Gameplan Walkthrough – Turn One

Since Guild Ball seems to be kicking off again somewhat, I figured now might be a good time to go over some more gameplay concepts to think about when playing. While in the Tactical Toolbox articles I referred to general ideas to keep in mind and plans to consider when making decisions, I didn’t focus down on any specific examples. Here, instead, I’m going to go through one singular scenario and look at what factors in to the decisions being made and how they might play out.

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Union in Season 4

Our third guild to be looked at is the Union. The mercenaries have been ones of my personal favourites for a good while now, and are generally really fun to use. They also have a larger roster of potential models than most guilds which gives us some interesting choices in what to cut – they also have two very different captains who use different players.

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