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!

Chewin’ the Fat 6

Posted by on 3:56 pm

Tournament results! Ahem… Let me start over. For those following these articles you’ll know that I’ve been preparing for a tournament for the last couple of weeks. There ended up being 21 players total and 5 rounds which was great fun. The last couple of articles are linked below for convenience: I ended up going for a Caine2 list very similar to the one mentioned in article 4 and a Haley1 list identical to the one listed in article 5 with the small exception of the reinforcements being a Minuteman and 2 Stormsmiths: Captain Allister Caine                                +5 –       Ol’ Rowdy                                                9 –       Squire                                                      2 6 Boomhowlers                                           6 10 Horgenhold Forge Guard                     8 6 Rangers                                                      5 Lady Aiyanna & Master Holt                     4 Rhupert Carvolo                                          2 Reinholdt, Gobber Speculator                   1 Journeyman Warcaster                              3   Reinforcements: Minuteman                                                   5 Gorman Di Wulfe                                         2   I did take pictures of every round of all the games and can post up more if people want. As it stands this post is quite long so I put one photo in from each of the 5 games showing what I consider the pivotal turn of that game. So, without further ado, lets begin:   ROUND 1: In Round 1 I get matched against Becky Barton with Circle. Her lists are Kromac and Krueger2. It was around this time that I realised that Krueger2 trumps a lot of my tricks, especially with the scenario lined up as Incursion… Krueger the Stormlord                                +5 –       Ghetorix                                                   11 –       Megalith                                                  11 –       Gorax                                                       4 6 Tharn Bloodtrackers                                5 – Nuala The Huntress                                 2 Shifting Stones                                            2 – Stone Keeper                                             1 Shifting Stones                                            2 Gallows Grove                                              1 Gallows Grove                                              1   As expected the matchup was Krueger2 vs. Caine2, mainly because my Haley list had absolutely no game against Storm Wall. I won the roll off and decided to go first. We both set up quite centrally and turn 1 begins. I decide to go fairly strongly towards the left hand flag to try and focus my power with some stuff moving up relatively slowly towards the right. I throw out all of my upkeeps, Heightened Reflexes on Boomhowlers, Blur on Rangers, True Shot on Caine and Arcane Shield on Forge Guard. She advances fairly solidly down the middle and the left flag disappears… Wonderful. At this point, with the left hand flag gone, I realise that I need to go all out into the flags to avoid auto-losing to Kruegers Feat. I Magic Bullet a Ranger and then they shoot the Bloodtrackers opposite with the Magic Bullet going into Nuala and taking her down to 1hp. The rest of my army runs right into the middle of the board expecting the lack of attacks from the opposing army to struggle taking me down and Ol’ Rowdy moves up in front of Caine and uses Imprint: Grudge (for the first time ever). Becky decides to take the bait and double teleport a Primaled Ghetorix into Ol’ Rowdy. At this point we later discovered that I cheated which is a shame… Ghetorix hits Rowdy and then I used Grudge (rather than wait until after his full activation as you are supposed to do)...

read more

MoM’s Podcast #31 – A Warmachine and Hordes Podcast

Posted by on 1:00 am

MoM’s Podcast #31 Topics: 6:15 – News and Announcments 23:00 – Theme Forces 55:05 – Muse on Mail 1:39:45 – SR 2013         Podcast: Play in new window | Download (Duration: 1:49:52 — 50.3MB)Subscribe: Android |...

read more

TheEmu’s trip to Polish Masters

Posted by on 7:25 pm

I’m a 23-year-old student from Finland, totally hooked for WM/H. For long time I’ve been wondering if I had something to say here, but this tournament/”Long weekend in Krakow” report was the final push to get registered. This is a report about our trip to Krakow (Poland) for Polish Masters. We also took a couple of days to get to know the city a bit. If you’re not interested about our tourist adventures, just read the “Pre-tournament” and “Polish Masters” parts of this article. Any comments and critisism is more than welcome as this is my first longer article in the interwebs. Hopefully you’ll enjoy reading this!     Pre-tournament A group of Finns, specifically five from Turku (southern Finland, near-ish to the capital city of Helsinki) and one from Oulu (waaaaay up from north) decided to travel to Krakow for the Polish Masters on November 17th and 18th. We had first heard about the tournament in June when the Poles were visiting our tournament (the Nordic Open Tournament) in Turku. They were awesome guys and we heard Krakow was an excellent city to visit so why not? I’ve been playing Cygnar for quite some time now. Before the OETC I came up with an eStryker list I really love, but I was not totally happy with my eHaley list there. I came up with the idea of eHaley pirates and the list duo was born: System: Warmachine Faction: Cygnar Casters: 1/1 Points: 50/50 Major Victoria Haley (*5pts) * Thorn (8pts) * Centurion (9pts) (Bonded to Haley) * Squire (2pts) Press Gangers (Leader and 9 Grunts) (6pts) Sea Dog Crew (Leader and 9 Grunts) (8pts) * Mr. Walls Sea Dog Crew Quartermaster (2pts) * 3 Sea Dog Crew Riflemen (3pts) Anastasia di Bray (2pts) Bosun Grogspar (2pts) Doc Killingsworth (2pts) First Mate Hawk (2pts) Gorman di Wulfe, Rogue Alchemist (2pts) Journeyman Warcaster (3pts) Lord Rockbottom (2pts) Rhupert Carvolo, Piper of Ord (2pts)   Reinforcements: * Charger (4pts) (Controlled by Haley) * Charger (4pts) (Controlled by Haley) Alten Ashley, Monster Hunter (2pts)   and System: Warmachine Faction: Cygnar Casters: 1/1 Points: 50/50 Lord Commander Stryker (*6pts) * Stormwall (19pts) (Bonded to Stryker) * Squire (2pts) Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts) * Arcane Tempest Gun Mage Officer (2pts) Black 13th Gun Mage Strike Team (4pts) Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts) * Captain Jonas Murdoch (2pts) Field Mechaniks (Leader and 3 Grunts) (2pts) Archduke Alain Runewood (3pts) Journeyman Warcaster (3pts) Stormsmith Stormcaller (1pts) Stormsmith Stormcaller (1pts) Stormsmith Stormcaller (1pts)   Reinforcements: * Charger (4pts) (Controlled by Stryker) * Charger (4pts) (Controlled by Stryker) Captain Arlan Strangewayes (2pts)   The idea behind the eStryker list is to stand back and shoot everything dead, until there is only eStryker vs their caster (which is when you win). It works out quite well as long as you’re being winning the shooting competition and not losing to scenario. Incursion and other “rush to the middle” scenarios are really bad for this list but it enjoys Gauntlet, Process of Elimination and the like, where I can just stand at the back edge of the area and blast with guns. Also two covering fires and magestorm to deny movement from closing troops. So I needed my other list to...

read more

Beginners: Matchups to Watch For

Posted by on 6:10 pm

This is the first in a planned series of two articles, aimed at those that are relatively new to the hobby and expecting to play in a tournament soon (or have played only in local tournaments). My hope is to ease the transition into competitive play, since your first tournament can often feel a bit like the transition below…. This is what veteran tournament players see when you enter the room The aim with these two articles is to identify the most common ‘problem’ lists that you’re likely to encounter in any given tournament. Lists that you really need to have some plan to deal with. These are also (for the most part) lists that I expect most people lost to the first time they played against them, since each of them has a very distinctive style/capacity that will quite simply kill you dead if you don’t know it’s coming. Some of them will still often kill you dead even when you DO know they’re coming. This first article deals with just the Warmachine side of things, you’ll have to wait a week or so for the other half since I’m new to this blogging thing and it takes me forever to make one of these posts. So without further ado, lets kick things off with everyone’s favourite…. THE PROTECTORATE OF MENOTH Star Player: The Harbinger of Menoth Aint nobody keeping her down….wait1 Most commonly seen with (at the moment) reckoner(s), redeemer(s), Battle engine and/or avatar. Generally with errants in front. Often with a variety of solos. My recommendation: Don’t play circle. What she’ll do: -She has a bunch of abilities that, if you’re new to the game, will not seem fair. Dont worry, they dont get fairer once you gain experience. I wont list everything she does that is annoying, but the following is a short list of things to be aware of: -Awe: If you are within 10″ of her and living, you get -2 to your attack rolls. -Martyrdom: If you kill something (a warrior model) of hers within 10″ of her, she can take 1d3 damage in order to keep it alive. She can do this indefinately. So dont depend on killing any individual model within 10″ of her, if the game depends on it then it wont die. -Purification: She has the spell of spells. It will remove all your upkeep spells and animi. It does not remove non-upkeeps like batten down the hatches, which is a small mercy. -She cant be knocked down. Dont ask me why. I like to hum the chumbawumba song in my head when I think about it, that way I smile instead of crying. -Feat: Her feat will completely and utterly lock down your single wound models. Be aware that, for scenario play, there will be a turn in which you simply cant move your infantry, plan for it. -She will use martyrdom, plus other Menoth abilities6 to stop all of your favourite abilities from triggering. Sprint is the particular one that I fall for every time. What you should do: -If you can get her to martyrdom with cheap shots, do so. She is on a large base, so you can get line of sight to her surprisingly easily. Most of the games I’ve won against Harby...

read more

Baffo’s colossal ideas (part 2)

Posted by on 9:08 am

Once again we are talking sketches and conversion ideas for colossals. This week we will brainstorm on concepts to personalize the last three huge based warjacks from the latest Warmachine book (Galleon, Judicator and Hyperion). Admiral Hook (aka Bart’s land battleship): Let start with the Galleon: both the model’s name and decorative details give off a strong naval feel (especially the right hand side shoulder pad that looks like the prow of a ship), so I tried to build upon that concept (this conversion could represent Broadside Bart’s personal colossal…). The first change that came to mind, when I first saw the concept art of the Galleon, was switching the trident for an anchor (mainly due to the bit where the chain links to the harpoon). Next I wanted to accent the asymmetry in the composition by keeping the original battery of deck guns on the left hand side of the torso and converting the right side to carry torpedoes/rocket pods. Since I am a megalomaniac, I also added one of the secondary guns from the Conquest on top of the right hand side shoulder (so that it looks like the front of a modern battleship) and mounted some extra torpedo launchers on top of the left shoulder… That seems something Bart would do, right? After that I started thinking about ways to change up the cargo claw and ended up with a hooked claw. Finally I wanted to modify the head a bit and went with a mechanical Popeye face, with two different eyes (one squinting) and a ‘proxy smoking/exhaust pipe’.   Scrapheap (aka Magnus’ custom colossal): For this concept I wanted to ignore/remove the pirate-y feel from the jack and make it look more like a scratch built custom colossal (the kind of thing Magnus is known to do…). The first thing I thought of converting for this was the cargo claw: I wanted something more like an excavator dozer claw (or alternatively a wrecking ball, but that might create confusion about its rules…). Proceeding with the scrapyard theme, I decided to switch the trident on the harpoon with a ‘rocket propelled scrap metal crane claw’; I imagine it being shot at the enemy, using the rocket boost to fly further (remember pMagnus has Snipe), clamping down on its target and dragging it in, to be smashed in melee. Next I wanted to do something different for its secondary batteries, since the original deck guns look very much like cannons on the broadside of a ship. As you have seen in my past articles, I like rockets and so does Magnus (proudly fielding multiple Renegades since Mk1) therefore I loaded up this colossal with as many missiles as I could fit, much like I did with Katyusha. To remain consistent with the ‘bogged together’ feel, I thought it best to keep the left and right side of the torso (and extra rocket pods on the shoulders) asymmetrical. I gave it an ‘armored loin cloth’ like the one on Magnus’s model, just to add different bits from the original… The last detail that needed some work was the right hand side shoulder, since that detail gives the most maritime vibe. Looking at the Mangler’s shoulder pads I realized that, if I added some extra layers of armor plates...

read more

Team ATL: Trollbloodscast

Posted by on 10:23 pm

Hello everyone. Here is our trollbloods podcast. Sorry about the whistling breathing. I hope this is useful to y’all. Podcast: Play in new window | Download (Duration: 2:07:57 — 117.1MB)Subscribe: Android |...

read more

Crippled System Podcast – Episode 1

Posted by on 10:35 am

Our First Episode – Train wreck Hosts: Andy Welton & Nathan Hoffmann Guests: Brian Giese, Jeremy Schea, Katie Schea Honorable Mention: Jeff   We chat about WMW, some Who’s the Boss?! Borderlands 2, and random recommendations. Podcast: Play in new window | Download (Duration: 51:54 — 35.6MB)Subscribe: Android |...

read more

Unloved Swans: Constance Blaize

Posted by on 4:19 pm

  I’m not sure whether I should introduce myself or not, but if so, my name is Merlin and I want to write about models that don’t get enough love in Cygnar. I’m planning several more articles already, but I can tell you now that Triumph really is that bad and don’t expect me to say otherwise. My first tactica on unloved swans is dear to my heart, as I’ve been playing Constance Blaize (mainly in Cygnar) since she was released both in and out of tournaments, and I win a lot of games with her. Constance Blaize is generally reviled by Cygnar players as a faction warcaster. “She’s better as a Merc,” “She needs cheap, reach infantry,” and “mercs got two warcasters in Wrath and Cygnar got none” are all common cries on the PP forums and elsewhere. I disagree. Further, WWF wrestling legend and warmachine paragon Hacksaw Jim Duggan recently claimed that Constance (admittedly in mercs) had a boring playstyle on The Road to War podcast. I don’t necessarily disagree there, but in Cygnar Constance has a lot more options than she does in mercs, which diversifies her playstyle and adds some depth to her game. I think she’s got some game in the bully-style of focus campers like the Butcher and Terminus, though to a lesser degree and with a few caveats. Let’s get some general overview out of the way real quick. The Warcaster Stats She’s not exemplary in any particular stat. Her stand-outs are an above-average defense split favoring the armor side and a decently powered reach blessed magical weapon.  She. . .doesn’t have a gun. Which is weird for me. Apparently she’s not as NRA as the rest of Cygnar. “Disruptor Pistols don’t disrupt warjacks; people disrupt warjacks.” Rules Flank is the standout, increasing her MAT to Butcher level and making her a weapon master with that blessed spear (she is not as butch as the Butcher; more on this below). She does inspire Morrowan models around her, so I can play a relatively fearless list, which is pretty sweet in Cygnar. Random command failures can ruin a good game. Spells Flashing blade with her weapon can be a money maker if she is able to get into the thick of things. Careful evaluation is required to keep her safe, but if she can keep some camp and Arcane Shield up she can do some damage, and sometimes to multiple models. The spell is best when spending one focus buys multiple attacks, or when Blaize needs to thresher models before charging in. She gets herself unjammed pretty easily with it at least. Take care when considering sending in the clown. Constance seems like she can anchor a piece trade for heavies, but if the plan is to keep her safe with camp then it’s a risky proposition at best. Armor 18 heavies go down pretty easy. Armor 19 or 20 is a different matter. Dire trolls under the Krielstone are a problem. When she’s at dice -7 or 8 instead of dice-5 it’s going to take a lot of focus to kill a heavy unless it’s already pretty hurt. If it’s cherry and she’s only got her normal loadout then she might not kill it at all. And then she’s also exposed up...

read more

Secrets of the True Law – Assembling the Protectorate Gunline, Part 3

Posted by on 7:53 pm

In my previous article, I gave an overview of the kinds of support that truly enable the protectorate gunline. Now that we’ve got a good grasp on the models that form the core of the lists, let’s start arranging some battlegroups. You’ll note that these are caster-independent and generally do their own thing without too much help – which is part of what makes them so good. Anything that does its job without needing a warcaster to enable it is a great deal – and it lets you focus on adding elements that your warcaster does enable. Friends with Benefits – Reckoner, Redeemer, Choir (Minimum), Vassal Simple and effective, this battlegroup is great for Warcasters who can rely on their Infantry for armor cracking, such as Vindictus or eKreoss. It’ll demand 4-5 focus a turn, but you’ll enjoy every minute of it. For all its strengths the Reckoner doesn’t deal very well with Stealth or masses of infantry. However, the Redeemer can cover those weaknesses by tossing out three templates a turn. The Redeemer also greatly appreciates Flare, which can bump its effective RAT up to 7 after Battle and Aiming. Being able to turn even the Inaccurate Redeemer into a legitimate and deadly armor cracker is a huge boon. Menage a Trois – Reckoner, Redeemer, Choir (Minimum), Vassal, Vessel of Judgment, Vassal Mechanik (he likes to watch) If you’re looking for more firepower but don’t want to invest any extra focus, this is your go-to. This combo is similar to the one below in terms of versatility, but without the extra focus investment. You also get the bonus of the “Vessel Bunker” to protect your Warcaster. pKreoss particularly likes this setup, as he has plenty of things he likes to do with focus, wants plenty of powerful ranged attacks, and appreciates having somewhere to hide in the middle of the field. Be mindful, though that this “battlegroup” has some of the lowest melee potential, so bring something that’s hitty in melee. Happy Family – Reckoner, Vanquisher, Redemer, Choir (Minimum), 2xVassals If you’re looking for a do-it-all Battlegroup, this should be your starting point. While relatively focus-hungry, this battlegroup can and will eat a heavy warjack from a comfortable distance, while remaining plenty capable of clearing out infantry and extremely capable of delivering a beat-down in melee. Everything’s better with Twins – 2xReckoner, 2xRepenter, Choir (Maximum), 2xVassals – Ideal as a second line, this battlegroup can deal with a variety of threats while being relatively cheap and a very low strain on the warcaster if you’re willing to let the Repenters do their thing without focus. Twin Flamethrowers with Vassal support are a very bad time for any Infantry, and twin Condemnor Cannons will put the hurt on heavy armor quick. Don’t discount the Flamethrowers agianst heavy targets, either – two boosted POW14s (at effective RAT9 after Flare) are a great way to take out that extra column or two. These are just some examples of battlegroups that have a good amount of synergy and cover a lot of bases between them. These don’t have to be your only warjacks, they simply form the core of your “gunline” and allow the other elements of your list to shine. Of course, it’s still likely that your opponents will take the...

read more

MoM’s Podcast #30

Posted by on 2:49 pm

MoM’s Podcast #30 Topics: Intros News and Announcements 13:00 – Warmachine Weekend Experiences 1:12:45 – Muse on Mail 1:31:00 – Warmachine Weekend Shout Outs         Podcast: Play in new window | Download (Duration: 1:53:57 — 52.2MB)Subscribe: Android |...

read more