A while ago on Discord there was a conversation about what the actual differences are between kicking and recieving, apart from the obvious one with the ball.
This is all open knowledge of course, but in the constant effort to improve, this was to me a very good list to keep as a reference. A way to store it better in my head and maybe be able to act better on it when playing.
Thus, I want to post it here and share with everyone. As always, not everyone are on discord and so on.
All of below was picked up from Isvan on the GBCP discord (specific message link).
Like a podcaster I collect good stuff to talk about and highlight, and for me the masterminds are most often others than myself.
Huge big thank you to all of you who contribute so much to this wonderful community.

Choosing to kick or recieve
Both kicking and recieving have benefits, and knowing when to pick either can be really important for how your match will turn out.
Receiver gets:
- The Ball
- First activation
- Deploying second
Kicker gets:
- Choice of deployment edge
- Last pick in the draft
- 1 mp
- Last activation
- More inf, because they aren’t spending some getting the ball
- Free jog on one model
So how to pick captain in relation to if you are kicking or recieving?
Usually a captain can capitalise especially on one of these lists above.
- Good receiving captains typically fit into one of the following:
- Have extra benefits from passing the ball (for example Corbelli or Farris)
- Are slow and need the pass dodge for threat extension (for example vRage)
- Are really good at punishing a single overextending kicking model (for example Obulus)
- Want to be super defensive and need the opponent to NOT have the ball to, reduce enemy threat ranges (for example Ballista or Devana)
- Good kicking captains typically fit into one of the following:
- They have ways of making the one kicking model’s activation extremely dangerous (for example the Cooks guild)
- Have a really good jog distance to make use of the kickoff threat (for example Fillet)
- Have huge threat extension to get multiple models into the enemy turn one, even without the ball (for example Festival or Rivet)
- Some way to capitalise on having the last activation in the first turn, to do something nasty across the turn line (for example Smoke or Honour)

Head on over to Isvans own blog page Gut and String and delve into more of his thoughts on Guild Ball, it’s really good reading.
See you on the pitch people!
