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!

Running the Gauntlet (Part 1)

Posted by on 10:53 pm

  Hi there, So I’m sitting down at a Starbucks in the Westfield shopping centre at Chermside as I am won’t to do on a friday afternoon and in my head I am recounting last nights bout of War machine… The Gauntlet is the penultimate event on the Australian Warmachine calender being the last chance qualifier into the Super Series final. The SS final is equivocal to the Warmachine weekend masters in that it is a strictly invitational event. This is the second year it’s been run and the first was a great success in my opinion with this year set to eclipse it not least of which because it has been granted Masters status from PP. Last year i was able to qualify in the first heat, and broke even in the main event, this year however, due to work I wasn’t able to enter my home state qualifier, luckily though i had enough frequent flyer points to travel to two of the other heats, and just missed out both times. So the foundation laid, this is about my Gauntlet approach and how I intend to beat it, and subsequently to duke it out for the ultimate prize :). I spoke about thursday nights, which is typically gaming night in sunny Queensland. It’s the one night a weeke where I get to test lists and ratify alterations or try new combinations. One of the problems that I am currently facing though, is that my expectations are not translating into performance. This is leaving me with something of a disenfranchised taste towards my faction, which for those of you unfamiliar with me is – Retribution. One of the problems I think I am having with this respect is that Retribution has this incredible upper potential, with abysmal lower potentials. Essentially, whilst they are capable of performing excellent feats they are almost entirely unreliable and to my mind have a very low degree of reproducability with their results. Key to this is generally that their prime attacking traits are a pip lower than would make them reliably dangerous. Key examples include the MHA (Mage Hunter Assassin), MHSF(Mage Hunter Strike Force), BM (Battle Mages) and non unique heavies. As far as the Mage Hunters are concerned I personally feel that whilst the MHA would be unbalanced at 8 MAT, at 7 it is too unreliable to achieve consistent goals. Retribution, pays far more for the prevalence of arcane assassin than it would with the presence of applicable buffs. The problem though is that there is so much ‘buffage’ which is non magical that the presence of arcane assassin, doesn’t account for base traits that are creeping ever higher and non-magical buffs. The other great problem that I find with retribution is they have almost no staying power. Despite what the Internet may say, whilst being great Halberdiers are neither an excellent attrition piece, nor are they particularly tough and hard to move. Our other line infantry fall into the trap of having what I think i heard referred to as ‘murder stats’, that is 12/15. There are only a smidgen of ways to buff those defensive traits and more often than not (In my experience) the bridge between 13 and 15 defense for a unit dedicated to attacking you is almost...

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Road to War Episode 17

Posted by on 7:32 pm

Road to War   This week we talk about Warmachine Weekend. Podcast: Play in new window | Download (Duration: 1:42:17 — 46.8MB)Subscribe: Android |...

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Starting from the Beginning

Posted by on 12:48 pm

Alright, I thought it was only fair to provide at least a short1 introductory post before jumping right into the articles I’m interested in writing. My name is Colin, some of you have met me and many of you will have read a post or two by me under my forum name “bobliness”2, a smaller number of you have probably met or seen me at a tournament/convention. I’m generally the only Australian (Chunky excluded and no, despite there only being 8 people in Australia, he and I have never met) and I stand about 6’5”, am going bald and have a beard… I find it difficult to blend into a crowd. It’s like “where’s Waldo”, only he’s right there…and isn’t wearing red.10 My “past”: I played warhammer 40k primarily for the last 15 years or so (but who’s counting right?) along with varying smatters of other GW games (Bloodbowl in particular but mordheim and others) plus the obligatory D&D. I played Magic for a brief period in my youth and a slightly longer period online in my….later youth? I didn’t start out as a competitive player, but over time I found that the aspects of every game that I enjoyed the most tended to be: -List/deck/army building to create unusual combinations that others didn’t favour -Making combinations work in games -Tactical play during games based around movement or timing -Playing to objectives/missions Over the last two or three years I realized that within the 40k universe there wasn’t actually that much variation left that I could try with any degree of success against competent opponents. I played Eldar primarily and eventually settled on a list that I simply couldn’t really improve on outside of minor tweaks for differing tournament scoring systems. I figured at first that this was primarily an Eldar problem (Old codex and all that) but it wasn’t any better in my chaos space marines (who didn’t even have ONE competitive build, let alone several), taking unusual/quirky lists with either was an invitation to the opponent to just tear you apart. I started yet another army (blood angels) to play the less-played (competitively) of their lists (jump packs instead of vehicles) and realized almost immediately that once again there were very few actual variations in the list. You could change one type of jumper for another, or swap out a character or two, but it made little to no difference in play-style and tactical options. I had played the competitive scene in my hometown (Perth,Australia) as much as I could and had a lot of fun, but I felt like my success/failure was heavily determined by my army and the tournament scoring/scenarios, which were a patchwork, varying from objective heavy to kill-point/victory-point heavy, sometimes within the same tournament. I don’t necessarily have a problem with a variety of types of missions in a tournament, but ‘surprise’ missions don’t forge a competitive environment (merely an angry one generally) at the best of times and unfortunately, within 40k, there are a lot of armies that simply can’t compete in one or more types of scenario. When the TO goes “Hey guys, this time it’s elites are worth double kill points, their transports too!!” you can actually feel certain players die a little inside. In short3, I felt I’d gone about as far...

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Cheat to Win

Posted by on 12:35 pm

Hello everyone and welcome to my guide on how to cheat your way to win.  You’ve probably read a lot about sportsmanship in Warmachine and Hordes and I’m here to tell you that under the right circumstances, that’s rubbish.  Cheating your way to the win is far more reliable and certainly a more satisfying way to go.  Don’t like the way your dice keep letting you down?  Just reroll them.  Think your character jack is a chump next to the other guy’s faction?  Just go ahead and use it.  Why the heck not?  It’s all about winning. You’re probably thinking to yourself, “What is this guy going on about?  Clearly too much superglue sniffing going on.”  Well actually, everything I said is true, and even acceptable, provided you are at a Foodmachine event!  At Foodmachine events, you are encouraged to cheat your way to the win in the interest of donating as much as you can to your local food charity.  It’s a win-win situation.   Hopefully you’ve heard a lot of the promotion around Foodmachine already, but in short, Foodmachine is the Warmachine/Hordes community’s annual canned food drive.  This is the 7th year that Privateer Press gamers around the world have held Foodmachine charity events combining their love of gaming with their desire to help the needy.  We ask gamers to put on events between November and December each year which means we are in the thick of it right now.  We need a lot more events to be put on though, so if you don’t have one scheduled in your area, why not put it on yourself?  It’s easy, trust me! If you go to you can find all the information you need to understand what Foodmachine is about and how to get involved.  We have a sweet rules pack that you can download  that walks your through the process.  Find reading a chore?  No problem – we have a video that explains it all.  Prefer being social?  Just visit our Facebook page and start talking with other charity-minded gamers.  Baring that, you can email us at and we’ll help you along every step of the way. In addition to contributing to charity and feeling really good about yourself and your hobby, there ae some goodies to get competitive over. Prizes To bodge Foodmachine up to Page 5 standards, Privateer Press has again stepped up as they have in years past with prizes to help recognize the donations.  They will be designing custom vinyl banners with their artwork and the names of the winners of each prize category of Foodmachine.  Those categories are: • Most cans donated overall • Most cans/player • Single largest individual donating Additionally, the group that donates the most cans overall will win the traveling Foodmachine trophy: Email your results to so we can keep track of how many events were held and how many cans we collected.  For scoring purposes, one “can” is defined as something around 12-14 ounces (350-400 g).  The event organizer can count a can as worth 2 “cans” if it is big or small cans as only half a “can”.  [To encourage people to bring food other than canned vegetables, you might also count each meat-based can as 2 cans for the purposes of cheating.] It’s really great to see the numbers going up...

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Proteus Conundrum Part 2

Posted by on 2:54 pm

The Proteus Conundrum: Part 2 Welcome back to the 2nd part of the Proteus Conundrum. First, I will briefly touch on what was discussed in the first article: • Proteus’s damage output compared to the Scythean • Risks involved when charging models at max threat range This segment will explain how Proteus interacts with each of Legion’s warlocks and which ones will give you the most incentive to include Proteus in your army. I played at least five games with each warlock to get an informed understanding of his utility with each caster, or lack thereof.   Absylonia Absylonia has everything Proteus needs in her spell list to tackle a range of different elements. Carnivore assists Proteus when it comes to dealing with high defense living models that typically have lower armor values while unbuffed. Conversely, Forced Evolution increases his damage output to deal with high armor targets. In both situations I have experienced positive results with Proteus due to the extra fury point over our other heavies in combination with the two spells above. If Proteus can hit on the drag attack without boosting or can get into melee with all of his initial attacks, his damage output will increase due to the sheer volume of melee attacks he can output. Playing God helps with this as it can help mitigate the risks involved in charging at max threat range in order to drag the target into range of his two higher POW initial attacks. Heighted Metabolism came into effect during two games by allowing me to prolong my feat turn by snacking on infantry models to help heal my warbeasts. On the downside, Absylonia would rather have Forced Evolution on a higher defense warbeast like an Angel or Typhon. As the game unfolds, Proteus may get Forced Evolution to assist with destroying higher armor models in conjunction with an Angel, but that has hardly been the case in my games. First and foremost, I value the safety of my Angel because of the impact it has on the game. My opponent is forced to deal with it. Both times I’ve dropped Forced Evolution off of my Angel it was promptly removed. Pros • Absylonia has a spell in most situations for Proteus to utilize • Heighted Metabolism can help prolong your feat for a round against the right builds Cons • Absylonia’s spells always seem to end up on models that can make better use of them Grade – B   Bethayne Bethayne has multiple upkeep spells that Proteus can make use of. Carnivore stands out as the biggest for him as it assists with his lower MAT. Ashen Veil is okay, but will rarely be cast on Proteus. One interesting combination I used with Bethayne and Proteus was using Gallows to pull key models close enough to have Proteus drag them into my army. Although the distance of Gallows is randomly generated, I can say that when it worked I didn’t lose any heavy beasts in retaliation. It works even better when you don’t have to boost your hit roll with Gallows and can cast two in one turn. Proteus’s animus also increases in usefulness when you don’t have to spend fury to cast it. The downside to Bethayne is that she doesn’t bring any damage buffs for...

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Chewin’ the Fat 4

Posted by on 2:29 pm

And now for something completely different. I mentioned last week that there will be no Circle talk this time (don’t worry Circle fans, they’ll be back in a bit). For now I am looking at WarMachine with a particular interest in the ever popular Protectorate of Menoth and my beloved Cygnar. For a little bit of background you should probably be aware that I only very recently bought my Menoth (similar to my Circle) due to just getting a job and being offered a very large army for about half of the selling price so I figured, hell, why not! As a result I have a large Menoth force which, very unlike my large Cygnar force, remains completely untested. There is a 35pts tournament in Dundee on 17th November that I will be attending and, at this event, one of these Factions will be my weapon of choice. Historically, I have had a fairly good record in Dundee when I test out new armies so, if I choose Menoth, this sets a good precedent! It’s a slight shame that I can’t play at 50pts as I feel like both Cygnar and Menoth are Factions that play noticeably better at higher points brackets when they can get all of their support pieces in place but I guess I’ll have to make do with 35pts! The tournament in question is shaping up to be the biggest one over here in a while with a lot of Scotland’s best players showing up. I can expect, at the very least, strong Circle, Ret, Legion, Menoth and Cryx opponents with the potential for some good Cygnar or Mercs thrown in for fun. With this in mind I can’t afford to really tailor my lists at all and will need to make some all-comers lists capable of playing at a high level. I always find this difficult at 35pts as there just never seems to be enough space to get the cool things I want but c’est la vie! I am still deliberating on exactly what I’m going to be taking but I have a large array of things to choose from and, as such, have decided to focus on only a few casters for now from each Faction. So, what am I looking for in my casters then? Firstly, I know that I want my lists to try and pose different problems for opponents. I probably want one of them to be jack heavy and one of them to be infantry heavy. I want at least one of my lists to have strong shooting elements and at least one of them to be able to hit hard in melee when required. I probably want one heavily armoured caster and one supporting caster. If I choose Menoth then I definitely want access to Purification because it’s broken. If I can hit all of these bases then hopefully my opponents won’t know what to bring and it might throw them off guard. I figure I’ll go through my ‘Musings’ (hah! Puns!) for each Faction in order. Beware, there will be a lot of theory and list building ahead! So, without further ado:   MENOTH With all of the points above being considered I think the easiest place to start will be with Purification. We only have...

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MoM’s Podcast #29

Posted by on 8:47 pm

MoM’s Podcast #29 Topics: Warmachine Weekend Talk Statement from Carl IKRPG Session Keith’s Battle Reports         Podcast: Play in new window | Download (Duration: 2:57:36 — 81.3MB)Subscribe: Android |...

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This Old Hordes – The Circle Orboros Project Pt. 1

Posted by on 12:51 pm

Buying a used Army can be a lot like buying a home. With the economy as it is you can find some great deals, and with a little elbow grease, you can come out with a great profit. Sometimes you wind up finding one that’s been stripped of anything of value. To get to where we are now, I’ve flipped a couple of Armies. In the beginning, I played 40k. I had a well painted Nurgle army that I’d done a bit of converting, painting, and loving(I got an ointment for that) but had only invested maybe $300 into. This was flipped into about $600 of unpainted, unloved Orks. There was a lot of repair here and there to those Boyz, but eventually they became well painted, converted, and loved. after $150 or so investment, they were later flipped again as I decided to leave 40k for good. I moved into warmachine and found someone who had a surplus of Cryx and Menoth. I wound up getting around $900 worth of stuff for it and some of it was in rough condition. The Menoth portion of that trade was later traded to flesh out my Cryx and start my Legion and Mercs. In the end after much painting and repair, my Cryx hit the shelf for over a year. That’s where we come in to this story. Bits and Pieces of my Cryx army had been piecemealed off to pick up legion stuff for a while, or Painted units were traded to friends for unpainted counterparts plus other models. My Cryx army had somehow managed to maintain itself around an $800-900 mark, although it was slowly loosing paint as a whole. Over the past 3 months I’d had a couple of bites at my cryx, but no one wanted everything and mostly wanted to leave me with a lot of unusable/untradable models, so my Cryx continued to sit on the shelf. Recently though I was approached with an offer I couldn’t refuse. An Army swap with another Atlanta local. So.. like so many Armies before it, my Cryx was flipped for a slightly larger Circle Army. About $1100 worth. I figured now would be a good time to record a bit of what transpires and of the restoration process and what to look for in trades. The first thing to look at in any trade are the people involved. There are really only 2 types of Warmachine/hordes players when it comes to trading; The Tin-man, and The hobbyist. The Tin-man is quite possibly the laziest and cheapest of gamers. This isn’t to say that they aren’t good at their craft, just that their craft only cares about maintaining a bare metal semblance of their army. The other side of that coin is the Hobbiest. These are the people who love their minis, and see them taken care of. While not all of them may spend hours painting, or converting, they always seem to have a nice showing (even if it was commissioned) when they game. The issue here is that the Tin-man and the Hobbyist value things differently. The Tin-man really doesn’t care about the condition of the minis he gets and will often try to value his beat up toys as much as your loved minis. I usually...

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Baffo’s sculpting table 02 – MoW Elites

Posted by on 3:57 pm

This week we’re getting back to my sculpting series, since I finished converting and painting the prototype of a long lasting conversion project, I started working on more than 6 months ago: elite Man-o-Wars. I am a faction completest and an impulse buyer, so over the years I’ve been in the hobby, I have accumulated way more MoWs than I’ve ever put on the table (10 metal Shock troopers, 5 metal Demo corps and 5 Bombardiers), only 3 of which got painted up to now. I like the bulk and feel of the models, but I don’t use them much (like many other Khador players, I am still waiting on some uplifting solo/UA/elite cadre to make them more viable), so there wasn’t much motivation to get them all done. As an incentive to work on them (and to justify the massive money expense to my own conscience) I decided to heavily convert all my unpainted heavy infantry to look even cooler than the three stock shock troopers I have done years ago… The concepts Sure, but what can you add to stem powered heavy armour dudes to make them stand out as ‘the veterans’ of the army?  At that point I remembered seeing a Butcher in MoW armour conversion somewhere online and that sparked the idea of giving all my MoWs custom trench coats. Obviously the first design was about turning the Demo corps into pseudo Butchers wielding axe-mauls and wearing pretty much the same fur coat as Kommander Zoktavir. Since their broad backs would look a bit boring just covered in fur I copied also Orsus’ furnace/boiler, to break the monotony of plain fur and sprinkled some skulls around for good measure. Thinking about my other heavy infantry units, I didn’t want to give them all the same coat, so I started looking at other models with trench coats for inspiration and noticed several Khador warcasters and officers (both Butchers, Sorscha 2, Irusk 2, Harkevich, Griegorovich, ecc…) shared one specific detail on their ‘winter clothing’: studded leather with 3 rows of bolts at the base of their coats. With that in mind I themed each squad after a different caster that had that detail on its model. Around that time I finally got my box of Bombardiers, so I started working on them right away. Fluff and rule wise Harkevich is one of the more ranged focused casters in Khador, so it made sense to centre the Bombardier conversion on him (plus I wanted to challenge myself a bit more with these coats). As such I made their boilers a bit more complicated (like the Iron wolf’s own arcane furnace) and used his anime-ish leather straps/belts overload as the defining feature, instead of the simpler fur. Brainstorming with my brother I got some other ideas for Doom reavers in MoW armour with huge Fellblades and human skin coats (think Fabius Bile from Wh 40k), a coated second Drakhun wielding a cavalry mane (something like double sword staff) and some skull masked evil looking Shock troopers, but since I haven’t even finished my initial Butcher corps and had even more work with the Harkevich corps, I forced myself to finish at least one of the started units before lounging into more never ending projects (besides half of those ideas...

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Delayed… Decision… Mechanics…

Posted by on 7:29 am

  This is a mid-level article on delaying decisions and the lengen… *wait for it*… dary power it can offer you in a game of Warmachine and Hordes.  I promise this article will not end up reading like a Starfleet Academy article on temporal mechanics.  Oddly enough, much of what I’m going to talk about is time, sequence and options. You hear and read about the big players talking about Order of Operations (OoO) all the time.  This is probably one of the strongest fundamental blocks new players need to address.  You have to understand what you want to do, what pieces need to move in what order to make it happen, and then execute. Now let’s jump forward into the game.   Turn based OoO is simple enough.  Here are two examples of where screwing up OoO can really hose you; Single-Model Order:  Vayl2’s feat is a perfect example.  You get to cast all of these beautiful spells.  That said, remember to Purify first.  Rumor has it a few big dogs have made this mistake their first time around the block with this little lady. Multi-Model Order:  Caine2’s assassination run is another solid example.  First, you want to have your rangers run up and give you your RAT buff.  Second, you want to have Reinholdt kiss Caine for good luck and an extra shot.  Third, you run whatever poor minion you’re going to rear-arc charge for 3” of extra movement out there.  Lastly, you activate the big dog, feat and bring the pain. Now I’m going to kick it up a notch.  These OoO scenarios are in your control completely.  If you practice and know your army you should execute them well.  Let’s look at OoO in a broader sense.  OoO can occur across different time spans.  Single-Model order occurs within the confines of an activation.  Multi-Model occurs across a turn.  OoO can even span rounds in a game. In the most recent episode of MoM (#27) the gents were talking about Attrition and Scenario play a great deal.  The gambits and ploys they mentioned time and again were multi-round OoO scenarios.  Let’s talk about one.  Model it out and see how the math works in. Crump and Chad are playing against one another. Chadis using Madrak2.  Crump is using Baldur2 with Ghetorix in the list.  Crump is thinking about putting Ghetorix into position for a kill the following turn to force Chad’s hand. Chad has to either deal with Ghetorix, or get a face full of ax.   Here is how you’d model out something like this.   Ahhhhhh… pretty pictures.  They always help.  What you’re seeing here is the decision from Chad’s point of view.  If Crump puts Ghetorix out there he can do one of two things; Take the Bait or Don’t Take the Bait.  If he takes the bait the odds of successfully killing Ghetorix are only 40%.  Keep in mind he’s probably Roots of Earthed into high ARM madness.  If Chad takes the bait and successfully kills Ghetorix… he’s on easy street.  I have marked this as a “You Win” condition. Chad likes winning so his relative value for this outcome is high ( 5 ). If Chad doesn’t take the bait, one of two things will happen; Don’t Die or Die. Chad and Madrak2 both hate dying.  I’ve marked...

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