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!

The Mutineer Chronicles #9

Posted by on 2:13 pm

  Episode 9 – Ninth 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 world building in an existing setting. Oh, and we try out our new Skype toys. Podcast: Play in new window | Download (Duration: 1:18:47 — 36.1MB)Subscribe: Android |...

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PwMJ – Adepticon Wrap Up!!!

Posted by on 7:00 am

Hey everyone! Trevor from Chain Attack and James from PwMJ and Internetz trolling fame get together and play Quarriors and a card game called Love Letter (???) and talk about Adepticon!  In this episode we talk about: JVM and how awesome he is. Kieth and how awesome he is. Getting sick just before a con and how completely not awesome that is. Remember to like my Painting with MenothJohn Facebook page HERE…....

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Road to War Episode 28- A Warmachine & Hordes podcast

Posted by on 7:16 pm

Road to War This week we talk about some of the psychological aspects of the game.  Also, My mic was apparently having some issues so I sound like I am in a fishbowl. Podcast: Play in new window | Download (Duration: 1:22:51 — 37.9MB)Subscribe: Android |...

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Crippled System: Episode 20 – Hopefully this wont break the Muse site

Posted by on 10:30 am

Sorry for the late run this week, pretty tired from Adepticon. The gang returns from Adepticon with reports, shenanigans, and more information about Jeremy than what we should ever need to know. Hosts: Andy W, Brian G, Jim B, Jeremy S, Katie S, Nathan H 00:00 – Introductions 06:37 – Adepticon Discussion 32:28 – Oblivion, Evil Dead, and other movies 38:14 – More Adepticon discussion 46:57 – Crippling emails and contest winners 57:08 – Katie’s Korner: Threat assessment 78:38 – Recommendations 90:31 – Nathan insults Botswana and Australia 90:57 – Final recommendations and Nathan requests people email him yoga pants pictures email us at Like us on Facebook! Follow us on Twitter! Follow @CrippledSystem Podcast: Play in new window | Download (Duration: 1:43:37 — 71.2MB)Subscribe: Android |...

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Nemesis: The Lich. 6 – In Wurm We Trust

Posted by on 6:44 am

“And I port the stalker the second time, and he’s… yup, he’s got reach on the Lich.” “Okay, sure.” “Man, primaled stalker, Def 15, what Arm?” “22, but Daragh is here and beyond death is up.” “…So then effectively Arm 24?” “Yup.” “What the sh-” I’ve said it before, and I’ll say it again. I think Hordes have a harder time against Cryx than other factions. The tools are being added as time goes on, trollkin sorcerer I’m looking at you, but it’s still tough. It comes down the basic equation of: Cryx bring the most bodies, and are particularly good at killing high Arm models, Hordes’ armies typically bring a few higher arm bodies, with a concentration of quality attacks, but a relatively low quantity. That’s rough from the get go, then the Lich removes your tarpit and you have 3 heavies against a swarm of weapon masters. Check out the first two articles for background on Lich. It’s a hard sell, but the Hordes faction who does best is the one which usually doesn’t expect their beasts to survive anything reaching them anyway. So, yup, it’s Circle. Circle have a huge crap load of denial, but not a large amount of long range, defense ignoring guns. You can make up for less guns with hit and run, and some incredible infantry removal tricks. As always, you have to roll Lich back up before the horde gains too much, or even any, momentum. If his army does well, he often won’t even need to use his feat, he can just control the game with it. Wold stalkers deserve an honourable mention for having magic guns, and being good at killing most non-satyxis raider Cryx units. You can get in under stealth on the bane thralls with 9” moves, and rat 6, pow 12 does the job just fine. Zephyr also keeps them from being engaged by running units. If you can, have a gallows grove lurking about behind the bane thralls target, you can often jump it into the unit and get a few non-tough kills. Be very aware that he can excarnate the tree and make a bile from that though! All my shootings, be zephyr-bys! So we need to start dismantling his tricks, but luckily tryxy Cryx use magic as much as the Circle do, and we happen to have great anti-magic options. First and formost are the druids. Druids can insulate you against excarnate and parasite, you may even stop Gaspy from teleporting if he got very close to pop his feat (that’d be living the dream though). They also drop a wall of LoS blocking clouds, which are supremely useful in the Lich2 matchup. A few magical, accuracy 7, pow 10 attacks never goes astray. Especially here force bolt as an attack can and should be used often, druids are expensive and do low amounts of work, you need to kill at least some models. A few good devourings can help, especially against blackbanes or satyxis. As with Skorne, the gatorman witch doctor making your troops undead is a highly effective way reduce the number of horrors Cryx can inflict upon you. Which I find nice! Then the much maligned pureblood is actually not bad in this matchup. Wraithbane lets you kill those pesky...

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New Vidcast by the WNC Stormlords!

Posted by on 2:35 pm

Howdy from Asheville NC! I’m Matt from the WNC Stormlords and we now have a new vidcast The Kill Box! On our first cast we discuss our upcoming local events, how your meta can evolve and how you can help it along, and we have lots of hilarious (we hope) banter about the game we all know and love.    

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Chuck Interviews JVM at Adepticon

Posted by on 1:59 pm

JVM talks about his Master’s win at Adepticon 2013.

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PwMJ – Programming Note – Adepticon Special

Posted by on 8:53 am

Hey folks…just a quick note that there WILL be a PwMJ show tonight with special guests: Trevor Christensen of Chain Attack Podcast and James Cutler (Steampunk Jim) of legendary troll status sometimes guest on PwMJ We will be on and then after the show, I will upload to my YouTube channel! 8 pm Central time!!!! See you there!...

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New Rule: There’s No Apologizing in List Chicken

Posted by on 11:12 am

There seems to be a trend forming in my local meta. It first caught my attention when listening to one of our newer players talk about his lists. He picked up Circle at the end of February and, as with all new shiny things, picked up Morvahna2 the day she came out. He has since been mauling some of the new players–and, to be fair, myself in our most recent tournament. The part that caught my ear was the constant need for him to explain why he purchased her, that he wasn’t aware she was going to be the powerhouse she is and that it was just a happy coincidence. I’ve heard him tell this to every opponent, in every game–casual or competitive. Similarly, MSG’s own John Booher picked up some Cryx a short while back. He’s been playing–unsurprisingly–Denny1 and Gaspy2 during our weekly practice matches. In a similar fashion, he apologizes to everyone he plays for his lists, before popping Gaspy’s feat, every time a Bane does what Banes do, et cetera. I can’t claim that I don’t understand him. I have a deep love for infantrymachine, so when I had the chance to faction whore my way over to Cryx last year, I went all in. A little over a month into it, I had every single model back on Bartertown. Up at our shop, I tend to win more games than I lose, but somehow wins with Cryx were tainted. Winning by using Gaspy2’s feat to assassinate their caster was substantially worse than Kreoss2’s feat turn removing an unrecoverable amount of their army from the table. Single wound, low defensive stat, tough weaponmasters with stealth were somehow completely broken compared to the multiwound, high ARM, multiple attack ones I typically brought in my Troll lists. I’ve silently felt stupid about tossing my Cryx for a while now, but seeing these other players treat their model choices like something to be ashamed of has driven me to make something very clear: there are no off limit models in Warmachine. I think a big part of this stems from the fact that a lot of us have strong Warhammer backgrounds. I mean this as no insult to anyone who enjoys playing the game, but inter-faction balance does not exist in Warhammer. After every new codex or wave of model releases, someone on BOLS will distill the new hotness down to a points efficient, creativity limited ideal that will then see play in game stores across the country. This is why Warhammer tournaments are ripe with soft scores, character limitations and other restrictions designed to flatten an uneven playing field. Warmachine lives in a world of reasonable balance. In the time I’ve been playing, I have never once felt that there was a model or unit that was simply invincible. I’ve never felt that the faction I was playing at the time was incapable of building a list to defeat one of the other factions. There are bad matchups, but a combination of the multilist format and scenario play alleviate most of the pains these cause. There are models at the top and bottom of the power curve, but that curve is minuscule compared to the potential difference in player skill. There is no need for players to restrict themselves to maintain this balance. That’s Privateer Press’s job, and their unspoken...

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Hacking the Cortex: The Bump in the Road

Posted by on 8:25 am

In the last two posts, we’ve seen how experts chunk complex behaviours into single actions, and how conditioning processes act over thousands of iterations to produce expert behaviour. The long road to mastery (10,000 hours, and hundreds of errors) is one worth walking, and when you get to the end of it, it often manifests in the form of a “gut instinct” about certain game states. The goal is a certain level of automaticity with regard to the best plays in a given situation. But as that automaticity begins to set in, there is a dangerous slump in your learning curve. When a person (or indeed, an AI) learns a complex task in which there are many rules, but some exceptions, there is a predictable upsurge in errors at the middle of the curve. The best example of this in psychology comes from children learning the rules for conjugating verbs. (I don’t mean via formal education here, but rather their absorbing the rules unconsciously from their language interactions with adults around them) Most verbs in English follow strict rules with regard to how you conjugate them. For a regular verb, when you are speaking about the past you add “-ed” to the root (e.g. “I jumped”, “I climbed”). However, a number of very common verbs are irregular (“I ran”). When children first learn to speak, they learn each verb as an individual set of rules, independant from one another. They make increasingly few errors with irregular verbs. But at a certain point in the curve, they begin to internalize the regular rules – they “chunk” the rules for conjugation and start applying them to everything, and errors such as “I runned” become commonplace. This is called overgeneralization. After a while longer, with sufficient feedback from their environment, these errors reduce again and the child reaches true fluency with verbs. (Generalization is a well established idea in Operant Conditioning research, and is core to modern behavioural explanations of language and cognition. It’s also probably the source of a lot of our cognitive biases) I think overgeneralization is a big pitfall that you experience in learning to master Warmachine. As far as my own play goes, I’m pretty convinced that I’m sitting right on that point of the learning curve. I was really disappointed in my performance at the recent Irish Masters, and in analysing the games afterwards I realised that most of my losses could be put down to going on “autopilot” and not reacting properly to an unusual game state or particularly canny play by my opponent. I’d trained enough with my lists that I had mastered the gameplan for it, but hadn’t yet gotten over the overgeneralization stage and so kept calm and blundered on when I should have realized I was in an irregular situation. The autopilot phase is inevitable in learning a game as nuanced as Warmachine. You have to learn the basics and get them down hard before you can improve your game. You need to know your lists inside and out, to intuitively know its standard plays so you can make it work under time pressure. To be a master, much of your performance must be automatic. Watch great players at the table, and you’ll see it in action as they position their units or eyeball...

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