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 #3 (ruined city continued)

Posted by on 1:18 pm

Ruined City Modular Board.   In my last terrain article, I discussed the Planning and preparation phase of this project.  This will be one of 2 posts to cover my building phase.   My first building phase will involve making 16 1ftx1ft modular pieces.   Building Phase I started with a couple of test pieces first.    I was not initially sure how much of each piece should be covered in rubble/ruins. I wanted to make sure that warjacks/warbeasts could still move around the board.   I also wanted to find out how much weight the boards could handle.   I did learn I’m going to run out of mold # 75 first and it’s going to be a pain to constantly have to keep up with that mold.   Test Piece #1     I liked the piece, but it was a little too much..  My 2nd test piece I liked a lot more.  It has open lanes for models to move while offering cover in some spots, and still has some spots that will block line of sight.       At this point I was happy with the layout of the piece. I made a couple more, and put them all side by side to get an idea how they would look.  Each piece will only have some open lanes where models can move thru, and I want most pieces to have some terrain that will block line of site.  In addition I added some gravel and rubble to these pieces.  I also like this picture because it show my work area when its somewhat clean.  When I was working on Piece #15, and #16 that table was a complete mess.   I was doing an experiment, mixing too types of blocks on the same piece as well.  I wanted to see how standard Hirst art blocks would look next to the fieldstone pieces. I was happy overall with the mixed look.       Now that I made a few pieces. I wanted to work on some specific pieces. I wanted to create a crypt piece and a ruined tower piece.  This is a fairly advanced piece to make, and I tried over a year ago, but some pieces didnt end up the way I wanted and I had to scrap the project. The crypt is removable and can be replaced by a “ruined” crypt, or a different piece.   Base of the Crypt   Crypt Sections.  The main building will always come out, and I have yet to decide if I’m going to glue the roof on or not. I also have 2 different tombs (pictured on the side) that I can use.  I have to determine how much open space I want models to move through inside the crypt I want this model to look good, but at the same time, I want to make sure models can move thru the terrain. If i block off too much space, the piece becomes harder to use.     All together ( I still haven’t decided how many pieces I will leave it on, once I complete painting it. )     Ruined Tower Pictures.  I wanted a couple different tower pieces within the ruined city.  Adding some taller buildings will help with the  “city feel”. The backside of this tower...

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Do you know what’s sweet with Enliven?…This Guy !!!

Posted by on 3:19 pm

by John DeMaris   Hello, Phatasian here. Welcome to my semi regular column about things that are interesting, probably only to me.  Today I’m going to talk about Warmachine and Hordes.  Specifically about my buddy the Vassal of Menoth.  Truthfully we are more than buddies if you know what I mean.  I just love my vassals.  I’m going to call this article.   Winning Friends and Influencing People with Enliven   Enliven(*Action)- RNG 5. Target friendly Faction warjack. If the warjack is in range, the next time it suffers damage from an enemy attack while it is not advancing, immediately after the attack is resolved the warjack can make a full advance, then Enliven expires. The warjack cannot be targeted by free strikes during this movement. Enliven lasts for one round.   Pretty straight forward right? I mean your jack gets hit for damage and you get out of Dodge.   Unfortunately it takes enliven triggering only one time successfully to get your opponent to lay awake at night dreaming up ways to spoil your fun.  If you are really a putz, you enliven into the waiting arms of a mechanic or two and repair all the damage they just did, to add insult to injury.   Getting your Avatar hit for 15 damage by Mulg and having your sword arm taken out is really unfun.  Want to know how to turn that frown upside down? You enliven after you mark your 15 damage and move into the loving embrace of Joe the Vassal Mechanic.  Then you roll 4 focus on your avatar like  a champ.  Joe fixes the Avatars sword arm.  Sing some sweet music and put Mulg down.  Permanently.  Man is that awesome.    This is not a way to win friends and influence people.  It is however a good way to win games.   Protectorate does not have insane threat ranges.  We are counter punchers. Correctly executed, Enliven is one of the most broken things you can do as a PoM player.   Remember when we talked about how our opponent is now laying awake at night dreaming up ways to stop enliven?  It doesn’t take very many weaponlocks, slams, or being boxed in before you start to lose faith in your little buddy the vassal.  I mean, I might as well get another attack if enliven can be thwarted so easily right?   This is where we start to tie a knot with different models in such a way as to almost guarantee that enliven goes off.  Get good at tying your knots and the Boy Scouts will be knocking down your door for your “secret tech”.   The number one line of defense for making enliven work to your advantage is to bring the Covenant of Menoth.  Reading is fundamental.  Obviously singing the no knockdown , no stationary chant stops a whole slew of potential answers to enliven.  Slam, headbutt, critical knockdown, critical freeze…. all answered by a quick trip to the library.  Now for most people that would be enough to make the book a great value in a list with any high value jack and a vassal.    The book actually does a lot more though.  This is where you can really impress the your new friends.  If you position your book well you...

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MoM’s Podcast # 2

Posted by on 9:06 am

  Episode 2 of the new Muse On Minis Podcast   Topics: Special Guests (Lord Tyrant Watt, Neutralyze, and Chuck), Seasons Beatings Tourney Recap, Crutch Free 2012, Protecting your caster, News and Events Podcast: Play in new window | Download (Duration: 3:27:43 — 190.2MB)Subscribe: Android |...

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Tusk’s Tips: Create a Cheap Wet Palette

Posted by on 1:56 am

by Andy Welton This is the first of hopefully many tips and tricks I use for miniature assembly, modeling and painting.   Some may have seen my article before, but since a wet palette is such a useful tool, I figured I would post it again on my first article for Muse on Minis.   For those that do not know what a palette is, its a surface for mixing paints to achieve additional colors. Some use an old Cd/tile/hand/table. A wet palette is basically the same thing, but it is intended for mixing acrylic paints (GW P3 etc) and not having them dry out as fast. That way that specific color you mixed for your highlights will stay usable. The wet palette can hold paint much longer than a normal dry palette. In the long run, you should end up losing less paint to dry out by using a wet palette. my little design allows you to be able to store your mix overnight.   For the longest time I used a wet paper towel as my palette, It wasted a ton of paint. So I was looking for new options. My roommate had picked up the Privateer Press wet palette from our local game store. I saw the contents and realized I could just make one myself and save some money. I did, it works like a charm.   Step 1: Either buy a miniature from Privateer Press or some other company that sells models in a similar clam shell packaging. Privateer Press has the perfect packaging that to make this type of palette. Usually in the same package, they also supply the foam needed for the palette. Step 2: Take out the mini(s) and the foam out of the package. Save the blister and the foam. You can dispose of the miniature if you wish. (Your opponent won’t mind if you don’t field the Great Bears) Step 3: Cut the foam to the size of the blister package, so it fits snugly at the bottom of the tray. The foam will expand slightly when it is wet so you may need to cut it slightly smaller than the tray. Make sure it fits properly in the blister tray. Step 4: Now you need some tracing paper. I had some left over from another project. I am not sure it makes a huge difference, but I would make sure it is Acid-free. The paper that is supplied in Privateers wet palette is slightly thicker than the stuff I got. I am sure you can always get something thicker to match. Some people suggested using cooking paper. Step 5: Cut a sheet to size, you want it slightly smaller than the foam, it will expand as well. Step 6: Now I put some water into the blister, I make it as deep as the foam is thick. Then put the foam in the water, let it soak up all the water. (you may have to squeeze the foam to make it soak) Drain off the excess. Waterline should be slightly below the foam. It should be pretty saturated and the water should pool slightly when pressure is applied. Step 7: Lay the tracing paper on top of the foam to wet one side of it, then make sure to flip it over and...

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The Focus Camper’s Bible Part 2: More Details

Posted by on 1:00 am

The previous post in this series seemed to evoke some interest, so I’m going to forge on ahead.   Basics:  Camping focus is a tradeoff that every warcaster has the option to pursue in any given round.  You sacrifice the benefits you would have gained by allocating or spending that focus in exchange for armor on your warcaster.  In order for this trade to be beneficial to you it is necessary to place your caster in a position that allows that armor to be meaningful.  A successful camp sees you lose the benefits of the focus you could have spent in the round prior and gain the resources that the opponent expended failing to kill your caster.  An unsuccessful camp sees you make the same sacrifice, and either lose your caster as they break your camp or sees them disregard your caster to continue with their game plan.  This latter option is the most vexing, and is the one you must strive to prevent by supporting your camp.   Camping vs. Turtling:   There’s a confusion of terms that gets me in trouble when I talk about this stuff.  Camping is when you keep all your focus on your caster, and move them into jeopardy.  Turtling is when you keep all your focus on your caster, and move them out of jeopardy.  Fundamentally they are different things.  The purpose of Camping is to force your opponent to attempt an unlikely assassination.  The purpose of Turtling is not to lose the game via assassination.   Some terminology:  This is just how I talk, not the hip lingo of the Cool Kids.  Nonetheless it’ll help if I let everyone know what I mean ahead of time.   Camp:  As a verb, this mean to hold all your focus on your warcaster and move up into a critical position.  As a noun it refers to the difficulty in killing a particular caster when he’s camping.  In my mind it’s also the pokemon-esque sound that camping casters make as they move up to face the assassination.   Threat:  The incentive for the opponent to attempt to break your camp, and not disregard it.  Essentially, this is the consequence that lies in wait if your enemy simply ignores your camping caster and keeps fighting your army.   Break Camp:  To use a high p+s weapon to kill you despite your fully camped armor/defense.  “The Avatar rolled 4 focus and charged my caster, broke my camp on the ancillary attack.”   Negate/Remove Camp:  To remove the focus on a warcatser.  “In retrospect I shouldn’t have charged Nayl, when he blew up it negated my camp”   Finesse/Bypass Camp:  To use an attack that gets around the focus on a warcaster without removing it.  “I hate MHA’s”   Timing the Camp:  The fundamental question of a camp is a simple one. When?  The answer is equally simple.  As soon as you calculate that they will fail to break your camp, and you can create a credible threat to induce them to try.  A last component is that you not be already stomping them.  In general your threat will concern scenario, so bottom 2/ top 3 tends to be when the most camps take place.  If you are fortunate enough as to be graced with a threat...

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Thursdays with Thanan: Legion of Everblight Battle Box

Posted by on 10:46 am

Hey all, and welcome to another stimulating Thursdays with Thanan! This week we dive into the unique Legion of Everblight battle box. The Legion in general loves to run with lots of beasts, and that is exemplified even in the battle box. The Legion box comes with Lylyth 1 (aka pLylyth), a carnivean, and 4 (!) shredders. Most Legion players agree, the battle box is an excellent pickup for new Legion players, and Lylyth 1 will teach you many important things, and is a solid warlock in her own right.  Lylyth 1 – Lylyth is a ranged warlock, superb with the bow, and very…unreliable…in melee. She has good speed and RAT, with above average defense and just below average armor for a warlock. Her ranged weapon, Hellsinger, has decent range, and the same POW as its range, as well as ROF 2. This means she can spend one fury to buy an additional ranged shot, either plinking something twice or shooting two different things. This is important, due to the special abilities her bow comes with. Lylyth has eyeless sight, meaning she ignores terrain, stealth, concealment, clouds, etc. Essentially she can see your soul, and no amount of smelly smoke or thick forest will hide your soul from her. She also has pathfinder, allowing her to move through terrain with no penalty. In addition to these two abilities, Lylyth has bushwhack, allowing her to make her combat action (she can shoot) BEFORE she moves. This is important, as her bow Hellsinger has two important abilities. First, the magical bow can make all of her beasts charge enemy models hit by the attack without being forced. So she can shoot two different things, for example, two heavies, and every model in her battlegroup can charge for free at either of them. Second, her bow has witch mark, and she can cast spells at it and automatically hit, regardless of range or line of sight. Let me break this down for you. Let’s say you’re facing off, and you find yourself within range of two Khador heavies. You shoot one, do no damage, shoot the other and do 1 point of damage. Then you walk away speedily. Now that you’re far away, you choose to cast Parasite on Khador heavy #1. All of your beasts can charge it for free, it is -3 armor from your spell, and you are too far away for any retaliation. That, dear readers, is cool. Lylyth does have very low fury, the lowest of any warlock. This means that without her auto hitting after shooting something, she would need to boost magic most likely. And her spells are a bit high fury wise. Speaking of spells, let’s examine each in turn. Bad Blood – This offensive upkeep spell makes leaching a bad idea for warlocks. If they do choose to leach the fury from their beast, it hurts them 1 pip for each fury they leach. In addition, the target warbeast can’t be healed or regenerate (trolls and warpwolves). This spell has no effect on warjacks. Parasite – This offensive upkeep spell has the target model suffer -3 armor, and gives Lylyth + 1 armor. This is great against high armor jacks and beasts, or heavy infantry units. Eruption of Spines – If you hit...

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Crutch Free 2012!

Posted by on 12:43 am

    Listen up MoMma’s boys! The gauntlet has been thrown! We’re giving up our crutch pieces for a whole year of competitive play. Do you have the stones to give up yours? This means anteing up the pieces you rely on most! Break out of that tiny box you live in! Master your faction! Shake the meta to its core!     We are not alone in this movement. These are all people with solid brass balls:   John DeMaris(Phatasian)- The Avatar Jake VanMeter(Neutralyze)- Vayl1, Saeryn, Lylyth2 Keith Christianson(sepher32)- Asphyxious Jason Watt(Lord Tyrant Watt)- Molik Karn Chad Shonkwiler(Chadwick)- Janissa Stonetide Chuck Elswick(Bulldog)- Playing Morghul2 Josh Holt(Ooh_Shiny)- Adeptis Rahn Nick Crumpton(Crump)- Krueger2 Nigel Brooks(StevenSwayze)- Behemoth Matt Catron(Argieta)- Barnabas Dave Drahaus(Aduro)- Asphyxious2 Lance Becker(Judgeito)- Gorax Dewey Sickels(Dewey)- Severius1 David Counts(Thenan)-Baldur1&2 12/22/2011 ?(Alviaran)-Deathjack ?(Ersatz Nihililst)-Tartarus ?(OniBeowulf)-Caine2, Stryker2, Squire, B13 Bob Klotz(Puzzworthy)- Titan Gladiator ?(Rynth)- Basilisk Drake ?(DaughterOfFrankenstein)- Ravagore Chris S(Paradox)- Choir, Vassal [BALLER] ?(Lawso42)- Doomshaper2 ??(scud)- Butcher Lucas Renz(circletakesthesquare)- Kaya2, Baldur1, Kromac ?(lordofnecropolis)- Knights Errant Matt Cole(Mod_GeminiX6) Feora2 ?(GunMageinTraining)- eHaley Mike P(PG_Seraphsong)- Rahn, Ravyn, Asphyxious2, Deneghra2 ?(Aya)- Janissa ?(alchahest)- Eiryss, Gorman, Nyss Dave ?(studderingdave)- playing 2x MoW Shocktroopers 12/23/2011 Alan Kennedy(Azhdeen)- Bile Thralls Sygerrik – Maekeda2, Molik Karn Blake(Nightrave)- Eiryss2, MHSF, Disco, Kromac, Wolfriders Ben Hayes(Chunky04)- Eiryss, Gorman 12/24/2011 ?(PG_Duckboy) -Kayazy Assassins, Underboss, Eiryss2 ?(PG_Asa)-Harbinger, Severius1, Morghoul1, Maekeda2 ?(sleet01)- Darius Joe Biggers(FeignLife)- Withershadow Combine ?(Valander)- Asphyxious1, Deneghra1, Goreshade1 Ben Rislove(Rolling_Thunder)- Caine2, Menoth, Legion 12/25/2011 Riley Nadeau (NickKendal)-Nyss Hunters Brian Brimmer(Brimmstorm)- Asphyxious2 (also playing Venethrax Coven and Goreshades) ?(Hrimfaxi)- Reckoner 12/27/2011 ?(PG_Feeple)- MHSF, Ravyn ?(Junn Khan)- Playing only Domination ‘locks Chase L.(The_Villain)- Ol’Rowdy, The Black 13th ?(Watchtower)- Ravyn, MHSF ?(W’rkncacnter)-Squire, Siege, Mule, Withershadow Combine, Terminus, Darragh Wrathe, Renegade, Pistol Wraith, Ol’ Rowdy 12/29/2011 ?(Taslon)-Cryx, Skorne, Legion, playing Ret Danny Goodner(2LiveIs2Die)- Asphyxious2, Deneghra2, Skarre2 ?(dicegod)-Kreoss1, Kreoss2, Severius1, Harbinger Matt K(mattieK)- Megalith, Asphyxious2, Deathjack, Tartarus 1/2/2012 Eric Castro (PG_Shalandar) Nyss Raptors 1/4/2012 ?(Dark Alleycat) Siege, Squire, Arcane Tempest Gun Mages   Join the movement! Prove that you’ve got a pair!   What started with one man putting his foot squarely in his mouth has evolved into the beginnings of something fun and exciting; a way to challenge ourselves, as Warmachine and Hordes players, to think outside the box, master our factions, and make this year a great one in wargaming.   Here’s the challenge:   Take a look at the lists you play most often. Is there a piece that appears in more than 50% of them? Is there a caster you take to every tournament? What model do you lean on the most?   Give it up.   Put it away for one year of competitive play. Build lots of lists without it. Figure out something crazy and new. Or just play something new to you.   Post here in the comments section, your name, your forum handle, and your crutch, to be added to the...

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A Study in Purple: Yarrrrrrrr!

Posted by on 12:30 am

Greetings, and welcome again to a Study in Purple. This installment will begin an exploration of a topic that I find particularly fascinating and plan on returning to regularly.   Mercenaries: Uses and Abuses in Cryx   Cryx is a diverse faction. We have as many in-faction choices as any faction in the game, being one of the original four. And a solid percentage of those choices are viable in all levels of play. But when you consider all the Mercenaries Cryx can field we are just plain spoiled for choice. Whether it be a solo for utility, a flanking unit, or the majority of a list, the Mercenary element can bring significant depth and versatility to a Cryx force.   In this article I want to take a look at some specific mercenaries in one list that has become one of my all time favorite “Cryx” lists. I’ll give you a hint… YARRRRRRR!   Warwitch Deneghra (*5pts) * Defiler (5pts) * Nightwretch (4pts) * Skarlock Thrall (2pts) Mechanithralls (Leader and 5 Grunts) (3pts) Necrosurgeon & 3 Stitch Thralls (2pts) Necrosurgeon & 3 Stitch Thralls (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) Bosun Grogspar (2pts) Doc Killingsworth (2pts) First Mate Hawk (2pts) Gorman di Wulfe, Rogue Alchemist (2pts) Lord Rockbottom (2pts) Master Gunner Dougal MacNaile (2pts) Ogrun Bokur (3pts) Pistol Wraith (3pts)   Let’s break it down shall we? Scratching the Surface   It’s a Cryx list with 50 models in it. Yes, it is the standard fare of infantry swarm Cryx. But as is readily apparent, most of the models in the list are not Cryx models. The core of the list is the full boat of Sea Dogs complete with Pressgang and the supporting cast of solos. That’s a huge number of living models for Cryx, so the Necrosurgeons and McThralls are in.   Skarlock makes the cut because Ghost Walk is amazing. So is Crippling Grasp, and Parasite, and Venom, and you get the idea.   Two arcnodes; it’s Deneghra; they’re in.   Gorman and the Bokur are there primarily to help me keep the Privateer solos alive. Both models can also get some work done if need be. They’re in.   I had 3 points left and I put a Pistol Wraith in. I’m leaning towards downgrading my Defiler or upgrading the Nightwretch and changing him into one or two Sirens. But a Pistol Wraith is never bad so he’s in for the moment.   In keeping with what Denny wants, the list has a high volume of attacks, a relatively low point/model ratio, and all the necessary support pieces. Standard infantry spam keeps the pressure off of her focus pool so she can influence the table with all the super nuts spells at her disposal.   Getting into the nuts and bolts.   Why did I choose to build my list with Sea Dogs and Pressgang at the core rather than, say, Tartarus and the Baneswarm or the Satyxis units or Bloodgorgers, more Mechanithralls? I have 5 primary reasons: Go Green, Speed, Resilience, Firepower, Go Rogue. The Cryx units might individually possess some of these characteristics, but only the Pirates...

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Happiness is Rolling Dice: Quarriors

Posted by on 2:45 am

  Alright lads, prep the horses and release the hounds, for today we venture forth as Quarriors, into The Wilds of the Quay to capture our Quarry so that we can spend our Quiddity and arise victorious.  Yes, those words are all real things, which were really put on paper, in the real rules for Quarriors, a game from Wizkids that you will often hear described as Dominion with dice.  The fact that Quarriors is played with dice instead of cards as the main component of play should give you some insight into why it appeals to someone who writes an article titled “Happiness is Rolling Dice”.  Not only that, but the game comes in a fancy tin dice shaped can; and who can pass up a fancy tin dice shaped can? The core of the game involves two basic components, the dice, and the cards that provide the rules for the creatures and spells that the dice represent.  While the dice are core to the gameplay, the cards are what give them life.  Each card represents a creature or a spell and the rules associated with them. For gameplay you will have 7 cards to represent creatures, 3 spell cards, and 3 cards that represent the basic dice that are included in every game. The creature and spell cards that you will use are chosen randomly from a deck to give each game a bit of variation.  The cards are labeled with a class (such as ‘Warrior of the Quay’) and a modifier (such as ‘Strong’) and will include the rules, cost, victory point value and a chart showing each face that can possibly be rolled on the corresponding dice.  Included in the card decks are multiples of each class with different modifiers, each with their own variations on how they will affect the game when used. The dice are used to represent the creatures and spells described on the cards.  You will find included in the game 5 dice for each non-basic creature and spell class.  The dice are really what make the game, during each turn you will draw, roll and then use the dice to summon your creatures to battle, ready and cast spells and capture new dice for your collection.   The dice quality is decent, you will find them to be a bit smaller than your standard d6 which can sometimes make it difficult to discern the symbols on each face. In those instances the reference picture of each dice face printed on the corresponding card will clear up any confusion. The game also includes a dice bag to let you mix and blind draw dice as you go. Before I talk about playing the game I want to revisit the comparison between this game and Dominion that has been made.  While this comparison is apt in describing the basic, deck building-esque, component of the game and perhaps the basic mechanics, there is something to keep in mind that will avoid setting incorrect expectations when picking up Quarriors.  The game is not Dominion, okay I know, you probably realized that from the difference in spelling of the names, but that doesn’t change that when someone makes such a blanket comparison your brain starts setting some pre-conceived expectations of what you’re getting into.  Quarriors is a difficult...

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Mind Tricks #3

Posted by on 4:08 pm

by Jake VanMeter Legion warlock pairings for tournament play:   These are all my opinions. They’re worth what you paid for them.   I generally play convention style tourneys and the format is usualy 50 pt.   When going to a big tournament you need to be prepared. In a multiple list format you will need to pick warlocks that work together to help prevent bad matchups. In this article I am going to go over the three I used for Gencon 2011 and why I picked them based on possible matchups. By the end of the article you will understand how important it is to pick warlocks who cover each other‘s weaknesses. I thought this article was appropriate as the Steam Roller Tournaments are going to move towards the three list format in the future. My Trio of ladies Lylyth2, Saeryn, and Vayl1 are very strong when taken together.   I generally place my warlocks into 3 categories which are:   Aggression – Vayl1, Lylyth1, Thagrosh2, Bethayne, Rhyas   Attrition – Lylyth2, Kallus, Thagrosh1, Vayl2, Absylonia   Denial – Saeryn   There are some warlocks here that overlap into other categories a little but for the sake of simplicity I will keep them as above until a later article. I view this much like a color wheel where you have complimentary and contrasting colors and different shades depending on how you play each warlock.  Before you blow a gasket about Lylyth2 being in Attrition category just remember this is where I place her and how I play her. Any of these warlocks can play attrition just by hitting from a distance and keeping your army safe or forcing uneven trades etc. Vayl1 is in the Aggression category because while she can keep safe with her feat, she generally powers her army through with incite and chiller to help push the damage output into the stratosphere. Let’s move into the meat of this article   Denial — Saeryn   I rank Saeryn as a solid A due to the amount of denial she brings to the game. She has her feat which prevents her battle group from being targeted by melee for a round. Breath Stealer gives a DEF and more importantly a SPD debuff to a model/unit (remember SPD debuffs prevent charging). Blight Bringer provides infantry removal and blocks charge lanes. Her Death Spurs even prevent transfers. On top of all that she gets +2 DEF against ranged attacks which regularly gets her up to DEF 19 with Tenacity.   Saeryn should be one of your 2-3 lists (format dependent) in the convention scene because she is our best answer to Cryx. If you have been paying any attention you’ll have noticed that there are a high number of Cryx players in each tournament. Cryx has some ball busting casters which are very hard to play against. Some of the most popular you will see are Gaspy2, Denny2, Skarre2 and Denny1. There are some others that are really good as well but these are the ones I see the most.   Gaspy2 With Saeryn I always bring two Scytheans which provide a great way to deal with Tough Bane Thralls. They also RFP, so Gaspy2’s feat is less potent. You then double up with her feat to give...

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