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 @ Kickstarter.com!
It’s been quite a while since I did any actual “Blogging” on here. Mostly due to time constraints I have found myself only really being able to reblog other peoples stuff. Far from an ideal situation I’m sure you will agree. So what could have motivated me to do some real blogging on the stupidly hot day? Its this…
The Menite Colossal, Judicator. He’s all kinds of delicious and I want him. I had a Menite army once. It was quite big really. I had gotten nowhere near investigating everything they had to offer but I felt bored by them. It was clearly foolish of me to turn my back on the creator. Had I kept the faith I would have an army ready for one of these bad boys. As it stands I am without my Epic feora and other sundries. This has made me a sad panda. Forgetting the rules for a moment, it is easily the best looking one I have seen thus far. Mountain King was the holder of that title. I’m not sure I even want to carry on with the fledgling Trollblood force I have started building now. Don’t get me wrong, I am loving them. Jarl is a boss and I do want a Mountain King. But I have my Retribution steadily growing. I love Ossyan and Garryth. Hyperion looks great and has great rules but my interest has drained completely on seeing the shapes of the Judicator. I…. I just…. WANT! ….Is that so wrong?
The quandry comes in the form of what the hell I can lose to A) Fund a Menite Army and B) Make room for a 3rd standing faction. This blog causes additional issues as well. There is much I want to play and review here for you folks. I have the, not cheap, Dropzone Commander to start; Dystopian Wars; Gruntz; Heavy Gear Blitz; Relics and oh so many others. Dystopian Legions has just shown up as well for goodness sake. Its a bad time to be a wargamer with no money let me tell you! so what should I lose? Where should I start? I’m thinking the the 2 player starter will get me somewhere and I may be able to share the cost with someone. But I put to you oh wargaming world, should I lose one of my Warmachine/Hordes factions? It would free up the space I need for sure, It would supply some coinage to get me back in as well. Not much certainly but enough to get me rolling. Then I can beg for money for my birthday, sell kidneys (possibly even my own) and save up for my wonderful, my shiney, my…. PRECIOUS!!
Let me know through the comments what you suggest…
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.
Comrades! As some of you may know, Matt Wilson has been working of the design concepts for the next incarnation of Eiryss. For those that did not know, SURPRISE! Know ye also that she is to be a Unit Attachment, not a Solo and that she will be able to attach to various units! Exciting times for The Retribution of Scyrah! Anyway Matt has posted a WIP concept drawing for us all to sink our teeth into…
“With the deadline for the concept of the new incarnation of Eiryss rapidly approaching, I’ve been trying to carve out the time to make some decent progress. San Diego Comic Con is looming right in the middle of this timeline for me as well, which means that I’ll lose most of next week to work on it. What this really means is that my delivery date has moved up from July 16th to next Wednesday, or I’m going to be late! Time to get cracking.”
Click HERE to read the rest and see the picture!
Comrades! For your reading pleasure I bring you the first part of my Faction rundown of the Retribution of Scyrah (RoS) It is by no means exhaustive and I welcome input via the comments, even if its to disagree!
The Retribution of Scyrah is the first “New” faction that Privateer released for the Warmachine game. They are very different to any of the other factions both in appearance (really VERY different from the other factions in appearance) as well as the way they play on the table. Some think they do not belong in the aesthetic of Warmachine but I feel they have a place. Elves are always more advanced either spiritually, magically or technologically anyway so their “Space Elf” appearance is not badly out of place in my opinion.
The character of the faction is very much one of extreme xenophobia. Its important to realise that the RoS does not represent a full nation of Elves, rather they are a faction within the nation of Ios. They have risen in prominence because of more recent events and the deaths/disappearance of their gods. The RoS believes that humanity or more specifically, human spell casters, are responsible for the death of their missing gods as well as the weakening of Scyrah, the only elven god still located within Ios. They believe that these humans are somehow drawing on the life force of Scyrah to power their spells. The reason they think this is that the disappearance of the gods coincides with humanity gaining access magic. Whether they are right or not is unknown. Recently though, there has been word of another of the missing gods of the Elves, Nyssor. This stirred up a hornets nest and spurred the rapid growth of the RoS, especially with the discovery that Nyssor lay on the hands of humans. So a form of war has begun. Conquest is not the goal, without the full strength of the Iosan nation it wouldn’t be realistic but there is purpose.
Wrath, the most recent Warmachine book, features the recovery of Nyssor from the clutches of humans and Cryxian agents working under Goreshade, a former Elven lord, now Eldritch, who’s beliefs vary wildly to the rest of his former nation. Once head of the House Vyre, Goreshade conducted horrible experiments to try and find out why his people were dieing out. Some new born Iosan children were born without a soul. These Soulless were the focus of Goreshades experimentation but he didn’t focus purely on them. He made extensive study of the occult forbidden lores within Ios. The Soulless themselves were undesirable to say the least. Many were out down at birth. They were more or less hollow shells of people with no ambition or interest in anything of which to speak. The Retribution has taken some of them in to train in whatever aptitudes they can pick up, but mainly for the effect they have upon enemy spell casting. That is a brief overview of the fluff situation anyway.
Probably the most important thing to remember about RoS is that the prefer a combined arms approach. Certainly you can go all guns or all melee but you will find yourself outclassed in one way or another. The RoS has some great strengths and some terrible weaknesses. The main strength they have is their fantastic infantry. There is no dud unit amongst them. Seriously, the only thing that comes close is the Cavalry unit. They aren’t poor per-se, despite being a little counter intuitive, but in a faction stocked to the gills with awesome they fall below par. The major weakness of the faction is Stealth. There are a very limited number of ways RoS can mitigate Stealth, sprays and templates being the main ones. The faction as a whole is heavily into assassination, with a leaning towards ranged assassianation. There are more ranged units and solos, be they magic or gun based, than melee at present and every Myrmidon (Iosan name for a Warjack) bar 1 or 2 has a ranged attack as well as their melee weapons (See, combined arms). All the heavies do certainly, I think the Griffon and Aspis Light Myrmidons may be without them but this is not an issue for their functions. So I will now move on to the models in the game themselves…
Why Solos first? because everything else is Juicier than Solos. Save the best till last. That said RoS has some utterly devastating Solos. Being assassination oriented there are some extremely “killy” solos as well as some excellent support pieces. I’ll start with my favourite:
Mage hunter assassins (MHA) are the masters of psychological warfare. They are absolute terrors to your opponent. The main reasons for this are 4 inch reach during their activation, Weaponmaster and Decapitation. Which means they can hit you from far enough away that even reach models cannot hit back without moving, they will use four damage dice on the charge attack and double any damage they cause. There are many stories of one-shotted casters from a surprise charge. At 2pts a piece you may well shout “Broken” but they are not masters of hitting. Most casters have a high enough DEF that the average MAT of the MHA means that they are unlikely to hit casters. The danger is ever present though and that will make your opponent focus alot of aggrivation on any that you have. They are fast and have Stealth so the ranged focus on them will mostly have to be AOEs. Keep them away from your other infantry and that means your rank and file are left alone unexploded while your opponent hopes for a lucky deviation. Though that deviation will likely kill them if it catches them. I like to have 2 of these where ever possible personally as the fear factor is just fantastic.
These on a flanking manouver will leave your opponent unable to ignore them. I have had an opponent focus his caster and a character jack on eliminating them, leaving them way out of position. If your enemy ignores them however, then they can strike unhindered, lopping heads off left, right and centre. They are very good at hunting low DEF solos and whilst Warjacks are not the ideal target necessarily they can still receive a lot of damage. Warcasters are my favourite targets but they need help to hit warcasters. Luckily, RoS have a number of ways to do this as will be revealed.
My second favourite Solos available. The function of these guys is fairly straight forward. They have large long ranged rifles. They pop opposing solos. But wait! Theres more! Their rifles have a special shot. This shot deals 3pts of damage automatically, without a damage roll required. This means that things like the Menites book, whose abilities mean they only ever take 1pt of damage from a damage roll, will take all 3. A second shot finishes that particular nuisance nicely. If you hit a Jack or Beast then you can choose the coloumn/spiral that takes the points. Take 2, add Eiryss1, who has the option of a similar ability, and you can guarantee 9pts of damage per turn to whatever you like. These guys have a good RAT and RNG as well as some reasonable survivability through Prowl, though as with a lot of RoS stuff, AOEs = Death. Not much else to say here really. This 2pt solo speaks for itself. Another solo I like to take 2 of if its viable.
House Shyeel Magisters…
These guys look like they are wielding a pair of powerfists, and in a way, they are. Though they are not the strongest hitters out their they make wonderful Slam factories with their Combo-Smite ability. They have a decent defensive ability called Force Barrier that adds to their defense against ranged attacks Added to that you have 2 magic ranged spells. One lets you move another model D3 inches, called Whip-Snap its a handy one for getting a bit of extra threat range from something nasty, like a MHA or Garryth. A model can only be effected once though so no double tapping that one. The other is a standard magic missile that causes a push toward or away on a hit, with crits causing a knockdown. If you can get range on an enemy this one could be the better option depending on how likely you are to have your man within the RNG 6 required for Whipsnap. Generally I suspect that the Force Bolt will be used more often unless you need to setup some funky positioning for a charge. On the other hand the force bolt can effect the same model multiple times so taking more than one Magister means you can drag models quite far out of position.
The Scyir is one of the less often seen solos of this faction. He has a limited use in this faction where he would find a lot of use in other factions. Thats not to say he is a bad model. Firt thing I will mention is his CMD 10 and Commander. This seems to have limited use but the majority of casters in the faction are only CMD 8 and with the prolific amount of CMD check causing effects out there you could find him useful for keeping your models in the fight. Next he has reach which is always useful, especially when we come to his Jack Marshall ability. This is mainly useful as he has Flank with any faction warjack. He also has Iron Sentinal which puts him in the harder to hit range of solos and gives him a decent ARM. To accompany his jack marshalling he has the Drive Reroll, which is not much to write home about but has its uses, since its free to use you may as well. Finally we have the Coordinated Strike ability. This allows this model and his Warjacks to see and move through friendly Dawnguard models. With 3 units that have the Dawnguard moniker, that can only be useful. He is also a faily high MAT model with the strength to seriously hurt casters so long as you get the Flank as well.
Dawnguard Destor Thane
The Destor Thane is a model that was initially derided as being of limited use. But he has come to be invaluable to many now. He is another Commander at CMD 10. He is a Gunfighter and Virtuoso which will be of limited use should you charge with them. He is Unyielding which can make charging more desirable but don’t be fooled. The Destor Thane is not for charging into combat. His Lance Cannon is what makes his so utterly useful. With its Multi-Fire and the Thanes RAT 7 you can expect some reasonable troop clearing ability without buffs from casters. His ARM 17 and 10 damage boxes make him very survivable and you can start to see why they are 4pts a piece. Alongside casters such as Rayvn and Ossyan these guys can be really accurate or devastatingly hard hitting
The Retributions premium support Solo. every faction would kill to get their hands on this level of 1pt solo. He is squishy, to be sure and is a 1 damage pt to balance out his usefulness. His abilities are Concentrated Power, which grants a friendly faction warjack +2 to its melee damage for one turn, Power Booster which is not a new ability but clears Disruption and allocates a focus point. Finally Repair, which speaks for itself. Most people to not wait for a spare point to take at least one of these guys. Often they will take 2 if they have more than 1 warjack. He’s unlikely to kill anything but he makes the faction warjacks much more effecient and effective. A decent little package all round.
House Shyeel Artificer
This chap is very new and I have had no real experience with him. He is more of a defensive/support piece than offensive. He has the Force Barrier ability like the Magister and has a spell that can grant this to everyone within 3 inches of himself. His second spell is Magno Blast which is a POW 13 magic attack with some control elements. It pushes models within 2 inches of the model hit 1 inch toward of away but his low Magic ability means this is unlikely to happen often. Finally we have Polarity Field which prevents enemies from charging it. The main purpose of this model is grant Force Barrier to as many models as possible. I didn’t mention in the Magisters section that the Force Barrier makes models immune to blast damage. The squishy nature of the majority of the mage hunter type models makes this guy a very tempting prospect but his medium base gives pause for thought as he looks to be difficult to block LOS to, making him an easy 3pts for your enemy to take out.
The first version of Eiryss is considered the most filthy dirty model in all of christendom. For 3 points she is a steal. An advanced deploy, Fearless Pathfinder with Stealth, high DEF and a crossbow that strikes fear in to the hearts of men and Gods alike! Make no mistake. People will bend over backwards to eliminate the threat this models poses to warcasters. She has Camouflage making that high DEF crazy whilst in concealment or cover. Although she is a Mercenary model that anyone can take she is a Retribution Partisan, meaning she counts as a Retribution model in a retribution army. This can be important for some of the buffs out there that require a faction model. Her major disadvantage does not apply in a retribution army so I won’t go into it now. She is a squishy model to be sure so you have to be careful with her. Keep her safe and the psychological threat alone can cause your opponent to make mistakes.
Her crossbow allows you to choose one of 3 abilities per normal attack: Death Bolt – makes her a good team up with a couple of Ghost Snipers. Death bolt causes 3 damage points to her target so with the Ghost Snipers they can dish out 9 points per turn to whatever they can all hit. Warbeasts and Warjacks will end up with targeted columns going down. Phantom Seeker is the second ability which allows Eiryss to ignore LOS and concealment and cover for her shot. This can be situationally useful against some Solos but it is rare that you will use it. Finally, the reason for the fear, Disruptor Bolt. This causes a model hit to lose all Focus points on it. Warcasters hit cannot replenish their focus in their next turn. Warjacks hit are disrupted. This is deadly for Warmachine as being left without focus leaves a caster vulnerable. They cannot even upkeep spells. This is the reason your opponent will commit a lot of resources to taking it out.
The Epic incarnation has overtaken the Prime version as the most often used, for one reason, Upkeep and Animi Removal through hitting a model. She can still drain a warcasters focus by hitting it but they can replenish it now. Warjacks still get disrupted. She gains Sniper and Whiplash as basic abilities and gets Technological Interference which prevents allocation of focus and channeling from non-Myrmidon warjacks. This incarnation sees more table time mainly for the upkeep and Animi removal but otherwise has some mildly useful abilities the determined use of which will likely get her killed so look out for that particular trap.
Fane Knight Skeryth Issyen
Issyen is something of an unknown quantity for me, never having had the required cash to buy him. So I will run through his stats etc and postulate regarding his ability. The first thing that springs to mind is that he is a Weapon Master that can make 2 attacks. He is as survivable as many of the other Dragoon Solos and his Righteous Fury ability adds to that durability as well as buffing his strength. He has Reach and a magical weapon so going for the incorporeal models has some benefit his weapon, that looks somewhere between a Lance and a Halberd is Blessed. Who doesn’t like to ignore Arcane Shield? In short I think his speed will make him a good Solo hunter and her can finish off a warcaster fairly well. I would not count on him to take one down on his own though.
Nayl, Mage Hunter Soulless
Nayl is a walking bomb. Unfortunately this bomb can be triggered by an enemy attack. This means you can use him to tie some stuff up and his reasonable MAT and P+S 13 sword means freestrikes are dangerous. However he also has an inherent danger. Because your opponent triggers his death your opponent can attempt to do so before Nayl gets to him, while he is still amongst your own troops. This matters against warbeasts Warjacks and casters since the explosive area prevents spell casting, channeling, Animi use as well as the loss of any Fury/Focus. In the hands of a power attacking warjack/beast he can literally be used as a grenade against you since his effects are not specific to enemy models. For this reason, there is likely a better way to spend 2pts.
Narn, Mage Hunter of Ios
Narn is walking death. He is a Weapon Master, with Acrobatics, Sprint, Arcane Assassin, Advance Deployment, Fearless, Pathfinder and Stealth. He can get there fast, slice something up, ignoring spell based buffs to DEF and ARM, then get out of dixie. He is another squishy Solo but another one that cannot be ignored. If your opponent ignore his then their caster is toast. Simple as that really. Only high DEF casters have little to worry about but if they do get hit they tend to have less armor. He is another strong psychological threat as well as a physical one.
And that, as they say, is that! The first part of my Retribution Write up. Please feel free to comment if I have something wrong, or you have some other ideas you think are relevant and I will look at adding them. The next section will be about the Warjacks and I have no idea when it will be done. This section took what feels like a lifetime!
Couple of releases from Privateer Press, I’ve been a little slow getting these up, but nevertheless, here they are…
Hypnos, a myrmidon of the most exacting construction, is of the creation of Lord Arcanist Ossyan’s own labors. The lord arcanist has forged an insoluble connection with Hypnos, allowing it to draw energy from Ossyan and become an extension of his abilities. In his presence the myrmidon’s phase gun is imbued with synchronized energy; those struck by it become nonconductive to mystical channeling, thwarting the use of arc nodes as well as the delicate synergy between warbeast and warlock. Once it closes upon an enemy warjack, Hypnos pounds it with fists armed with specially-designed force projectors. Even a glancing blow from these weapons can stagger a warjack as its cortex signals overload, causing it to seize up and become helpless.
My Lord Arcanist Ossyan just did a happy dance! Next up…
The mighty road hogs hurl themselves into the fray with supercharged fury, unleashing gouts of flame and mechanikally enhanced brutality upon enemies of the farrow. Their lower limbs replaced by prosthetic legs, they are capable of surprising swiftness at the cost of agonizing pain to the beasts themselves—a small price to pay for the brutal carnage the road hogs can inflict upon their foes.
Whats not to like about a Pig wearing goggles? All kinds of Win.
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…
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
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!
Some supremely great models revealed this week by Privateer Press for both Warmachine and Hordes. First we have the long awaited (Though they are no Bombadiers) House Vyre Warjacks which I will be needing a bunch of and no mistake!
Next up is the Mercenaries first character warjack, Rocinante! Really liking the look og him but I have my conversion that will need only his gun from the blister I think. Still, its a smexy model…
Finally some models that make a chap want to start a new army… again. These bad boys look really good, especially compared to their metal counterparts they will be replacing…