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!

MoM’s Podcast #27

Posted by on 12:47 am

MoM’s Podcast #27 Topics: News and Announcements Muse On Mail Playing for Scenario         Podcast: Play in new window | Download (Duration: 2:26:58 — 67.3MB)Subscribe: Android |...

read more

Iron kingdoms RPG musings

Posted by on 3:06 am

This week we will discuss role playing, since I finally got my copy of the IK RPG, I will eventually GM a new role playing campaign with it and writing stuff down helps sorting out my thoughts. As most people who got the IK book, the first thing I did was creating new characters and working out combos, but since this time around I’ll be managing the games, rather than playing in them, I decided to try a slightly different approach. I took the party of my playing group’s last role playing campaign (from roughly 2 years ago) and tried to retrofit those characters into the IK RPG system…   Heroes of old As an introduction to the original characters (and their interactions), here is a short comic I made for the home page of that campaign (this was an actual session in the middle of that campaign). Side note: This was a ‘home brew clockwork setting’, while the combat/skill system revolved around FUDGE dice (four D6, each with two plusses, two minuses and two blank faces; four plusses or minuses cause critical hits/misses and increase your skill level in whatever you were rolling the check for; you will see them popping up in the comic…) A new beginning Originally we were a group of classic adventurers looking for trouble, but as the campaign progressed, we ended up mainly doing investigation work for the authorities or commissions for wealthy nobles, so if we were to continue our adventures in the Iron kingdoms, we would most likely start out as a group of intrepid investigators. The requirement for it is that each character must have at least one career from the following: Alchemist, Arcane mechanic, Arcanist, Aristocrat, Explorer, Investigator, Military officer, Priest or Spy. The benefits are a 100 gold coins monthly pay (nifty) and (in my opinion much more importantly) the ability to gain the +1 on attack and damage rolls from two intellectual characters at the same time.   Baldric Kent The player was new to pen and paper role playing and made it pretty clear that he wanted to play a min/maxed ‘melee tank’, akin to the Paladin class from Diablo 2. When he got in character he kept pretty close to the archetypical ‘Lawful-Good’ mind set, creating some funny interactions with the rest of the party, that was more of the ‘Chaotic’ type… Anyway, knowing the player, in IK RPG terms he would certainly take the Mighty archetype with Beat back or Revitalize (since he rushed in the fray first, he often got pretty bloodied early and spent all his healing tricks to keep from dying…) as his archetype benefits. Next he would most likely take the Knight-Aristocrat career combo, since it is the closest he can get to a classic RPG paladin, without taking the Gifted archetype, to gain access to the Priest career (muscle was always more relevant than magic to him). He would start out with Hand weapons 2, Shield 1, Rifle 1 (useful for using Cannon-shields, like the Man-o-Wars…), Cleave and Defender as his combat skills/abilities, while his Aristocratic skill set would help in non-violent situations… Since this is mainly a ‘tank’, he would spend his early advancements on Load bearing, Shield proficiency 2 and Defensive line and dump his occupational skill...

read more

Which Bloody Unit? The Menoth Tarpits that actually do other stuff too

Posted by on 5:40 am

A common question I see online is for prospective Menoth players to ask which unit they should purchase for their fledgling force. Invariably the reply is either Errants, or a reply along the lines of they’re all good you can’t go wrong. There is also a fairly lengthy thread in the Protectorate forums about which units are taken more often than they should be. The topic I’d like to discuss today is a look at what I see as the three “core” infantry units available to the Protectorate, namely the Exemplar Errants, the Holy Zealots, and the Temple Flameguard. I feel that outside of specific skew lists taking all jacks and support, almost every Protectorate army will contain at least one of these units. As such, these units are very good to establish a good level of play with. Though often referred to as tarpits, this often not their only role, and they all go about that task quite differently also. I’ll go through a rundown of each in turn, and where their strengths and weaknesses lie. Exemplar Errants have probably become the most commonly seen Menoth unit since there Unit Attachment was released in the Mark II Menoth book. The unit is a very capable all-rounder unit, with solid melee and shooting capability, and the excellent Self Sacrifice ability serves as denial for a lot of different triggered abilities, and as a way to reduce melee casualties, particularly against non reach infantry. Defensively, they have a mediocre initial statline that is particularly vulnerable to ranged attackers, however this statline improves significantly with almost any of the many Protectorate buff spells (Defenders Ward in particular takes them to solid levels in both DEF and ARM). Thanks to their UA, they also cannot be targeted by spells, which is also very useful in some matchups. They are probably the most reliable of these units offensively. Quick Work can often allow them get shots off on normally hard to reach support, such as Legion Shepherds, Beast Handlers etc. Strengths: Versatility Excellent against non-reach infantry Significant inbuilt denial abilities All round offense, with the capacity to reach support models Excel with defensive buffs Weaknesses: Capability (both offensive and defensive) is significantly reduced vs. Reach infantry Without defensive buffs, they have mediocre defensive stats and are especially vulnerable to ranged attacks Holy Zealots are a unit that seems to come into and out of vogue. I believe this in part due to the fact they are one of the best jam units in the game, and the viability of jamming as a strategy tends to change from year to year with different Steamroller packs. In 2010, jamming was excellent, while in 2011 it was not as needed, but it came back again in SR2012. To think of them only as a jam unit is somewhat understating their abilities though, as these guys can pack quite a wallop! With their POW12 base bombs and a +2/+2 buff available to them, they are often hitting at POW14 with POW8 blast damage, which is very respectable against a lot of the more annoying units in the game (e.g. Kayazy, Nyss, Bloodtrackers). I’ve already hinted at it, but probably the biggest reason this unit is taken is for the minifeat on their UA. The minifeat makes the...

read more

Team ATL Circle Cast

Posted by on 12:05 pm

Hey everyone, we flipped the roles from last time’s Skornecast and this time Stephen interviewed me on Circle. Hope everyone enjoys the cast. Podcast: Play in new window | Download (Duration: 2:42:58 — 149.2MB)Subscribe: Android |...

read more

Why Awareness is not Bad

Posted by on 5:37 pm

This rather short description and breakdown came up after a discussion with a number of assorted players some of whom reached the verdict that Awareness sucks. By sucks, I like to think that they were under the impression that its value in focus and/or fury outweighed its potential. Before I go any farther however, there are a number of illustrations within this rant. Do not take into account the mathematical accuracy. Those were numbers pulled from my head. Not necessarily accurate for trigonometric purposes. What is of importance is merely the scenario they entail and the context they present. Think of it more as a tidbit to allow you to envision where upon one may be capable of applying such tactics or maneuvers. Now, with that settled, onto the text wall. For the purposes of clarity I’ll start off with a list of casters with the spell and its text: Spell: Awareness Cost 3 Rng Self AoE Ctrl While in this model’s control area, the front arcs of models in its battlegroup are extended to 360* and when determining LOS those models ignore Cloud Effects, Forests and Intervening Models. Awareness lasts for one round. Warcasters and Warlocks with Awareness: Severius2 Grayle Where else you can find Awareness: Bird’s Eye (Vyros1, Vyros2) Important Rulings on Awareness and Frequently Asked Questions: 1. A 360° front arc/LoS does not affect Fields of Fire. They remain 90° as marked on the base. Any weapon system not constrained by Fields of Fire (S, -, H) can benefit from the 360° front arc. This means in the case of Colossals/Gargantuans someone can engage you, walk around your base to your back arc and walk out of engagement and you do not get free strikes. 2. Ignoring a Forest or Cloud for LOS purposes does not mean ignoring the benefits. Therefore models within can still benefit from bonuses provided by Concealment, Camouflage, Elevated Terrain or Prowl etc. 3. When engaged, Awareness does not affect the ruling on ranged weapons. In other words, you cannot fire a ranged weapon while engaged even if you have awareness. 4. On that note you still suffer the -4 if you choose to fire a ranged weapon upon someone engaged. However, drawing the LOS is easier. 5. 360 degree Front Arc means no Free Strikes unless they leave melee range. In other words, enemy models can pivot/circle around you, and then attack targets behind you without provoking free strikes. This is worsened when you have a 2″ Reach as it allows a great deal of free room. Now that, we have covered rulings and basic questions, its on to the good stuff: 1. First and foremost, its benefits are blatantly hard to ignore. You ignore practically everything except obstructions for determining LOS. This is ridiculous for your shooting game and can be applied defensively in your shooting game which I will talk about later. That being said, the benefit does not stop there. This extends to your melee weapons. Meaning you basically get a better Tall in the Saddle and do not risk losing Free Strikes due to LOS prevention. Should note, that a Large base is actually smaller than 2″(50mm = 1.9685 inches) so technically under Bird’s Eye/Awareness, models with Reach can actually attack through large based models they are in...

read more

MoM’s Podcast #26

Posted by on 5:24 pm

MoM’s Podcast #26 Topics: Food Machine Playing for Attrition Muse on Mail ** some minor sound issues due to recording at the game store.  Sorry – Scheduling was difficult this week       Podcast: Play in new window | Download (Duration: 2:18:08 — 63.2MB)Subscribe: Android |...

read more

The Mutineer Chronicles #5

Posted by on 3:03 pm

Episode 5 – The fifth 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 dance around the topics of starting a campaign and inter-party conflict. Podcast: Play in new window | Download (Duration: 1:04:04 — 29.3MB)Subscribe: Android |...

read more

Chewin’ the Fat 1

Posted by on 2:37 pm

     Good ‘morrow to thee WarmaHordes world! You have no idea who I am but that’s fine. PurchasedPig from the forums here to do a (hopefully) weekly article doing just what the title implies, chewin’ the fat. For those who don’t know the expression it’s just a British colloquialism meaning ‘to make small talk’. On that note I am British (specifically from Scotland) and, as such, I will be focusing somewhat on local events and will hopefully be able to provide a bit of a different perspective on how the game is played in a different country. As a disclaimer, I love this game and spend a lot of time on it but I do not declare myself to be an amazing player, I’ve won a few tournaments and I went 4-3 in the UK Masters last year. So, without further ado, I’ll get onto the meat of this first article. I suffer from an illness – it’s called Faction ADD and I’m sure that I’m not the only one. I have owned and sold Cryx and Khador. I still own Cygnar, Mercs, Circle, Legion and Skorne with Menoth coming this weekend… My current kick, however, is Circle Orboros. I got a good deal on a large Circle army a month or two ago and finally got around to playing my first game with them at a small 25pts tournament in Dundee last weekend. They. Are. Awesome. I really enjoyed the complexity of the army and, after losing one round and coming 3rd, my mind was absolutely buzzing with Circle-ness. For my inaugural tournament I decided to use pKrueger and Morvahna. The lists were relatively simplistic and I won’t go too much into them here for lack of time but they both performed really well. pKrueger does seem to find playing Cryx really fun though. I do have another tournament this Saturday coming at an event called ‘Skirmish’ in Livingston. This one will be 50pts with an expected 4 rounds and I’ve been theory-crafting all week instead of working… Oh well. When I create tournament lists I generally start with a list I really want to play and then take a 2nd list to complement it. After a little thought I decided my main caster was going to be eKaya, mainly because I’ve played against her, she’s impressive and there is a lot of Ret in my local meta who she just laughs at. With this in mind I constructed the following list to be my main: Kaya                                                   +3 – Laris                                                            – – Druid Wilder                                   2 – Warpwolf Stalker                          10 – Warpwolf Stalker                          10 – Pureblood Warpwolf                    9 – Gorax                                              4 – Woldwatcher                                  5 Shifting Stones                                2 – Stone Keeper                                 1 Shifting Stones                                2 Gallows Grove                                  1 Gallows Grove                                  1 Lord of the Feast                             4 Blackclad Wayfarer                         2   For the most part this list is fairly standard eKaya list with a few flourishes of my own. The thing people have commented on the most is the inclusion of the Woldwatcher and Gallows Groves as well as the exclusion of Ghetorix. The Woldwatcher is actually one of my favourite aspects of this list for 2 reasons. The first is purely a matchup issue. I have lost enough times to Ret to groan every time I see MHSF and...

read more

Baffo’s Colossal ideas (part 1)

Posted by on 5:41 am

This will be a short series (3-4 articles) on my conversion ideas and concept drawings for all the new huge based jacks and beasts, that at present I can’t put into practice myself. I should point out that these drawings (and any other drawings in all my articles) are collaboration works with my younger brother (that is a much better illustrator than me); he usually does the raw sketches, while I pen in the details and shading. Anyway in this first installment we will take a look at some Stormwall and Kraken variants. As you will notice, some of the ideas are fairly simple weapon swaps and reposing, while others may involve a lot of scratch-building or strait up re-sculpting a model. Feel free to use any of these ideas to make your colossal unique and different from what everyone else has (and possibly send me pictures, since I’m eager to see what people will do…)   Siege breaker (aka Mega Cyclone): As you may have noticed from my Katyusha conversion, I have a tendency to make my guns bigger (and yes, I realize that Freudian psychologists would have much to say about that…) and the Cygnar colossal is no exception. The detail that sparked this concept was the chain guns on the Stormwall: too small/thin. The initial idea was just swapping those with some thicker ones, based off the barrels on the Vulcan mega bolter from the WH 40k Stormlord tank (a Baneblade variant), but I really like the look of the Cyclone jack, so they got moved under the forearms of the jack, allowing us to add visible ammo belts (which is another detail I really like). Now you could just use the original chain guns, Cyclone chain guns left over from the plastic heavy kit (more practical if you don’t want to scratch build the housing of the weapon) or scratch build your own Gatling guns out of small plastic tubes; if you can’t get those from your hobby shop, try cutting up the tubes of ‘cotton cue tips’ (I hope that is what they’re called in English). The next step was moving the main cannons to the spot where the chain guns were originally. I personally don’t like how the cannons are pointing upwards, even if you put them at the lowest end of their ‘rail’, so I placed them in line with the head (so that they can fire at targets that aren’t taller than a colossal). This obviously involves modifying the lower half of the Stormwall’s shoulders to accommodate for that change. At this point we have to do something with the shoulder ‘rails’; let put ‘rocket silos’ for the Storm pods there. To make it clear that is what those ‘lids’ are, you might want to model one of the pods you get as if it is being fired (like in the sketch).   Overkill (aka Gundam 03 ‘Heavy arms’): Since the first images of the Stormwall got released, several people described it on forums and podcasts as the ‘Gundam’ colossal; let roll with that! Out of the various iterations of the Gundam franchise, the one that best fits the bill is Gundam 03 ‘Heavy arms’ from the Gundam wings animated series, mainly because it was one of the only ones to...

read more

Conquest – Jack of All

Posted by on 12:39 am

  This article was going to be the art of list building for Khador, instead we interrupt your regularly scheduled programming for TALES OF CONQUEST! Conquest (with a C boys and girl(s)) is still being talked about as a big piece of useless resin. I look at the Khador forums again to get my bile going for these articles there was even a thread recently about a guy who has play tested it, found out Conquest was good and most of the thread was about why Conquest was bad and he should feel bad. I will start with the main arguments as to why he is bad. For length reasons I am not going to talk about things like his 9” throw or even the eIrusk Fastball Special tactic (because I think it is funny but unreliable). Step One to not hating Conquest: Stop comparing it to Stormwall or Galleon! … have you gotten rid of the comparisons yet? No? Try again. In all seriousness it is neither of these 2 machines. What it is, is something that Khador have been wanting after for a while. Hear me out. Step Two: Realise this thing has reach (something dearly lacking from our jacks), it has Pathfinder, it takes all out buffs and loves them. Really it is what Khador always wanted, the ability to be focus efficient by bein 2 jacks in 1 who can get everywhere. Our casters do not like running a lot of jacks (with some exceptions) more so than any other faction. The fact that this is 2 jacks in terms of power and firepower. Step Three: Stop saying it costs a lot in real Money… I hate this argument as it costs as much as any 19 points you could buy costs. Seriously do the math. Here is the other side, you do not have to buy it. Colossals can be beaten and are beaten by things that are not Colossals all the time. So if you do not want to buy it then don’t, you don’t need it, but it is not a legitimate reason as to why it is bad on the table top. Ok so the meat of the article after my small rant. What do people complain about with Conquest? Creeping Barrage I will start with Creeping Barrage because I hear more crying about this than almost anything else. It is a single POW 12 gun with AoE 3 that allows you to shoot at the same target twice if you fail to kill or miss. There is a gun on either side of his arc which makes for at least 2 x POW 12 shots. It also has the ability to sac those shots to place 2 x AoE templates down and anything that enters it takes a POW 6. You don’t sound impressed. Did I mention that Conquest is RAT 4? Why you shouldn’t worry: POW 6 is ok, not great but good. I find it amusing that the best use of a POW 6 is against Khador players because arm 11 spam is what you usually see and pow 6’s kill that dead. Ok so on average dice it kills anything up to arm 12 and will make anything up to arm 14 weary of walk through it....

read more