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S.J.
May 19, 2008

Just who the hell do you think we are?

:siren: Get on the Discord Server https://discordapp.com/invite/f3VrHJ4 :siren:

So, what in the hell is Warmachine or Hordes?

Good question. It is a larger than skirmish level, but not nearly Warhammer sized, 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) or dominate the table for victory 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 or chess clocks, which really makes things interesting.

A fuckton of releases came out during the second version of the game, greatly fleshing out each of the factions and even releasing an all new faction, the Art Deco styled clockwork robots of the Convergence of Cyriss. The newest version of the game has rebalanced and rejiggered almost every model in the game, and Privateer Press has announced plans to regularly and digitally update model rules, as well as providing cards for updated models on a periodic basis. There is also an app, War Room, where you can purchase the cards of whatever factions you'd like to have the information for in order to build army lists and track damage on your models throughout a game (you should probably still use cards for that though).

The world of Warmachine and Hordes is on the world of Caen, and the continent of Immoren. Most of the drama happens on the western half of the continent, with the Skorne Empire lying on the east, across the desert.




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, 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 your Warcaster's activation is 'camped' and can be spent to mitigate damage from attacks.

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 Fury 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 getting 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 allow them to completely mitigate damage.

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!

Warcasters and Warlocks have stories that progress along with the game, and with those stories come changes to the character. As a result, some versions of these models have different versions - Haley 1, Haley 2, Haley 3, for instance are the 3 different versions currently available of the Cygnar Warcasters Captain Victoria Haley, Major Victoria Haley, and Major Prime Victoria Haley. She's a bad-rear end time wizard with some really cool changes to her character that make the different versions of her play completely differently on the table. And since the Warlocks/Warcasters in this game are so diverse, you can have a very different play style for your army by switching between these models, with entirely different special abilities, weapons, and feats.

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. Battlegroups MSRP for 39.99 USD, and are considerably cheaper than buying the individual models that they contain. These boxes are wonderful for learning the basics of the game - they contain models, starter rules, starter play mats, dice, as well as spell and focus/fury tokens. They really are the best place to start and learn the basics. Here are two of them for reference:

Khador Battlegroup


Legion of Everblight Battlegroup


That's actually all you need to start out. No eighty five dollar rulebooks, no forty dollar army book or codex. The battlegroup comes with the rules, and the full stat cards for each of the miniatures in the box. The full rules are also available online for free (Warmachine: Prime and Hordes: Primal). The cards you'll want for individual model rules come with the models when you purchase them and contain all of the models relevant rules, stats, and abilities.

:siren: Make sure to check Privateer Press' website periodically for digital errata/FAQ/card and rule updates :siren:

Warmachine Factions



The people of Khador are hardy and patriotic, and have long been at odds with their neighbors to the south, Cygnar. It is a strong nation, with toughness bred and trained into them from their harsh northern environment. They have recently fought through an expansionist war into the Thornwood against Cygnar, devastating the militaries of both sides and culminating in an alliance of necessity against a secret and massive army of Cryx. Their weapons are the burliest warjacks, sick-rear end artillery and guns, and tough, hard hitting infantry that they can run a lot of if needed. Their warjacks aren't the most sophisticated or have the best stats, but they have high armor values and can hit like loving freight trains. Khador doesn't have a ton of tricks and tends to play very straight forward. They love ice themed poo poo because they're from the north, and they have an order of wizards that is ready and willing to dig into the darkest magical recesses of the world's past in order to give their nation new weapons to fight. Khador can use tons of Winter Guard or elite Iron Fang Pikemen backed up by powerful but inaccurate gunfire and can literally be motivated to keep fighting through mortal wounds for their motherland. They have the toughest and hardest hitting warjacks in the game at the cost of speed, and have some of the hardest to kill medium-weight infantry in the game in the form of the tank-like Man-o-Wars. Powerful magic buffs, excellent infantry and reliable warjacks will bring victory to the motherland. Khador will strangle you with their resilience and blast you apart.



Cygnar is a modern, technologically advanced nation of fertile fields, a professional military, and a dark past. Not long ago, the nation was led by king Vinter Raelthorn IV, a brutal and paranoid patriot who unleashed a brutal inquisition upon his own people. His brother Leto led a coup against him, removing him from power and forcing him to flee. Many in the nation resent Leto for this still despite being pardoned of their crimes, and plot to overthrow the king. Cygnar has flourished since then, embracing a peaceful lifestyle, and technological advancements. Most recently, Leto has abdicated the throne to Vinter's son, who now rules. Cygnar's military contains high tech lightning spewing nonsense, an entire order of wizards that decided to become pistoleers and wear fancy hats and grow mustaches, tons of long range, highly accurate guns, and world war 1 doughboys all rolled into one. Cygnar is a combined arms force with powerful ranged weaponry and an emphasis on defensive magic. Their warjacks are advanced, with excellent offensive stats and solid weaponry but aren't particularly highly armored. Although Cygnar is currently ruled by a king who deposed his insane, tyrannical brother in order to bring his nation back to rationality, they're also responsible for removing Trollblood tribes from their native land and getting really, inhumanely nasty in their original war against the Protectorate of Menoth. Cygnar reaches far and accurately across the battlefield with a diverse range of guns, magic, and technology, and can utilize specialists in any part of the game to expertly crack an opponents army open like a blast of thunder.



Religious fundamentalists forced to live in a lovely desert, who then found flamethrowers, giant robots, and great oil supplies. Menoth is the god of mankind, who both created them and helped them rebuild civilization in ancient and chaotic times through walls, laws, and faith. Menites were forced out of Cygnar in recent years, forming the Protectorate and after languishing for years, came back with a vengeance, bad-rear end robots, and also literally have god on their side. The various priesthoods rule the nation and bring Menoth's decree to their people. And through their crusades, they'll bring the righteous wrath of the creator to every corner of the world, saving, or destroying, every soul they find along the way. They sing hymns at their warjacks to protect them and make them kill you even harder, have created orders of some of the greatest melee weapon masters in the entire world, love setting poo poo on fire, and god will literally come help kick your rear end at their behest. Menoth is a denial faction, and have a variety of tools and abilities that make them more difficult to kill or manipulate, including spell or ranged attack immunity for their warjacks, infantry that god will literally bring back onto the battlefield, and Knight Errants that will sacrifice themselves for each other in order to gently caress over all the cool poo poo that you had planned on your turn. They're often slower than other factions, but make up for it with powerful guns and magic. They'll overcome your assault with fervor and leave you smashed apart against their wall of infantry and armor.



The Nightmare Empire is ruled by Toruk, the progenitor of all the dragons in Immoren, and king piece of poo poo rear end in a top hat supreme. A long time ago, Toruk thought about how loving sick it would be if he took his athanc, his soul, and split it up, forming many dragons over which he would rule. Turns out that was a bad idea because Toruk is a lovely dad, and the other dragons teamed up on him. He was forced to flee and since then has constructed the nation of Cryx in order to find his progeny who have hid throughout the world so he can consume them and regain his original power, spreading evil darkness throughout the world and turning Immoren into a realm of undeath with him in charge of everything, forever. Pretty metal. Thematically, Cryx is diverse, with ravening hordes of undead robo-zombies, ghostly and living pirate crews, the savage Satyxis backed up by Banes, evil souls brought back into physical form, terrifying and savage Helljacks and extremely deadly and crippling offensive magic. Cryx will collect your souls and corpses to fuel and power up their warjacks and warcasters and has a multitude of options for creating new models from friendly and enemy casualties as you play the game. Cryx's specializes in hitting hard and fast in melee with debuffs galore, and tend to be glass cannons with tons of magic support but relatively little ranged weaponry compared to other factions, though the guns they do have are potent.



The elves of Ios' gods are dead. Well, not all of them. But when the bridge between our world and theirs collapsed, a cataclysmic rend was torn in the world, splitting the continent in two via a vast desert, across which the Skorne empire lies. The gods were left stranded, and ushered their people to settle Ios, which has continued on since. The gods themselves wandered for a time to try and find their way back home, and all but two died in their wandering. Elves born without souls have begun being born with more and more frequency in recent years, and the Retribution reckons that this problem is tied into the destruction of the elven gods, which they blame squarely on the rise of magic in humanity. As a result, they are on a mission to eliminate every last human mage from existence. They've gained more support as time goes on with their own people and have transformed a small organization into a legitimate military, with advanced technology and firearms, and Myrmidons, a new type of warjack, that draws ambient energy from the environment to fuel itself, it's weapons, and potentially the energy shield that it protects itself with. The Retribution has elite warjacks and infantry that specialize in a variety of roles, especially eliminating enemy spell casters, warjacks, and the ability to manipulate opposing models positioning on the board with raw force. They'll leave you blindsided and torn apart, and even utilize their soulless in order to protect themselves from magic attack.



A small, secret cult of machine worshippers that has grown into a more potent force in recent years, the Convergence is the most recently added faction to the game. The convergence is a clockwork faction and plays appropriately, with rube goldberg style turns that require each part of your army to execute their role with precision. If you do that, however, the results are devastating - robotic infantry rebuilt every turn, enemy models unable to properly bring their abilities to bear on your excellently positioned and armored models while your unique and odd ranged weaponry tears into your opponent. Many Convergence units can switch between two modes of attack or defense to allow them to adapt to the situation at hand. Convergence warjacks are unique in that your focus resource flows like a power conduit as it is spent through the warjacks in your army, giving them unprecedented efficiency and power, but only if you can plan and position accordingly. Each part of your army is a cog in the machine that will grind your opponent into dust.



Mercenaries are a tremendously diverse range of models from pirates to dwarven mercenaries to a number of models that would otherwise be full fledged members of other factions. Mercenaries contain a number of different sub-factions that play decently well together and exceptionally well within their own sub-faction. They have arguably the most powerful Colossals in the game, outstanding infantry, aggressively costed and efficient warjacks, and some exceptionally powerful Warcasters. They're almost too diverse to give them credit in a short write up, so ask in the thread if you have any questions about them. Mercenary models can also be used for the other Warmachine factions in order to shore up holes in your gameplay if you see fit.

Hordes Factions



The kriels of the Trollbloods are a mix of scottish and native american themes, resulting in large, powerful and resilient warriors who can take a beating, take a drink, and take you the gently caress out. The kriels have been betrayed and pushed out of their ancestral homelands by the nations of men, and they're sick of your poo poo. Some of their warlocks fight to protect their people, but many of them fight to smash aside their enemies and drown in their screams as they take back their rightful land and heritage as the baddest motherfuckers around. They have a spiritual connection with the earth, Dhunia, and the life force that comes from her. The Trolls are a faction composed almost entirely of medium-based or larger models, giving them a unique board-presence that overwhelms and contains their opponents. They have exceptionally powerful warriors, buffing them with tales of old warriors and battle cries that can strengthen their sword arms or cripple their enemies. Their warbeasts are hardy and tied, quite literally, to the land itself - they manifest a variety of elements and can bring a huge array of elemental powers to the field, or the larger dire trolls will simply smash you, rend you, and then eat you to regain their strength. Powerful and resilient infantry with many overlapping buffs combine with a diverse tool set from their warbeasts that will rend you apart. Trollbloods have many interlocking synergies in their armies and avoiding all of them is impossible for their opponents - they'll take back their land and have you for a snack in the meantime.



The Circle consists of powerful druids with goals that are not always in alignment with one another. More destructive sects wish to see the civilizations of the world drown in blood and fire, reasserting the domination of the chaotic landscapes of the world over the ruins of civilization. Others want to maintain the balance between the natural world and the world of walls and laws to prevent catastrophic damage that could result from the chaos that would bring the Devourer Worm returning from his wrestling match with Menoth in the afterworld, Urcean, and destroying all of the world along with it. Circle has some of the naturally fastest warbeasts and infantry along with various movement shenanigans and the ability to teleport models in their magical stone circles around the table. Their military forces consist of Wolfsworn militias, ravenous and terribly bloodthirsty half-wolf Tharn, and powerful druids that control the elements and tap into the leylines of energy that run around the world. In addition to transforming people into towering Warpwolves, they also utilize Satyrs, Griffons, cerberus-like Argus and constructs made from the stone and sinew of the world itself. They utilize powerful elemental magic and a diverse array of agile and sturdy warbeasts to bring civilization low.



The Skorne Empire is an old and powerful civilization on the eastern part of the continent, valiant and fearless warriors who wish to prove themselves in battle so that they may earn the right to live on, thanks to their actions, through eternity. Their souls, transferred into special stones, can be placed inside animated constructs so that they can continue to fight on for their house, their family, and their people, for all time. It is the highest honor, and one to which all Skorne aspire. As an empire, the Skorne have swept westward across the wound that the death of the elven gods created, a blasted desert that none but the Skorne would dare pass, to find new fields and new people to conquer and enslave. Their herds of elephant like Titans and savage Cyclopes, along with an assortment of more exotic beasts, have all been tamed and trained into weapons of war by the expert beast masters of the Skorne Empire. The Skorne have been evolving into a truly modern military, with ranged weaponry of brutal power being wielded by both infantry and, with increasing frequency, their titanic warbeasts. But the Skorne excel in hand to hand combat, with brutally hard hitting warbeasts and well trained infantry. The Skorne can use the souls of their fallen warriors to fuel their dark magic, but no cost is too high if victory is the goal.



Remember Toruk? This is one of his rear end in a top hat kids. Everblight was killed once (not that that really matters to a dragon) and rather than reforming himself a new body that would attract attention, decided to go about things in a more subtle way. Slowly but assuredly corrupting the land and peoples in the north, particularly the Nyss elves and Ogrun that lived in the area, Everblight has created an empire of nightmares that rivals Cryx in it's horror, if not it's scale. Grotesque blood and corpse fueled magic and diabolic spawning pits have brought forth the dragon like warbeasts of Everblight into the world. Everblight's intentions are much the same as Toruk's - hunt down his rival dragons and consume them. Currently, Everblight's athanc is housed within an ogrun, Thagrosh, and his presence there is mutating and warping him into something completely new. But this serves it's purpose, as making his presence too obvious could invite disaster from his rivals or from Cryx. Legion utilizes the corpses of friends and foes to craft new lesser warbeasts on the field, while their hard-hitting but fragile warriors are backed up by larger more powerful dragonspawn or the flying and mobile dragonspawn that can chase opponents down. Corrosive fire spews forth from their beasts and the Nyss unleash talented swordsmen and a hail of arrows to bring Everblight's corruption to the world.



Minions are similar to the mercenaries of Warmachine, but haven't been around quite as long. With the new edition of the game they've become a much more fully fledged faction and are scary as hell to play against. Gatormen, Pigmen, and a variety of other units, warbeasts, and more can all fight together as one or be added to the armies of Hordes if you desire.


Use http://conflictchamber.com/ for your free list building needs! No rules, but you can save and share lists and stuff. It's pretty great.

http://museonminis.com/ hosts a variety of podcasts that you may or may not find interesting and useful!


I'll be adding more to the OP as necessary.

S.J. fucked around with this message at 03:04 on Aug 4, 2018

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S.J.
May 19, 2008

Just who the hell do you think we are?

Monsterpocalypse effort post incoming

S.J. fucked around with this message at 07:26 on Mar 16, 2019

S.J.
May 19, 2008

Just who the hell do you think we are?

If there's anything you want added to the OP or altered, let me know so I can smugly ignore you

I AM THE MOON
Dec 21, 2012

Jonas Albrecht
Jun 7, 2012


Time to buy back into this beautiful mess. Gonna get so many werewolves.

S.J.
May 19, 2008

Just who the hell do you think we are?


gently caress you

chutche2
Jul 3, 2010

CUPOLA MY BALLS
Skorne writeup should just be a fart sound.

Excelsiortothemax
Sep 9, 2006
Don't forget about the Hollowmen, the new new Hordes faction...that we know next to nothing about.

Adrian Finol
Sep 5, 2004
Almost done! Not having that much painting this one to be honest, but I think I'm just burned out in general.

S.J.
May 19, 2008

Just who the hell do you think we are?

chutche2 posted:

Skorne writeup should just be a fart sound.

I'm not going to change the skorne writeup to your posting but thank you for the advice

Pyronic
Oct 1, 2008

ROYAL RAINWHARRGARBL
Well since there's a new thread i'll ask again here: I'm having trouble deciding between Circle and Cygnar for my first foray into Warmahordes.

I like the looks of the Circle Wolds and Reeves, but getting their battlegroup wont help with that at all. Cygnar seem to be the closest to the ideal I wanted with shooty warjacks, but again the Battlegroup is questionable progress towards that goal.

Lemme hear some goon opinions on these two armies, i'm curious.

chutche2
Jul 3, 2010

CUPOLA MY BALLS
Add a countdown clock in the OP to when mk3 will actually be in stock.

GoodBee
Apr 8, 2004


Can you add a link to organized play/Steamroller rules? The Steamroller rules include the Rumble Variant that uses a smaller 30x30 board, opposed to the standard 48x48.

Other note: Cyriss has fewer casters and everything else. They will get new releases but they won't catch up to the main factions.

CaptCommy
Aug 13, 2012

The fool doth think he is wise, but the wise man knows himself to be a goat.
Dammit, why did you change from the Wargames thread tag? Everyone uses the stupid Games one, now it's way harder to pick out of my bookmarks. Otherwise, great job on the new OP.

GoodBee
Apr 8, 2004


Pyronic posted:

Well since there's a new thread i'll ask again here: I'm having trouble deciding between Circle and Cygnar for my first foray into Warmahordes.

I like the looks of the Circle Wolds and Reeves, but getting their battlegroup wont help with that at all. Cygnar seem to be the closest to the ideal I wanted with shooty warjacks, but again the Battlegroup is questionable progress towards that goal.

Lemme hear some goon opinions on these two armies, i'm curious.

I know a surprising number of people who play both Cyngar and Circle. It seems like a popular combination.

As far a your first faction goes, I'd say pick the one where you like the most different sub-themes. If that's about even interest, think about if the Focus or Fury mechanic sounds like more fun. If you really want a bunch of guns/shooting, go with Cygnar. Circle has a shooting game too but it's kind of Cygnar's thing.

If there is anything in the battle box you want, just get the battle box. It's a really good deal. If you want to get something else first, do that.

Who are you going to be playing with? If you want to join a local Journeyman league, then that has rules for advancing your army from the battle box up to 75 pts. You do have to start with the battle box though. If you're going to play with people who have full armies already, then shoot for 50pts of whatever you want. If you're going to play with a group of new players, you might want to keep an eye out for the two-player starter sets, whenever those come out. I think we know what's going to be in those so you can buy other stuff if you want to get started before they come out.

Pyronic
Oct 1, 2008

ROYAL RAINWHARRGARBL

GoodBee posted:

I know a surprising number of people who play both Cyngar and Circle. It seems like a popular combination.

As far a your first faction goes, I'd say pick the one where you like the most different sub-themes. If that's about even interest, think about if the Focus or Fury mechanic sounds like more fun. If you really want a bunch of guns/shooting, go with Cygnar. Circle has a shooting game too but it's kind of Cygnar's thing.

If there is anything in the battle box you want, just get the battle box. It's a really good deal. If you want to get something else first, do that.

Who are you going to be playing with? If you want to join a local Journeyman league, then that has rules for advancing your army from the battle box up to 75 pts. You do have to start with the battle box though. If you're going to play with people who have full armies already, then shoot for 50pts of whatever you want. If you're going to play with a group of new players, you might want to keep an eye out for the two-player starter sets, whenever those come out. I think we know what's going to be in those so you can buy other stuff if you want to get started before they come out.

Its a new scene, my LGS is getting into Warmachine for the first time with mk3, there are players around that play at other stores about an hour away in different directions, a couple friends and regulars have gotten battlegroups, 2 khador, a menoth, a couple trollblood, a retribution, and a skorne so far afaik, but so far we pretty much will only have battlegroup boxes for a while.

Alpha Phoenix
Feb 26, 2007

That is a peckin' lot of bird...
:kazooieass::kazooieass::kazooieass:

Vassal is a program that lets you play Warmachine onine with nerds! When combined with steam voice chat, it's a great way to dojo lists and get mad at goons from other countries.

We have a steam group here: https://steamcommunity.com/groups/Warmahores

Chat can often be dead, but there's a few people you can poke for a game, such as myself!


VVV And this guy, if he signs on. :mad:

Alpha Phoenix fucked around with this message at 06:06 on Jun 30, 2016

Excelsiortothemax
Sep 9, 2006
#3yearstesting


Knock down models are immune to Gang, Gang Fighter and Flank

http://privateerpressforums.com/sho...l=1#post3591563

You can charge a knocked down model though.

http://privateerpressforums.com/showthread.php?254924-Charging-Stationary-Knocked-down-Models&p=3591549&viewfull=1#post3591549


Progress!

fnordcircle
Jul 7, 2004

PTUI

w00tmonger
Mar 9, 2011

F-F-FRIDAY NIGHT MOTHERFUCKERS

Who wants to bitch about how their faction has been ruined in the OP?

fnordcircle
Jul 7, 2004

PTUI
No seriously - AoS levels of stupid in that ruling.

Alpha Phoenix
Feb 26, 2007

That is a peckin' lot of bird...
:kazooieass::kazooieass::kazooieass:

w00tmonger posted:

Who wants to bitch about how their faction has been ruined in the OP?

I would, but I play Trolls and Menoth, I feel pretty good.

The ministry of information has assured me that I have never played Skorne.

Gearhead
Feb 13, 2007
The Metroid of Humor
Still playing Cryx. I'm just shifting the balance of my infantry vs Warjacks a bit.

I can see Reaper getting a lot of work done.

Gato The Elder
Apr 14, 2006

Pillbug
My lgs had like 15 of each new thing. I went thinking I'd grab a card pack if they had it, and left with two different battleboxes for factions I don't play.

chutche2
Jul 3, 2010

CUPOLA MY BALLS
The new flank ruling makes me feel really bad for the great bears.

Great bears literally can't be in a sorscha1 list anymore. Because if you freeze a guy they lose flank. But not just that, if you use any of khador's knockdown tech, like the new field guns or the new mat 7 kodiak, you're hosed.

S.J.
May 19, 2008

Just who the hell do you think we are?

fnordcircle posted:

No seriously - AoS levels of stupid in that ruling.

Yeah. A lot of the rulings so far have been more like catching stupid editing problems more than anything. This is just moronic. Especially since, for whatever reason, critical effects aren't optional anymore. Which really sucks for heavies with crit slam and stuff like that.

Gearhead posted:

Still playing Cryx. I'm just shifting the balance of my infantry vs Warjacks a bit.

I can see Reaper getting a lot of work done.

Reaper is hella good now. The threat extension is real.

Spiderdrake
May 12, 2001



Maybe add conflictchamber.com, it offers pretty picture lists that read nicer than the pure text output.

Also for Canadians looks like meeplemart has most of their mk3 stuff in stock for now.

S.J.
May 19, 2008

Just who the hell do you think we are?

Keep the suggestions coming guys, I'm not ignoring you

TheInvisiblePooka
Dec 18, 2012

I understand that this was specifically talking about gang and flank, but the precedent it's setting is, "An ability that requires an enemy model to be engaged does not work if the enemy model cannot be engaged."

And assuming this precedent, I'm not looking forward to what other rulings they are going to come down with. This, in my opinion, is a terrible ruling that's going to create the very "gotcha!" moments PP was trying to avoid.

Also, it's a drat good thing they changed the wording on a failed charge, because otherwise a knocked down Magnus the Traitor would be nigh unkillable.

EDIT:

I feel compelled to elaborate on my earlier statement...

The ruling on gang and flank is a good ruling in the sense that "rules as written" means it works just as they intended it to work. However, I feel that this is a terrible ruling regardless because it goes against their goal of making a streamlined and simplified gaming experience. It creates a huge "gotcha!" moment because you need to understand what the keyword "engagement" is defined as in the rules, and know what can stop a model from being engaged. It doesn't make sense to me in any perspective other than a rules one, which is going to make me mull over the exact words used on abilities and effects when I should be enjoying a casual steampunk Pacific Rim reenactment.

TheInvisiblePooka fucked around with this message at 07:31 on Jun 30, 2016

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
With the new knockdown/gang ruling it's starting to look like Brute Thralls are the best infantry option in Cryx. I just finished painting some today. :hellyeah:

S.J.
May 19, 2008

Just who the hell do you think we are?

KPC_Mammon posted:

With the new knockdown/gang ruling it's starting to look like Brute Thralls are the best infantry option in Cryx. I just finished painting some today. :hellyeah:

The carrion birds will be legit.

GoodBee
Apr 8, 2004


Pyronic posted:

Its a new scene, my LGS is getting into Warmachine for the first time with mk3, there are players around that play at other stores about an hour away in different directions, a couple friends and regulars have gotten battlegroups, 2 khador, a menoth, a couple trollblood, a retribution, and a skorne so far afaik, but so far we pretty much will only have battlegroup boxes for a while.

Yeah, sounds like you should stick with the starter.

If you can't decide between your two options based on looks/themes, maybe there's a playstyle you like more? Or one you really hate. Have you played other minis games? What did you like or hate about your lists there?

chutche2
Jul 3, 2010

CUPOLA MY BALLS
So my LGS has been sitting on a circle all-in-one that no one ever bought, and all their mk2 stock is going to 50% off.

Should I get it? I'm not sure if I'd even be that interested in circle but I do want to try a faster hard hitting playstyle and see what it's like.

Serotonin
Jul 14, 2001

The history of all hitherto existing society is the history of *blank*
Playing Cygnar tonight ( I'm assuming one of the Caines) and want to try Helyanna. How does this look? Slightly worried about lack of shield guard.



Magister Helynna - WJ: +30
- Sylys Wyshnalyrr, The Seeker - PC: 4
- Discordia - PC: 18 (Battlegroup Points Used: 18)
- Hypnos - PC: 18 (Battlegroup Points Used: 12)
- Manticore - PC: 14
- Manticore - PC: 14

Arcanist Mechanik - PC: 2
Arcanist Mechanik - PC: 2
Arcanist Mechanik - PC: 2
House Shyeel Magister - PC: 4

Dawnguard Sentinels - Leader & 9 Grunts: 18
- Dawnguard Sentinel Officer & Standard - Officer & Standard: 4
- Soulless Escort - PC: 1
Heavy Rifle Team - PC: 4

I considered a Phoenix over Hypnos but Ghost shot and the larger AOE felt useful. Worried the list is a tad pillow fisted though

hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe
It seems very change that they're errata-ing a charge to say "in melee range" but not changing gang and that's working as intended.

Also given they were trying to simplify and streamline things, gang not applying when attacking knocked down or stationary models seems like the opposite of that.

Magres
Jul 14, 2011
mk3 is hilariously unpolished compared to the end of mk2 (no duh it's a new edition) but it'll probably wind up being a much better game once they get a couple errata cycles out

Gearhead
Feb 13, 2007
The Metroid of Humor

S.J. posted:

Reaper is hella good now. The threat extension is real.

Cryx seems to have undergone a reshuffling without getting completely flushed. There are some things which are different now, Bane Warriors need a bit more babysitting to arrive at their destination but are still utterly horrible upon arrival. They need a screen. Scaverous has been eating his Booty-Os, because he's actually kinda terrifying now.

koreban
Apr 4, 2008

I guess we all learned that trying to get along is way better than p. . .player hatin'.
Fun Shoe

Magres posted:

mk3 is hilariously unpolished compared to the end of mk2 (no duh it's a new edition) but it'll probably wind up being a much better game once they get a couple errata cycles out

I almost get the sense that Soles and Hungerford are completely checked out and the infernals are left trying to interpret the horribly written rules in such a way as to make the best RAW ruling they can.

Like, they can't even call/ email/PM the PP guys to ask about intentions with rules, because holy poo poo how do you figure that's an intentional effect of using those units and abilities?

Razzled
Feb 3, 2011

MY HARLEY IS COOL
Trollbloods seem to be getting more and more one dimensional as time goes on

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Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Hey you guys. I'm probably going to dust off my Khador mans and get back in on the wrecked steel game :whatup:

Anything I should know about the new Mk?

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