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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!

Some Thoughts on Iron Mother Directrix and her Exponent Servitors

Posted by on 11:52 pm

For starters, let’s just look at her statline and abilities. Defensively, she’s not the worst, not the best, but somewhere in the middle. Def 15 puts her just ahead of the average units’ reach unbuffed, and Arm 16 is not quite enough to make her immune to small arms or continuous fire. Focus 8 will help, so she does have a considerable camp– however, this will be elaborated on later. At 18 boxes, she’s actually quite capable of taking a pot shot or two but I wouldn’t recommend making that a habit. It also lessens the likelihood of her demise due to long shot or desperation assassinations. The medium base can kind of count as a negative, but you can mitigate it via army list composition, so I won’t really get into that. One thing of important note, however, is her construct ruling along with repairable. She’s always going to pass command checks, never flees, and does not count as a living model (except for the fact that she gives up souls due to the Clockwork Vessel rule). With easy access to repair as well, she’ll be capable of receiving heals without expending focus and that is a significant strike in her favor. Being Spd 6 is also pleasant, in that she does have some ability to create a distance or close one as needed. Then we come into the two abilities that arguably add the most to her power: Field Marshal [Arc Node] and Activate Exponent Servitor. The first and foremost thing I should mention is what I have said already a few times, that the servitors are not tightly leashed. Command 10 gives them considerable range for dotting targets, especially with Fire Group. To elaborate further, they do count as being part of the battlegroup and effectively part of her, meaning that they do benefit from Field Marshal [Arc Node]. And to make it better, they aren’t just any arc nodes, they are arc nodes that you can make more of if they die, are Spd 6, and have both Pathfinder and Immune to Knockdown. They also don’t count as a living model, automatically pass command checks, and never flee. You can also advance them outside of formation. This use is specifically to act as an arc node, provided you are willing to sacrifice them or their next activation as they will attempt to advance into formation after. It will totally suck being outside of formation, but it adds new threat vectors for arc nodes, and potential to muck up lanes. *This leads to a post by Valander over in the rules forum: “Casting spells is an at any time ability for warlocks, so it can be done between non-interruptible things, such as move one model and finish movement, cast, move all other models in unit, cast, attack with one and resolve damage, cast, etc. Likewise for using a feat, or really any other “at any time” ability. The main other caveat is that if a model ran or failed a charge, that model has ended its activation so cannot do anything further.” Which brings up another point, Channelling and Charges. You can choose to cast a spell before a charge attack, but after the charge movement. Therefore, you can issue the order, have the Exponent Servitors...

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MoM at Lock&Load: Level 7 Omega Protocol

Posted by on 2:07 pm

      Will Schoonover talks about Privateer Press’s new game Level 7Omega Protocol.

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MoM at Lock&Load: High Command

Posted by on 2:59 am

DC talks about the new Privateer Press card game High Command. Watch till the end to see the prize!    

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The Kill Box Episode #5

Posted by on 7:07 am

Howdy guys this one is about a week late but we still talk about list types and how to play them! Podcast: Play in new window | Download (Duration: 1:15:16 — 137.8MB)Subscribe: Android |...

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MoM at Lock&Load: Doug Seacat on Convergence fluff

Posted by on 5:10 am

        Keith interviews Doug Seacat on Convergence of Cyriss fluff.

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Epic FM Episode 9

Posted by on 3:59 am

Epic FM Episode 9 is here! In this show we cover two recent UK events; The Northern Hardcore Finals and the UK Expo Masters, talk to our favourite pressganger Norbert about ‘token gate’, troll the crap out of each other and ramapage some more about the games most broken faction. Girlfriends walking in, dog’s kicking off, loud fridges, internet problems, ‘over’ trolling each other and Gav being ill made this a nightmare to edit….so be nice! 😉 Enjoy the show and as usual please give us feedback on the thread or @EpicFM_Podcast or Epic.Flail.Podcast@gmail.com Time stamps 1.00 Twitter questions 25.00 UK Northern Hardcore Final 40.00 Token gate with Norbert 1.21.00 UK Expo Masters 2.36.00 Rampager – Machine wraith Podcast: Play in new window | Download (Duration: 2:47:46 — 153.6MB)Subscribe: Android |...

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MoM’s Podcast #57 – A Warmachine and Hordes Podcast

Posted by on 9:26 pm

  MoM’s Podcast #57 — A Warmachine and Hordes Podcast Topics:   Timestamps: 0:01:00 = Lock and Load Summary 0:20:05 = Convergence Gap Filling   Podcast: Play in new window | Download (Duration: 1:23:21 — 38.2MB)Subscribe: Android |...

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Nemesis: 11

Posted by on 6:56 am

“My biles purge on your biles.” “They catch my bloat thrall, which explodes near this scrap thrall and-“ “This is silly.” “Yes.” This week we will discuss how best to face the threat of Lich Lord Asphyxious when you yourself have a Cryx force. Mirror matches, Faction vs. Faction not to mention Caster vs. Caster or even List vs. List are always a funny matter. They tend to be games wherein you walk a razor’s edge between utter victory or defeat. In the Cygnar mirror match there are very rarely models left alive on the table at the end of the game as everyone shoots everything. The Cryx mirror match, which I’ll use as a term for the Faction on Faction action, is a pretty play intensive one. Whoever utilises their hordes of melee infantry better, or gets the few additional purges off, wins. Lich2 has a very solid game against most Cryx lists. The clouds are a nightmare for melee infantry swarms, as are bile thralls. Many lists have one unit of satyxis which provide excarnate targets which are very far forward and thus allow for a good purge or two before you run out of targets which is usually enough to tip the attrition game in your favour. Cryx, however, like most Factions that often succeed well in American tournaments, have some very good answers to Cryx. Check out the first two articles for background on Lich. The Toolbox The Lich exemplifies Cryx, and as always banes have a bane! Guns and Denial, the former is not something Cryx is known for, but they have some excellent denial casters. Within the faction, it is good to avoid melee living infantry, so satyxis of both kinds are a liability. That said, blood witches offer so much utility they must still be considered. Incorporeal troops are also safe from bile thrall purges, which is excellent in a Lich mirror match. Watch out for the blood witches magical weapons though! And the blood witches can still be excarnated to make a bile thrall aiming at another unit. The combination of guns and incorporeal make pistol wraiths an excellent choice in this matchup. Another excellent choice is Gerlack Slaghterborn. Lich2 armies tend to be tightly packed and full of low Def troopers, only one unit of which have Tough. He should often be kept back a bit until the mid-game, but if he gets to mulch half a unit of banes he’s done a good job. For the most part however, when delving into the toolbox we want to look at the Mercenary options available, especially as many Cryx players neglect them. Gerlack has way more non-PP images on Google than I would have expected. Nyss hunters are obviously head and shoulders above the rest here. They have range 12” Hunter bows, they are fast, and their accuracy 6 is often a solid start against Cryx troops. The high Def doesn’t hurt, nor does the melee capabaility. They are very susceptible to bile thralls, but what troops aren’t. Be aware though, that they can’t work in an army which has Gerlack or his kind, as they have animosity blighted. An addition I would suggest is Dougal McNaile. Making the Nyss 14” for one round is excellent against Lich2, not to mention...

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