Showing posts with label Noobs Guide to Warmachine. Show all posts
Showing posts with label Noobs Guide to Warmachine. Show all posts

Friday, 1 March 2013

A Noobs guide to Tournaments


Or “What have I gotten myself into, and who are these crazy people”

Introduction


Tournaments are scary places for a new gamer. Nothing quite as freaky as biting the bullet, signing up for a tournament and declaring to the world:

A beard hat will allow you to blend in
 at a wargaming tournament
“LO, I AM HERE FOR THE GAMES INVOLVING TOY SOLIDERS AND DICE! WHERE IS MY NOVELTY HAT”

Actually, tournaments can be a lot of fun, and, at least in my experience, the people aren't anywhere near as horrible as I
would have expected.

Honestly, I expected the tournament scene to be full of cheesy cheating a@@holes who would do practically anything to win. Your experience may differ, but mine has been positive. I've met some damn nice people and played some very enjoyable games. The positives have outweighed the negatives by some degree.

I’ve played in a whopping three tournaments, so take my advice as you will. I’m no expert.  

For my previous tournament reports check here


Why play in your first tournament?


The first thing to ask yourself is “What do I want to get out of this tournament?”

It’s a simple question on the surface, but a complicated one after you dig down a little.

Do you want to win the tournament? Well, I got news for you, you’re probably gonna get smashed your first time out. Tournament play brings out the competitive lists played by the best players. You might be the number one guy in your gaming group and crush everyone underfoot every game. You probably won’t replicate that at your first tournament because different groups have different play styles. People call this the local meta-game (or local meta).

Note - Winning a Warmachine tournament is roughly nothing like this.

You will face surprises, tactics you haven’t seen before and some seriously good players. If you’re aiming to win, go for it; just don’t place all your heart into being champion, as you might be disappointed.

Do you want to learn? This is probably the best thing your first tournament is good for. Playing against different players, from different clubs in a competitive environment is the best way to improve your play. Try to take it a little seriously and play to win fairly. If you get beat bad, chat with your opponent after the game. Take every opportunity you can to learn, if you die early. Go watch some of the top players having a game.

Or do you want to just have fun? There is nothing wrong with going to a tournament for the sake of playing a bunch of games with new people. It can be a pretty rewarding experience. Just don’t get distraught if you come across people whose idea of having fun is wiping your army off the board in two turns.

Preparing for your first tournament?


Step one: Find out what kind of tournament it is!



This sounds pretty obvious, but the type of tournament does make a massive difference on what armies you can select and how the tournament will be played. So, ask these questions of each tournament.
How to make a tournament poster!
  • What points value is the tournament (25? 50? 33 on day one 47 on day two?)
  • How many lists can I bring? Do I have to play all of them?
  • What character restrictions are there on the lists?
  • What scenarios will be included? (most likely the steamroller ones, see the PP site for the latest steamroller scenario rules)
  • Does the tournament require tiered lists?
  • Is the tournament a team play event
  • What are the painting requirements
  • Any extra rules like Reinforcements or Specialists to consider. 




A good tournament will send out a player pack with all this information in it. Make sure you read it thoroughly so you don’t get any nasty surprises. Pay special attention to the character restriction rules. If you are used to having a certain solo in all your lists, you may find out that you can’t with them in both lists.

All the possible permutations of tournament mean that you normally can’t just make one big bad 50 point list to take on all comers (Unless it’s a 50point, one list tournament of course).

So, have a think about the points values and the rules. Some casters work a lot better at small points values and some a lot better at high points levels. Also, think about the scenarios, if the tournament is assassination only you will probably pick a very different list than one that has victory point scoring. Just ask yourself “How will I win on scenario”?

Step two: Build some lists!



Building multiple lists is a tricky thing; initially you may have to take only one list as you don’t have the models for multiple ones (Consider borrowing some models off a friend if you need to).

If the tournament allows you to play two lists, then you better make them a bit different. If both your lists are very similar, then your opponent will have a big advantage. For example, if your two lists are Caine1 and Caine2 and both contain lots of gun mages (high defence, shooty infantry), then your opponent will pick the list they have best suited to kill high defence shooty infantry.
I've played Siege 17 times out of 21 at tournaments

Check my previous guide on building a list to see an example of what your lists need to take account of. The wonderful thing about two lists is you can specialise with them. If in doubt, make one list to crack Khador/Colossal armour and another to deal with fast moving high defence and stealth units.

Step three: Profit! I mean Practice



Once you have some rough lists together, play some practice games. Play against as many people and lists as you can find during your allocated gaming time. Play bad matchups if you can as well. If you always have trouble with Circle of Orboros, play some games against them. Refine your lists as you go along, don’t be afraid to changes your lists if they don’t seem to be working.

If the tournament has timed turns (minutes per turn) or deathclock (one countdown for all your moves during the game.... scary) you really need to practice with that as well. Timed turns can be very full on when your new to the game, so practice, even if your opponent isn’t using timed turns, use them on your turns. 

What to take to the tournament



Tournament ready!
Here is a handy checklist of things you want to take to a tournament, it might seem dumb, but its amazing how often you will forget something.

  • Multiple copies of your army lists
  • Your models (And a safe secure carry bag)
  • A movement tray (A tray you can place you unpacked models on that you can quickly move from table to table)  example
  • Your models cards, with plastic sleeves, and a marker pen for damage
  • Dice (different colours, rolling one set for hit rolls and one for damage can save a lot of time)
  • Focus/fury tokens, and effect markers for spells (if its not marked, its not on)
  • Tape measure
  • AOE templates (lots if you have units with covering fire, smoke etc)
  • A timer (A smartphone should do the trick)
  • Some flags and Objective markers (if required)
  • A drink bottle and some snack food.
  • Cash! (there may be stalls selling models, second hand goods, and food)
  • A notebook (For your checklist)




Last but not least is a checklist of things you must remember to do. For me, its things like “remember to allocate focus” and “activate Reinholdt first to give Siege an extra shot”.

Add to this checklist during the tournament if you do anything really boneheaded. (like forget to activate Reinholdt to give Siege an extra shot when you have epic haley in your sights on no focus”)

Some tournaments feature awesome scenery and custom tables!


The big day! Things to watch out for


Make sure you get to the venue on time and that your models are safe and didn't smash in transit.
If the draw is up, check out who your playing, what faction they play, and where your table is. Put your gear on the table you will be playing on.

There will most like be a welcome speech from the tournament organiser to kick things off, once that’s over its game on.

PLAY FOR FABULOUS PRIZES (Actual Wellington Call to Arms 2012 prize pool)

Remember, you’re a noob


Take time to read your opponents list, model cards, their casters spells and feat, before picking a list to play. If in doubt, play the list you are most comfortable playing.

Introduce yourself to your opponent and shake hands. A little bit of friendliness goes a long way. You’re playing to win, but you don’t have to be a douche about it, play hard but play fair.

You also don’t get “take backs” at tournaments. If you measure and move a model, you can’t take that activation back. So be careful when you decide your order of activation. I’d recommend not allowing your opponent take backs either, it’s just easier to play the game according to the rules instead of trying to be a nice guy (and chances are, if you stuffed up first your opponent wouldn't allow you to do a take back). This might sound douche, but it’s the best way to play the game fairly for all involved.

Don’t be afraid to ask for rules clarifications during the tournament, and if you think someone is playing a rule differently from how you would interpret it, pushing the rules, or cheating, you don’t have to put up with it. Call over a judge to help clarify the rule. If you’re wrong, accept the fact graciously.

I’d also suggest not touching anyone else’s models without permission. If you want to have a closer look, just ask. Most people are proud of their models and willing to show them off. Just show respect, and you’ll normally get respect in return.

Regardless of the result, shake your opponents hand and tell them it was a good game. Regardless of the result, talk over the game, the critical decisions, and why the result ended up the way it did. The post-game debrief is one of the best opportunities to learn.  Sometimes it turns out you had a perfect counter to the move they just pulled and just didn't realise it.

Regardless of where you finish, set yourself a goal to improve for the next tournament. If you won first time out, have a beer on me!

Conclusion


Go, play games, have fun, play to win, but don’t be a dick about it. And after all everyone's a winner on the day.............................


Well, actually, no..... no they are not




See Also


Part One -  An Introduction to Warmachine and Hordes

Read this to see if the game is for you

Warmachine and Hordes has a lot of options, figure out what one works for you


Some helpful advice on what things to pay attention to during your first few games. Or.... how I learned not to suck so hard. 


A quick highlight of the differences between the two systems, what they have in common and how they differ. 



A quick guide with some advice on how to put together an army list, and some of the common pitfalls new players fall into. 


Thursday, 17 May 2012

How to make a list - A NOOBs guide to Warmachine

How Most Wargames work

A NOOBs guide to Warmachine - Part Five - Making a list


"Making a list and checking it twice,
Finding out who's naughty and nice
Warmachine is coming to town!"

At some point you will move away from playing battle box games and will start to put together your own army lists to play. This is some of the best fun you can have with the game, the constant thinking and internal debate about what goes with what, and how you can win with it.

I'm not going to offer and extensive guide on how to pick lists because a.) It would fill a book or 10, b.) the game will change faster than I could write it, and c.) I suck at Warmachine and taking actual specific game advice from me would be a dumb thing to do.

Get your thinking cap on

First of all, get to know the models you have. Read about them, play with them, figure out how they work together. There are uncountable synergies in this game and many of them aren't that obvious. Knowing what your forces can do is integral to building a good list.

Your first thought should always be "How will I win with this list". This is the easy part in many ways. Your choice of caster will largely shape how you will go about winning.

Look at your caster, think "What this chap/chapette/abomination good for"? How can they contribute? Is it their awesome firepower, spells, combat ability, feat, what do they do.  When you are looking at a caster you think, OOOOOOO THEY CAN DO THIS, AND THIS, AND THIS, AND THIS!

Then you total up how much that would all take and it comes to around 20 Focus or so. You never have enough Focus/Fury so figure out you will use all the time. some of the time, and rarely.

Also figure out how many jacks/beasts you can run effectively. Too few and you wont be taking advantage of jacks/beast effectively (Probably more important for Warlocks honestly), too many and you wont have enough focus to power them, or FURY to stop them running off.

Once you understand how the caster works, you can flesh out the rest of the force around them.

Picking your list


Writing a guide on this is dumb, as their is WAY too much to talk about, so how about I just put out some ideas to help you focus.
  • Will the models I've picked benefit from my casters spells 
  • How will I handle Heavy Armour targets
  • I will I hit High Defence targets
  • How will I deal with my opponents Stealth
  • Do I have magic weapons for Incorporeal enemies
  • I will I deal with an infantry swarms?
  • I will i cope if my opponent drops Cloud effects everywhere to block line of sight?
  • Can I deal with rough terrain?
  • Focus/Fury (Do you have enough?) 
  • How do I stop Enemy Assassination runs (Melee, Shooting or magic?) 
  • Can I capture and hold objectives effectively?
  • Do the units i've picked work well together? Are their obvious synergies?
  • Do I have the right solos? Or am I paying extra points for a gimmick that doesn't help much?
  • Will I be outnumbered, how do I stop my key units getting tied up?
  • How will I deal with a fast moving enemy that can run, teleport, leave combat, has parry or ghostly?
  • What if my opponent has units immune to Shooting/Magic/Charges/Blast damage
  • How do I deal with a Colossal or Gargantuan?
  • Any other suggestions from the floor (I will update this list as time goes by)


Now don't get me wrong, Not all lists can do all things but you have to be prepared for each of these eventualities. Your tactic for heavy armour might be "Hold it up with cheap models and/or run away from it". You don't need to do all of these things, but you should think about how you will deal with them when they turn up across the table from you.

Case in point Sicarius, who reads this blog, played me in a tournament at the start of the year. He had a number of incorporeal models in his list..... I had 2 magic weapons in my whole force. Needless to say, things did not go well for me that game. 

The last two points here are really personal ones for me and are key for how I look at the game

  • Will this list be fun to play? 
  • Did I do the thinking myself?
I hope if you are reading this guide you are one of the people who doesn't just copy lists from successful players online. If you are one of those people, I suggest thinking for yourself. Winning with someone else's creation is only half a victory and not doing the thinking into making a list wont make you any better at playing the game. By all means get inspired by peoples thinking online, just don't be a clone. 
Warmachine - It works more like this


See Also



Part One -  An Introduction to Warmachine and Hordes

Read this to see if the game is for you

Warmachine and Hordes has a lot of options, figure out what one works for you


Some helpful advice on what things to pay attention to during your first few games. Or.... how I learned not to suck so hard. 


A quick highlight of the differences between the two systems, what they have in common and how they differ. 

Part Six - Tournaments for Noobs


Considering going to your first tournament? Don't be too scared, read the helpful guide!



Art and stuff

Rock/Paper/Scissors by Eddleman07
Checklist from here

Saturday, 14 April 2012

Warmachine vs Hordes - A NOOBs guide to Warmachine..... and Hordes.


Warmachine vs Hordes ..... How epic.... This EPIC
I hear you ask "So why is it Warmachine and Hordes.... is it two separate games... how can they can be played together if they ain't they the same game.... and if they can play together how on earth is it balanced.... surely one side is better"

Well my slackjawed hayseed readers, I can safely say this....

ITS COMPLICATED!

There! I said it!

Well, asides from the glaringly obvious differences between Warmachine and Hordes (Being steam-powered Warjacks vs Massive Meaty Warbeasts) there is a fair bit different going on mechanically in the game.

All this advice is generic by the way, for every example their is a caster/lock/beast/jack that seems to break it.... I'm talking broad themes here.

So lets break it down



COMMONALITIES


95% of the rules are the same. How the turn is structured, how units move, cover and LOS, dice rolls, unit stats, pretty much the entire core system is identical

Each force is structured around a hero character and their battlegroup, and battlegroups work much the same way. The differences, while important, are far smaller than the commonalities. If you only play Warmachine factions, you will need to learn a few new tricks and rules when playing hordes.... and the reverse is true.


So what defines each system?

WARMACHINE


Warcasters/Focus

First up, your hero characters are warcasters and they have a focus stat.

You get the same amount of focus each turn on your warcaster and can use this to power spells and warjacks. Most Casters have 6-7 Focus but it ranges from 5-10.

At the start of your turn you allocate focus to your warjacks. This can be from 0-3 in most cases. Any focus left over you keep for you caster so they can cast spells, boost rolls, buy additional attacks and overcharge their power field (more on that later).

This means you should plan at the start of your turn what warjacks need what focus and what spells you will cast.

This finite pool that replenishes every turn has given rise to a perception that Warcasters get better as their warjacks die. This is not entirely false as it means they are giving out less focus and using it on themselves. Many casters are wrecking machines in the own right and barely need warjack support, focus spent on a jack may be more useful in their hands. Epic Caine, the gunmage is a good example of this.

Also, in general Warcasters tend to be more individually powerful than warlocks, both in feats/spells and weapons. This seems to be balanced out by Fury vs Focus.... see next section.

Defence

Left over Focus points are used to increased your Warcasters armour. In some situations you may keep back some or all of your focus points to make your caster harder to kill. Even the least armoured warcasters can get the same level of armour as a Khador Heavy jack by fully overboosting their field. Combine this with other spells and effects and your caster can be one tough cookie.

So if you think your caster may get shot at a lot one turn, consider holding back some points. 


Warjacks

Warjacks are reliable, if a bit crap without focus. They need focus to run, charge, make additional attacks and boost rolls. Some also need focus for their own bonus special effects. In general Warjacks are better armoured, cheaper and have better guns than warbeasts, they also tend to carry higher strength melee weapons.

All these good toys are less useful without the focus to power them.


So what happens is people tend to have only a few jacks bound to their caster, 2-3 seems a popular amount. Any other jacks are farmed out to "jack marshals" who run the warjack themselves and give it some limited bonuses. This allows you to use the warjacks you have effectively without wasting focus points you may need for spells or survival.


HORDES


Warbeasts

Warbeasts are mostly armed with natural weapons and tend to have more base attacks than Warjacks. Warbeasts have a higher operating tempo than Warjacks and can reliable do more in a turn.


Each Warbeast has a fury stat, between 3-5.

Warbeasts generate Fury when they are forced to do something. While within their Warlocks control area they can charge, run, boost rolls, use their animus (see later) , heal, and make additional attacks. Also, a Warlock can just rile a Warbeast to put Fury on it, even if the beast isn't doing anything but picking tis nose... it can pick that nose REALLY ANGRILY.

Where Warjacks spend the focus allocated to them, Warbeasts build up Fury that must be transferred off them at the start of the next turn. 

If managed well the beast can use all its Fury each turn, if not their is a chance the beast will frenzy at the start of your turn and attack the nearest enemy (or failing that, your own people). Their are units that can manage Fury for you as well, like the Legion Forsaken and the Skorne Beast handlers.

Each Warbeast also has an animus, which is a spell it can cast. This spell is also added to it's warlocks spell list as long as the Warbeast is in it's battlegroup.


Fury

Warlocks have a fury stat, and this amount is the maximum Fury points the can hold.  A warlock gets fury each turn by pulling it off their Warbeasts. During their turn the warlock can spend these fury points to cast spells, make additional attacks, boost rolls and transfer damage (see later). The average warlock has 6-7 Fury.

So, here's where Fury has an edge over Focus. Your Warbeasts generate Fury from their actions and you spend it on spells, this essentially gives you double the amount of spell casting and actions than the equivalent Focus Warcaster.

This is counter balanced by three factors

1.) Warlocks have in general weaker spells and effects
2.) Warbeasts cannot be forced outside your control area (a Warjack can be allocated focus and then move out of your control area to use it)
3.) You cannot generate Fury from a beast after it has died.(although you can at the moment of death)

Focus never drops off and a lone Warcaster is still a threat. A warlock with no Warbeasts to generate fury is not long for this world (They can "cut themselves" for Fury, but that's not going to last them for too long)


Defence

Instead of overboosting their power fields, Warlocks can spend one fury to transfer a wound to one of their Warbeasts. This Warbeast must be in control range, not be on full fury, and have enough health boxes to take the wound.

It's very difficult to assassinate a Warlock with healthy Warbeasts and a lot of Fury.

Conclusions

Well, if the ascetic differences between Warmachine and Hordes don't decide for you, then the mechanical differences should.

Focus is reliable, requires planning and Warcasters can be one man armies of havok and doom.

Warlocks are more about synergy and being one with their Warbeasts. 

Make the choice that's right for you.

PS. I also think the Warmachine infantry is a little better than the hordes equivalent.... but cannot really back that statement up much.

All this art stolen from this thread on the Privateer Press forums.  Full credit to all the original artists


See also



Part One -  An Introduction to Warmachine and Hordes

Read this to see if the game is for you

Warmachine and Hordes has a lot of options, figure out what one works for you


Some helpful advice on what things to pay attention to during your first few games. Or.... how I learned not to suck so hard. 


A quick guide with some advice on how to put together an army list, and some of the common pitfalls new players fall into. 


Considering going to your first tournament? Don't be too scared, read the helpful guide!



Thursday, 22 March 2012

A NOOBs guide to Warmachine - Part Three

A NOOBS guide to Warmachine 
Part three – Your first games, learn as you go
So, you have decided to give Warmachine a go…. good for you. Here is your “play like you have a pair” T-Shirt and matching cap, pick up your tesla cannon at the door. Welcome to the revolution comrade.
I’m not going to go into the rules, that’s far too complicated for a blog post. Your first game will almost certainly be a confusing experience, there is a lot going on in this game… what I can offer is some maxims and advice for how to pick up the system, and how to maximise your learning experience
I covered some of this in an earlier post, but I will remind you that it is easier to learn off a veteran player. So find a friend who plays or track down a “press ganger”, they should be easy enough to find at your local games store or on the privateer press forums

 

 

Start small

Take small steps when learning the system. The worst thing to do is to dive straight in and try to play a massive battle with multiple casters and 100 figures. Your brain will melt. The good thing about Warmachine is it works really well with only a handful of models. Start with what is called a battlegroup or a warpack. This is one Warcaster with a small group of warjacks and/or beasts.
Your first game should be a simple assassination mission. So the only objective is to kill your opponents Warcaster without losing your own.
 

Ask Questions

Never, ever be afraid to ask questions. If you are confused about something that is happening just shout out to whoever you are playing. Your not stupid for asking questions, I’ve played very experienced players and they still need to ask about various units abilities from time to time.

 

Learn your models powers

Starting small means you only have a few units to remember. Get to know them well and what they can do. Often the difference between a win and a loss is remembering that a model can do a certain thing that you forgot about until after the game.
Skorne Warpack

 

Know your enemy

Sun Tsu said “know yourself and know your enemy and you will totally crush everyone with your massive biceps of doom……” or words to that effect.
Ask to read your opponents cards and ask them if there is anything you should really know about (like that their entire army is ghosts and can only be shot with magic bullets). If a model does something that sounds odd or you haven’t encountered ask, about it.

 

Keep your caster safe – Line of sight

Most new players get killed by caster assassinations, we don’t quite realize how quick and deadly the game can be and want to use the casters awesome cool powers. Keep your caster covered until you are more confident with their capabilities.
 
Also, note the line of sight rules. If you can be seen you can normally be shot.

 

Pick up the rules, do this after you have played a game

Reading the rulebook cover to cover before you play the first time probably won’t help you that much, it a lot to take in. Pick up the rules after a game so you have some context for how everything works.

 

Get a postgame debrief

Talk about the game once it’s done. Often you can feel like you have been crushed only to find out that your opponent was really worried you might have done X instead of Y. Sometimes it’s just one mistake that means the difference between winning and losing. Find out what they thought of the game and how it went. I learn a lot from post match debriefs with good players
Everyone needs a mentor

 

Find a mentor – Talk to people

This should probably be the person teaching you the game. When you are learning its good to be able to talk about what you have done and what you plan to do next game (Shout out to Sean and the rest of the Port Nicholson Privateers).
Most gamers are keen to talk about the game they love, so just get involved in the conversations that happen…. Even if that means just listening in to what’s going on.

 

Go online, but don’t drink the Kool Aid

There are some great resources online, battle college , Forward Kommander and the Privateer press forums are good.
However, don’t buy into all the BS that happens on forums and don’t use “prepaged army lists”. Forums can lead to a group think that says “X is the winner, Y is the loser” and a lot of what is said is theory or relevant only to that persons local group.
I say read what is said, think about it, but don’t take anything as gospel (except this guide of course)

 

 

Losing doesn’t mean you suck

You need resilience when playing this game. When I started playing I heard that “You need to play 20 games before you start to win any”. While I have done a little better than that the sentiment is entirely true. The game is hard, its vicious and there are people who play it very well. Don’t expect to kick everyone’s butt straight out the gate…. This is especially true if you were very good at other wargames.

 

Look for the challenge

View the game as a challenge, ask yourself “how do I get better”, “What did I do wrong” and “How overpowered is that?”. I think of Warmachine like it’s a big complicated puzzle. I love figuring out how I messed up and what I can do better. 
.
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Also, DON’T BUY ANY MODELS YET!
I can’t stress this enough, don’t waste your hard earned (borrowed or stolen) cash on models for a game you might not end up enjoying. We shall leave the advice of loading you up with models for a game that you end up not liking for other game systems.
Beg, borrow or steal models until you know what you want to play and that you actually like the game.
.
 .
Have fun!
I cannot over emphasis this enough. If you aren’t having fun, don’t play. It’s just a game after all.




See also




Part One -  An Introduction to Warmachine and Hordes

Read this to see if the game is for you

Warmachine and Hordes has a lot of options, figure out what one works for you


A quick highlight of the differences between the two systems, what they have in common and how they differ. 


A quick guide with some advice on how to put together an army list, and some of the common pitfalls new players fall into.

Part Six - Tournaments for Noobs


Considering going to your first tournament? Don't be too scared, read the helpful guide!


Wednesday, 29 February 2012

Picking a faction - A NOOBs guide to Warmachine part 2

Picking a faction for Warmachine

As I said in the previous post, don’t rush into this. Play some games with friend’s models, learn the basics, read up on the factions and find what suits you best. 

I recommend starting small, with a battlegroup or warpack and building up your force relatively slowly. This will allow you to get a feel for what you like to play and not waste buckets of cash on models you won’t use. 

I’ll run through the factions quickly to give you an idea of what they are about. Consider this a starting point to look further into making your own decision. Actually…. That’s a good point. Make sure you play what you want to play and not what you’re told is “SUPER OMG AWESOME POWERED”.
 
I'll briefly talk about each faction, I won’t talk at much length about the warlock/casters as.... well... they are all so individual. There really isn't a "standard generic" caster for any faction. I'll just talk about some broad themes, and in some cases I’ll be dead wrong as I'm not an expert.   

Circle Orboros
Vicious Druids leading armies of feral monsters  

Why would I play Circle? 

If you like the idea of a hard hitting, fast moving force the Circle Orboros could be perfect for you. Also, if you like pagan blood rites and/or Morris dancing these guys could be right up your alley. 

What do they look like? 

The imagery for the Circle Orboros is made of a mixture of Celtic Druids, Werewolves, Barbarians, Tree Monsters, Hunters and Miniature Stonehenge’s. 

They are pretty much medieval eco-terrorists. If you like your models looking feral and barbaric, these guys are the way to go.  
  
How do they Play?

The Circle is all about speed and controlling battlefield terrain. Many of their troops have pathfinder, which allows them to move through rough terrain quickly. The Circle has ways to create forests on the board, slowing down their opponents but not themselves. They also have some ways of quickly moving troops around the board, such as teleportation stones. 

Circle beasts fall into two categories, fast and deadly (living) or slow and tough (constructs). Their infantry focuses on speed and accuracy over heavy armour and firepower.

Circle are considered a "high skill" faction by many people, as many units fall into the "glass cannon" category. Amazingly effective when used well, but if unsupported, they die very quickly. 
 


Cygnar
Honourable do-gooders with cannons and lightning.   

Why would I play Cygnar? 

If you like ranged firepower and high tech weapons, Cygnar is the faction for you. If you ever think “this unit would be much better if it had more guns… and lightning”… then Cygnar is the one for you. Also, if you like putting your fingers in electric sockets and have a picture of Nikola Tesla on your wall…. You’re probably a Cygnar player.  

What do they look like? 

Cygnar troops are a mix of Gritty World War I style ground pounding infantry, pistol wielding trenchcoat wearing Gun Mages, medieval knights and dudes wearing electrical power armour. That sounds like an odd mix but it does work. Just think of technology as another form of magic and its fine. 

Cygnar Warjacks have similar themes, ranging from gun platforms through to shield carrying/spear wielding melee monsters. Cygnar jacks tend to be quite mobile and moderately armoured. Their best traits are usually high tech kit, like massive guns or electrical projectors.  

How do they play?

You can play a Cygnar army full of melee troops, but it would be non-typical. Cygnar’s strength is with its guns. The key thing to understand is that you probably won’t shoot anyone off the board. Your firepower should be used to whittle down the opponent and snipe out the key targets. The key is to inflict enough damage with your firepower to win the assaults that come after. 

Cygnar tends to have expensive units too, guns come with premium pricing and you will almost always be out numbered. Cygnar are also pretty good at killing opponents Warcasters, as all that ranged firepower can easily be brought to bear on one target. (Note, this is how I win all my games as Cygnar, seems I suck at scenarios with complex rules but can kill casters)


Convergence of Cyriss 
Art-deco technomages and clockwork constructs    

Why would I play Convergence? (CoC)

When you watched the Terminator, Battlestar Galactica and the Cybermen from Dr Who, were you cheering for the robots? Does the idea of a ordered society ruled by the law of SCIENCE! appeal to you? Do you really like the imagery of Metropolis?

If you answered yes to the questions above you are probably already worshiping Cyriss the Clockwork goddess and should pick up a damned army.

It's worth noting that PP have said that CoC is not a "main" faction and may not be getting as many updates as the others in the future. If the idea of having a list that will expand slower than others appeals, then CoC sounds like a good option for you. Also good if you just want to get in on the newest thing,


What do they look like? 

Giant art deco robots.......

Yep, its pretty much an entire robot army, but that has a lot of possibilities from tiny killer robots, to colossal killer robots.

They also have some breathtaking winged models as well.

How do they play?

From my limited exposure to this list it's hard to say much more than this.

They seemed to be quite jack focussed and their jacks stats and abilities change based on the Warcaster. They are extremely focus efficient compared to most other Warmachine factions as they can pass off some focus to another jack when they spend it. Coordination and timing of attack sis integral to the CoC game style. They don't seem to be a faction where you can really run off models by themselves to do wacky things.

Beyond that, I can't comment much more until i play them some.


Cryx
Evil techno-necromantic undead with a side helping of piracy

Why would I play Cryx? 

Are you a ruthless evil bastard? If you answer YES, YES I AM, AND I HATE PUPPIES! Then Cryx is certainly a faction for you.  Cryx is a high risk/high reward faction with a list of dirty tricks as long as your arm. If Resurrecting forces, making them invisible and incorporeal, launching magic attacks from any angle, cursing and using people souls and corpses against them sounds like a good time, then Cryx should appeal. 

What do they look like? 

The undead of the Iron Kingdoms are a little different, there’s a lot of steam powered necromancy, big dark gothic soul engines and undead with mechanical parts. They also have a good number of nautical themed units to appeal to those of you who wish to play “Ghost Pirates” 

There is a Gigeresque biomechanical feel to most of Cryx. Machine and dead flesh merged into horrid monstrosities. 

How do they play?

Cryx can play many ways and have many many options. Speed and numbers are two major strengths and Cryx can overwhelm with hordes of undead that refuse to stay down. They also have a lot of stealth and ghostly (incorporeal) units that are incredibly hard to deal with for some armies. 

A lot of Cryx powers are fuelled by corpses and souls; the more the kill the more powerful they become. This can lead to some devastating combos and Cryx Warcasters running around with godly amounts of power. They also have a high level of resurrection and replenishment mechanics. Sometimes, you have to kill a Cryx trooper a lot more than once. 

They also have these fast moving annoying little Warjacks called “bonejacks”. A lot of bonejacks have these things called Arc Nodes that allow their Warcaster to cast spells through them. This allows casters to sit back and use their bonejacks to attack from any number of annoying angles.  

Khador
Imperial Russians with REALLY BIG WARJACKS

Why would I play Khador? 

Consider the following scenarios and contemplate your response. 
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1.)    Your opponent is dug in on a hill with long ranged weapons
2.)    Your opponent has a fast moving force and will try to outflank you
3.)    Your opponent has a horde of melee troops and is rushing at you

If you answer “I SMASH THEM FOR GLORIOUS MOTHER RUSSIA” to all scenarios, then Khador is the faction for you.  

What do they look like? 

The Warjacks are big hulking slabs of metal, the biggest and baddest machines in the setting. Khador doesn’t have light Warjacks, only super heavies. They are supported by men in “manowar” battlesuits, so their heavy infantry is almost the size of a light Warjacks. 

In addition to the battlesuit infantry they have a great range of other troops, including the winter guard (soviet peasant soliders), Widowmakers (Soviet peasant snipers), greylords (Mages with furhats and massive beards!) and Reavers (masked maniacs with enchanted swords). 

You really have to like big armour and fur hats is all I’m saying. 

How do they play?

Khador looks like an Iron fist faction. But they do tend to play a little differently to that. For the most part, you are unlikely to field more than 1 or 2 of their big stompy powerful warjacks. And while the big power armoured infantry look cool, lighter infantry tends to be the core of the average Khador force.
Many of their Warcasters allow their otherwise slow Warjacks to move with disturbing alacrity. And they hit as hard as anything in the game. They lack arc-nodes and ways to project spells, so casters are either "sit back and command" types, or hand to hand monsters. No one in the Iron Kingdoms is scarier at close range than the Butcher, in all 3 of his incarnations.

So while Khador looks like a heavy jack army, in order to get the best out of your lumbering monsters they will need to be supported by infantry and buff. Khador also has one of the best "core" infantry units in the game and the levels of buffs that can be added to a regular group of "winter guard" is dazzling.

Legion of Everblight
Bioengineered and corrupt dark elves and dragonspawn

Why would I play Legion of Everblight? 

Ask yourself, who would win in an arm wrestle, you or God. If you answered you, WELCOME TO THE LEGION!  Everblight is an evil Dragon with a massive god complex, who corrupts everything he touches and loves bioengineering new and interesting forms. His followers are all mutated in some way and his beasts are his spawn.

If you really like creepy looking monsters covered in spikey bits, you’re gonna love the Legion. If you also like creepy dark elves you’re also gonna like them. And if you’re the guy who cheers for the serial killer in horror movies …. well enough said really. 

What do they look like? 

Kind of horrible really: The beasts are all giant eyeless monsters with very big fangs and claws. Some are built very solidly, like walking biomechanical warmachines, whereas others are lithe and nimble. Some of them slither like snakes and some fly. All in all, the unifying theme is creepy dragon monsters. 

The infantry fits into three major categories:


·         Corrupt Dark elves; wearing light armour, moving quickly and carrying deadly weapons,
·         Corrupt Ogres; wearing heavy armour, moving slowly and carrying really deadly weapons.
·         Really Corrupt things. Creatures that are so deformed and mutated you don’t really know what they started as….. carrying a range of weapons.

How do they play?

The Legion are fast moving and have very good ranged firepower.  Their signature power is eyeless sight, which allows them to ignore smoke/forests and other forms of concealment. So if your opponents thinks cowering in trees or behind smoke grenades will keep them safe, they are very much mistaken. 

The Legions beasts have some devastating ranged attacks, but they can also back that up in melee quite well, not the toughest beasts in the game but the combination of speed, ranged firepower and melee strength more than compensates for their below average toughness. They also have access to cheap tiny warbeasts that can swarm and are annoying hard to kill for very cheap models.

The Legion hits hard and plays dirty. They also have a lot of fury management skills that mean they can run more warbeasts than other factions. In fact, some people play with only a handful of troops and all beasts. 

Mercenaries and Minions
War pigs, Sell swords, renegades, rogues, pirates, dwarves and Voodoo Gatormen

It’s pretty much impossible to do justice to both mercenaries and minions in a few paragraphs, just because of the variety of models and units. What I will mention is some of the themed forces available, and let you dig deeper if any of them appeal
  • Steelhead force  - Prototypical mercenaries, hardened soliders fighting for coin
  • Highborn Covenant – Displaced nobility fighting to reclaim a homeland
  • Magnus – Rogue Cygnar warcaster on a crusade against his homeland
  • Privateers – Pirates, complete with nautical warjacks and deck guns
  • Searforge – Power armoured dwarves with mining warjacks
  • Thornfall alliance – Pig men and biomechanical pig monsters
  • Blindwater – Voodoo gatormen and swamp monsters
  • Cephylax - Evil mind controlling morlocks from the underearth. 

If any of these weird and wacky themes touches you in that special place, look into it more. One cool thing about mercenaries and minions is they can be used in other forces as supplemental troops. Mercenaries tend to work for Warmachine factions and Minions for Hordes factions. 

 


Protectorate of Menoth
Religious zealots with a thing for suffering and fire.   

Why would I play the Protectorate? 

Is your back covered in welts from where you flagellate yourself? Does smiting infidels fill you with intense pleasure? And do you consider fire a close personal friend? If you answered yes to any of those questions, pick up a Protectorate of Menoth battlebox on your way to the asylum. 

What do they look like? 

Well, to put it bluntly, the protectorate look like crusaders in power armour carrying massive icons and plenty of napalm. 

There are numerous orders of knights within the Protectorate and they wear different suits of ornate armour. The warjacks are solid looking and tend to be decorated with religious iconography. 

Plenty of the models carry censers, tomes, banners and icons. There are a lot of cool details to paint if you are inclined to.  

How do they play?

The Protectorates strengths are their holy magic, solid warjacks, units of knights and ridiculous amounts of fire throwing weapons. They can be the most resilient force in the game, using their combination of hardy armour and defensive magic to create a solid block that is difficult to budge.

The Protectorate has interesting effects within units. For example, one unit can share damage amongst themselves, and another gets tougher for each one of its members that die.  There are also buff units like the choir that can make warjacks immune to ranged attacks. Your statlines tend to be quite low, but this is more than made up for by special effects and buffs.

Denial is another strong suit, and Menoth have numerous counters to many tactics. From preventing shooting, to increasing the cost of spells, to making units immune to magic. Menoth can shut down a lot of options for their opponents. 

Retribution of Scyrah
Xenophobic warrior elves who hunt mages and use power fields

Why would I play The Retribution? 

If you have a thing for elves, and I understand a lot of people do, then this is your faction. That being said, these guys aren’t your prototypical elves. They are on a crusade to wipe out humanities mages and are really good at doing it. If you like high tech weapons, cool armour and elves being ninja assassins, then the retribution should work for you. 

What do they look like? 

There are two major themes in the models for the Retribution. One is the mage hunters and other sneaky units, they tend to wear long flowing coats and carry an assortment of sharp stabby things and crossbows. The other theme is the dawnguard, and they wear big suits of high tech looking armour and carry weapons like gunblades. 

The warjacks (or Myrmidons) of the Retribution have a lot of smooth lines and look very high tech compared to the steam belching monstrosities of the other factions. 

How do they play?

The Retribution is a pretty elite force, you’re almost always going to be outnumbered. Their infantry is pretty solid and can multi-role quite well, but they tend to be quite expensive compared to other factions. Your solos are quite good as well, many fast moving hard hitting units that are hard for enemies to hit.

The warjacks are on the expensive side for what they do, but they do have some impressive armaments and powerfields which can regenerate during battle. That being said, the strength is in your units and solos and the Warjacks should be complimentary to these guys…. Also, most of your casters excel at assassinating the other players casters.

Later release Warjacks have considerably improved retribution, and i now feel their jacks are on par with most other factions.

 
Skorne Empire
Inhuman and vicious sadomasochists from the east     

Why would I play Skorne Empire? 

If you have a thing for brutality and pain then Skorne is for you as these guys are nasty pieces of work. Its all about pain and suffering, cutting yourself and blood/death/pain magic. If you like a faction with an incredibly brutal play style that says “I’m gonna mess you up” then Skorne could be for you. 

What do they look like? 

The Skorne Empire looks like an organized martial force, albeit  an inhuman one. Their soliders are well armed and well equipped and they can carry some of the heaviest armour in the game. Other units look like sword wielding maniacs who cut themselves. All in all they have a very “middle eastern” look to them. They also have units that are golems animated by the souls of dead warriors, these things look like giant killer statues. 

The beasts are wild animals that the skorne have trained (abused) to fight for them. They have basilisks, Cyclops and Titans (like 6 armed elephants). Their beasts are armoured and most have been taught to carry weapons. Some, like the Cyclopes, look like super heavy infantry models with their heavy armour and big swords. 

How do they play?

Brutally! Well, I’ve seen two major themes with the Skorne. One is the Brick of doom, where the Skorne force is made up of the toughest nastiest units they can field. This massive wall of meat and steel implacably advances towards the enemy and just wears them down in a battle of attrition.

The other approach is to be more mobile and to create a fast moving strike force that hits incredibly hard. Skorne have many tricks that allow their other ponderous Titans to move with distributing speed across the battlefield.

Skorne also has a tendency to have effects that damage or kill their own units in order to gain powerful advantages. A strong emotion attachment to your warriors and beasts is not encouraged. 

One thing is sure, the Skorne empire is unlikely so just sit back and wait for the enemy. This is a faction that loves getting its hands dirty. They also have many effects that are powered by death, so getting stuck in helps fuel their power.

Trollbloods
Trolls of all sizes fighting for their freedom and a homeland.  
 
Why would I play the Trollbloods? 

If you really like the idea of downtrodden people forming together to create their own homeland in the face of horrid oppression, then the trolls could be for you. Also, if you like the idea of giant slabs of flesh and rock who eat people, then you will also like the trolls. Practice singing the line “I get knocked down, but I get up again, you aint never gonna get me down”.

What do they look like? 

Trollbloods are a grouping of peoples. They start with very small pygmy trolls, who possess low cunning and rifles. The core of the force are trollkin, who are slightly larger than humans, and equally intelligent. The Trollbloods are an interesting mixture of Scottish themes and Cygnar guns. In the story Cygnar gave them some left over weapons, crud they didn’t want. What Cygnar didn’t expect was for them to don their war kilts, crab the bagpipes and carry in their arms weapons normally reserved for gun emplacements.

The hard hitting part of the force are the full blooded trolls and dire trolls, and these guys can get pretty big. Trolls come in a variety of shapes and sizes. Some are rather intelligent and have learned to wear armour and carry weapons. Others have changed and warped based on their environments…. For example a troll who lives on volcanic rocks changes over time to be immune to heat and can belch fire. 

How do they play?

Trollbloods are tough, tough as nails. Every single unit has someway of healing damage or recovering from being killed. THIS CAN ANNOY THE STUFFING OUT OF OPPONENTS! Nothing is more frustrating that shooting the same guy 10 times while screaming “WHY WONT YOU DIE”. Of course, the reverse can happen and none of your guys will make regeneration rolls. Its very hit and miss.

Dire Trolls are as nasty as anything in the game, they hit like mack trucks, have massive strength and can regenerate. Normal Trolls are also very hardy for light warbeasts.

The troops are a mix of magical buffs guys (FROM MAGIC RUNES DAMMIT) , melee guys (Think braveheart… if they were all 8 foot tall trollkin) and guys carrying army surplus (More 8 foot guys…. Carrying really big guns). Most models are medium base sized, which means your forces take up a lot of space.

It all combines to create a force that can do just about any battlefield role, while being quite tough to remove in the process. 

Conclusion

Well holy footy sock down the jocks batman, that was a huge post. I'm gonna continue this series, next i'll look at what you need to start playing and those first few games.


See also



Part One -  An Introduction to Warmachine and Hordes

Read this to see if the game is for you


Some helpful advice on what things to pay attention to during your first few games. Or.... how I learned not to suck so hard. 


A quick highlight of the differences between the two systems, what they have in common and how they differ. 


A quick guide with some advice on how to put together an army list, and some of the common pitfalls new players fall into. 

Part Six - Tournaments for Noobs


Considering going to your first tournament? Don't be too scared, read the helpful guide!




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