Sunday, July 31, 2016

Esters, Rage, vRage and Gutter finished, plus running a Low-Inf Brewers team with Rage


  Let's lead off with the pictures of decent looking models.  I like to start my articles with stuff that I know more things about, and then it devolves into random nonsense based on 0 experience from there.

  Any less experience, and I could playtest for PrivateerPress.



  Anyways.  The Season 2 Brewers Captain, Esters.  I was slow in picking her up.  I spent a lot of time trying to play the Dark Horse on Tapper and even into the Hunters I was doing ok.  However, he really does very little for the team, and after a particularly brutal matchup where he was easily tied down and the team just died without him, I went to Esters.  Esters can literally support the team with 0 influence.  She's a dangerous lady with 4 influence, but once the scrum is engaged in the middle, she mostly sings.  Occasionally knocks down.  She likes to be the first one into Corsair who can be difficult to get momentum off early, but with momentous 2 damage and KD, she can get past both his tough hide and initial KD, and then her second hit puts him on the ground.  I'm enjoying her playstyle, but her model is definitely far from my favorite in the lineup.




  Gutter is my control piece at the moment, though I'm warming up to Stave.  Gutter goes into Tapper lists, being far better at threat extension than Tapper's Marked Target play.  I'm playing her less currently, but again, I've gotten better at keeping Stave alive.  However, Brewers love that scrum in the middle, and Gutter slots into that kind of thing perfectly.


  Rage is my surprise favorite.  I really loved both Rage sculpts, and ended up getting them both and painting simultaneously because of it, even though I haven't played vRage yet, or even Union, and it's not really that high on my list.  However, the list I want to talk about a little has Rage in it, so he's painted up and rolling.  We're in the middle of a Big League, so I haven't been able to field him as much as I would like to, but when he gets on the table, he's hella fun.





  vRage is straight up because I like his sculpt, and one of these days, I'm going to play him just to abuse Red Fury.  May not be the best reason, but I love that character play.  It ignores so many things.  He can cast it on himself even.  It's hilarious.

 


  The whole party of painted models.  Not everything I own, just the painted stuff.


  About that list.  I have no idea what I'm doing.

  However, this idea started with someone pointing out that Rage cannot be affected by friendly character plays.  So I began wondering if I dumped most of my ball players, leaving one or two that don't need a lot of support, and everything else was bashers, how well I could do.  The biggest thing to try was Rage, and his number one problem is getting tied up by engaging models.  Guess who loves blowing away engaging models?

  Stave.  Stave can toss that bomb in there and blow off the entire crowd, leaving Rage alone in the middle, free to charge whoever.  This is especially fantastic if it's early enough in the turn that the opponent doesn't have the momentum to stand a model up and charge.

  Who else?  Hooper brings 2'' melee, which is extremely important in many matchups.  For awhile, I really bounced back and forth between Hooper's 3 inf max and Stoker's 4, or 5 if Stave is around, but Hooper just hops up to TAC7 so easy and requires less setup for more damage.  Stoker wants things on fire, he wants stuff unable to escape his 1'' melee.  Hooper doesn't care.  So Hooper comes along in most matches.

  Before we go on, let's talk Captains.  Esters is obviously the best choice.  She's capable of giving away all of her influence and still contributing, but she's also just better against so many more matchups.  The 2/2 movement has been the biggest thing though. Being able to just toss that out there so easy has been make or break.  So that ups Stave's sprint, Hooper's charge, all sorts of things.  The only issue is that it doesn't affect Rage in this lineup.

  Mascot.  Scum doesn't bringing anything to table for a bashy list, I don't feel.  Quaff is obviously better at that with Bag of Quaffers. More importantly, with Second Wind, he does a lot to remove Stave's ability to farm momentum for the other team.  That, by far, is my biggest complaint with the big 2/0 defense guy, and Quaff protects him for the most part.

  Rage, again, was the big model I wanted to play.  This team so far has 3 1inf models between Rage, Stave and Quaff, but Rage can't even have more than one so it works out.  He goes and wrecks models, and between him and Hooper, causes a ton of damage.  People like to engage him too, knowing that's what shuts him down, and Stave loves it when you walk into his range, letting him throw and then walk away.  Also, Rage has Tooled Up.  But so does Spigot, so why bring Rage?  Well, don't bring Spigot.

  Bring Vet Spigot.  I hated this guy's card when I first looked at him, but the more I thought about this low influence team, and the desire to have just one kicker on the board, vSpigot fit the ticket.  He doesn't need influence to score, he just wants momentum.  He has close control, sits on the edge of the board, counter attacks for free, and scores from 18'' away for FREE if he starts with the ball.  That's ridiculous.  So, he contributes 2 inf, and doesn't actually want any of it after the first turn.  He can use it, but doesn't need it.  He even has Goad if you need it for some reason.  It's like Pinned, except a third of your team's influence doesn't go down the drain when you miss.

  That's 6.  That's the list.  It brings 11 influence.  Esters wants 4 at the beginning, maybe second turn.  Stave wants 2.  Rage gets 1.  Hooper gets 3.  Throw 1 at Spigot so he can run if you want, or Esters if you want her to sprint.  Or Stave for the sprint.  Hopefully Stave can blow somebody towards your lines.  Esters can go early and buff whomever for whatever, maybe Hooper for Speed or Damage, and then she throws AOEs in the way of the scariest models, slowing them down.  Stave blows in the nearest guy and Hooper builds momentum off of them for next turn.  At that point, he could be +3 Damage with KD from Stave, Tooled Up from Rage and +1 damage from Esters.  That's a Momentous 6 Damage at the end of the playbook.  Once Rage gets involved, it gets pretty ballistic.

  The two I have on sideboard have varied a bit.  One is almost always Mash.  If I really feel like I'm going to lose the melee fight (Butchers) or if I'm bringing more than enough melee and need to protect the ball more (Shark Fishermen), then I bring Mash for 2'' unpredictable movement.  Between Him and 2'' UM, Spigot with CC and Poised on the edge of the map and Esters with Gluttonous Mass, the ball can be extremely difficult to get away from the team.  Hooper and Stave still smash face and even Esters can get involved.

  The other one on the Sideboard...  I had Stoker for a bit, but I always preferred Hooper.  Avarisse and Greed are an option instead of Rage, and it's possible, but I haven't decided the matchups I would sub them in for.  The biggest reason I would keep Stoker is to sub in for Rage if I'd rather have Guild, and 12 influence.  Again, I haven't decided why I should do that, but it's an option.  Gutter is another possibility, to replace Stave if I feel like I can't protect him.  The list is going to take some figuring out, and more playtesting before I decide it's trash.

  The game I got in with it was against Corsair Fishermen, and I trashed that list without using any of my sideboard.  Corsair brought Kracken, Jac, Avarisse and Greed, Sakana, and Salt (for now).  My opponent tried to play a bashy game, but Esters easily controlled Corsair, Kracken and Avarisse all game long with AOEs and conditions and they only ever got involved when Stave brought them.  Every turn, Hooper was +2 or +3 damage.  Corsair went after Spigot early turn 1 and got him, but had to come up the board quite a ways to make it, after which Stave blew him in close.  Hooper took him down to one or two points, and then with the momentum, won the next turn and Esters killed him I think.  Next was Kracken, pulled in by Stave.  Hooper and Rage killed him too with room to spare.  It took until round 3 for him to finally score and kill Vet Spigot simply because Stave was blowing models away and Corsair simply couldn't get enough momentum to stand up and do things.  Spigot came back on in the back of the pitch and picked up the goal kick then mosied around.  Hooper and Rage killed Salt and Jac in round 4, Rage being cleared off by Stave, and Spigot meandered up the board with an influence to sprint and scored the goal, no sweat.

  I think if my opponent had played a considerably more scoring team (subbed out Avarisse for one of the strikers, maybe Kracken too), I would have had to focus considerably more on protecting the ball or losing against goals.  As it was, I was happy to trade Spigot for Corsair, and then farm enough momentum off of Corsair and Kracken to heal Spigot and stand him up throughout the game until he finally died.  And when he finally died, it was fine because Icy Sponge was faster at getting him back to pick up the ball than him trying to run back there was.

  Overall, Rage and Hooper converted their combined 4 influence into 12-14 Momentum every turn.  Rage was getting 2 per attack, and so was Hooper.  My opponent really struggled to get into the fight at a pace faster than I was allowing, but with everything MOV 4/6", Esters was easily reducing the scary guys to 2/0".  Even with their harpoons, I just had to stay outside of 8'', and even Stave can do that.

  So yeah, I'm excited to play some more Rage, and I'm excited to do it with a completely painted team, with the exception of Quaff.  But Gencon is next week and Quaff should be on shelves shortly after that.  I'm excited.

  Hopefully you enjoyed seeing some more painted Brewer's models, and don't think I'm completely crazy for trying Rage.  We'll see you around.

Sunday, July 24, 2016

First Guildball Tournament and rude awakenings

  I have no idea what I'm talking about.  We can lead off with that.

  We had 12 signed up for a tournament, with four or five people coming on top of that who didn't have their names in the hat.  Unfortunately at the last day, we lost most of those due to a number of reasons.  We ended up with only 7, but one dropped to keep the numbers even.  He came back in on round 3 to cover the bye, but that's about it.

  I took an Esters team with Scum, since I didn't have any choice on the mascot.  I really like Tapper, but he really struggles against any control it seems like, and if I'm not able to gain any momentum, it's hard for Spigot to use his Heroic to get some speed into the team.  I've found I have a lot better grasp of the game when Esters is able to affect the team from turn 1.

  For the full lineup, I took:

-Esters
-Scum
-Spigot
-Friday
-Mash
-Hooper
-Stoker
-Gutter

  Spigot is always good with tooled up and football legend.

  Friday is there if I really want to play the ball.  If I go into a strong beating team, then I'll just go all in on footballers.

  Mash, I actually like to put in my teams when I'm up against scoring teams.  He retains the ball very well with the dodge against everyone but the kickers with 2'' melee.  Even them, he's 3/1, but can become 4/3 extremely easy.  Between him and Esters with Gluttonous Mass, I can usually retain the ball pretty well.  On top of that, once they start getting me surrounded, Mash just Long Bombs the ball into the backfield.

  Hooper is Hooper.  In this particular lineup, I didn't know if I prefered him over Stoker since Stoker has the extra influence, and with Stave (who wasn't in this line up), can go to 5 influence.  However, I'm finding that for 2 reasons, Hooper is more reliable.  2'' Melee, for starters, lets me dodge of a lot of problems and solve many others.  Secondly, his Heroic nearly counters Stoker's influence.  At TAC5, Stoker really wants some crowdouts so he can wrap, even at 4 or 5 influence.  He also wants things on fire to do damage.  Hooper just wants them knocked down.  Stoker, with 1'' melee, struggles into packed centers where he can be crowded out easily.  Hooper just stands outside of the circle and plays whack a mole, and if you've got any momentum at all, he does it at TAC7.  Any crowdouts or help at all and he's wrapping pretty easily.  I can consistently get 6 momentum a turn off of Hooper where Stoker, even with a shorter playbook, needs more setup for that.  I don't think Stoker is as bad as people give him credit for, but when Hooper can bump up to TAC7 and gain his +1 Damage without getting into b2b contact with the opposing model and do it all from 2'' away, it's hard to let him go.

  Gutter lets me play the game at my pace.  Instead of having to go to enemy and scrum, I can easily sit back, let Esters slow down the pieces I don't want to deal with, and have Gutter pull in a specific target for Hooper/Stoker to beat down.  If it comes to a scrum in the middle, Gutter is a solid choice for putting all that damage out there on multiple models.  The other option is Stave, but Gutter is able to survive considerably easier at DEF4 ARM1 instead of Stave's DEF2 ARM0.  I really want to play Stave, but I don't think he's an option until I'm able to take Quaff and pull Stave back with Second wind.

GAME ONE: Brewers vs. Masons

  My wife plays a lot of Masons, but never Hammer, and she hasn't figured out Brick yet.  So while I felt comfortable into the Masons, I was wary of Brick and Hammer both.  Hammer, I know what he does.  Brick, I hadn't seen played effectively before.

  Spoilers: He got played effectively.

  I left Hooper and Friday out.  He took Hammer, Mallet, Tower, Brick, Flint and Marbles.  I won the rolloff, Brick kicked, and I bounced the ball around a bit, trying to stall Gutter and Stoker's activations till someone came close enough.  Esters activated early, moved up and targeted Brick with Fire and Rough Ground both, hitting him both times and lighting both Brick and I believe Mallet as well, on fire.  This, as long as my opponent couldn't gain momentum, would prevent a mostly loaded Hammer from getting to me on turn one, allowing me to win the momentum war on turn one at least.

  I ended up pulling Mallet in I think.  Brick sprinted up his 2'' while on fire and in rough terrain, and when Stoker went in on Mallet, Brick countercharged.  This didn't bother me too much since I didn't expect him to do much of anything and I didn't think you could generate momentum on out-of-activation attacks like Counterattacks.

  That's not correct.

  Brick didn't do anything to stop Stoker from doing much, but gained one momentum.  This allowed Hammer to come flying in next activation and easily win the momentum war.

  So now on my back foot after a noob mistake, I tried to regain momentum and slowly pushed stuff around, did minor damage and kept the ball on Mash and away from Flint.  Esters did a legendary and gave Stoker another damage, and he got tooled up as well and had a max of 4 influence on him.  At this point, Hammer was knocked down and a little hurt but not bad.  Stoker moved into Hammer, staying out of the scrum in the middle, and Brick countercharged from behind other models.  I didn't think he'd have reach, but he did, and it was tight, but he got a momentous push and pushed my fully loaded Stoker out of melee with Hammer, and coincidentally, everyone else.

  The game continued, but I certainly did not play it much after that.  Models moved, but I was done.  We played it out for the sake of playing but I was pretty pissed at myself for screwing it up on turn 1 with giving my opponent momentum to glide Hammer, and then not premeasuring Brick's countercharge on turn two.  I wasted 4 inf and a legendary on that, and I was done.  I lost 12-0.  My opponent played it very well with Brick, and I should have known better by then.  It was an easy mistake I could have rectified if I had checked Brick's range first, but because he was behind other models, I didn't expect him to be able to get there with the melee, but he did.

  GAME TWO: Brewers vs. Fishermen

  I took the same list into my Round 2 opponent who was playing a Corsair Fisherman list.  He had Jac, Sakana, Kraken, Avarisse and Greede, and Salt, all under Corsair.

  I again won the rolloff, and Corsair moved up to kick it.  There was rough terrain in the middle, and he kicked it to my left where only Scum could really reach it.  Scum went out and grabbed it and made a lucky kick back to Spigot.

  Esters really dominated this matchup.  Again, I wanted to save Stoker and Gutter for the last activations and pull in either Kraken or Corsair himself but my opponent wouldn't particularly cooperate, especially since he was trying to do the exact same thing with Corsair.  However, as soon as the cat was done and his next activation was over, Esters moved up and landed both a rough terrain and fire AOE on Corsair, removing 4/4 movement from him and severely hampering his threat range.  The rest of the turn was my stuff staying out of Corsair's drag range.  Gutter moved up and pulled Kraken in at the end for some extra momentum, and Sakana ran in to try and crowd her out.  I won the next turn rolloff.

  Similar things happened.  Esters hammered Corsair with AOEs again and then Legendaried Stoker for damage, maybe movement, and I think DEF on herself.  Corsair did have range on Gutter though, and drug her in.  He failed to do much damage, or build significant Momentum.  Spigot tooled up Stoker and went in on Kraken for a little bit of damage.  The rest of the Fishermen were out of range for much so they just shifted around and Avarisse tried to run to my side of the board to be relevant.  Gutter activated and did damage to Corsair, Sakana and Kraken, but not a great, great deal.  Got me plenty of momentum though, swinging onto a KD Kraken with Spigot engaging.  Stoker was the last activation and I think he killed either Corsair or Kraken. This gave me enough momentum to win the next round where a fully loaded Gutter killed whoever I didn't kill the turn before, and Sakana died shortly thereafter as well.

  Midway through the third round, a mostly ignored Mash walked up and scored for kicks and giggles.  However, I timed out, and things got very tight.  I won the game 12-2 when a fully loaded Stoker finished a knocked down, crowded out Jac.  The 2 points my opponent scored were because I had timed out.

  This game, I felt like I paid better attention to the gotchas in my opponent's list, and with pretty stoic threat ranges, I was able to really neuter the other team by simply lighting their hard hitters on fire and in rough terrain, and denying momentum.  It was a best case scenario for my list, and Gutter being able to pull out the one I wanted to kill every turn just made it even better.  It was a pretty rough game for my opponent, probably every bit as rough as mine had been in the last round.  The only thing I really botched was the clock.

  Stoker was pretty hilarious in this game.  He easily did the most killing, but in the last round, my opponent kept trying to take him down and keep him out of 1'' of his models so he couldn't just stand up and walk around.  However, Esters stood him up with her heroic once, Gutter got him 2 momentum to stand him up once, and then on his turn, he just stood up with Magical Brew.  It was pretty funny how often he went down, and how often he simply stood back up again.

GAME THREE: Brewers vs. Brewers

  There were only so many players left, and my fight was actually for third or second at this point.  My opponent from round one was absolutely thrashed by a Obulus list in the second round that managed to get up to 23 momentum in one turn without using the legendary.  He told me later he was in pretty much the same boat I had been.  Just pushing models around with no hope and wanting the game to be over.  So that left me and another guy pushing for second or third given the turnout we'd had.  We stayed on the table I had just played on so the rough terrain in the middle was still a factor.

  The remaining opponent was another Brewers player.  He was also playing Esters.  His full list was her, Scum (for now), Stave, Stoker, Friday, Spigot.  I took Mash out of mine and put in Hooper, leaving me with him, Esters, Scum, Stoker, Spigot and Gutter.  The running joke was that since the main difference was Stave, I was definitely loosing this game since Stave would control my list so easily.

  I again won the rolloff and received the ball.  Gutter was the best to retrieve it, so I settled for not pulling anyone in this turn and kicked it to Spigot.  Esters moved up and bombed his Esters and Stave both, but stayed out of range of Stave being able to push her in.  Hooper moved up and repositioned, Stoker wandered around kicking the ball.  I won the rolloff just barely and Gutter pulled in Stave and began cutting him up for momentum.

  Stave, engaged, was unable to do anything, so Esters moved in and knocked Gutter down to free him up.  My Esters moved in, stood everyone up and Knocked down Stave, then legendaried herself for a defense, Hooper for damage and maybe Stoker for damage too.  Settling for not getting a Barrel off, Stave swung at Esters and she counterattacked, knocking him down.  This was basically how most of my game went.  I was always ahead in momentum, by several, and could easily defensive stance and counterattack to KD unless they were able to knock me down.  With Esters at DEF4, and Gutter standing up, it didn't happen much.

  His Spigot and Friday slowly began hunting my Spigot, trying to get the ball from him.  I wasn't too worried about it, and simply kept tooling up Hooper.  My cat wandered aimlessly.  His Stoker took three rounds to get into the fight simply because he was on the wrong side of the central rough terrain.  However, he was loaded up constantly, and ended up just burning my Scum to death over two turns.

  At the end of Round 2, Hooper was at +3 damage and went in on Stave, killing him handily and generating 6 momentum.

  Round 3 led off with a fully loaded Gutter moving up, dragging Stave in and getting him pretty low.  Stoker finished him in the next activation.  That left Esters and another fully loaded Hooper counterattacking into Esters and putting her in a bad spot as well.  Spigot got a "Ball's Gone!" off on my Spigot and gave it to Friday, whom I continued to ignore.  That round ended, again, with a fully loaded Hooper beating the living daylights out of Esters for VP 5 and 6.  Friday went and scored, getting my opponent to 6 as well.  Esters would get the ball on the goal kick.

  My opponent won the rolloff, but even though the score was tied, the end was in sight.  His spigot was tied up pretty well by Hooper, and Esters ended up walking up, throwing the ball to Spigot and putting some hurt in bad Spigot.  Bad Stoker tried to hurt Gutter, but did very little.  My Spigot walked up and scored with no issues, and a fully loaded, tooled up Hooper killed bad Spigot for the win.

 In conclusion, I missed 2nd place by 2 score difference, and/or a ball score.  However, after being absolutely trashed by the Masons, I was ok with it.

  I really think the Masons game was the lynchpin, obviously.  There's two easy mistakes I can look at and know that's where the problem was.  I expected to have a difficult time into that opponent, and was prepared for a grindy game, but not knowing that momentum can be scored on the countercharge really hurt, and then having Stoker pushed out when fully loaded with the end of it for me.  There wasn't much I could do to score after that anyways, and it wasn't of much concern to me.  However, Mash had the ball most of the game, and if I had been inclined, could have probably scored it if I wanted to, and that's what cost me 2nd place.

  I need to premeasure.  If it's a possibility, premeasure it.  Check it.  Find out.  I can in this game and I don't every time, and it costs me.

  My future line-up is pretty exciting.  I will probably not play Scum for a long time, especially with a Gencon release of Quaff and no tournaments before then.  There's a couple of lists I want to play with a try, and hopefully batrep properly but we'll see.  I also have Hunters that I'll switch to playing some more here in the future.

  So, for my first n00b tournament, I'm ok with it.  Hopefully there's some basic mistakes in here that you can read and say "Oh yeah, don't be stupid like that guy."

Saturday, July 9, 2016

Vassal for Guildball - Getting Started



  Vassal comes up a lot when people talk about a Tabletop simulator, which boils down to what Vassal is essentially; A tabletop simulator with an internet connection.  Modules exist for Vassal for most games, and if you've played any of the other games, you understand the frustration that comes with trying to navigate Vassal.  But you really want to get that game in without driving an hour, or buying a plane ticket to the UK to play that one guy.

  So you're googling Vassal for Guildball.

  Here's the really nice thing though.  The Guildball Vassal module is produced by Steamforged and updated/maintained by them and they even have a place for it in their forums.  This is very different than any Vassal module you've seen before, and if you come from Warmachine specifically, Vassal is a hodgepodge rumination updated by a rotating group of people that do it as long as they can with out being so frustrated with it that they drop it entirely.  That's gone with the Guildball Module.

  The GBVM (Guildball Vassal Module; I'm tired of typing it out) is a streamlined program with all the shortcuts, widgets, art, plot cards, tokens and terrain created already by Steamforged.  It's amazing.  It takes a minute to get into, but not anything like the learning curve that the Warmachine module takes.

  My major complaint about the WMH Vassal module was how swingy the dice were, and that may or may not be true with GBVM too.  I haven't decided yet.  My first game definitely had me miss a 5D6 Supershot pass from Mash to Hemlock, but then when we rolled out the theoretical un-bonus timed snapshot kick through an intervening model, she got a 5,6,6 screamer.  So the computer generated dice are still interesting, at best. On the plus side, he never ever hit Slippery DEF6 Hemlock, even at TAC11.

 Anyways, I can't preach how great this program is enough.  I hope that if nothing else, you'll give it a shot.  The Guildball community is taking off like nuts, but most of the warmachine players coming off the presses will not have great memories of the WMH Vassal module.  I'm here to change that and tell you it's not the same.  Right now, we might see two or three guys on vassal a night.  It'd be nice to really raise that number up.

  So, let's look at it.  What are the major things that you need, or should have?

  Before we look at the actual Vassal program, the things you should consider having are:

1.  Skype/Mic.  Trying to communicate with the other player about what you're doing without using Skype is very much hamstringing yourself and doubling the time involved in the game.  If you're going to play Vassal, get Skype, get a Mic.  It's pretty imperative with Guildball.  You could get away with it a little bit in Warmachine because of simpler activations, but in Guildball, you absolutely need it.  

2.  Your cards, obviously, but the best thing I think is the App, Guildball Manager.  It's a free app with all of the guilds, their cards, a fight feature, you name it.  It's everything War Room 1 should have been with none of the downsides.  Get it.  It's free.  There's no downsides to this program.  Even if you have your cards sitting in front of you for playing Vassal, the app is great for checking your opponent's cards, and etc.  Even better, it doesn't require you to have your cards with you wherever you have your laptop.  Work trip?  Good to go.  Downtime on vacation somewhere? Good to go.

3.  Time.  A vassal game is still longer than a tabletop game, simply because you can't pick up a model and set it down.  It's a bit more finite in Vassal than that.  Everything else I think is actually streamlined and possibly faster, but physically moving models saves sooo much time.  Don't go into a Vassal game with an hour of free time.

4.  Vassal Ball Facebook group.  Want to coordinate with some people for a game?  Join the Facebook group.  The forum's a good place too but the Vassal Ball FB group provides some instant updates on people's availability.

Actual Vassal links needed:

1.  The Vassal program.  The base program is at the root of all of this, and you'll need it.  It's at: http://www.vassalengine.org/ and is currently version 3.2.16.  Download it.  Install it.

2.  The Guildball module, located in the resources section of the website.  http://guildball.com/#downloads

Install the program, then the module.  Start it up and double click the Guild Ball module.  This will take a minute to start up, so when you start browsing the forums, or this great blog, keep in mind that the wizard pops up on the desktop, and you can't see it, and it doesn't create selectable on the windows bar.  You'll have to minimize your window periodically (not show desktop) to check if the wizard is up.

  Once it's up, if you just want to play around, or for some reason your opponent is sitting next to you, do offline game.  Otherwise, look online.  This is what it will look like.


  The main window is the chat screen.  The middle right window is the rooms in existence (Main, Scrub vs. Byron, and the one I created for this, Test).  The far right is the players in the room.  If you right click a room it gives you the option to join it, or if it's your own room, you can lock it because you hate people and socialization but you play a social game.  If you right click a player, you can PM them.  Above those two right windows are a series of statuses to indicate what you're doing.  The X is afk, the exclamation point means you're looking for a game.

  In order to create a room, in the middle window where it says "New Game", just type a name and hit enter and it will generate the room.  Your other player will join, whatever.  Someone creates the game.  Ideally, get someone else to do it for the first time, but since this is a walkthrough, we're going to do it.  Go to File, and hit "New game".  It will ask you if you want to be a visitor, or home team, or visiting team.  Generally the host picks home team, but either way, make you both know who is who.  This will generate a normal green pitch, but if you hit the "Maps" button in the upper left, you can change your pitch.

  If you click Roster, up left next to Maps, it'll pull up a few more windows.


  There's several tabs that we'll talk about in a moment, but the Terrain one is the important one here.  In the dropdown menu, there's your types of terrain, and then the selection menu to the right has the different sprites available.  Drag them onto the pitch in a legal way.

-OR-

  Start over.  This is the simplest way.  If you've followed my instructions to this point, go to File, and close game.  Now hit file, and choose one of the setups available.  This will ask you all of the same questions, but will generate a pitch with terrain already placed.  If you're just getting going in Vassal and Guildball, this is the way to do it.


   The other player, when he joins the room, will select Visiting, probably, (whatever option is left).  Then you guys can drag your stuff out. So, back to our Rosters button.



    There's a lot of options here.  All of which, you click and drag to the pitch.  From top left to right:

  Templates: Your AOEs are here.  They're all 3'' AOEs, but with various art for various spells.  It should be noted that the AOEs are selectable at their centerpoint, not the whole circle.  This reduces some mouse confusion on the pitch.

  New Ball: There's a ball in the center of the pitch by default, but if you delete it by accident, or it goes buggy (which happens), there's a new one here you can drag out.

  Tokens: These are just little colored indicators for things if they aren't built into the engine.  Haven't needed them yet, but like, when Tater comes out, you might use them since he may not be in the system yet.

  Token Sets: These are faction specific.  Select it, select your faction from the dropdown box and drag what you want out.  Some of them will be missing, like Tapper's Commanding Aura, but that's because the aura effects are selectable options on the model itself.  It's pretty sweet.  These are indicators for spells and such, so Tooled up, Dirty Knives, etc.  Football Legend, Commanding Aura, all that will be attached to the model.

  Individual Dice: Haven't used them yet.  Let me know if you do.

  Plots: This is the wrong way to select plots for the game, but we'll talk about that shortly.  These are specifically for league play since they have every faction, season one, season two and the campaign plots.  How cool is it for a company to build their leagues into the module for you?

  Home/Visiting Team: These tabs are identical except that the base colors are different so that all the various Avarisse and Greedes are identifiable from eachother.  Same thing as the plots.  Dropdown box select your team, drag them to the pitch.

  Terrain: We talked about this already.

  So, now that your stuff is on the pitch, let's talk about the right side of the board.


  This is a great feature guys, I can't praise these dudes enough.  This is the scoreboard and what amounts to your trays.  The pretty artwork sections are where you can sit your tokens, templates, plot cards and dead players and keep the pitch clean.

  Then there's the Scoreboard.  If you look at the top and bottom of the board, it says "VP".  Right click this to select if you got a TO, scored a goal, extra point, or if you need to reset them all.  The three little divots to the right are for goals specifically. Selecting "Goal Scored" from the menu will automatically fill in one of those, and serves as a reminder for your extra influence.



  Then there's your MP with the arrows on either side.  Self explanatory for the most part.  Click left or right to adjust MP.  Keep it up to date because when you both are done, you'll hit "New Turn" and the game will factor in your MP for who wins initiative.

  Then there's the dice.  That long column from 1-22 is your dice.  After you've added up your dice pool number, select the box next to that number and it will roll that many dice.  


  Now, instead of browsing those dice and trying to figure out how many times you hit that sweet 5+, instead of counting them out, that colored chart in the middle summarizes it all up for you.  You got 5 hits at 5+ not counting any armor.  If you're whacking on Stave, you did considerably, and unsurprisingly, better, at 12 hits needing 2+.  Very intuitive, very simple.  I really like it.

  Brief note.  Do you remember the tape measures from WMH vassal?  Well, they're still here, in the upper right corner.  And they still suck.  They can be accomplished by many other things but if for some reason you need one, they're here.

  One more thing before we play ball.  The Plot Cards.  Select "Plots" from the bar at the top.  Not home plots or visitor plots.  That's where you drag your league cards from your roster.  Just select Plots, which is a deck you and your opponent will both use.  Drag 5 cards from the deck to the table, select which ones you want, right click "Claim", where they turn blue, and then return the other two to the deck.  The cards remain hidden from your opponent until you right click "Flip" to play them.



  Now we're going to drag a player onto the pitch.
  

  On top of the player, you see his name, Tapper.

  Below that is his Health.  Health is adjusted by Ctrl - or +, depending on how his day is going.

  The arrow means I have him selected and if I hit the arrow keys, which direction he will move.  I rarely use the arrow keys in this game though.  

  The little yellow dots on the bottom left is his current allocated influence.  These are adjusted with the - and + keys as well, but without the Ctrl.  

  Then there's statuses.  


  From left to right, there's Poison (Ctrl P), Burning (Ctrl B), Lacerate or Bleed (Ctrl L), Snared (Ctrl S), Knocked Down (Ctrl K) and then Taken Out, which would remove all statuses and give you a skull but most of us just drag the player off the pitch.

  Most of what you're going to do is holding down that Ctrl key.  Ctrl X deletes the model, for example, while Ctrl C clones it (important here in a minute).  It also creates our auras, the easiest part of playing this game.  Ctrl 1 - 0 are auras from 1'' to 10''.  Ctrl + Alt gives us the next ten inches, 11 - 20 by using Ctrl Alt 1 - 0.  You can have as many auras as you want out there, and they can all be cleared with Ctrl period (.).  

  So, let's say that Tapper is sprinting to the ball, then over to the forest to engage Avarisse, but I want cover too, and I want to stay out of Avarisse's melee.  I also want to be in Spigot's Football Aura so when I kick the ball at some point in Tapper's activation, I have 1/1 kick bonus.

  I'll start by selecting the ball and pressing Ctrl 1.  All of this can be done with the right click menu, but the keyboard is far easier.  

  So now, Tapper can move an inch, snap the ball, and use the remaining movement to get to the woods.  I'm going to create a 1'' aura on Tapper, and Ctrl C to clone him.  I'll drag the clone to where I want him to be in that Aura for that 1'' move, and then use Ctrl 6 to show how much movement he has left.  I'll use the original sprite now, clear his auras with Ctrl . and then turn on the 2'' aura with Ctrl 2 for my melee range.  I'm also going to turn on Spigot's Aura, which I can do with a Ctrl 4 since that's the range of it, or I can right click, scroll to "Special Auras" and select "Football Legend".


  This picture looks pretty complicated, but the TL:DR is Tapper moved south an inch, snapped the ball, sprinted with most of his remaining movement to engage Avarisse without being engaged by him, while toeing into the forest, and is still within 4'' of Spigot for his Football Legend.

  This took maybe 5 seconds to do.  It's very intuitive very quickly. I'm going to drag an invisible box over the whole group, hit Ctrl . and clear the auras and Ctrl X to delete the clones I don't need.  This is way better than using the arrow keys to nudge players around and back and turn and etc.  This is almost faster than a regular game of Guildball.


  Fantastic.  let's look at Kicking.  Tapper makes this kick to Spigot, and even at 4d6 kick, I miss.  If you select Spigot, hit Ctrl A to generate the Kick Scatter.  Or again, the right click menu.  If you ever have any doubts on the shortcut, use the Right Click menu.

  Now, with the Kick Scatter created, and the ball selected (it snapped to spigot when you created the Kick Scatter), tap End on your keyboard and grab the half circle piece (not the path) and drag it to align your kick.  Now hit Ctrl S for Single Scatter, or right click menu.  If this is scatter kick you hit with and you can reroll direction, use the undo button in the upper left corner to step back and single scatter again.

  

  Now resolve the scatter.  It didn't go far enough to run into cover.  I may have passed Spigot's path though, allowing him to snap the ball.  Press End again and align the path.  


  It just caught him, so I will snap the ball to him.  The path can be removed or created with Ctrl E, which is travel paths in general.  Use Ctrl E for charge lanes and kick lanes, etc.  Great tool.  Again, if you're having issues rotating the path with End, make sure what is traveling is selected, in this case, the ball.

  At the end of the turn, select "New Turn" at the top where your MP and your opponent's MP is calculated, rolled against and reset.  It will tell you in the chat bar whether Home or Visiting won initiative and you'll go from there.

  That's pretty much it.  There's really not a lot more to show with it outside of you getting in there and trying it.  Steamforged has a complete list of Keyboard Shortcuts available, but the ones you're going to use the most are the ones I've mentioned above, and summarized below.  Everything that can be turn on can be turned off with the same set of hotkeys.

Health: Ctrl - / +
Influence : - / +
Poison : Ctrl P
Burning : Ctrl B
Bleed : Ctrl L
Snared : Ctrl S
Knocked Down : Ctrl K
Auras 1'' - 10'' : Ctrl 1 - 0
Auras 11'' - 20'' : Ctrl 11 - 20
Clear Auras : Ctrl .
Travel Path : Ctrl E
Kick Scatter : Ctrl A
Standard Scatter : Ctrl B
Path/Scatter Rotate : End
Single Scatter : Ctrl S
Delete model : Ctrl X

 And that's pretty much it.  Hopefully this has given you a decent insight to playing Guildball on Vassal.  The Steamforged Forum for it specifically is located here: 

http://forums.steamforged.com/index.php?/forum/23-vassal-module/

And the Vassal Guildball group is here:

https://www.facebook.com/groups/901202099948458/

  If you have any corrections, suggestions, ideas for further improving this guide, shoot me a message on twitter @diceotfirstdegree or comment here.  Thanks for checking this out and I hope to see you on the pitch.