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 Episode 12

Posted by on 7:29 pm

Road to War   This week we talk about list building with Will ‘Wild Bill’ Pagani. 0:00 Intro and general list building 9:48  Real Life List Building with Will 44:39 Questions 1:14:00  Upcoming Cons –Space City Con, Duel Con, Alamo GT, Clash for the Cure 1:18:36  RtW:  Before Dawn Episode 1 Podcast: Play in new window | Download (Duration: 1:23:29 — 38.2MB)Subscribe: Android |...

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MoM’s Podcast #17

Posted by on 5:52 pm

MoM’s Podcast #17 Topics: 00:02:58 – News & Announcements 00:17:09 – Unlikely Allies Tourney Reports 01:03:36 – Bart + Galleon  List build Podcast: Play in new window | Download (Duration: 1:45:36 — 48.3MB)Subscribe: Android |...

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The Mutineer Chronicles #2

Posted by on 10:24 am

The Mutineer Chronicles Episode 2 -Second 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 discuss starting a campaign, and character creation previews. -We are joined this week by Meta-Games Hall of Famer, Homero Flores. Podcast: Play in new window | Download (Duration: 1:34:55 — 43.5MB)Subscribe: Android |...

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Toruk to Tyrant – Rasheth Battle Report , July Recap

Posted by on 8:18 am

July was a very quite month for me. I did run a local tournament, but I did not play in any events during the month. (which is rare for me)   I also only played 8 games over the course of the month.    I am now in the mindset of preparing for Gencon and some upcoming other tournaments, so my next reports should involve a ton more games and some event recaps. I did manage to get write up 1 battle report with tons of pictures of 1 game I played.     July games Of the 8 games I played  i did win 75% of my games.   Of my two losses, they were more massacres against my army.  P Butcher at 35pts just destroyed poor Epic Morghoul and I lost a crazy scenario game to Harbringer in another game.  I have been playing a lot of Hordes this year, so it was nice to sort of relax and play just a few games for the month (especially when I know i’m going to play a LOT of games in Aug) Supreme Aptimus Zaal  – 1 game Dominar Rasheth – 1 games Lord Assassin Morghoul 1 game Archdomina Makeda 1 game Lord Tyrant Hexeris – 3 games Tyrant Xerxis 1 game     Rasheth Battle Report I was able to play a 50pt game against one of our local Trollblood players (Jeff).   I was playing a non-tier Rasheth list and Jeff was playing  T3 Jarl List. I have been enjoying putting Tiberion on the table with Rasheth and I’m still debating if Tiberion is worth breaking the Theme force. Scenario – Overrun Dominar Rasheth  +5 points * Basilisk Krea  4 points * 2x Bronzeback Titan  10 points each * Tiberion  11 points * Titan Gladiator  8 points Agonizer  2 points Feralgeist  1 point 6 Paingiver Beast Handlers  3 points 10 Venator Slingers  6 points VS Jarl Skuld, Devil of the Thornwood  +6 points * Dire Troll Mauler  9 points * Earthborn Dire Troll  10 points * Troll Impaler  5 points 10 Kriel Warriors  6 points * 2 Kriel Caber Thrower  2 points * Kriel Warrior Standard & Piper  2 points Sons of Bragg  6 points Stone Scribe Chronicler  2 points Troll Whelps  2 points 6 Trollkin Scattergunners  5 points * Scattergunner Officer & Standard 6 Trollkin Scattergunners  5 points * Scattergunner Officer & Standard  2 points Additional Rules Add 2″ to your deployment. Kriel Warrior units gain Advance Move. Models/units gain Pathfinder during your first turn.   Deployment   Note – the Pictures will always show the end of the Turn looks. Skorne Turn 1 My plan is simply to march up the middle and slowly grind thru his army.  He has almost 20 more models on the table then I do, and the 2 troll warbeasts do pose a serious threat to my warbeats.  I really don’t expect to win  via scenario or score any Scenario points. I  run most of the army on T1 . I put “rush” on Tiberion to get him that extra distance and setup a in a wedge formation with my warbeasts.  The krea has been rushed as well and put up Paralytic Aura. (more of a habit then necessary at this point) Plan is to get Slingers in the way the next turn, and use either a slinger or feralgeist to...

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Walter and Mastershake talk Retribution

Posted by on 11:10 am

Mastershake and I got together and talked over the retribution models.   This is a first effort, and I accidently uploaded it as a WAV.  I think it automatically converted to mp3, but sorry in advance if this didn’t work out. Podcast: Play in new window | Download (Duration: 2:00:17 — 110.4MB)Subscribe: Android |...

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Why should you try Malifaux?

Posted by on 9:00 pm

I’m Matt aka Dustcrusher, and I’m here to write about other games, especially Malifaux. For a brief profile, click here. Basically I came back to 40k last year after several years off and the experience left a bad taste in my mouth. I still wanted to play toy soldiers, so I moved on to new games. One of these is Malifaux. If you haven’t read The Blue Baron’s intro to Malifaux, it’s worth a look. Go read it- I’ll wait. I’m going to go over what I perceive are the high and low points of the game. While I hope anyone interested gives the game a try, this is the real world we live in, and most of us have a gaming budget- my intent is to go over what Malifaux has to offer as well as a few potential sticking points to keep in mind. Let’s dive right in- what strengths does Malifaux offer compared to other games? Here are a few that stand out for me: No dice: As you probably already know, Malifaux uses a deck instead of dice, and you also get a hand of cards each turn. What’s so special about this? Malifaux adds an element of card control that requires careful risk (and resource) management. Soulstones: Soulstones are big-time currency in the world of Malifaux- literally more sought after than gold. When selecting a crew, the players will decide on a certain stone level for their game (12-15 is very small, 30-40 is typical tournament level, and 50+ is a very large game). Here’s the kicker- any points you don’t spend are added to the Master’s Soulstone pool. Why does this matter? Soulstones are like re-rolls, but better. Baron mentioned a common use for them- boosting attack, defense, and casting flips. You can also use them to mitigate the damage from a successful attack, heal damage suffered previously, or re-flip for initiative if you really need to have the first activation. Before you build your crew, you can also give up one Soulstone to re-flip the strategy if the original flip is not to your liking. Much like Re-rolls in Blood Bowl, the savvy player will know when to use and when to save Soulstones. Triggers: You know how card decks usually have four suits? Malifaux’s are no exception, and the game makes use of this with triggers- additional effects that can be used if you have the right suit in your flip. For example, several Guild models have a trigger called Critical Strike which increases the amount of damage done on an attack by 1 for each Ram (Heart in a normal deck of cards) in the Attack Total. Many models with this ability get the first Ram free, so a Master like Lady Justice could possibly add +3 damage to an attack if she uses a Soulstone. The highest wound total on any model is 12, so +3 is significant. Other triggers offer effects like allowing a free cast of a spell, a free attack, a safe retreat out of melee range, discard and draw a card, and so on. List tailoring: When setting up a game of Malifaux, you declare which faction you will play before determining your primary goal for the game. You don’t pick your crew until after...

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Gencon Hardcore Army Swap 2012

Posted by on 2:02 pm

  Well seems as though the Dark Horse mentality is spreading.  Maybe not so much in the way of people making crazy lists and using them in competitive play but now we have something MOM has had on their podcast way back in December/January, Gencon Hardcore Army Swap.  What is happening is a bunch of the well known players in the convention community are pooling their lists together and swapping armies with each other.  Not so much are we building a list and handing it to someone else but everyone who is involved is writing a list for Gencon Hardcore and then before we all turn in our lists we are all gathering around and putting all our names in a hat, I will be bringing the hat, then drawing names out of the hat.  The name someone draws is the person’s list they are using for the entire tournament.  Why is this such a big deal, well lets first take a look at what Hardcore is for Gencon:   Close Quarter Scenario every round 37 minutes per person deathclock 1 list Awards-Vanquisher (last undefeated player), Executioner (most army points destroyed throughout the tournament), Mage Hunter (quickest caster/lock kill during the course of the tournament), Master Craftsman (best painted army)   So with all this in mind one must see the part of the humor in this idea, no matter what you draw you must learn that one list, you don’t have 2 lists to choose from and then get to pick the one with the familiar models and play that one.  You will have to learn and master one list very quickly if you want to win one of the awards, though if someone wins Master Craftsman while using someone else’s army then they must give credit where it is due.  The funniest thing about this whole thing is you have people that have placed/won conventions, even had their pictures/names in No Quarter and they are still doing this.  This is funny and serious in a way.  Funny in that it is a bunch of people getting together and having a good time, a good time playing things they normally wouldn’t get to play and serious in that it is showing that you can be a great player and still show that winning isn’t the most important thing.  People remember both the players that do well and are good sports.  But the ones that are remembered the most are the ones that are a combination of both.  Losing is something none of us like, but if I lose to someone that was a blast to play and just outplayed me then I felt it was a well worth game.  I can remember losing to Phat Asian in Adepticon.  Him and I have talked about that game many times and it has even been brought up that I could’ve won because he had to roll out 2 attacks and damage rolls in 8 seconds in deathclock.  I paused the time after the first attack and told him what the last model needed to roll to hit and what the damage roll needed to be to win.  Not saying that he couldn’t have won without this but I didn’t want to win by him deathclocking himself, especially when he out...

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The Mutineer Chronicles – Episode 1

Posted by on 2:17 pm

Mutineer Chronicles – Episode 1 A role playing podcast with a focus on the Iron Kingdoms RPG by Privateer Press. The first episode features hosts Dustin Turner and Carl Morgan joined by Rob Justice from The Bear Swarm podcast. This episode we talk about the former and future Iron Kingdoms Role Playing Game. Plus GenCon hopes and dreams. Podcast: Play in new window | Download (Duration: 1:14:49 — 137.0MB)Subscribe: Android |...

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And Now For Something Completely Different- The Sword And The Flame

Posted by on 5:52 pm

This week I’ll be posting about and oldie but a goodie, The Sword and the Flame. Originally written in 1979 we frequently play with the 20th anniversary edition. The Sword and the Flame pretty much covers all your Victorian British wars. This rule set generally requires a game master to get the full experience. D6, D20, and playing cards are used to determine most of the game’s effects. Six sided are used to determine movement and close combat results. Depending on formation and nationality you roll different numbers of dice for movement.  For example British infantry in close order move 2D6 while a Dervish mass moves 3D6. Charging grants an additional die while rough terrain doesn’t reduce the number of dice but removes the highest die rolled. shooting uses twenty sided dice. Units check if they are in range and then roll one die for every figure firing. The score to hit is determined by a chart. The weapon is referenced against the class of the target. Class I is a mass of guys in the open. This carries onto Class IV which is troops in a building or behind walls. Better trained troops have a higher range of numbers than the rabble. All hits are allocated to the unit with the flip of a card. A hearted suit kills while all others wound. An ace means an officer is hit while a face card is a key figure (scouts, gun crews, etc.) Wounded models don’t matter for most non imperial troops. British and their allies however are forced to carry the wounded like the good chaps they are. In game terms this means anyone carrying a wounded model cannot shoot nor fight in melee. Close combat is initiated by a charge order. If the attacker rolls high enough to contact he takes a morale test to complete the charge. This is more difficult if the leader has been killed previously. If they are successful the defender has to roll to stay and fight. This is also more difficult if the leader has been killed. In the close combat phase models are matched up and a series of 1v1 duels are fought.  Both combatants roll a D6. The close combat chart has a series of modifiers. Charging generally allows the attacker to win ties. defending a wall or emplacement gives a +1 to the die roll. If the loser rolls a 1 he is killed. On a roll of a 2 he is wounded. 3 or more the loser falls back. After the first round the combatants are matched back up. This continues until someone wins. All of the members of the unit that fell back take a major moral test or flee. That’s it for the major rules, onto the game! The mission for the British and their Indian allies was to burn the village down as a friendly reminder for the tribes to pay their taxes.  The Pathans of course wanted to see them off with the village intact. The was a hill fort overlooking the town that provided some defence and an old cannon. Most of the Pathans started the game hidden. The British were given a wide corner  away from the village to deploy. The mountainous terrain dictated most of the routes the British could...

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Road to War Episode 11

Posted by on 6:27 pm

Road to War This week is the Trollisode!  00:00 Intro and Faction Overview 17:16 Borka 23:21 Grimm Angus 30:05 Grissel Bloodsong 35:56 pDoomshaper 44:51 eDoomshaper 50:54 Gunbjorn 56:58 pMadrak 1:02:35 eMadrak 1:08:41 Calandra 1:15:25 eGrissel 1:18:04 Jarl 1:25:40 Questions 1:40:41 What We’re Working On   Podcast: Play in new window | Download (Duration: 1:47:03 — 98.0MB)Subscribe: Android |...

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