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!

Carnage4u’s Terrain Blog #8 – New Work Area & Making Forests

Posted by on 10:35 am

I wanted to cover 2 topics – I made some new terrain, and I have a new work area in my new apartment that I wanted to show some pictures of. I know some people are interested in other peoples work benches. Creating Easy to Use Forests New Work Area       How to Create easy to use Forests   I am making some terrain for one of our local game stores again. Last week I made some generic wall pieces, but I didn’t take any pictures, because simple 4 inch walls aren’t too exciting. I also spent the last week working on some forests. Materials used. I bought  a small package of tree from woodland scenic. (I can make trees, but the time/effort isn’t worth it) – 14 tress is about $25 and its all I needed. I have a variety of flocking materials (pictures below) Both .60 styrene sheets, and some flat wood boards to use as base for the trees. Forest Bases This part is fairly easy. I used some already cutout 1/4 inch wood boards I had from home Depot, and some cutout designs of the styrene sheets for the sizes of forest bases. I then put flock on all of them.   Tree Bases This part takes a little bit of work and time. I need to cut out and paint the bases for the tree. I paint them brown, in case any flock falls off over time, it will look like dirt. I cut out the small shapes with styrene. this way its sturdy enough to balance on. In progress Paint pictures Next step is to glue the tress to these bases   Now I need to get the base of these trees to look nice. Some of the other flocking materials I used   Examples of finished bases.   Finished Trees           Work Area       I have recently moved and some of the challenges is setting up a new work area for working on terrain. I use to share a townhouse with some friends, and I had access to entire room that we used as a game room, and I had my terrain workstation setup. Now that I live alone in an 1 bedroom apartment. Luckily I have a huge walk-in closet that helps me hold a lot of my tools and supplies. The first step to getting back into working on terrain and painting is getting my work area all setup. Here are the pictures of my new work area, which I’m very happy how it all turned out. Corner of my room, where I will do all the work   Cabinet next to the table   Closet full of supplies – Top Shelves         Top Shelf (gravel and sand)   Bottom Shelf (tons of flock and more flock, and even more flock)   Closet full of supplies –  (drawers contain tons of Hirst art blocks and tons of just random supplies)   Back Corner –      ...

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Chunder from Downunder – Zen, or how I learned to chill out and not listen to the tick tock

Posted by on 6:28 am

Musing on another tournament report for me, this time from the more usual confines of the Irresistable Force store at Brisvegas. http://www.irresistibleforce.com.au This is about as close to an LGS as I have for Warmahordes, being only a couple of hours away. Brisbane is home to (in my admittedly biased opinion) the strongest single Warmahordes meta in the country (feel free to chime in on the comments or in the forums if you disagree). This would be our first experience of Deathclock, a format I will get a lot of familiarity with at Gencon later in the year, so getting some practice would be very nice. This time of year is always the busiest for me at work, and I’d felt under quite a lot of stress for a few months now. I had gotten the message off my doctor that I needed to chill out earlier in the week, and I realised thinking about it that this had also extended to my gaming, where I had been very irritable and probe to being overly pedantic in games of late, and going on tilt if I made the slightest mistake (my gaming mistress gelf is currently experiencing a similar thing – chill out mate). I resolved to take a zen-like approach to the tournament, focussing in playing like the gamer I want to be rather than just on winning. My two lists for this event were the eHexy list I used at Sydney Super Series heat in my previous report, and a pMakeda list I’ve been tweaking around. In particular I was keen to try out the Carnage + Fatewalker combo the Road to War boys have been carrying on about, to see if it was strong enough to take Aptimus Marketh off my precious Zaal. Archdomina Makeda (*5pts) * Molik Karn (11pts) * Titan Gladiator (8pts) * Titan Sentry (9pts) * Aptimus Marketh (3pts) Cataphract Cetrati (Leader and 5 Grunts) (11pts) Nihilators (Leader and 9 Grunts) (8pts) Paingiver Beast Handlers (Leader and 3 Grunts) (2pts) Tyrant Commander & Standard Bearer (3pts) I have so far found the list pretty solid in scenarios where you need to split your force, which has been a problem for me – the Cetrati make for a very durable and independant zone holder, allowing the rest of the army to focus on offense. Both lists had a max unit of Gatormangs and a Feralgeist as reinforcements.   Game 1 – Jeff Galea – Retribution – Process of Elimination   Jeff and I have played quite a few times at tournaments, and though I started out strongly against him, he has been my nemesis of late, winning our last three matchups. All previous games had been vs my Menoth however, where Ravyn causes me lots of problems. Jeff is one of two excellent Retribution players inAustralia, along with Tobias “Desert Spiral” Ford. I figured Jeff would use Rahn for this matchup, and chose pMakeda accordingly. I was a little surprised when he opted for Ravyn, but didn’t mind the matchup too much – the army is fast enough to engage without too much hassle from the guns. There was a giant forest up the middle of the table between the two zones, and my plan was to make the left zone look very inviting...

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And Now For Something Completely Different – Hail Cesar

Posted by on 1:51 pm

Hello again, The Blue Baron back with another installment of And Now For Something Completely Different! This week we’re talking Hail Caesar by Warlord Games. First let me apologize for missing a post last week. I got into a knife fight with a potato. The potato won, so my typing has been suffering and I lost some time. But enough of that!             Hail Caesar covers from the first time pointy sticks were first turned on other humans in large numbers until the rise of gunpowder. Between this and Black Powder, another Warlord Games rule set, you can cover thousands of years of wargames. Pike and Shotte (which I previously wrote about) is a nice buffer between the two rule sets/ On another tangent (it wouldn’t really be MoM without a few of these) Ohh Shiny has been writing about his foray into Black Powder on the MoM forums here: http://museonminis.com/forums/index.php?topic=39.0              Much like the other sets of rules from Warlord Games armies are made up of blocks of units led by a leader. In Hail Cesar your commanders led a division. Unlike Pike and Shotte or Black Powder, the general leads troops himself. This means you don’t have a safety net if your commanders fail orders. An example division would be a Roman Legate, 3 units of Centurions and a few skirmish screens.              If you’ve read my article on Pike and Shotte you’ll have a leg up on the rules. Orders are given the exact same way. The movement phase is carried out by giving orders to your various units. You declare what a unit is doing what and roll to see how well they carry out the order.  For example you tell your century of Romans to form testudo and advance on those dirty dirty Gauls! Unfortunately the Roman commander is fresh from the Senate and has never commanded troops before giving him a leadership of 6…  The average leadership is a 7 or 8. So the player rolls 2d6 and hopes to roll low. On a 6 or 7 you get one action, in this instance forming testudo. On an 8 the unit forms testudo and advances once (12” in this rule set) on a 9 or better the unit forms up and moves twice. Anything less that a 6 and they sit there and don’t move. The commander cannot give any more orders so the rest of his division is boned.  Division orders can help mitigate this by giving a generic order to the whole battle line. An example would be telling all three Roman units to advance. One leadership test is rolled and all three units use the result.             Shooting takes place on a unit by unit basis. Each unit’s profile gives a shooting value. A Persian sparabara unit (a line of spears with big blocky shields in front with ranks of archers behind them) has a shooting value of 3. This means when they shoot they will roll 3 dice. The usual score needed is a 4+ modified by various things. In our example they are shooting at a Macedonian Phalanx which adds a +1 to hit. So the player rolls 3 dice needing a 5+. If any of the dice are a 6 the shooting was particularly effective and the Macedonian unit takes a...

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Chunder from Downunder – Super Series Sydney

Posted by on 5:20 am

Hello Amusing Musingerers, today I have  an actual tournament report. The gods of work aligned to send me to Sydney the week before the Sydney Super Series qualifier. For those who might not know, the Super Series is a series of qualifier events run across Australia, culminating in the players that qualify competing in the Super Series final at the end of the year. For details of the various events, and to find if and when there is a heat near you, follow the link below: Oz Super Series I brought my Skorne along to this event, and my expectations were mixed. On the one hand, I had only been playing Skorne (and Hordes) regularly for a couple of months. So though my expectations weren’t very high, I still definitely wanted to give qualification my best shot. I would need to go undefeated to qualify, something I have yet to manage in any event – I pretty much always punt one game per event, though my two previous Super Series hitouts I’d managed to avoid that problem, so I was hoping it would be a thing of the past. My two lists were: Lord Arbiter Hexeris (*6pts) * Cyclops Savage (5pts) * Cyclops Shaman (5pts) * Bronzeback Titan (10pts) * Titan Gladiator (8pts) * Titan Sentry (9pts) Paingiver Beast Handlers (Leader and 3 Grunts) (2pts) Venators Reivers (Leader and 5 Grunts) (5pts) * Venators Reiver Officer & Standard (2pts) Venators Slingers (Leader and 9 Grunts) (6pts) Agonizer (2pts) Extoler Soulward (2pts) This eHexeris list is the one I am more confident in. I feel it is a lot more versatile and able to take on my tougher matchups like Cryx and Saeryn. My second list: Supreme Aptimus Zaal & Kovaas (*5pts) * Cyclops Brute (5pts) * Cyclops Savage (5pts) * Cyclops Shaman (5pts) * Titan Gladiator (8pts) * Aptimus Marketh (3pts) Paingiver Beast Handlers (Leader and 3 Grunts) (2pts) Praetorian Karax (Leader and 9 Grunts) (6pts) Tyrant Commander & Standard Bearer (3pts) Venators Slingers (Leader and 9 Grunts) (6pts) Ancestral Guardian (3pts) Ancestral Guardian (3pts) Extoler Soulward (2pts) Hakaar the Destroyer (4pts) I was not as confident in this list, but felt it would be good for a couple of reasons. I didn’t expect my opponents to be familiar with Zaal, and I felt there would be matchups it would be excellent in. As long as I could get one of those matchups, I could play Hexeris the remainder if need be.   Game 1 – Anthony Tortorici – Legion Ouch, first game was going to be a tough matchup. I knew Anthony would go for Saeryn, so I opted for eHexy, as his shooting gives me much better options on feat turn. From memory, Anthony’s list was: Saeryn 2 Angelius 2 Scytheans Seraph 2 Shredders 2 Forsaken 2 Shepherds   The scenario was Bunkers, which I knew would be a struggle vs. Saeryn. I could have played it safe and camped in his zone and made it an attrition game, but I’m really still testing my Skorne, so I elected to go for it. I sent the Slingers and Reivers to the Legion zone, with the Shaman and Savage as backup in later turns. I sent the Sentry, Bronzeback and Gladiator to the other zone. I put Ashen Veil...

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Tick tock Death clock – Tourney report

Posted by on 1:43 am

Tick Tock, tick tock!   Tick tock goes the clock, and as the wheels of your mind slowly grind into action before reaching the penultimate whirring of a plan – you look across only to see that you are now five minutes into your time, and with a thump like a shotgun your heart pounds into action as your each down with a clarity and force of action to move that first piece – the first domino that will unravel your opponent for good!   Last weekend I played in my first ever death clock event,  I was looking really excited to this for a number of reasons not least of which being that I haven’t been able to play in anything organised for the last three or so months.  Due to the long lapse between events I was actually rather torn as to what to take in.  There were a number of competing forces within me, do I take RET and take the high road, drop a gear and zoom ahead with Skorne and even then which casters to take – what did I think the field would be like, who would play well into the death clock format.  In the end, what it came down to was that I overslept on the morning and instead of having time to put my raider and Nihlators together I quickly grabbed my RET bag, jumped out the door and called in my apologies at the first set of lights.  So, I had half an hour to come up with a pair of lists – in the end I just went with the two I had been dabbling with on my phone the night before and that turned out to be enough to do the job. The lists I ended up taking are a bit left of centre and not necessarily what I would normally take, looking back on them the Ossyan list in particular lacks polish or any of the fail safes that I would normally like (Aiyana and Holt specifically – /Passage).  The Rahn list was designed as an all comers list and is something that I’ve been working on for quite a while, it just seems to project an elegance and clarity of function that can sometimes be lost with attempts to be too tricksy, I don’t want to appear vain here but I feel that despite its apparent shortcomings it is fact a particularly good list, and certainly performed admirably.  The Ossyan list was also a bit different to what I would normally take – although that being said I generally like to use him in a more tactical function than a dedicated gun line and that suits me well.  I find the later can sometimes lead to an over reliance upon his feat which is in essence a trap.  Before going too much further here they are:     March of the battle mages (Tier 3) Adeptis Rahn (+6) Phoenix 10 Phoenix 10 Arcanist – Arcanist 1 House Shyeel Magister 2 House Shyeel Magister 2 House Shyeel Magister 2 House Shyeel Battle mages 5 House Shyeel Battle mages 5 House guard Halberdiers (max) 7 Halberdier O&S 2 House guard Riflemen (max) 8 Riflemen O&S 2 Total: 50pts Reinforcements Arcanist 1 Daemon 9 Total: 10pts   Lord...

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Hordes Faction Overview

Posted by on 4:24 pm

Last week I covered the strengths, weaknesses, and storylines behind each of the Warmachine factions: http://museonminis.com/warmachine-faction-overview/ This week I am continuing the topic by covering each of the Hordes factions. Trollbloods Strengths:  Trollbloods have strong infantry and solos.  Their warrior models have Tough.  The faction has some of the best fast-strike and multi-wound units in the game.  Many Trollbloods warrior models use medium bases, which means they can be useful for preventing line of sight and blocking trample lanes. Their beasts are hard hitting and can heal significant amounts of damage through snacking and regeneration. Trollbloods forces can excel at layering synergies, and it is often difficult to unravel their layers of synergy. Weaknesses: Trollbloods have a steeper than normal learning curve.  It takes play experience to not have your own models get in the way of the rest of your force when moving medium bases.  Additionally, the need to activate your models in the proper sequence in order to correctly layer your synergies leads to a difficult order of activations.  Trollbloods have slightly below average fury management for the main Hordes factions. Fluff: Trollbloods have traditionally had a tribal social structure.  The recent wars made them refugees that are seeking a new homeland.  Their desperate situation has led them to unite behind one chieftain, Madrak Ironhide. Circle of Orboros Strengths:  Circle of Orboros is a highly mobile army, which provides many strategic options.  They have good beasts with strong animi.  Circle uses both living beasts and golem style constructs. Fury left on construct warbeasts after leaching does not result in a frenzy check.  Some of the constructs also have the ability to cast spells from their warlock.  The faction has access to a comparatively large number of models with stealth, pathfinder, offensive spells, or denial abilities. Weaknesses:  Circle of Orboros can have a steep learning curve to play at their full potential, but overall circle has a lower barrier to entry.  Model placement and threat assessment are important for mastering this faction, and those abilities generally take a while to mature with a Warmachine or Hordes player.  The faction possesses average infantry that can struggle versus high armor targets. Circle has the worst fury management options for the main Hordes factions. Fluff:  The Circle of Orboros is an ancient organization composed of druids that wield the power of nature.  They view civilization as their enemy. Legion of Everblight Strengths: Legion of Everblight warbeasts are fast and strong with good animi.  The warbeasts have eyeless sight, which allows them to avoid some negative targeting and attack modifiers.  The faction is fast enough that it can often get the first strike on their opponent.  Legion of Everblight has fantastic fury management options.  New players can often begin winning faster than normal with Legion of Everblight. Weaknesses:  Legion of Everblight possesses average infantry.  The faction usually has to dictate the terms of engagement to be victorious.  Legion of Everblight generally needs to either avoid an attrition battle or fight one with finesse.  Although many Legion of Everblight players begin winning faster than normal with the faction, many also plateau and struggle to master the game. Fluff:  Everblight is an ancient and powerful dragon.  He has imbued his generals with part of his essence to aid him in advancing his schemes.  He...

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the Proteus Conundrum Part 1

Posted by on 2:47 pm

The Proteus Conundrum Part 1 I was one of the many spectators huddled around the Domination book at WMW 2011. I remember feeling like a gitty girl as we neared the Legion section of the book. At this point I was impressed by Ghetorix, Tiberion and so so about Rok with Primal. Then it happened, the page turned to Proteus and I quickly glanced over his rules and stats and stood there dumb founded and lost. “Am I missing something” I thought to myself. Maybe there is something I just don’t see yet, perhaps a synergy that was hidden in his rules text that would push him up to the next level. First we look at Proteus’s abilities and stats. PT Cost 11 SPD 6 STR 12 MAT 6 RAT 6 DEF 11 ARM 18 CMD 7 FURY 5 Proteus packs three initial melee attacks one that is a chain weapon with reach and Pull at P&S 14 and two non-reach attacks at P&S 16. He has 1 ranged 6 attack with drag at P&S 14 with the chain weapon ability. His other abilities are Herding – Allows you to be able to force, leech, reave, heal and transfer damage to friendly faction warbeasts in Proteus CMD range. Animus is Heighted Metabolism which costs 2 fury and grants snacking to a friendly warbeast. Looking through Proteus’s abilities and stats you will realize that instead of being focusing on melee or range that he does nothing particularly well. Drag is an awesome ability but with range 6 you will most likely put Proteus in threat range of the opposing army to attempt to drag a target into threat range of other models. His low P&S on his weapons is what really turns me off to him. 11 pts for a P&S 14 and two P&S 16’s doesn’t seem like a bargain when you can get a Scythean and a shredder for the same cost. I can go to Bed Bath and Beyond and get a better bargain on 2 Pillows than Proteus. Who knows, they might even have Higher P&S too! To add insult to injury, his chain weapon is a P&S 14 weapon. Normally, models that have shields get +2 armor and his stronger weapons are P&S 16. This means when fighting models with shields or bucklers that the damage output of both his weapons are a wash against shields and the claws win out against bucklers. his only saving grace is he has 5 fury which is a first for Legion. Comparing Proteus to the Scythean The comparison here will be Proteus’s damage output compared to a Scythean. The Scythean is one of legion’s staple beasts that packs two P&S 17’s reach weapons and chain attack Blood Bath which is similar to a thresher attack. We will compare them both against an armor 18 model assuming all attacks hit. The Scythean at P&S 17 will be dice – 1 on all attacks and will get 7 total attacks due to triggering Blood Bath. Through the course of all attacks the Scythean will deal an average of 42 damage to an armor 18 model. Proteus’s gets 3 initial attacks and can buy up to 5 additional attacks. At dice -4 and dice -2 Proteus’s average damage output is 38...

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Road to War Episode 8

Posted by on 7:14 pm

Road to War In this episode, we talk about Lock and Load and go over the Colossals book.   Send us an e-mail at aroadtowar@gmail.com with any questions!   Podcast: Play in new window | Download (Duration: 1:37:55 — 89.7MB)Subscribe: Android |...

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