Videos

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!

Non-Dojo Game Theory 2

Posted by on 8:27 am

This is a follow up article to “Non-Dojo Game Theory 1”.  I started with a brief description of game theory, pay-off grids and competitive interaction.  This is another deep math article but interesting food for thought that I’ll try to make as digestible as possible.  I’m going to describe another ‘game grid’ and how you can think about acting should you find yourself in either scenario. First, The Hawk-Dove Game. The name of the game references birds fighting one another.  Each player in the game can choose to fight like a Hawk (hardcore aggressive) or Dove (passive).  On the right I’ve shown the pay-off grid for the game.  The story goes that if a Hawk fights a Hawk they destroy one another.  That makes sense.  Hawks are bad-ass.  If two Doves fight one another, almost nothing happens.  Lastly, if a Hawk fights a Dove, the Hawk wins and he’s super happy about it. Needless to say, I can go a round or two in Bird-Law with Charlie Kelly and still hold my own. This game is like playing Dare or Chicken.  If both opponents are pansies, nothing happens.  If ones a pansy, the dominant player wins and if neither player is a pansy, things… get… messy. In the Hawk-Dove game there are two natural solution points.  [Hawk, Dove] or [Dove, Hawk].  The game usually unfolds through some sort of signal from one player to the other saying  “Dude.  I’m the Hawk.  Deal with it.  Destroy us both or let me win.  Choose”.  If that player is convincing enough, that signal is his key to victory. Real life scenarios of Hawk-Dove are EVERYWHERE.  Think about movie release dates.  All movie executives want their movie to release or certain Big Money days.  That said, they can’t all be Hawks.  So what do the big Motion Picture Houses do?  They call dibs in a big big way.  If they can convince the rest of their competition of their sincerity in claiming a date (through early advertisement), the competition is forced to Dove-out in favor of other weekends.  This game is played out in new product launches, market entries, diplomacy and arms races as well. Finally… the application to Warmachine and Hordes. Here the application relates to aggression.  If you announce to your opponent that your going to play so far down his throat he’ll have nothing to do about it, he’ll start playing strategies to manage that. The announcement can even be made before the game starts.  Signaling early is a powerful tool.  If you can credibly (and this credibility thing is a crucial component) commit to aggression, a rational opponent will react accordingly.  If you’ve got Jarl and Fennblades or the Cygnarly Constance and a metric ton of Steelheads you’re signaling “JAM” pretty heavy already.  You’ve given your opponent data they’ll have to react to and dice haven’t even hit the table.  You can also signal this with a skew list or lists that “ask a question” rather than having answers.  The old “Can you deal with 40 Doom Reavers?” question is a pretty big Hawk signal too. The lesson is to be a hawk or a smart dove that can counter punch like crazy and own it.  Look for the situations, look for the signals and use it to your...

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Shameless Fan Fiction Plug

Posted by on 12:08 pm

Over the last several years I have written a Warmachine fan fiction novel on the PP boards.  Here is a link to it.   Down But Good   I hope y’all enjoy.      

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Breaking the Airbrush Barrier

Posted by on 12:39 pm

An introduction to Airbrushing By Driftwizard   Airbrushing miniatures has been on the rise lately in the Warmachine and Hordes communities. With the appearance of the Colossals and battle engines, there comes a need to paint larger areas with greater speed and precision.  To turn these amazing models into beautiful center pieces in one’s army on the table top, an airbrush is the perfect tool.  Although there is a large group out there interested in learning to use an airbrush, many however are just overwhelmed with where to begin.  This is a guide to understanding what options are available to painters, and what is needed when getting started in airbrushing.  At the end of this article you as a painter will know how to get your foot in the door of the airbrushing hobby. The most important concept to understand when embracing airbrushing is that it will not replace a regular brush.  You will find that nearly every tutorial website relates that a regular paintbrush is still the most important tool at the end of the day for a painter.  I have had an airbrush myself now for a little under a year, and every model I paint still requires the use of a normal brush to finish the project.  An airbrush’s primary role to a miniatures painter is to save you time and effort.  It is still absolutely crucial for great looking models to learn techniques on how to dry brush, blend, wash, and glaze a model correctly.  Although airbrushing is a great tool, it is also vital to understand that airbrushing has one of the steepest learning curves, as far technique is concerned.  Without a doubt it takes time and effort to learn a new skill no matter what the skill may be, airbrushing is no different.  If you decide to make the investment into an airbrush, try your best to keep your chin up and keep practicing.  Great looking tabletop quality miniatures are possible, but may be down the road a little ways instead of right out of the gate like many anticipate. With practice miniatures such as these are possible within hours instead of days.        (The image below of a Cryx battle box was painted in just over seven hours.)     What kind of airbrush should I get for my first airbrush? The above being taken into consideration, it’s time to take a look and simplify the world of airbrushes to make it easier to break into this great technique.  There are two main components to all airbrushes.  The first is the brush itself and the second is the air compressor that feeds the air to the brush.  Let’s start by looking at the first component, the brush.   There are two terms associated with describing an airbrush, action and paint reservoir or paint cup. The most important term needed, when looking for an airbrush for miniatures is the “ACTION” term.  With many different types of airbrush companies out there, airbrushes come in many different formats and styles.  The action of an airbrush is in reference to the trigger mechanism.  A single action airbrush you pull back on the trigger mechanism and a single flow of paint and air come from the brush.  This creates a problem for the painter as it will not allow...

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Road to War Episode 12

Posted by on 7:29 pm

Road to War   This week we talk about list building with Will ‘Wild Bill’ Pagani. 0:00 Intro and general list building 9:48  Real Life List Building with Will 44:39 Questions 1:14:00  Upcoming Cons –Space City Con, Duel Con, Alamo GT, Clash for the Cure 1:18:36  RtW:  Before Dawn Episode 1 Podcast: Play in new window | Download (Duration: 1:23:29 — 38.2MB)Subscribe: Android |...

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MoM’s Podcast #17

Posted by on 5:52 pm

MoM’s Podcast #17 Topics: 00:02:58 – News & Announcements 00:17:09 – Unlikely Allies Tourney Reports 01:03:36 – Bart + Galleon  List build Podcast: Play in new window | Download (Duration: 1:45:36 — 48.3MB)Subscribe: Android |...

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The Mutineer Chronicles #2

Posted by on 10:24 am

The Mutineer Chronicles Episode 2 -Second 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 discuss starting a campaign, and character creation previews. -We are joined this week by Meta-Games Hall of Famer, Homero Flores. Podcast: Play in new window | Download (Duration: 1:34:55 — 43.5MB)Subscribe: Android |...

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Toruk to Tyrant – Rasheth Battle Report , July Recap

Posted by on 8:18 am

July was a very quite month for me. I did run a local tournament, but I did not play in any events during the month. (which is rare for me)   I also only played 8 games over the course of the month.    I am now in the mindset of preparing for Gencon and some upcoming other tournaments, so my next reports should involve a ton more games and some event recaps. I did manage to get write up 1 battle report with tons of pictures of 1 game I played.     July games Of the 8 games I played  i did win 75% of my games.   Of my two losses, they were more massacres against my army.  P Butcher at 35pts just destroyed poor Epic Morghoul and I lost a crazy scenario game to Harbringer in another game.  I have been playing a lot of Hordes this year, so it was nice to sort of relax and play just a few games for the month (especially when I know i’m going to play a LOT of games in Aug) Supreme Aptimus Zaal  – 1 game Dominar Rasheth – 1 games Lord Assassin Morghoul 1 game Archdomina Makeda 1 game Lord Tyrant Hexeris – 3 games Tyrant Xerxis 1 game     Rasheth Battle Report I was able to play a 50pt game against one of our local Trollblood players (Jeff).   I was playing a non-tier Rasheth list and Jeff was playing  T3 Jarl List. I have been enjoying putting Tiberion on the table with Rasheth and I’m still debating if Tiberion is worth breaking the Theme force. Scenario – Overrun Dominar Rasheth  +5 points * Basilisk Krea  4 points * 2x Bronzeback Titan  10 points each * Tiberion  11 points * Titan Gladiator  8 points Agonizer  2 points Feralgeist  1 point 6 Paingiver Beast Handlers  3 points 10 Venator Slingers  6 points VS Jarl Skuld, Devil of the Thornwood  +6 points * Dire Troll Mauler  9 points * Earthborn Dire Troll  10 points * Troll Impaler  5 points 10 Kriel Warriors  6 points * 2 Kriel Caber Thrower  2 points * Kriel Warrior Standard & Piper  2 points Sons of Bragg  6 points Stone Scribe Chronicler  2 points Troll Whelps  2 points 6 Trollkin Scattergunners  5 points * Scattergunner Officer & Standard 6 Trollkin Scattergunners  5 points * Scattergunner Officer & Standard  2 points Additional Rules Add 2″ to your deployment. Kriel Warrior units gain Advance Move. Models/units gain Pathfinder during your first turn.   Deployment   Note – the Pictures will always show the end of the Turn looks. Skorne Turn 1 My plan is simply to march up the middle and slowly grind thru his army.  He has almost 20 more models on the table then I do, and the 2 troll warbeasts do pose a serious threat to my warbeats.  I really don’t expect to win  via scenario or score any Scenario points. I  run most of the army on T1 . I put “rush” on Tiberion to get him that extra distance and setup a in a wedge formation with my warbeasts.  The krea has been rushed as well and put up Paralytic Aura. (more of a habit then necessary at this point) Plan is to get Slingers in the way the next turn, and use either a slinger or feralgeist to...

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Walter and Mastershake talk Retribution

Posted by on 11:10 am

Mastershake and I got together and talked over the retribution models.   This is a first effort, and I accidently uploaded it as a WAV.  I think it automatically converted to mp3, but sorry in advance if this didn’t work out. Podcast: Play in new window | Download (Duration: 2:00:17 — 110.4MB)Subscribe: Android |...

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Why should you try Malifaux?

Posted by on 9:00 pm

I’m Matt aka Dustcrusher, and I’m here to write about other games, especially Malifaux. For a brief profile, click here. Basically I came back to 40k last year after several years off and the experience left a bad taste in my mouth. I still wanted to play toy soldiers, so I moved on to new games. One of these is Malifaux. If you haven’t read The Blue Baron’s intro to Malifaux, it’s worth a look. Go read it- I’ll wait. I’m going to go over what I perceive are the high and low points of the game. While I hope anyone interested gives the game a try, this is the real world we live in, and most of us have a gaming budget- my intent is to go over what Malifaux has to offer as well as a few potential sticking points to keep in mind. Let’s dive right in- what strengths does Malifaux offer compared to other games? Here are a few that stand out for me: No dice: As you probably already know, Malifaux uses a deck instead of dice, and you also get a hand of cards each turn. What’s so special about this? Malifaux adds an element of card control that requires careful risk (and resource) management. Soulstones: Soulstones are big-time currency in the world of Malifaux- literally more sought after than gold. When selecting a crew, the players will decide on a certain stone level for their game (12-15 is very small, 30-40 is typical tournament level, and 50+ is a very large game). Here’s the kicker- any points you don’t spend are added to the Master’s Soulstone pool. Why does this matter? Soulstones are like re-rolls, but better. Baron mentioned a common use for them- boosting attack, defense, and casting flips. You can also use them to mitigate the damage from a successful attack, heal damage suffered previously, or re-flip for initiative if you really need to have the first activation. Before you build your crew, you can also give up one Soulstone to re-flip the strategy if the original flip is not to your liking. Much like Re-rolls in Blood Bowl, the savvy player will know when to use and when to save Soulstones. Triggers: You know how card decks usually have four suits? Malifaux’s are no exception, and the game makes use of this with triggers- additional effects that can be used if you have the right suit in your flip. For example, several Guild models have a trigger called Critical Strike which increases the amount of damage done on an attack by 1 for each Ram (Heart in a normal deck of cards) in the Attack Total. Many models with this ability get the first Ram free, so a Master like Lady Justice could possibly add +3 damage to an attack if she uses a Soulstone. The highest wound total on any model is 12, so +3 is significant. Other triggers offer effects like allowing a free cast of a spell, a free attack, a safe retreat out of melee range, discard and draw a card, and so on. List tailoring: When setting up a game of Malifaux, you declare which faction you will play before determining your primary goal for the game. You don’t pick your crew until after...

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