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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!

Embrace The Dragon

Posted by on 9:21 am

Musefolk! Midsouth Gaming is proud to be cross posting a select handful of our articles here on Muse. This is part of an on going series written about everyone’s favorite dragon spawns. You can catch up here. Welcome back my blighted friends.  Paul here from Mid South Gaming with another dose of my Legion article series Embrace the Dragon.  In this edition I thought it would be worthwhile to discuss some things that may benefit those who have yet to embrace the blight.  Granted this information will also be useful to us as it is likely you will find yourself opposed by a fellow blighted brethren.  This edition will find us going over some of the most likely warlocks you may see being fielded by Legion players in Steamroller 2013.   With the release of Steamroller 2013 almost a distant memory and the first major con of the season already completed it is safe to say that many of us have had at least some experience with the new scenarios.  Through my own experiences I can definitely say one big change caught my eye in most of them; PP wants us up in the middle fighting.  The changes to the kill box artifice as well as scoring conditions are a major component of this.  No longer can our Warlocks or Warcasters contest or control objectives or zones they can only dominate.  Thankfully kill box doesn’t off your Warlock or Warcaster immediately but giving the opponent 2 control points can be just as devastating.   These changes have opened up the way for some of the less seen Warcasters and Warlocks from Steamroller 2012 to take a more center stage and Legion is no exception to this rule.  Over the course of Steamroller 2012 the bulk of Legion tournament lists would usually utilize one of 3 different warlocks:  Saeryn, EVayle (thanks largely in part to none other than JVM himself) and ELylyth.  While I do not see these 3 going away any time soon there is now an opportunity for a few more to add to their ranks and be just as effective in aggression and scenario play.  In addition to the previously mentioned Warlocks I also see PThagrosh, PVayle and Kallus making a strong appearance in SR 2013.     Saeryn has not lost any of her effectiveness with the scenario and scoring changes for 2013, in fact I would argue she has become an even stronger pick.  In 2012 gun lines ran rampart and were arguably the top tier of play.  Whether it was EHaley and the Stormwall for Cygnar, one of the many different Menoth gun line variants or even Grim Angus with bomber back up for trolls usually 1 of most peoples 2 lists in 2012 had some type of gun line variation.  Simply put it was just too good to say no to.  Traditionally speaking gun lines were a challenge for Saeryn and with the emphasis of pushing to the center and holding, the style of all the shots will start to fade a bit.  Are gun lines still viable, of course! But will we see those that just sit at the end of the table and shoot you off the board, probably not.  Additionally Saeryn offers some amazing infantry clear with her spell kit...

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Meta crunch 03 – Prepping for HÉT 2013

Posted by on 6:20 am

  Last time I wrote an article not related to the hobby side of Warmachine, it was about my preparations, list building and battle reports for AAW 2012. I am not an expert on competitive play, my meta is rather small and there are a dozens of more experienced tournament players posting strategy articles on MoM, so I generally stick to my conversions and sculpting, however those first two Meta crunch articles were fairly well received, so here we go again… One of the main perks of writing articles for a great site like Muse on Minis is that you can reach a much wider international public. After my last battle report article I got a mail from one of MoM’s readers from Hungary trying to reach out to other isolated playing groups in neighbouring countries in Europe, so he invited us (and other players from Croatia and Serbia we might know) to their next international tournament on the second of March: the HÉT 2013 (don’t ask me what the abbreviation stands for). I immediately contacted all my local players and forwarded the mail to the Croats I met at AAW 2012 and everybody was thrilled at the prospect of playing a wider field of players/factions that we don’t have locally, so we started dojo-ing and tweaking lists right away. As you might have noticed in my past articles, I am a fairly methodical person, so let go through the basic steps once again:   1.      What is the official format of the event? This time it will be a four rounds, one day SR 2013 event with up to two 50 points lists (you can bring just one list if you want, but if you have 2 you have to play each list at least once). As per usual there are character restrictions, but there are no painting requirements for the armies (other than front arcs must be marked on the bases), so this time we will bring one or two people, that didn’t come last time, due to expected painting requirements. There will be 55-60 minutes death clock in effect, which should be a good learning experience for our group, since we never had a death clock event locally. This time around we don’t know in advance what the scenarios will be, so we have to keep our armies a bit more flexible.   2.      What is the competition? Like last time, I have no idea what the Hungarian meta game is like, how common/popular ‘gargossals’ are or who their top players/factions are. The guy that contacted me, was kind enough to send a link to the lists of their 2 OETC teams from 2012, since they expect most of those players to attend the tourney. The ETC, being a team event, will generally have slightly more skewed lists in its line-up, since you have a little bit of control over match-ups, but from what I could gather they have a nice spread of factions and they don’t seem to use the commonly net-decked power lists from the forums (no Banes of any type out of 4 Cryx lists and Raiders in only one list; a Skorne Xerxis tier list with nearly 20 Cetrati/Arcuarii, ecc…). Since with the available information I can’t really plan for any specific...

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MoM’s Podcast #44 – A Warmachine and Hordes Podcast

Posted by on 10:32 pm

  MoM’s Podcast #44 — A Warmachine and Hordes Podcast Topics:   Time Stamps: 0:01:15 = News and Announcements 1:03:30 = Muse On Facebook 2:04:00 = Dojo 2:20:00 = SR2013: Close Quarters / Ammunition Run   Podcast: Play in new window | Download (Duration: 2:51:58 — 78.7MB)Subscribe: Android |...

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Road to War Episode 24- A Warmachine & Hordes podcast

Posted by on 8:47 pm

Road to War   This week we talk about the meta at Templecon, Lylth 3 and various other topics!   Podcast: Play in new window | Download (Duration: 1:16:22 — 35.0MB)Subscribe: Android |...

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At Home in Cygnar: Trenchers v2.0

Posted by on 5:12 pm

Musefolk! Midsouth Gaming is proud to be cross posting a select handful of our articles here on Muse. This series follows John trying to make Trenchers work in today’s Meta. You can catch up here.  Comment below to help John mold this list into a fully functional force. Hello, again everyone.  Last we spoke, I had come up with a good start to the Trenchers list. This is what I had so far. Commander Coleman Stryker -Sylys Wyshnalyrr -Grenadier -Grenadier Journeyman Warcaster Trencher Master Gunner Trencher Master Gunner Captain Maxwell Finn Rangers Trencher Chain Gun Crew Trencher Chain Gun Crew Trencher Commandos Trencher Infantry -Trencher Infantry Officer & Sniper -2 Trencher Infantry Rifle Grenadier Sadly, life has gotten in my way, and I haven’t had the funds to finish out this list, so I haven’t gotten to test it like I would like to. The majority of my work with this list has been theory-crafting. However, I did try one proxy game with the units I’m missing. (I cannot stand doing that. I want the real models!) My wife played the part of opponent for me to try this out. First off, the RULES: -looking to be competitive (as best as possible) -Mercs are welcome (as you can see) -must stick to the theme (Trenchers) That’s it. So, let’s see what happened. One of the points for pStryker as my caster was to play attrition. With Arcane Shield, Concealment, and Feat, two units of Trenchers would be 15/21 with Stealth. Seems good, right? I had my wife play my Skorne instead of her Legion since Legion pretty much wrecks my plans, and I wanna see if this list can actually perform. Her list was eMakeda with all of the beasts and some Swordsmen. We played Incursion 2013. So, my strategy was pretty simple, kill all of the heavies and try to sit on the flags as long as possible. We roll. She goes first. Good for me since I wanna try to score first. The bad is that Makeda makes beasts super fast, and I’m not sure if I can take them down before they take out my key forces. Molik Karn eats half of the Commandos on his own. I lay down some covering fire and prepare for the feat turn sitting on the two side flags. That doesn’t go too well just yet as I have only CRA’d down Molik Karn, and injured a few others. Bad dice are not helping. Skorne retaliates and destroys one chain gun crew while locking up the other. I kill every last Swordsmen, but it’s only a small victory. By turn 3, Skorne has control of the board, and my plans of scoring control points fades. You can imagine how the rest goes. So, the first problem I see is that massed Heavies are a problem for this list. I could handle one or two, but once you have more than that, they can survive long enough to get to my lines. Once you’re in my lines… I’m in trouble. I need to look at harder hitting things or I will be locked into a second list as soon as I see a Gargossal or more than two Heavies. Here’s a few things I liked: -CRA on the Trenchers. It can...

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Bringing the Retribution: Your Faction Can Do What Now?!?

Posted by on 9:13 am

Musefolk! Midsouth Gaming is proud to be cross posting a select handful of our articles here on Muse. This is part of an on going series written about everyone’s least favorite elves. You can catch up here. This segment was brought on by recent Retribution discussions on Muse. A lot of points were put forward about what is good and what isn’t. It got me thinking about some of the core aspects of the game. I decided to take a look and highlight some of the good things–and the bad things–about playing Retribution. This ties in with one of the key concepts of Warmachine or Hordes: understanding what your faction can do. Good: Arcane Assassin, Phantom Hunter (Seeker), and ranged defense. Retribution has a lot of abilities that cause first time players to say “it does what now!?” Arcane Assassin and Phantom Hunter are two of those abilities. In essence, they allow a model or unit to ignore defensive measures including the armor bonus from overboosting, spell buffs and even line of sight. At first, this doesn’t seem like a big deal. Ignoring line of sight doesn’t mean much when compared to abilities that amplify raw damage output or increases stats. Those are hard numbers that show concrete results. The real effect is more conceptual, but once on the board, you see the greatness of this rule. Is your opponent behind a cloud? Behind a jack or a beast? Behind a giant wall made of reinforced steel ten feet thick? Not a problem for Phantom Hunter. A target has nowhere to hide. If you’re in range, you can shoot them or potentially charge them. Add in Arcane Assassin and their ARM and DEF buffs are useless to the ever-seeking bullet flying at their face. This sets up some great assassination tactics. You can hit casters hard–at their base ARM–and deal enough damage to kill them after only a few attacks. There are several units that have Arcane Assassin in Retribution. The most notorious is the Mage Hunter Strike Force. It’s an eleven-man unit–with the UA, who is required for Phantom Seeker–with POW 10 crossbows and POW 9 swords. They also have jack hunter, which greatly increases their damage output against Warmachine. Kaelyssa can also give a jack in her battlegroup Phantom Hunter. Putting that on something like a Banshee, which has a gun that slams targets, allows you to knock down models through battle lines, making them easy pickings for the Strike Force. These rules also cause your opponent to be very cautious. Move up too close and they’re bound to get shot down by a hail of bolts coming from that dark patch of woods. Retribution also has some of the best ranged defense out there. This mainly comes from the Force Barrier ability and Discordia’s Kinetic Field imprint. These create a bubble of either added DEF or ARM and immunity to blast damage. This gives Retribution a leg up in the gun line meta. The fact that Battle Mages and the Artificer have this inherently is impressive as well, making them good choices when facing an opponent with a lot of shooting or AOEs–like everything in Protectorate for instance. It brings their DEF up from average to hard-to-hit-even-while-aiming. Add in warcaster spells like Force Field, Deflection and Quicken, and you’re looking at an...

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Crippled System: Episode 12 – insert witty comment here

Posted by on 5:40 am

Episode 12 in the books, 00:00 – Theme song 00:15 – Introductions 04:25 – What we hate! 35:00 – Introduction of podcast@crippledsystem.com 36:25 – Battle report of Katie’s birthday party 47:51 – SR 2013 Assault scenarios: Close Quarters and Ammunition Run 65:25 – Katie’s Korner: Mental preparation for tournaments 83:41 – Recommendations     Hosts: Andy W, Nate H, Jeremy S, Brian G, Katie S, and Jim B in spirit Podcast: Play in new window | Download (Duration: 1:40:40 — 69.1MB)Subscribe: Android |...

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Trollbloods: The Quickening Part II

Posted by on 2:13 pm

Musefolk! Midsouth Gaming is proud to be cross posting a select handful of our articles here on Muse. This is the second in a series of articles that began on MSG last week. You can catch up here. In my last article, I spent some time breaking down Quicken on Jarl. Today, I want to break down his other two upkeeps: Tactical Supremacy and Weald Secrets. Specifically, I want to continue to talk about jamming with Jarl. First, let’s talk about Tactical Supremacy. Unlike Quicken, which has a direct effect on threat ranges, Tactical Supremacy allows for 3 inches of additional movement after everything has ended its activation. While I don’t think it’s as amazing as Quicken, it does have a few distinct awesome factors: Like Quicken, it targets friendly model/unit. That means that it can be applied to solos, units or beasts–even Minions or Jarl himself. This continues Jarl’s theme of being extremely flexible. It allows for movement shenanigans. It’s possible to sacrifice movement for the aiming bonus or to stand up a knocked down model and they can still “move” 3 inches. It’s also possible to use it like the world’s tiniest Ride By Attack–move forward, attack, use Tactical Supremacy to retreat. Much like Ride By Attack, it does nothing to prevent you from retaliation, so be aware of free strikes and effects that trigger on movement. It allows second line units to keep pace with a Quickened front line. This is the biggest reason I use Tactical Supremacy.   While I think there’s a lot to be said for using Tactical Supremacy as a way to keep Sluggers moving while still allowing them to aim and use Full Auto, or for using it as a way to let Nyss aim and ghetto Zephyr, neither of those units really fit into my jam strategy. Shooting into melee is generally a bad idea–unless you’re Jarl. So, on to the units I think it works well on: Champions. While Champions under Jarl don’t have that same nipple tweaking effect they do under Madrak2, the promise of delivering a full unit is delicious. With the full Kriel boat Quickened far up the board, and Jarl’s feat to cause even more havok to everyone’s plans but Legion, the Champs just have to make it up the board in time to do work. Tactical Supremacy keeps them leaping toward the center of the board. If the KWs run 16″ on Turn 1, and the Champs were directly behind them, after running and using their Tactical Supremacy move, they’ll only be 3″ behind the Kriels, ready for the counter punch. Gatorman Posse. See above. If they’re your second line, face smashing counter charge unit, this will keep them from getting left behind. The Krielstone. I stick by my opinion from my previous article that the Stone is less than useful with Jarl, but if you’re going to take it, this is a great way to keep it relevant. After running and the Tactical Supremacy move, the smallest aura should still hit a portion of the super jammy front line. More Infantry! If you’re inclined to take Fennblades and the Kriel boat, Tactical Supremacy makes a poor troll’s Quicken for the second line. Jarl. When you consider that it’s possible for Jarl to move and Swift Hunter twice, he already has...

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Baffo’s sculpting table 05 – Judi

Posted by on 7:57 am

  It has been a month since my last article (I was pretty busy with work), but I finally managed to complete my second colossal conversion: eFeora’s personal Judicator. Like I did for my Conquest conversion, I took pictures of all the steps of the process and tried to compile them in a comprehensive manner, for those that might want to implement some of these ideas on their own colossals. Hope it helps… Anyway, those that read my past ‘Colossal ideas’ articles, already saw some initial drawings for Judi and when I put up a poll on the MoM’s forums this was voted the most wanted colossal to be converted next in my series of articles, so I started bugging my local Menoth player to get one for me to convert and 3 weeks ago it finally got delivered to our LFGS.   The concept My first concept sketch focused on changing the original submarine-like rocket pods for an organ-like rocket platform and moving the flamers from the jack’s torso to its forearms like a Castigator/Torch. S’tan (my old rival and commissioner for this conversion) liked the ‘flaming fists’ idea, but wasn’t too sure about the ‘Organ gun’ on top, so I took out pen and paper, drew a few alternative designs and we bounced ideas and opinions back and forth, until we were both happy with this design: The general idea was that we wanted the silhouette of the model to feel bulkier and more threatening (bigger weapons FTW!!!), but we couldn’t just slap on 2 square missile pods from a Madcat mech, since that would not fit with the curved line styling of the rest of the model and would look too much like my own Katyusha, so I integrated the gothic style of concave lines and surfaces in the design of the pod and merged it to the original model’s rocket battery. Once we agreed on this and a few more details (like using Feora’s helmet as base for the head re-sculpt and reposing the left fists into and open hand) I could get down to it…   Multi rocket pods Let start with the most challenging part of this conversion: the missile pods (I have been working on these in parallel with the other parts of the jack, for the entire 3 weeks length of the conversion project). The oddly shaped boxes with large curved surfaces that housed the rockets required a sturdy frame, so I started by cutting up several pieces of 1.5 mm thick plastic card in the desired shapes and gluing them together using the leftover triangle bits to support the corners. Then I cut off and filed the sides and front spike of the original model’s rocket pods, glued and pinned the plastic box frame on it and used rectangular pieces of thinner plastic card (1 mm thick for the sides and 0.5 mm for the curved areas) to encase this frame. I should point out, that for the curved part I first bent and ‘wrapped’ the thinner plastic card around a pen, to give it the desired curved shape, before gluing it on the frame (otherwise it would tend to ‘straiten itself up’ and detach from the frame while the glue was drying). Next I had to cover up the...

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The Mutineer Chronicles #8

Posted by on 2:00 pm

  Episode 8 – Eighth 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 talk about the challenges of working certain character types into a campaign. Podcast: Play in new window | Download (Duration: 1:12:25 — 33.2MB)Subscribe: Android |...

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