We love all sorts of games at Muse! Our big focus is on miniatures gaming, but we enjoy cardgames, boardgames, video games…all sorts of games in fact! So do our content producers, we have some fantastic articles, podcasts and videos which will show you how these games are played, and maybe give you some ideas for what to pick up next!

MoM’s Podcast JVM Bonisode

Posted by on 11:59 pm

  MoM’s Podcast JVM Bonisode Topics:   JVM talks with John and Keith on this weeks bonus episode. Podcast: Play in new window | Download (Duration: 1:40:50 — 46.2MB)Subscribe: Android |...

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MoM’s Podcast #75

Posted by on 5:15 am

  MoM’s Podcast #75 — A Warmachine and Hordes Podcast Topics:   Time Stamps: 0:04:25 = Errata Review 0:26:00 = Sturgis Review Podcast: Play in new window | Download (Duration: 1:15:45 — 34.7MB)Subscribe: Android |...

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DICE RAGE LIVE Ep.11 – 7/17/13

Posted by on 9:28 pm

In this episode we talk about the Warmachine Tactics Kickstarter, and the newly previewed Journeyman Warcaster models associated with the upcoming game. And, this episode spawned to related videos! The first being a a follow up on things we discussed during episode: And, here is a video on two brush blending from...

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PwMJ – Crippled Painting with MenothJohn’s System

Posted by on 6:00 am

It had to happen…in a fit of cross podcast promotional wankery…Mr. Tusk comes to Casa John and the PwMJ Studios for 90 min of banter and 0 minutes of painting.  Topics include:  traffic on a Sunday in Wisconsin, Pacific Rim, the new Jr. Warcasters, and 30 full minutes of Zappity and Grumble after we Release the Kraken.  This might be the best episode yet.  Video still sucks…but Tusky Tusk makes it all good....

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The KillBox Presents: Fish Slap Bet

Posted by on 4:26 pm

Krump this is what happens when you get slapped with a fish.

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Regression and Why Morghoul is Dying on the Inside.

Posted by on 3:33 pm

This is a high-level article on the model point costing and linear regression analysis.  I’m going to walk you through how regression analysis works (and trust me, it’s REALLY not that complicated) and then how it applies to the costing of models in Warmachine and Hordes.  Additionally, I’m going to cast light on to a potential root-cause for a common phenomena in the game that’s often answered by:  RTFC (read the frakking card) or “It’s you, not the list”. Let’s take a trip down memory lane. High-school math.  Think about your formula for a slope; Y = m*X+b This is a one-dimensional relationship.  Y depends on the single dimension: X.  M is the slope of that relationship and b is the y-intercept (where X = 0). Relationships can hold more than one dimension and dependant variables like Y and can be built by any number of independent X’s. I like food (specifically pie) so let’s use a metaphor.  Let Y equal how badly I want pie.  What else affects how badly I want pie?  How long has it been since I’ve eaten?  Have I been drinking? How delicious is the promised pie?  Have I been working out?  All of these are valid factors that impact my desire for pie.  So let’s see that written as a formula; Y = a1X1 + a2X2 + a­3X3 +a4X4+ b Y = How badly I want pie X1 = How long it’s been since I’ve eaten X2 = Deliciousness of promised pie X3 = Have I worked out recently? X4 = Have I been drinking? Ok.  So I see now that each of those elements has been worked into the formula.  Let’s define those other elements. Each for the lower case a’s is a coefficient to the corresponding variable.  Those coefficients are going to control the direction (positive or negative) and magnitude of the underlying independent variable on the dependent variable.  That’s boring math talk to say it’s weighting the affect appropriately. Keeping with our example here, a4 is going to be gigantic.  If I’ve been drinking, I’m going to annihilate baked goods.  Conversely you could argue that a2 is probably pretty low.  I sound like a pretty indiscriminate pie-eater.  As a result, this variable would have a really small impact on my overall desire.  Pecan, Strawberry Rhubarb, Bayou Goo, Apple… who cares?  I want pie.  If I’m ABSOLUTELY indifferent to deliciousness a2 would equal zero. Lastly, what does b mean?  b is the level of my desire for pie if all of the X values were zero.  If I’ve just eaten pie, if the promised pie is NOT delicious, if I haven’t worked out and if I’m NOT drunk, b represents how badly I’d still want pie. (probably still a little bit)  🙂 So.  That’s the math we’re going to talk about.  Linear regression is an incredibly useful tool.  We used it above to understand the effect of different factors by deconstructing an independent variable into the elements that impact it.  That’s I’ve done here in the pie example.   It has two additional applications that are commonly used in the business sector; bench marking and predictive modeling. Under the bench marking example you build an equation and then program in all the X’s for a single point in that data and then...

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Crippled System Episode 30: now with ‘merican cheeze

Posted by on 8:37 am

Some warmachine talk, tournament style talk, Katies Korner, Twitter/Email Thunderstorm, Recommendations Hosts: Brian G, Andy W, Nathan H, Jeremy S, Katie S our youtube channel email us at Like us on Facebook! Follow us on Twitter! Follow @CrippledSystem Podcast: Play in new window | Download (Duration: 1:40:05 — 68.7MB)Subscribe: Android |...

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Nemesis: Major Haley. 2 – Operation Smash and Burn

Posted by on 7:53 am

Allo, allo! We’re back to getting time shifted and dodging bullets here on the frontlines this week. Don’t forget to familiarise yourself with the List and its general game plan. It’s not a bad idea to have access to the Major’s rules while you read. Never forget that pods are busted! A Tyrant’s Troubles …are quite few in this case. Skorne are good against Cygnar in general. Large numbers of Krea buffed elephants are very troublesome for gunlines with no Purification. They also hit very hard and excel at taking big single models off the table. This gives you plenty of good options, and probably the best chance of any Faction to drop a general list and do very well against Dub-Walls! The Rasheth tier is very good, with loads of agonisers, and almost nothing that cares about covering fire too badly. That and a host of cheap elephants is great, not to mention that with no Thorn you can keep Fatty relatively safe with paralytic aura and a few transfers. Arcing random breath of corruption is also very good at killing key pieces of that army. Haters gonna HATE! Morghoul1 is also not too bad, with an extremely fast Mammoth or just heavies, a counter feat and maybe also an agoniser he should stomp all over that matchup. I was playing him with almost all beasts and the Mammoth and its great as long as single burrowers don’t resist being blasted to death 4 times in a row! It’s all so much more positive than the Lich2 matchup! The list I’m going to give today is a Xerxis one however. Despite it being boring, Xerxis is maybe the best matchup in the game against Haley double stormwall. That’s why everyone took him and Haley1 at the last Iron Gauntlet at Lock and Load after all. Xerxis, 5 warbeast points -Tiberion, 11 points -Gladiator, 8 points -Krea, 4 points Cataphract Cetrati, full unit, 11 points Cataphract Incindiarii, full unit, 9 points Venator reivers, min unit, 5 points -Venator reivers unit attachment, 2 points Paingiver beast handlers, min unit, 2 points Aptimus Marketh, 3 points Though originally a proponent of the Mammoth with Xerxis, I think I prefer more elephants and units with him. Martial Discipline is very good with the reivers, they and the Incindiarii are very good at clearing troops away from your 7” Cetrati march every turn at Def 16, Arm 24. With fury the Incindiarii can hit very hard, and if needs be the Krea’s animus and defender’s ward can keep them safe in many matchups. It’s a solid brickey list that can play against many matchups (but never Cryx). You can afford to drop Marketh for a Tyrant Commander, but I really like him in this list and stray dying reivers and Cataphract will see him well fueled. Skorne smash good! Who’d have thunk it? A Scrutator’s Solution Well what about our friends in the protectorate! Maybe some double Judicator action with Durant? Maybe some Kreoss2 exemplar spam (Don’t try this at home!)? The menoth matchup is a very interesting one. It all depends on whether Aiyana & Holt is in the list. This is much less likely with Haley and two stormwalls, but they could still replace the Black 13th and give you headaches....

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MoM’s Podcast #74

Posted by on 11:59 pm

  MoM’s Podcast #74 — A Warmachine and Hordes Podcast Topics:   Time Stamps: 0:01:55 = Junior Warcaster Review Podcast: Play in new window | Download (Duration: 1:13:52 — 33.8MB)Subscribe: Android |...

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Improving Upon Swiss

Posted by on 2:03 pm

Swiss is a ubiquitous tournament format for games.  It’s easy to understand and elegant to run.  Compared to other systems, a double loss elimination tournament for example, it maintains a minimum number of rounds while not eliminating players from the tournament.  It even works well with WMs multiple victory conditions without bias.  This provides a fairly high bar for finding improvement but in the end it only means Swiss is still the worst tournament format used, except for all the others tried thus far. The issues with Swiss and WM are well known at this point.  WM base game length means running an event longer then the minimum number of rounds is not feasible.  This exaggerates the primary issue, which is the randomness in final standings for the player who didn’t win the tournament.  This is particularly frustrating in WM as it translates into prizes as well as determining who made the cut but does so based on factors outside the individual players control.  First round byes in this system are especially punishing. What I’m proposing is modifying Swiss in some fairly simple ways.  The core of the system remains a Swiss style tournament pairings with a minimum number of rounds as defined in Steamroller.  The primary difference is that pairings are done by tournament points earned not by your win/loss record. At the end of each match a player would earn tournament points by taking the maximum of one of three categories: control points earned to a maximum of 5, caster kill as 5 points or a point for every X army points of the enemy army destroyed.  The X points required would obviously scale based on game size: 8 points for 35, 11 for 50. The winner of the match would earn an extra point. Games going to time would result in both players simply earning their current point total with no declared winner.  A Bye would earn the player 6 points. At the end of the tournament your final placing is done by tournament points.  The first tie breaker is did the two players play each other and who scored more points in that game.  The second tie breaker is the average of their opponent’s tournament points. How does this improve upon Swiss?  It is still an elegant system that is easy to understand.  It maintains the minimum number of rounds that the core Swiss system uses and doesn’t favor assassination over scenario victory.  It also gives an impetus to finish games to earn the maximum number of points. The issue with the final placing system has a number of improvements.  Noticeably there would be a wider spread of points compared to the Win/Loss system as well as a secondary check before it defaults to SoS.  This puts the onus for the players final position on them, not on randomness in the system.  More subtlety this improves upon the matching algorithm compared to the pure Swiss system.  Better players will play against better players faster with the point spread created here. If it then does comes to a SoS tiebreaker it will make for a less random SoS then a regular Swiss because of this sorting. There are other potential consequences as well. Players will have more incentive to keep playing if they lose a close...

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