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!

Baffo’s Sculpting Table 10 – Sewers & Spiders

Posted by on 12:11 pm

  I’m back from my writing hiatus! Sorry for the wait, but I work as an assistant at the Faculty of architecture and as a private tutor for Math and Descriptive geometry, so I get really busy with work during the university mid-term and final exams periods (which here are Januray-February, all June and September), so I did not have much hobby time in the past 2 months… Anyway, this will be a wyrd article. On one hand it is a continuation of my past articles on urban themed sculpted bases (specifically sewers and factory grounds this time), while on the other hand it is an example of ways to ‘stretch’ your hard earned hobby budget, when dealing with lots of small identical models. Also this is the first article, where I work with Malifaux models. When I and my friends came back from the IX HET tournament in March (, they got hooked up with Malifaux and started playing that, all the while we each slowly started collecting new WM/H factions. Along the way our little group hit the periodic ‘Burn out’ phase common to small metas and we jumped into the smaller skirmish game, while we wait for Vengeance to come out with new models to reignite our warmachine excitement. Initially I tried resisting the urge to dive into a new game system, but after roughly 3 months I got 6 crew box-sets and some extra minions for 3 different factions (I knew this was going to happen…) and the only reason I haven’t impulsively bought more stuff, is that I am waiting for M2e re-sculpts (in particular Rasputina’s crew and Joss). People familiar with Malifaux probably know that Malifaux is going into its second edition (M2e) and much like PP’s transition to Mk2, they’re having a 2 waves of open beta test with the community. The first wave just finished and we should be getting the finalized core rules and book 1 crews (think of it like Prime/Primal book warcasters and units) in August, while the second wave of the beta (for all other existing models in their range) will start in September-October. Anyway, from the beta rules everybody got a preview of how their current masters changed and I really like Ramos’ new incarnation, in particular the fact he’s a much better ‘summoning master’ now, since in the right conditions his crew can spawn from scraps 3-6 new models per turn. I got Ramos’ current box-set and will likely buy his newer box as well, to get the plastic re-sculpts, however at the moment I have the bits for 6 Steam arachnids or 2 Arachnid swarms (the models he can summon), but in the few M2e games I played, I often needed more than that (about 10-12 Steam arachnids) so I had to somehow ‘multiply’ my spiders… My solution was to turn their bases into small urban dioramas, where they are crawling out of wall cracks, sewers, barrels and man holes. This achieves 3 effects: It makes them more distinguishable (since normally they are all identical small models). Allows me to hide part of each model in the ‘scenery’ on the base, so that with a little creative green stuffing I can get two spiders with the bits of one. It is decent article material,...

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Hacking the Cortex: It is a good divine that follows his own instructions

Posted by on 9:21 am

This week, I’m going to be following my own advice, and simply making a list of things which I need to improve through deliberate practice in the coming weeks. The WTC is looming ever closer, and I want to be at my best when I get there. But what am I still doing wrong? General Goals: 1) I need to be deploying faster. It shouldn’t take more that 3 minutes, even though both armies have quite a number of models in them. (Cryx lists? Infantry heavy? You jest, surely?). This is easily practiced solitaire, so I have no excuse. Timer, kitchen table, go. I want to have my “standard” deployment in muscle memory. Most of the time, you just mirror image flip it for matchups or scenario anyway. Goal: Deployment in under 2 mins. 2) I need to make a clear plan for what I need to acheive this turn, rather than getting greedy about what I could kill this turn. I’m often tempted into ill considered moves because I see a chance to wipe out lots of models or score 3+ control points in a single turn. Sure, big swings like that are powerful, but particularly in the latter case it’s not worth taking a risk to get half way to winning and then getting assassinated. Goal: Slow Down, Win Steady. 3) Respect your opponent’s longshot. If you give your opponent a 20% chance to win every game, you don’t win a tournament. List Specific Goals 1) eLich’s soul catcher – I forgot this way too often because when excarnating or feating I rush right to activating the new model(s) and having them kill the world. It’s the cackling laughter in my internal monologue, it’s distracting. SOULS! will probably be written in marker on the back of my hand at the next event. 2) Making sure I leave an avenue for my arc nodes to run forwards. Nothing is worse than screwing your activation order up by mispositioning your arc nodes. Goal: Activate the arc nodes first, and arrange the infantry around them, rather than the other way around. (Also deploy to reflect that plan) (This point could apply to lots of other models, and probably deserves more time talking about it, but it’s hard to write about without diagrams). 3) When jamming, only give the opponent the minimum number of models. There’s no need to let him kill 70% of the unit when 35% will still jam him up as effectively. Make him work for his kills, even as you restrict his table space. (I’m generally pretty good at this these days, but it should still be on the list, because old habits die hard). As you can see, the biggest psychological factor in these points is getting overexcited and overextending. It’s a theme that runs through most of my bad play. I’m an aggressive player by nature, and I love winning games with big, decisive moves. My problem is that when putting together those decisive neck-stomp turns, I forget the little things that set you up to capitalize the next turn, or I leave my caster (or other important pieces) more vulnerable than they need to be. “Slow Down” is always the advice I get from the wings, but I haven’t internalized it. In order to do so, I need to make it central to every...

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MoM’s Podcast #73

Posted by on 7:00 am

  MoM’s Podcast #73 — A Warmachine and Hordes Podcast Topics:   Timestamps: 0:00:55 = News and Announcements 0:02:12 = Lightning Round 0:59:45 = Off the Scrapheap: Witch Coven Podcast: Play in new window | Download (Duration: 1:18:39 — 36.0MB)Subscribe: Android |...

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Warmans Episode 1: First time for real this time

Posted by on 8:48 pm

Explicit. First full Episode! Bill and Brian B. chat about: Quicky Batreps Kickstarter spoilers (novices and Sturgi) Marked Men (new to intermediate player oriented) Boob Armor Podcast: Play in new window | Download (Duration: 1:42:08 — 46.8MB)Subscribe: Android |...

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Mini-Review: Stormblade Captain

Posted by on 7:57 am

What’s up guys, it’s Trevy the Great from Way of the Swan here to review an awesome model for you!  Something you should know about me; I’m generally pretty proud of myself.  Sometimes I’m proud of myself for playing really well, sometimes I proud of myself for waking up in the morning and sometimes I’m just proud of myself for being proud of myself.  A couple weeks ago I was proud enough of myself that I bought myself a little present in celebration of my proudness; a Stormblade Captain.   When this mini was previewed, a lot of people hated pretty vehemently on the poor sod.  While I’m not a huge fan of how he performs on the table, I don’t understand the intense criticism of the model aesthetically.  The Cap’s pose is dynamic, he has a lot of detail on and his armament is, well… really cool!  Nexus blades, man!   When I got this model and broke him out of his little blister pack, I noticed one thing instantaneously… he’s HUGE!  This guy must suffer from the polar opposite of what plagues the Black 13th.  A lot of his bulk is contributed by his giant, flowing, incredibly thick cloak but he also seems to be of naturally gigantic stature, dwarfing all the other Storm Knights.  Maybe he’s just big boned.     The model comes in four pieces; his sword arm, his shield arm, the body and a tiny little medal he got for winning the class talent contest back in grade school.  Fortunately, like its wearer, the medal is pretty big so don’t worry too much about losing it.   The level of detail on this model is similar to those of the Stormblade Infantry, but the Cap’s armor and cloak have a lot more filigree and little details.  Overall, the detail of the model is fantastic and follows in line with what I’ve come to expect from Privateer Press.     Unfortunately, my model was treated a little poorly by the molding process; while most of the model was almost entirely devoid of flash and injection points, the Cap’s right arm was pretty mangled by mismolding and part of the shoulder pad was almost at the point of breaking off!  I wanted to play this guy the next day so I went ahead and assembled him anyway without contacting the replacement parts department, but I might have given more time.  A little filing and cleaning cleaned up the rough pewter but left the area devoid of detail.     Fortunately for me, he fits perfectly on eIrusk’s epic base,so he’ll have a commanding view of his Storm Knight brethren as he uses his Leadership and Tactical acumen to allow them to Charge Relentlessly into battle.   Overall I’m generally happy with the model; it’s a very cool piece and is packed with detail, from the filigree on the helmet and cloak to the ornate shoulder pads.  I do have a few gripes with the model, however: Firstly, it’s size is a little off-putting… some day I wish Privateer Press would decide what scale they’re making minis for.  Models like the Black 13th simply look silly compared to the Cap. The disparity is incredibly evident. Secondly, I’d like to have a few more options when it comes...

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Steam Powered Combat: s5e1 – Broadside Bart vs. The Testament of Menoth 25pts

Posted by on 3:19 am

25pt throwdown between Mercenaries and the Protectorate of Menoth which features pirates, because EVERYTHING is better with pirates.

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The KillBox Episode #9

Posted by on 3:58 pm

2:20 – Merc’s Part 2 49:36 – Theme Force’s 1:09:00 – What we are working on Please like us on Facebook! Send emails to Podcast: Play in new window | Download (Duration: 1:16:20 — 130.6MB)Subscribe: Android |...

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MoM’s Podcast #72

Posted by on 1:50 am

  MoM’s Podcast #72 — A Warmachine and Hordes Podcast Topics:   Timestamps: 0:00:50 = Changes in the Game at Various Point Levels 0:38:15 = Mayhem Store Tourney Battle Reports Podcast: Play in new window | Download (Duration: 1:42:42 — 47.0MB)Subscribe: Android |...

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Crippled System Videocast 3 – Protectorate vs Trollbloods

Posted by on 8:50 am

The third video cast, including Battle commentary by Andy Welton, Jeff Blankenheim and Jamie Huddle. Andy vs Jeff – Protectorate vs Trollbloods Harbinger of Menoth vs Grissel2 Lets just say, my return to Protectorate is a shaky one 🙂 our youtube channel email us at Like us on Facebook! Follow us on Twitter! Follow...

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Road to War Episode 34- A Warmachine & Hordes podcast

Posted by on 10:51 pm

Road to War We talk about the new Junior Warcasters! Email us questions at or on twitter at @roadtowar Podcast: Play in new window | Download (Duration: 1:10:07 — 32.1MB)Subscribe: Android |...

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