This is my first Guild Ball team, the Brewers.
The game is actually great, not at all an imitation of BB like so many others have been. It's a spin on old style mob football in a low fantasy setting, a sort of Steampunk/Victoriana/late med setting, which is quite a mixture of things but very well thought out. Personally I can't help but think of Gangs Of New York when I look at the setting and the background, the way the 'Guilds' are set up and the politics between them, and the way the players tend towards being tradesmen looking to better their lot in life or gangsters who revel in violence.
Oh, and one of the mercenary players is William Cutting by another name, so yeah.
It's played on an open pitch 3'x3' with only 6 models per side. Goals are scored by kicking the ball at a post. The game ends when a Victory Point target is hit, and VP's are won by scoring goals or taking out opposition players.
Game play wise, it is not unlike WM&H or Malifaux. All players are named characters, all have unique skills and abilities which can be triggered to make them better, make team mates better, or hamper opposition, and the trick lies in getting these things stacked in the right order and at the right time.
Models activate individually and play passes between teams one player at a time (I activate a model, you activate a model, when all are done we move to the next turn), which means that setting stuff up can look easy one moment and be countered the very next.
As you play you build momentum, and momentum can be spent to allow for ever more daring and/or devastating plays.
Combat isn't a straight up beat 'em up affair. You roll dice, compare successes to a playbook on the models card (all are different), and choose the result you want from those available. This can range from straight damage to tackling the ball away through pushing them away or dodging past them to carry on moving freely or get into a better position, to knocking them down or even activating a special ability.
And in this way you build the momentum to do ever more. It's a very nice mechanic that generates some very tense moments and excitement.
Right now there aren't many models to choose from for each Guild (7 on average plus some mercs, and you play with 6, so a limited choice), but later this year there will be a second wave of releases adding 4 models to each faction including a second captain (each team currently has and must include 1) and a second mascot (same deal as the captain).
There will also (so I've been told) be campaign rules in the first supplement to the rules. And this I find very interesting. The game can't develop like a BB league team does, players are named and have set abilities. I'm lead to believe that campaigns will be a more narrative thing and will involve a lot of plotting and politiking between Guilds. which sounds very different to what I'm used to and I look forward to seeing it.
I also believe (suspect) there will be 'veteran' versions of some players, and as the initial release includes some young rookies on several teams this makes sense, so there is scope for certain players to develop in that way.
Anyway, if you're still here after all that, I'll finish by saying that it is well worth a look and very different to BB, a very worthwhile distraction and great fun.
Steam Forged/Guild Ball website for more information:
http://guildball.com/
And now, after a gazillion words of context, here are some miniatures:
Brewers Team Captain; Tapper:




This is a conversion, the legs from a second Brewers model to give a fuller, more flowing kilt and to let me reposition the waist.
Scum; Brewers Mascot:



A great example of play this model. Whilst he's close to the captain he increases his 'influence'. But when Friday activates she can call the cat to move towards her out of sequence which, if done right, should mean she always has support when getting into a tackle or fight.
Friday; Brewers Striker:




Another bit of a conversion. I swapped her right arm out and added the bottle (sculpted) because the original has her holding a throwing knife which looks great but I felt was too fragile for my level of clumsiness. I also resculpted her feet to give her big heavy clogging boots. Just because it seemed fitting.
Spigot; Old Drunk/Football Legend:




Spigot is an odd one. A once great player who still have flashes of being brilliant. He makes others better and can do great things with the ball, but is often unreliable in that if you don't use him well he's just fragile.
Hooper; Midfielder:




The team tough guy. Not great at the game but really good at knocking opponents down and smashing their shins.
Stoker; Likes strong spirits and fire:




As per the description, Stoker is fun in that he will set the opposition alight and burn them out of terrain (oh, yes, it's played in rural areas so you can add small pieces of terrain).
Stave; Artillerist:




Stave is a big bulldozer of a player who clears space, either with his girth or by lobbing barrels which explode and force the opposition back. Great fun.
Fangtooth; Union (merc) monster:




Fangtotth is included because I love the model. Play wise he fits well as he's another player that clears space and dishes out damage.
The loincloth is a sculpted addition so that I could include some tartan.
Goal and Ball tokens:


The goal is a length of wooden dowl, the sign from a terrain kit. I though an Inn sign would be perfect.
The ball token is basically a 30mm base same as most of the models. Base size is used to determine ball path when passing and shooting, models have zones which extend 1'' or 2'' from their base which represents the area over which they can make ball handling harder. The trick is to get into the open so that you are shooting without intersecting and zones or, worse, bases. And that isn't as cut and dried as it sounds.
Brewers starter set group shot:


Thanks for looking. Any questions please ask.
If you can't see any of the pictures the full albumis on Facebook here:
https://www.facebook.com/jonathan.taylo ... 768&type=3