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!

Embrace The Dragon: Advice for the Beginner

Posted by on 11:23 am

Musefolk! Midsouth Gaming is proud to be cross posting a select handful of our articles here on Muse. This is part of an on going series written about everyone’s favorite dragon spawns. You can catch up here. Welcome back my blighted friends to yet another edition of embrace the dragon.  This time I have decided to open up the focus of our time here to a topic a little broader than just Legion tactics and unit discussion.  Now this doesn’t mean that my blighted brethren may not find this useful.  The topic of our discussion is more or less some words of wisdom and teachings for the newer players of the great game of Warmachine and Hordes.  Truth be told even as a player for over a year with a few Con events under my belt I still find this information useful and worth returning too when I get down on myself or my forces for poor play.  I also want to put this out there to help the newer players that may be struggling with the game.  Looking back to when I first started playing I wish I had found an article geared like this to help me through those difficult early learning stages.  So without further hold up from yours truly let’s get into the good stuff.     As a new player to Warmachine and Hordes there is one important concept that you need to remember.  This game is highly competitive; page 5 in the rule book is always a great manifesto to this point which can be summed up into the concept of “play like you got a pair.”  While this serves as a good introduction I think a little more insight can be given here.  Privateer Press has taken it upon themselves to make this game as balanced as possible from a competitive stand point.  Meaning they made this game to be played in a structured fashion dictated by Privateer Press, often in a tournament format.  They also expect their players to give it their all in playing the game, holding anything back will often serve to only be a detriment to you and your game play.  The balance in this game isn’t about keeping everyone equal but rather by creating counters to the opposing forces.  While 1 caster may seem entirely broken to you when you play against it I can assure you that a counter for it exists somewhere in the forces your chosen faction can field.  Part of the mastery of this game is being able to recognize these counters and knowing where and when to employ them.  Yes this game can often be won and lost in the stage where you choose who leads your army but that is also why most competitive formats use multiple lists and even allow for what many MTG players would call side boarding with specialists.   While understanding the competitive nature of the game is vastly important I also want to point out that mastering this game will take time.  It can take months to learn your own faction and its capabilities let alone all the opposing factions.  Play often with as many different opponents as you can find.  Don’t be afraid to lose, it will happen and will happen often especially as you are starting out.  Also...

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Painting with MenothJohn – Avalancher

Posted by on 10:26 pm

We had a great show on Sunday, and I have now set up a YouTube channel so I can cross post the show to the Muse on Minis website. Join MenothJohn as he paints the only model PP makes that is GREATER than a Stormwall…the Avalancher.  🙂 Topics include: Vasectomies, Kraken Rum, and also some painting gets done too! Enjoy the show, and if you like…like me on Facebook on Painting with MenothJohn   If you would like to watch my show live…it is on every Sunday night, 8 pm Central on  Just click here for the channel....

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MoM’s Podcast #49 – A Warmachine and Hordes Podcast

Posted by on 1:11 am

  MoM’s Podcast #49 — A Warmachine and Hordes Podcast Topics:   Time Stamps: 0:04:25 News and Announcements 0:47:00 List Discussion and Dojo 1:37:15 SR Generally Speaking 1:51:30 How to Win at Dice Down and during Deathclock Podcast: Play in new window | Download (Duration: 2:50:45 — 78.2MB)Subscribe: Android |...

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Making something out of nothing: Part 3

Posted by on 11:12 am

Avengers assemble! At this point, if you are following my plan you are ready to go in terms of selling the game.  What you need is “customers.”  Now the work really begins.  You’ve got the basic pieces in place, so it is now time to start recruiting members into the fold.  Obviously, this is something that is incredibly dependent on your individual situation and not that easy to do.  This is where the lack of a game store really hurts because there is no gathering place for those of a like mind .  Fear not, I’m here to help… maybe.  What I am going to try to do over the next few articles is identify some “types” of people that you may be able to form your gaming group with.  These will be drawn from real life examples, but generalized enough to hopefully apply to some people you might know… or will know soon enough! They are out there You are not alone… probably.  Even in the most barren of landscapes, there is a very real chance that you are not the only person with nerd interests.  The easiest way to get started in building a gaming group locally is to try to locate that kindred spirit that lives where you live.  I can’t make any promises, but let’s be honest.  If you live in an area with more than 15,000 people the chances are really good that somebody else has discovered and enjoys gaming like yourself.  Still don’t believe me,[1] read on.  There are two scenarios to meet this person or people, assimilation and discovering the cylons. Let’s take a look at both. Assimilate The first form is something I do not have experience with.  This takes the form of a local group that is clearly engaging in a nerdy pursuit, just not the pursuit that you would prefer.  This could be a local group of people that play Magic, play another mini’s game, read comics, avid Warcraft players or even train enthusiasts.  There are many examples, but the point is this is a group of people who enjoy something that clearly isn’t a large leap away from Warmachine.  This should be a prime target for you. If you don’t know the people, the first step is going to be getting to know them.  This means you might have to get your hands dirty a little bit and join in on their activity first.  This isn’t nearly as bad or disingenuous as it might seem, as the reality is that you will probably enjoy yourself.  I’m not too keen to getting back into World of Warcraft[2], but if I can meet some local players who might become interested in my games if I show interest in their game, then I’m in.  Heck, I’ll probably enjoy myself in the process.  You have to give a little bit if you expect to receive.  Once you establish a rapport, you then have the ability to introduce them to your hobby.  You might need to “gateway” them to it, since miniature gaming is pretty hardcore, but I’ll address that idea in a later article. If you already know members of the group, you can move right into selling them on your game.  Again, this is a fertile group to try to convince. ...

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Hacking the Cortex: The Road to the Top of the Mountain

Posted by on 9:35 am

When you see a True Master at work, their performance seems so natural, so effortless, that we are inclined to call it “talent”. After all, they make it look so easy. They must be generally smarter than us, more dextrous than us… more of something, anyway. Culturally, we underplay the value of practice in reaching those lofty heights of mastery. Here’s the good news: Talent is pretty much irrelevant. IQ doesn’t predict success at chess (for example). Time spent in effective practice does. Now, about that bad news… The path to true expertise is long and fraught with challenges. Common psychological wisdom holds that to attain true mastery of a skill, the budding master must practice that skill for 10,000 hours. By my count, that’s somewhere between 5,000 and 7,000 games of Warmachine/Hordes (if we take games as lasting between 70 and 120 minutes). Even at a rate of one game per day, that’s 15-20 years on the road to true mastery. But what does that road look like? What are the milestones? What are the traits that True Masters have? (Aside: Psychologists studying expertise love chess experts. They’re our favourite. Chess is a relatively simple game to model, with an objective ranking system to define who is a Chess Master. It’s also great for the purposes of this article, since it’s pretty easy to relate data on chess to Warmachine/Hordes.) The Traits of a Master First and foremost, Experts display superior memory in relation to their field. Chess Masters have a spectacularly good memory for arrangements of pieces on a board. If you show Chess Masters a series of board arrangements and ask them to later identify which ones they had seen in that series, they can accurately recall seeing as many as fifty thousand different arrangements. I wrote that number in word form so you wouldn’t think I accidentally added a zero or two. But there’s an important and informative caveat to this recall – Chess Masters are incredibly good at remembering board states that are likely to appear in an actual game of chess played at a high level. Their memory abilities do not apply to random arrangements of pieces. In fact, Chess Masters are worse at recalling random arrangements than complete novices. Experts don’t simply have superior memories – they have a superior ability to remember only relevant information. It’s about efficiency and experience, not capacity. This also applies to the superior strategic processing ability of experts. When you record the eye movements on Chess Masters looking at a chessboard, they spend significantly more time fixating on tactically relevant pieces. In change blindness tests, Chess Masters are more likely to notice a single tactically important piece being shifted one square than the entire board state being shifted one square in the same direction. In chess, as in Warmachine and Hordes, the experts don’t think in term of absolute board position – they think in terms of threat vectors and relative position. Which position a piece is in is not relevant information in and of itself, and so the mental templates experts use to organise information don’t bother to store it. (Fun Experiment You Can Do At Your LGS: When players aren’t looking, move an important piece one inch to the left. See who notices. They’re probably the expert. Check this by...

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Nemesis: The Lich. 3 – In Support of Battle Heels

Posted by on 6:39 pm

“Lich moves forward and measures control, just guessing command on that stationary bile thrall.” “Sure, go for it.” “Okay, I excarnate on that pikeman nearby, boosting to hit… And that’s a bile thrall.” “It’s not stationary either…” “Nooope.” “B—s!” Let’s talk Khador. It’s all snow-bots and Iron Brew pikemen this week on Nemesis. And it being Nemesis, we need our grand foe. In the last two articles I talked about the abilities of Lich Lord Asphyxious. The units and armies he’s most likely seen accompanying, and a very crude overview of what his player is likely trying to do with him. This week, and most of the weeks to come, we will actually deal with what I feel is the crux of the Nemesis series. This series is designed to discuss the tools available in various different factions to help with their matchup against Lich2. So it’s worth your while refreshing yourself with his strengths from the first two articles. Knowing your enemy is very much so our modus operandi. Assuming you have this in mind, or better yet lots of play experience against the Lich, I want to talk about Khador models, units, and spells that are useful in the games you’ll play against Lich2 and many other Cryx armies. We should think about the basics. Why are Cygnar considered to be the faction with the best Cryx matchup? It amounts mostly to two key words: guns, and denial. As a general rule, low pow guns are the best way to kill infantry. Such guns come on units, get to act first, forfeit power for accuracy, and once you hit most infantry it dies. Cryx very rarely field much in the way of high Arm infantry. Even their Def statistics, with the exception of raiders and mercs, rarely top thirteen. So guns are good here. Even better, gun wielding troops don’t have to get into the lines of the Cryx army, and distance is a very good defence against bile thralls. On the subject of bile thralls, scalpeling them out with guns is the best way to remove them, or at least lessen their numbers and push the position of the leader back. These guys understand firepower. We’re talking range 12”+ guns as well at this stage. And wanting our shots to be effective, we want accuracy. Nyss hunters are very solid here, with Valachev they can shoot then back off a further 3”, and being that far away helps to keep them safe from bile thralls. My personal favourite anti-Cryx shooting unit in Khador are the, hugely underplayed, winter guard rifle corps. This unit are great, with 14” guns rolling 3 dice to hit, they shred infantry. The supressing fire can even be useful, but mostly taking 10 very accurate shots from down-town makes the unit act very like gun mages against most non-stealth troops. Ask any Cygnar player and they’ll tell you deadeye is why there probably isn’t a full unit of gun mages. So sure, neither of those units are good at shooting bane thralls. But with any damage buffs, such as hand of fate or using Aiyana’s kiss of lyliss on a unit they will shred most infantry with 10 accurate Pow 12 shots a turn. That huge attrition advantage is the kind of...

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Crippled System: Episode 17- Focus & Fury April Fools

Posted by on 12:13 am

Our April Fools episode, it truly is a homage to the awesome Focus and Fury Podcast. Sorry to the folks that were misled, but come on, it was April 1st. Very special thanks to Benesh for recording the bumper at the beginning of the episode. 00:00 – Intro song 00:28 – Introductions 02:33 – Special Guest interview with Keith 07:51 – Crippling emails; playing dirty 22:35 – Axis spoilers 23:34 – Fantastic Max interlude 27:20 – Muslim Swedish Jeremy; Retribution tip of the day 30:53 – Katie’s Korner; list Chicken 50:16 – Buildup to the weekly TB 51:07 – Weekly TB 69:08 – TB recap / voting 72:59 – Nathan insults the Polish 73:50 – Jokes with Nathan         Podcast: Play in new window | Download (Duration: 1:18:00 — 53.6MB)Subscribe: Android |...

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Baffo’s sculpting table 06 – Vlad’s makeover

Posted by on 12:15 pm

  This week we are getting back to converting. Between long colossal conversions, an endless back log of unfinished projects and the occasional local commission, I haven’t put up any article in the last 3 weeks, therefore I thought it would be good to tackle a ‘smaller’ conversion project, while I am still working on my other stuff, so here is my ‘Vlad the Dark prince’ conversion from start to finish. As some of you might have noticed from my Meta crunch articles, I use prime Vlad a lot, but I never liked any of the stock models for him, so locally I have been using his epic model instead ever since Mk 1. As we started going to more foreign events, it was time to get the actual pVlad model and try to make it more appealing, not to proxy it all the time.   Concept: So what is it about the classic Vlad sculpt I (and many others) don’t like? For starters the proportions are somewhat off; his feet/shoes are comically long, his legs look a bit short, his waist is way too thin (the biceps of the male Manhunter are bigger) and the armor on the torso looks ‘skin tight’ like a steel corset. The pose over all is a bit too flat and static, the mantle is extremely plain and too thick and the weapons look rather unimpressive (plus the sword had the two halves of the blade mismatched by almost 1 mm)… As you can see in the concept sketch I decided to swap out the blades on both weapons (to make them more interesting and threatening), alter the pose slightly (to make it less bi-dimensional) and re-sculpt the torso and mantle to look less anorexic.   Conversion process: Right, so how do we translate the ideas from paper to model? To start we clean up any flash and mold lines, wash any mold release off the model  (like with paint it also can prevent glue and modeling putty sticking on), clip off the original blades, feet and saw the model in half across the belly. Next we cut our own blades out of a 1 mm thick sheet of plastic card with a sharp hobby knife and spend 10 minutes carving and filing to get the edge and shape right. Then we can use a 0.8 mm manual drill to carefully pin our plastic blades to the sword handles. Before starting sculpting on the model itself I made a ‘snow covered rock’ base like Vlad2’s, using some cork and leftover green stuff, so I had something to pin the model lower amputated ‘stumps’ into. Once that was done I could re-sculpt Vlad’s feet to point in a slightly different direction from the stock pose. Next I beefed up the models thighs, added a ‘chainmail loincloth’ to cover up the transition between the legs and belly and sculpted some bigger armor plates on his sides, so that they would align properly with the wider waist I was planning for the upper half of the model. While the upper torso was still detached I sculpted some extra details on my plastic blades, since it was easier to get to them while the legs weren’t in the way. When those were cured I pinned back together...

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Painting with MenothJohn – Stormguard Ya Say???

Posted by on 7:00 am

Hi folks! I wanted to drop a quick reminder that Painting with MenothJohn will be live and living the dream on at 8 pm central time on Sunday 3/31/13. That’s Easter…and I have a new gift from the Easter Bunny!  A new cam so you can actually see what I am doing!!!!  WOOT!!! I would be HOPPY if you dropped in and watched…I would be even more HOPPY if you joined in the conversation in the chat room during the show. If that fails…I would be HOPPY if you would like my show on Facebook “Painting with MenothJohn.” I will likely be painting Stormguard.  I am playing in a team tournament this coming Saturday, and these suckers have to be ready!….oh….and Nemo3 too…D’oh!!! Let’s all get together…bust out the paint and join in the inspiration! Come join MenothJohn, Adam, and who ever calls in on Skype for painting …but stay for the...

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Nemesis: The Lich. 2 – Into the Onioney Breach

Posted by on 9:55 am

“That boomhowler is within nine of Madelyn, so I use the intrigue move to shuffle the bile thrall leader forward by three inches.” “Sure… I..” “I activate Darragh and shuffle all my undead forward an inch.” “Wait… Oh n-” “Excarnate, boosting to hit.” “No, no, no, no, no! I thought I was safe!” Grit your teeth sports fans. I have to make an admission, which may lead to admonition. (Who has two thumbs and can’t write a joke? Jay Leno).The only real way to get better at winning back from playing Lich2 is to do it, a lot. His spells and abilities are like an onion, a rancid onion. It has many layers and you were already crying upon breaching the first. My favourite personal anecdote was playing against him with a skorne army, led by Aptimus Zaal. I had dealt with the biles, either getting purged in as restricted a manner as possible, or shooting them with beast guns. I had survived the feat, and leveraged beserking nihilators and kovaas so that there was very little left on either side of the table. The Lich had moved forward to start scoring, and I still had my brute, and indeed my feat! I thought I had, between luck and skill finally gotten through all of the horrors. I enraged and last standed the brute and declared a charge on the big bad. Turns out hellbound is a thing! I had forgotten it completely, in my relief at being through the worst of it. The brute had to charge, then had to attack something, after which it died from last stand and I lost on scenario very soon thereafter. The tricks are awful, and you have to see them several times, until you yourself could execute them to a certain level of skill before you’ll catch them all. That’s a serious slog, and a lot of games you’ll lose. You are likely to be a better player (at least against Cryx) by the end of it. Tactical Tip: Trading a brute for a single bane knight after a game spend keeping it safe and it surviving spectral legion is f—ing dumb. Hellbound… Lich2 lists have a lot of similarities, because it’s a well-oiled machine of death. There will be two units of banes and bile thralls, and if there isn’t you just have an easier time of it. Some of the support may change, but those core three units will remain. The scariest versions also have satyxis blood witches, which pose a worrying question with their incorporeal mini-feat and worse, stop tough from working. This means you can have all the 4+ tough you want, that bile purge will still consume your unit, and if the blood witches are involved with them and incorporeal it won’t even affect them! Feel free to rage vomit, I’ll wait. Let’s look at a Lich2 list in detail, you’ll recognise this as the Keith Christianson list from the last article. Lich Lord Asphyxious, +6 warjack points -Ripjaw, 5 points -Nightwretch, 4 points Bane knights, maximum unit, 10 points Bane thralls, maximum unit, 8 points -Bane thrall unit attachment, 3 points Satyxis blood witches, maximum unit, 6 points -Blood hag, blood witch unit attachment, 2 points Bile thralls, minimum unit, 5 points Bane lord Tartarus,...

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