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!

Road to War / Muse on Minis Adepticon Special

Posted by on 9:23 pm

Road to War The Road to War and Muse on Mini crews got together at Adepticon to talk about what went on and how their tournaments went. Take a listen! Podcast: Play in new window | Download (Duration: 57:51 — 53.0MB)Subscribe: Android |...

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Will it blend ?

Posted by on 9:08 pm

Will’s eMagnus gets blended after he loses a bet with Billy from the Texas...

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Adepticon 2012 — Will it Blend ?

Posted by on 2:45 am

Will Pagani’s eMagnus gets blended after he loses a bet with Billy from the Texas Renegades.

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A Road to War Episode 4

Posted by on 7:25 pm

Road to War Episode 4 Show Notes Show Notes 0:00 Intro and Menoth Overview 17:00 eFeora 27:31 Harbinger 41:28 High Reclaimer 49:30 pKreoss 54:00 eKreoss 58:06 pSevy 1:13:20 Thyra 1:19:00 Adepticon 1:45:00 Questions 1:59:00 What we’re working on Podcast: Play in new window | Download (Duration: 2:01:17 — 111.0MB)Subscribe: Android |...

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Into The Mind of a Dark Horse, While at Adepticon

Posted by on 3:11 pm

by Chuck Elswick So time to fulfill another request of what goes through my mind when I am preparing for a gaming convention.  I had already mentioned that I don’t really practice with the army or lists I plan on running at conventions as with my gamer ADD I will easily get bored with the army and not want to play it at the convention.  Just to give an example of it I played my Skorne at Gencon and it wasn’t until a league ran back in March at a local game store that I played my Skorne again.  It regards to what this article is truly about is a focus and putting out there my lists I plan on using during Adepticon and the rationale behind them.  I am not going to go into so much detail about the list, tactics, or abilities.  I am writing this article in response to the request of the question “why.”  The first list presented is my Hardcore Crutch Free 2012 list.   Epic Morghoul +6 Bronzeback 10 Cyclops Brute 5 Gladiator 8 Paingiver Tormentor 2 Paingiver Tormentor 2 Paingiver Task Master 2 Paingiver Task Master 2 5 Gatormen 9 4 Paingivers 2 Blood Runners 5 Blood Runners 5 Void Spirit 2 Void Spirit 2 Total:  50/56   Normally I don’t own 2 of anything, no matter what type of model/unit it is due to the fact that I play everything faction.  In this case it is a matter of models that I have gotten through store credit or using credit earned through running demos and tournaments as to why I have multiple like models.  As mentioned before this is the Crutch Free 2012 list, though my Crutch Free pledge is a little different than the majority of everyone else.  I was told that I have to play Epic Morghoul for a hardcore type setting, though some at the time of the idea of Crutch Free came to be it was said that he would be quite good with the Archidon, so I said “fine, that will be the challenge as I will play Epic Morghoul in a hardcore setting and without the Archidon.”  As for why the list is the way it is, theme.  I am not running a theme list for Epic Morghoul but I am running a list that is “theme” in a sense, except for the void spirits so just pretend those aren’t there and that includes if we are to play in the tournament, just pretend they aren’t there, lol.  Everything in the list is either a paingiver type model or beasts/slaves of the paingiver caste.  But again the reason for the list is it does include, and doesn’t include, models that I have to do for Crutch Free 2012 as well as to me it does have some theme within the list.   The next set of 3 lists, with reinforcements, with character restrictions, are my Mercs Masters lists.   Damino +6 Rocinate 9 Rover 8 Di Bray 2 Versh 2 Aiyana and Holt 4 Piper 2 Stannis 4 10 Steelhead Halberdiers 6 10 Steelhead Rifleman 9 5 Steelhead Cavalry 10 Total:  50/56 Reinforcement: Shaw 2, Taryn 2, Nomad 6 (jack marshaled by Shaw)   Drake +6 Mangler 8 Rover 8 Epic Alexia 4 10 Croe’s...

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A Road to War – Episode 3

Posted by on 3:39 pm

Road to War Episode 3 Show Notes 0:00 Intro 0:35 Circle Overview 11:42 pBalbur 18:40 eKaya 21:26 Kromac 30:20 PKrueger 33:40 eKreuger 38:40 Mosar 50:00 eBaldur 52:00 Morhvanna 58:00 Questions 1:04 What we’re working on Podcast: Play in new window | Download (Duration: 1:08:52 — 63.0MB)Subscribe: Android |...

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Wrecking Crew

Posted by on 8:42 am

  So to fulfill another request I have decided to write about a Cygnar warcaster that does not get a whole lot of love.  I have even played this warcaster in a tournament against the Great Legion of Jake, though I must admit that in a weekly game we get together for he had beaten me and this was a rematch we had in the semi-finals of a local tournament.  So maybe one day we will have our best 2 out of 3 match.  This list was not used in that tournament though many of the models were and I have had to tailor the list to match part of the request but as I present the list I will put next to the models which were part of the tournament list.  So here is the list, it is a theme list so I will make sure to put in there the requirements and benefits at the end which will explain point reductions in models:   Captain Darius +5-Model that was in game against Jake Centurion (1) 8-Jake Game Stormclad (1) 9-Jake Game Thunderhead (1) 11 Squire 2-Jake Game Journeyman 3-Jake Game Iron Clad (1) 6 Arlan Strangewayes 2 10 Swordknights with Officer and Standard Bearer 8-Jake Game 10 Swordknights with Officer and Standard Bearer 6 (2) Total: 50/61   Tier 1 Requirement:  List only includes certain models Tier1 Benefit:  Models in Darius’s battlegroup gain parthfinder during first turn Tier 2 Requirement:  Army includes 2 or more Sword Knights units Tier 2 Benefit:  Add one unit attachment to a Sword Knight unit for free and regardless of FA Tier 3 Requirement:  No light warjacks in the army Tier 3 Benefit:  Reduce the point cost of heavy warjacks in the army by 1 point Tier 4 Requirement:  Darius’s battlegroup has the Thunderhead Tier 4 Benefit:  Deployment zone is extended 2″   So lets take a look at the warcaster first.  He has average FOC and CMD, hence the squire to help him extend his control area and help upkeep his spell.  His SPD is a little below average, his heavy warjacks can keep pace with him on a walk, but this is ok as he has way above average ARM and damage boxes.  His MAT and RAT are about average for a jack caster, though he has 2 different melee weapons and 1 ranged weapon.  His primary melee weapon is the quake hammer that the Ironclads carry, though due to his light warjack STR it is a little lower than the hammers carried by the Ironclads.  It does however have the ability to knock down models on a critical hit as well as the special attack where he can knock down models within a close distance to him.  The range attack has the range of a hand cannon, and a barely higher POW, but it comes with an above average AOE.  Not something that you might use all the time but definitely you will use it as if your not using your melee attacks, charging, or any of the special actions he has then why not use it.  He as the ability to repair his warjacks with an above average repair skill that removes a D6 worth of damage on a warjack he is in base to base contact.  His...

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Poppabear’s over the top tourney tray

Posted by on 3:19 pm

Poppabear is hitting the tourney scene now! Didn’t take too long for me to decide I needed a tourney tray. But, as you kids know, I can’t do anything normal or easy. Here is the tourney tray that I built. It looks a bit overwhelming but actually it’s a simple box with a door on the front. I used forstner bits to drill the holes for the top of the tray. Gluing all boards together as well as counter sunk screws holds it together. It would be a nightmare for the case to pull apart full of minis, books, dice, and counters. I would cry big wet tears. This step completed I hit all sides with a rotary sander to get all joins flush. take extra time with this. The smoother the surface the smoother the finish. I went with a nice red mohogany finish. Matches the frames on all my boards. Heavy handles are a must! All of the pretty hardware I picked up at Home depot. Cost for the entire project was under 30$ Lots of room inside for storage. Next stage is to make other units that will latch onto the bottom of this box. I need to add boxes for my 2 war wagons, more books, and snacks. Also the bottom section will have wheels on it. It seems to be getting a bit heavy… Any questions on construction, feel free to put them in comments below!...

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MoM’s Podcast # 9

Posted by on 8:38 am

  MoM’s Podcast #9 Topics: Minions Newbie Talk, Carl swings by to talk about the New Warmachine Weekend event schedule, Recruits Con Tournament reports, The Dojo Podcast: Play in new window | Download (Duration: 3:27:07 — 189.6MB)Subscribe: Android |...

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To Boost… Or Not to Boost… That is the Question

Posted by on 1:00 am

It’s been a little while since my last article, and in the intervening time I’ve been spreading the gospel of Warmachine/Hordes.  I’m a huge proponent of the game and I love seeing new players get involved.  In all that new-game fun time, I find myself highlighting the core mechanics that roped me in as a player; resource allocation and d6 math.  This article will examine the individual unit of focus or fury and how to think about spending them to improve your outcomes. First.  The average roll on a d6 is 3.5.  This must be distinctly understood, or nothing wonderful can come of the story I am going to relate.  Any Charles Dickens fans out there?  Too soon?  Ok!  Let’s dig in with an example. You’re mid-assassination with Stryker2.  You’re Overload roll was garbage and you’re hitting with POW20 on a DEF15 ARM18 caster.  You need to roll an 8 to hit.  Once you’ve hit, your damage rolls are going to be dice +2. Let’s take a closer look at the ‘to hit’ roll.  Eight is a little above average on 2d6 (41.7% chance to hit) and easily attainable on 3d6 (83.8%).  You could boost your ‘to hit’ roll, but it’ll cost you the opportunity of buying more attacks later.  Does it make sense? We’ll see. Now let’s look at the damage roll.  You’re hitting dice +2.  On average dice you’re doing 9 damage.  That’s not too shabby.  Here is some math reinforcing your options and what you can do with two focus.   Formula:  (Odds of hitting)*(Average Damage Once Hit)*(Number of Hits) 1.  Buy two attacks: (0.417)*(9)*(2) = 7.51 Damage 2.  Buy attack, Boost to hit: (.838)*(9)*(1) = 7.54 Damage 3.  Buy attack, Boost damage: 5.21 Damage Here it makes sense to boost to hit, barely.  In general, when you get up to 8 or 9 to hit, it makes sense to boost to hit. Now that you’ve seen the math behind the decision, I want to talk about another interesting phenomena; the delayed decision.  You don’t need to choose to boost damage until you’ve ALREADY hit.  This is incredibly valuable.  You can evaluate the situation once you’ve hit and not waste resources by committing them too early. So let’s say that Stryker has hit.  You can either boost your damage at dice +2 (d3 average = 10.5 + 2  = 12.5) or you can buy another attack.  Here is the math for the second attack; Buy one attack:  (.417)*(9)*(1) = 6.25 Damage Boosting the damage does 3.5 extra damage/focus.  Buying another attack averages 3.75 damage/focus.  Here the averages show it makes slightly more sense to keep buying attacks.  All of these examples were pretty close decisions.  In some cases, the difference in damage can be quite substantial. That’s a lot of math to perform in your head, so here’s a short-cut; 1.  Start with the damage roll. 2.  If you’re in auto-hitting and rolling better than dice -3, buy attacks. 3.  If you’re rolling 5-7 on 2d6 to hit, figure out your damage and divide it by 2 to compensate for your likelihood to hit with an attack. 4.  If the damage you calculate is >3.5, buy attacks. 5.  If the damage you calculate is <3.5, boost damage. 6.  If you’re rolling >8 on to 2d6 to...

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