Guild Ball for Warmachine Players
When approaching Guild Ball for the first time many Warmachine and Hordes players will pick up on the similarities between the two game systems. There are important differences too. He’s a run down of things you should Warmachine players should know as they begin Guild Ball.
- You can measure anything at any time
- 360-degree Line of Sight, there are no front/back arcs
- Players alternate activating one model at a time
- Successful die rolls based on number of individual dice that separately exceed a Target Number (TN), rather than a total of dice against a TN
- So you might roll 4d6 looking to beat a TN of 3+, each die with a 3 or higher is a success.
- Game isn’t just about dealing damage and Taking Out models
- Some guilds, like Butchers, specialize in damage dealing, but it’s dependent on guild/team selection.
- Influence is akin to Focus
- Each model generates a set amount of Influence at the start of each turn (like Focus on a Warcaster) and it all goes into a combined pool.
- You can allocate out the Influence like allocating Focus to warjacks, but the allocation limit is set per model (second number on the card under INF).
- Just like Focus, you can buy as many mêlée attacks as you want using Influence.
- Influence cannot be used for boosting, however you can spend [1] Momentum to increase the dice-pool by one.