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 Unit Review

Posted by on 1:00 am

Welcome back, dear readers! Today’s article covers the ins and outs of all the different options Circle players have at their disposal. I’ll examine each unit as it sits in a vacuum, as well as in comparison to other options, and also in relation to which casters best support, or are supported by, each unit. Unlike Circle’s beasts, in which most any heavy has a definite place, and can more or less hold their own, many of Circle’s units have specific uses. And some of them, frankly, are vastly outdone by many other, similar units. As always, questions, concerns, and general condescension are welcome in the comments. Druid Stoneward and Woldstalkers – The stoneward and woldstalkers are a phenomenal ranged unit that can excel at taking out either hard to hit infantry, or damaging higher armor targets. The key to using them lies in the orders zephyr and concentrated fire. Zephyr allows the woldstalkers to move 3″ and still gain the aiming bonus, or back up 3″ and shoot things that had ran to engage them. It’s great for getting that extra ranged threat too, allowing the unit to move 9″ and then shoot, giving them a very long ranged threat. Their power is high enough that heavy infantry will be reliably threatened, and with concentrated fire, they can even increase it by +1 for each hit that a prior member scores. Often times, the woldstalkers (or woldshrimp, as many prefer to call them) can take out systems on light and heavy beasts or jacks without too much effort. Their point cost is equivalent to that of bloodtrackers + Nuala, and so many people have a hard time deciding between the two. With character restrictions more prevalent now, it’s often include 2 units in one list, and bloodtrackers + nuala in the other. Also, their long ranged threat is superb coming on the side in reinforcement scenarios. I’ve come to rely on the woldstalkers more and more often now, even replacing the bloodtrackers in several of my lists with them. They are a requirement for Baldur 1’s tier list, which is surprisingly amazing for a tier list, and as such are excellent with him. He can provide protection from blast damage, which could pose a problem to them. Other than Baldur 1, Kromac’s warpath loves them, Krueger 2 can help protect them (and Krueger 1, but many prefer the option of bloodtrackers + lightning tendrils with him). They offer excellent support in any reinforcement option, and really don’t have any casters in Circle that they couldn’t perform in. Recommendation: 9/10. Druids of Orboros – Druids are a hot topic among Circle players. They offer a wide variety of tools that can fit many different situations. They can artificially extend the range of your beasts with the UA, which allows them to force inside his command range. They further help matters by having a magical push / pull attack. It doesn’t do much damage, but it has crit knockdown, and several of them combined can drag a slow beast that ran from the middle of the table to your AD line. Further, they can heal your beasts d3 if injured, and can pop magic smoke, that not only gives them camouflage, but also makes non-reach melee attacks more difficult to...

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Tournament Preparation

Posted by on 5:03 pm

Most players feel intimidated when they consider attending their first tournament.  Other players have been to some events, but feel ready to elevate their play to the next level.  Even players that have dominated events in the past have areas where their gameplay can have improvement.  By spending time consciously preparing to attend an event, you can increase your confidence and improve your performance.  I have recently been spending a lot of time practicing for the Lock and Load masters event.  In this article I will share some of the preparation strategies I use while I am getting ready for a tournament. The first step in preparation is making sure that you understand the format of the event.  Tournament organizers use a wide range of formats to keep players interested in events.  If you prepare a Steamroller list to attend a Mangled Metal event, you will have a bad time.  Likewise, if you are unaware that Steamroller 2012 has been updated to include character restrictions and reinforcements, you are likely to construct illegal lists.  Thoroughly comprehending the format of the event is an important step towards creating an optimized list. I cannot stress this enough, read and know the rules of the format (i.e. the Steamroller document). The next step in preparation is deciding on your lists.  Most events use a two list format, so this article will concentrate on that style of event.  In a two list format you will usually have a primary list and a secondary list.  The primary list can be a favorite caster, one that you feel you play well, or one that you believe many people will have a hard time dealing with.  However, it is almost impossible to create a list that does not have at least some bad match ups.  You should try to identify those bad match ups and then craft your secondary list to deal with those bad match ups. When constructing your primary list, it is helpful to have part of your list centered on forcing an issue for your opponent.  If your opponent is unable to deal with that issue, then the game is slanted heavily in your favor.  Here are some examples:  high defense (Kayazy with Iron Flesh), high armor (Wolds with Baldur 2), strong scenario play (Haley 2 or Deneghra 2), jamming (Constance Blaize), or strong assassination (Lylyth 2).  It is also good to create strong synergistic combos within your list.  For example, Gorman and Anastasia di Bray combined with Haley 2 can make your opponent feel like he is missing multiple rounds instead of just one from the feat. Once your primary list is finalized, it is time to analyze the weaknesses of the list.  There are four areas that you need to review on your list:  ability to answer issues presented by your opponent, ability to contest scenarios, performance in your meta, and bad match ups. While you are trying to force an issue with your opponent, he will be trying to do the same with you.  Go through each of the common issues that your list is likely to face and analyze how well it can deal with these issues.  Your list will not be able to deal with all of the issues, but if it cannot deal with many of the...

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Why S&P Feels Like S&M

Posted by on 1:29 pm

This is a foundation/mid level article on Signs and Portents.  The gentlemen on MoM posed a question on Podcast 11.  Here’s my stab a response. Does Signs and Portents affect your chance to roll a critical attack? The short answer is yes.  I’ll walk you through the intuition behind it and then give you a few pretty pictures with math to show you that I’m not a liar. Critical effects occur when dice outcomes on two or more dice are the same AND the sum of the dice is sufficient to hit the target.  In an earlier article, I talked a bit about intersection probabilities and that’s what we’re looking at here.  What affects the odds of rolling doubles?  What affects the odds of rolling sufficient to hit a target?  Critical effects are impacted by either scenario because they are at the intersection of the two components. Signs and Portents increases your average result on two dice from 7 to 8.46.  As a result, your intuition should be that it increase your critical effects through the “increased likelihood to hit” pathway. If you apply brut force to the math and write out every possible combination of dice outcome you’ll see that more high pairings occurs as a result of the spell ([5,5] and [6,6]).  You approximately double the likelihood of rolling boxcars when rolling 3d6 minus the lowest versus straight 2d6.  Fun. PerfectCircle from the Focus & Fury boards put together a great graphic showing all the iterations of dice and attack rolls you might care about.  It’s frankly a lot prettier than the one I put together so I’m going to use it.  PerfectCircle, you are a both a gentleman and a scholar.  Thank you.  Here it is; The more you know… (hum the little diddy in your head when you read this last...

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Mad Science

Posted by on 11:40 am

Hey all, its me again, coming at you with another wacky list.  This time I will be focusing upon the Minion forces and per a request that crazy doctor, Arkadius.  But to bring it to picture I will also be showing a list that is yet another theme list.  But thankfully for the doctor most of what you would run with him is already allowed to be taken within his theme requirements so there wasn’t much more that was truly needed in the list.  I personally feel his theme list is stronger than what the normal Thornfall list would be allowed to take.  So lets first take a look at the requirements and benefits then lets take a look at the list: Tier 1 Requirement:  Nothing Tier 1 Benefit:  1pt reduction upon War Hog warbeasts Tier 2 Requirement:  1 unit of Bone Grinders Tier 2 Benefit:  Redeploy 1 model/unit Tier 3 Requirement:  1 unit of Farrow Brigands Tier 3 Benefit:  +1 to go first Tier 4 Requirement:  3 War Hogs Tier 4 Benefit:  +2SPD to warbeasts in the army turn 1   Dr. Arkadius +6 Gun Boar 5 War Hog (1/6) 1 War Hog (1) 7 War Hog (1) 7 Targ 2 Rorsh 9 4 Bone Grinders 10 Farrow Brigands 8 Razorback Crew 3 Slaughterhousers 6 Total:  50/59   So lets take a look at the doctor himself.  He has an average stat line for when it comes down to comparing him to another per spellcasting warlock, though his ARM and life boxes are below average.  Even though he has a low MAT he does have some cool abilities that though he shouldn’t really be in melee but if you are able to protect him then the abilities are well worth it.  If he hits with his magical melee needle then he does not do a damage roll but immediately inflicts 1 point of damage to a living model, keep in mind only living models but any type of living model.  The first ability his weapon has is that it makes the damaged model stationary.  The second effect is that the model damaged can not cast spells, upkeep, or use animi.  The last ability will not work on warcaster/warlocks but if you damage the model then you get to take control of the model and move it and make an attack with it.  Keep in mind all these abilities only work if you damage the model and it has to be living.  But it is pretty nice to take over a warbeast damaged by his melee weapon and move it and make an attack.  One of his built in abilities is Maltreatment, this is where he can take a fury point off of a warbeast and put it on himself.  This is great to run a beast to max fury and then remove one from it to allow yourself to have another transfer target.  Keep in mind this will do anywhere from 1 to 3 damage to the warbeast that you do this to and you can only do it once per turn.  Also this ability is something you have to be careful with as most of the eligible models in the list can also damage their selves to get benefits, but I will go into what that is...

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MoM’s Podcast # 12

Posted by on 2:59 am

MoM’s Podcast #12 Topics: 2:45 – New Player Section (Read your cards/rules) 17:05 – News and Announcements 42:05 – Spoilers (Vyros2 feat) 55:46 – Steamroller Segment (Meta Benders to Unravel – Lylyth2) 1:48:35 – Muse on Mail 2:13:45 – Mayhem Cup Wrap Up 3:18:45 – Dojo Podcast: Play in new window | Download (Duration: 3:41:27 — 202.7MB)Subscribe: Android |...

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Aging the new stuff!

Posted by on 6:15 pm

Hello all! I am a professional painter based out of the Kansas City area, and after painting for so many years, I realized that it was time to start passing on the knowledge to a more general audience than who just bothers me for help when they see me. And to be totally honest, when I get specific questions, the most common one is how to create a weathered look on miniatures. You know, rust, tarnish, scrapes and such. You want to make your stuff look like it’s been through hell and won the battle, right? So let me tell you how I do it when I’m trying to make it happen. It’s certainly not the only way, but I feel like it’s the easiest ways for just about anyone to do. And it involves making your own washes. Yes, it sounds complicated – is it really? No…and I’ll prove it, dang it! Now here’s what you need…. A bowl or an empty paint bottle to mix in. The paint colors I will list below or something similar. FloAid – a paint thinner you can get at just about any hobby store – Reaper makes a good one! Just ask someone that works there to help you find it on their paint racks. Rubbing Alcohol To make a tarnish wash : I use Vallejo Game color as a line in this. 1 drop of Magic Blue 2 drops of Goblin Green 1 drop of Pure White 15 drops of FloAid 15 drops of water. 3 drops of rubbing alcohol If it’s in a bowl, mix it up with a paint brush. If it’s in an empty paint dropper, cap it and shake it up! It’s then ready to use! Just put a little out in a paint well, and apply sparingly around the joints. Should end up looking something like the pictures below! Now, the rust wash! 1 drop of Beasty Brown 5 drop of water 10 drops of FloAid 1 drop of rubbing alcohol And….GO! Mix away! And there you go! Quick and easy ways to make a wash. Just apply over all the areas you want to look rusted or tarnished – it will sink down into the crevices and form pockets just like real rust would on a real...

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Muse on Minis + Chain Attack = ?

Posted by on 4:03 pm

+ =   ?   Greetings All, Phatasian here. I just wanted to drop a quick note out there for you all.  You might of noticed that Jay from Chain-Attack has recently started writing articles here at Muse.   Muse and Chain Attack will be working collaboratively on some exciting things in the future.  Keep your eyes peeled for more new announcements. Warmachine Weekend is going to be really awesome this year.  I have been talking with Hot Carl and trust me when I tell you that it is going to be THE Warmachine/Hordes event to get too in 2012.  Jay, Trevor and Scott are trying to get to Warmachine Weekend and need our help.  We are going to be working with them on some unique coverage of the events at WMW and there is talk of a podcasters only throwdown.  We need them there for that to happen though.  If you have some spare change clinking around in your pocket you should go to HERE and back them.   Help us get the word out. I’m a proud Backer !!...

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Templecon by the numbers

Posted by on 8:17 am

  The Templecon 2012 convention was held in Februari 2012, and hosted a number of tournaments that together represent one of the major competitive events in the Warmachine and Hordes season. That makes it a good opportunity to take a snapshot of the competitive environment. Who is playing what, and more importantly, who is winning? The below numbers were originally posted on the Privateer Press forums, using tournament data from the 7 singles tournaments at Templecon, but they are repeated here as the first in a series of such breakdowns, as more tournament data becomes available. Numbers are fun, but they don’t mean much if you can’t compare them. Very important disclaimer: These numbers are a limited snapshot of one event. Interesting, but not by themselves representative of the state of Warmachine/Hordes as a whole. Please don’t consider them as anything else. Attendance Convention A grand total of 489 matches were played. 162 players played at least one tournament round. The maximum amount of games by a single player was 18. 23 people played 10+ games, 4 people played only a single round. The average player played 6.03 games in 1.49 tournaments. Tournament breakdown Blood, Sweat and Tiers: 26 players Flanks: 45 players Hardcore: 35 players Standard Issue: 43 players Death Race: 63 players Last Rites: 14 players Masters: 16 players ELO ranking An ELO system is often used in games such as Chess or Go, and creates a player rating that is adjusted by a number of points relative to the skill of their opponent, each game. If all Templecon players would start out at the same level, after the tournament the ranking would look like the following: It’s pretty interesting to note that Jamie Perkins took the top spot from Will Pagani only in the Masters finals itself. Faction Popularity 141 people played a single faction throughout the event, 19 people played 2 factions, 2 people played 3 different factions. That makes for 185 different armies. The armies were distributes across the factions as follows:   Faction # Armies % Armies Circle Orboros 22 12% Cryx 28 15% Cygnar 22 12% Khador 23 12% Legion of Everblight 22 12% Mercenaries 15 8% Minions 8 4% Protectorate of Menoth 14 8% Retribution of Scyrah 6 3% Skorne 14 8% Trollbloods 11 6% A slight preference for Cryx among, followed by a group of evenly represented factions, but Minions and Retribution were underrepresented. Faction Performance It is valuable to take a look at how the win percentage is distributed across the the factions. However, as the number of matches is quite limited to make a good estimate, the percentages are represented as a 95% confidence interval. Faction # armies ± interval Circle Orboros 50,5% 9,3% Cryx 59,5% 7,9% Cygnar 47,5% 9,7% Khador 48,7% 9,1% Legion of Everblight 41,6% 9,6% Mercenaries 46,0% 12,3% Minions 50,0% 15,9% Protectorate of Menoth 47,0% 12,0% Retribution of Scyrah 42,9% 18,3% Skorne 57,5% 11,3% Trollbloods 47,8% 14,4% Top Bracket Along with the average performance for the entire field of participants, we can contrast the performance of the top players, to examine peak performance. Only players with at least an average number of games were considered (no greater weight is given to competitions like the Masters, this is simply matches played and won, per player). Looking at the top 25% of players, are any factions better represented than others? Unequivocally yes, fully...

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