Guild Ball

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!

Crippled System Episode 179: Soul Crushing Entertainment

Posted by on 10:34 am

Intros Announcements Television without pity Brian’s Car Adventure part 2 Warmachine Weekend Chris Guest / Wes Anderson The Frighteners Brians Mom finds heroin Recommendations Hosts: Andy W, Nathan H, Brian G Like us on Facebook! Follow us on Twitter! Follow @CrippledSystem Podcast: Play in new window | Download (Duration: 1:24:31 — 58.0MB)Subscribe: iTunes | Android |...

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4 Man Meta – Episode 10

Posted by on 5:06 am

Hello and welcome to 4 Man Meta, Edit: It came to our attention that the episode cut off mid sentence.  There was an upload error and the missing 10 minutes of the podcast are now present.  Sorry about the issues. =D Here is the final planned episode for season 1.  This time we wrap  up the season 4 of ADR by giving our thoughts on the best, the worst, and the most surprising. Enjoy! We’ll release the Q&A as a Bonus Episode in a week or two. We are still refining the process and you comments are appreciated, email us at: 4manmeta@gmail.com Visit our Website at: http://4manmeta.com Or facebook at :https://www.facebook.com/4manmeta Podcast: Play in new window | Download (0.0KB)Subscribe: iTunes | Android |...

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Dominate for Two – Support Bloat

Posted by on 1:40 pm

Alex, Ryan, and Ben talk support about that nasty, gassy support bloat in army list building. We go into the problem of too many support pieces chasing after too little business, how it creeps into list design, how it gets stuck there, and how you can begin to fight it. Think we’re due for a return to the all-business meta of late mk2? Or are heavily supported armies back again in earnest? We’d love to hear your take on it! Let us know at dominatefortwo.podcast@gmail.com, or reach out to us on Facebook and Twitter. Podcast: Play in new window | Download (Duration: 39:06 — 35.8MB)Subscribe: iTunes | Android |...

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MoM’s Podcast #286

Posted by on 12:09 pm

  MoM’s Podcast #286 — A Warmachine and Hordes Podcast Topics: 00:00 – Introductions (Josh, Nigel, John, Keith) 01:35 – Addressing the “Pre-Measure” argument 09:35 – Does pre-measuring take more skill than eyeballing? 12ish – Rambly battle reports and musings 16:35 – Nigel talks about games he played 23:05 – Nigel recaps a tournament 33:48 – John gets Quimby’d 58:28 – Pre-ramble – West World, Jack Reacher, Steve Martin somehow?? Then into Tom Hanks and naturally transitioning into Star Wars, like you do Follow us on Twitter @museonminis and like us on Facebook! If you really like the show support our Patreon at https://www.patreon.com/MuseOnMinis Podcast: Play in new window | Download (Duration: 1:30:02 — 41.2MB)Subscribe: iTunes | Android |...

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TDH60M – Ep. 53 – Al Vs. Skorne

Posted by on 9:27 am

This week the Meese are back in the game with all the latest news and our special guest Alain Seguin to tell us all about Skorne. Yes Skorne. Is it as bad as the Facebook Meme page tells you? Is it still competitive? Whats coming in the Errata? Join us for a serious discussion with only a light sprinkle of salt. Also stay tuned for The Lightning Round! Podcast: Play in new window | Download (Duration: 1:10:31 — 161.4MB)Subscribe: iTunes | Android |...

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Moot Point Episode 2

Posted by on 9:07 am

The Swedish WM&H podcast goes to Denmark! Episode 2: Jocke and Christoffer talk about the Danish Masters and give some reports on Danish food and the games they had. Podcast: Play in new window | Download (Duration: 1:17:15 — 35.4MB)Subscribe: iTunes | Android |...

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Combo Smite Podcast 132 – Troll Megasode!

Posted by on 7:00 am

So, do you have plenty of water? Rations? Sitting comfortably? And need something to listen to for the next, oh… SIX HOURS? Yeah. Trolls. ALL the Trolls. We’ve got ya covered. Do let us know what ya think through any of the usual channels! Podcast: Play in new window | Download (Duration: 5:37:07 — 308.6MB)Subscribe: iTunes | Android |...

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Moot Point Episode 1

Posted by on 6:35 am

The Swedish WM&H podcast takes off! Episode 1: Jocke and Christoffer discuss Karchev and the Mad Dog spam. What makes it good and what do you do about it? Podcast: Play in new window | Download (Duration: 40:07 — 18.4MB)Subscribe: iTunes | Android |...

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Hypothetical Battle Report Time!

Posted by on 10:29 pm

This was originally posted on the all new19 Dark Guidance Blog 21, but since then we’ve determined that we’re generally a lot happier over-running the Muse On Minis site since the podcast is already here! So, I put a call out on twitter for ideas for articles and a fair number of suggestions came through. The end result is this article, though it’s not exactly what anyone asked for. It’s actually the first of it’s kind I think,15 which is probably because in order to make it work I had to make so many assumptions that it may well be fairly pointless. Often people have asked me to write about a specific matchup. Actually let’s be fair, I’m not sure anyone’s ever asked. I’ve often considered how to do it. The problem is that talking about a specific matchup is complicated. The game involves so many factors that it’s actually very very difficult to make a coherent article. Hence, I’d never really done it. I’d had a couple of attempts, but they spiral out of control super fast due to the rapid expansion of variables to discuss. So I decided to try something I’ve often considered and never tried: Rule out all the variables through assumptions. The actual question asked was phrased roughly as: “How do you tackle gunlines using a predominately melee list” This could be paraphrased as “OMG Cygnar OP, my cryx cant win plz nerf” But only if you were being particularly uncharitable to the fellow who asked, since although the focus on gunlines as “detrimental to the game” is, in my opinion overstated, it certainly is a concern for anyone playing in a tournament these days. I’m guessing it’s also a problem for those who don’t play in tournaments, but at the very least they have the option to simply say “I don’t feel like playing against sloan for the third time with my goreshade one list…..thank you”1 Unfortunately (or perhaps fortunately, an opt-in version of tournament play would be a nightmare to do pairings for) for those in tournaments it’s a pretty safe bet that at some stage you’re going to run into a gunline. 2,3 So, what can you do? Well loosely there are a few options during list construction 4 that can help you out, but that’s another article 5 because in this article I’m going to instead attempt to talk about it from an in-game strategic/tactical viewpoint for variety. 1. You either don’t have an “anti-gunline” list, were locked out of it, or just lost list chicken with someone…..explanation of those three options can be found here 7 since I guess there may be someone who wants an explanation. I’ve just spent more words explaining why I’m using a footnote to shorten this paragraph than I needed to actually explain the terms. You’ll get used to it. 8 2. Your opponent has a “gunline” – by which I mean a list that primarily relies on dealing damage from ranged to be able to win a game. It almost certainly has other elements (if it’s any good) that can assist it to assassinate or win on scenario, but first and foremost it’s going to try to blow away your hopes and dreams like a very localized tornado carving a path through your...

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Dark Guidance Meta Benders 1: Karchev Mad Dog spam

Posted by on 10:12 pm

Such Boxes, Much Counter Charge, Very Jury Rig, Wow! Welcome to this series of Dark Guidance battle reports specifically covering meta-benders: filthy, degenerate, problem lists prowling around the dark corners of convention halls, hungry for blood and are out to get You and Your Family. Today we will be covering Karchev and his Mad Dog(e) spam. The following is a video battle report between Josh running Caine 2 and Chris running Karchev. We provide snap shots of the game, then shit talk afterwards about why this list is a problem and general strategies to beat it. We used the following lists. Cygnar Army – 74 / 75 points (Caine 2) Captain Allister Caine [+27] – Firefly [8] – Dynamo [18] – Reinholdt, Gobber Speculator [4] Storm Lances (min) [12] Storm Lances (min) [12] Gun Mage Captain Adept [5] Rhupert Carvolo, Piper of Ord [4] Captain Sam MacHorne & the Devil Dogs (max) [18] – Captain Jonas Murdoch [4] Major Katherine Laddermore [8] Lanyssa Ryssyl, Nyss Sorceress [3] Ragman [4] And in the Scum corner. Khador Army – 75 / 75 points (Karchev 1) Karchev the Terrible [+30] – Mad Dog [7] – Mad Dog [7] – Mad Dog [7] – Mad Dog [7] – Mad Dog [7] – Mad Dog [7] – Mad Dog [7] – Mad Dog [7] – Mad Dog [7] – Juggernaut [12] – Kodiak [13] – Kodiak [13] Gobber Tinker [2] Gobber Tinker [2] In brief, since our analysis got cut a bit short due to Josh’s size requiring too much space on his phone (he’s very tall you see), Mad Doge spam is a type of list where you take Karchev with X number of Mad Doges where X is a big number. The commonly quoted number is 14 but in truth you can take as many as 15 and as few as 8, adding or dropping support as the Khador player sees fit. In addition to the Mad Doges you can also put in “real” warjacks, typically Juggernauts, Kodiaks or Ruin, so that you have models that do Work on turns that aren’t Karchev’s feat turn (and wreck some serious face on Feat turn as well). You don’t want to dilute the mix too much, keeping a double digit total warjack count is generally recommended since by that point the amount of metal on the table goes from “tolerable” too “waaaaay too much” This particular list has 3 real jacks: 1 Juggernaut and 2 Kodiaks. The Juggernaut is pretty common, being a rock solid heavy destroyer and all-round power house. The Kodiaks are only POW 16 on their fists but exist to give the list some much-needed Pathfinder and to provide clouds for Karchev to hide behind, primarily from Eyriss 1 or 3. They can also very reliably proc’ Chain Attack Grab & Smash on feat turn, since all their punches are boosted. Finally Vent Steam is a powerful ability now , providing some flexible infantry-clearing power that can dig deep into formations with a successful trigger of Road to War. Delivering these three jacks, and Karchev, is a carpet of Mad Doges. The key ability that makes the list actually work is Jury Rig. Mad Doges are some of the most pathetic models in the game in terms of damage output and...

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