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!

And Now For Something Completely Different: Help me make my IKRPG Character

Posted by on 3:45 pm

The Blue Baron here today to ask for you help making my IKRPG Character! I’ve found myself paralyzed by all the options and have been spinning in circles since the book has been released. Won’t you please help a poor soul with crippling Ohh Shiny syndrome? Some details to get us started. I asked what the direction of the campaign would be. My DM shrugged and said it is a sandbox but that we start out as mercs employed by Cygnar.  Also another gamer put together a Fell-Caller so that’s out. So they way it goes in my head I’ve been able to rule out some specific classes. First out is the Iron Fang, since its Khadoran in origin and I’d have a hard time being employed by the Crown. The DM also has concerns about Warcasters so I’m cutting that out of the choices just to be safe.Same thing with warjacks at this point so the Mechanic is out.  Also since we’re mercs, I can’t see the Stormblade class being all that viable. Enough of what we can’t do and on to what we can! Races: I’m open to basically anything that isn’t a filthy Khadoran. Archtype will be kinda dependent on my career and race so I can’t really pick this out until later on. Classes: I’ll list them up with some thoughts about what I’ve thought about them. oh, and they’ll be in alphabetical order, because I’m basically flipping through the book. Alchemist: An Iconic IK character type. I have fun ideas of running an alchemist cutthroat. He drops smoke bombs for cover as he comes in and knifes the enemy. This seems like a good sort of support type class to help with healing so I think this might be needed by one of us. Arcane Mechanik: Another fun class that can help support everybody’s need for cool stuff. The issue here is that they do a lot for warjacks with spells and since we won’t have on for a while I worry that I’ll have a lot unused. Arcanist: Can’t go wrong with magic. I could see having fun with that. Aristocrat: I have a hard time imagining him fitting in mercs and the like but if Ragman can do it, it’s a viable option. Bounty Hunter: I’ve spent a lot of time looking at this class, but my main worry is how useful the specialization will be in non-lethality will be since I know one of the guys what a Khornite in another life. Cutthroat: Another one I’ve spent some time looking at. Sneaky stabby sounds fun but if i don’t want 2 handed fighting some of his skills go bye bye. Duelist: Looks cool but I’ll admit I haven’t read too much on it. Explorer: I like the breadth of the explorer but i don’t know if I’d be doing too much “exploring” as our job will be going places and doing things people already have been. Gun mage: Heck yeah, the only issue with this is the GM really want to run one and I don’t want to ruin his fun by making one. Highwayman: I like the look of this class and it feels very merc-y but I worry about the horse and mounted skills since I’ll be the only...

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MoM’s Podcast #23

Posted by on 6:05 pm

MoM’s Podcast #23 Topics: News and Announcements Newbie:  Piece Trading Mayhem cup Recap     Podcast: Play in new window | Download (Duration: 2:38:54 — 72.7MB)Subscribe: Android |...

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Secrets of the True Law – Assembling the Protectorate Gunline

Posted by on 3:04 pm

          Much ado has been made lately about the “Protectorate Gun Line.” According to the internet, Protectorate players are gravitating away from old standbys like the Avatar of Menoth and using models with guns! What makes those guns so special that they’re worth giving up 11 points of ARM21, spell-immune, self-powered, flame-bursting armor-cracking awesomeness? Well as it turns out, the Protectorate decided that you shouldn’t have to sacrifice melee power for ranged power – at least as long as you’re willing to bring along a couple of dudes with robes and oversized scrolls. Getting shot at by giant flame cannons sucks – it sucks even worse when you can’t shoot back, and it’s irritating when those “ranged” warjacks swing their melee weapons harder and more accurately than your “melee” warjacks. Dedicating tons of time and resources to preventing the enemy army from shooting your own to bits only to have them beat your arse in melee is infuriating to play against – and anytime you can describe a playstyle as “infuriating,” you know it must be good. So how might one go about assembling such an omnipotent, versatile, and “infuriating” army? Well, in the Protectorate, the key is Warjacks and their support. Sure, there’s plenty of infantry with ranged attacks in the faction, but the ones with the truly good ranged attacks are pretty pathetic in melee, and none of them are potentially MAT8, RAT7, immune to spells, immune to non-magical ranged attacks, capable of making out-of-activation attacks or movement, boostable, auto-fire, and… you get the picture. The best part about this is that the battlegroup is actually fairly independent of the Warcaster. Obviously there’s a focus investment required to make this work, but the Warjacks + support will happily do their thing without having to worry about their Warcaster enabling them. Plus, in all honesty, a huge majority of Protectorate warcasters are far better off dumping their focus into warjacks than hoarding it or casting spells. Immolation and Cleansing Fire are cute, but Reckoner and Redeemer guns just get far more done. Here’s the models you should be looking at if you too want to be the envy of every Cygnar battlegroup in the Iron Kingdoms. Reckoners Well. What can’t be said about the Reckoner? People will tell you it’s the best 8 points you can spend on a Warjack, and there’s no reason to disagree. It feels like the Reckoner beat up the other Protectorate warjacks and stole all their special rules, because it’s got about four times as many as the rest of them. Let’s start with just the basic chassis – it’s SPD5, MAT6, RAT5, and carries a P+S17 Consecrator with Reach, as well as a RNG12, POW 13 gun with Critical Fire. Adding a Choir’s Battle hymn bumps that up to MAT8, RAT7, and P+S19/POW 15. This chassis has the best melee threat range (10”) available to a Protectorate warjack, the second-best shooting threat range (17”), and still packs the same punch as “dedicated” melee options like the Templar while being faster than nearly all of them. It’s already looking like a great value for 8 points. But wait, there’s more! If you order now, we’ll include the very special rule Assault, which bumps the shooting threat range of this model...

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After Dark Episode 5

Posted by on 11:20 am

    AFTER DARK Episode 5 is now available.   Find it here.   Hey Muse fans.  Most of you probably know already that we are doing an explicit podcast that is not WM/Hordes related.  Episode 5 has more Dewey of course.   We talk about some books, LOTR the LCG, and share lots of us being drunk stories.  Not for the faint of heart !  WARNING:  The content for After Dark is...

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Mayhem Cup 7 Pictures and Results (Sept 21st-22nd)

Posted by on 8:10 am

    On Sept 21st and 22nd the 7th Mayhem Cup was held at Misty Mountain Games in Madison WI.   43 players from 5 states were competing for the trophy. In the end Iowa and Springfield IL team tied for most team points.  Iowa pulled it ahead in tiebreakers (points in the 50pt event)  How Scoring worked Scoring: 50 Point SR2012 1st place 10 points 2nd Place 8 Points 3rd Place 6 Points 4th Place 5 points 5th Place 4 points 6th Place 3 points 7th Place 2 points 8th Place 1 point   35 point SR2012 1st Place 5 points 2nd Place 3 points 3rd Place 2 point 4th Place 1 point   Painting Competition Best Warcaster/Warlock 1 point Best Battle Engine 1 point Best Warjack/Warbeat 1 point (excluded Colossals) Best Solo 1 point Best Unit 1 point     Top spots for 50 Event   Name Faction Score (SoS)(CP)(PC Destroyed) Cool Kurt (M – IL) Khador 5 (16.0)(4)(231) Chad (M – IA) Cryx 4 (16.0)(5)(212) Charles Foster III (M – IL) Protectorate of Menoth 4 (15.0)(8)(168) Keif C (M – IA) Protectorate of Menoth 4 (13.0)(10)(220) Marshall W (M – IA) Legion of Everblight 4 (13.0)(2)(168) Aduro (M – IA) Cryx 4 (11.0)(4)(166) Lucas W (NGIT – IL) Trollbloods 4 (11.0)(4)(156) Josh Holt (M – IA) Retribution of Scyrah 4 (11.0)(4)(145) Brian G (MM – WI) Skorne 3 (15.0)(1)(133) Nathan (MM – WI) Mercenaries 3 (13.0)(5)(154) Tom Laughlin (NGIT – IL) Cryx 3 (12.0)(7)(179) Dewey (M – IA) Protectorate of Menoth 3 (12.0)(1)(152) Moe (MM – WI) Skorne 3 (11.0)(6)(157) Ben Lang (NGIT – IL) Skorne 2 (13.0)(6)(158) Jon (MM – WI) Circle Orboros 2 (13.0)(6)(145) Menoth John (NGIT – IL) Cygnar 2 (11.0)(2)(104) Top spots for 35pt event   Name Faction Score (SoS)(CP)(PC Destroyed) Jason (NGIT – IL) Cryx 4 (9.0)(0)(145) JR Oldridge (M – IL) Cryx 3 (11.0)(4)(108) Jeff S (MM – WI) Circle Orboros 3 (11.0)(1)(68) Sean (TG – MN) Khador 3 (9.0)(5)(108) Mattie K (M – IL) Retribution of Scyrah 3 (8.0)(5)(99) Dave Messer (MM – WI) Cygnar 3 (8.0)(4)(120) Ryan M (TG – MN) Khador 3 (8.0)(1)(90) Wes (TG – MN) Protectorate of Menoth 2 (11.0)(3)(39)   Painted prizes   Battle Engine: 1) [1] Menoth – 39 Charles Foster 3rd (IL – M) 2) Cygnar – 7 Davis Jacks 1) [1] Raek – 39 Charles Foster 3rd (IL – M) 2) Deathjack -31 Tom McLaughlin Unit: 1) [1] Battle Mage – 24 Josh Holt (IA – M) 2) Gatorman Posse – 11 Mike Drown Solo: 1) [1] Mechanic – 34 Nigel (MN – T) 2) Mac Dougal – 39 Charles Foster 3rd Caster: 1) [1] Bart – 39 Charles Foster 3rd (IL – M) 2) Butcher – 34 Nigel   Pictures of Winning Team &   Pictures of  Top Painted Models     1st place warbeast/warjack   2nd place warbeast/warjack    1st place Solo     2nd place solo     1st place Warcaster/warlock 2nd place Warcaster/Warlock 1st place Unit 2nd place Unit   Pictures from the Event    ...

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Road to War Episode 14

Posted by on 12:28 pm

Road to War   This week we talk about Ret and take some questions!  Send us an e-mail at with any questions! Podcast: Play in new window | Download (Duration: 1:39:21 — 45.5MB)Subscribe: Android |...

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The Mutineer Chronicles #4

Posted by on 12:16 pm

Episode 4 – Fourth 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 NPC ideas and start the IK Guidance Councilor series with a look at Iron Fangs and Aristocrats. Podcast: Play in new window | Download (Duration: 1:35:43 — 43.8MB)Subscribe: Android |...

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Iron Fang Pikemen – Unit Review – Part 1

Posted by on 4:02 am

  Iron Fang Pikemen are much maligned by Khador players for not being as good as their other 8pt+Support counterparts. Kayazy and Winter Guard Infantry are usually grabbed for first out of the bag and all that time spent brass rodding those s-bend pikes seemed to be for naught because they will sit at the bottom of your KR multicase alone and dark waiting for their time to shine. Ok so maybe that is a little dramatic but it something I see every day when I watch Khador players on Vassal and in my Meta that IFP get left on the shelf to the other options in Khador and it is something I was very guilty of up until recently. So I have been throwing them on the table in almost every game I have been playing recently and belting them to see what they can do. I regret the time I didn’t spend with them sooner. Now IFP are generally used in 2 ways. They are a decent tar pit because they are hard to get through and they double as heavy hitters which they do pretty damn well especially if you can get a buff on them. Sorry guys and girl(s) this may be a long one. A few random musings before we start. 1. They are the only infantry to have 2 unique UA’s 2. Fire kills them dead, but welcome to Khador Speed Ok, so they aren’t winning any awards for speed due to shield wall. I think this is the reason they are on the shelf to be honest. They are at an average speed for Khador in that all our infantry can walk and run as far as each other. The difference here is they have reach, which increases their threat by 1.5” and when combined with some of our in faction buffs they can be fast. Shield wall is really the only thing that I think annoys people, out of shield wall their arm is not radically high and they will die to shooting. So people find it hard to get onto scenarios in time or even walking up slower and getting whittled down and half speed, but your opponent has all the time in the world. Why you shouldn’t worry Well honestly, you should, bad way to start I guess but it is a conundrum in itself. Generally I find myself running up the first turn and space out like you would anything else and try to stay out of the threat ranges of any shooting if I can avoid it. Sometimes it is nice to take it slow (like against Cygnar or anything with massive amounts of electro leaps.) Vanilla: If you want to get up further first turn, walk up and minifeat into shieldwall that gets you running distance up the board and in shieldwall. You can put them across your army and use them as a screen this way which can really help. Depending on the army I face will change if I do this or not. They also have Pathfinder on the charge which is nice to have if you want to park them in a forest or behind a wall. Black Dragons: I usually just run, you can minifeat and do the exact same trick but...

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MoM’s Podcast #22

Posted by on 9:17 pm

MoM’s Podcast #22 Topics: Muse on Mail and Newbie Gencon Masters Tourney Report The Dojo Podcast: Play in new window | Download (Duration: 2:38:40 — 72.6MB)Subscribe: Android |...

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Toruk to Tyrant – Unleash the Titans! (Thoughts on Colossals/Gargantuans and Titan warbeasts)

Posted by on 10:28 pm

  I have not posted a Aug summary due to the fact I played very few games during the month of August.  I attended Gencon, but I mostly just hung out with friends and played random board games. I never touched my Skorne models.   Over the past couple weeks I did finish painting my Tiberion and my second Bronzeback.  I am still in the process of painting my skorne battle engine. I did play 5 games with my Skorne in August. I also played 6 games with my minions (gators).  I attended a smal local 35pt tournament early Aug where I just played E Makeda all 3 rounds. I went 2-1 and picked up 3rd place.  It was just a standard Karn Bullet list. I attended I-Conn in early Sept and I will be at the Mayhem Cup in two weeks, so I imagine I will have a recap of those events shortly after. I may end up help running many events at the next Mayhem Cup, but I’m sure I will get in a few games at least. Colossal and Gargantuan impact on Skorne Lists. I have mixed feeling about the new Colossal and Gargantuan models when thinking about making Skorne lists.  We still have 2 more Gargantuan models to learn the stats of (including the skorne gargantuan), but I feel I have a good grasp of what I need to do with my Skorne lists, when thinking about fighting a Gargantuan. The Good – First and foremost Skorne has all the tools required to hold their own against these new models.  Skorne mainstay lists have never had a challenge breaking armor.  Titan Bronzebacks are often buffed to POW19 and they have up to 9 attacks. Multiple warlocks give a combination of good speed and damage boosts.   Bronzeback Titans, Tiberion, Molik Karn can  all easily handle these  models.   I have wrecked 60% of a Colossal with Hakaar with Zaal.  Any titan warbeast should be able to wreck half a titan at the very least.  Many colossals seem to have very good anti-Infantry abilities built in. This is both a pro and a con for Skorne. The benefit is, many competitive Skorne lists are light on infantry, and these effects from the colossal can be ignored.   Dealing with Bart + Galleon will be a challenge, as the danger of being dragged into Galleon does exist, but Skorne has multiple shield guard options, as well as the ability to lock our own warbeasts to keep them from being dragged.   Our Warlocks have a variety of ways to buff our army in many ways to deal with the threat of these new models as well.  (Mostly ways to buff our troops, but also some access to upkeep remove with Zaal and Hex Blast. Rasheth can give a ARM debuff and living Gargantuans will always need to fear an Extoller soulward for his ranged attack (adding str to the damage roll) The Concern – When trying to create 2 lists for SR Competitive tournaments,  it is important to create lists that factor in many details. 2 warlocks that fit well together, and make lists that can compliment each other in their strengths/weaknesses, as well as making sure to keep Character restriction in mind are just a few things that should be considered. ...

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