Friday, 17 July 2015
Gaming Reunion
First up James gifted me with a wicked Kingdom Death figure (given we are both now very close to getting our Kickstarter pledges). The figure is the Storm Knight, and should be pretty awesome to paint.
Next up we got in a game of Hybrid, playing one of the missions from the original box. A clear win for me, but fun none the less as new figures were tried out for the mission.
Finally tomorrow morning we have planned a game of Guild Ball, using the teams I finished painting.
Tuesday, 7 July 2015
Guild Ball - Pitch Control
So I have a few templates to show off that I plan to use for Guild Ball.
First up are the Guild Ball specific tokens by www.counterattackbases.co.uk . I picked up the complete set, which consists of the two scatter templates, the initiative token, influence tokens, and condition tokens. The colour choice being a sort of smokey brown. I also grabbed a second set of influence tokens in smokey grey. That way I have tokens for both of my teams.
Now the other tokens I have are what I used for Warmachine and Hordes. The red tokens are from www.templatesandwidgets.com , and I have a 1 inch movement widget, a 3 inch aoe widget (useful for aoes that hit target models and you need to work out who else is hit), and 2 50 mm wreck tokens which will work as goal tokens for the time being until I make some guild specific goal tokens. The 3 inch generic aoe template rings are by www.modeldisplayproducts.co.uk , which will be useful for most aoes. Mix in a few Warmachine and Hordes tokens for anything really specific (I can see blanck tokens with space to write stat modifiers on being useful).
Well there you go. This week I will finally start painting.
Friday, 3 July 2015
Guild Ball Begins
Already put them together. So expect perhaps in a week or so the first WIP shots.
Friday, 19 June 2015
Thursday, 18 June 2015
[review] "I'm Gonna Blatter You!" - Guild Ball Season 1
So I pretty much hate football. As in soccer. No let's be more fair. I hate a lot of the culture around it.
But Guild Ball is much more fun.
Now previously I had blogged about the demo game I had at my flgs in Sheffield, The Outpost. But this time I am going to delve into the rules some more and the rulebook itself.
Let's start with the obvious. The Guild Ball rulebook is free to download, and is full colour. In fact there is a lot that is free to download, such as quick start rules, print outs of the character cards, and print outs of templates, and even paper standees so you try the game out.
Next up the book itself. I have fortunately had a look at the hard copy of the book, and it is high quality, full colour, and comes in a sleeve. The book is slightly different in that it is a landscape orientation, much like the book for Battlefleet Gothic. This has some advantages in that it takes up a better amount of space on the gaming table, and is already a useful format for tablets.
Now the art. The art is lush, evocative, and has a cartoonish feel to it. Doug Telford has an excellent resume, having work on games like Kill Zone, and Heavenly Sword. Marc Molnar has worked on the Star Wars RPG and 40K RPG. All the art, character sketches and design and layout of the book really do well at depicting this new world.
Now about the world. It's a fantasy setting, but, unlike many other settings in the war gaming genre, we only have humans (well other than the team mascots). Guild Ball is a sport played in all the of the states that exist on the shared continent, and of course is controlled and managed by the various competing trade Guilds. Magic and alchemy exist in a fashion, but again, are not as explosive or significant in the game compared to say in other fantasy settings. As time passed, and states grew, and in turn so did the Guilds, the states formed a joint collective, The Empire of the Free Cities.The peace of the Empire was shattered by the Century Wars, and this caused havoc and strife, and of course ground down city states and Guilds. And it was the Guilds, who were independent and border less, who brought about peace. The Guild, seeing the power they could wield to bring about peace, sought to cement it, and so saw a institution of mass entertainment as a means to bind together the different peoples of the new empire. This would be Guild Ball. Based upon the old sport that was played on festival days, this transnational sport would give the people something to focus on, and bring together fans from different communities. But Guild Ball would have another role. A means by which to settle disputes within the Guilds.
So what Guilds do we have?
Butchers. Fishermen. Alchemists. Masons. Morticians. Brewers. Engineers. The Union.
For each of these Guilds there are 6 characters to use in your team, and of those 1 is the team captain (and so has to be used in games), and there is a further character, the team mascot, which has to be used in the quick and regular game sizes. In a introductory game, each team consists of 3 models. In a quick game and regular game, you have 5 characters, and the team mascot. So currently that means for the larger sized games you have options by deciding which team member out of the full roster to leave out. Future releases will undoubtedly introduce new captains, players, and new mascots.
The rules I have explained a bit in the previous blog post, and the full rules expand upon them a little, detailing the issues with passing a ball, scoring, and the use of Momentum to enable team plays (so where the ball is passed and a model runs onto the ball, or snaps off a shot on goal). The rules for all characters are in the book, and each character is defined by a stat line, plays (special skills essentially) and their play book (which is a list that depending on successes gives you access to different effects when you succeed on an attack).
Having read through all the rules, it is clear how this is an incredibly well designed rules system, using concise dice rolls and dice pools, and minimal modifiers, to create a deep, tactical game. It is clear the game is design to promote an aggressive play style, board control, synergies between models and game effects, and a flow of play that means a player is never left waiting to act.
Will I be getting this game. Oh hell yes. About 20 GBP for a starter set of 3 models, and that is enough to get gaming on a 2 foot square gaming space. I have some ideas in mind already. The setting of Guild Ball, and the rules, suggest the use of cluttered pitches. That means games taking place on farms, even with groves of trees in the play space, or in the streets, with players kicking the ball about the narrow streets, and over carriages, or hell, why not having to jump over canals. Some pitches could be on an icy tundra, and so players and the ball skid over patches of ice. Or perhaps the game is taking place in a prison, and there are sharp hooks to be avoided.
So watch this space for some future match reports for Guild Ball.
Tuesday, 16 June 2015
[Battle Report] Skorne vs Everblight - Back into Action
Of course, our venue was the excellent flgs in Sheffield, The Outpost, and that shop has plenty of gaming space.
With the mission selected from the Steamroller missions, and we were playing Destruction.
I was running my 35 pt pHexeris theme army,
pHexeris
Aptimus Marketh
Titan Gladiator
2 Cyclops Savages
6 Arcuarii
6 Paingiver Beast Handlers
2 6 man units of Praetorian Swordsmen.
My opponent was running with,
Saeryn, Omen of Everblight
Scythean
Neraph
Angelius
Nephilim Bloodseer
Strider Rangers
Strider Deathstalker
2 Blighted Nyss Shepherds













