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Watch “WARMACHINE: Tactics Kickstarter — Privateer Press Interactive” on YouTube

Here is a new video regarding the forthcoming Warmachine Tactics videogame. Funded through Kickstarter in 2 days flat this game has promise, but I lack a machine I can play it on presently. Therefore my interest lies with the limited edition alt. Sculpt models being offered for new Journeyman characters being released as part of the next Warmachine book, Vengeance as well as the first ever caster to be released as both “prime” and “epic” versions at the same time and the first ever faction change! He starts as a Noble Cygnaran, then he snuff it and joins Cryx! Full stats are released through a No Quarter Extra made for the kickstarter and all over the Privateer Press Forums. Check the video then check he Kickstarter @!


A Thought Occurred…

Whilst at work today a thought struck me about my beloved Warmachine/Hordes. There are those that state it is to cartoony for them. Looking at the Trollbloods faction I can certainly see that point of view has some validity to it. But I find myself wondering if this might be part of the appeal of the game? Looking at the concepts and a lot of the artwork I find my mind drifting back to such  pleasures as Visionaires, Bravestar and other classic 80’s cartoons from my childhood. It seems to me that Warmachine has massive potential as a cartoon series, something akin to the new Thundercats cartoon that came along recently. Look at the art for the Cygnaran Trencher Commandos…

They feel like they could be in a popular cartoon series like those mentioned above. Its something I would watch today, so long as it wasn’t on a channel I had to pay extra for. I don’t know if this would detract from some peoples enjoyment of the game, I’m sure there are those that would cry out in horror at the prospect. I put it to you however that there are far worse things that have been made into cartoons that have done very well indeed…

I realise this is the second time I have used this cartoon in a post. It is not one I watched….    …Honest….     …Stop looking at me like that!

Now obviously a cartoon for warmachine would not look anything like the 80’s monsters of my childhood, Cartoon Technology has vastly improved since we had to watch people with the facial definition of an early Action Man flying through the air killing the baddies. Now-a-days we would look at the joys of this…

…with no small amount of derision. These days though…

compares very nicely to its first incarnation

Where anatomy often seemed to be a secondary consideration.

But I digress…  When I look at my favorite Warmachine and Hordes units and characters my mind is always cast back in this way and this is what made me think that just maybe those fellows at Privateer Press are quite heavily influenced by the greats of the 80’s. Heres a little Imagination experiment for you… 


Replace the characters in the Thundercats with some characters from the Iron Kingdoms. How “Lion’o” is Stryker?


Aside from the Gun and Armour its all quite close. There are setting differences here obviously but I think you would not find it hard to transplant the 2 characters in your mind and put Lion’o in the Iron Kingdoms and Stryker somewhere on Third Earth. Its not a strenuous mental exercise. Just something to give you an idea of whats running through my head.

In all frankness, a Warmachine/Hordes Cartoon would work far better for Privateer than for anything GW make, with the possible exception of Bloodbowl.  Anyway I think I’m starting to rant. I apologise if this post is a little disjointed. Unfortunately this is often the way my brain works. Therefore I will leave you with images from Warmachine and Hordes for you to put into cartoons…

Seriously. Cryx would make excellent cartoon baddies!

New Privateer Releases…

Comrades, in descending order of awesome or Awesome I give you…

And holiest of holys…

Also they rereleased Assault Kommandos as a full unit box. Should you care for such things.

For the Motherland…

This was supposed to be up earlier, for some reason the “Publish on” option failed, so a belated “Ooo! Lookie”


Vladimir Tzepesci Great Prince of Umbrey, Khadors first mounted cavalry warcaster model truly deserves the moniker of Epic. THAT’S a nice model…

Interesting that there appears to be a head option to have a crown or not to. Anyway, causing further stompisation is what was the first revealed Colossal, Conquest!

I must say that Colossal is shaping up to be an exciting book!

Behemoth gets a Resculpt!

Just a quickie today, Privateer is keeping up the red hot, full tilt, maximum pace of releases, today giving up Behemoth for a plastic and metal resculpt!


So this opens the way for other characters to get resculpted. Looking forward to any potential Avatar of Menoth resculpt!

Privateer Press updates…

Today a little more detail on Warmachine: Colossals. Mercilesly ripped from The Lost Hemisphere

Cygnar Get this little beauty, named Stormwall. Honking great cannons, Armpit Miniguns and…

…Electric Torpedoes!

Rampant speculation aboud as to what they do!.

Khador gets Conquest. It is a monster.

Lovely artwork. My only gripe here is the winterguard in the full picture are looking away from the empress for some reason…?

…It is as wide as the Legion battle engine is tall… Just, good god!

Menites get artwork only at present for Judicator

…Flamethrowers and missiles. But of course.

Cryx get a wierd thing…

…Called Kraken. I don’t really like the look of it.

Retribution get this beast, Hyperion

…Massive wrist blades = Win so far as I’m concerned.

Privateer Shocker! Mercs count as a faction!

Galleon. Not much is known about it. But Rhulics can’t have it.

Finnally there was a cheeky sneak of what is thought to be the Trollblood equivilent of a colossal. Seems Mulg wasn’t the biggest Troll afterall.


Catching up on Privateer new and upcoming releases I bring you first, something of a surprise…

Black Dragon Iron Fang Pikemen Officer and Standard! This is the first ever alternate UA Privateer have released and opens the gates for more to come! These are only available from the Privateer Press online store and the blister has alternate shields for the Iron Fangs as well as an alternate banner and cards. You will need an Iron Fang Pikemen unit and the standard unit attachment to use these. They are already available!

Next it this most terrifying of light warjacks. I for one am not looking forward to having a bunch of these leaping towards me and evaporating my infantry!

Next we have the following Bodgers releases…

Heap is the madcap game of vehicular mayhem where the player who cobbles together the most outrageous vehicles wins!

Each player plays a gang of crazed goblins that have traveled across the post-apocalyptic wasteland in broken-down vehicles to converge on a gigantic heap of long-discarded scrap – perfect ingredients for demented automotive modification. In arena-style bouts, each gang selects its champion driver to storm the heap and duke it out for the best parts to upgrade their vehicles. Be first to trick out your vehicles and dominate the final pileup to rule the heap!

Infernal Contraption is a fun-fueled stand-alone card game of mechanical mayhem for 2-4 players where goblin bodgers race to assemble their nigh-uncontrollable machines of mass consumption!

In this newly revised and expanded edition, you assume the role of a goblin bodger scrambling to construct a maniacal machine that will consume the resources of the other bodgers. This edition also includes cards from theInfernal Contraption: Sabotage!Expansion, so throw a wrench in your opponents’ plans and watch the resulting madness!

Thats it for now! Keep checking back as I will post other stuff I come across if I can

OMFG!! Did not see that coming….

So as the video above will testify, Colossals are coming. They are giant Warjacks. They will have Focus, be part of a battlegroup, be effected by battlegroup spells etc. They can make Power Attacks, and will have 2 more!

Holy Hell!

Warmachine Review


In Review

This review will focus on what has been something of an awakening for me in gaming terms. Before two local lads looking to start up their own business decided to hawk something other than Games Workshops fare, nobody in my group (that were not Warhammer Ancients players, spending more time looking in the rule books than playing the game…) had fully committed to another game. There was some dabbling in Full Thrust but nothing solid ever took off there. Only a couple of us got fleets to play with and one of the ancients players who had played it before and already had a fleet, took me and a friend on and introduced us to what, exactly, Phalons can do. It was not pretty, and it was slightly unfair the way it was done to us. I’ll leave you with an analogy regarding posterial invasion to give you an idea of the feeling. But i digress…


When Warmachine, brought to you by Privateer Press, was first introduced to me, pictorially via No Quarter Magazine, I really took to the look of the Menites straight away. Primarily due to The Harbinger Of Menoth. An utterly astounding model even 4 years later and one I have never had the “Sputniks” to buy let alone paint. Anyway a game was duly proxied and much filth ensued on both sides. What is not to love about steam powered psychically controlled robots, controlled by powerful warrior wizards? Since I was facing a Cryxian army, with the inevitable Banes (Essentially Skeletal warriors 2.0. Start playing with, or against, Cryx and you will see what I mean.) I took great joy in popping Harbingers feat (Once only spell type effects with a large effect on the game) and watching them die. The next game, due to the wording of the feat, lead to them marching towards me backwards, which was even funnier and solidified this games place in my heart.


The Warmachine setting is immersive. The Iron Kingdoms, part of the continent of Immoren, is the setting for Warmachine. The Iron Kingdoms consist of :

Cygnar: I always thought of them as Americans though thats not completely accurate. Excelling at a combined arms approach mainly, with a heavier lean towards ranged weapons, as well as bringing advanced (in Warmachine terms) Electricity based death leaping from person to person. Not my favorite faction by any means.



The Protectorate of Menoth: Originally a part of the Cygnaran nation, consisting of masses of religious zealots following the True Law. They were forced to break away after a civil war they lost. Gods are a fact in Immoren, the Menites want you to pay proper homage to the creator of mankind, Menoth. If you don’t, they will find you, Wrack you and burn you. So watch it!


Khador: Psuedo Russians, very much interested in the motherland. Lead by an expansionist Empress seeking to reclaim lands previously annexed by them. Their combat doctrine is big heavy things to smash you aside with. Its all basic but Huge! *mild spoilers* The story line as it stands has Khador invading parts of Cygnar and largely crushing the nation of Llael completely, except for the bit the Menites took over.


Cryx: Not strictly an Iron Kingdom, but who’s going to argue with a nation of Dragon worshipping dead people? Toruk, the immortal dragonfather, sits waiting for one of his children to mess up so he can track it down and consume it. Essetially your undead faction with copious amounts of Iron thrown in. The Nightmare Empire, as it is known is off the mainland and heavily piratical. But no nation is in a hurry to try and go there.


The Retribution Of Scyrah: Again, not an Iron kingdom, or even a nation per say. The Elven nation of Ios believes their gods are dead, mostly. The one they had remaining is slowly expiring in her temple. Another one was recently found and recovered however. Basically the Elven gods left their people to save them but it didn’t work. The Retribution was a rogue sect that believed that human magic is responsible for the death of their gods and the arrival of “souless” elven children. For this reason they intend to kill all human spellcasters, and most other humans as well. Just for good measure. The rediscovery of their gods has caused an upsurge in popularity for the Retribution to the point that they have gone on a far wider offensive, invading sovereign lands, if temporarily, in an effort to save their remaining gods and find any others that may be out there using their highly advanced technology and magic. My present second faction.

Mercenaries: Obviously not a Nation really. It does however account for the remaining Llaelese forces and introduces this settings Dwarven people, The Rhulics. As well as various soldiers for hire and ner-do-wells and… Pirates!. There is really not much more to say about them. There is to much character within the faction that I couldn’t possibly bring it all here in one go. This is my main faction at the moment and I love ‘em!


Click on the faction images above to visit their gallery pages on the Privateer Press website.

The fluff in general is very well written throughout the various books and differs to anything GW related (or anything else I’ve come across so far) in that each book progresses the story line of the Iron Kingdoms as well as for each faction at the same time. One of the best things about this is it makes it very difficult for the background to just be wiped out and re-written (*cough* Necrons *cough*) Another advantage is that you can see a coherent progression throughout the books and it is worth your while getting each one as they come out, since they will all have something for your army in fluff as well as in models and rules.

This is an area that Warmachine really opened my eyes. Before Warmachine I did not know that you could have a coherent rulebook. Games Workshop had only just found out about indices and gave it a half hearted go, pretty unsuccessfully. The Warmachine rulebook in Mk1 was clear. There was very little ambiguity compared to GWs offerings at the time. There were problems no doubt, not least the sheer number of special rules. But they resolved this with the Mk2 release. The rules as they stand now are once again very clear for the most part. As with any game of this nature, stuff crops up. There are FAQs that deal with these issues but there has not been a need for masses of these. Playing Warmachine I have not spent nearly hours arguing with people about how a rule works with Warmachine whereas games have had to be abandoned due to rule disagreements in Warhammer. The mechanic is based on 2D6. I found this can take a bit of getting used to but you do everything flows very nicely.

An example of this mechanic: You use your models MAT statistic (Melee ATtack) and add this to the roll of 2D6. Then compare this to the targets DEF statistic. If your total is equal to or higher than the targets defence then you have hit! Very simple really.

A central mechanic of this game is the Focus mechanic. Focus is the resource your warrior-wizard has to spend each turn. He can allocate up to three to each Warjack (or massive steam powered robot if you prefer) he controls to improve their combat ability; add a die to any “to hit” and/or “to damage” roll he makes; buy additional attacks or cast spells. This warrior-wizard, known as a Warcaster, is the commander of your army and most important piece. If he dies, in most game scenarios, you lose the game. This adds a strategic element to the game that few other games offer. You want your warcaster involved for their spells and abilities and also their “feat”. But at the same time your warcaster will not survive out on his own. A feat is a type of spell that you can only use once per game. It will often give you a large advantage for a round or effect you opponents in some way. Some will allow you to complete the game, others will allow you to recover from the precipice.

Individual models have rules of their own and these are covered by stat cards. I have found stat cards to be a very good way of keeping track of things in the game. Far easier than an enormous books with endless page flipping. The cards are there in front of you. This brings me to possibly the best thing about this game. Its in the rules that you MUST share the info on your models if asked to. So if someone wants to look at your cards, you have to give them up. There is no excuse for failing something because you did not know the rule. Any time you ask to see your opponents cards, he must show you them. So you can plan appropriately. If you fail due to a rules quirk, its your own stupid fault.


The artwork for Warmachine is truly fantastic…

Warmachne truly has some of the best artwork I have ever seen for any game…


Here is a selection of Warcaster and Warjack models..

And thats all for now. Be sure to keep a look out for reviews of other games that I have planned, including Gruntz, Three Plains, and Dystopian Wars!


Wrath Review Pt3 Khador

Its been a while but here is the next installment of my Wrath Review. This time Khador is under the spotlight…

The Khador fluff is a pleasure to behold. Harkevich is clearly a thoroughly likeable fellow who cares for those he is in charge of. Its also nice to see both sides of Khadoran “politics”, if you will, in the form of the nasty pocket lining Kayazy running the town its all set in and the caring military officer trying to make it right with the workers and people around him. Its good to see a Kayazy get his comeuppance for it as well, albeit at the hands of Reznik, who in this fluff shows some restraint I would not have taken as likely from him. This humanised him slightly, but only very slightly. Also where does Reznik get these lists from?? Anyway…

Kommander Izak Harkevich, The Iron Wolf – This guy is all about the ‘Jacks with 3 battlegroup control area spells 1 battlegroup ability and a battlegroup focussed feat. Starting with the spells we have Broadside, poor old neglected Bartolo Montadors spell, a potentially powerful spell that allows all battlegroup models, in control range, to fire their ranged weapons immediately, though it can only be cast once per turn. This will allow you to carpet bomb the area ahead of you wiping out swathes of light infantry in one turn, possibly before your jacks have even activated. The main issue with this is the lack of decent RAT in the Khadoran arsenal so there will not be many direct hits going but Mechanithrall spam should suffer somewhat from this barrage. Next up is Escort, only EFeoras spell previously, this allows all battlegroup warjacks a +2″ movement in the control area and Harkevich himself will gain +2 arm while near one of his jacks. Extra movement is always nice and allows the slow Khadoran heavies more manoeuvrability that they would normally have as well as increasing threat ranges for both ranged weapons and charges, always useful. Next up if Fortune, this has the potential to allow one of your jacks/model/units to reroll all its attack rolls once but I would suggest would be best used on something like the Winterguard death star for all those nasty sprays, just to ensure they hit as many times as possible. this is the only spell that can be directly useful to the non-battlegroup models in the army. Next spell is Jump Start, I have not seen this one before but it is very useful. You need no longer worry about knockdown with this beauty around, at least so far as recovery from it goes. Everything in the battlegroup gets up and can face anyway they want. this will allow you to set up charges against models that thought they were safe and not have to spend endless focus on shake effects, none of them. Jump Start cures ’em. Finally we have Razorwind, your basic damage spell.
Harkevich’s Field Marshall ability assists with his manoeuvrability further by allowing models in the battlegroup, including himself, to ignore rough terrain for the purposes of movement. Which is nice. His feat: The Hour Of The Wolf, see’s him taking a further queue from Bartolo by granting an effect similar to his Batten Down The Hatches spell, plus a free charge/slam and, if slamming/charging, a free shot before hand. Very nice all round really, Khadors heavies, including the new Demolisher (more on this monstrosity later), gain more armour, something they were never supposed to get as I recall, and extra smashing focus thanks to the free charge, and essentially Assault, though the attack happens before advancing.
His weaponry and stats are not unreasonable, his Def and Arm combined make 31. His rather odd mace thingy, whilst better looking in the art, is still odd looking, has Beat Back and Crit Stagger and a reasonable Pow on the higher end. He also has the standard issue Hand Cannon. All in all I can see him being put to good use on the tabletop by my opponents and me becoming thoroughly sick of the sight of him and all he can do!

Demolisher: This joins the Spriggan on the devastator chassis making it a walking ball of solid steel that will be hard to take down. It has the Demolishers Armoured Shell ability giving it Arm 25(!!) which is just rediculous especially when you add: 2 shoulder mounted rng 8 POW 15 AOE 4 monster guns. Oh and gunfighter by the way. 2 Open fists give lots of utility as well. It has Girded, which is clearly not intended to be used by the Demolisher itself. It also has the Spriggans bulldoze ability. All in all this is a jack which will get you the moral victory if you can take it down in a single round with another jack!

Black Ivan:

Harkevichs personal monster. Another bulldozing jack, Black Ivan is equipped with a Bombard and the Bear Claw you can see above. This thing gets you a free extra damage die every now and then. Harkevich gives this guy boosted ranged attack rolls at all times which combined with Harkeviches feat and Broadsides spell is and his +1 Rat to standard means you can expect him to hit. Quite alot. Oddly, when you consider a Khadoran jacks poor defense, this jack also has Dodge. Not something that will come up often but certainly worth remembering. Combined with Harkevich this guy gets pathfinder and +2 speed as well as extra shots, Its going to be tough to deal with to say the very least.

RRrrinnngg ding ding ding DRIIINNG…

Torch has been out for a while and is certainly a solid Jack. His ability to spray in combat is something I have been on the receiving end of more than once. Its another Khadoran jack with Gunfighter and has virtuoso to boot. This is the only character Jack I think i have seen be wrecked the the very book in which it is released! being taken down by Denegras Nightmare. Torch can deal with all threats with its buzzsaw and sustained attack it will mince jacks and with a gunfighter and virtuoso spray it will hose infantry, even heavy infantry. Watch out for him.
Battle Mechanik Officer: A nice UA for the battle mechaniks in the form of an officer in Man-O-War armour who can prevent knockdowns with the Pirate jacks ability. A higher Repair skill as you would expect and finally a Granted ability that allows the mechanik unit to repair Man-O-Wars in all their forms! With FA2 you can keep this ability on the field for a while at least. Its worth noting that although this guy wears Man-O-War armour his is NOT a Man-O-War model.
Kayazy Eliminators: A 2 woman unit of death. the same abilities as the Kayazy assassins, plus acrobatics as standard and side step with an additional attack. These gals have a high threat and a high ability to kill your caster dead. 5 damage boxes each mean they are more likely to survive blast damage as welland with base Def 15 they are going to be hellish for your enemy to remove from their lines. As Kayazy they are allies and can (and will) make it into some 4 star lists for the Mercs. They also, aong with Constance, open the way for a Kayazy Warcaster I think, which would be… Scary.
Captain Valachev: Has been out for a while. If you are running Merc units he might be worthwhile. Thats all I will say really.
Gun Carriage: 
The first battle engine to be released, this thing is pretty much as horrid as you have likely read/seen. 2 AOE 4 rng 12 guns that leave the AOEs behind as difficult terrain and FA2 means all kinds of issues if you are limited in your pathfinding abilities. Khadoran warhorses who gain the charge bonus and cause knockdown add to the danger as well as this thing counting as heavy cav with all the benefits this entails. Add to that further the ability to do a Trample power attack and make all its ranged attacks after doing so, regardless if it is still in combat. Finally we have a military rifle with 360 LOS, situational but you could lose a solo to it. so yeah. Kill it quick. I recommend liberal application of weaponmasters.