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 8

Posted by on 7:14 pm

Road to War In this episode, we talk about Lock and Load and go over the Colossals book.   Send us an e-mail at with any questions!   Podcast: Play in new window | Download (Duration: 1:37:55 — 89.7MB)Subscribe: Android |...

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Reflections of a dawn

Posted by on 5:49 pm

Reflections of a Dawn   Hi there everyone, my name is Tobias Ford and I was invited to post on Muse from a good gaming friend of mine Ben Hayes (The chunder from down under).  Initially he asked me as a positive spin for the Ret faction as that element is currently under-represented by the other authors and being fond of writing I said that I’d love to!  Of course then life and work and everything in between got in the way so I have been unable to complete the registration or write anything until now. I thought I’d start with a bit of a brief introduction through my WarMachine journey and how I got started with the Retribution. So it’s not really secret (to a lot of Australians at least) that I am a fan of Dawnlord Vyros.  Well, the story goes – that back in 2009 I managed to take out the Aus Gencon WM event (Trumping my very good friend Heath Eblen or Kojiro) – and well, the game has grown and evolved in leaps and bounds down under since then, but it remains one of my crowning glories. That was the twilight of mki and Retribution had just been released.  The lion’s share of my prize was a burgeoning Ret force that consisted of a squad of Sentinels and their UA, a Chimera and Dawnlord Vyros.  I thought to myself, I’ll just give them a bash – Elves are cool (and I have a lot of nostalgia for my first fantasy army – High Elves), maybe I’ll just buy enough to get thirty five points… Well, we all know how that fairy tale goes, and three years later they are my primary faction.  In the interim I’ve sold off all of my Cryx who were the faction that I started this game with back at the beginning when the cards were black and white and the only infantry you could buy for love or money were scrap thralls.  I never managed to sever the ties with my Skorne though (the faction I won Gencon Aus with) but they have taken a back seat – like a ceremonial blade.  I’ve dabbled in mercenaries, Circle and recently Cygnar but my faction of choice is the Retribution. My progress with them has been a pretty checked affair.  I remember when Skorne came out in mki and I started playing them the learning curve was quite steep.  They had some serious obstacles to cross and right up until metamorphosis they were a difficult faction to do well with (for me at least anyway), so I was certainly use to the xp grind. Vyros was similar in a way to Xerxis in that it took me a long time to make any progress with him, eventually though I started to get the hang of him though, and stop making bone headed errors.  Lacking any particular strength or an overwhelming feat, so all his game has to come from list creation and player skill, and the occasional prayer that his armour will hold together :p. I’ve gone through a lot of incarnations with him, trying to get him to work in various guises from assassin, to tank to support caster.  Over time I’ve found that he is capable of doing it...

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MoM’s Podcast #13

Posted by on 1:27 am

MoM’s Podcast #13 Topics: 00:00:00 = Intro/News and Announcements 00:39:00 Tourney Recap 1:49:05 = Team Tourney Coverage 01:55:15 = Mountain King Preview 02:15:00 = Lock and Load Previews 02:43:00 = Colossals Review Discuss the podcast here Podcast: Play in new window | Download (Duration: 3:56:00 — 216.1MB)Subscribe: Android |...

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Muse on Minis Interviews Doug Seacat

Posted by on 8:47 pm

Keith and Doug talk about the story behind Colossals and...

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Warmachine Faction Overview

Posted by on 5:46 pm

Have you ever had a friend ask you for information on each of the Warmachine & Hordes factions and not known how to reply?  Is there a faction or two that are underrepresented in your local play group that you would like to learn a little bit more about?  This week on Chain Attack: Baby Seal Boots Camp, I will give a short summary of the strengths, weaknesses, and fluff of each of the Warmachine & Hordes factions. Cygnar Strengths:  Cygnar has strong casters that can use many different play styles effectively.  They have access to the widest selection of Mercenary models.  Cygnar excels at single target shooting and deals with stealth better than most factions. Weaknesses:  Mercenary infantry are often better than in-faction options.  Cygnar must adapt their play style to succeed in Steamroller.  A Cygnar player cannot take a pure gun line to a tourney and expect success. Fluff:  Cygnar views themselves as the good guys of Warmachine.  It is a sprawling kingdom that is surrounded on all sides by enemies.  Cygnar is technologically advanced and uses a lightning theme. Protectorate of Menoth Strengths:  The Protectorate of Menoth excels at using synergies to buff their forces.  They possess the best support for warjacks in the game.  Their warjacks have many good AOE ranged attacks and the faction has access to many strong sprays.  The Protectorate of Menoth is excellent at using attrition to defeat their opponent.  They also employ powerful denial abilities versus their opponent. Weaknesses:  It is rare for a Protectorate of Menoth force to get the first strike.  Focusing on attrition can create issues when using death clocks at a tournament.  Since their forces rely upon the synergies provided by their support models, the combat strength of the army decreases dramatically when the support models are removed. Fluff:  The Protectorate of Menoth is a lawful-evil theocracy composed of religious zealots that worship Menoth, the Creator of Man and Law Giver.  They are fighting to free themselves from Cygnar’s governance and to convert or kill infidels.  The Protectorate of Menoth uses a fire theme. Khador Strengths: Khador has fast and hard hitting solos and units.  The spell iron flesh on high defense models like Kayazy Asassins can be difficult for many armies to deal with.  Khador possesses a good mix of AOE, spray, and single target ranged attacks. Weaknesses: Khador has slow jacks that are susceptible to crowd control and spells.  The Old Witch comes with a character arc node, but none of the other Khador casters can use arcnodes. Fluff: Khador is an ancient empire that is themed after tsarist Russia that is seeking to reclaim their glory and territory.  Khador uses a cold theme. Cryx Strengths:  Cryx possesses the most potent casters in the game.  Their infantry tend to be cheap and hard hitting.  The faction has inexpensive arc nodes.  Depending on their list composition, their forces can be good at getting the first strike versus their opponent.  Cryx has strong crowd control and debuffs.  The faction has good non-character solos, which helps with force composition in Steamroller 2012. Weaknesses:  Cryx has the most limited ranged options of any of the Warmachine factions.  Cryx lacks staying power and must shape the battle to their choosing.  Cryx helljacks have low armor and hit points. Fluff: ...

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The Koldun Kommander

Posted by on 5:01 pm

Hey all, here I am again and this time and I actually fulfilling a request from a good friend, the Phatest of Asian.  At Adepticon 2011 I played a list that kind of made a big impact, don’t know how I was able to manage that but some how it happened.  It was a time when some friends kept picking models for me to play that were not usually the first picks of someone to play with in a tournament con, let alone hardcore.  I ended up playing Zerkova and went 4-1 with her, losing in the one game in the semi-finals to a good friend of mine, Keith.  The thing that also helped generate this attention I received was the fact that at that time a new theme list had come out at the time for her allowing her to take multiples of a certain model that is quite good, though I will not get into that right now.  I instead opted to not take that list and played with models that were all part of the Khadoran army.  So here is the list I used and what I did with it: Zerkova +6 Beast 09 (6) 5 Behemoth 13 War Dog 1 4 Battle Mechaniks 2 Doom Reavers w/Greylord Escort 8 Greylord Ternion 4 5 Iron Fang Uhlans 11 Koldun Lord 2 Kovnik Markov 4 Total:  50/56   So lets take a look at our warcaster.  Her stats are average for a spellcasting warcaster, though her MAT is one above what you would expect in this situation as well as her ARM and CMD.  Very cool and interesting thing with her is that rough terrain is no problem for her with pathfinder.  She is also immune to cold type damage and effects which does not come up for her much but of course when it does it usually means she won’t be stationary, always a good thing on a warcaster.  She does have a FOC stat that is good, but again what you would expect for a spellcasting warcaster.  She has one range attack at below average range but even has a higher POW than a handcannon, though it has no special abilities it is magical.  Her melee weapon is below average POW, though of course average for a warcaster of her type, but it does make a warjack hit by it stationary. As for some of her other abilities and feat.  She has the natural ability to whenever a model targets her with an offensive spell the spell suffers a -3 RNG, and if that model directly hits this model with the spell after the attack is resolved the attacking model will suffer any where from 1 to 6 points of damage.  Though she has some great abilities in regards to when she casts spells.  Every time she casts a spell she gets to choose from one of three abilities, though each ability can only be used once a turn.  The first ability reduces the casting cost by one.  The next extends her front arc 360 and she will ignore LOS when targeting models in her control area, as well as ignoring stealth.  The last ability adds 3″ to the range of a spell that she casts.  Her feat is by far one of the best...

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Happiness is Rolling Dice: Kickstarter and the Future

Posted by on 1:26 pm

    Kickstarter is the future! Or how I learned to stop worrying and love spending money. Kickstarter has, as of late, drawn some attention for its use in helping to fund several upcoming Video games. Double Fine Studios being the first to fully capitalize on the potential while managing to raise over 3 million dollars for an upcoming adventure title. Since that time other titles have found success in funding themselves through crowd sourcing directly to their fans. But this is Happiness is Rolling Dice, and here we deal with Board Games. Fortunately for me, Kickstarter has brought great success to several upcoming board game projects and I believe it is worth touching on the value inherent in the service. Before we go to deep into this topic, it may be worth providing some background on Kickstarter to those who may not have yet partaken of this amazing service. In a nutshell, Kickstarter is a service that allows creators of projects to link up with their fans and crowd source the funding of their ideas to see them through to fruition. This is good on several levels, not the least of which is that an awesome product that might otherwise have lacked the funding will get made. Honestly you should check it out for yourself at, I recommend going to the Games category and then browsing through the Board Games section personally. Now much of what I say below applies more broadly to creative projects on Kickstarter in general, but I’m here to talk about Board Games so that’s where we’ll focus. Now the above may not sound all that special, hell pre-orders for products have been around forever and have filled similar roll in allowing companies to get additional funding for projects. Kickstarter isn’t your average pre-order though; it really connects fans to projects and brings some pretty clear benefits to both the consumer and the producer. These are just some small side benefits either; Kickstarter could very well be the future for both independent gaming companies as well as some big names out there. So what are these game changing benefits you ask? Well; let us delve deeper into the producer side of the equation. Today we take the role of a smaller game studio with a big dream. We’ve come up with a fantastic Sci-Fi world, a set of miniatures and even a set of rules for a game. Unfortunately we have hit a hitch. We want to produce this product, we’ve got all the creative work done, but we’ve got to somehow fund those minor details like production costs if we are going to make it to market. It is going to take us twenty thousand dollars to get this to the street and the coffers just to look that deep right now. We could try to stir up some investment from a third party but that will cut in to profit, can add extra hands to the cookie jar and just simply muck up a perfectly good idea. Well luckily for me there is a third option, Kickstarter. With Kickstarter I can have soap box to stand on to preach the glory that is my idea. If my idea is embraced I will earn my twenty thousand dollars, or perhaps much more....

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List Design for Tournaments – Preparing for matchups

Posted by on 9:12 am

There are many important decisions to make when planning for a tournament.  I am going to talk about the aspect of focusing on 2 different lists.   Not every event requires two lists, but I strongly recommend to always bring two lists if the format allows.  This will help you be prepared for a variety of matchups. One of the first steps is to decide what caster you want to play.  Maybe you’re in the mood to play a specific caster. I don’t believe there is anything wrong with that. It makes the game more fun, when you are playing a caster you enjoy, vs one you feel you need to bring to an event. However, I would then suggest, the second caster be chosen based on the bad matchups your first choice creates. Simple Example  You want to play a Gunline.  Your first list is all almost all guns, and your warcaster enhances the range game greatly.  Concerns  Opponents that have stealth (assumption – you can’t ignore stealth) (or great DEF/ARM from range attacks) – Many spells/abilities can really hinder  a ranged army.  Deflection from E Haley,  or stormwall from  Epic Krueger can be very bad if your playing a gunline and that’s just 2 examples. This mean list #2 should focus on something other than ranged.  Maybe a magic focused army, or a melee army.   Or any  combination of those aspects.  What I have done is created an excel sheet I use that allows me to list both casters and full lists. I can then check off what my primary list can deal with.   When I plan list #2 I am then able to see list #1, so I know which character models I cannot use (assuming you need to worry about character restrictions) and then I try to create an army list that deals a lot of what I didn’t check for list #1 Important – I don’t believe two lists can account for every possible threat in the game.  You may simply have an army that cannot deal with a ton of magic attacks, or cannot deal with an list with heavy magic defense. If you are playing in a local event, you know your meta and the odds of not encountering something, or at least you always know what is super popular in your area.    For example I will always need to have 1 list that can deal with a heavy ranged army threat, as that is very popular in my meta currently.    It’s never a bad thing to make some balanced list to be prepared for a variety of threats. (while still building to your casters strength – Entire articles can be written on that aspect alone. )   Example  Excel Sheet   I will improve this document over time. I am sure there is probably another category that could get added. Feel free to message me or post in the comments, if you feel  something is missing. I want to do some sort of “importance” rating for these. For example I think its critical to plan for facing a scenario/lockdown caster as well as infantry swarm and High DEF/High ARM lists. If one of your two lists cannot deal with one of those possibilities, I think you could be in real trouble at an event. The first part of the checklist deals with the type of army that you want to be able to focus...

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Playing the best: Battle Report Artificer General Nemo!

Posted by on 3:32 pm

First spin with Artificer General Nemo and I figured i’d share my musings :D. PG_Majortusk just got back from lock and load, and was kind enough to let me borrow N3mo’s cards, so I figured lets get a game in with this guy. Throw together the following list, and discover that it’s t2, which grants me a free point in goes the stormsmith. Artificer General Nemo & Finch +3 *Stormwall 19 *Stormclad 10 *Thunderhead 12 Journeyman Warcaster 3 10 Stormguard 8 (one point off for tier1) Stormsmith 1 A couple things are wrong in this list, mostly because it’s only Tier 2. I think it would be correct to Go 6 Stormguard, and drop the stormsmith, to pick up Arlan Strangeways, and min Mechanics. normally I don’t like Mechanics, but in this case they are 2 points for a unit, which gets us Tier 3 (required 2 units) and thunderhead is already there for tier 4. I have some ideas for him out of theme, but this list is pretty obvious, and I think it’s quite strong. I called out one of our best “citizen milita” players John. I call him militia because he rarely travels to big events, but he did well in defending the mayhem cup in madison all 3 times. He unpacked the following circle nastiness. Kaya the Wildborne (*6pts) * Gnarlhorn Satyr (8pts) * Warpwolf Stalker (10pts) * Warpwolf Stalker (10pts) Druids of Orboros (Leader and 5 Grunts) (7pts) * Druid of Orboros Overseer (2pts) Shifting Stones (2pts) * Stone keeper (1pts) Tharn Bloodtrackers (Leader and 9 Grunts) (8pts) * Nuala the Huntress (2pts) Blackclad Wayfarer (2pts) Druid Wilder (2pts) Lanyssa Ryssyll, Nyss Sorceress (2pts) We roll up a scenario – Guidons. I set-up the terrain. I put a pretty big, rough terrain hill in the middle of the board. Probably because I hate myself. His entire army has pathfinder and I have stormwall. whoops. I win the roll to go first, and start deploying. I misdeployed my stormguard, because I didn’t want them anywhere near druids, so I should have just had them behind my ‘Jacks so they could easily run to either side of the board. Instead I put them out on my right flank so they did nothing for a turn, running to re-position. Stormwall was center, with t-head and stormclad on either side of him. My Turn one – I pretty much run forward, the stormguard run behind my ‘jack line so they don’t just get blown up by druids. I toss failsafe on stormwall, and Arcane shield on thunderhead (these should have been reversed, I didn’t realize exactly how resilient the Stormwall’s grid is) John’s turn one – Bloodtrackers run up the Stormclad’s flank, and spread out. Stones, and beasts all move into position to be threatening to basically the entire board. Druids spread out in the middle of the table and become lightning immune (jerks.) my turn 2 – I load up stormwall and stormclad, with a little help from Finch. Stormpod kills a blood tracker, I lay down a couple covering fires to make them hate their lives, and I drop a couple big gun shots into heavies to soften them up. Stormclad shows how good lightning is and kills 6 bloodtrackers with sword+ electro leap combo. Nemo’s...

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Circle Minion Warlock Tech

Posted by on 12:30 am

There was a time when I thought that the Minion Warlocks were terrible, fragile solos attached to overpriced warbeasts.  Some time later I conceded that maybe they might be decent, in a Warmachine army.  They could function as a replacement heavy that didn’t require the warcaster’s focus.  My Cryx lists, and 4 Star lists, from time to time, saw fit to employ Wrong Eye. Time went by, and I became a Circle player.  I never looked back at the minion locks, after all I now had the awesome beasts of the Circle at my command.  Warpwolves and Wolds and what have you.  What could I need from some crummy non faction beats?  I’d just be depriving myself of transfer targets.   Eventually I wised up. (Bout the time I noticed Primal wasn’t faction)  Nowadays about a third of my 50 point lists have a Minion Lock.  This isn’t some sort of affirmative action for warbeasts, I genuinely believe that in certain circumstances they are better than the equivalent Circle beast.  I thought I’d share my thoughts on each Minion lock with the wider community.   I’ll go worst to best: Brun and Lug: Never take Closest Circle equivalent: Wold Guardian These guys are just a mess.  Theirs so much potential here, but they persistently disappoint me.  Looking at what they do, it isn’t clear why this should be so.  Brun isn’t getting killed on the way in, between transfers, stonehold and Lug Guard Dogging him.  The double flank gimmick is straightforward.  Brun upkeeps Stonehold runs, Lug charges, GG for whatever. If you need the KD either of them can provide it. The problem arrives in terms of how they want to work.  Lug has a terrible (8.5) inch threat range, and Brun needs to be able to run there before hand for him to be anything impressive on the arrival.  So you aren’t getting the alpha on the enemy beast.  You really want to counterattack.  They are awe inspiring counter-attackers.  If the enemy fails to kill one of them the other walks up and flanks, then the one they failed to kill finishes off even the hardest target (hyperbole here, but its a strong beast/weapon master combo when they flank). The problem is that there isn’t really any reason that the enemy would fail to kill Lug.  It’s 12/18 with 27 boxes.  Basically a gnarlhorn.  I can’t recall the last time the enemy failed to kill a Gnarlhorn they wanted dead.  So you want them to charge and fail to kill Brun, but he’s just a guy with effective def 15 and arm 18.5, with 2 transfers.  A hard target, but whatever was going to kill his bear will certainly kill him.  They can’t pull off the counter-attack unbuffed. And Circle has the wrong buff.  We can toss Primal on Lug and call it a day, but that just makes them wreck face even harder.  That’s not what they want.  They struggle with threat range, and Bounding doesn’t work on them.  Hunter’s mark is hard to rely on, and even if it works, it doesn’t help out Brun’s run. Ironically they’d be wonderful in the Congregation.  Spiny Growth is exactly what they want, and the Swamp Horror makes the flank work by giving either of them reach, which also...

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