Category: The Quench

Spring Fling Wrap Up

Hello All!

Things have been super busy and super weird for me for the past few months, and I apologize for the lack of content. Several cool things have happened for me in the world of guild ball lately. I was mentioned by name on Guild Ball Tonight (and Bill has apologized for saying I’m from the Carolinas). Also, I went to Spring Fling representing the Mountaineers Guild. Spring Fling was a great event and I had a blast. My goal was to go 3-3 with Blacksmiths and to use some super secret tech to try and pull some wins.

The core of every list I play is Ferrite (Cap), Iron Hearth and Alloy. I didn’t change that for the fling as I feel Ferrite gets the best utility out of the two extra influence and I can’t see leaving the other three models in the bag.

Round 1: Vs. Blacksmiths W 12-4

I think I understood the guild better than my opponent. I played core plus Farris and Cinder. There’s the super secret ball scoring tech. this list has every piece of anti ball killing, quick scoring tech the smith’s have available. In the mirror you don’t want to try and outfight, but instead to play a disengagement game and score. Scoring three goals went fairly quickly as my opponent had a really difficult time trying to tie my models down with his Captain Burnish led squad.

Round 2: Vs. Ratcatchers L 12-6

Driving five and a half hours to play against arabicjesus was certainly not what I wanted to do at Spring Fling. As such I made a major mistake in the draft trying to be crafty and show my most consistent opponent something new. My flex picks were Farris and Cast. As a result I fielded a team that wasn’t amazing in either portion of the game. That combined with the best ball killing he has ever done led to my loss.

Round 3: Vs. Engineers W 12-0

In this round I played Mike from Jersey. Unfortunately for him it was the first he had seen of blacksmiths. He took Ballista gun line and I put in three goals in 10 activations. He was expecting me to slog across the board and try to fight him.

Round 4: Vs. Hunters L 12-4

Went the way I knew it would. Couldn’t overcome the control element to win.

Round 5: Vs. Morts L 12-2

Don’t get to play against morts much. Got greedy with Alloy’s activation one goal. Should have waited an activation and put instruction on him. It didn’t lose me the game, but the game spiraled out of control for me at that point.

Round 6: Vs. Fish L 12-6

Missed my 75% with Iron at the end of turn 1. Changed the nature of the game, but didn’t lose it for me. I think I had a shot at winning this one if this doesn’t happen.

Take Aways:

1. I need to play more. My comfort level is not where it needs to be. I still have to rely on preconceived game plans as opposed to analyzing the situation and making the best decisions.

2. Much of this play needs to be on Vassal as the local meta does not represent what I’ll see at tournaments. I played two guilds that aren’t represented and my hunters and morts matchups were against players who see the guild very differently from our local players.

3. Sad I missed being 3-3. My goal is to be in a place to win 50% of the games I play, and I missed it this event.

The Starting 6 or the Right Tools for the Right Job

Hello All! glad to have you back and it’s good to be back. I’ve spent the last couple weeks playing some Union that a friend of mine painted ever so beautifully (pics will end up in the hobby section later). Yesterday I came back to blacksmiths and against anything that isn’t skewed too far one way or the other I drop THE base six models for blacksmiths.

If you’ve read the blog before you’ve seen me post this lineup. Yet again the good old Chicago boys vindicate my views as Alex Botts used the base six on the latest episode of Vincent Curkov’s Run the Length.

The Base six, plus the reasonings for their inclusion, is as follows:

Captain Ferrite:

People have gone on at length about why Ferrite is the primo captain, so I won’t belabor the point. Most utility out of the extra clause in the legendary and the extra +0/2 INF. Period.


Why would you not bring the fastest model on the team that also has the Blacksmith trademark 7 Momentous on the top of his book. Iron is a force of nature that can make it to the goal pretty much at will regardless of the cage your opponents build. Let’s not forget that he can also mix it up with momentous 2 on two.


This master and her apprentice are the only models in blacksmiths that grace every list I have every made. The ability to provide gang ups and harass strikers both normally and on her legendary turn is super clutch thanks to her momentous KD on one. She’s also a model that doesn’t always want influence which is helpful in a team that begins the game a little below the influence curve. With instruction helping Cast and Iron get to the top of their playbook and Use This! give out 2″ melee on a stick, and the buffs she gives Alloy simply by existing, she’s worth taking anytime you take Alloy.


The First Rule of Blacksmith’s is: Always take Alloy. Alloy is hands down the strongest model on our team based on his card. Without Hearth he sports a non-linear 12 inch charge threat, and a 19″ goal threat. Having dirty knives to reduce an opponents DEF and trigger Alloy’s back to the shadows is also very clutch. With Hearth he just goes nuts, gaining 2″ melee for free, or gaining it via Use This! and then taking anatomical precision. He’s a steal and score machine.

Hot Tech: Alloy should always be your kicker. Your opponent only has one activation do deal with getting the ball away from him. If they possess the ball and it stays within range, he steals it and scores. If they don’t possess the ball, you take it back to your line and farm momentum. It’s a win-win for you.


Tooled up is always a welcome addition to a team. Having 2″ melee and Tackle on one makes him a great harassing model for enemy strikers. The ease of getting the searing strike debuff on a model with his momentous 1 on one is also fantastic. That and Sentinel aura has come in extra handy for setting up the apprentice you really want to be running with him…


Furnace, Hearth and Cast for the portion of your list that will get you the two take-outs you need if you have to get them. Cast’s strength as a beater is obvious from the typical signal of having momentous 2 on two. Add in Burning passion and tooled up and she’s looking at doing 3-4 damage momentously on 2 with only one Furnace setting her up, not to mention that model will be down one ARM as well from searing strike. She is also a great model to have in the middle of the pitch for a surprise goal run. Only a native 14″ threat, but with >< prevalent in her playbook and swift strikes she can add some distance if need be. She is also super reliable having four base dice.

Hot Tech: Cast tends to be my 6 point activation model. She will kill a model momentously, take her swift strike dodge into range (preferably tap in range like my last game) and then score. 6 point activations don’t happen for her often, but when they do they can be utterly back breaking.

I hope you all enjoyed my two cents on what you should be dropping with Blacksmiths and why. In my next blog I’ll fill out my tournament 9 (that’s right, 9) and tell you in what situations I use them.

Thanks for reading and leave me some feedback on Facebook or the Forums!


The Quench: “My Favorite Color is Done”

Well I’m on vacation with the family this Thanksgiving week, but I thought I’d show how thankful I am for the Blacksmith’s by putting some paint on them. Below are my sledge and Anvil painted to the best tabletop standard I am capable. Took about 4 hours. I’m hoping the picture upload quality is better than it looks on my phone. If it’s rough Go check them out on The Quench’s FB page and like it while you’re there! Enjoy!


The Quench: Game 2 brings some validation

Tonight I got to play against my pundit and his Butchers. My Pundit is a great player and I traditionally have extreme difficulty in taking him down. Tonight he ran a line up that had some twists on what I normally see from him. He brought Ox, Princess, Boiler, Meathook, VBrisket, and Tenderizer. We agreed that I could proxy and I took Ferrite as Captain, Iron, Furnace, Cast, Burnish, and Alloy. I envision this list as having “the pony” instead of Burnish, but we still don’t know the rules for that bad boy until tomorrow. I won the roll and elected to receive.


He setup in a close line skewed slightly to my left. I setup the following from left to right Ferrite, Iron (3-4 in gap for moving around terrain) Furnace, Cast, Burnish, and Alloy on the right wing. His kick scatters perfectly to me right in front of the fire friends pod.

Turn 1:

I use burnish to get the ball and put out a fire AOE. I fail my kick to cast (it seems a failed pass is just how I start receiving games). I collect the ball with Ferrite and string some passes together. I hid Ferrite behind the fire AOE, but Ox could still reach her. He hurt her pretty badly, but she made it. My last activation I move alloy up the pitch to set him up to score early in turn two.

Turn 2:

I activate Ferrite and aggressively debuff Ox, I also use some dodges to place myself in such a position that If he wanted to take out Ferrite he would have to be in both Iron and Furnaces Melee zones. He does not commit to going into that deathtrap, but I still kill Ox. Then Alloy slams one home late in the turn. 6-0 Smithy’s

Turn 3: Revenge of the meatcutters

This turn I don’t remember super well. I had something real nice setup for Iron and whiffed and tilted. honestly one of the worst tilts I’ve gone on in a long time. I’m really not sure where it came from and it took me a while to snap out of it. My opponent used this disorientation to capitalize on the order of activation errors I made subsequently. Ferrite and Alloy both go down this turn. 6-4 Smiths.

Turn 4:

Again I was still trying to recover from my tilt here. I brought ferrite on on the right wing, and alloy comes back on the left wing. He takes down furnace and Cast this turn. I take the dog and meathook. 9-8 Smiths

Turn 5

Ferrite is in a position such that she can get to brisket, acrobatics back in after unpredictable movement. Attack and disarm for momentum, momentously tackle the ball, shoot with a bonus time. She puts the ball on the post. 12-8 Smiths.


My hypothesis about Alloy not needing hearth is completely correct. Yes she offers him a great deal of utility, but his native threat and inherent ability to get away from other models is fantastic on his own.

Cast loves Furnace. The fire plus -1 Arm makes her a monster. Burnish was great and she made use of him, but she likes Furnace better.

Having the 13th influence all game made my influence choices so easy

Sorry for the Rambling tone folks, its late in the Appalachians.


The Quench: First Thoughts

Hello and welcome to The Quench. In this blog I plan to outline my thoughts and experiences on playing the Blacksmith’s guild. The night before the launch of Guild Ball: Season 1 I was sitting in my FLGS with a few members of the Mountaineer’s Guild and talking about what guilds we wanted to see added to the game. My immediate response was Blacksmith’s. I tend to play Dwarves in most games and saw a Blacksmith’s guild as my way to get a heavy armored, offense oriented team in Guild Ball. I did not foresee what it was the Blacksmith’s would bring to us. A high armored, deceptively fast, versatile team that likes to scores goals to win. Truth be told it’s better than I could have imagined, but let’s get right to it.

I plan to give you my unfiltered opinion of how my games go and what my thoughts are on how the Blacksmith’s function. I’d love for this to start a dialogue in the community, so please feel free to comment and tell me what you think.

Opinion 1: Furnace is a far better Master for cast than Burnish.

Both masters hold the ability to set a few potential targets on fire for cast. While burnish will likely want to do this from range, Furnace will do it via Searing Strike. Furnace will lower the ARM stat of the target, set them on fire, and provide a gang up bonus for her. Lowering the defense on the model prior to Cast going in will provide you the opportunity to select a damage result instead of her needing to take Shield Glare to do so, or she can take the character play in cases of dealing with ARM 2 to mitigate the targets armor altogether. Add in the fact that Furnace can start by putting Tooled Up on Cast so she will have +1 from that and another +1 from Burning Passion when she goes in. Using her dodges from swift strike you can also make sure she ends within 1″ of Furnace so that she benefits from [Sentinel] to put her at 3+/2 on the good side of the def stat curve. Charmed [Male] makes her a 4+/2 to make her nearly untouchable by the fellas on the field. Furnace just gives her more than Burnish, and I plan to run those two in a pod quite frequently.

Opinion 2: Score Immediately

When playing the Blacksmiths, thirteen influence is the magic number. At thirteen it feels like I don’t have nearly as many tough choices with my influence, and everything starts to click. I don’t care if your opponent has a counter goal in reach (which very few likely will if you turn 1 Ferrite goal), you need that thirteenth Influence. Also, we have some great models to hold the ball until you are ready for goal two. Yes I understand I’m kind of stating the obvious here (Scoring Goals and having more influence is good), but in the overall meta of Guild Ball right now many are favoring a very cagey style of play in which the goal is one of the last things you do if it’s not the thing that puts you to twelve. I think the extra influence is so huge for Blacksmith’s that we want to drive one in as soon as it’s possible.

Let me know what you think in the comments and we’ll get the discussion going…