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Let's chat about stuff! Even more importantly: A NEW VERSION OF THE GAME IS COMING OUT IN JUUUUUUUUUUUUNNNNNNNNNNEEEEE gently caress YESSSSSSSSSS https://www.youtube.com/watch?v=9UBBcOVuY4U New rules for every model in the game, rebalancing, old is new again, cats and dogs living together, anarchy in the streets. Even trenchers look like they won't suck anymore! What the gently caress, right?! Unfortunately this means that the advice it the OP about the various factions is soon going to be irrelevant. On the plus side, we'll all be relearning the game together and it's gonna loving own super god drat hard. Get ready for a new era of suplexing dinosaurs into robots or whatever the gently caress stupid poo poo your bullshit OP faction gets to do to the poor fuckers across the table! Check out Privateer Press' insider that they post up on their main page a few times a week for more detailed spoilers or just ask here in the thread. Alpha Phoenix posted:http://steamcommunity.com/groups/Warmahores This is the new and hopefully improved Warmachine and Hordes(or Warhmahordes for short) megathread. This is where we all gather to talk about all kinds of ways to suplex robots into other robots, as well as anything else from the guys at Privateer Press.. For those of you wanting a more in-depth break down of a faction, I'll be c/p'ing people's posts into the second post of the thread. So check out The Own Zone as it gets updated. AttackBacon posted:General Starting Warmachine/Hordes Stuff So, what in the hell is Warmachine or Hordes? Good question. It is a skirmish level miniatures game wherein your primary objective is to find the most awesome possible way to throw giant angry dinosaurs into giant pissed off steam driven robots and hopefully kill your opponents Warlock or Warcaster (the leader of your opponents forces on the table) on the way. Games are of a larger scale than Warhammer 40k or Warhammer Fantasy, meaning less dudes on the table, more emphasis on the movements and abilities of individual models, and much faster game play - including a tournament system that uses timed turns, which really makes things interesting. The second version of Warmahordes came out a few years ago and really spiced up the game. It codified a lot of special abilities of the various factions so you didn't have 20 different versions of teleport to remember the nuances of, Privateer Press finally started making wicked-rad plastic miniatures, and has been drawing in new players all over the world at a furious pace. There has not been a better time to get into this game. What's the difference between Warmachine and Hordes, then? At the most basic level - their resource systems. Both games use the same basic rules set for movement, attacks, special abilities and so on, but have different rules for your Warcaster (Warmachine leader dude) and Warlock (Hordes leader dude). In Warmachine, each Warcaster has a particular stat called Focus. Your focus is what you use to drive your Warjacks as well as cast your spells. At the beginning of each turn, a Warcaster has as much focus as his focus stat allows him in order to cast spells during his activation (each of which have a particular cost), or he can give his focus out to his Warjacks in order to make them do awesome poo poo like throw dudes, arm/headlocks, headbutts, tramples, slams, etc, etc, or to do more basic functions like buying extra attacks with their weapons. Extra focus left over at the end of their turn is 'camped' and adds to the Warcasters armor value, making them more resistant to damage. In Hordes, each Warlock is given a Fury value instead of Focus. Fury is similar to focus in that you will be using it to cast spells or buy extra attacks for your Warlock, but you do not automatically regenerate all of your Focus at the beginning of your turns. Instead, you must build Fury on your warbeasts by forcing them to run, maul dudes, slam, etc, similar to how Warjacks spend focus. Then at the beginning of your turn, your Warlock siphons the fury that his warbeasts have accumulated back onto himself so that he can continue gettin' work done. Extra Fury that a Warlock does not spend is 'camped' and can be used to transfer damage from attacks that hit the warlock to one of their warbeasts, but does not add armor to the Warlock. The downside to the Hordes resource system is that if you can't take all of the Fury off of your beasts (ie, your caster is topped out on Fury), then there is a chance that your beast can flip the gently caress out and frenzy, punching the poo poo out of whoever is closest to them, and denying you the ability to use them for a turn! Warlocks and Warcasters come in two varieties: regular and epic. Epic casters are different versions of the regular character that has advanced in the storyline. They're not necessarily more powerful, just different, and they typically have bad-rear end models. What do I need to start this game? The most basic thing you can do to start the game is to pick one of the factions Battlegroups. Warmachine Battlegroups are all plastic at the moment, and the Hordes boxes have just got their plastic versions announced and will be coming out some time later this year. Battlegroups MSRP for 49.99 USD, and are cheaper than buying the individual models that they contain. These boxes are wonderful for learning the basics of the game - playing games with these is definitely the best place to start. You can also download the Warmachine quick-start rules here and the Hordes quick-start rules here. Battlegroups! That's actually all you need to start out. No seventy dollar rulebooks, no forty dollar army book or codex. The battlegroup comes with the basic rules, and the full stat cards for each of the miniatures in the box. Eventually you'll want to pick up either of the main rulebooks, Warmachine: Prime MkII or Hordes: Primal MkII in order to get a more complete rules set, but fortunately the paperback versions of these are pretty cheap at 29.99 USD (cheaper than you can get a codex for 40k). What's this about cards? Is this a loving CCG or some poo poo? Nope! Every miniature that you buy comes with a stat cards which tells you everything you need to know about its rules, including: a complete stat line, the stats of all of its weapons, the names and full text of all of its special rules and abilities, and even its point costs! You never have to buy the book for a faction if you don't want to - you just buy the miniatures you want to use, and the rules come with them! Additionally, they are used during the game to record damage (just put your cards in clear card sleeves) and reference special rules, so always have your cards handy and you can do everything you need to right at the table! Okay, but why the gently caress should I play this game? It's balanced to be played at any level of competition from the most casual to the most hardcore, it's got tons of sweet back story, there are multiple leagues that happen every year with custom scenarios and altered units that help advance the story, and it's the fastest growing miniature game out there right now. Tons of great models, old models consistently getting updated with newer sculpts at a cheaper price, international competition is A Thing, and you don't have to worry about showing up for a game and having some snooty hambeast scoff at your army list because this is a game about trying your best to win at whatever level you feel comfortable. So what armies are in the game? A bunch! Here's the run down (images stolen from Andrea Uderzo's deviantart). Warmachine Factions Khador! The Greater Khadoran Empire is the largest of the Western Immoran countries, and is situated in the northwest. Under the leadership of Empress Ayn Vanar I, Khador has begun an expansionist doctrine to rebuild the glory of the ancient Khardic Empire and to modernize their home to rival Cygnar. They lack the refined technology of their enemies, but make up for it in a strong citizenry and abundance of natural resources. Though Khador reclaimed the territory of Llael to boost its technology production, Cygnar recently held off its advances to Northguard and left Khador to rebuild its Second Army. Some time after that battle Khadoran forces launched another attack from Ravensguard, under the direct command of the recently promoted Supreme Kommandant Gurvaldt Irusk, resulting in the fall of Northguard and the retreat of the Cygnaran First Army all the way to Point Bourne and the subsequent loss of the entire Thornwood to Khador. What Khador lacks in sophistication it makes up with hardiness. Its Warjacks are the strongest, most heavily armored steam-powered monstrosities around, and its infantry some of the hardest to hit survivable warriors. Lacking the refined resources of its foes, its large guns tend to be inaccurate and it cannot afford to field smaller Warjacks or arc nodes. Warcasters of Khador usually excel in combat, with spells to improve their troops in speed/melee/defense. Pros: Heaviest Warjacks, survivable infantry/solos, abundance of AoEs, high ARM or DEF Cons: SLOW warjacks, inaccurate AoEs, no arc nodes, no real light warjacks, some lack of magical damage/debuffs/utility Cygnar! Cygnar is kind of like Steampunk America. They have very advanced technology compared to the other Iron Kingdoms with a huge focus on lightning technology and weapons and are starting to produce warjacks that are entirely powered by lightning. Cygnar is centrally located in western Immoren, meaning that they are literally surrounded by their enemies. Cygnar has been the traditional enemy of Khador, their neighbor to the north, and has recently been involved in a conflict with them over the Thornwood and the nation of Llael. To the southeast, they are at conflict with the Protectorate of Menoth, created from former Cygnaran citizens who went religion crazy and decided to start a civil war, eventually forming their own nation in the desert to the southeast. To the east, Cygnar is being sized up by the Skorne empire that was, until recently, being controlled by the former (deposed) king of Cygnar, Vinter Raelthorne. To the west, Cygnar contends with Cryx, the Nightmare Empire, as their incursions drive farther and farther inland. But Cygnar is devoted to defending their lands with huge gently caress off guns and walking towers that shoot lightning. Pros: Solid ranged firepower including magic ranged weapons, some really cool board control casters, weapons with electroleap that can fry dudes next to the people you hit, the ability to disrupt enemy warjacks so they can't use focus, the Stormclad is a badass loving warjack. Cons: Infantry that are easy to kill or are slow, electro-leap is hard to pull off well, disruption literally doesn't interact with hordes factions, a few overcosted infantry units. The Protectorate of Menoth! Menoth: In the olden days there was this great space worm that wanted to destroy the planet. Well one particular god Menoth decided he didn't like this idea. So he decided he was going to combat this other god with the help of his creation; Man. Thus the great conflict between the Devourer Wurm and Menoth began and has raged on for time eternal. But really who cares about all that poo poo. What's important is the fact that you love to burn heathens and heretics; subvert some start up hippie god who believes in peace or some poo poo; and have divine power so strong praying to your warjacks makes them better than the competition's. We are a faction of synergy and every death can potentially fuel something else. Our basic combos are: Choir of Menoth + Vassal of Menoth + you Warjack of choice (I'm not kidding every jack goes from average to rediculous). Choir of Menoth can make your jack Immune to Non-Magical Shooting, Immune to Spells, and a buff to your ability to attack and damage other models. Vassal can make your jacks attack out side of their normal turn, or make it so that when your jack gets damages they get to walk away making silly faces at the guy who just scratched his paintjob. Rhupert + Covenant of Menoth + any Unit. Rhupert is so often used in Menoth that he is often referred to as the Piper of Menoth. His basic 2 abilities are giving Tough (think 5+ invul save that knocks your model down if you pass it) + Fearless (auto-pass command checks) and Dirge of Mists which is +1 Def (harder to hit) + Terror (force command checks on opponents models). The Covenant of Menoth has 3 abilities you'll rotate through, first is the ability to not be made Knockeddown (which means when you rear end that Tough/5+ invul you don't fall over) or Stationary; no Casting of Spells in his Command Range, and let a units attacks cause Fire on hit (See what did I mean about burning heretics and heathens). Soul / Death Driven abilities. There are far too many to just list off but suffice to say that we have the most abilities that trigger off of the death of another model in the army. Basically Menoth doesn't like it when his followers die; and neither do his followers. Pretty much every list with use at least one if not all of these combos. Cryx! gently caress Cryx. Cryx are for assholes. Okay seriously: Cryx is the nightmare Empire, and is based on the Sharde Islands off the western coast of Immoren. They are ruled over by their god, the dragon Toruk, the original and most powerful dragon in the world. It is a blighted land where the undead live, and only the worst kinds of living pirates and scum are found there. Cryx warjacks are fueled by Necrotite: a version of the coal that powers the other nations warjacks, but infused with the essences of the dead for added potency and wicked-green glow. Long ago, Toruk was the only dragon. Then he took his essence and split it, creating many other dragons throughout the world. But Toruk thought that these new dragons would serve and obey him - he was wrong. They turned on him, and Toruk was forced to flee or be overwhelmed. Toruk created the empire of Cryx to find the dragon progeny that he mistakenly created long ago and to kill them, so that he may reabsorb their athancs (essence stones that hold their souls) back into himself and become whole again. Everblight, the dragon responsible for the Legion of Everblight (a hordes faction) is one such dragon. Cryx' incursions into the mainland are not an attempt at overt war with the Iron Kingdoms - Toruk has no need for that. Over hundreds of years his agents have slipped into the nations of the world, finding information about his progeny and where to find them. Their conflicts against the nations of Immoren are merely small speedbumps that will fade to insignificance once Toruk regains his original power and spreads his blight throughout the world, where he can be the lord of an undead empire that never ends. Pros: Crazy speed or the ability to avoid ranged attacks entirely, tons of ways to debuff your opponents models and completely gently caress them over, the ability to cull souls from living models that you kill so you can fuel your own magic and warjacks, a good mix of hard hitting and fast units. They also have a variety of ways of bringing their units back from the dead, or turning dead enemy units into new undead models. Cons: Most of their stuff dies to a stiff breeze, and anti-magic abilities can completely gently caress this faction over. In addition, they have effectively no long range firepower. Mercenaries! Mercs covers a wide variety of things. Not everyone who fights in the wars of the Iron Kingdoms does so for love of king and country. There are always men and women willing to sell their skills and loyalties to the highest bidder. Mercenaries provide the other factions with additional choices, allowing you to augment your existing strengths of cover your faction’s particular weakness. Mercenaries can also be played as their own faction entirely. In this case, the armies are organized into Charters, representing the interests of particular political or regional groups in the Iron Kingdoms. Many Mercenaries will work for some (or all!) of the factions of charters, while others restrict their work for personal or professional reasons. Highborne Covenant When Khador swept the nation of Llael into their growing empire, many of the surviving nobles and merchant families put their wealth into gathering a Mercenary force to try and retake their homeland. The result was the Highborne Covenant, which is often styled as the Llaelese Resistance. While many warcasters will take the Highborne’s money, they have a dedicated general in Ashlynn d’Elyse. One of Llael’s few native warcasters, she continues to wage a bitter, desperate war against the invaders. Despite assembling both devoted partisans and well-paid professionals, the Covenant has failed to make any gains against the occupation of Khador. In desperation they allied themselves with the Northern Crusade of the Protectorate, but this resulted in a number of cities simply being occupied by the Menites instead. The Resistance currently has its back to the wall, with Cygnar unable to provide more than token support. The Four Star Syndicate The Syndicate is based out of Five Fingers, a notorious port of ill repute in the small kingdom of Ord. The Syndicate is a shadowy organization with questionable goals that hires Mercenaries for all manner of contracts, from conventional battlefield roles to raids on factories and shipments. While the Syndicate is rumored to be controlled by the high captains who rule Five Fingers, it’s not clear what they ultimate goals might be – or if there even are any beyond making money hand over fist. The epitome of the Four Star Mercenary is Asheth Magnus, a former Cygnarian warcaster who was on the wrong side of the coup. Now a wanted man, he’ll work for whoever pays him in order to fuel his personal vendetta and his long-term agenda against Leto and Cygnar. The Talion Charter The seas of the Iron Kingdoms are a dangerous place, thanks in part to the privateers that roam them. The King of Ord issues Letters of Marque to these ships, allowing them to raid and capture as long as they pay their dues. While loosely they might be said to serve the King who issued their Marque, the reality is that the captains and crew serve no one as much as themselves. The charter is named for the Talion, the ship of Captain Phinneus Shae. Shae and his crew were originally sailors for the Mercarian League until they mutinied and struck out on their own. Waging war against their old masters, they are also wanted by both Khador and Cygnar. The Searforge Commission The dwarves of Rhul officially maintain neutrality in human affairs, and are therefore not strictly a party of the many wars that rage across the Iron Kingdoms. But there are enclaves of Rhulfolk in both Cygnar and Khador, and they keep a close eye on human affairs. Despite its neutrality, the people of Rhul maintain an active and highly-trained military, and entire units or divisions are regularly sent out in the Iron Kingdoms to work as mercenaries. In this way the standing armies help earn their keep, and are regularly tested and tempered in the fire of battle. As the wars have escalated, Rhul has consolidated its mercenary groups under a single banner. The Searforge Commission oversees Rhulic mercenary contracts, and organizes its own groups to guard Rhulic shipments and enclaves. Pros: Mercenaries has a huge variety of units and models with different abilities and strengths. In addition, each of the Charters has special allowances and additions that change the way they play. Beyond game play, they have the greatest variety of the factions and the most unique characters. Cons: Every Mercenary unit and model is balanced not only within the faction but as a choice for their potential clients. This means that they often have less obvious synergy, and frequently a Mercenary choice is not as good as a direct analogue in another faction. Mercenaries are generally less competitive than the other factions and present an uphill battle when used on their own. The Retribution of Scryah! The newest faction to grace Immoren. Retribution of Scryah: This is the newest faction to enter into Warmachine and it is a faction of Elves. Elves in Immoren are not quite what people are used to, having been an incredibly high-tech race to the point where (several millenia before man mind you) they attempted to build a stairway to heaven. Its destructive crash to earth killed most of their gods and left the remaining god, Scryah, the god of Spring, comatose. The religious leaders of the elves have came to the conclusion that is it human spellcasting that is the root cause (Khador having their god of winter prisoner for experimentation isn't helping relations any). Gameplay wise they have elements that mix from various factions and end up with a very interesting style. Their warjacks are called Myrmidons and unlike the steam belching macines of man they run by tapping into the ether of sorts. They end up having force fields which can be recharged (and while active act as guns and a multitude of other neat effects) and have sort of a "crunchy outside, soft inside" sort of feel when damaging them. Pros: Amazing units, solid warjacks with a variety of utility, some absolutely outstanding solos both for support and killing potential and threat range, and units that have the ability to target you without having to see you. Cons: They have a hard time handling stealth-heavy armies, and their warjacks have only middling stats and can be relatively easy to kill. So far, they don't have any serious board-control casters, and they don't have any epic casters yet. Convergence of Cyriss Let None Imperil the Great Work! Or Do You Like Giant Robots? The Convergence of Cyriss are the lastest faction to hit Warmachine. A faction made up of cerebral tinkerers and devoted tech-priests; their members follow the celestial goddess Cyriss and seek to bring her to Caen by making the world into a techno-paradise. There armies are of the smallest among Immoren, though don’t let that fool you. Their soldiers and vectors are equal to any of the standing Iron Kingdoms forces. After two hundred years of planning, the time has come to tune to the world to technological perfection. Cyriss combines utility and synergy. Each piece is best used when working in concert with each other, much like a clock. Layering your offense and defense is key in this faction. Well though out plans will decimate your opponent. Sloppy ones will only see your army picked apart and the clock shattered. Cyriss is one of the most warjack friendly factions around due to their special rules of Induction. Cyriss players can use the Induction node to pass on one focus from one jack to another as long as they are within range. This allows for unprecedented focus efficiency as you can run your jacks on one focus in a round, leaving you to fling spells and crush your opponent. Cyriss warjacks have one last special note about them. Vectors, the Cyriss warjacks, lack conventional cortexes. As such they do no have their own MAT or RAT score and actually use their warcaster’s abilities. This means that choosing your battlegroup is incredibly important, as you don’t want to put a ranged jack with a low RAT caster. All the warcasters also have a special ability called Field Marshal. Each one is unique to the caster and gives the battlegroup a special ability. These include healing every round, teleporting around the board, or even counter charging your opponent and making them regret attacking you. Pros: Fantastic jacks and colossal, focus efficient and wide variety of infantry. Warcasters give out special abilities to their battlegroup and each one is very well built. Great in faction synergy and has quite a few tricks for zone control. They can kill single wound infantry with the new Puncture rule very easily. Their combat infantry are all Constructs and thus are immune to a lot of rules. They have one officer that works will all infantry groups and has a sweet mini-feat. Cons: Half the warjacks are slow and thus will lag your army down. Most units and some warcasters do not have immediate access to magic weapons and rely on a support unit to give it out. Take out the faction’s support and they quickly start to crumble. The universal officer is a living model and very vulnerable. They have limited to no ability to negate knockdowns, slams or pushes. The faction only has one caster with Purification and no other way to remove spells. Hordes Factions! The Legion of Everblight! In the mountains of northern Immoren, one of Toruk's draconic spawn, Everblight, has built a blighted army from the ruins of Nyss society. Guided by warlocks empowered and mutated by shards of his athanc, the whole of the former nation has been transformed into a tool for the dragon's machinations. Built around first strike capability, hitting hard, breaking game rules with eyeless sight and pathfinder (or better), and strong denial, Legion is a viciously powerful Hordes faction. Their warbeasts tend to be fast, strong, and feature powerfully synergistic animi, and they're the only faction in the game with small-based lesser warbeasts. Their support solos are outstanding, providing the faction with enough fury mitigation to run extremely beast-heavy lists with little to no problem. Their warlocks are some of the strongest in the game, and focus on doing delightfully unfair things like making your units untargetable by melee for a round, fully healing every warbeast in your battlegroup for a trivial health cost, and burying your opponent under a hail of extra ranged or melee attacks. Pros: Viciously fast and strong warbeasts, strong fury mitigation that allows you to run a lot of those warbeasts, a solid array of warlocks to account for nearly any situation, Eyeless Sight is basically rules-endorsed cheating. Cons: Infantry looks weak in comparison to the strength of Legion's warbeasts, relatively low unbuffed ARM faction-wide, support solos are easily killed, people will give you heaps of poo poo for playing a faction that gets to ignore so many rules. The Skorne Empire! The rising power to the east, the Skorne Empire has grown from a collection of harsh, godless desert nomads...to a harsh, godless imperial force that is threatening all of Immoren with its expansion. Skorne have a caste-like culture of ancestor worship, and practice morthieurgy, which is magic fueled by the powers of their ancestors, blood sacrifices and soul consumption. The Skorne Empire was briefly led by a human (Vinter), whom the Skorne mistook as a reborn ancient. However, he was overthrown when Archdomina Makeda realized the empire was being used by a despot. She now leads the Skorne to further greatness, invading the west and pushing their boundaries further. Skorne embody war with a melee-centric honor code, but under Vinter they modernized and now consider ranged elements worthy of using. Pros: Skorne beasts and infantry (especially beasts) are melee powerhouses. They also possess the most "after the fact" mobility, where they gain extra moves after attacks/etc. The faction has a mix of caster play-styles, but most armies revolve around a very strong melee element. Cons: A lack of board control, and a weakness to a gun-heavy enemy or an enemy that can slow down the advances of the skorne army. No casters that bring any real board control spells or feats. The Circle of Orboros! Based in the forests and other wilds of Immoren, the Circle Orboros is a group of druids and their followers devoted to keeping the Devourer Wurm from waking up and destroying the world. Unfortunately, civilization is like an annoying alarm clock where that deity is concerned, so they spend most of their time engaging in eco-terrorism. Circle has two sets of warbeasts, the mixture of which defines your playstyle: elemental constructs like the Woldwarden are slower-moving but tougher, with a strong inclination towards producing and preventing magical effcts; living beasts like the Warpwolves, Satyr and Gorax are fast-moving and hard-hitting, but fragile in comparison to their rocky compatriots. Circle's warlocks all tend to exhibit some forms of board control and movement acceleration or trickery, allowing for threats to come at your opponent from unexpected angles or distances. Circle's infantry is exceptionally fragile, though much of it is stealthy and can do quite some damage when left ignored. Pros: Absurd threat ranges, Geomancy (certain warbeasts can cast their Warlocks spells), numerous options for devastating enemy infantry, teleportation shenanigans, strong warlocks. Cons: Overall fragile, generally bad at attrition, sheer amount of movement tricks creates a high learning curve, crappy infantry. loving Trollbloods yeah! Trolls are basically the scottish native americans of Immoren. They have a tribal culture based on Kriels, they wear tartans, and Steampunk America (Cygnar) hosed them over and reneged on some contracts, screwing them out of their land and killing a bunch of them. Now the 7 foot tall, hyper regenerating, rock-eating and lightning-making GBS threads bad-asses are out to kick the faces off of anyone who looks at them wrong. I was going to c/p more to the troll intro but I have to give Postersen credit, here J Bjelke-Postersen posted:Trolls have always got the short end of the stick, being robbed of their land and screwed over time and again by the warring human nations... and the Circle, and I guess Cryx... pretty much every bastard that ever walked Immoren has done something lovely to the trolls at some stage really. It’s a pretty sad story with much pain and many tears, but forget all that poo poo, it is go time for the trolls and woe betide every tasty pink snack that gets in the way. Huge Dire Trolls from the depths of the wilds with mits the size of a medium sedan are coming for you. Cute as a button Pygmie trolls cheer up their bigger comrades by loving up all and sundry with Pros: Everyone is Tough (making them very hard to put down due to their natural regenerative abilities), just about all of their infantry is medium based, high fury on their heavy hitting beasts, as well as some awesome armor buffs and some of the best units out of all of the Hordes factions. Cons: Significantly less fury managemant than the rest of the hordes factions, relatively low threat ranges with a few exceptions, not much long ranged presence with high power. Minions! Minions are the hired muscle for the factions of Hordes, offering flexibility and variety to any faction. However they can also band together to form two mini autonomous and unique mini factions, The Blindwater Congregation and the Thornfall Alliance. Neither of these are full factions, and aren't quite as powerful. The Blindwater Congregation is the better of the two, but if you're playing these, it's probably for fun, not to win tournaments. The Blindwater Congregation A vast horde of Gatormen and their allies and subjects. These usually warring Gators have been coerced, forced, and bribed into forming a grand army by the venerable Gatorman bokor, Bloody Barnabas, and his warlock allies Calaban the Grave Walker and Maelok the Dreadbound. Barnabas is the oldest Gatorman alive and seeks to ascend to godhood before he dies of old age. He pushes his army onwards to consume the world in battle so he may fall in glory at the pinnacle of slaughter, transforming him into a god greater than even the Gator god Kossk. Gators make up for their simplistic technology with sheer predatory savagery and ancient voodoo magic. They have little ranged ability, but make up for it when they manage to charge into melee. Their Gatormen Posse, arguably the best infantry in the game, has a long threat range, high durability and two high power attacks. They also have a good selection of lesser races such as Bog Trogs and Croak Hunters to round out the army. But overall the pact is lacking choices, the three Warlocks differing play-styles help abate this, but there just isn't enough list variation to make them truly competitive. Pros: Horrendously durable, massacre in melee, excel against living models, lots of interesting tricks, goddamn voodoo alligator men. Cons: Almost no Ranged, Low model counts, little variation, trouble breaking high armour, hate undead/robots. The Thornfall Alliance The Golden Horde... of pigs. The warring pig-like farrow have been banded together under the rule of the mightiest Farrow Chieftain ever, Lord Carver, Bringer of Most Massive Destruction, Esquire III, in an attempt to carve himself a kingdom from the lands of western Immoren and proclaim himself a true king. With the help of the mad human genius, Dr. Arkadius, he's put together a massive fighting force composed of Farrow and mutated Frankenstein Boars. Outfitted with salvaged 'Jack parts these monstrosities crush anything in their path with axe, tusk and claw while the smaller Farrow dig in and shoot the enemy apart with Pig-Iron rifles and Razorback Missiles. The Alliance relies on a "me smash" mentality, offering little strategy except break the opponent apart with waves of Pigs and their awesome melee Warbeasts. They can destroy almost anything (have a unit who can easily get 5d6 damage on the charge) but are squishy as hell. They suffer even worse than Gators in variation of lists and models, and lack the cool special rules the Gators have. So really they're a one trick... pig. Pros: Good mix of range and melee power, break armour over their knees, Awesome Beasts, cool as gently caress. Cons: Squishy, little to no variation, no real special or interesting tricks, pretty slow, not very accurate Other Useful Stuff I cannot recommend watching these two videos enough. It's a battle report between two very good players, although some of the lists are a bit outdated. It's still a very good tool for understanding the ebb and flow of the game and the basic mechanics. Part 1: http://www.youtube.com/watch?v=SicoDndVdY0 Part 2: http://www.youtube.com/watch?v=MqMz8NipKbw For making and sharing army lists, I recommend Forward Kommander. However, as War Room is PP's official army list creator and it's very cheap to pick up the full card sets for each army, a lot of people end up using that instead. For new players looking on expanding their Battlegroup boxes into full fledged 50 point armies, there is a great resource for progressively doing so here: https://docs.google.com/spreadsheets/d/1k79oIW9jL2NlGioaW-WhJe17GgxIJe8Ay7EkGcGrT68/edit#gid=2091701390 Here's some sweet podcasts that the guys around here like to listen to: http://www.focusandfury.com http://gutsngears.libsyn.com/ http://museonminis.com/ http://losthemisphere.com/blog/ http://www.theprimegeneration.com/ https://www.chain-attack.com Also, new players: make sure to check out Battle College! It doesn't get updated quite as much as I'd like but it'll give you a good overview of every piece in the game, and what their abilities, spells, and synergies are. e: Okay, Battle College kind of sucks as a tool for learning the game. But as a tool for looking up what something is/does, it's still pretty useful. S.J. fucked around with this message at 07:05 on Apr 26, 2016 |
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# ? Apr 24, 2024 23:46 |
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Welcome to the Own Zone, Population: You Occasionally, one of our fine forums members will write up a more lengthy and detailed how-to of a faction. That will get copy/pasted here for new players. This will be updated as most stuff becomes available. I would suggest checking out this guys YouTube channel periodically. He takes footage of a bunch of rounds at various events and they're super fun/useful to watch and ask questions about! Protectorate of Menoth Feeple posted:Here's a brief Protectorate overview on warcasters! Cryx AttackBacon posted:TIME FOR ATTACKBACON'S "SO YOU WANT TO BE A MECHA-SKULLOMANCER?" WHAT TO BUY WITH CRYX LIST. AttackBacon posted:IT'S CRYX TIME (Again) Skorne AttackBacon posted:YOU GOT SKORNE QUESTIONS I GOT SKORNE ANSWERS. AttackBacon posted:Alrighty it's SKORNE TIME (again). Retribution of Scryah AttackBacon posted:RET STUFF STARTS HERE S.J. fucked around with this message at 05:52 on Jun 28, 2014 |
# ? Feb 11, 2012 00:38 |
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The OP is good for someone who already knows/plays WMH and looks for another faction, it's a bit unreadable at times for new people. What's an electro-leap and why is it important? Is Stormclad a unit, a buff or what? What's so awesome about Geomancy, is there anything or did you only point out a separate magic path? Also, your Cryx description is lacking.
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# ? Feb 11, 2012 00:55 |
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Pierzak posted:The OP is good for someone who already knows/plays WMH and looks for another faction, it's a bit unreadable at times for new people. What's an electro-leap and why is it important? Is Stormclad a unit, a buff or what? What's so awesome about Geomancy, is there anything or did you only point out a separate magic path? Yeah some of that needs to get expanded, I know. Also the Cryx description looks pretty spot on to me what's the problem?
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# ? Feb 11, 2012 00:57 |
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S.J. posted:Yeah some of that needs to get expanded, I know. Also the Cryx description looks pretty spot on to me what's the problem? Seconding how accurate that description is, but maybe it should also say "Pirates are cool" because they are. I could get way more Khador specific, but is it accessable to newbs like that?
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# ? Feb 11, 2012 01:15 |
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S.J. posted:Yeah some of that needs to get expanded, I know. Also the Cryx description looks pretty spot on to me what's the problem? Nope, I see no problem with it. And I play Cryx. e: And then you ruined it.
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# ? Feb 11, 2012 01:17 |
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Corbeau posted:Nope, I see no problem with it. And I play Cryx. Added it back in Raiche posted:Seconding how accurate that description is, but maybe it should also say "Pirates are cool" because they are. You don't have to go into a ton of specifics, but if you want to add more you're welcome to. The OP isn't going to be able to give out every piece of information on a faction, just a brief overview to get people asking questions.
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# ? Feb 11, 2012 01:18 |
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Cygnar is an awful lot more like Steampunk medieval England than Steampunk America. Hell, they're still feudal. Reposted as requested! And in response...Definitely not wrong! Aside from some uniform elements inspired by Civil War era American uniforms, Cygnar has very little in common with American military aesthetics, government, ideals, or really anything.
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# ? Feb 11, 2012 01:31 |
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KuangMkV posted:Cygnar is an awful lot more like Steampunk medieval England than Steampunk America. Hell, they're still feudal. And the Khadoran empire is more like pre-soviet Russia than communist Russia, which doesn't have anything to do with the fact that they are an overly simplistic Steampunk USSR They don't have to be steampunk Democracy and wave red white and blue flags in order to effectively play the role of steampunk America in the setting. Other than the fact that they're fuedal, they don't share a particularly large amount of traits with the British over America. S.J. fucked around with this message at 01:37 on Feb 11, 2012 |
# ? Feb 11, 2012 01:35 |
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S.J. posted:And the Khadoran empire is more like pre-soviet Russia than communist Russia, which doesn't have anything to do with the fact that they are an overly simplistic Steampunk USSR In what way are they American? KuangMkV fucked around with this message at 01:50 on Feb 11, 2012 |
# ? Feb 11, 2012 01:43 |
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Perhaps that Cygnar revolted against their evil oppressive overlords in order to establish their own local overlords? (Ours just happened to be entrenched with money rather than divine right.) Really though, Khador and Cygnar really do act like WWI Russia and England more than anything else.
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# ? Feb 11, 2012 01:48 |
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KuangMkV posted:In what way are they American? How are they British, as opposed to American? They literally kicked the native S.J. fucked around with this message at 01:52 on Feb 11, 2012 |
# ? Feb 11, 2012 01:50 |
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S.J. posted:How are they British, as opposed to American? They literally kicked the native Psst. There's this thing that happened called World War One. That's the analogy, not the cold war.
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# ? Feb 11, 2012 01:51 |
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S.J. posted:How are they British, as opposed to American? They literally kicked the native Consider their governmental structure and its close ties to the Church of Morrow. The intertwining of these powers is very close to the historic British state's entanglement with the CoE. Most Cygnaran army structures are specifically British in reference, particularly the line troops who are aesthetically based upon WWI doughboys or earlier era riflemen. Further, they are led a landed aristocracy who purchase their commissions within the military and support their regimental forces with largely aristocratic knights. And the British were the most technologically advanced nation in the world during the periods from which the nation and army were inspired. I'll grant you the parallels with the Trollbloods, but obviously none of the armies in WARMACHINE are direct analogies for any real world nation. That said, I am quite sure the American influence in the design of Cygnar is nominal and highly focused.
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# ? Feb 11, 2012 01:52 |
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Corbeau posted:Psst. There's this thing that happened called World War One. That's the analogy, not the cold war. Khador are not the Germans. And I added more to my post. Seriously, the OP says they're 'kind of like steampunk America.' How loving far did you think that went, exactly? I didn't say they're steam punk america AND HAVE NOTHING IN COMMON WITH THE BRITISH.
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# ? Feb 11, 2012 01:52 |
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S.J. posted:Khador are not the Germans. They actually do stand in for the Germans quite nicely, as well, despite being largely rooted in a Soviet aesthetic but a Tsarist culture.
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# ? Feb 11, 2012 01:53 |
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S.J. posted:Khador are not the Germans. Cryx. Duh. e: S.J. posted:Seriously, the OP says they're 'kind of like steampunk America.' How loving far did you think that went, exactly? I didn't say they're steam punk america AND HAVE NOTHING IN COMMON WITH THE BRITISH. I'm killing time while procrastinating on work. Therefore I demand perfection and totality in your tiny blurbs.
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# ? Feb 11, 2012 01:54 |
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KuangMkV posted:They actually do stand in for the Germans quite nicely, as well, despite being largely rooted in a Soviet aesthetic but a Tsarist culture. And yet, they still aren't. Seriously, this conversation started nowhere and is going nowhere and is completely pointless.
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# ? Feb 11, 2012 01:54 |
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S.J. posted:And yet, they still aren't. Seriously, this conversation started nowhere and is going nowhere and is completely pointless. Some of us like to talk about the setting but suit yourself.
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# ? Feb 11, 2012 01:55 |
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Way to gently caress up the thread with goony pedantic bullshit on the first page. great job dudes.
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# ? Feb 11, 2012 01:57 |
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KuangMkV posted:Some of us like to talk about the setting but suit yourself. PP deliberately took out all of their terrible british accents. Check and Mate. Welcome to the Own Zone: Warmachine Style
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# ? Feb 11, 2012 01:58 |
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This conversation clearly will enthuse everyone who reads the first page. To all who come after: game's pretty rad. Here's why, as explained in the previous thread far better than I ever could: TheCosmicMuffet posted:I feel like the others didn't really sell it on the merits. 'good rules' 'good miniatures' what does any of that mean? e: I left the typos. It's almost a work of art how they somehow add to the power of that post. Corbeau fucked around with this message at 02:08 on Feb 11, 2012 |
# ? Feb 11, 2012 01:58 |
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S.J. posted:PP deliberately took out all of their terrible british accents. Check and Mate. Welcome to the Own Zone: Warmachine Style Just the cockney, we kept the clipped BBC tones for the aristos.
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# ? Feb 11, 2012 01:59 |
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Corbeau posted:This conversation clearly will enthuse everyone who reads the first page. getting added to the OP
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# ? Feb 11, 2012 02:00 |
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This game owns because my bigass dire trolls can go bowling for casters using dudes from their own side, then my walock can throw a bigass cursed axe into the caster's face after they're knocked down. Also my Trolls are drunken Scottish-esque hooligans who have warbeasts that lose a limb, regenerate it, and the limb becomes a comical little whelp that lives to be entertainment and eventually food for their warbeast buddies.
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# ? Feb 11, 2012 02:07 |
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Yeah, most of my games are won by throwing my opponent's models around the table with my warbeasts. I don't mention it much though, because that's par for the course. Warmahordes.
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# ? Feb 11, 2012 02:10 |
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Fyrbrand posted:This game owns because my bigass dire trolls can go bowling for casters using dudes from their own side, then my walock can throw a bigass cursed axe into the caster's face after they're knocked down. Also my Trolls are drunken Scottish-esque hooligans who have warbeasts that lose a limb, regenerate it, and the limb becomes a comical little whelp that lives to be entertainment and eventually food for their warbeast buddies. loving Trolls Why do you own so hard Oh, and the guy who won the Templecon Masters tournament, Jamie P, has been putting up reports of his games, and they're pretty rad. Check them out here!.
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# ? Feb 11, 2012 02:11 |
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By the way SJ, some of the formatting and the emoticon didn't come through in my original copy-past of muffet's post, and you managed to copy it again before I fixed it.
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# ? Feb 11, 2012 02:17 |
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Corbeau posted:By the way SJ, some of the formatting and the emoticon didn't come through in my original copy-past of muffet's post, and you managed to copy it again before I fixed it. Sweet, thanks for the heads up.
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# ? Feb 11, 2012 02:20 |
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Because we live an hour away from our LGS, we're starting our own Journeyman league tomorrow night at the house. Since it's just seven or eight of us we're being a little generous with the battleboxes. I took the Troll box and replaced an Impaler with the Mauler. I still don't understand how they could build one around an infantry caster and without a heavy.
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# ? Feb 11, 2012 02:38 |
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Hey I don't understand why they thought you should fire up a new Circle army with not one but two Arguses but you don't question these things, you just grab the four leashes and take 'em down to the dog park.
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# ? Feb 11, 2012 02:52 |
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From what I understand, the Hordes battlegroups are much less well constructed than the Warmachine ones. I was kind of hoping they'd take this opportunity to change up their compositions, but
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# ? Feb 11, 2012 03:00 |
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Hey SJ, this is another good podcast for the OP: http://www.theprimegeneration.com/
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# ? Feb 11, 2012 03:03 |
Is the Skorne Battlebox any good? I love my minions but I think after I've collected most of what I want I'll want to try a real faction. Skorne is loving sweet and gross and has cool elephants so I'm automatically drawn to it. Edit: Also what are the chances they'll release another Hordes faction to match Retribution? My dream is for the Croak Tribes to band together and find some giant crabs and frogs and poo poo gobbledygoat fucked around with this message at 03:08 on Feb 11, 2012 |
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# ? Feb 11, 2012 03:06 |
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gobbledygoat posted:Is the Skorne Battlebox any good? I love my minions but I think after I've collected most of what I want I'll want to try a real faction. Skorne is loving sweet and gross and has cool elephants so I'm automatically drawn to it. It kinda sucks that it has two Savages instead of Savage + Brute or something, but yes, the caster is good and both kinds of beasts you'll get lots of use out of.
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# ? Feb 11, 2012 03:07 |
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So why does the trollblood battlegroup have two Imaplers and an Axer? I mean, poo poo, thems are good beasts and I use them a lot, but still, I wonder what the rational was behind it.
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# ? Feb 11, 2012 03:14 |
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gobbledygoat posted:Is the Skorne Battlebox any good? I love my minions but I think after I've collected most of what I want I'll want to try a real faction. Skorne is loving sweet and gross and has cool elephants so I'm automatically drawn to it. Unlike the two Arguses in the Circle box, you can actually run good lists with a pair of Savages (Zaal & Nareesh are the two that come to mind). And pMorghoul is a tournament level warlock, as well.
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# ? Feb 11, 2012 03:20 |
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Bellicose Buddha posted:So why does the trollblood battlegroup have two Imaplers and an Axer? I mean, poo poo, thems are good beasts and I use them a lot, but still, I wonder what the rational was behind it. I dunno but the new plastic impaler looks like he's trying to take a POWER DUMP or something. e: edited for POWER DUMP
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# ? Feb 11, 2012 03:21 |
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The best part of the new
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# ? Feb 11, 2012 03:30 |
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# ? Apr 24, 2024 23:46 |
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Devlan Mud posted:The best part of the new Why would they? They only have one post for the metal ones.
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# ? Feb 11, 2012 03:31 |