Past threads can be found at:
Thread 1.
Thread 2.
Thread 3.
WARMACHINE Mk II
is upon us!What are WARMACHINE and HORDES?
WARMACHINE is a game of steam, blood, and magic. HORDES is a game of guts, blood, and magic.
Steam, you say?
The most noticeable aspect of Warmachine is that while it is most definitely a fantasy game, it incorporates things called
Warjacks. Warjacks are steam-powered mechs. They make things die. It's pretty cool. You'll see a few later. This is full-metal fantasy. Not steampunk. Not JRR's fantasy. It's something wholly different, and badass.
Blood? This intrigues!
Warmachine is set within the world of Caen, on the continent of Western Immoren. More specifically, it takes place within the Iron Kingdoms, which are four in number. They all hit each other with swords and shoot each other and blow each other up. Hence, blood.
MAGIC!? FIREBALLS! BOOM!
Magic pops up in a variety of ways in WARMACHINE, but the most noticeable way is the inclusion of Warcasters. These are the leaders of your army, capable of casting mighty spells and pulling off a special game-changing Feat every match. It is these Warcasters which control the mighty and hella-awesome Warjacks I mentioned earlier.
So, yeah. They're pretty important.
The Skinny
Here's a good rundown of the basics of both games.
WARMACHINE/HORDES is relatively cheap to get into. The $50 starter kit boxes will roughly fit you into the 15-point game bracket. 15 points, you say? YES! With the release of Mk II, point sizes have been cut down into simple, easy to track numbers. What was once a 500 pt game will roughly match 35 pts. 50 for 750, and 75 is around 1000.
A decent, well balanced force for a 35 point game should net you between 100 to 150 bucks. This would consist of a Warcaster and his battlegroup of 1-3 warjacks, plus units and a solo or two. Each Warcaster has a certain amount of Warjack Points- these are free points meant solely to be spent on Warjacks he/she will personally control. Spend them wisely, you can end up getting what amounts to a free Warjack.
Interested in the game? Go to your local gaming store (LGS) and see if and when people get together to play it. Get to know the players. Try and see if you can get a few demo games down. They'd be more than happy to get new blood in. Specifically, ask for the Press Ganger if there is one. They're Privateer's community volunteers/con bitches.
You play the game on a 4' by 4' table with terrain pieces placed around in a fair fashion (IE. Don't be a dick. If your army can negate terrain like no one else can [IE you're playing Circle!], don't cover your end of the field with a crap ton of forests). Terrain is usually just Styrofoam painted or modeled to look like mountains and such. No Quarter Magazine has some neat terrain making articles. Better yet, if you have access to die-cutting machinery....
Its a really really fun set of games, with all kinds of tactical nuance that drives you to plan and direct your troops rather then "everyone fires/everyone dies".
WARMACHINE is a game of resource management, where as HORDES is a game of risk management. In WM you can allocate your "Focus" to direct and power up your machines, put to much into them and you can't cast spells or defend yourself properly. Too little and you might not kill what you wanted to kill, and are left with an angry opponent ready to beat your face in.
In HORDES, you gather resources from forcing your beasts to perform actions. Too little, and you can't cast your spells, fight well with your leader (warlock), or heal if needed. Too much and your beasts might go nuts, and you will lose control of them... perhaps they will even attack your own troops!
Beasts are just as powerful as Warjacks, and a HORDES warlock can mitigate damage to himself by transferring it onto one of his beasts. A Warcaster (WM leader) can increase his armor by retaining focus, but he can not transfer it.
Its a game of tactics and proper planning.
CYGNAR
Cygnar are the technological innovators of the Iron Kingdoms. Their prowess at developing new weaponry in addition to their highly trained troops have ensured their place as a major power in the world. If words like "Gun Mage", "Chain Lightning", "Rapid Fire", and "Storm Glaive" make you sexually excited, you might be a Cygnar player in your heart of hearts. They are a very well rounded faction that edges out the others in ranged combat in particular. They are also experts at anti-warjack combat.
MENOTH
The Protectorate of Menoth was formed due to a religious conflict in the aforementioned kingdom of Cygnar. The devotees of Morrow were the majority, and got to keep their nice cushy kingdom. The disciples of Menoth were given a piece of crappy land to placate them and made into an independent nation. They found oil, built up some military forces which don't technically exist as such, and now they're fond of making their heathen enemies explode and die. Nice people, all around. They favor slow, methodical games of attrition, synergizing the shit out of their armies and heavily denying the other army. Also. fire.
KHADOR
The Russia-er, Khador is a massive and cold land inhabited by a fiercely independent people. They're rather expansionistic which leads them to a great deal of conflict with their neighbors. Mainly Cygnar. The armies of Khador are bolstered by ponderous warjacks that could punch your head through your ass if they weren't careful while shaking your hand. Khador excels at melee combat, heavy armor, and promote heavy use of AOE-based ranged weaponry.
CRYX
So, there's this island, right? It's a pretty sweet little island, all happy and stuff. Then Toruk, Unholy Father of All Dragons, lands there. It's less happy now. A haven for abominations, Cryx is ruled by Toruk and his 13 Lich Lords. Two of these, Lich Lord Terminus and Lich Lord Asphyxious (known as the Iron Lich prior to his promotion), are well known in the Iron Kingdom due to their propensity for leading armies to pillage and destroy. They're good at what they do. Heavy magic use. Cheap, undead swarms. Dirty tricks abound. Cryx players make it their mission in unlife to piss you off.
RETRIBUTION OF SCYRAH
The Retribution of Scyrah is WARMACHINE's newest faction. Formerly a fringe radical group hailing from the secluded elven nation of Ios, the Retribution has recently gained heavy political ground and acceptance in its homeland. They now have access to and support from some of Ios's greaet Military Houses, including the ranks of the fearsome Dawnguard and the power of Myrmidon Warjacks. They are technologically advanced. They have force fields. They hate
you.
They're out for blood and revenge. They are fighting the good fight for the survival of their species. Their last remaining Gods are dying, and they blame human magic use for it. They are damn good at what they do.
Solid units. Some absurdly powerful solos. Well-rounded if focus-hungry Warjacks. The Retribution plays differently and can be rather rewarding for those willing to put some effort into them. They shoot harder than most factions though aren't necessarily as accurate. They are potent in melee, but lack Warcaster support to the degrees most other factions enjoy. Their Warjacks are few in variety but can all do their task well. Take care of them, because they crumple like paper once their force fields are gone. Did I mention mage hunters? Oh yes. Mage hunters.
[tiny]Roh, Roh, Fight the Powah![/tiny]
MERCENARIES
This is a world where conflict rules and wars are always ready to flare up. What kind of moron could pass up a chance to make a buck? Mercenaries come in all shapes and sizes. Some are exiles from their own land, called traitors by those they once called brother. Some are pirates sailing on the high seas. Others are dwarves fighting to protect their business interests. Others are freedom fighters working to free their ruined nation. What do YOU fight for?
Others are short beardless fellows who like money.
It takes all kinds, right?
Warmachine information can be found in these books:
Mk II:
Warmachine: Prime Mk II.Forces of Warmachine: Cygnar.Forces of Warmachine: Khador.Forces of Warmachine: Protectorate of MenothForces of Warmachine: Retribution of Scyrah.Forces of Warmachine: CryxForces of Warmachine: Mercenaries
Hordes: Primal Mk II
Forces of Hordes: Skorne
Forces of Hordes: Trollbloods
Forces of Hordes: Legion of Everblight
Forces of Hordes: Circle Orboros
Forces of Hordes: Minions
Old Mk I stuff:
Warmachine: Prime RemixWarmachine: EscalationWarmachine: ApotheosisWarmachine: SuperiorityForces of Warmachine: Pirates of the Broken CoastWarmachine: Legends
Prime Mk II is the new hotness, just released January of 2010. It is an update of the old Prime corebook complete with updated rules, new fluff recaps, pretty pictures, and the new Warjacks from the core Warjack plastic kits of each faction. Every month after will see the release of the Faction books of each faction! These are NOT CODEXES. They exist to collect fluff and model info on everything that has been released for each faction up to that point, plus a bunch of new goodies. After which, we will be seeing the next major expansion book. It's to help organize everything. 2010 will be a busy year for Privateer Press.
Also released in January: Updated faction decks for each faction, containing stat cards for all existing models up to Legends, including the new Warjacks from Prime Mk II. Sorry, no Faction Book models here.
Reccommended purchases for starters: Get your battlebox. Play with it. If you don't like it, trade with friends until you get one you like the feel of, then go and get Prime: Mk II and your faction's faction deck. Faction decks contain all your faction's stat cards up until Superiority. This will help you figure out a good army to use. You might want to get the Mercenary deck too, unless you're Cryx because hardly anyone likes working for them. ( :P )
MOST IMPORTANTLY! Be sure you're getting the Faction Deck 2010, not Faction Deck Mk II. Some online retailers will try and rip you off. Mk II Faction decks were a revision of the old Mk 1 Faction decks, Superiority-Era.
Play like you've got a pair.
Posts
A little bit out out-of-date information that should be fixed, if only for consistency.
Also, a note on the 2010 faction decks as opposed to the Mk2 faction decks might be a good idea.
Out of curiosity, anyone here planning on playing in the Warmachine tournament down at BoLScon? I'm debating going (and bringing either eFeora or High Reclaimer). Be nice to meet people!
"The Hordes book is much like the Warmachine books: It is nice to have if you want all of the rules collected for you and in your hand before you buy things, or if you just like the fluff.
It is called Hordes: Primal
There's a second one out! It's called Hordes: Evolution
Coming February 25th is the second expansion, an analogue to Apotheosis, and then some! It's called Hordes: Metamorphosis"
Might wanna change that bit.
I host a podcast about movies.
I would totally be up to a 25pt, but I've been busting block for three hours. It's painful to move my arm from my mouse to my keyboard and back.
I'm also terribly busy with procrastinating on writing my HuDev paper.
I host a podcast about movies.
Swore to not hand out the link, but I hope this is all legit. A new module could be really neat.
Hobo and Nebo are the brothers who created the module.
You sonuvabitch.
I've been AFKing in VASSAL since before you knew Warmachine existed!
</drunk>
Even "Baconstein" the Farrow beast. Also the Titan Sentry, Razorworm, Dire Troll Bomber, and Warpwolf Stalker. Oh and the Scythean.
Doody-heads.
So the protectorate book was pushed back--does this mean the cryx book is pushed back too, etc.?
Also: I just got my Greylord escort and my Rifle Corps! I am now caught up to date with my Khador!
Kommandant Irusk
-Destroyer
-Spriggan
Greylord Ternion
Kayazy Assassins x6
-Underboss
Widowmakers
Winterguard Infantry x10
-Officer and Standard
Winterguard Rifle Corps x6
Fenris
Kovnik Jozef Grigorovich
Widowmaker Marksman
50/50
I call it "You can't run, you can't hide, so seriously just give up"
Praise be to Menoth.
Can't wait for PP to give models/stats for Minion Warlocks.
I host a podcast about movies.
My god, for one second I forgot we were talking about miniatures and this was horrifying
I wouldn't be surprised if they took a one-month break for Primal, though... much as it would break my heart.
Whoah, missed a page there I suck. This was directed to the conversation last page whee!
FUCK TROLLBLOODS
Got locked out from the scenario CP's first turn by Grissel's feat and the cavalry unit. They were up in melee with my AD line first turn, and a bunch of tough rolls later wasn't able to push through past that wall of ass to actually get to the point.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I really hope they take tough out of the game in MK III, or at least limit it to light infantry.
I had a squad of 6 Cleansers attack a squad of 10 Sea Dogs(the shittiest of all infantry) that had tough from whatever solo that gives it. 4 Cleansers templates fell on 3 Dogs, and the other 2 fell on 2 Dogs. That's 16 attack rolls, and they all autokill on a hit.
I killed two dogs, and knocked down four.
With pirates, if you don't kill their solos, they will wreck your world.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Sorry. I got super busy, and since everyone seemed pretty chill about the tournament and the league (which totally accomplished its objective of getting PAers to play Warmachine together. MWAHAHA) I let it hang, but I'll get it going soon.
You didn't have anything in your army that could go through or around them? Maybe I'm just spoiled by cryx.
I host a podcast about movies.
Indeed. I fucking hate tough as a rule. Nothing like popping pIrusks feat and failing twelve tough rolls on a 4,5, or 6. I mean, really? Then follow that with a game where the Piper or Ord gives some Storm Lances tough. I charge them with Kayazy, and prompt a total of eight tough rolls. He makes seven.
Might be time to invest in some slightly less cursed dice.