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!

Circle Solo Review

Posted by on 1:00 am

Hello and welcome back, dear readers, to yet another look into the enigmatic Circle Orboros faction. Today, I examine each Circle solo available, and the battle engine. I’ll go through each of the various uses of the solos, and good times to include each. As always, I encourage feedback, criticism, and condescension. Blackclad Wayfarer – The blackclad is one of my favorite models, in every sense of the word. He looks sweet, and has sweet rules. This guy is an awesome toolbox of utility for a mere 2 points. First, he has a decent enough speed to get places, has good MAT if he wanted to punch someone in the face, and solid defensive stats, especially considering he’s immune to fire, lightning and frost. He has a magical reach weapon for making people think twice about free strikes and threatening the odd incorporeal model/unit. The real reasons to bring him, though, are his abilities. First, his magic ability is the same as his MAT, so he’s pretty decent at using it. He has hunter’s mark, which has an average range and gives the amazing +2″ to charges and slams, and allows beasts to do so for free. This can phenomenally extend the threat range of your beasts, and really improves their fury efficiency as well. One risk, however, is that they may then charge straight out of your control area. Be sure to keep your caster or druid wilder in range of the target so your beast can eat its’ face. Also, this ability stacks with other modifiers, like bounding from the gnarlhorn, and dog pile from Kaya 2. That, dear readers, is very nice. He also has phase jump, so you can quickly redeploy to the other side of the table. Essentially, it allows the blackclad that is very close to the stone a free place completely within 12″ or to be placed within 2″ of a shifting stone. Note that after you do this your activation does end, so no attacking after. Finally, he has a medium range spray, with crit knockdown, and a high enough power that any infantry will most likely be killed. This guy is phenomenal if you’re planning on running our slower constructs, especially outside of the Baldurs. I already mentioned the synergy with Kaya 2 and the gnarlhorn. He also works great for just infantry clearing. I take 2 in the vast majority of my lists, and I can honestly say I’ve never regretted having either. Recommendation: 9/10. Celestial Fulcrum – That’s not a moon! The fulcrum actually represents 3 moons, if I remember correctly. It is huge based, and comes with a hefty price tag. It has fairly average stats for a model of its size, and is pretty easy to kill from non-elemental damage (being immune to the elements). It does have the nifty ability to boost to hit or damage any of its 3 shots. The first is a powerful, short ranged firey attack with a medium sized AOE, which leaves a cloud effect in its location. The second is a moderately powerful, moderate ranged electric attack with electro-leap. And lastly, it has a spray that has crit freeze. It has the nifty ability to fire anywhere in its front arc of 360 degrees, and while in melee too....

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Mayhem Cup by the numbers

Posted by on 10:23 am

Straight on to a look at the Mayhem Cup, another of the qualifiers for Warmachine Weekend Masters. These numbers include the main Mayhem Cup 50 point tournament, as well as the 35 point tournament. Attendance A total of 59 players participated in the event. 166 games were played across both tournaments. ELO Ranking All games were entered into a ranking, which can be found at the address below: Faction Popularity At this point it becomes interesting to see how the distribution of factions differs from the 2012 season baseline. That’s a little presumptuous at this point, as the 2012 baseline I can compare it to consists only of the tournaments at Templecon, but it’s fun to compare anyway. The armies were distributes across the factions as follows, baseline in red, current event in blue. Faction # armies % armies Circle Orboros 5 8% Cryx 7 12% Cygnar 7 12% Khador 7 12% Legion of Everblight 7 12% Mercenaries 4 7% Minions 2 3% Protectorate of Menoth 6 10% Retribution of Scyrah 5 8% Skorne 5 8% Trollbloods 4 7% A remarkably similar turnout, with slightly fewer Cryx and Circle players, in favor of Protectorate and Retribution. Faction Performance A look at the performance per faction, once again compared to the baseline in red. Faction # armies ± interval Circle Orboros 54,2% 19,9% Cryx 58,5% 15,1% Cygnar 57,1% 18,3% Khador 44,1% 16,7% Legion of Everblight 42,1% 15,7% Mercenaries 38,9% 22,5% Minions 38,5% 26,4% Protectorate of Menoth 43,3% 17,7% Retribution of Scyrah 43,3% 17,7% Skorne 55,6% 18,7% Trollbloods 69,6% 18,8% The confidence intervals are a little wider here, but we can make an well-educated guess that the 4 Trollblood players knew what they were doing. Circle and particularly Cygnar also performed above the norm, with Mercs and Minions disappointing a little. Cryx performed as it did at Templecon, which is still excellent. Top Bracket Let’s again look at the Top 25% of players. A nice and even spread across the factions, no spikes. How did those players perform? Some interesting things to look at, here. Only the top (2) Circle players seemed to fare well. The others either dropped out early or took a beating. Combined with the Templecon data, where the win rate doubled from 40% to 80% when looking at the top quartile, it can be hypothesised that Circle is indeed a skill-intensive faction. Only one Cygnar player made it to the top 25%, but he went undefeated. The other Cygnar players did pretty well too, though. These numbers also seems to corroborate the notion that Cryx can give a leg-up, but provides no significant advantage at the top level of play. All the trollblood players got very good results, but didn’t make it to the very top. Perhaps unnecessary to point it out, but I personally like seeing how much the win percentages really shoot upwards when you examine the top players. It shows it really all comes down to skill. Faction Matchups FInally, just for the sake of completeness, the faction matchups. I’ve included the table showing the number of games played. Obviously, for such a low number of games per matchup, it doesn’t say much of anything about the odds, rather just about the individual games played. Meta Positioning Because 4 players who participated in...

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Toruk to Tyrant – May Recap and thoughts on the first 5 months playing skorne.

Posted by on 9:37 pm

Another Month has come and gone.  May was a great month for me.  I had a lot of good games with skorne, and I recently moved to a nice new apartment (but you probably dont care about that as much as I do) I did play a few less games this month because of my move, but I did manage to make 2 different events. I did already cover my Mayhem Cup results early this month. This time I wish to cover the following topics Summary of May games (brief discussion of 2nd event I went to) Overview of my first 5 months so far with skorne (and compared to first 5 months with cryx last year) Revisiting Zaal Finding that second warlock for SR events. Bonus – Modified Bronzeback (It can go base to base with another model)         Summary of May games (brief discussion of 2nd event I went to) I manged to play 23 games in the month of May. I played in 2 events, and I won 71% of my games in May. Lord Assassin Morghoul 1 games Dominar Rasheth  2 games (both in tournaments) Lord Arbiter Hexeris 5 games (3 in tournaments) Supreme Aptimus Zaal 13  games (10 in tournaments)   The 2nd event I went to this month was a local event, and I decided to have some fun and I played a Zaal theme force along with finally forcing myself to play a little with Epic Hexeris.   I discovered that both casters play very similarly.  I did mange to lose a game with each caster.  The are so similar that I may not play very much more with Epic Hexeris for a while.  I believe he is good, but he does not fit my style of play as much as Zaal does. I really hate rolling 1d6 for spell effects, and ashes to ashes will drive me crazy.  This event did reinforce my thoughts on why I don’t take the Zaal theme force to competitive events.  It is a good theme force (and fun to play), but it limits me too much from the models I want on the table. I still managed to get best of hordes and Skorne coin even with 2 losses.               Overview of my first 5 months so far with skorne     In the first 5  months of 2011 I attended 9 Events with cryx.  (13 total tournaments, since I played in 4 events at AdeptiCon).  I managed to win 3 of the events (including the Team event at AdeptiCon) I also nabbed one 3rd place.   I made it into the finals at AdeptiCon but did not place. By this time in 2011 I had played around 55 games with Cryx. In the first 5 months of 2012 I attended 8 events with my skorne. (2 were mayhem cups, and one was AdeptiCon, for a total of 13 events)  I managed to win 2 of the events, I also nabbed one 3rd place, and at the latest Mayhem Cup I went 5-1 to get 5th place (out of 59 people)  I am still sad I was so sick during all of AdeptiCon, as its such a fun con.  I also managed a Best of hordes and Skorne coin in one event I went 3-2. It was a bad...

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Win a Kraken !!!

Posted by on 7:00 pm

Go to our new forums.   Register for an account.     Win Prizes !!   Here are the details !!  ...

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Theme Forces Spoiled here

Posted by on 6:42 pm

Hey guys,   Quick update from Lock and Load with the theme forces.   Artificer General Nemo — Lightning War   Jacks:  Lancers, Cygnar non-character warjacks with immunity electricity, Thead Units:  Field Mechanics, Cygnar units with Immunity to Electricity Solos:  Junior,  Cygnar solos with immunity electricity BE’s:  Storm Strider   Tier 1 — Reduce stormgaurd units by 1 Tier 2 — Add stormwall.   You can place any number of the stormpods before the start of the game 20″ from the back edge of the table. Tier 3 — 2 more units +2″ of deployment Tier 4 — Include a character warjack with Immunity electricity — first control phase jacks get 1 focus     Intercessor Kreoss — Revelations of the Creator   Jacks:  FOS and Non Chars Units:  Choir, Exemplar units, Prot Cav Units Solos:  Reclaimers, Exemplar Solos, Vassal Solos Battle Engines:  Vessel of Judgement   Tier 1 — Increase the FA of non character Cav solos and units by 1 Tier 2 — Vengers = +1 to starting roll of the game Tier 3 — FOS = Heavy warjacks with no ranged weapons = minus 1 point Tier 4 — Choir.  For each choir included one jack gets advance move     Vladimi Tzepesci, Great Prince of Umbrey   Jacks:  Non-character warjacks, Drago Units:  Battle Mechaniks, Khador Cav Units Solos:  War Dog, Khador cav solos Battle Engines:  Gun Carriage   Tier 1 — Increase FA of non-character cav solos, units, and battle engines by 1 Tier 2 — Army includes 2 or more cav units. Warjacks get +2 speed during your first turn of the game. Tier 3 — Two cav solos. +1 on starting roll. Tier 4 — Plus Drago. Warjacks -1 cost. Asphyxious The Hellbringer Jacks: Non-character warjacks, Cankerworm, Malice Units:  Bile Thralls, Mech Thralls, Necrosurgeons, Soulhunters, Withershadow Combine Solos:  Warwitch Sirens, non-character undead Cryx solos Battle Engines:  Wrath Engines   Tier 1 — Free necrotech for each helljack. Tier 2 — Plus Pistol Wraith.  Pistol Wraiths gain AD. Tier 3 — Three or more units.  Each model begins the game with with a corpse or soul token. Tier 4 — Plus Kraken.  +2″ deployment zone.   Vyros, Incissar of the Dawnguard Jacks:  Myrmidons with force field damage fields Units:  Dawnguard Units Solos:  Arcanist, Dawnguard solos   Tier 1 — Destors become FA:U.  Destors -1 cost Tier 2 — One or more Dawnguard Sentinel units.  Dawnguard Sentinels gain AD. Tier 3 —  One or more Dawnguard Destor Thane.  Destor units and solos gain +2 speed on first turn. Tier 4 — Vyros’ battlegroup includes one or more heavy warjacks.  Warjacks are allocated 1 focus on first turn.   General Ossrum Jacks:  Mercenary Rhulic non-character warjacks Units: Mercenary Rhulic units Solos: Mercenary Rhulic solo   Tier 1 — One unit gains AD. Tier 2 —  Two or more units with ranged weapons.  Place one trench template within 20″ of the back edge. Tier 3 — Add two or more solos.  Friendly models can start affected by Ossrum’s upkeep spells.  No ukeep cost first turn. Tier 4 — Add three or more warjacks.  Warjacks gain +2 speed during your first...

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Road to War Episode 7

Posted by on 7:17 pm

Road to War In our pre-Lock and Load episode, we talk about Stormwall, the lists we are going to play in Masters and Hardcore, the coverage of Lock and Load that will be up on Muse on Minis, Wargames Con, and answer some questions.   Send us an e-mail at with any questions!   Podcast: Play in new window | Download (Duration: 1:05:55 — 60.4MB)Subscribe: iTunes | Android |...

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It’s the Humidity: A Chronicle on Being Forged in the Fires of the Midwestern Meta

Posted by on 6:13 pm

Recently, I was asked to chronicle our playgroup’s attempts to ascend the ladder of greatness and rest in the halls of Valhalla aside the great Metas of the Midwest. I decided to embrace the opportunity as it presented the chance to really think about what a Meta needs to be considered a “top-tier” playgroup. As such, this blog/article/series/whatever will be an attempt to record the litany of progress that we here in Springfield, IL are so desperately trying to make.  But, before I really dig into what we are currently doing, it is important to know where we are coming from. So I present to you the humble history of our meta and what brought us to where we are today: The Springfield meta (if you could really call it that) originally consisted of 4 or 5 old friends who were just looking for a fun game to play together in a casual environment. Tournaments were virtually non-existent and light, casual affairs wherein players would simply play their favorite models against each other and have a nice, relaxed time.  Springfield was a place steeped in the hobby aspect but lacked a reckoning for the competitive side, a place where the ideas of game theory, time management, and caster match-up evaluations were far from consideration. In the Fall of 2008, everything changed. Springfield was hit with a surge of fresh, young faces, eager to learn and even more eager for blood. We were a group that wanted to analyze and theorize. We were a group looking for competition and looking to Warmachine/Hordes to provide it. We saturated the meta with a lust for challenge and those who were not up to the trials and tribulations of competition slowly faded away from the game. We wanted to travel. We practiced with the best lists we could come up with, looking to Diecon 2009 as our battlefield on which to test our mettle. June approached and we girded ourselves for glorious victory. We lost. A lot. We saw ‘Casters we had only read, we faced combo’s we had never considered, and we found that we were simply not prepared. We walked away from Diecon humbled and with a newfound respect for what can be accomplished within this game. We went home to lick our wounds and spread the tale of the power of the St. Louis-ian meta. Fast forward to 2010. The advent of the Mark II rule set, unsurprisingly, brought us another surge of new players. This time, the existing meta was ready for a new era of competition and we welcomed this new group of competitively-minded players with open arms. Our meta shifted yet again, but instead of the change being a culling, it was a fortification of our existing hunger for fierce opposition. We set our sites on Diecon again; convinced that with our newly bolstered ranks we would have a magnificent showing. Remember Diecon 2009? Yeah, that again. We dried our tears and moped home once more. It was at Diecon 2010 that we were exposed to the Madison, the Iowan, and the Detroit Metas and we were once again blown away. Here were three other groups of players aside from the STL crew that were intensely good at the game.  We left Diecon that year not feeling...

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Playing the Best – Mayhem Lists and STORMWALL!

Posted by on 3:23 pm

  Welcome back for another article, This one is going to be pretty dry, but there is a lot of information here. I’m going to go through all the choices in my lists, why they were chosen and what I think would be reasonable replacements in general, or in a different meta. This one got delayed a little. Entirely the fault of the Dread Lord Diablo and his minions. Generated using Forward Kommander: These are the lists I played at the Mayhem cup. Major Victoria Haley (*5pts) * Thorn (8pts) * Centurion (9pts) * Squire (2pts) Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts) * Arcane Tempest Gun Mage Officer (2pts) Greygore Boomhowler & Co. (Boomhowler and 9 Grunts) (9pts) Horgenhold Forge Guard (Leader and 9 Grunts) (8pts) Anastasia di Bray (2pts) Gorman di Wulfe, Rogue Alchemist (2pts) Journeyman Warcaster (3pts) Ragman (2pts) Rhupert Carvolo, Piper of Ord (2pts) [Reinforcements – Stormclad] Lieutenant Allister Caine (*6pts) * Ol’ Rowdy (9pts) * Sylys Wyshnalyrr, the Seeker (2pts) Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts) * Arcane Tempest Gun Mage Officer (2pts) * * Hunter (6pts) * * Hunter (6pts) Black 13th Gun Mage Strike Team (4pts) Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts) Lady Aiyana & Master Holt (4pts) Eiryss, Angel of Retribution (3pts) Journeyman Warcaster (3pts) Reinholdt, Gobber Speculator (1pts) [Reinforcements – Full Precursors+UA] Casters: I chose Major Victoria Haley (epic), and Lt. Allister Caine (prime). I believe that you need at least one list to be very focused on a specific type of scenario. Take and Hold. Nearly every scenario has a zone, and most aren’t that difficult to score currently. Being able to clear zones is very important, as is being able to get to them, and get a strong footing early in the game. This is most easily accomplished with a “jam” style list. involving a lot of troops that are capable of fighting it out. There are two ways to “Jam”, Get there first and overwhelm or put immovable objects in the zone giving your army a chance to work their way into position. I choose Haley as my support caster in a Jam list. She simply has the tools :D. Deceleration – it makes your stuff get there, what more could you want from a spell? Dead Eye – This is just an awesome spell. Lets your Gun Mages easily shoot down those pesky high defense models :D. Telekenesis – What doesn’t this spell do? it’s a to-hit buff, frees up your models, prevents charges, clears charge lanes, increases threat range. Time bomb – once you have jammed you infantry into a zone, time bomb their models and prevent them from charging and often times getting anything done at all! Also you can just use it to kill stuff 😀 it’s a pow 14 AoE 4. The lists – Haley Warjacks. Centurion [Bonded] – Centurion has one major problem, Speed. Haley gives him all the tools he could ever want. While being able to be greedy with her focus. PS 18 spear, reach, and ragman makes him into a heavy wrecking machine. His Polarity shield action also allows him to just edge into a zone and ignore enemy infantry while meagerly flail at his scratch resistant armor. This...

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And Now For Something Completely Different -FoW

Posted by on 10:48 pm

             Hey guys, Chris “The Blue Baron” here with a new series of articles, And Now For Something Completely Different. My goal here is to expose the community to different types of wargames. For my first post, I’m going to start with Flames of War as it is fairly popular and I know the rules well. Flames of War as a 15mm WW2 war game that has recently switched over to 3rd edition, so now is a good time to try it out, The  game is split into distinct periods, Early war, Mid War, and Late war. Every army book will list which time period it is for.              Armies are made up from briefings which are found in source books detailing specific campaigns. New to 3rd edition is a generic forces book bundled in with the rules book and a hobby books.  Some of the books have carried over from the edition change but are still usable. Battlefront will put out soft cover books detailing specific battles theaters from a campaign. Eventually, they may or may not consolidate them into a handy hard cover book complete with a few more lists.             At its heart all armies are made up of a HQ and two “troop” options. For example, a tank company will have a command tank and at least 2 platoons of tanks. From that point you can fill out other options based on your briefing. Using the tank company example, you could take some mechanized infantry to support the tanks, maybe some more tanks, tank hunters, and artillery.             Flames of War is more or less a 1:1 scale. As in if you have 5 tanks, they represent 5 tanks. A platoon if infantry is the size of an actual platoon. Infantry platoons are made up of a number of medium bases with a small base as a command team. An infantry base will contain four or five figures. The command base will have 3 figures. Things like anti tank guns are also on medium bases and include the gun and its crew. Larger artillery pieces are on the large sized base. Tanks and most vehicles do not use bases.             The game itself uses multiple D6 and tape measures. The only “from Battlefront” thing you really need to play the game is the artillery template. Every unit has 2 types of ratings, skill and motivation. Skill is either conscript, trained, or veteran. This determines how difficult you are to hit from shooting, how well you navigate dangerous terrain, and how well you clear mine fields.  Motivation is reluctant, confident, or fearless. These are used for morale checks, like recovering from being pinned or sticking around after you take casualties. Movement is based on a chart, regular infantry move 6”, large artillery move 4”, most tanks move 12”, and slow tanks like a tiger move 8”. Terrain modifies how far you can move for gun teams and vehicles.              Shooting works a little bit different from most games. When a unit shoots, you use your targets skill for determining what number you need to hit. The reasoning behind that is if you’re shooting at farmer Jim, he’s not going to know he should be hiding behind a wall and zigzagging compared to Commando Joe. The score...

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