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!
My Lists:[column col=”1/2″] List 1 Supreme Archdomina Makeda (*5pts) * Basilisk Drake (4pts) * Archidon (7pts) * Archidon (7pts) * Bronzeback Titan (10pts) * Titan Gladiator (8pts) Nihilators (Leader and 9 Grunts) (8pts) Nihilators (Leader and 9 Grunts) (8pts) Paingiver Beast Handlers (Leader and 5 Grunts) (3pts) Reinforcements: Gators, Feral Geist [/column] [column col=”1/2″] List 2 Lord Arbiter Hexeris (*6pts) * Basilisk Drake (4pts) * Basilisk Drake (4pts) * Bronzeback Titan (10pts) * Titan Gladiator (8pts) * Titan Sentry (9pts) * Aptimus Marketh (3pts) Paingiver Beast Handlers (Leader and 5 Grunts) (3pts) Venators Reivers (Leader and 9 Grunts) (9pts) * Venators Reiver Officer & Standard (2pts) Agonizer (2pts) Void Spirit (2pts) Reinforcements: Tyrant Rhadeim, Cyclops Shaman [/column] Game 2: Opponent Mark Smith – Harbinger Tier 4 Scenario: Outflank, Outfight, Outlast His list: (or something similar to that, Menoth ‘Jacks look all the same.) Harbinger of Menoth (*5pts) * Devout (5pts) * Crusader (5pts) * Crusader (5pts) * Guardian (8pts) * Templar (7pts) * Hierophant (2pts) Avatar of Menoth (10pts) Choir of Menoth (Leader and 3 Grunts) (2pts) Choir of Menoth (Leader and 3 Grunts) (2pts) High Paladin Dartan Vilmon (3pts) Paladin of the Order of the Wall (2pts) Paladin of the Order of the Wall (2pts) Paladin of the Order of the Wall (2pts) Paladin of the Order of the Wall (2pts) Vassal Mechanik (1pts) This was a T4 list, which conveniently brought a wall with each Paladin (handy!) which he placed lovingly in a place where I really didn’t like them. Here is where we made a fun mistake: He placed them parallel virtually touching each other, which is allowed by the faction book, not so much by Steamroller where terrain has to be 3” apart at least. So there I was, playing against Harby with a shield guard, the typical line of heavies, and to make things even more fun, more Paladins than I have ever seen. This basically forced me into my Hexeris list as the Makeda force decided that magical weapons are fancy gizmos and left them at home. Paladins become a major pain in the butt if you don’t have any magical weapons. Hexeris it was. DEPLOYMENT: I don’t remember who won the roll, I think me (?), but I deployed most of my stuff toward the left circle, leaving my Venators to the right to clear the zone (due to the walls I was afraid to commit much else) or at least look good contesting it. Beasts in the center, Sentry bonded to Hexeris. Mark deployed almost everything heavily to the right, where his reinforcements would come in, leaving two or so Paladins to the left to defend the walls together with the Avatar. Stayed behind with her shield guard to supervise the battle, because let’s face it, that is what she does, supervising. Turn 1: Since I do not remember who went first, this might be out of order, should still work out. I advanced stuff carefully forward making sure I would not get caught in any shenanigans while trying to be in range to have a little bit of fun next turn. I, as usual filled up the Agonizer for 5, and put Ashen Veil on the Venators with Marketh. Mark then moved most of his Paladins forward and put them in Stone and Mortar stance (the one where they can only be damaged by magic), with the exception of Vilmon, whom he ran forward just over the wall (at which I rejoiced), the Avatar advanced...read more
Welcome, dear readers, to another episode. I must apologize for the long delay in between my posts. Today we examine Circle’s options for heavy beasts. Heavy beasts are where Circle tends to excel, with many excellent options, and few, if any, real stinkers. Just like Circle’s lights, our heavies come in two broad, overarching categories: wolds, or fuzzies. Fuzzies, of course, are living and generally have very good to average defense, and very low to average armor. Wolds, on the other hand, are as easy to hit as they come, and only generally have a point more armor for it. I’ll go ahead and explain the general purpose behind our beasts, point out any good symmetries, and give an overall recommendation. If you wonder why I’ve included Krueger 1 in just about every beast, it’s because you can really do no wrong on selection for him. He can give our non-reach beasts reach, and that is super awesome. Also, he has spells they can geomancy, which is again really good. Shadowhorn Satyr –The shadowhorn is the cheapest option Circle has available. Average speed, MAT, and slightly above defense, with only average armor make its stats overall kind of lackluster. It’s 3 initial attacks have a tendency to be ‘pillow fisted’. This comes from the idea of punching someone with giant pillows on your fists. It just won’t do a whole lot of hurt to much. Now, that said, you do of course have access to primal, which would make these come up to great MAT and…oh, still not that great P+S. That’s because this heavy isn’t meant to trash opposing heavies. You aren’t sending him against a Khador heavy with thoughts of “Let’s trash that thing!” Oh no, dear readers, that’s not what the shadowhorn should be used for. And here’s why – his special abilities. To start with, he has bounding leap – after a full advance but before actions, he can be forced to be placed completely within 5″, and any effects that stop charges also effect this. Use this ability to walk up to the front line, then jump and bam, you’ve skipped the riff raff and now can lay into support or…better yet…power attack jacks and beasts. Reversal knocks down someone who missed with a charge or power attack, and set defense makes those things more likely to happen. His animus is virility – friendly living Faction warbeasts don’t need to be forced for power attacks, and slams and throws are a bit farther than normal. So, instead of charging a heavy and trying to scratch it, be wily. Walk up, place the shadowhorn next to a beast, and toss it at the caster. Profit. Or toss it out of a zone, or out of control from the controlling lock. Be creative, target support units or key UAs and solos. That said, he’s still a bit on the weak side in my opinion. Use him with Krueger 1, Kaya 1 + 2, and Kromac. Grayle might get a kick out of one of these guys too. Recommendation – 5/10. Gnarlhorn Satyr – The gnarlhorn costs one more point than the shadowhorn, but you get so much more for that point. He loses one point of defense and gains one point of armor and a strength....read more
This will be a summary of how I did at the Mayhem Cup with my skorne. I first wanted to mention how great the weekend was, and also it is just fun to watch different groups from many states compete for the trophy. We were able to get 10 players from Madison WI to drive the 5ish hours to IOWA for a weekend of gaming. A majority of the Madison players did very well (hence why we are taking the trophy back with us). (Thats me standing in the top back right btw). Friday night was fun and we hung out with a ton of people playing some board games. Thoughts before the Cup Honestly I was a bit hesitate about this event. I have spent most of the prior two weeks before the cup moving to a new apartment, and I only managed to play 2 games over the last 2 and 1/2 weeks, which for me, is very little. I also am very excited for some of the models coming out later this month, so I wanted to play all sorts of lists with models that were not even out. Lists Since I didn’t get much practice I decided to play the 1 caster I have had played the most, Zaal. For my 2nd list, I decided on Rasheth simply because he is extremely fun to play and he does pair well with Zaal. I have updated/tweaked my Zaal list. I wont leave home without a now with most of my new lists. Only having 1 Extoller/Ancestral Guardian solo made me a little sad, but the list plays well. The Dominar Rasheth list is the same list I’ve used all year with him. I will be playing with a non theme force list once the cyclops raider is released. The idea is to play Zaal Vs Warmachine and Rasheth vs Hordes. Supreme Aptimus Zaal +5 points * Kovaas * Basilisk Krea 4 points * Cyclops Brute 5 points * Molik Karn 11 points * Titan Gladiator 8 points * Aptimus Marketh 3 points Agonizer 2 points Extoller Soulward 2 points Hakaar the Destroyer 4 points 10 Nihilators 8 points 4 Paingiver Beast Handlers 2 points 10 Venator Slingers 6 points Dominar Rasheth +5 points Tier 4: Chain Gang * Bronzeback Titan 9 points * Titan Gladiator 7 points * Titan Sentry 8 points 2x Agonizer 2 points each Farrow Slaughterhousers 6 points 5 Gatorman Posse 9 points 6 Nihilators 5 points 6 Paingiver Beast Handlers 3 points 2x Paingiver Task Master 2 points each Day 1 Game 1 Zaal Vs Reznick Scenario – Outflank, Outfight, Outlast A couple of my games over the weekend I don’t really remember well. Usually the games that went really well for me. My opponent was newer to the game, and had not really seen what Zaal could do. He had the Avatar and his reinforcements try to hold one zone, while he tried to advanced down the middle of the table on me. My biggest early advantage is I was able to clear out the right zone fairly easily, and it faced him to stretch his army too thin.. Once he was spaced out too much I just slowly tore away the army and started to score some points. I believe I scored 2...read more
It has been some time since I last wrote something. I’d like to say that I’ve been gathering my thoughts or accumulating data on my Cygnar experience. I would like to say that I’ve had a lot of big things in the works. But to be accurate I would say that I am not allowed to “browse” the internet at work anymore. But now it’s 1:30 in the morning and a full nights sleep is a luxury that I choose not to buy. Cygnar is the topic. Lt. Allister Caine is the caster. The Basics Caine himself can be somewhat of a terror on the battlefield. He has 2 magical hand cannons with RoF 2 and one of the highest RAT scores in the game. Between his initial shots and Malestrom he can do a considerable amount of damage to an enemy army. The problem he has to compensate for is his terribly low armor score. Blast damage is a serious threat to his life. Luckily he has what I would classify as the best, and certainly my favorite, defensive spell in the game. Teleport. The ability to flee from danger gives Caine a tremendous amount of freedom to use his guns, spells and feat to their best effect. Between his mobility and 5 (or 7) extra inches of range on all of his spells it is nigh impossible for an opponent to keep him out of the game. In addition to his own personal contribution to the fight Caine brings with him two of the best buffs available for a ranged army, Snipe and Deadeye. Range and accuracy all in one package makes Caine a top contender for best gunline caster ever. Just for kicks he adds in another impressive defensive buff for his boys, Blur. I haven’t been making much use of it up to this point but I feel Blur is the kind of spell that when you see the right situation, becomes incredibly influential. Here’s a list that I like Lieutenant Allister Caine +6 -Centurion 9 -Silas Wish-Nailer 2 -Reinholdt Gobber Speculator 1 Journeyman Warcaster 3 Arcane Tempest Gun Mages 6 -Gun Mage Officer 2 Black 13th 4 10 Greygore Boomhowler and Company 9 10 Long Gunners 10 10 Long Gunners 10 List Composition for Lt. Caine Step 1. Building a Battlegroup I ask myself “Self, how much focus will I have to allocate to my Warjacks each turn?” I answer myself “Well on any given turn you’ll want to cycle Snipe, cast a Deadeye or 2, shoot some stuff, cast Thunderstrike and Teleport back. So right around -10 Focus, but you might be able to spare one on the first turn.” “Huh, probably just one Warjack then” “You think?” “hmmmmm, well Self I’m putting a lot of guns in this list and scenario zones can be pretty problematic, what should I do?” “There’s always a Centurion. An un-chargeable ARM 24 heavy seems like a deal for 3 points.” “…..nice” The Centurion has 1 job and 1 job only in this list. Sit somewhere that prevents points from being scored and not die. He is, by miles, the best candidate for the job. Step 2. The Core Concept Shoot them until they are dead. That’s the plan....read more
Hey Guys and Gals, I just wanted to drop a quick line welcoming you to our new site. We have just transferred over and are in the process of fixing everything. This is especially true with all of the archived content as it has to be fixed before we can put it up. Please bear with us. In the meantime we will be putting up lots of new content that I think you will enjoy. Some things you will notice right away is that the new site handles pics, video and audio in a much cleaner fashion. It also is responsive so it should work extremely well on your mobile devices. We will be doing a ton of coverage for lock and load right here on Muse. Stay Tuned !!!...read more
Ok, so I’ve seen a couple of metas now. There’s always a top dog, or set of them. There are always a few new players. And then there are a few guys who play the top dogs and mostly don’t win. The thing that struck me about this is that you can leave the meta and come back a year later. Their factions will be different, their casters will be different. PP will have released the new models. Doesn’t matter. The losers will be losers. The top dogs will be top dogs. This is really weird. I mean, in general, the games that happen are top dogs vs. losers. Thus, they have the same amount of experience. They are playing in the same meta, so its not like there are secrets and surprises that are tripping the losers up. Game after game they show up, set down the latest incarnation of their lists and lose to the same guys. It’s pretty absolute, too. I bet Keith could play Crump (with whatever lists), beat him, and then they could swap lists and Keith would win again. (I’m presuming that Crump is his local group’s punching bag from the social dynamics on the MoM podcast. It might not be true.) I don’t have an actual explanation for this, but I’ve got theories. Maybe one or more are correct. So here are some features I’ve observed in local punching bags. #1: Actual, orthodox, Sirlin-style Scrubbery: I know guys who won’t play the best stuff, because it’s too good. They complain about their opponents power pieces instead of mitigating them. They are always complaining about Tartarus or Choir or MHSF or whatever, and you never see them take proactive steps to handle their problems. I saw a Karchev player show up for a Steamroller tourney with just one list, get MHSF’d by Mastershake, and then repeat a month later. There was an Old Witch list sitting unused in his bag. They don’t mind losing as long as they can claim some sort of imaginary moral high ground. Skilled players don’t do this. The Shield Guard nerf is widely loathed, but I took 3 Watchers to Adepticon and all of the good players I played were turning their shooting models to be unable to see Shield Guards. Good players play the game PP gave them, bad players play an imaginary game. #2: Bad maths: This has many flavors. We’ve all met the guy who thinks every roll will be a 7 or 10.5, and is shocked when he misses half of them. People boost attacks that they don’t need to, or boost damage instead of buying attacks. I had someone, a Pressganger, in fact, tell me yesterday that Forced Evolution was huge offensively on an Angelius because armor piercing 16 is amazing. An Angelius is a beast with one initial. As long as you are dealing > 0 damage Forced Evo is going to deal +2 to damage on every hit, no matter what. It’s (offensively only) better on a Scythean, Carnivean, Typhon….pretty much every other Legion beast. Not understanding the game’s subset of math translates pretty much into being unable to evaluate your wins and losses. If you don’t realize that making tough checks three times consecutively...read more
Another trip to the worst state ever, but a chance to see some of the greatest Players and People in warmachine/Hordes. Mayhem Cup was a two day event, at Mayhem Collectibles in Des Moines Iowa. We drove down on friday afternoon, got to hang out, play some board games. get food, go see avengers with like 15 warmachine players, and just hang out and have fun. Saturday at Noon the dice would roll, the battles would begin and The CUP would be on the line. Keith (sepher32) and I talked a lot about what to play for the cup, what to bring for reinforcements and whose feet were giving off that terrible odor. I think we eventually just blamed Rydiafan and moved on to other topics. I remained stalwart in my lists, but I kinda made up reinforcements and hoped they’d work for me, I haven’t been testing a lot reinforcement scenarios. I knew the stormclad with Haley, but I would have run full long-gunners as the Caine reinforcement if I had it to do over again 😀 Generated using Forward Kommander: These are the lists I played at the Mayhem cup. System: Warmachine Faction: Cygnar Casters: 1/1 Points: 50/50 Major Victoria Haley (*5pts) * Thorn (8pts) * Centurion (9pts) * Squire (2pts) Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts) * Arcane Tempest Gun Mage Officer (2pts) Greygore Boomhowler & Co. (Boomhowler and 9 Grunts) (9pts) Horgenhold Forge Guard (Leader and 9 Grunts) (8pts) Anastasia di Bray (2pts) Gorman di Wulfe, Rogue Alchemist (2pts) Journeyman Warcaster (3pts) Ragman (2pts) Rhupert Carvolo, Piper of Ord (2pts) [Reinforcements – Stormclad] System: Warmachine Faction: Cygnar Casters: 1/1 Points: 50/50 Lieutenant Allister Caine (*6pts) * Ol’ Rowdy (9pts) * Sylys Wyshnalyrr, the Seeker (2pts) Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts) * Arcane Tempest Gun Mage Officer (2pts) * * Hunter (6pts) * * Hunter (6pts) Black 13th Gun Mage Strike Team (4pts) Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts) Lady Aiyana & Master Holt (4pts) Eiryss, Mage Hunter of Ios (3pts) Journeyman Warcaster (3pts) Reinholdt, Gobber Speculator (1pts) [Reinforcements – Full Precursors+UA] Round 1 – Wess (Tower Games) Playing Menoth I don’t remember his 2nd caster, but both his lists had a lot of infantry, and the Scenario was outflank outfight outlast. This is a good scenario for Caine because guns are much better at clearing large zones than infantry, so it is difficult for people to score points, without a ‘Jack heavy list opposing me, this was an easy choice to play Caine. He chose Harbinger I won the roll to go first. Put out snipe and blur, and shoved forward. He moved forward feated and purified my spells, then Errants shot at Nyss killing a couple. Arcane Shielded Rowdy and inched him into the zone with his back to a way, knowing he was going to take a couple hits from Horgenhold Forgeguard, and I didn’t want to get crit/slammed out of the zone. hunters took the battle engine to ~half then dead-eyed nyss and gunmages put some shots into errants killing about half the unit, and forcing a couple martyrs. I didn’t bring my reinforcements on, because they couldn’t move under Harby’s feat....read more