Wednesday, 12 July 2017

Mentally Terraforming: Tanks but no Tanks (AAR)

 I admit this game has been a strange one to write up what with the prologue being split over the previous two posts (Down the bottom of this one and the whole of this one). However 'normal' service is about to be resumed as bellow is the whole bloomin' report and also the details of the scenario i made up and played!. This is also a bit of a first for me as its the first documented ding dong between Verland and the Guilds, which has been in the offing in my mangled brain for quite some time!.

The scenario
  As the prologues suggest the game is set in the disputed state of Arradan in one of the many areas of no mans land that lay within its borders. A run away experimental Steam tank made by the Guilds has come to a stop and is stranded between two advancing forces intent on capturing it for their own ends!. The object of the game is to lay claim to the stricken tank and to drive off the enemy.

The rules
 deployment: The opposing forces set up on opposite table edges according to the normal deployment rules. I used the basic Kings of War rules by mantic but whatever rule set you are using as long as the armies are set up on  opposite table edges with a good area of open ground between the two.

 The tank: The steam tank needs to be placed in the middle of the table an equal(ish) distance between the two forces. It is well and truly broken. The crew of the tank are inside trying to bodge anything they can to get it moving again. To represent the attempted fix the Guild player may roll 1d6 at the end of his turn and consult the table below to see if the crew have managed to do anything!.

             1D6 roll                     Result
              1-4                            No luck!, the tank is still broken.
                5                              Fixed the cannon!, the tank itself is broken but the cannon is fixed, It
                                               counts as a cannon with a 360 degree field of fire that the Guild player
                6                             Bodged it!, The tank may move up to 3 inches per turn and may turn up
                                               to 90 degrees before moving. The cannon is still broken unless you have
                                               rolled a 5 in a previous turn.

  The tank may not charge into combat and may not fight in any way. If it is fixed in any way the opposing Verland troops may attack it as normal. It has 1d6 hits (determined at the start of each  attack) and counts as having heavy armour (whatever that is in the system you are using, its Wronghammer, bodge it!).  Should any attacking enemy reduce the tanks hits to zero it counts as broken again and will loose the cannon and/or any movement it may had gained.

Winning: The Verland force wins if it manages to get 1 unit of unengaged troops within 5 inches of the tank at the end of the game with no Guild forces within 5 inches of the tank. Any other result is a win for whichever force kills the most enemy troops.

The forces: I used 1500 point forces for each side to give a large(ish) game. Feel free to use any size you like. Its your game after all!


Rear left to right: Pike horde, Militia horde, Pole-arms horde.
Front left to right: Crossbow regiment, General Fallac on Quentin the great eagle (counts as General on winged beast), Scout sargent Fitzerran (counts as a Hero), Crossbow regiment.

From left: Border guard regiment (mounted sargeants), Royal Guard horse regiment (count as Knights with elite), Verland Knights regiment.

The verland force are based on red and white bases and are made up of minis by Red box, Mini art and Strelets.


From rear: 2 Cannon, Commander Allran (general on horse), Pike and shot horde (a pike horde with the Ra and Special of an Arquebusier regiment).
Front: Enforcer regiment (count as foot guard with the Ra and Special of an Arquebusier troop), Pike and Shot horde (see above), Swordsmen regiment (count as shield wall).

From left: Two Guild lancer regiments (count as Knights)

The Guild forces are based on Red and Yellow bases. The force is made up of minis by Zvesda, Ceaser, Revell, A call to arms and Red box.


Another quiet day in the peaceful wastes of Arradan. (photo taken from the Arradan tourist board archive).


The center with the stricken Steam tank in the middle, Verland to the Left and the Guild force on the right.

                                              The Verland battle line ready to attack!

The Border guard and Royal guard ready to sweep the right flank.

                           Crossbows and Knights watch the left ready to spring into action!.
                             In response the Guild forces form a gun line in the center.

The horse prepare to take high ground on the flank.

The swords form a reserve to warn off any attempt to turn the gun line.
  The Guild horse waste no time and advance as far as they can on the Guild left ready to take the hills overlooking the tank.
In the center the guns roar.....targeting the unfortunate Militia!, the whole gun line pour shot after shot into the volunteer troopers!. Their nerve almost deserting them they just about hold on but are wavering, remaining in a disordered state!.

Hearing the thunder of hooves in the ruins the Swords advance to cover the flank.
In response the Verland line attempts to push forward, however the disordered Militia block the Pole-armed troops path meaning only the Pikes and the hero can get forward!.
Not exactly a steady advance!.
On the Verland left the General and Knights advance to cut off the Guild Lancers. The crossbows on the hill open fire. On the other flank the Verland horse prepare to charge!.

'Prepare to Charge!!!!, mind the dice!!!'
Seeing the Verland pike advancing the Guild guns roar!, The pike take a pounding but hold fast!.

On the flank a Lancer regiment charge the Verland knights while the other regiment advances on the hill.
The crunching charge of the Lancers causes the brave Verland Knights to rout!.

On the opposite flank the Verland horse smash aside the Guild swords. In the center the Militia finally restore order in their ranks and advance freeing up the Poles to also move towards the steam tank.

The crossbow regiments re-position themselves to fire on the Guild lancer regiments damaging both!.
New Verland smokey crossbows in action!.
(I classed the Verland missile troops as crossbows to make them less powerful than their opposite numbers as both forces have black powder but the Guilds are more advanced in its use!)
.Seizing his chance while the Missiles rained down on the lancers General Fallac drove Quentin into the flank of the closest enemy regiment.....

Causing no damage whatsoever!!!.
In response the Lancers pivoted and crashed into the Great eagle destroying it and its rider!. The other Lancer regiment charged up the hill into the crossbows who although badly damaged stand in the face of the onslaught!.
On the left the Enforcers and a cannon turn to fire at the Horsemen sweeping around the ruins but failing to stop the advance.
The main gun line continue to pour fire into the advancing enemy. The pike again get the worst of it and eventually rout!.
Inside the Tank the crew finally manage to fix the cannon!, Much whooping and backslapping can be heard from the machine, confusing all that hear it!.
The rout of the Pike horde left the Verland center weakened so the Pole armed troops made for the Steam tank and charged it but fail to do enough damage to break it again.
The horse charge headlong into the cannon and smash it to splinters!

Things take a turn for the worst for the Verland force as the Lancers charge the crossbows again wiping them out leaving the left in the hands of the Guild horse, the other lancer regiment double back towards the tank.
In the center the Pike and shot horde break ranks to attack the Militia routing them too!.

And worst of all the Enforcers throw themselves at the Royal guard horse busy smashing the cannon but do minimal damage.......
......but when the Royal guard test to rout they roll a double 6!, automatic rout!. The Verland forces loose 3 units in one turn!. TThen the crew in the tank manage to fix it again meaning it can now move and fire!!.
The Verland Border guard charge the victorious Enforcers but fail to do much damage. The pole armed horde charge the Tank again damaging it enough to undo all the good work of the crew, who can be heard sobbing and cursing in equal measure!.
'I think its the boiler!'
Seeing the battle go against his side Scout sargeant Fitzerran chooses to try to regain some momentum for his troops and charges the closest Pike and shot horde!.......Because hes not cleaver!.
'aaarrrrggghhhhh!!!! WHAT THE HELL AM I DOING!!!!?????!!!!'
Not surprisingly he failed to do enough damage to rout them!. With the battle drawing to a close the pike and shot horde charged Fitzerran back but failed to do any damage!. A regiment of Lancers move closer to the tank in order to contest it as an objective. The last action of the game of note saw the Verland Border guard rout the Enforcers but it was too little too late!
The battle draws to a close.
At the end the tank lies between the Verland pole-arms and the Guild Lancers, the Verland force is all but broken and so is forced to withdraw without their objective. Once again the Guilds have proved that their superior fire power and training win out over tradition and heart!. 

Well that was alot of pictures!. I may move away from the Mentally Terraforming stuff for a bit. I have big plans for the next post.....something about a challenge.....i seem to recall some quotes somewhere along the line....... I just hope it comes together quicker than the saga detailed above!!.

Anyhow, thank you for taking the time to read this chapter of my silly little corner of the interweb....till next time!.....

Tuesday, 11 July 2017

Mentally terraforming: Tanks but no tanks (prologue part 2 lalalalallongtitlelalalalaalal!!)

 Well that took a while!. Its been sooooo long since my last post. A working life that can only be described as being as much fun as wading through a lake of tepid diarrhea is mostly to blame so boo to work and its inane hobby smothering pantsness!!!. However, i have just about managed to nick the required time to piece together a slightly longer prologue than the first part in my last post so without further ado......

  '...Its broken Commander, kaput, shafted, knackered, beyond repair and whats worse its stranded in no mans land!, how it got so far we cant say, we think the rudder got stuck some how but we cant be sure of course!'. Blurted Head engineer Vallin as he struggled to keep pace with the commander striding through the camp. The Commander stopped abruptly causing Vallin to bounce off of him, almost making him to loose his footing. 'I dont want to hear this Vallin, we need this prototype to work and to know it works we at the very least need to know where it is!.....and where is it do you think?'. The Commanders gaze bored into Vallin, the heat of the Arradan wastes seemed to triple causing him to loosen his collar. 'Well.....' he started. 'Well?' answered the Commander testily. 'Well' Vallin continued, 'it was headed in the general direction of...of.....'. 'Yes, of.....' Mimicked the Commander trying to hurry Vallin. ......Of the.....well.....the....'.continued Vallin nervously. 'Well, the what?' Interrupted the Commander again. '....The'. offered Vallin staring at the dusty ground. The Commander raised his fingers to his temples and massaged them roughly. 'The very advanced, very expensive, highly important war machine of the future, the very highest achievement of the greatest collection of Guild weapon smiths on the planet is in the hands of the very enemy we are attempting to destroy with it?' 'Well maybe not in their hands sir, it may have broken down before it got to them and my best men are on board sir, they will do all they can to fix it sir, if it can be done they will get it back to us sir you can count on that sir'. The Commander raised his hands to the sky, 'Well why dident you say so Vallin?' he replied sarcastically,' Your best men...tell me can they fight?'. 'Well no sir not much they are engineers sir' Vallin answered. 'And can they find water and food in the wastes?', asked the Commander. 'Well thats not part of their training no sir'. 'And do you think the enemys scouts can fight?, do you think they can track?, do you think they can find water and food out there in no mans land?'. 'Well yes Commander'. 'So your best men are soon to be ex best men dont you think Vallin, and who will that leave with our shiny new state of the art Steam Tank do you think?' Asked the Commander with a calmness that dripped with menace. 'Errr....well......point taken Commander'. replied Vallin meekly, shrinking before the Commanders gaze. 'As usual you and your blundering stupidity have dropped me in it Vallin, we have to present the findings of this pet steam project to the Governor in three days...three bloody days and you have lost it!, as per usual it falls to me to fix the problem. Dont worry i'll lead out the entire camp worth of troops to get it back, i'll launch an offensive when we have been ordered not to engage , i'll risk the lives of all the men under my command to fix you and the engineering guilds problem...AGAIN!'. With that the Commander turned sharply and marched towards his tent barking orders for the troops to ready themselves once more........

Saturday, 24 June 2017

Mentally Terraforming: a little bit of fluff and a prologue if you're very good!

As you may be able to tell from the title this post has quite a few parts to it and in my 'capable' hands is likely to be a right old mess!. However as readers of these 'mucky' pages you are probably used to that so i will promise to persist if you do!. This Mentally Terraforming stuff is starting to take over Wronghammer at the mo, hope you find it of some use or even bordering on interesting?. Its nice to be able to write and make my ideas some what solid. The rest of the posts from this subject can be found by clicking about hereish but in the classic Wronghammer style you need to read the posts from the bottom up to get any sense out of them (and then it might not help!).
This post will contain a little info on the last of the guild (kinda') nations and an overview of it, a short (i hope) prologue leading to a battle report next post......Right, deep breath and lets dive right bloomin well in!.


Arradan lies between the southern border of Verland and the northern borders of the Guild controlled nations. It forms a natural buffer between these hostile counties. It was one of the small kingdoms rebuild after the age of strife that like its neighbours became a target for the Guild revolution. The Arradan royal family called for aid from the crown of Verland for protection against the rising tide threatening them. The crown sent a large force to support Arradans troops and to warn off the Guilds. It made sense for Verland to do this as they were the only nation in the area strong enough to stand up to the young Guilds and Arradan was ideally placed to form a 'no go' area between the Guilds and Verland. This worked for years as Arradan remained a Kingdom untouched by the ambitions of the Guilds. However it was not too long before the Verland troops became a drain on the nations economy as Verlands King refused to pay to feed and house the troops he sent, seeing this as the king of Arradans duty. This cost was shouldered as ever by a raft of new taxes that made the poorest poorer. This in turn breed resentment among the common folk. looking on the Guilds saw the change in opinion  and sent agents in to Arradan to drum up support from the masses. It was not long before the first riot in the capital begun, half the city burned as the unwashed masses rose up, supported by guild troops in peasants garb. The Arradan army moved to quell the rioters and the scene became a blood bath, a fact the Guild used to further the discontent in the nation. The commoners were soon in open rebellion and Verland forces marched to bring order to the streets and fields of the land at the order of the King. The situation became a powder keg and drew the troops into unseen levels of blood shed. The perfect storm was created and made the ideal situation for Guild forces to invade to 'support' the rebels. The Guild grabbed the south of the nation within a few days driving off anyone who opposed them  and digging in around the capital. The king of Verland responded by sending his forces to attack the invaders and their supporters. For the first time the titans of the west were in open war. After several bloody seasons a stalemate was reached. Verland grew weaker economically and could not give their troops the support needed to retake the south of Arradan and the Guilds were so tied up around the world spreading their influence and claiming any patch of dirt that held a profit they were not willing to advance further so consolidated the ground they held. To this day the nation is at a cross roads, Controlled by two outside nations after a war that left most of it in ruin and decline. Neither the Guilds or Verland are willing to invest further in the land so those native folk are in poverty and fight just feed their children. The royal family hide in their castles, all authority undermined, poor relics of a once proud nation.
As the nation is split it is not uncommon for small acts of aggression between the occupying nations to break out, most of the Officers have seen a lot of action against the opposing forces and see it as a matter of pride to not give ground to the enemy. Along side this the commoners often perform acts of civil unrest against whichever of the occupiers they oppose. Life in Arradan is cheep and very tough but goes on due to the strategic importance of the area to the occupying forces and the whims of their leaders.

At the time of writing there is no standing army of Arradan, its troops consist of a a small palace guard to protect the royal family. Order is kept by the invading forces in their respective areas. Often a force of rebel common folk will rise against whoever holds their lands at the time. This often occurs when one force takes land from the other. The area is no place for raw recruits so the Verland and Guild forces are often made up of Veteran troops.


  Scout sargent Fitzerran ran panting through the Verland camp, he was sweating, his face reddened by the effort. He ran through the guards on the generals tent and came barreling into the massive canvas structure and directly into captain Sallridge, sending himself  the old man and the pile of scrolls he was holding flying. Fitzerran  sprung to is feet as he heard 'WHAT IN THE NAME OF TOTAL BLOODY FUCKINGTON ARE YOU DOING SARGENT, THIS IS A COMMAND TENT NOT A RUGBY PITCH YOU DOLT!'. Fitzerran rubbed the dust from his eyes as he turned to face the source of the outburst. 'Yes sir, sorry sir', he blurted as he regained his composure and his breath. 'Its happened sir, its broken down they are trying to fix it but its taking ages and i think we have a chance sir i really do!, 'What in the blazes are you talking about Sargent?' Blurted the General who had far too much to think about since he was transferred from Silvermarc to the wastes of Arradan and did not need to put up with whatever more the bloody scouts could add to his workload. 'The new contraption the Guild have been testing General, we followed it like you ordered and its stuck by the old ruins'. The old general sat up and rubbed his beard, lost in thought, after an age he said almost to himself ' if we get hold of it we will can get the engineers on it, work out how they are making it go....i'll be a hero, the king will reinstate me after...well you know...' He jumped off his chair and grabbed Fitzerran by the shoulders. 'SARGENT READY QUENTIN, TELL THE TROOPS WE RIDE IN HALF AN HOUR....LETS BAG OUR SELVES A STEAM TANK'. He spun the scout sargent smartly around and put a brotherly arm around his shoulders while marching him into the bright sunshine outside.

......From within the tend a muted voice came from underneath a pile of scrolls.'Hello...' it said weakly ...'i think i may have done myself an injury.....hello?.....hello?......

Any way the game this prologue is for has been played already (i know, organized or what?) so it wont be long (famous last words n' all that!) so i know who wins!.

Anywho.......till next time.........

Friday, 16 June 2017

Flat pack Castle, or a year 6 project by a 38 year old man(child)

 A while ago Mrs Sprinks and yours truly spent a joyful day in the oddly shaped furniture  Hellhole  known as Ikea. Meatballs were scoffed, display items broken ('tested dear, tested honest!) and beds were lept on and after almost a day of embarrassing my wife in public we came away with several items for keeping books on (shelves apparently). These were built by Mrs Sprinks (who is a flat pack JEDI!!!, really, its awesome just give her the WORST INSTRUCTIONS KNOWN TO MANKIND and leave the room for ten minutes and when you stick your face back round hey presto international space station!). One side effect of this MDF based twattery is the monumental pile of cardboard that the things come packed with:

Artists impression. 

Soooo what to do with it all?. Mrs Sprinks came up with a brilliant idea. 'Why don't you use this stuff to make the kids a castle to play with you magnificent specimen of a man you! (not her actual words). Now as a manchild that pushes toys around tables i heard 'why don't you use this stuff to........make a castle etc etc (you know the rest). So thats what i did. A ton of cutting, gluing, paper mashing and painting (and a few bad, bad words) and i had the following:
Flat Pack Castle!

Now i admit its no Mighty Fortress (ask an Oldhammerer) but its not such a bad effort if i do say so meself!. Its meant to be a ruined castle hence the crumbliness to the brickwork and cracks n' all. Its table ready standard. Here's some more pics:

Its made in sections so i can use as much or as little as i want at a time. I also made some ruined sections so some of the walls could look as if they had been breached in the past and a ruined tower too.

The whole thing when put together is pretty large, the table its on is roughly 90cm wide and the felt i used is 95cm square to give an idea. Below is a scale shot to show the height.

From left: 28mm GW orc, 1:72 (20mm) human and horseman (Red Box and Zvesda ).

In the Wronghammer tradition it was cheep, fun and has a charm of its own (i hope!).

...anyway.... till next time.........

Tuesday, 13 June 2017

Mentally Terraforming: Raising tomorrow today!.

So its time to get back into the setting in my head and to expand on the state of this made up crazy little world. Previous posts can be found here:
An introduction
Verland, the last kingdom in the west
battle report:Rats over lowbridge (prologue)
Battle report:Rats over lowbridge AAR

As shown in the older posts i have shown the lay of the land and have given some detail of the first nation (a touch garbled but hey!). The idea of doing these posts are two fold. First its made up of ideas that have formed a setting that i love to game in and have kind of stuck together over the years while gaming and designing armies to collect. The secondis that it seems a shame to just keep it to myself, why not share some ideas to either provide some starting points for others that want to game in a different setting and to also give some insight into creating your own setting so others may be inspired to make their own. Oh, and so i can game this setting on Wronghammer without totally confusing the rest of the online world!.

So anyway onto the second nation of the setting and arguably the most powerful in terms of military and economic clout:

Back to the dodgy map again!
The Guild Alliance rose to power during the period after the age of strife. During this time the smaller Kingdoms in the west that united with Verland to turn back the forces of the Shadow were all but ruins. Slowly they rebuilt and began to grow but required heavy taxation to do so. Before long they were back to their old ways raiding each others borders and playing out old grudges. During this period tradesmen in the Kingdom of Orrane decided to join together to protect their interests during this unrest to ensure they could maintain a living and continue to prosper. These early agreements were soon copied by other industries such as the money lenders and farmers, smiths and artisans. Before long these groups banded together for strength and support against the crowns demands for harsher taxes and conditions. The guilds soon began to lend money to the crown to help support the nation and lessen the demands on the common people. Before long the other Kingdoms had similar alliances to protect the common classes. The rise of guilds in Equintadore and L,etten were swift and word spread to Redstone before long. Soon these groups were sharing ideas and working loosely together. Without the groups realizing it they were the economic power of the west. 20 years after the rise of the guilds the crown of  L'etten attempted to outlaw these groups due to a fear that they were becoming too powerful among the unwashed masses (not to mention the kings chronic paranoia caused by substance abuse!). This led first to strikes and trade bans and ended with the crown putting troops in the field to murder striking workers. The struggle was ended when common folk and guild members from surrounding areas overwhelmed the royal army and stormed the palace in a bloody revolution!. L'etten' became the first republic in the history of the west and it sparked the spirit and ambition of the guilds in the area!. The next action happened when the guilds of Equintadore and Redstone called in all debts they were owed by the respective royal families of the country. Over the years these sums had become staggering as they were in essence able to replace the bulk of taxation with guild lending. This act threatened to bankrupt these nations and gave the ruling classes two clear choices, they could pay and face years of hardship and a loss of power to the guilds or they could refuse and risk uprisings like the one in L'etten'!. Both Kings chose the latter and struck at the guilds. However the Guilds were in such a strong position they could not hope to beat them. They had the support of the masses, allies in the other nations that shared their borders and enough economic power to buy armies of sellswords to fight for them. It was not long before the Kingdoms fell into the hands of the Guilds. Soon the Ruling family of Orrane fled in the night fearing revolution in their own country and the Kingdom of Arradan called in the crown of Verland to protect them from the tide of change sweeping the nations!. Verland were happy to send troops to protect Arradan as it formed a buffer between Verland and the guilds areas in the south. Over 5 years the west was transformed from a group of childish kingdoms at odds with each other to a solid alliance of guilds working together for their own prosperity.  Only Arradan stood as a free Kingdom but only because of the actions of a kingdom powerful enough to fend off the young guilds.

A guild force advances through the southern outlands
 The guilds strength has continued to grow and now they are the richest single entity in the world. They control most of the trade in the west and are involved with almost all major economic actions in some way. They lend money to most groups and nations and use this to further their influence. In truth they learned an important lesson during the revolutions and now hold a vice like grip over many important groups and rulers who have no hope of paying the debts they owe the guilds. However money is not the only way to pay, the guilds are happy to take on informants and to use this power to influence the actions of the nations they lend to. The guilds are still interested in expanding its influence and are aggressive when they want to take an area of strategic, economic or military importance. They hold the largest standing army in the world and is the only force of fully professional troops. They have no trouble raising forces as they dont allow any destitute peoples in their nation, they either have to go into poor houses (almost prisons where they work long hours for food and a roof) or join the army. Criminals are also either imprisoned or forced to join up for life. The army is harsh but very well organized and run and is the pride of the guilds.
The guild run nation is governed by a High counsel of guild leaders. these leaders are elected from within the highest ranks of their own guilds every 5 years. It is said however that the seats are less decided by ballot but through influence, gold and the assasins blade!. Each area is under the influence of the counsel and run by a high Governor who implements the orders and policies of the high counsel. He is served by a series of lesser Governors that serve their own areas again implementing the orders of those above. The position of Governor is highly sort after and like most of the leaders in the Guild system gives ample chance for corruption and personal gain!. As the size of the operations the guilds oversee is ever growing the use of policy is key in keeping the people at all levels acting for the good of the Guilds. Laws are kept by policy, disputes are judged by policy, trade is performed in line with policy. As long as policy is adhered to life is good. For the lower classes they are encouraged to lead useful lives. Children must be apprenticed to a trade by the time they are 5 and this will be their life. Personal growth and wealth is encouraged as the ideal and working toward the growth of the guilds is seen as the point of working life. These ideals and policies are encouraged by the local Governors through their personal team of enforcers. The enforcers are men trained to be part local police, part community reps and part brute squad. they regularly walk the streets and collect the guilds fees from members. Those not adhering to the guilds standards are punished, sometimes through economic sanctions but often through violence!. They are greatly feared and have a massive influence in all aspects of life, intimidating the locals who live in fear of them. They are chosen by the Governor they serve for their size, lack of morals and ability to blindly follow orders. They earn good livings and often run their own protection rackets and take bribes on the side. 

The guilds are by far the most advanced nation as far as developing new processes and tech. They developed black powder and sold it to other nations as well as adapting the pike as the primary infantry weapon in the modern age. They have the reputation of being at the fore front of production methods and use the population to further their aims rather than operating for their own prosperity. The guilds engineers have recently discovered steam power and have developed quite a few new applications for this including the steam piston and boiler. This is slowly rolling out in industry and has led to the development of weird new military applications such as the steam cannon and steam behemoth, although both are strictly developmental and untested in the field.

   Enforcing Guild rule!!!
The common solder will be trained in a dedicated battlefield roll and will be well drilled and trained. His equipment will be mass produced and uniform armor patterns are used according his roll. The rolls are:
Pikemen, the mainstay of the infantry.
Musketeers, using the latest muskets, often deployed in a block supporting the pikes.
Swordsmen, used in a flexible roll.

Billmen and Light crossbows used in a supporting roll
  Marksmen and Cannon crew, those that show talent for these rolls are given special training.
Heavy Horse, unlike most nations the guild use the most promising men as cavalry rather than leaving the roll to nobility. If you are suited to the roll you will be trained to do it.

Due to this training and organization the army is very tight knit, Officers are raised from those that show the relevant abilities rather than through rank of birth. Anyone can rise to lead and this makes the respect for leadership more real as the troops feel that officers are one of them.

As well as the common troops sometimes enforcers take to the field armed with huge swords and small muskets.
Enforcers in their finery.
Also it is not unknown for developmental weapons to go into the field, weapons using the new steam tech are seen on rare occasions.
The Steelside land ship!. (by Ironclad miniatures, very cool stuff!).
The guild armies are also keen users of sell swords to bolster their numbers and strength. It is not unknown for an army to be made up of all sell swords to desguise the guilds actions (they do dress troops as sell swords to confuse opponents and blame other nations for the guilds actions!).

As you can see i have gone for a 16th century Spanish style for the army but its up to you how you go, as long as they have a tech level in advance of the rest of the world you are good to go. It also means i have a table ready warhammer Estillian army!. The minis i have used are a mix of Zvesda, red box and revell.

As ever with this project use what you want and if it sparks some ideas feel free to go with them!. Or ignore it...whatever really, im amazed you made it to the end!, give your self a pat on the back and a treat of your choice!.

Anyhow, till next time!