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Made in us
Regular Dakkanaut





Hey...so a group of us want to start WarMachine/Hordes but we need info

We are all Magic/Warhammer 40k players.

Is there anyway someone can breakdown all the factions compared to either Magic or 40k armies?

Any advice is helpful...thanks
   
Made in us
Been Around the Block




There isn't a comparison, but at the top of the section you'll see a breakdown of the different factions. Magic is a completely different beast, even background/flavor wise.
   
Made in gb
Longtime Dakkanaut




J0kerrMT wrote:Hey...so a group of us want to start WarMachine/Hordes but we need info

We are all Magic/Warhammer 40k players.

Is there anyway someone can breakdown all the factions compared to either Magic or 40k armies?

Any advice is helpful...thanks


Faction Descriptions

Khador are the angry imperialist russians seeking to reclaim their ancient empire.In khador, there is no such thing as "excessive force", and in khadoran, the word for "bigger" is the same as "better". they're generally seen as the "axe to face" faction, and are fantastic beatsticks, but they also excel at offloading ridiculous amounts of damage at relatvely short range. they also have the best artillery in the game, and while often seen as a beatstick faction, they have excellent ranged options too. khador as a shooty army are perfectly viable. In terms of armour, you're talking about the equivelants of land raiders and baneblades. khador have the widest mix of infantry types with power-armoured infantry (Men o War), heavy infantry (Iron Fangs), medium and light infantry (winter guard), irregular infantry and guerrillas (manhunters, kossites). in terms of jacks, they only make large ones. and in terms of fluff, they have fewer jacks, but make up for it with more heavy infantry, heavy cavalry and horse drawn tanks.

Cygnar are the imperium of the IK. they've got the most wealth, best technology and are surrounded on all sides by their enemies. they're forweard thinking and liberal in the sense that 19th century britain was "liberal" and forward thinking. while khador like BIG guns that put HUGE holes in the ground, and use rockets, mortars and flamethrowers, cygnarans like rapid firing long range (long in this game is 14") gatling guns and rapid firing rifles. they are more a combined arms kind of army with 2 distinct troops choices - trenchers (marines) and long gunners (army) backed up by knighty orders (sword knights, precursers etc) and by the Storm-noun units and divisions (the lightning themed units in cyngar). cygnar also makes the most use out of mercenaries of all the factions. generally speaking, they excel as a combined arms force, but you must be careful, as they do feel a bit squishy.

Menoth are the taliban of the IK. they're the denial and buffing faction. No, you cant go there. No, these guys are immune to ranged attacks, no these guys cant be knocked down. effectively, they play by stopping you doing what you want to do, and then they counter punch. and they hit like freighttrains. they like fire. in terms of their make up, they are divided aong the lines of zealous infantry, and knightly orders. they're a very synnerginistic army with overlapping layers of buffing and deck stacking. their units (jacks especially) tend to be statwise inferior to the other factions, but the buffs they bring to the table through their support pieces more than compensate. That said though, they have a very diverse access to high damage melee infantry (exemplars) and are perfectly viable in a brawl.

Cryx are the gutter fighters of the iron kingdoms. they use every dirty trick imaginable. they're the offensive de-buffing faction. that arm 20 jack is now arm15. smash smash smach. its dead. cryx like to melt things and steal souls and use all manner of sneaky, dirty underhanded tactics. in terms of thier make up, you've got zombies/necromantic contstructions, summoned "daemons" for want of a better word (bane thralls/knights), ghost/undead pirates, amazon warrior women, blighted ogres and trollbloods, and your general assorted riffraff, scum, murderers, thugs and mercenaries. their jacks tend to be hard to hit, utterly brutal in melee, and very very squishy. they also have access to a brutal ranged game with certain builds as well. they are an excellent attrition faction, because although they're not that "hard" individually, they have numerous mechanisms available to bring things back from death, or construct new troops from what gets killed in their wake.

Retribution of Scyrah are like a sci-fi cygnar. in a way that only genocidal, xenophobic elves can be! the elves are in a bad place. all their gods bar 1 - scyrah - their goddess of spring. Thanks to this, their civilization and race are dying, and the number of soulless births are increasing. they decided that the disappearance of their gods happened at about the same time as the birth of magic in humans, that its humans fault for it. and they're out to get them. you know - when life gives you lemons, kill all humans. in ways they're similar to cygnar in terms of gaemplay, but along a parallel path, and one where they punish magic users above all else. their jacks are like Protoss from Starcraft in that most tend to have a forcefield that protects them. overall though, they're more limited in choices an options, but thats very much because they're the "new" faction. dont let that fool you into thinking they're not competitive. they are. they're quite a combined arms faction. their jacks tend to be great on utility (they can all generally shoot and perform in melee), but tend to be a bit lower on the scale in terms of raw damage output/resilience. their infantry similarly tends to be quite focused/specialised at what they do - although the likes of halberdiers and riflemen are always solid - when you see the mage hunter strike force and invictors, they are up there with the best troops in the game.

Trollbloods: Braveheart Trolls - Large, tough, strong with a kilt and tartan wearing scottish highlander theme and a back story that begins like the Trail of Tears, until their version of "Crazy Horse" starts winning when he binds the tribes together. The most "good guy" choice, with some Dirty Dozen, Braveheart and the Incredible Hulk thrown in for spice. Pieces can cost more than average to collect because they are larger and require more metal to manufacture. trollbloods are seen as the "brick" faction. they tend to grind out an attrition based win. they hit hard, but their true strength is being able to buff themselves up with overlapping layers of buffs and snnergies (kinda like the protectorate), and absorb whatever you throw at them, and laugh it all off. they are also the "humourous" faction. No, they're not orky, and no they're not comedy, but they have some amusing moments, especially as the faction as a whole always seems to be hungry they like drinking, fighting and carousing with the trollblood maidens afterwards. they have a lot of shaman and "rock/stone" themed magic, and shamans, and they have a lot of "irregular" forces - in that i mean, they are a bunch of barbarian "warriors", instead of rank upon rank of "soldiers", and they tend to fight with a scavenged mix of guns, swords, axes, hammers, bison cavalry, lots of attitude, and general trollish badassery.


Skorne: Roman/Samurai Legions with slightly more torture and pain. A mix of Roman, Samurai and Persian influences, particularly in fancy ornate armor. A cruel empire of slavery, war and conquest revolving around a warrior society, a warrior cult that glorifies death in battle against overwhelming odds (its their only way of acheiving immortality as the Skorne reject the gods, and face only oblivion on death otherwise) and a study of death magic and ancestor worship. The Skorne despise the gods, and especially those who worship dieties, and consider themselves all the stronger for standing on their own, without any dieties to aid them. They are the hordes faction that is most likely to look like an organized army in uniform. They employ enslaved crocodiles, the elephantine Titans, their infantry tends to be heeavily armed cataphracts, light infantry equipped with spears, shields, swords, needle gun things. and then there is a soul fueled terracotta army of warrior-stone golems to bolster their numbers. they posess movement shenanigans, huge damage output and great resilience, along with nasty pain-fuelled magic. t


Legion of Everblight: Blighted evil goblin-elves who worship a dragon (who commands them with a tyranid-like hive mind) that has genetically twisted them in his own image and into his perfect army.
The Elves look more like goblins, their leader is a dragon-possessed ogre who grew wings (and promptly ate another dragon). They fight with primitive bows and swords but wield scary magic and breed dragon blood spawned monsters that are a cross between sharks-on-land and a dinosaur. They play by their own rules (ignore terrain, LOS etc), and hope to eat the souls of all the other dragon-gods. Lots of female characters ranging from weird deformed mutants to bow hunters to ninjas to sorceresses. overall they're very fast and tend to be the most beast-heavy faction. definately a hit and run/glass cannon faction that focuses purely on assassination and "killing the other guy" as opposed to grabbing objectives and playing the attrition game. for the most part, their beasts are melee beatsticks, who are no slouches at range either. their infantry ranges from various flavours of either claymore, or bow-armed elves or halbard waving ogryn berzerkers who act as shock troops from hell.


Circle of Orboros: Faustian Terrorist Druids meet up at Stonehenge for a tree spiking or a human sacrifice.
Forget tree hugging hippies. THese guys are the wrath of the hurricane. these guys embody purely the wild, powerful, untameable and incredibly destructive aspect of nature. Fires, floods, earthquakes and disaster. These nature manipulators believe that civilization will bring about the destruction of mankind. They seek to destroy civilisation, and restore "balance" to the world. They draw their power from a being that essentially represents the end times. They will steal babies, blight the harvest and make Faustian deals to advance their agenda. Their army consists of druids, wildmen and hunters, werewolves, 8 foot tall beastmen from your worst nightmares, stone-golems, sacred stone markers, grizzly bear-sized goats, and anyone they can manipulate to serve them. They source their magics from the very wilds themselves, and use magic to manipulate terrain and nature itself(earth and stone, wind, lightning etc), slay foes, teleports or makes their minions stronger. they're a surprisingly resilient glass cannon/ guerrilla faction who can do ranged, attriton and denial as well. they have a lots of dirty tricks and manipulations and a great ability to punish magic users.


The Farrow Minions (the mercenaries of hordes- they're a subfaction, like WMs pirates and dwarves) - the iron Kingdoms do not have ork. Instead, they have Pork! Farrow are scavenging Boars who walk on their hind legs and carry scavenged/looted rifles. They are led by a self styled, (if somewhat deluded) Conan the Boar-barian, and are allied with a Mad Scientist who created Frankenstein cyborg-pigs sewn together from spare parts of bodies and robots to do their dirty work. A new addition to the game, there are fewer choices of models if played with one of their own generals, but all units and solos can be included in almost any Hordes Army. they're a movement/damage output faction. you have cyber roadhogs, warhogs, bun boars, cleaver armed infantry, rifle armed brigands and so on.

The Alligator Minions. Hordes doesnt do lizardmen. they do Gatormen. With Bayou and Voodoo, and sinister undead undertones these Gatormen are leather hide tough, but fight with only simple spears and possess no technology not even bows and arrows. They are joined by other swamp creatures such as poison tree frogs, giant snapping turtles who spit acid, and fishmen who like to sneak up behind you. Another new addition to the game, there are fewer choices of models if played with one of their own generals, but all units and solos can be included in almost any Hordes Army.

This message was edited 1 time. Last update was at 2013/07/28 16:08:10


 
   
Made in us
Regular Dakkanaut





Thanks...

what about the newest faction in WarMachine?
   
Made in us
Jovial Plaguebearer of Nurgle




Somewhere in GA

J0kerrMT wrote:
Thanks...

what about the newest faction in WarMachine?


Convergence is the Mechanicum of the IK. Lots of Vectors (their version of war-jacks) and heavy infantry. They rely on synergy in their lists to systematically take apart their opponent. The biggest issue they have is a lack of models at this time.

DS:80S++G++M—IPw40k99/re++D+++A++/sWD-R+++T(T)DM+++

 paulson games wrote:

The makers of finecast proudly present Finelegal. All arguements and filings guaranteed to be full of holes just like their resin.
 
   
Made in us
Regular Dakkanaut





So what is each faction the best of...example: Imperial Guard are best at tanks

Just trying to break the game styles to one sentence to help the group out.

   
Made in us
Painlord Titan Princeps of Slaanesh




No one is the best of anything. The game is highly dependant on which warcaster/warlock you are using. You'd be better pointing your group to battle college and letting them read about the factions and casters there.
   
Made in us
Regular Dakkanaut





Then of the starting Casters..which faction is the best at what..for both Hordes and WarMachine?
   
Made in gb
Longtime Dakkanaut




J0kerrMT wrote:So what is each faction the best of...example: Imperial Guard are best at tanks

Just trying to break the game styles to one sentence to help the group out.



J0kerrMT wrote:Then of the starting Casters..which faction is the best at what..for both Hordes and WarMachine?



Its a lot more complicated than that mate. No faction is "best" at anything really. Similarly, no faction can really be defined by any "single" playstyle.

Take Khador. They're often sold as a slow moving melee faction. Well, they're not. they're the fastest slow faction in the game, with multiple casters having access to buffs (feats, spells) that increase their threat range immensely. Same with them being a "melee" faction. theyve got great artillery, fantastic snipers, and the winter guard rifle korps backed up by Kovnik Joe are half a step away from autohitting anything in the game.

See what i mean?

Every faction can be built to be effective at a huge number of playstyles.

This game isnt 40k. Dont think it is, and dont try and make it out as such. As such, any comparsions to that game are not relevant.
   
Made in us
Regular Dakkanaut





Ok..I do get all that...but we are just picking starter kits to get into the game.

Can someone break down each starter kit and how they play?

Thanks

Also...each group can't do everything..there has to be a reason to choose one group over another.

This message was edited 1 time. Last update was at 2013/07/28 17:19:04


 
   
Made in us
Painlord Titan Princeps of Slaanesh




Just another piece of advice for when you look at the factions. After you have determined what is missing from whichever faction look at Mercenaries and Minions. They can often help moderate what that faction lacks.
   
Made in us
Druid Warder




SLC UT

A summary in as few words I can as to how the Factions kind of trend, rather then are best at:

Cygnar - Good accuracy, great ranged, lots of buffs, solid warjacks, strong warcasters, lots of Mercenary support, solid infantry-sweeping. In-Faction infantry tends to be middling speed and squishy, can only support a moderate amount of warjacks, and choices can be expensive pointwise.

Battlebox tends to be tanky and attrition-themed with lots of buffs.

Protectorate of Menoth - Great warjack support, piles of free focus for warcasters, hard-hitting infantry, lots of spell denial and casualty selection, very good warjacks pre-support that turn bonkers wtih it, hard hitting ranged game with lots of AOEs. Vulnerable to terrain, a tad slow, warcasters have a history of being very soft.

The battlebox is very strong on denial and assassination. Bit geared more to spell-slinging than the warcaster actually is, but the warjacks are good.

Khador - Very high hitting power on nearly everything, troops hit out of their bracket by a ton, warjacks are fairly tough, lots of burst speed, warcasters tend to be dangerous as hell in combat, moderate shooting support and very often skewed DEF or ARM. Warcasters can't really support more than one warjack, warjacks are slow and innacurate save characters a lot of the time, no safe way to deliver spells at a distance, and not as Merceanry-friendly as Cygnar.

The battlebox has a powerful feat and can if delivered right end games swiftly, but is a bit hard to grow from.

Cryx - Lots of undead with recursion mechanics, hard hitting melee, cheap troops that are spammable, high FOCUS warcasters with strong debuffs, feats and survivability. Warjacks tend to be fragile as hell and infantry hit so hard that they aren't used much save for utilty, very few shooting options, very few Mercenary options and can be at times a bit slow.

Battlebox has a strong warcaster with lots of debuffs and ways to deliver them. I actually think that Iron Lich Asphyxious is a more "exemplar" Cryx warcaster, but it still does help on things like good feats, using debuffs and delivering them.

Retribution of Scyrah - Lots of ranged attacks, really strong gun side-effects, self-supporting troops, lots of magic denial and magic ignoring, hard hitting melee. No real way to keep troops alive save versus blast damage though, warjack support is a bit low (can do a bit more than Khador but not much) and due to being a young Faction, missing some of the things that other Factions take for granted.

The battlebox as I can gather is pretty solid since Kaelyssa grows into a nice force and she uses its parts well. It has a ranged feel to it with a good hard-hitting denial-than-strike feat. SHe has great assassination ability.

Convergence of Cyriss - Great warjack efficiency, durable warcasters, good accuracy and hitting power overall on said warjacks, solid list of options in Faction, neat Rube Goldberg setups. Vectors are slow, their ranged game is not stellar and they don't have a lot of anti-shooting. Also, they are not all out yet and their initial models won't probably be done until next year I think.

Trollbloods - Very hard to kill, very hard to get out of the way, hit very hard back, great troop support and synergy, warlocks are damned-near impossible to kill alot of the time, and have a lot of good short-range shooting. Problems include lack of warbeast fury management so can't run many, lots of assumed buffs around, and financially expensive.

The battlebox is alright, lots of mid-speed stuff that hits hard. Madrak wants infantry though long term and Trollbloods odn't like to double up on beasts.

Circle Orboros - Very fast inherently, very good spells, access to lots of teleport effects, manages terrain well, high DEF models abound, and lots of weird stuff to sideline folks. Infantry isn't stellar but neither is warbeast support, so tends towards combined forces. Most of the army is very fragile and unforgiving, there is almost no shooting support, warlocks can be squishy and the skill ceiling on the Faction is pretty high.

The Circle starter is actually pretty solid, but has a couple pieces you won't use after you're through it. But it does a really good job I think of showing the ropes with Circle.

Skorne - Lots of beast support on the level of what Protectorate does with warjacks, lots of burst speed on their warbeasts, unparralled hitting power on them, and great support warlocks. Not much control, moderate ranged game, and not much infantry support, so kind of dependent on large targets to do a lot of the work around.

Battlebox is solid and fast as hell. Similar issues with other Hordes boxes in too many repeats of a beast you need one of. It does do a lot of neat warbeast tricks that grow out into the way the Faction plays, though.

Legion of Everblight - Kind of Blitzkrieg style of play with lots of negation of rules to get to the target. A big style of the army is to get warbeasts in as hard as you can and break the opponent's back and there's a lot of support for that with thier warbeasts, and warlocks to help with this. Solid ranged game also. Issues are that there's little infantry support, things cna be squishy as hell and they don't actually hit as hard as some other Factions can. Warbeast support tends to be fragile as well, which means that when it dies the army loses effectiveness.

Battlebox again has too many Shredders, but otherwise is simple, has a good mix of Legion playstyle to it, and competes well against other ones due to attrition ability.

Kind of more long-winded a post than I thought it would be but with 12 Factions that happens i guess.

And stuff.
   
Made in us
Regular Dakkanaut





Thank you...this is what I needed. And exalted!
   
Made in se
Wicked Warp Spider






Ios

Leo_the_Rat wrote:
Just another piece of advice for when you look at the factions. After you have determined what is missing from whichever faction look at Mercenaries and Minions. They can often help moderate what that faction lacks.

Unless you're playing Retribution in which case there's only a handful of solos (which are some of the best, but still...)

I really need to stay away from the 40K forums. 
   
 
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