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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!

A Study in Purple: Yarrrrrrrr!

Posted by on 12:30 am

Greetings, and welcome again to a Study in Purple. This installment will begin an exploration of a topic that I find particularly fascinating and plan on returning to regularly.   Mercenaries: Uses and Abuses in Cryx   Cryx is a diverse faction. We have as many in-faction choices as any faction in the game, being one of the original four. And a solid percentage of those choices are viable in all levels of play. But when you consider all the Mercenaries Cryx can field we are just plain spoiled for choice. Whether it be a solo for utility, a flanking unit, or the majority of a list, the Mercenary element can bring significant depth and versatility to a Cryx force.   In this article I want to take a look at some specific mercenaries in one list that has become one of my all time favorite “Cryx” lists. I’ll give you a hint… YARRRRRRR!   Warwitch Deneghra (*5pts) * Defiler (5pts) * Nightwretch (4pts) * Skarlock Thrall (2pts) Mechanithralls (Leader and 5 Grunts) (3pts) Necrosurgeon & 3 Stitch Thralls (2pts) Necrosurgeon & 3 Stitch Thralls (2pts) Press Gangers (Leader and 9 Grunts) (6pts) Sea Dog Crew (Leader and 9 Grunts) (8pts) * Mr. Walls Sea Dog Crew Quartermaster (2pts) * 3 Sea Dog Crew Riflemen (3pts) Bosun Grogspar (2pts) Doc Killingsworth (2pts) First Mate Hawk (2pts) Gorman di Wulfe, Rogue Alchemist (2pts) Lord Rockbottom (2pts) Master Gunner Dougal MacNaile (2pts) Ogrun Bokur (3pts) Pistol Wraith (3pts)   Let’s break it down shall we? Scratching the Surface   It’s a Cryx list with 50 models in it. Yes, it is the standard fare of infantry swarm Cryx. But as is readily apparent, most of the models in the list are not Cryx models. The core of the list is the full boat of Sea Dogs complete with Pressgang and the supporting cast of solos. That’s a huge number of living models for Cryx, so the Necrosurgeons and McThralls are in.   Skarlock makes the cut because Ghost Walk is amazing. So is Crippling Grasp, and Parasite, and Venom, and you get the idea.   Two arcnodes; it’s Deneghra; they’re in.   Gorman and the Bokur are there primarily to help me keep the Privateer solos alive. Both models can also get some work done if need be. They’re in.   I had 3 points left and I put a Pistol Wraith in. I’m leaning towards downgrading my Defiler or upgrading the Nightwretch and changing him into one or two Sirens. But a Pistol Wraith is never bad so he’s in for the moment.   In keeping with what Denny wants, the list has a high volume of attacks, a relatively low point/model ratio, and all the necessary support pieces. Standard infantry spam keeps the pressure off of her focus pool so she can influence the table with all the super nuts spells at her disposal.   Getting into the nuts and bolts.   Why did I choose to build my list with Sea Dogs and Pressgang at the core rather than, say, Tartarus and the Baneswarm or the Satyxis units or Bloodgorgers, more Mechanithralls? I have 5 primary reasons: Go Green, Speed, Resilience, Firepower, Go Rogue. The Cryx units might individually possess some of these characteristics, but only the Pirates...

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Happiness is Rolling Dice: Quarriors

Posted by on 2:45 am

  Alright lads, prep the horses and release the hounds, for today we venture forth as Quarriors, into The Wilds of the Quay to capture our Quarry so that we can spend our Quiddity and arise victorious.  Yes, those words are all real things, which were really put on paper, in the real rules for Quarriors, a game from Wizkids that you will often hear described as Dominion with dice.  The fact that Quarriors is played with dice instead of cards as the main component of play should give you some insight into why it appeals to someone who writes an article titled “Happiness is Rolling Dice”.  Not only that, but the game comes in a fancy tin dice shaped can; and who can pass up a fancy tin dice shaped can? The core of the game involves two basic components, the dice, and the cards that provide the rules for the creatures and spells that the dice represent.  While the dice are core to the gameplay, the cards are what give them life.  Each card represents a creature or a spell and the rules associated with them. For gameplay you will have 7 cards to represent creatures, 3 spell cards, and 3 cards that represent the basic dice that are included in every game. The creature and spell cards that you will use are chosen randomly from a deck to give each game a bit of variation.  The cards are labeled with a class (such as ‘Warrior of the Quay’) and a modifier (such as ‘Strong’) and will include the rules, cost, victory point value and a chart showing each face that can possibly be rolled on the corresponding dice.  Included in the card decks are multiples of each class with different modifiers, each with their own variations on how they will affect the game when used. The dice are used to represent the creatures and spells described on the cards.  You will find included in the game 5 dice for each non-basic creature and spell class.  The dice are really what make the game, during each turn you will draw, roll and then use the dice to summon your creatures to battle, ready and cast spells and capture new dice for your collection.   The dice quality is decent, you will find them to be a bit smaller than your standard d6 which can sometimes make it difficult to discern the symbols on each face. In those instances the reference picture of each dice face printed on the corresponding card will clear up any confusion. The game also includes a dice bag to let you mix and blind draw dice as you go. Before I talk about playing the game I want to revisit the comparison between this game and Dominion that has been made.  While this comparison is apt in describing the basic, deck building-esque, component of the game and perhaps the basic mechanics, there is something to keep in mind that will avoid setting incorrect expectations when picking up Quarriors.  The game is not Dominion, okay I know, you probably realized that from the difference in spelling of the names, but that doesn’t change that when someone makes such a blanket comparison your brain starts setting some pre-conceived expectations of what you’re getting into.  Quarriors is a difficult...

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Mind Tricks #3

Posted by on 4:08 pm

by Jake VanMeter Legion warlock pairings for tournament play:   These are all my opinions. They’re worth what you paid for them.   I generally play convention style tourneys and the format is usualy 50 pt.   When going to a big tournament you need to be prepared. In a multiple list format you will need to pick warlocks that work together to help prevent bad matchups. In this article I am going to go over the three I used for Gencon 2011 and why I picked them based on possible matchups. By the end of the article you will understand how important it is to pick warlocks who cover each other‘s weaknesses. I thought this article was appropriate as the Steam Roller Tournaments are going to move towards the three list format in the future. My Trio of ladies Lylyth2, Saeryn, and Vayl1 are very strong when taken together.   I generally place my warlocks into 3 categories which are:   Aggression – Vayl1, Lylyth1, Thagrosh2, Bethayne, Rhyas   Attrition – Lylyth2, Kallus, Thagrosh1, Vayl2, Absylonia   Denial – Saeryn   There are some warlocks here that overlap into other categories a little but for the sake of simplicity I will keep them as above until a later article. I view this much like a color wheel where you have complimentary and contrasting colors and different shades depending on how you play each warlock.  Before you blow a gasket about Lylyth2 being in Attrition category just remember this is where I place her and how I play her. Any of these warlocks can play attrition just by hitting from a distance and keeping your army safe or forcing uneven trades etc. Vayl1 is in the Aggression category because while she can keep safe with her feat, she generally powers her army through with incite and chiller to help push the damage output into the stratosphere. Let’s move into the meat of this article   Denial — Saeryn   I rank Saeryn as a solid A due to the amount of denial she brings to the game. She has her feat which prevents her battle group from being targeted by melee for a round. Breath Stealer gives a DEF and more importantly a SPD debuff to a model/unit (remember SPD debuffs prevent charging). Blight Bringer provides infantry removal and blocks charge lanes. Her Death Spurs even prevent transfers. On top of all that she gets +2 DEF against ranged attacks which regularly gets her up to DEF 19 with Tenacity.   Saeryn should be one of your 2-3 lists (format dependent) in the convention scene because she is our best answer to Cryx. If you have been paying any attention you’ll have noticed that there are a high number of Cryx players in each tournament. Cryx has some ball busting casters which are very hard to play against. Some of the most popular you will see are Gaspy2, Denny2, Skarre2 and Denny1. There are some others that are really good as well but these are the ones I see the most.   Gaspy2 With Saeryn I always bring two Scytheans which provide a great way to deal with Tough Bane Thralls. They also RFP, so Gaspy2’s feat is less potent. You then double up with her feat to give...

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The Focus Camper’s Bible: Part 1: My Misconceptions

Posted by on 2:39 pm

by Walter Langendorf   When I play Warmachine, I camp focus.  That’s just how I do.  I fell in love with the play style when I started up, and I’ve never really wavered from that.  When I want to play active casters I get out my Hordes faction.   This initially arose from an observation I had, which was that I won 100% of games where my opponent failed to assassinate me, but only 50% of those where neither of us allowed our casters to be in jeopardy.   I had a lot of ideas about camping initially, didn’t really understand it properly.  In this post I’m going to lay out those mistakes so other folks can see whether they agree with my conclusions.   First off, a broad overview:   Fundamentally, keeping focus on your caster is a tradeoff.  You forsake the benefits you would have gained from spending that focus, and receive in return armor on your warcaster.  This has many implications, but most broadly it allows your opponent to attempt an assassination, but makes that assassination much less likely to succeed.   Misconception#1:  Camping keeps a caster safe.   This seems self evident, but it’s just not so.  Distance keeps a caster safe.  You camp in order to place yourself in jeopardy.  Your general goal when holding focus is to place your caster in a position where that focus matters.  Camping while sitting behind your army is turtling, and is only appropriate when you’ve won the game, and your caster’s responsibilities have been reduced to not dying.  The general camp is performed in order to move the warcaster up the field to a position where they can use their short range capabilities.  This necessarily entails risk, while distance is an absolute defense.   Misconception #2:  The most important thing in a camping caster is how well they camp.   It turns out that the most important thing is what they can do WHILE camping.  The actual def/arm is rarely terribly important.   Let’s take a hypothetical caster with def 15, arm 16, six focus, 16hp.  About as middle of the road as you can be.  At full camp he’ll survive an enemy heavy with pow 18  hitting him 4 times (that is, initial + 3 focus). Casters are surprisingly durable.  Being a camping superstar is pleasant, but not nearly so important as having a reason to camp in the first place.  Vindictus can sustain a decent camp, but why would he bother?  The opponent is no more intimidated by him near them than they are by him far away.   Misconception#3: If you survive their assassination attempt you get to assassinate them.   Typically, the point of a camp is to survive their assassination run and take the attrition advantage by taking advantage of their wasted resources.  If they charge a heavy at your caster, spend 3 focus and fail to kill you, then you have a strong edge in the game.  Your heavy/troops can kill theirs while your caster runs away/heals and you are up in the attrition game.   Misconception#4: Eiryss is the bane of campers.   She’s bad, don’t get me wrong, but worse are another pair of merc solos, Anastasia and Gorman.  More on these 3 if the series takes off.  In general...

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Playing the best, Major Victoria Haley Part 2

Posted by on 2:00 pm

by Ben Rislove   Haley2 in Scenario   Haley2 excels at scenario control with enough of an attrition game to stay in the zone and have a very solid chance of taking it a second time, or force someone to sacrifice models, to ensure that you don’t score a 2nd control point.   This is the Major Haley we all know and hate. We get locked down and then have difficult to remove models rammed down our throat and into our Zone. Brutal and unrelenting, before I go into further discussion here’s the list.   Major Victoria Haley (*5pts) * Thorn (8pts) * Centurion (9pts) * Squire (2pts) Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts) * Arcane Tempest Gun Mage Officer (2pts) Greygore Boomhowler & Co. (Boomhowler and 9 Grunts) (9pts) Horgenhold Forge Guard (Leader and 6 Grunts) (5pts) Anastasia di Bray (2pts) Gorman di Wulfe, Rogue Alchemist (2pts) Journeyman Warcaster (3pts) Ragman (2pts) Rhupert Carvolo, Piper of Ord (2pts) Eiryss, Angel of retribution (3pts)   Scenario Control Elements:   Anastasia: +1 to starting roll. She is invaluable in a scenario army. Going first can often give you a free control point, why not enhance your chances. With Haley’s feat it is also quite possible to get Espionage off.   Arcane Tempest Gun Mages: They snipe important solos, (Eiryss, Gorman, anything that clears zones well) then use Thunderbolt to push hard to kill models out of the zone.   Boomhowler & Co: They are medium base 4+ tough monsters, armor 19 with Arcane Shield, 14/21 against ranged attacks with Deceleration. Boomhowlers are very hard to move out of a zone, and can’t be trampled; this makes them excellent at protecting a zone. As an added bonus: Deadeye makes them a very respectable shooting unit to help the attrition game.   Horgenhold Forge Guard: Reach Weapon Masters will kill almost anything that managed to work past the Boomhowler line.   Centurion: He is armor 24 with Arcane Shield, and effectively PS20 with a ragman tagging along. Haley’s bond +TA bring his threat range up to a very respectable 13”s and with 4 focus + TA he can wreck nearly any heavy in the game. While being VERY hard to kill at armor 24 and with polarity shield.   Personally I think this is the strongest 50 point tournament option in Cygnar. Often people are ready for it. They know what it’s going to do; and it will still work more often than not. This list maximizes the scenario elements of the strongest control caster in all of Warmachine/Hordes. The weakness here is that there is no surprise element. If you are forced into an attrition battle, a dedicated, grind you out army can win. You’re going to play this list to “dice down” a lot. You will win 1 CP – 0 or 2 -1 a lot. It’s a long game.   This list isn’t designed for “Kill Box” games, or casual games. If you’re going to break out a list like this one, you have to be focused in your goal of keeping/moving enemy models out of the control zones. If you’re not playing a game that will allow you to win this way, you’re going to find that you get very far “ahead” early while your opponent...

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Carnage4u’s Terrain Blog #2

Posted by on 1:28 pm

by Brian Giese   Ruined City Modular Board   This is a project I have been thinking about about for well over a year.  I first bought Hirst Arts molds about 3 years.  Soon after I started making some buildings with my first few molds I really liked the idea of working on bigger projects.  I have also learned that how much extra work a project with Hirst arts get as you start increasing the scale of the project. I wanted to make sure I was comfortable making a lot of different building and had a good understanding of the effort involved before I started this project.   This project will have a 6 phases   Planning Preparation Test Phase Building Phase Painting Phase Party Phase   I will cover the first 2 phases in this post. Next time I will post with test and my progress in the building phase. I’m about 75% thru the building phase.     Planning Phase – Design & Layout I am going to divide the city board into 1ft by 1ft squares.  Initially I wanted to create 16 squares for the entire table.   I was using hardboard for this.  It is slightly slimmer the 1/4th inch.  One of my concerns for the Test Phase will be to determine if this will be thick enough.           The ruined city is being designed for Warmachine games, which use 4ft by 4ft tables   My Initial idea was this     But then I need to have 8 of the random zones setup special to adjust for player deployment zones.  This is not an idea I was really happy with.   idea #2 was 12 zones         This idea I like, I only need to factor in 2 to 4 inches for player deployment zones.  However it could still limit how I create 8 out of the 12 zones.   Idea #3 which I’m going to start with.         Preparation Phase I started working on this project in October. I spent over a month focusing on casting Hirst Arts molds to have enough pieces to work on this project. I also had to take a short break in the middle of Nov to work casting molds for another week. I used a variety of molds from http://hirstarts.com Fieldstone Molds Mold #71  –  2 copies of these – a Lot of these molds Mold #701 – a Lot of these molds Mold #72   –   40 molds –enough for 2 towers Mold #73 – enough for 1 Tower Mold #74 – some parts were used Mold #75 – a lot of these molds  (easily cast this mold 75 to 100 times, and still always run out of it first) Gothic Molds Mold #55 – Bell Tower – Enough for 1 Mold #56 – Tomb Mold – Enough for 1   Floor/Ground Molds Mold #265 – Floor Tiles Mold #220 – Wooden Plank Mold     I started with 150lbs of Excalibur Dental Plaster   Picture of some of the molds I use.  You can see, that I only use parts of some molds at any given time.       This shelf is my starting point with how many Hirst arts blocks (from molds 71 only)....

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Poppabear’s Epic Terrain Board Part 1.

Posted by on 1:25 pm

by Mike Hearrold This project is big.. Really big. I’ve been working on this particular project for over 6 months now. It involves 8 feet of foam, 12 bottles of glue, 75+ pounds of dental plaster, a whole lot of wood, and many… many hours. It is my epic terrain board. Til the next one.   Lets get started with the walk through of the build.   The board is primarily for Warmachine and Hordes. It measures 4’x4′. At the start it was made up as a typical trench board. I played around with some terrain placement to see the different effects I could get with the board..   One thing I decided was that it was too linear. I did not like the straight trench design. At this point none of the elements had been glued down so I shifted them a bit.   This added much more interesting placement options for the board, as well as more interesting bridge placement.   Once the initial layout was settled, construction really began to pick up steam. Part 2 to come soon!  ...

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Playing the best: Major Victoria Haley Part 1

Posted by on 1:00 am

by Ben Rislove   Playing the best, Major Victoria Haley Part 1   I’ll start with an introduction: My name is Ben Rislove, I have faction ADD and a lot of competitive TCG experience; Ranging from M:TG nationals competitor, to many Pro Circuit and 10k money finishes in UDE’s Vs. Trading Card game. I won a couple grand (2 spectral tigers and some gadgets) playing UDE’s WoW Miniatures game as well, in its very short life. I also recently went 6-0 in the last chance qualifier at Warmachine Weekend, playing The Protectorate of Menoth.   In this article series I will be focusing on the best of the best, how to maximize their effectiveness, and make them live up to their reputations as the most frightening casters in all of Warmachine and Hordes.   Now on to the fun part – MAJOR VICTORIA HALEY I’m not going to give a primer on how good her spell list or feats are. This is discussion of what she does, and how she does it, and how I build a list to maximize it.   First I want to suggest that there are only 3 primary ways to win in Warmachine; Assassination, Scenario, and Attrition. I don’t think that any of the best casters in the game excel at more than two of these areas.   Major Haley excels in Scenario and Assassination. Despite having excellent attrition tools, Cygnar is not designed for this type of play, and factions/casters that focus on attrition are going to beat you more often than not if you attempt to play their game, luckily we don’t have to. Today I’m going to focus on the most fun and explosive way to play Haley.   Assassination: abuses defense reduction (Timebomb/Telekinesis) to open up lanes for a Defender or Stormclad with Temporal Accelleration to end the opposing caster. The primary goals of Temporal Shift  in this match-up are to set-up the assassination or help ensure it by granting you a second attempt.   The plan is to kill the opposing caster, you’re not here to out attrition their army If they are forced to keep enough models back because of your assassination threat that you can pick their army apart piece by piece, more power to you!   Here is my assassination Haley2 List   Major Victoria Haley (*5pts) * Thorn (8pts) * Squire (2pts) Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts) * Arcane Tempest Gun Mage Officer (2pts) * * Defender (9pts) Stormblade Infantry (Leader and 5 Grunts) (5pts) Sword Knights (Leader and 5 Grunts) (4pts) * Stormclad (10pts) * Sword Knight Officer & Standard (2pts) Captain Arlan Strangewayes (2pts) Eiryss, Angel of Retribution (3pts) Rhupert Carvolo, Piper of Ord (2pts)   1st threat: Stormclad has 21” threat assuming TA and TK on the target and the Stormclad. It does this with 2 Focus, a free attack and a Jack’ Marshal boon which is 4 or 5 PS 19 attacks   2nd Threat: Defender From 20”s away 2 boosted to hit and one boosted damage (Deadeye+TA+Arlan+Marshal)This gets a little more dangerous with critical brutal damage if you’re a little closer.   3rd Threat: Spell assassination, against softer casters thorn running 14 and Haley following up with TimeBomb+Arcane bolt this is only really effective against squishy casters...

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The Modern Major-Mercenary – Fiona the Black

Posted by on 1:00 am

I am the very model of a modern major-mercen’ry, forgoing so-called ‘factions’, running sellswords as my primary. And though it’s said that mercen’ries aren’t totally competitive, all other factions feel like moving models under sedative. -ok I’ll stop.   As the Wrath releases begin to finally filter into stores and frenzied theory-machine gives way to tabletop experience, I thought it a good time to look back and see how one of my own primary factions, the humble mercenaries, have changed and evolved as a result of the latest Warmachine expansion. These rambling dissertations will focus in particular on some of our older ‘casters, and look at what new ways of playing them have opened up as a result of Wrath, and maybe give readers a few new ideas in the process. I don’t plan to cover everyone, both because not everyone has changed (Shae, I’m looking at you) and there will reach a point where I just begin repeating myself when talking about how great Rocinante is. With that in mind, let’s start with one of our leading ladies, Fiona the Black. For those unfamiliar with Fiona, Battle College has an entry on her that you can read to familiarize herself with her spells and abilities. Just try not to read too much of the commentary; that way lies madness…   An Ode to the Eliminator Fiona has undergone something of a renaissance with the arrival of Wrath, chiefly as a result of the release of the Kayazy Eliminators. These new models (to be released early 2012) are Khadoran Ally units that can be included in the Four Star Syndicate mercenary contract. Two-woman Kayazy kill teams, they have stats similar to their regular assassin colleagues, but with a few definitive differences; they are more survivable thanks to higher DEF and multiple wounds, more mobile thanks to higher SPD and acrobatics as a permanent rather than once per game ability, and have a more versatile offensive punch with their multiple attacks with the option to combo strike. Fiona, not to put too fine a point on it, loves these girls. Their incredibly mobility makes them ideal targets for Telgesh Mark (Fiona’s spell that turns a model into an arc node); SPD 7 acrobatic arc nodes with side-step are both horrifyingly mobile, impossible to tie down by engaging them and, importantly, able to function as an arc node without sacrificing their primary purpose (i.e. stabbing things). This represents a significant change for Fiona, since one of the problems she had previously with selecting her arc node model was that many of the models she wanted to use as a node could perform well in either that role, or their normal one, but not both. For example, many people espouse using Eiryss as an arc node, but to do so requires that you place her much closer to danger that you would otherwise like to, or run with her rather than shooting. Conversely, using Wrong Eye or Snapjaw as an arc node gives you a survivable spellslinging platform, but not a relatively mobile one. With Eliminators, this isn’t an issue. You can happily launch your node-Eliminator into combat against any target you would normally, safe in the knowledge that there is almost no combat situation you can throw an Eliminator into that...

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Thursdays with Thanan: Cygnar Battle Box

Posted by on 1:00 am

Welcome back to another semi-exciting Thursdays with Thanan! Today, we look into the iconic faction of Cygnar. The Cygnar battle box comes with Stryker 1 (aka pStryker), an Ironclad heavy warjack, a Lancer light warjack, and a Charger light warjack. This battle box contains a very mixed arms approach to Cygnar, with a dependable, if basic heavy, an arc node to sling spells through, and a light with a good gun. This pack has a little of everything and does most things pretty well, focusing on giving good options in each situation instead of dominating any one particular part of the game. Stryker 1 – Stryker is Cygnar’s poster boy. He is pretty OK at just about everything, with stats to match. He is slightly better at hitting in melee than at range, and has slightly above average defensive stats, with defense of one higher than his armor. His average focus allows him to cast all 3 of his upkeep spells on turn one, and then upkeep them and have 3 left over each turn to boost his armor a bit, or use to pass out to his jacks for charges, boosts, and such. Both Stryker’s weapons have the disruption ability, which is good against jacks, a disrupted warjack loses any focus currently on it, cannot be allocated focus next turn, or have spells channeled through it. This can, potentially, help minimize retaliation or stall an opponent’s battle plan. Arcane Blast– A small AOE to take out clumps of infantry. Probably not going to use this too often in the battle box, but it hits hard enough that when boosted, it can definitely put some damage on most things. Arcane Bolt– A ranged magic attack. Mostly useful for taking out solos or key individuals in a unit through the arc node on the Lancer. The POW is one better than Stryker’s gun, but the spell costs more focus than just shooting and boosting. Arcane Shield– +3 armor? Yes please. Put this on squishy things and they live longer. Put this on your jacks, and they become very hard to crack. Put this on Stryker, and he is suddenly pretty darn tough! Turn 1 + upkeep. Blur– +3 defense against ranged or magic is pretty awesome on the approach. If your opponent has shooting or arc nodes, this is a good thing to put out there. If you’re facing an all melee list, this clearly won’t help as much, but does still help against magic. Turn 1 + upkeep. Earthquake– large template, and everything is knocked down. Arc this through your lancer, and you can knockdown a heavy or light (or a caster!) and make them super easy to hit! Suddenly defense 17 doesn’t seem so bad, as the large template probably won’t deviate that far off your target. Do beware, however, as your own models can be knocked down too. If your own guys get knocked down on your turn, that sucks, because they have to sacrifice either their movement or their activation. Snipe– this spell is great, +4 range on any gun. Put this on your charger, and he will be able to gain the aiming bonus on so much more! Or put it on Stryker and take pot shots to disrupt those jacks from a somewhat safer...

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