Why would you want to speak to the ‘fanatics’ though? You’re just asking for a skewed viewpoint, and flamebait im afraid.
Makinit wrote:
I live in the land of Privateer Press here in Redmond
WA so it is really hard to get a game of
40k. In the two years since I have lived here I have only managed to pick up about a dozen games. So I am considering playing Warmachine which is played daily at every hobby store in the area.
Surely if you have questions or queries regarding WMH, you’d be better off asking in the
PP sub forum? They’re not trolls, and they’re not gonna bite your head off for asking questions, or voicing concerns.
To be fair to the
40k players, is there any organisation or networking where you are? Clubs, Facebook groups and things like that are a good way of finding other players. I'm sure there are probably a few
40k groups in your area that could be contacted that you might not know about currently. Maybe a bit of networking rather than investing in a whole new game is something you should look at? Then again, if WMH is the big thing there, it makes a bit if sense to get involved in what others are playing. Just don't chuck your
40k stuff - you'll never know when it'll come in handy
Makinit wrote:
When I look at the game it just looks boring. It appears that they just line up facing each other and start rolling dice until someone wins.
Heh, the same can be said for
40k. If it looks boring, maybe its just because you’re not invested in it?
Makinit wrote:
There does not appear to be any strategy in how you move your guys or in finding cover.
Actually, you’re quite wrong here. Movement and positioning are crucial to the game. Facing, getting into a model’s rear arc, charge lances, non-linear vectors, place effects. With steamroller scenarios and the need to contest scoring zones and objectives, where you go is crucial. There are a lot of moving parts to consider. It might not have the vast sweeping movements of a game of soccer, but is more akin to a boxing match. Cover is crucial. The +2def, or +4def flat bonus it grants is huge. And its always relevant.
40k’s system means a marine in cover, rather than having a ‘flat’ harder to hit, or ‘harder to damage’ applied to him (which would
IMO make sense), has a weird either/or system. He gets the benefit of cover against lascannons, but not against heavy bolters or autocannons.
Makinit wrote:
There does not seem to be any fluff behind the game to make it the rich experience
40k is.
Wrong. And with respect, what you say is simply not true. I apologise makinit – this is a personal bugbear of mine. It really annoys me how people keep repeating this – that WMH has no fluff. That statement simply has no basis in fact. None. WMH has a huge amount of very well written fluff and some very decent writers behind it. Now, I understand that you’re probably saying what you said out of a lack of familiarity with the setting though. The fluff is there, though. And for what its worth, in my mind, its quite excellent, and well worth your time to read.
first up: complete chronological list of fiction.
http://privateerpressforums.com/showthread.php?195787-The-Complete-Chronological-Iron-Kingdoms-Fiction
check out the forums as well - often the lead writer of the fiction - Doug Seacat will step in and elaborate on any and all points of the fiction that raise questions. Heck, he once personally explained to me why they don't have orcs in their ip.
http://privateerpressforums.com/showthread.php?77295-Doug-Seacat-on. A collection of seacat's posts expanding on and explaining in (sometime exhausting) details the nature of certain aspects of their world.
The first place for fluff, as you can guess is the rulebook and army books for both warmachine and hordes. they have the ongoing fiction, as well as character back stories, unit descriptions and the
FOW books often describe some of the logistics, and actual nuts and bolts of army organisation, and history. they're good solid reads (i love the retribution book in particular, its background material is phenomenol!) but generally, act as a great intro. If you are interested, the fluff goes all the way back to Mk1 and the original books from over 10 years ago. if you get the
PP reader app, you can download all the old books for a song. its well worth it,
IMO. the hordes expansions (mutagenesis and evolution
iirc) have some really excellent story material.
the second place is
PPs magazine. No Quarter. it is an excellent read. pick it up at your
FLGS, and if you want the older copies, check out the
PP reader app, where you can get all the old issues for a few pence. there are short stories throughout the magazine. they also run very popular and very well written fluff articles in the magazine. For example, you have the Gavyn Kyle files, which elaborates on, explores and deepends the fiction behind a lot of the "names" in the game. Not just casters. But other famous individuals too. Sometimes its units (there was one exploring the history and culture of the kayazy). Another great one is the Guts n Gears files, which are like the
GK files, but are less about individuals, and more about the fluff behind unit types and warjack chassis (where they were made, how long they were in service for, development history etc). the NQ magazine is well worth a read - it has some excellent content and is well worth its price tag. i think they're re-releasing some of the fiction via skull island as well (see below). there is also regular fiction which includes both once off short stories, and stories that continue on the arc from those in books - for example, what happened to Kallus at the end of Domination is explained in one.
The third place (and my personal favourite) is the
RPG material. Warmachine originated as a
D20 RPG using the
DnD open source licence. Their very first adventure was called "the witchfire trilogy" and is a great read, with some interesting little nuggets. The "old"
D20 material comprised the character guides (which have a lot of the basic information, cosmology, history etc) 2 monsternomicons (with huge bits of info on infernals, and skorne culture/history, although its generally about the monsters that inhabit immoren), a small exansion on the port of Five Fingers, and the excellent world guide. I cannot recommend these enough; the World Guide in particular. its epic. you can literally smell the smoke when you read it, hear the clanking and grinding of gears and the hissing of steam engines. They're very, very engrossing lore books, and do a fantastic job of bringing the world to life - not just the history, but crime&punishment, trades and learning, entertainment, finance, language, cosmology, and lots of information on locations, towns, cities, forts, and the big names in all of them. Now, the old material is still online (if you know where to look; winkwinknudgenudge) but they're also all being updated by
PP into a new
RPG series using a proprietary rules system based off of the wargame. So far they have the IKRPG core rules, five fingers, a new monsternomicon and the excellent Kings Nations and Gods books. Again, all well worth the read. Coming up soon is the iron kingdoms: unleashed "complimentary"
RPG which focuses on adventures in the wilds, and expands on the races to include tharn, farrow, gatormen etc. I’m quite looking forward to that one! i think the
RPG material on its own is stellar, and really does a fantastic job of bringing the world to life - far more than you’d expect from a regular wargame.
The fourth place is
PPs publishing wing. Skull island expeditions.
https://skullislandx.com/
they don’t yet have the volume or the library of titles of the black library, but what’s there is very solid. I will particularly recommend the warcaster chronicle series (caine, butcher and shae so far), warlock chronicles (makeda and thagrosh), extraordinary zoology (brilliant little read!) and top of the pile is Into the Storm by larry correia (award winning author). The’ iron kingdoms excursions’ and ‘called to battle’ series of short stories that are quite fun, and enjoyable to read too.
Makinit wrote:
And lastly it does not appear that there is any customization in the modelling.
Again, with respect, you are perpetuating a falsehood. conversions are possible in WMH. Rules are stricter but conversions are both allowed and encouraged, even in
pp's magazine with some awesome competitions. Look at their most recent no quarter battle report with a customised farrow army (cygnaran and khadoran war hogs, cryxian road hog, converted brigands etc). Typically speaking, conversions also range from kit swaps to rather epic jobs. If you want to convert, go for it.
As to a few examples (steamroller tournament legal too).
HMS griffon gun carriage to airship conversion:
http://privateerpressforums.com/showthread.php?192274-HMS-Griffon-Gun-Carraige-to-Airship-Conversion
Legion of Mechablight:
http://privateerpressforums.com/showthread.php?198539-And-now-for-something-completely-different
The Crimson Harvest (A proxy Orgoth army):
http://privateerpressforums.com/showthread.php?194308-Crimson-Harvest-the-Revenge-of-the-Orgoth
Stormhammer: the assault on Sul:
http://privateerpressforums.com/showthread.php?98-Stormhammer-the-Assault-on-Sul
RECO stormwall:
https://www.youtube.com/watch?v=vqA6nbk2zos
General customised figures:
http://privateerpressforums.com/showthread.php?144918-Show-me-your-most-heavily-customized-figures!
conversion policy is strict, but fair, and only applies for
PP run steamrollers. Even then, its not hard to work with. and ultimately the
TO can OK things (and probably will, so long as its not silly - "this coke can is a juggernaut". like for like weapon swaps, using 50% of the original model, use
PP bits... Nothing extraordinary really. I got the OK for various non
PP and heavily converted models at a recent masters with the
TO’s view being “if a blind monkey can tell what its supposed to be, its OK by me”….
amongst your local friends, and local tourneys, if they're ok with looser stuff, then play it.
Makinit wrote:
These are all things I love about
40k that I see missing which is why I have not picked it up. Am I off base? Is Warmachine a good substitute for
40k? I don't want the opinion of a warmachine fanboy, I want to know what other
40k players think that is why I posted in the
40k section.
Yes. With respect,you’re quite off base. Is WMH a substitute for
40k? No, it’s a different game, at least
IMO. It’s a really solid game however, and well worth investing in. Regarding the things you want out of a game (converting, lore etc), they’re there in
PP’s game as well. For my personal point of view,
40k’s terrible imbalance (4th ed Iron Warriors
fyi) burned me out and I took a break from the hobby for over a year. It was
PP’s Warmachine and Hordes that made me fall in love with wargaming again. Take that for what you will.
And by the way, for what its worth, the ‘warmachine fanboy’ comment is not necessary. Especially when you say above how you want the POV for a
40k fanatic. You can ask these same questions in the
PP forum too, and will probably generate answers that are as relevant and honest – the
40k fans that play WMH are as likely to post there as anywhere else. there are a lot of reasonable and well informed posters there too. As I said earlier, they’re not trolls, and they won’t have a go at you if you come in with genuine questions and concerns. A lot of us either played, or still play
40k anyway, or read the books.