and missions.  The Infinity community has been creating amazing missions and even linked scenario gameplay on their forums for some time, but now an official mission book is in the works which could tip the scales for my local group. Excite-O-Meter:  Eagerly Plotting   Warmachine Colassals: Newly announced at TempleCon, these giant robots will be stomping around tables as soon as June (oh god, don’t hold me to that) and look amazing.  The discussion that the unveiling has created is opening up alot of eyes on casters that have not seen much table-time, and should make for some sweet new lists and new challenges for list makers everywhere.  Recently acquiring a Khador army for some rope-a-dope silly theme lists, I am a happy camper in that the Conquest looks so imposing on...

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Thursdays with Thanan: Cryx Battle Box

Posted by on 12:30 am

Welcome, dear readers, to this, my final battle box article! We shall explore the nefarious and sinister Cryx battle box. Cryx as a faction is one that relies on trickery and subterfuge, as well as super powerful casters and a few key units. Cryx offers the ‘nightmare empire’/’evil undead’ feel, if you’re looking for that. The battle box contains Deneghra 1 (aka pDeneghra or pDenny), a slayer helljack, two deathripper bonejacks, and a defiler bonejack. Helljacks are equivalent to a heavy jack, and bonejacks are lights. The battle box relies on Deneghra to pump out spells and turn the game around with her feat, which is basically an awesome version of her already awesome spell. Deneghra – Deneghra is a phenomenal spell caster. She has really bad MAT and RAT. She is pretty speedy, and has slightly above average defense and slightly below average armor. The one thing she does well is denial and spell slinging. OK, so that’s two things, but for her they are very similar. She has above average focus (especially in the battle box arena). Deneghra also comes with stealth naturally, so she can avoid most shooting without worries. You’ll still need to watch out for eyeless sight, and wandering blast damage if you’re not camping focus. She also comes with parry, so if something runs to engage her (or makes it to her and doesn’t kill her), or if she makes the poor choice to engage in melee, she can walk out of combat with no free strikes. Finally, she has cull soul, which means that living enemy models dying within 2″ of her become souls that turn into bonus focus for her in her next turn. Just because she can do this does not mean that it’s a good idea. Distance is the best way to keep Deneghra alive, and mixing it up in melee requires her to be right up next to things that can probably kill her, especially when everything in battle box games can boost to hit her. That said, her magical reach weapon is Sliver has one major redeeming reason to bring her into melee, shadow bind. Shadow bind reduces defense by 3 and makes the model hit unable to advance except to change facing. I could see that being useful in a rare few circumstances. Like if you charge a warpwolf (def 14), boost to hit, so it drops to 11, and then let your jacks do the rest. Just make sure that you’re not over exposing her when you do this. Let’s take a look into why Deneghra is so great, her spells Crippling Grasp – This spell is probably the best debuff in the game. -2 speed, strength, defense, armor. And as if that’s not enough, no running or making special attacks. Also, in case you didn’t read the rules, a negative to speed means you can’t charge or trample or slam either. Oh, and this spell can be upkept. And it can be cast safely from 22″ away from your opponent.  Ghost Walk – This spell allows a model/unit to ignore terrain, obstacles, and obstructions (assuming they can make it all the way through), while ignoring free strikes. A house in the way of your jack charging a caster? Goodnight, caster.  Influence – A great...

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Learning to Love Curves

Posted by on 12:45 pm

  Despite the promising title, this article is NOT a primer on gaining proficiency as a chubby chaser.  I think there’s sufficient evidence on the merits of dating full-figured gals.  Fact:  They try harder.  Freddie Mercury sang it best and as a result, I won’t rehash the subject.  This article is a follow up to a comment from a recent MoM podcast on radial scenarios.  The question: How much linear distance am I loosing by deploying more laterally on radial scenarios? I ran the numbers a few ways to show multiple schools of thought and to give you a full perspective.  I took four points, each measuring 4” more lateral from the center line and calculated their distance to a particular point on the map.  This was all done from the 20” (second player) deploy line.  The effect of moving more to the side (lateral) will amplify distances slightly for the first player.  The illustration and explanation below should make things a little more clear. Method 1:  Linear distance to the “Line of Scrimmage” Here the distances are measured from the numbered points (1-4) to the nearest point on the “Line of Scrimmage” bisecting the field.  This line is represented by the row of dots in the picture below.  Point 1 is the nearest point to the line of scrimmage.  Point 2 is 4” to the side and so on  Distance from X to Line of Scrimmage (inches) 1 13.9 2 14.2 3 15.3 4 17.2 Method 2:   Linear distance to the “Zone of Scrimmage” Some smart-ass out there is going to say that the outskirts of the “Line of Scrimmage” aren’t truly representative of what I’m trying to model here, so I’m making up a new term:  the “Zone of Scrimmage”.  This zone is 6” to either side of the mid-point of the table along the “Line of Scrimmage”.  The zone is marked by red dots in the picture. Distance from X to Zone of Scrimmage (inches) 1 13.9 2 14.2 3 15.5 4 18 Method 3:  Linear distance to the “Point of Scrimmage” Similarly with the “Zone of Scrimmage” argument, here I look at distance solely to the mid-point on the table.  The point is marked by an unnumbered green dot on the table. Distance from X to Point of Scrimmage (inches) 1 13.9 2 14.5 3 17.1 4 20.4 I hope this offers you a little insight when you’re deploying on radial scenarios.  For me, the “Zone of Scrimmage” seems to be most pertinent.  You can deploy 8” to either side of the mid-line (Point 1) with only a 1.6” loss in linear movement for your furthest flank models.  After that, the effect is more pronounced due to the curvature of the deployment zone. The more you know… (hum the little diddy in your head when you read this last...

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Riding a Dark Horse: The Void Lord

Posted by on 12:00 am

by Chuck Elswick So this next article of mine comes from a friend’s suggestion.  The warlock I’m looking at today is one that I can full heartedly state that in a 3 warlock format tournament he would be one of my choices.  As the title suggests I will be focusing upon Void Seer Mordikaar.  In the beginning of the article I will discuss the list I used the first time I played him, at 35 points, I will then show what I would add to the list to scale it up to the 50 point level.   35 point list: Void Seer +5 Basilisk Krea 4 Titan Gladiator 8 6 Cataphract Cetrati with Tyrant Vorkesh 14 4 Paingiver Beast Handlers 2 10 Praetorian Swordsmen with Officer and Standard 8 Void Spirit 2 Void Spirit 2 Total:  35/40   At 50 points I add: Bronzeback Titan 10 Agonizer 2 Tyrant Commander and Standard 3 Total:  50/55   Now let’s take a look at the Void Seer his MAT is on par with what you’d expect from a spell slinging warlock. His weapon is below average POW but for every living model he kills he will heal D3 damage.  His RAT is average for someone that has access to boosting, with his range attack on 2 dice you will be able to hit DEF 13 models without boosting a bit more than half the time.  The RNG and POW are average it is an AOE 3 and has the same ability to heal the Void Seer as his dagger.  I know at first glance people ask why these abilities are good to have on this type of warlock that usually won’t see the front line but, as I see it healing abilities are big for a Hordes army during the late game. Usually Hordes has a problem when the beasts start dying. The Warlock has to start cutting themselves for fury, The Void Lord’s healing abilities give him some additional staying power in the late game.   His DEF, life and armor are a little below average for a Warlock. This is surprising as most low DEF Warlocks have better ARM but not in this case.  His best stat is FURY which is a solid 7.  The Void Seer also has the Cull Soul ability, which is the ability to gather enemy souls from destroyed models near him and then convert them into fury. This does transfer to souls in general on him will also convert over to fury points (I will address this point later during his spell list).  He also has the ability Poltergeist, which is very useful as when an enemy attack misses him they may be pushed D3 inches directly away, this is great for stopping certain assassination runs as even though his DEF is below average it can lure opponents into a false sense of security thinking they will hit on average and then if they miss they are pushed back away.  One great ability called Void Lord is where friendly Void Spirits in his control area gain boosted melee attack rolls.  His feat is purely defensive in that while in his control area friendly faction models gain a significant boost to DEF and gain the ability of Poltergeist.   Now for his spell list, which...

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