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!

Star Wars X-Wing Miniatures Game: Why You Should Play

Posted by on 9:00 am

Musefolk! Midsouth Gaming is proud to be cross posting a select handful of our articles here on Muse. This is John’s review of the Star Wars X-Wing Miniatures Game by Fantasy Flight Games.  SPOILER ALERT: It’s good! So, I bought Star Wars X-Wing Miniatures Base Game right after its release last year. I enjoyed it a lot, but I only played the Quick Start rules for the longest. At Warmachine Weekend, one of my friends was kind enough to get me a Y-Wing while we were there (my favorite ship). I played a bit more with it since then, but nothing serious. Well, last week while I was at my FLGS, I saw they had the brand new Millennium Falcon and Slave 1 in stock. I salivated for a while, and, thankfully, my wife was kind enough to allow me to purchase a Falcon. Now, if you know me from Warmachine, you know that the main thing that attracted me there was huge models, Colossals. Now, here’s this huge ship in X-Wing. I had to try it, and to do the Falcon justice, I would have to play full rules (and play Han Solo). So, I busted out the full rulebook and began to read as soon as we got home. That’s whenever I found out how good this game truly is. I’ve played a few practice games and demo games since, and I can say I’m hooked. The game is very simple to pick up and play, but tough to master (as any good game should be). It’s also chock full of some very cinematic moments. To visualize the ships zooming through space is awesome. To give you an idea, I’ve captured some great moments I’ve come across in my few games so far. Isn’t that awesome?! If your answer isn’t yes, I revoke your nerd card… give it back. I’ll be running some demos locally to get people excited about this game, but for all of you out there that can’t be here… here’s some reasons why I think X-Wing is awesome. Maybe you will agree with me. It is cheap. Base game costs $40 ($25 online), and most games are played at 100 points which equates to around 6 ships or 1 Huge ship and 3 ships or 2 Huge ships. That cost is gonna range from $60 ($40 online) for 2 Huge Ships, $75 ($50 online) for 1 Huge ship and 3 ships, or $90 ($60 online) for 6 ships. You can’t beat that in many other games. Also, the miniatures come painted out of the box if you’re lazy, but they would be easy to paint over if you want to. It is highly customizable. This one I didn’t know. A lot of complaints that I heard from people that just see the game is that you’re choices are limited since there’s a small amount of ships release currently. That is not true. Each ship comes with at least 4 pilots. On top of that, there’s the Upgrades System. Each ship comes with a set of Upgrade Cards. Most cards can also be used with ANY ship, not just the ones in that same box. Ships can get upgrades to different systems like their Astromech, their Co-Pilot, a Secondary Weapon, a new Talent, or even...

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At Home in Cygnar: Striking Gold

Posted by on 8:00 am

Musefolk! Midsouth Gaming is proud to be cross posting a select handful of our articles here on Muse. This series follows John trying to make Trenchers work in today’s Meta. You can catch up here.  Comment below to help John mold this list into a fully functional force. Last time, we had gotten to this point with our Trenchers list: So, here’s my Trencher list v2.0: Commander Coleman Stryker -Squire -Stormwall -Lightning Pods Journeyman Warcaster Rangers Trencher Commandos -1 Trencher Commando Scatter Gunner Trencher Infantry -Trencher Infantry Officer & Sniper -3 Trencher Infantry Rifle Grenadier And for the first time in this series of articles, I can tell you: I believe that we have struck gold. I would keep this list in mind if you want to try Trenchers because I have had some good luck against some really tough lists this week. It started with our first Trencher victory over Trollbloods in dice down (also known as “the store is closing… LEAVE”). I noticed quickly one thing, the Commandos are just getting better and better. In my first few games, the Commandos didn’t get to do much before getting shot up or jammed. This week, however, I read their card. No more getting shot up with Stealth, and PLEASE jam them so I can stab you and do 1 point guaranteed. So, after noticing this, I played the Commandos vastly different. Quick wrap-up of the games for the week: Trollbloods (victory), Retribution of Scyrah (victory), Skorne (victory), and Legion of Everblight (victory). The first two were against MSGers and the second two were my wife helping me test again, but needless to say, the Trenchers had a pretty good week. Against Trolls, the Infantry shined as they showed their versatility in shots by mixing up CRAs on heavies with regular shots on low armor infantry. This allowed me to clear out Fennblades and take control of the game. To be fair, the Troll player would have likely won if we could have finished the game, but at the point we were at, I had control. This was the last game where the Commandos didn’t live very long. Against Retribution, the Commandos were amazing. They deployed against max units of Sentinels and Invictors and held their own. Anatomical Precision cleared out the Sentinels while Stealth kept me from getting shot by the Invictors. Also, Stryker’s feat helped everyone to survive. This was also the first game where I nailed a perfect Earthquake from Stryker in the clinch. So, as a note, if a high priority target attempts to jam you, just simply Earthquake and win. Against Skorne and Legion, the results were similar. The Skorne list was the same as last time, and Legion was eThags with all of the beasts. Both games went about the same way, Commandos chipped at beasts before dying. Infantry CRA’d other beasts to death or almost death. Stormwall finished anything that made it to the final lines. Being similar lists, the strategy remained the same. I made sure to keep the Commandos away from Molik Karn this time, and things were a lot better. The Stormwall has proved to be as useful in this list as he is in EVERYTHING. I don’t have much to add on Stormwall that hasn’t already been said,...

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MoM’s Podcast #46 – A Warmachine and Hordes Podcast

Posted by on 8:58 pm

  MoM’s Podcast #46 — A Warmachine and Hordes Podcast Topics:   Time Stamps: 1:20 = News and Announcements 18:30 = Gargantuans Review Podcast: Play in new window | Download (Duration: 3:13:31 — 88.6MB)Subscribe: Android |...

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Road to War Episode 25- A Warmachine & Hordes podcast

Posted by on 7:46 pm

Road to War   This week we talk about Gargantuans!   Podcast: Play in new window | Download (Duration: 1:29:58 — 41.2MB)Subscribe: Android |...

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Epic FM Episode 5

Posted by on 3:44 pm

Episode 5 is here!! Includes reports and review of the UK’s biggest Warmachine convention – Smogcon 2013.   Time stamps; Smogcon day 1+2 – 1.39 Smogcon Finals – 1:08.00 Rampager – 2:00.18   We are launching a new feature – ‘List Doctor’. Struggling against a particular match-up or caster? Send us the list you are using and we will apply some Flail love to give you a fighting chance 🙂 Alternatively if you are struggling to build a list then just let us know your caster and we will put something together for you to try out! Send your lists to epic.flail.podcast@gmail.com   Enjoy,   Northy @yorkwarmachine Podcast: Play in new window | Download (Duration: 2:32:11 — 139.3MB)Subscribe: Android |...

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It’s Not Your List. It’s Not Your Faction. It’s You.

Posted by on 12:00 am

In the grim dark days of 40K, I played a ton of Space Marines. They were my first army when I was 15, and when I finally quit playing at 29, I was still championing a variant of them. Toward the end of that time, however, I started giving other factions a go. Codex: Space Marines was starting to get a bit old, and in Games Workshop terms, that generally means less competitive.  I didn’t want to simply switch to whatever was “the best” at the time though. I was looking for something that fit my play style, that built lists like I wanted and that I could win with. I spent the last 18 months of my 40K career swapping armies on Bartertown. In that period I played–frequently and competitively–Space Marines, Tyranids, Blood Angels, Imperial Guard, Daemons, Grey Knights and Space Wolves. Somehow, this was simultaneously the time I did best competitively, but felt the worst about my losses. Space Marines didn’t have anything special, Tyranids died too quickly when I played with a bunch of Monstrous Creatures, Grey Knight Terminator spam was slow and so on. I picked up the Khador starter box and Karchev in the middle of this (See, it is about Warmachine. You were worried, I know). I was dumbstruck by the clarity of the rules, the balance between the factions and the way the balance was maintained with new book releases. Both my love of 40K and my models were soon handed in for more Khador, but that feeling… trying to find something that fit my play style, that built lists like I wanted to, and that I could win with… never did. When I picked my first faction, I had a hard time deciding between Cygnar (for Darius) and Khador (for Karchev), so a few months later when I felt like Khador wasn’t pulling it’s weight, I switched to Cygnar; then Legion, followed shortly by Trolls; I picked up some Circle to demo to new players, then I had a short stint with Damiano and Steelheads before going back to Cygnar again right before the release of the Stormwall, followed a couple of months later by Protectorate; I dabbled in Gators, ran Shae with the full pirate boat, got Bronzeback envy and played a few games with Skorne and picked up Cryx long enough to run Gaspy2 and Terminus at a tournament. Every time I switched factions, I had a reason. A lot of the time, these reasons showed up immediately after crushing defeats. As Sam became a better player and started beating me regularly, it was clearly a deficiency in Cygnar pre-Stormwall. When Tarc Maylor and bobliness crushed me back to back at Wargames Con, it was because Trolls weren’t as competitive at the time as Khador and Circle. The few times Kreoss2 failed me–against Walter at Warmachine Weekend and against Brent the first time we went up to Fayetteville–it was because his theme force has limited access to Pathfinder. Every time I’ve lost late in a tournament against Hance, it’s because Trolls don’t have enough of an answer for incorporeal and Cryx in general. Throughout that period, I played top tier, ball busting casters and casters who were on the bottom rungs of their faction. I played jack walls and infantry spam. I played melee focused, ranged focused and combined...

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Review: Update on the Table War Display Tower

Posted by on 12:00 am

Musefolk! Midsouth Gaming is proud to be cross posting a select handful of our articles here on Muse. This is an update to the original review of the Table War Display Tower I did that you can find right here. It’s been just over a month since I reviewed the Table War Display Tower. I mentioned in that article that I was planning on getting custom cut steel trays from Shogun Miniatures. These things are a requirement in my opinion. First, the quality on them is bananas. I was afraid there would be a large gap of plastic on the edges before the tray. That wouldn’t be terrible, but it would mean that models on the edges would have to be rotated properly so that their magnets stuck to the tray. When I got them, however, they were perfect. I mean, perfect. The trays fit into the Table War shelves with no visible gap. They are the Tab B missing from the shelf’s Slot A. The additional space they create is where things really start to shine. Here’s one of my shelves with the 3 inset trays from Table War. With the models sitting directly in the trays–no washers, no prettiness–I can fit 20 small based models on a tray, which gives me 60 per shelf. That’s already awesome: That’s full Exemplar Errants and UA, full Holy Zealots and Monolith Bearer, full Temple Flame Guard and UA, a unit of Knights Exemplar, full Choir of Menoth, 12 solos and my man Kreoss1. That already makes each shelf equal to easily two Battle Foam troop trays. Now, if we subtract all of that extra space the borders of each unit tray take up, we get this: In the photo I’ve fit three heavy jacks on the tray as well as the same 60 dudes, but I could also fit another 10 man squad in their place. The first photo is as full as things can get–basically base to base across each tray. In the bottom one, there is a lot of room to play with. Similar to how I was able to fit more guys into the unit trays by having one smaller, offset line of guys (3 mediums, 3 mediums, 2 mediums, 3 mediums), I believe there is room for an entire offset row on this tray. Since it can hold 14 small bases across, I’d wager I could fit another 12 in that line. Why didn’t I for the photo? Because something more impressive happened when I was able to have those extra few inches of space back. I reduced the three, nearly completely full shelves I had been using to two shelves with a little bit of space left. In addition to all of those dudes, the other shelf has the Judicator, 7 heavy cavalry models, 3 Wracks, 3 light jacks, 3 heavy jacks, 3 casters and a couple of solos. It’s just madness. One of the fears I’ve had with it is traveling. They’re very upfront that this isn’t the kind of case you should fly with. That’s not a problem for me, but I do travel to regional tournaments and cons, which means hours in the back of the car. My Trolls survived just under 6 hours round trip a couple of weekends ago without a single problem. The more I use...

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Crucible Final Table Battle Report – Menoth versus Khador

Posted by on 3:56 pm

  Here is the battle report from the final table of Crucible 2 2013 in Orlando, Florida. This game took place after two SR tournaments where the top 8 of each tournament qualified for the Masters tournament on Sunday. Of those 16 players the 2 undefeated going to the top table were Adam Stewart with Khador, and Brian White with Menoth. Just a quick disclaimer, this game is from a third perspective, so I cannot speak for decisions made. I am also going on memory, so I will get the overall events of the turn, but I will not have good specifics. First off the lists: Brian White’s Menoth List 1: Harbinger -Devout Avatar Min Choir Daughters Knights Exemplar Max Vengers Nicia Vilmon Paladin Covenant Vassal Anastasia Saxon List 2: Feora2 -Vanquisher -Reckoner -Judicator (bonded) Max Choir Max Flameguard + UA Vassal Vassal Mechanics Wracks Reclaimer Eiryss2 List 3: Severius2 -Blessing (bonded) -Reckoner -Reckoner Min Choir Daughters Max Zealots Roven Vassal Vassal Reclaimer Wracks Kell Gorman Eiryss1 Adam Stewart’s Khador List 1: Sorcha2 -Conquest (bonded) -Sylys Joe Eiryss2 Min Battle Mechanics Max Assassins + UA Widowmakers Max Winterguard Infantry + UA + 2 Rockets Aiyanna and Holt List 2: Butcher1 – War Dog – Conquest Gorman Saxon Harlan Versh Min Mechs Doom Reavers + UA Max Iron Fang Pikemen + Black Dragon UA Max Assassins + UA List 3: Sorcha1 -Behemoth -War Dog Eiryss1 Kell Reinholt Doom Reavers Great Bears Max Assassins + UA Widowmakers Max Iron Fang Pikemen + Black Dragon UA The tournament was a masters format and each player had to use each list once. Adam was in the position that he played every list already (defeating the previous days winner to play at the top table). Brian was locked into Sevy2. First the table, this game was played on a cool looking custom table themed towards the event: Both players set up, Adam won the roll to go first: Adam ran forward with Sorcha Boundless charging conquest and putting Iron Flesh on herself. The Winterguard spread around the conquest with the Assassins making a play on the left side. Brian runs forward and gets into position. Adam moves up, throws some shots into Brian’s army. Conquest takes a shot at Blessing, but Brian negates the damage. The Assassins run to engage. Brian says that he doesn’t feel comfortable with the attrition game and decides to go after Sorcha. After his army clears up some charge lanes, Sevy casts awareness and  both fully loaded (Reclaimer fed the other one) Reckoners assault Sorcha. Each needing a 12 to hit (due to Iron Flesh still on Sorcha, and to Adam’s gratefulness, both miss.  Also, Gorman black oiled Conquest. Brian was also smart to use judicous use of Enliven, which put Adam in a bad place, with his ability to constantly threaten that assassination. During this turn, I believe Sevy did pop his feat, and assassins got to run into Creeping Barage, for Menoth, which is also how Gorman got unengaged from the assassin that was tying him up. With Conquest not being able to advance, Adam threw as much damage on Brian’s army as possible, thankfully Gorman was a casualty. Adam did run Eiryss2 within range of one of the Reckoners to mess with his focus allocation. He...

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Bringing the Retribution: On Eagles Wings

Posted by on 12:28 pm

Today, I want to bring up Retribution’s latest star: Epic Vyros. While our favorite elves may not have won Colossals, they did come away with a decent epic caster. At first look, I wasn’t so sure about this guy. Yes, he was on a horse but he didn’t have anything that made him stick out or give him a huge WOW factor. The feat was the most peculiar part. I mean, why let your guys move if they weren’t immune to free strikes? But being the first to go epic caused a more critical reception then I think an entirely new caster might have gotten.  After all there are so many casters who have amazing epic versions (not to mention that a certain double epic in the Colossals book was straight crazy good for their faction.) But after looking over him and, I’ll admit, listening to some theory machine I am now onboard for the Incissar. With my tax money paying for everything I felt I needed to run a proper EVyros list, I decided to start running some lists through the paces. This first article consists of mainly of theory machine.  First off, lets look at Epic Vyros himself and what he brings to the table. The Man, The Legend, The Double-Barrel Sword Shot Gun   The one thing that I glossed over when initially looking at Vyros was his stats. After listening to a few people talk about him and taking a look around myself, I realized that Vyros has some of the best stats for a warcaster in the game. He has moderately high DEF of 15 but an incredibly high ARM 18. Being a heavy cavalry model, Vyros is fast. His MAT is also decently high with an average ranged infantry unit RAT. At focus 6, he is not a necessarily a spell caster. In fact, his control range is probably his greatest weakness. But the rest of the states more then make up for it. Even without camping focus, Vyros can still stay up near the front lines where he needs to be. He is not invincible in anyway, especially since most enemies can draw line of sight to his large base rather easily. But he is not going to die to a stiff breeze the way that Rahn would. This also means he can do some work of his own. With a reach magical SWORD GUN, Vyros can lay down the pain if need be.   As far as abilities are concerned, it seemed like Vyros had an eclectic mixed bag of tricks. He inspires Dawnguard not to run away and is still accompanied by his helpful eagle buddy, Mr. You-were-much-bigger-in-my-prime-version. Both of these are par for the course of someone who is Incissar. Shifting over to his spell list, you find some old favorites. Vyros includes Easy Rider and Deflection, both very interesting spells for Retribution. Neither of these seemed particularly great to me when I first looked at them. Of course I could see their uses but nothing stuck out as OMG BROKE! Vyro’s spell list also includes Synergy. This spell seemed immediately useful to me. Our jacks are both pillow fisted and have average MAT.  Synergy gives them a way to increase both of those stats. However, it too didn’t...

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Thinking outside the Killbox! Part 2

Posted by on 1:11 am

Hello again, So after my last article of ‘Thinking outside the Kill box’ I’ve since played in the first round qualifier of the Aus super series.  Super series (for those who don’t know) is a similar beast to WMW.  The primary exception is that due to the nature of Australia and the distance between population centres here there are a number of qualifiers which lead to the finals at the end of the year. That being said, the Brisbane heat had ~32 players attending, interestingly enough of the group there were only five hordes players.  The day started off badly for me as I’d spent the previous evening agonizing a little about my second list between copious rounds of BF3.  So when my alarm went off in the morning I hit snooze and as so often is the case the next thing I knew it was half an hour later and I was running around like a mad hare to get everything organised on time.  Instead of the relaxed morning I had planned it was all hectic.  I finally got there with a minute or two to spare and felt very relieved hearing that I’d gotten the bye for round one as it would let me wake up fully and grab some brekkie.  Not a minute later though the plan had changed and I was paired up. I ended up fielding E Makeda as my second list mostly because I was worried about the ability of Morghul to adequately deal with Colossals outside of blinding them.  The Morghul list I fielded is similar to one I’ve been testing quite a lot except at the last minute I subbed out the Gladiator and Saxon for a Rhinodon and a TyCom.  The reason for the swap was that the TyCom gives so much versatility between the +2 move on Morghul and the reveille to stand up the Nihlators as required not to mention being a fairly hard hitter himself.  The Rhino was more of a concession that ii had 7 points rather than 8, and in saying that he also brings some fairly interesting things.  As Morghul has Ghost Walk, rush is not nearly as important in the list and something that I felt was important was the ability to clear large sections of space – something that the Rhinodon is capable of doing despite his low mat and pow. E Morghul +6 E Makeda +5 Archidon 7 Molik Karn 11 Rhinodon 7 Bronze back 10 Cyclops Brute 5 Gladiator 8 Aptimus Marketh 3 Cyclops Shaman 5 PG Task Master 2 Will Breaker 2 Totem Hunter 3 Tyrant Rhadiem 5 PG Beast Handlers 2 Venator Slingers 6 PG Beast Handlers 2 Cataphract Cetratii 8 TyCom 3 *Tyrant Vorkesh 3 Bog trogs 5 Slaughterhousers 6 Total 55 Nihlators 8 Total 56 Basilisk Krea 4 Agonizer 2 Void Spirit 2 Basilisk Krea 4 Void Spirit 2 Razor Worm 4 Void Spirit 2     Round 1: Chemical reaction; Luke Van K – Retribution, Ossyan Ossyan, Banshee, Hypnos, AFG, 2*SFA, 2*Arcanists, Battle Mages, Aiyana and Holt, Artificer, magister I Picked EMakeda This round was a bit of an anti-climax for me as I’d been doing a lot of testing against Luke over the last few weeks and was hoping to play outside my local...

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