Tactical Toolbox – Introduction

Guild Ball is not an easy game to pick up and learn. There are a variety of reasons behind this, but I think one of the main issues is how much of its complexity lies in in-game decisions. In most other miniatures games, each individual model has a primary role that it fulfils on the tabletop, and the important decision is whether or not to put it in your list. List building, being an out-of-game exercise, is much easier to get (and to write) advice on. While Guild Ball also has list building and pregame preparation, a large percentage of the decisions you make are in-game ones and all the models have a large number of options available to them each activation, while only rarely is the correct decision obvious.

This means that making good decisions inside a game of Guild Ball is both relatively difficult to do, and difficult to teach short of just playing a bunch of games. In this series of articles I’m going to try and go through how games play out and what to be thinking about as the game progresses. The early turns of the game are generally about trying to get a positional advantage or set up for an engagement that favours your team, and later on things move more towards a scramble to acquire VPs faster than the opponent. In future articles I’m going to go over the important decisions to be made at each stage, but before going into more detail there are some important points to be considering across the entire match.

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Cooks in Season 4

The Cooks’ guild are the final guild (as of current releases) in this line of reviews! They have some fun players and an interesting highly aggressive style. As the Butchers’ associated minor guild, they focus primarily on damage and a takeout plan, and have similar weaknesses also, in low durability and a focus on melee range action.

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Miners in Season 4

It’s time to continue with some Minor Guild reviews, and next on our list are the appropriately named Miner’s Guild. These are the guild tied to the Engineers, and maintain a heavy goal scoring focus along with a lot of durability, and some very effective movement options which make them very hard to pin down.

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Navigators in Season 4

We’re back with the next in our series of Minor Guild reviews, and this time we’re looking at the Navigator’s Guild. These are the guild tied to the Fishermen, and maintain a heavy goal scoring focus but do have interesting options for damage and control as well. They play the game at a fast pace and their guild rule means they deal with dice maths in a different way to every other team in the game.

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Falconers in Season 4

With all the Major Guild reviews now complete, next up we’re going to be going through the Minor Guilds. First on the list are the Falconers, who are a long ranged, high damage team with some cool play patterns and absolutely no durability. They have only one real primary plan, but that plan is highly deadly and will get you a long way if executed correctly.

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