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!

Thursdays with Thanan: Cryx Battle Box

Posted by on 12:30 am

Welcome, dear readers, to this, my final battle box article! We shall explore the nefarious and sinister Cryx battle box. Cryx as a faction is one that relies on trickery and subterfuge, as well as super powerful casters and a few key units. Cryx offers the ‘nightmare empire’/’evil undead’ feel, if you’re looking for that. The battle box contains Deneghra 1 (aka pDeneghra or pDenny), a slayer helljack, two deathripper bonejacks, and a defiler bonejack. Helljacks are equivalent to a heavy jack, and bonejacks are lights. The battle box relies on Deneghra to pump out spells and turn the game around with her feat, which is basically an awesome version of her already awesome spell. Deneghra – Deneghra is a phenomenal spell caster. She has really bad MAT and RAT. She is pretty speedy, and has slightly above average defense and slightly below average armor. The one thing she does well is denial and spell slinging. OK, so that’s two things, but for her they are very similar. She has above average focus (especially in the battle box arena). Deneghra also comes with stealth naturally, so she can avoid most shooting without worries. You’ll still need to watch out for eyeless sight, and wandering blast damage if you’re not camping focus. She also comes with parry, so if something runs to engage her (or makes it to her and doesn’t kill her), or if she makes the poor choice to engage in melee, she can walk out of combat with no free strikes. Finally, she has cull soul, which means that living enemy models dying within 2″ of her become souls that turn into bonus focus for her in her next turn. Just because she can do this does not mean that it’s a good idea. Distance is the best way to keep Deneghra alive, and mixing it up in melee requires her to be right up next to things that can probably kill her, especially when everything in battle box games can boost to hit her. That said, her magical reach weapon is Sliver has one major redeeming reason to bring her into melee, shadow bind. Shadow bind reduces defense by 3 and makes the model hit unable to advance except to change facing. I could see that being useful in a rare few circumstances. Like if you charge a warpwolf (def 14), boost to hit, so it drops to 11, and then let your jacks do the rest. Just make sure that you’re not over exposing her when you do this. Let’s take a look into why Deneghra is so great, her spells Crippling Grasp – This spell is probably the best debuff in the game. -2 speed, strength, defense, armor. And as if that’s not enough, no running or making special attacks. Also, in case you didn’t read the rules, a negative to speed means you can’t charge or trample or slam either. Oh, and this spell can be upkept. And it can be cast safely from 22″ away from your opponent.  Ghost Walk – This spell allows a model/unit to ignore terrain, obstacles, and obstructions (assuming they can make it all the way through), while ignoring free strikes. A house in the way of your jack charging a caster? Goodnight, caster.  Influence – A great...

read more

Learning to Love Curves

Posted by on 12:45 pm

  Despite the promising title, this article is NOT a primer on gaining proficiency as a chubby chaser.  I think there’s sufficient evidence on the merits of dating full-figured gals.  Fact:  They try harder.  Freddie Mercury sang it best and as a result, I won’t rehash the subject.  This article is a follow up to a comment from a recent MoM podcast on radial scenarios.  The question: How much linear distance am I loosing by deploying more laterally on radial scenarios? I ran the numbers a few ways to show multiple schools of thought and to give you a full perspective.  I took four points, each measuring 4” more lateral from the center line and calculated their distance to a particular point on the map.  This was all done from the 20” (second player) deploy line.  The effect of moving more to the side (lateral) will amplify distances slightly for the first player.  The illustration and explanation below should make things a little more clear. Method 1:  Linear distance to the “Line of Scrimmage” Here the distances are measured from the numbered points (1-4) to the nearest point on the “Line of Scrimmage” bisecting the field.  This line is represented by the row of dots in the picture below.  Point 1 is the nearest point to the line of scrimmage.  Point 2 is 4” to the side and so on  Distance from X to Line of Scrimmage (inches) 1 13.9 2 14.2 3 15.3 4 17.2 Method 2:   Linear distance to the “Zone of Scrimmage” Some smart-ass out there is going to say that the outskirts of the “Line of Scrimmage” aren’t truly representative of what I’m trying to model here, so I’m making up a new term:  the “Zone of Scrimmage”.  This zone is 6” to either side of the mid-point of the table along the “Line of Scrimmage”.  The zone is marked by red dots in the picture. Distance from X to Zone of Scrimmage (inches) 1 13.9 2 14.2 3 15.5 4 18 Method 3:  Linear distance to the “Point of Scrimmage” Similarly with the “Zone of Scrimmage” argument, here I look at distance solely to the mid-point on the table.  The point is marked by an unnumbered green dot on the table. Distance from X to Point of Scrimmage (inches) 1 13.9 2 14.5 3 17.1 4 20.4 I hope this offers you a little insight when you’re deploying on radial scenarios.  For me, the “Zone of Scrimmage” seems to be most pertinent.  You can deploy 8” to either side of the mid-line (Point 1) with only a 1.6” loss in linear movement for your furthest flank models.  After that, the effect is more pronounced due to the curvature of the deployment zone. The more you know… (hum the little diddy in your head when you read this last...

read more

Riding a Dark Horse: The Void Lord

Posted by on 12:00 am

by Chuck Elswick So this next article of mine comes from a friend’s suggestion.  The warlock I’m looking at today is one that I can full heartedly state that in a 3 warlock format tournament he would be one of my choices.  As the title suggests I will be focusing upon Void Seer Mordikaar.  In the beginning of the article I will discuss the list I used the first time I played him, at 35 points, I will then show what I would add to the list to scale it up to the 50 point level.   35 point list: Void Seer +5 Basilisk Krea 4 Titan Gladiator 8 6 Cataphract Cetrati with Tyrant Vorkesh 14 4 Paingiver Beast Handlers 2 10 Praetorian Swordsmen with Officer and Standard 8 Void Spirit 2 Void Spirit 2 Total:  35/40   At 50 points I add: Bronzeback Titan 10 Agonizer 2 Tyrant Commander and Standard 3 Total:  50/55   Now let’s take a look at the Void Seer his MAT is on par with what you’d expect from a spell slinging warlock. His weapon is below average POW but for every living model he kills he will heal D3 damage.  His RAT is average for someone that has access to boosting, with his range attack on 2 dice you will be able to hit DEF 13 models without boosting a bit more than half the time.  The RNG and POW are average it is an AOE 3 and has the same ability to heal the Void Seer as his dagger.  I know at first glance people ask why these abilities are good to have on this type of warlock that usually won’t see the front line but, as I see it healing abilities are big for a Hordes army during the late game. Usually Hordes has a problem when the beasts start dying. The Warlock has to start cutting themselves for fury, The Void Lord’s healing abilities give him some additional staying power in the late game.   His DEF, life and armor are a little below average for a Warlock. This is surprising as most low DEF Warlocks have better ARM but not in this case.  His best stat is FURY which is a solid 7.  The Void Seer also has the Cull Soul ability, which is the ability to gather enemy souls from destroyed models near him and then convert them into fury. This does transfer to souls in general on him will also convert over to fury points (I will address this point later during his spell list).  He also has the ability Poltergeist, which is very useful as when an enemy attack misses him they may be pushed D3 inches directly away, this is great for stopping certain assassination runs as even though his DEF is below average it can lure opponents into a false sense of security thinking they will hit on average and then if they miss they are pushed back away.  One great ability called Void Lord is where friendly Void Spirits in his control area gain boosted melee attack rolls.  His feat is purely defensive in that while in his control area friendly faction models gain a significant boost to DEF and gain the ability of Poltergeist.   Now for his spell list, which...

read more

Happiness is Rolling Dice: Fortune and Glory

Posted by on 12:00 am

Fedora Not Included. Today we venture to a jungle temple in search of an ancient artifact of great value and power, or perhaps we seek our treasure in the desert sands of Egypt, and maybe we must venture for to a great burial mound in Mongolia in search of the treasures of Genghis Khan. While we may not yet know our destination, we know with certainty that we must get there before those wannabe treasure hunters, or worse Nazi forces, beat us there. For it is time for us to stake our claim in this world and venture forth to gather our fortune and glory in, ….well this is awkward… Fortune and Glory; the latest game from Flying Frog Productions.Before I dive too far into this review I want to step back and talk about the company from which this game is spawned. Flying Frog Productions does not simply make a game, nor do they simply walk into Mordor, though that is not currently relevant. What they do is produce an experience, their games are designed to engross you within the world and make you part of an epic story. They put touches on the game that really bring this home when you being to open a box and look through their games. Things such as the actors and actresses they pay to dress up and pose for the game cards, hero cards and anywhere else they can put them really create a world to become part of. They also apply liberally flavor text to help bring to life the action beyond what game effect a card may have. I bring this up as in order to fully appreciate and enjoy this game, you will need to have fun with these aspects. You need to actually take the roll of your hero and not the role of a player controlling a piece of plastic. Provide dramatic readings of your flavor text, embellish upon your adventures, get into the game and you will truly see how much fun there is to be had.Fortune and Glory is a game that sees the players taking the role of a hero in the 1930s set on delving into the ancient temples and crypts of the world seeking out powerful artifacts and creating a name for themselves while trying to beat other would be adventures to the punch. At the same time they must, dodge the forces of gangsters or Nazis who wish to obtain the artifacts for their own nefarious ends. This is of course accomplished via the standard fare you expect to find in a board game, dice, cards to represent what is happening and things you’ve acquired as well as your hero and their abilities. The production quality is high on the components as I have come to expect from Flying Frog. They clearly take pride in what they put out the door and intend it to last through repeated play. Gameplay has two major variations that you can choose from; competitive and co-operative; I will discuss the game from the competitive stand point and then cover the difference when playing co-operative. I will also be discussing the game in the context of including the advanced elements of gameplay that fully flush out what the game is. Before you can get...

read more

Toruk to Tyrant – January Results and thoughts on Zaal

Posted by on 12:30 am

by Brian Giese   My year of playing skorne has ended its first full month. I managed to play 26 games in January and attend tournaments over two different weekends. In my previous post, I discussed my lists and how I performed at the Mayhem Cup in Iowa the first weekend of January.   Near the end of January I attended a small 8 player SR2012 Tournament in Madison WI. This event went very well for me, and I played Dominar Rasheth and continued to play more Void Seer Mordikaar. List 1 – T4 theme force Dominar Rasheth +5 points * Bronzeback Titan 9 points * Titan Gladiator 7 points * Titan Sentry 8 points 2x Agonizer 2 points each Farrow Slaughterhousers 6 points 5 Gatorman Posse 9 points 6 Nihilators 5 points 6 Paingiver Beast Handlers 3 points 2x Paingiver Task Master 2 points each List 2 Void Seer Mordikaar +5 points * Basilisk Krea 4 points * Bronzeback Titan 10 points * Titan Gladiator 8 points 10 Nihilators 8 points 4 Paingiver Beast Handlers 2 points Tyrant Commander & Standard Bearer 3 points Tyrant Rhadeim 5 points 10 Venator Reivers 9 points * Venator Officer & Standard Bearer 2 points 2 Void Spirit 4 points   The Rasheth list was a ton of fun to play. Gatorman posse go up one flank, while Nihilators go up the other, and beasts up the middle with agonizer and Slaugherhousers following them. I played this list in 2 of my 3 games, and I could see playing this list a lot more this year. Summary of Event Round 1 – Rasheth vs E Baulder (Restoration) – This game went well early, as druids and the Circle battle wagon were not able to kill a single gatorman. The constructs and rest of the circle army duked it out in the middle zone for most of the game with my skorne. I slowly ground out the army while the circle player did his best to try to keep throwing my models out of the zone in hopes of winning at dice down. I finally was able to get enough models on his warcaster to finish off Bualder Round 2 – Rasheth vs Carver – Formation of army was the same going down the field. I knew the warhogs would get the charge off on my army, so I popped zaals feat, and had the agonizer abilities up to give the war pigs -4 on damage the turn Carver popped his feat.. All my beasts survived, and my counter attack was good enough to clear off all the heavies on the field, and get ahead to win the game Round 3 – Mordikaar vs Vayl – I needed banishing ward to make sure there were no craziness with Rampager. I managed to get ahead early. venators 2 rounds of combined CRA and 1 tyrant commander killed a Angelious. I am able to stay ahead while keeping Mordikarr hiding behind a building all game. I did manage to win the event and got some shinny coins.. It was just an 8 man event, but it was nice to see my lists work. I have aslo modified my Mordikaar list because I really feel I need an extoller in it, so it now has 1 void spirit/1 extoller, otherwise...

read more

MoM’s Templecon Bonisode

Posted by on 8:30 am

  Templecon Bonisode Topics: Colossals, Warroom, Tournament recaps, Slops and Props. Podcast: Play in new window | Download (Duration: 3:39:52 — 201.3MB)Subscribe: iTunes | Android |...

read more

Thursdays with Thanan: Trollbloods Battle Box

Posted by on 12:30 am

Welcome dear readers to my latest exploration of battle boxes: the Trollbloods battle box!  Trollbloods have some of the toughest infantry and beasts around, with high armor and the great tough rule being standard, and many of their beasts can regenerate damage lost in one of several ways.  Some of their beasts can simply eat whatever they kill, others have the regeneration rule.  Trollbloods are ace at infantry spam, have some excellent beatsticks and surprising ranged ability in some of their beasts.  All in all, the Trollbloods battle box contains things that most any respectable Troll would want – a Troll Axer, two Impalers, and Madrak 1 (aka pMadrak). Madrak 1 –Madrak is a bit of a beast himself.  He has pretty good MAT, average RAT, great defence (for a troll!) and above average armor.  He sports the standard troll rule of tough, as well as several others.  First he has snap fire which means that if he kills an enemy with a ranged attack he gets to try to do so again!  Scroll of Grindar’s Perseverance is a once per game item that basically means he ignores one damage roll.  He also has the Talisman of Subdual so warbeasts cannot charge him from his front arc.  His magical weapon Rathrok can be thrown a short way and has crit grievous wounds – models hit lose tough, no heals, no damage transfers.  He is especially tough to take down with his spells up and both of his special abilities, perseverance and the talisman, make him very hard to take down. Carnage – +2 to melee attack rolls. Awesome. If you’re playing, and find yourself likely to be in melee, consider casting this spell. Stranglehold – a model hit only gets to move or make an action. Wow. This is a mini – version of Haley 2’s feat! Sure foot – +2  Def no knockdown, and within 3″ of this model gain the same. Cast this turn 1 and upkeep. Always. This turns Madrak and his trolls into decently defensive dudes! Madrak’s feat – Friendly faction models gain overtake in his control area.  This means that they can advance an inch after killing something.  Also they gain an extra attack if they are in his control area.  This adds up, so if you kill one dude then advance an inch, kill another, advance, kill another, ad nauseum, so long as you remain in Madrak’s small control area.  This isn’t going to come up super often in battle box games due to low number of models, and the fact that each model has a bunch of wounds and isn’t likely to be super duper close to each other. Axer – The Axer is a great melee centric beast.  He has an average MAT and good POW giving him solid damage output.  His axe has reach which is really awesome with his other ability – thresher.  As a star action thresher allows him to make one attack against every model in reach and line of sight.  This clears infantry superbly, as well as puts damage on warlocks/warcasters and beasts and jacks too!  Anytime two or more people are in your melee range at the same time it’s worth thinking about using this ability.  Defensively he’s a troll so he has average –...

read more

Riding a Dark Horse: Knocking on Heaven’s Door

Posted by on 2:08 pm

As the title suggests I am going to be focusing on a Reznik list that I have had success with.  It uses a couple models normally not seen, as well as is a theme force setting, which people usually dislike. I do agree that some theme forces are not good or even contradictory to what the caster/lock was all about, but some can be very effective.   So without further ado I present my 50pt Reznik list using the Knocking on Heaven’s Door theme out of a No Quarter article. I have even beaten the great Legion of Jake with it.  I will not be going into what you can take within the list, only what I use, though I will let you know what is required for each Tier and its benefits:   Tier 1- Sunburst Delivers gain Advance Deployment   Tier 2- (requirement) 1 small-based Steelhead unit, (benefit) add an Attendant Priest to each small-based Steelhead unit for free and regardless of field allowance   Tier 3- (requirement) 2 solos of any combination of either Vassals of Menoth or Vassal Mechaniks, (benefit) models in your army can begin the game with upkeeps on them and not pay for the upkeeps turn 1   Tier 4- (requirement) 3 heavy warjacks in Reznik’s battlegroup, (benefit) 2 extra inches on your deployment zone   Reznik +6 Guardian (6) 3 Reckoner 8 Scourge of Heresy 9 4 Choir 2 Deliver Sunburst 3 Kell Bailoch 2 Stannis Brocker 4 10 Steelhead Halbiders with Attendant Priest (2) 6 5 Steelhead Calvary 10 Vassal of Menoth 2 Vassal Mechanik 1 Total:  50/56   Reznik sits at an above average MAT with a hard hitting melee weapon that has reach as well as an additional die to attack and damage rolls when your enemy has an upkeep on.  Combine this with Engine of Destruction (bonus to SPD/STR/MAT), and he has a deceptively long threat range for a warcaster with troll-like SPD.   He has below average DEF but above average ARM and average life.   He has an ability that whenever a model in his battlegroup and his control area is hit by an enemy spell, a model in his battlegroup gets to advance and make an attack, ranged or melee.   He has Hex Blast, where if you hit a enemy model/unit it gets rid of upkeeps on it, with nice range, decent POW, and a 3-inch AOE to boot.   Ignite gives critical fire to model/unit and a bonus to damage.   Iron Aggression is where the warjack in his battlegroup gets to charge/run/slam for free and gets to boost its attack rolls for free.   Lastly he has Perdition.  Decent RNG and low POW, but if you damage an enemy model, one model in Reznik’s battlegroup gets to move towards the nearest enemy model.   His feat is enemy models currently in his control area lose all focus and fury and cannot upkeep spells.  Enemy models casting spells in his control area suffer the fire effect.  Lastly, and probably most forgotten, models cannot be allocated focus.  I say this last part is most forgotten because I hear most people say his feat isn’t that great against Warmachine.  To me, anything that prevents your enemy from allocating means your models are a little safer...

read more

Riding a Dark Horse: Knocking on Heaven’s Door

Posted by on 2:08 pm

As the title suggests I am going to be focusing on a Reznik list that I have had success with.  It uses a couple models normally not seen, as well as is a theme force setting, which people usually dislike. I do agree that some theme forces are not good or even contradictory to what the caster/lock was all about, but some can be very effective.   So without further ado I present my 50pt Reznik list using the Knocking on Heaven’s Door theme out of a No Quarter article. I have even beaten the great Legion of Jake with it.  I will not be going into what you can take within the list, only what I use, though I will let you know what is required for each Tier and its benefits:   Tier 1- Sunburst Delivers gain Advance Deployment   Tier 2- (requirement) 1 small-based Steelhead unit, (benefit) add an Attendant Priest to each small-based Steelhead unit for free and regardless of field allowance   Tier 3- (requirement) 2 solos of any combination of either Vassals of Menoth or Vassal Mechaniks, (benefit) models in your army can begin the game with upkeeps on them and not pay for the upkeeps turn 1   Tier 4- (requirement) 3 heavy warjacks in Reznik’s battlegroup, (benefit) 2 extra inches on your deployment zone   Reznik +6 Guardian (6) 3 Reckoner 8 Scourge of Heresy 9 4 Choir 2 Deliver Sunburst 3 Kell Bailoch 2 Stannis Brocker 4 10 Steelhead Halbiders with Attendant Priest (2) 6 5 Steelhead Calvary 10 Vassal of Menoth 2 Vassal Mechanik 1 Total:  50/56   Reznik sits at an above average MAT with a hard hitting melee weapon that has reach as well as an additional die to attack and damage rolls when your enemy has an upkeep on.  Combine this with Engine of Destruction (bonus to SPD/STR/MAT), and he has a deceptively long threat range for a warcaster with troll-like SPD.   He has below average DEF but above average ARM and average life.   He has an ability that whenever a model in his battlegroup and his control area is hit by an enemy spell, a model in his battlegroup gets to advance and make an attack, ranged or melee.   He has Hex Blast, where if you hit a enemy model/unit it gets rid of upkeeps on it, with nice range, decent POW, and a 3-inch AOE to boot.   Ignite gives critical fire to model/unit and a bonus to damage.   Iron Aggression is where the warjack in his battlegroup gets to charge/run/slam for free and gets to boost its attack rolls for free.   Lastly he has Perdition.  Decent RNG and low POW, but if you damage an enemy model, one model in Reznik’s battlegroup gets to move towards the nearest enemy model.   His feat is enemy models currently in his control area lose all focus and fury and cannot upkeep spells.  Enemy models casting spells in his control area suffer the fire effect.  Lastly, and probably most forgotten, models cannot be allocated focus.  I say this last part is most forgotten because I hear most people say his feat isn’t that great against Warmachine.  To me, anything that prevents your enemy from allocating means your models are a little safer...

read more

MoM’s Podcast # 5

Posted by on 3:28 pm

  Episode 5   Topics: Radial Scenrios, Focus on Khador, Working in the DOJO, Mayhem CUP, Newbie’s corner goes over Skorne and Khador. Podcast: Play in new window | Download (Duration: 4:10:01 — 228.9MB)Subscribe: iTunes | Android |...

read more