Videos

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!

Carnage4u’s Terrain Blog #5 (Progress on Ruined City Project)

Posted by on 11:23 am

by Brian Giese My epic project to create a ruined city modular gaming tables continues.   My previous article discussed my final building stage of the project. I am finally at the fun part of the project.  Painting up all the pieces and getting them ready for the table top. This update is mostly pictures, as I’m am just showing off the final stage of the process.  The first set of pictures will be my initial test piece I started and the stages of Drybrusing.     Completed piece       Up close pictures of some of different grass effects               The next piece is the pool I’ve been working on.  I was excited to work on this piece, as its always fun to work with water effects. The challenge is, I usually have to wait a day between layers of adding water effects. (it takes forever to dry)   I needed to get the bottom layer the color I wanted so when I filled with water effects, that it would look nice.       First layer of water effects     A   Added the 2nd layer of water effects with some flock between the layers to add a moss effect.     A few more layers of water and flock effects later     Some up close images             I have also completed a few more pieces.                               In  the next episode I will go through my final pieces, which include the Bell Tower and...

read more

Mind Tricks: Kallus, Jam of Everblight!

Posted by on 1:00 am

by Jake VanMeter   Kallus, Jam of Everblight.   Kallus is our 2nd male warlock in Legion and brings another face to our attrition-starved faction with some unique staying power and abilities to control scenario zones through his feat.   His feat, Host of Angels, replaces a friendly living warrior model disabled by an enemy attack immediately with an Incubi and grants all soulless warrior models +2 defense for 1 round. By reading the feat at first I bet most Legion players were not initially impressed and rightly so.  Except that they finally get to use those dusted Incubi. It’s not until you see it in action that you really appreciate the power of his feat.  I will go into more detail below.   Kallus also brings a passive Unyielding buff (+2 armor with engaging enemy models) to faction warrior models within his 8” command range, a melee MAT buff in Dark Guidance, a friendly model damage buff in Ignite and an awesome offensive spell in Eruption. If you look over it again you will realize that Kallus is Legion’s only warlock that, through spells and abilities, brings an armor, damage, and MAT buff in a single package without outside animus assistance.     Spells   Kallus has four spells in his arsenal to use, and each one of them has potential. First we have his Eruption, which is a fury 3 spell with a range of 8. The spell is a fire damage spell with a 3″ AOE that does a POW 14 to all models under the template and remains in play for one round as a cloud effect. Enemy models entering or ending activation in the template suffer a POW 14 fire damage roll. You will see most lists utilizing a spell martyr early game to throw out an eruption towards bunched up troops or to block troop advancement. A very powerful spell when you have access to an arc node. Late game it can even be used on a key heavy warbeast of your own to center a 3” AOE on the model. This will stop non-reach troops from charging the model, as in order to engage it they will need to take a pow 14 damage roll.   Ignite is his damage buff spell that costs 2 fury, increasing the target friendly model/unit’s melee damage rolls by 2, as well as gaining crit fire. It’s upkeepable, but even better, being able to cycle Ignite to two units each turn can be quite powerful.   Dark Guidance is the big spell on his list. It costs 4 fury and grants an additional die to all friendly faction model’s melee attack rolls for the turn. This is a key spell as it buffs up poor MAT and makes your army very accurate in melee. If you are afraid of missing a model you can boost even further and roll 4 dice to hit the model. Rolling an additional die on melee attacks also help with crit effects. Dark Guidance is indeed a powerful spell, but knowing when to cast it is the most important aspect. When using over half your fury for a spell topped with upkeeping Ignite, you will only have 1 fury left for transfers. When holding 1 fury for transfers it can draw a...

read more

Thursdays with Thanan: Protectorate of Menoth Battle Box

Posted by on 1:00 am

Welcome back dear readers, to this, my 6th post. Today, we delve into the Menoth battle box. The Menoth faction is similar in many respects to the Skorne empire from my last post. While the Menoth army is traditionally slow, it is high armor, high power attacks, with some of the most powerful support pieces in the game at their disposal. The Menoth battle box contains Kreoss 1 (aka pKreoss), the Repenter, the Revenger, and the Crusader. For new players, everything in Menoth is required to have an ‘er’ at the end, and virtually everything has an ‘re’ at the front. This makes for confusion. I, for one, will never remember any Menoth jack by name, but only by weapons – they are much easier to tell apart! Kreoss 1 – Kreoss is a middle of the road caster stat wise. He has slightly below average speed, average Mat, slightly below average for a caster’s defense, and average armor. His P+S is decent, and his magical weapon does have reach, as well as dispel – knocking off upkeeps, and chain weapon – skipping through bucklers, shields, and shield wall. Not super useful in battle box games, but it could pop up here and there. Let’s examine his spells real quick…  Cleansing Fire – This spell does a small AOE fire damage, with decent POW. It has the critical effect continuous fire, this is key. If you can put this on an enemy caster, it has the chance to kill him slowly over time. Continuous fire takes effect before focus is regenerated, so casters are at base armor, often dice -3 or -4. Nice.  Defender’s Ward – Possibly one of the best spells in the game. This spell gives a boost to defense and armor. Good on everything, particularly units. Since battle boxes don’t have units, you can toss this on Kreoss, which is a good idea, or put it on something with great defense or great armor to make it even better.  Immolation – Fiery death to a single model. Not as good pow as cleansing fire, with the same continuous effect.  Lamentation – enemy models double their spells cost to upkeep / cast. This is a great spell against casters who have expensive spells to cast, or who typically assassinate with spells suddenly can’t get quite as many out.  Purification – enemy upkeeps, animi, and continuous effects (fire from your opponent Menite?) expire. They have Iron Flesh or Defender’s Ward? Not any more! Kreoss’s feat – enemy models in his control area fall over. Woopsy-daisy! In normal play, you’d want to move up to include a lot of your opponent’s army. In the battle box, however, you often won’t need to advance too close to get all their models in your area. However, do to the mechanics of shaking, your opponent can now just add a fury to their beast/take one off their lock, or allocate one focus to shaking the effect. So it’s pretty easy to stand back up. That means you need to CAPITALIZE (hahaha!) on the feat. Attack your opponent when he’s down, it’s the Menite thing to do! Auto hit in melee, and generally just not double 1s for shooting. Repenter – The repenter is a decent melee combatant and a decent shooter. It...

read more

Toruk to Tyrant – Mayhem Cup (Jan 2012) Games

Posted by on 2:35 pm

by Brian Giese.   For 2012 my goal is to focus on playing Skorne. (both for local and tournament games), and keep my other primary faction(Cryx) on the shelf for the year (Until Warmachine Weekend 2012).  I will probably play with my Minions and possibly Cygnar every so often when I’m feeling frisky..   My first real test of 2012 was the Mayhem Cup IV held in Des Monies Iowa on Jan 7th and 8th.   The Mayhem Cup was a weekend long event (3 tournaments) that consisted of teams of players from different areas competing for a traveling trophy.  The event drew 56 players from 5 different states, including many top players that win National level events.   I knew this would be a trial by fire for my Skorne.   summary – It was an enjoyable weekend of gaming. While I did not place in any events, I did manage to come close in the 20pt event. I also really have a good feel for Skorne now and feel confident this will be a good year playing them. I didn’t make too many mistakes over the weekend, and I do have a better idea of what kind of lists I will be bringing to future events.  I will go over some of this in a future article.   What follows is a long summary of the weekend. I only have detailed notes on a few games. Otherwise I mostly have game summaries, along with some pictures scattered about. Sometimes the game was too tense, and I forget to take a picture.   Day 1 – 50pt SR2012 (final draft) Rules – SR20112 Final draft rules, and Divide and Conquer is also in effect.  This event goes 3 Rounds, and top 16 go to final on Day 2 (the rest play in a 35pt event on day 2) I have chosen to play Void Seer Mordikaar and Lord Tyrant Hexeris.   List1 Void Seer Mordikaar +5 Basilisk Drake 4 Basilisk Krea 4 Titan Gladiator 8 Bloodrunner Master Tormentor 2 6 Cataphract Arcuarii 9pts 4 Paingiver Beast Handlers 2 Paingiver Bloodrunners 5 Tyrant Commander & Standard Bearer 3 Tyrant Rhadeim 10 Venator Reivers 9 +Officer and Standard 2 Void Spirit 2   List 2 Lord Tyrant Hexeris +6 Basilisk Drake 4 Bronzeback Titan 10 Cyclops Shaman 5 Titan Gladiator 8 Aptimus Marketh 3 Extoller Soulward 2 10 Nihilators 8 4 Paingiver Beast Handlers 2 Tyrant Commander & Standard Bearer 3 10 Venator Reivers 9 +Officer and Standard 2   I felt these lists gave me a good chance against any hordes army out there or Cryx. I have been playing a lot of Mordikaar and getting good results from the list I am using for the Mayhem cup.   I get souls early off bloodrunner dying, and then the Arcuarii, Rhadeim and Gladiator are able to deal out good damage while the Nihilators deal with troops. I am also have a decent amount of ranged support from the Reivers.   The Hexeris list is there for Cryx and I still feel he is able to handle a lot of random matchups.  The Bronzeback is an additional heavy that should be able to output some good damage.  The Nihilators and Reivers fill the same role in both lists.   Round 1  – Close Quarters – Mordikaar...

read more

MoM’s Podcast #4

Posted by on 7:18 pm

Episode 4   Topics: Orange Crush for Hunger, Memory Machine, Mayhem CUP, Newbie’s corner goes over Legion, Cygnar and we touch on Mercs. http://www.razoo.com/foodmachine2011 http://losthemisphere.com/blog/?p=18386 Podcast: Play in new window | Download (Duration: 3:41:40 — 202.9MB)Subscribe: Android |...

read more

Thursdays with Thanan: Skorne Battle Box

Posted by on 2:52 am

Welcome to another titillating episode, dear readers! So far we’ve examined Circle Orboros, Cygnar, Legion of Everblight, and Khador (in that order, no less). Today, we delve into the Skorne empire. The Skorne army is one that lives and breathes by a warrior code, similar to the Japanese empire of old. The Skorne have turned that idea into a way of life – and death. The Skorne emphasize a heavy melee approach, having some of the toughest warbeasts, with high armor and lots of hit points, as well as having some of the highest base P+S attacks. No glass cannon, this army. It strives to provide as many haymakers as possible to the opponent’s jawline, even if that means taking a few themselves. Feel free to comment or question at the bottom! The Skorne battle box is comprised of Morghoul 1 (aka pMorghoul), a Titan Gladiator, and two Cyclops savages. Morghoul 1 – Morghoul is a speedy melee assassin style character. He has a very good MAT, super high defense, and goes squish if you look at him. He has quite a few nifty abilities. Of course, he comes with pathfinder, as well as anatomical precision – which means that any time he hits a living model, that model auto takes one point. He still rolls for damage, but if he fails to beat the armor the enemy still takes one pip. Great for clearing out high armor, single wound swarms, or for putting damage on a caster camping focus. He also has maltreatment, so he can do d3 damage to a warbeast and reave one extra fury. This is a safe way to get a bit more mileage out of Morghoul for minimal damage to a beast. He has overtake, so after killing one guy, he can advance, make his second attack, advance again, then he ALSO has sprint! So he can charge 10″, overtake 1″, overtake 1″, sprint 7″. “Dang,” you think to yourself, “that could be useful if they had infantry.” I agree. Unfortunately, he can potentially do that, just not in the battle box format. He has the nifty perfect balance skill, which means that he can’t be combined attacked, targeted by free strikes, AND models do not get back strike bonuses, AS WELL AS standing up for free the next round. His magical weapons have inflict pain, it can place or remove 1 fury from a warbeast. You could potentially block transfer targets, force frenzies, or remove all the fury that an opponent was planning on using. It also has double strike, so he can spend one fury and attack twice. Let’s think through a combat with Morghoul, in the battle box. Let’s assume that you’re facing a Circle army. You charge an argus sitting right next to Kaya, and it has 3 fury, 2 hit points. You tick it twice with both your initials. It dies, but you’ve taken off two fury, so Kaya only takes 1. Your opponent was silly and spent all that she had spirit dooring, so now she has 1 fury for a transfer. You overtake with 6 fury remaining. You spend 6 fury for 12 additional attacks, a minimum 12 damage, assuming you hit. Let’s assume you hit. And assume that you rolled more than 4 at least...

read more

Riding a Dark Horse: Spitfire

Posted by on 3:23 am

by Chuck Elswick Fulfilling another request for one of those zany models, I now turn my attention to Kara Sloan.  I played this caster against a good buddy of mine in the 3rd round of the Warmachine Weekend Invitational and got the win against strong odds.  (The odds being that he is a good player, and the situation was not favorable to me.)   The first part of the list will be what I would run at 35 points and the last part is what I ran at the Invitational.   Sloan +6 Defender (6) 3 Hunter 6 Squire 2 Gun Mage Unit with Officer 8 Cyclone (Jack Marshaled by Gun Mage Officer) 9 Black 13th 4 Gun Mage Adept 2 Reinholdt 1 Total 35/41   Gun Mage Adept 2 Rangers 5 Strangeways 2 Epic Eiryss 3 3 Stormsmiths (1) 3 Total 50/56   “Why did you run Sloan at the Invitational?”   Because I am crazy, thats why.  A couple of my friends, Josh Russell and Matt “Daredevil” O’ Reily, were even betting on the fact that I would run her as most people don’t like her.   Kara Sloan’s life expectancy isn’t great with below average life and below average ARM.  Thankfully she has above average DEF.  She has average FOC, though once you take a look at her spells and abilities you usually will not have that much focus left on her.   She has the ability to ignore stealth if she gets the aiming bonus, but as many people forget, this ability does transfer over to spells (thanks tactical tips).   She has way above average RAT as she is able to keep up with Caine on the ability to hit something with a range attack.  The gun itself, Spitfire, has the range of a long gunner’s rifle and the POW of a hand cannon.  But that’s not all; she also has weapon master on her rifle.   She has Arcane Blast (decent range and POW with a 3′ AOE, though costs a lot to cast), Deadeye (basic Cygnar spell that boosts the accuracy of a model/unit’s 1st ranged attack), Dust to Dust (decent range and POW that turns the boxed living or undead model into a cloud and removes it from play, great for dealing with those models that like to come back), Return Fire (for the cost of one of her focus when the model is shot at, after resolving the attack, it gets to make one ranged or melee attack), Refuge (great hit and run spell as after you hit something with your combat action you get to move your SPD ignoring free strikes, a great upkeep spell), and lastly her signature Fire Group spell (while her battlegroup is in her control area they get a bonus to their RNG).   Her feat boosts all of the range attacks of friendly faction models while in her control area.  The next part of her feat is a little weird but here is the break down.  Whenever a model in her battlegroup hits an enemy model with a ranged attack, another model in her battlegroup can immediately make a ranged attack, though a model can not make more than one attack due to this feat.  Keep in mind, this is an out of activation attack,...

read more

The Intersection of Meta and ‘Winning’

Posted by on 3:23 am

  The Warmachine and Hordes meta-game is a living breathing entity.  Players try to out-think, out-plan and out-bamboozle one another by creating lists designed to fair best in their current Meta.  This article is going to give you a description of one piece, its probability of effect and how that probability interacts with your view on the current local Meta. The piece in question is Anastasia Di Bray and the power is Intelligence.  Intelligence gives you +1 to your starting roll to determine the order of deployment and play.  There are a few other ways to increase your starting roll including multiple theme forces.  For brevity’s sake, I’m talking about those too.  In a game where jam lists are rushing to occupy zones the term “roll to win” has been coined more often then I can count.  Let’s take a look at what the actual probability of “winning” initiative (a la Charlie Sheen) is. Player 1 (w/ Anastasia Di Bray) rolls one die with outcomes 2-7.  Player 2 (w/o Anastasia Di Bray) rolls a die with outcomes 1-6.  There are 36 combinations of rolls between the two players with the following results.  Player 1 will win 58.3%, Tie 13.9% and Lose 27.8% of the time.  The tie will lead to a re-roll with the same statistics.  If you chase this pattern to its end, the net result of having the benefit of Anastasia over your opponent means that you’ll win the initiative roll 67.7% of the time.  For players that REALLY want the edge, the additional 17.7% can make a difference. Now, don’t go putting Anastasia into all of your lists at once.  As a reminder, if your opponent ALSO has Anastasia in their list the odds of winning the initiative roll are back to 50/50.  Fortunately, there are a few factors mitigating this effect.  First off, she’s a character and can be restricted.  Secondly, she only works for Cygnar and Protectorate.  Those two factors alone will reduce your chance of seeing her pretty significantly.  Neither of these comments hold true when you’re talking about theme lists, but their appearance in competitive play is touch and go as well. I’m not one to leave you hanging with half of an answer so I’ll show you how to balance what you know about Anastasia (17.7% incremental benefit) with your perception on the Meta.  You’re going to have to calculate a few intersection probabilities.  Let’s take a look at this nice little probability tree.   Figuring out your total win rate lies in calculating what happens in each of the states of the world and then totaling the ones in which you win.  Here there are four potential outcomes.  One in which your opponent ALSO has Anastasia in which you win (#1) or lose (#2) and one in which your opponent DOES NOT have Anastasia in which you win (#3) or lose (#4).  The total win rate is the added percentages of #1 and #3.   Now let’s run the numbers.  Let’s say you live with a Meta that values this +1 to start roll INTENSELY.  You think that roughly 30% of the lists you’ll face have her in it.  The probability of you winning the initiative roll with Anastasia is STILL 62%!  Even while encountering her (or something like her)...

read more

The Focus Camper’s Bible 3: Camping with Cygnar

Posted by on 12:15 am

by Walter Langendorf   The time has come to abandon generalities and get specific.  For no particular reason I’ve decided to start off the camping roll call with everyone’s favorite Swans.   Overall:  Cygnar may be the very best faction to be a camper in, solely in terms of how much the army can contribute to your camp.  It’s frankly staggering.  That said, however, they are one of the least likely factions to see camping attempted with, as their army positively screams for the caster’s direct attention.  That said, they have a couple of impressive campers, including one of the game’s all time camping greats.   Army Contribution to Camp:   The Journeyman can fill the caster’s upkeep slot with Cygnar’s trademark defensive buff…Arcane Shield.  Not only is this the highest armor buff in the game, it is upkept by a solo, so it doesn’t even reduce the caster’s armor by 1 to upkeep it.  The Journeyman adds 3 to any Cygnaran caster’s camp.   Squire:  The squire can, for 3 turns, add another point to the caster’s camp. 3 turns is essentially the whole game, it’s very rare to see a Squire run dry.   Shield Guards:  Cygnar has access to both the Bokur and their very own shield guard, the Sentinel.  Bokurs aren’t the world’s best shield guards (they can be killed by shooting), but the sentinel is both cheap (4 points), and impressively capable of dealing damage while remaining near the caster. (Strafing infantry gives it something to do).   The 3 Gate System:   This was actually supposed to go into the last post, but  I have 3 gates that I consider when I think about camping casters.  The best casters make it through all 3.  If a caster doesn’t make it through 2 you should consider whether your camping strategy would be better executed with another caster.  The gates are:   #1: Threat that is position based and almost impossible to ignore.  That is, when the caster goes up and camps in the enemy’s face, is there a reason they can’t just disregard him.   #2: Can the caster impact the game while camping.  On the way forward, while you are in danger of assassination pieces but not the whole world, can you continue to help out your army?   #3: Can the caster camp?  This is a function of stats.  The Basic Bob example I keep bringing up shows how easy this is to satisfy.  The only ones who really fail at this are folks whose def/arm balance is hugely weighted towards def who can’t get steady somehow, and aren’t in a faction that supports camping very well.   0 gate casters:  Cygnar supports casters so hard that they don’t have any zero gate casters.  Everyone can pass the first gate.  Even the frail old Nemos have arms of 25 when you put all the pieces together.  If we took Basic Bob (def 15, arm 16, 6 focus 15 hp) and put him in Cygnar we might have to start calling him Bobathrax, as he soared to 15/26 with the Journey upkeeping Arcane Shield and him taking a focus off a squire.   1 gate casters:  The vast majority of Cygnar is composed of 1 gate casters.  They have the stats to camp...

read more

Riding a Dark Horse:The Lord of Dawn

Posted by on 2:45 am

by Chuck Elswick   Bulldog here, continuing my Dark Horse series with the Dawnlord Vyros.  If someone was to ask what my favorite faction is I would have to say Retribution, not so much for their story but because I have always enjoyed elves in fantasy fiction.  Though if I ever had to pick a character to call my favorite, when it comes to story I would have to say Goreshade. He is the bad guy you love to hate. Vyros is the Retribution caster with the most ties to the Goreshade story, making him one of my favorite favorites.  The list below is just a basic list for what I would use with him and after giving the list I will provide what I like to do with it.   Dawnlord +6 Griffon 4 Manticore (6) 2 Phoenix 10 Arcanist 1 Arcanist 1 Dawnguard Scyir 2 Dawnguard Scyir 2 10 Dawnguard Sentinels with UA and 3 Soulless 14 Fane Knight 5 Madelyn Corbeau 2 Mage Hunter Assassin 2 Mage Hunter Assassin 2 Narn 3 Total:  50/50   The Dawnlord has way above average MAT, almost on par with the likes of Butcher.  His best stats however, are the defensive ones, average DEF combined with above average ARM and life. His weapon only has reach with a POW just below the Butcher’s, when he flanks with a warjack. He has a great command, as the leader of the Dawnguard this is unsurprising, and in Retribution often unnecessary.  He is, however, lacking in other abilities. He really only has the one, Birds Eye View. This is a great ability as it allows his battlegroup to ignore clouds, forests and models when determining LOS, as well as extending their front arcs 360 degrees. Make sure to keep his battlegroup in his control area for this.   His spell selection is good with Eliminator (average range, above average POW and 3″ AOE and for every model destroyed by the spell he gets to move 2″), Hallowed Avenger (upkeep for a warjack that allows it to charge something when a friendly model is destroyed by an enemy attack), Stranglehold (decent range, ok POW, but great effect, if you damage the model then it must forfeit either its next movement or action), Inviolable Resolve (upkeep that gives model/unit gets a bonus to ARM and becomes fearless; as a side note one good thing to do with this spell is if a model/unit is fleeing and you need them that turn you can cast this spell on the model/unit and it will immediately rally and can activate normally that turn, which has helped me in many games), and lastly Mobility (models in his battlegroup gain a bonus to SPD and pathfinder).   So what I like to do with the list is have the Dawnguard unit stay base to base with each other (as they get a bonus to ARM while they are base to base) and cast Inviolable Resolve on them (makes them ARM 17/19 if in base to base with each other).  The Fane Knight stays close to them and Madelyn stays in base to base contact with him (she has an ability to give a bonus to CMD to solos in base contact with her), this allows for one of his abilities to have a better...

read more