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Made in us
Fresh-Faced New User





Hello everyone, I am absolutely 100% brand new to Warmachine/Hordes (I just heard of of it two days ago). I am just switching over from Warhammer Fantasy after becoming severely disappointed with Age of Sigmar. I would absolutely love to join this hobby, but I don't know which army to pick! I have narrowed it down to Cygnar,the Protectorate, and Khordar (maybe even Trollbloods?). I am a huge art buff and the sort of player that has to be really into my army's models to have any fun in wargaming . Could you please give me a breakdown of each army's strengths and weaknesses? Also, I have heard that Khordar's warjacks are subpar; if this is so, how can this faction be any fun if a large part of the game is the warjacks themselves? Further, I like to create my own paint schemes; is this frowned upon in the Warmachine community? I have not seen too many people with alternate paint schemes.

Thank you very much,
Daniel
   
Made in us
Cosmic Joe





Hawkfury wrote:
Hello everyone, I am absolutely 100% brand new to Warmachine/Hordes (I just heard of of it two days ago). I am just switching over from Warhammer Fantasy after becoming severely disappointed with Age of Sigmar. I would absolutely love to join this hobby, but I don't know which army to pick! I have narrowed it down to Cygnar,the Protectorate, and Khordar (maybe even Trollbloods?). I am a huge art buff and the sort of player that has to be really into my army's models to have any fun in wargaming . Could you please give me a breakdown of each army's strengths and weaknesses? Also, I have heard that Khordar's warjacks are subpar; if this is so, how can this faction be any fun if a large part of the game is the warjacks themselves? Further, I like to create my own paint schemes; is this frowned upon in the Warmachine community? I have not seen too many people with alternate paint schemes.

Thank you very much,
Daniel

Welcome! You can paint your armies however you want.
I'd say, choose the army whose story interests you the most. Someone will be along with a great overview of each faction and he can do it much better than I. The hobbying side of Warmachine doesn't get as much press, but its still really strong.There are tons of conversions and alternate paint schemes out there. The fluff is great and there's more of it out there than you might think. It's my favorite game with a few close runners up.



Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in au
Regular Dakkanaut





If you're curious about play styles read the privateer press forum intro threads in the faction sub forums.

Check.out the ones you like the look of and read from there.
   
Made in us
Painlord Titan Princeps of Slaanesh




Or look at the sticky at the top of this forum. There is plenty of info in them. As to Khadorian jacks there are some that are not as good as in other factions but there are plenty of jacks that the other factions wish that they had on their side.
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Hawkfury wrote:
Hello everyone, I am absolutely 100% brand new to Warmachine/Hordes (I just heard of of it two days ago). I am just switching over from Warhammer Fantasy after becoming severely disappointed with Age of Sigmar. I would absolutely love to join this hobby, but I don't know which army to pick! I have narrowed it down to Cygnar,the Protectorate, and Khordar (maybe even Trollbloods?). I am a huge art buff and the sort of player that has to be really into my army's models to have any fun in wargaming . Could you please give me a breakdown of each army's strengths and weaknesses? Also, I have heard that Khordar's warjacks are subpar; if this is so, how can this faction be any fun if a large part of the game is the warjacks themselves? Further, I like to create my own paint schemes; is this frowned upon in the Warmachine community? I have not seen too many people with alternate paint schemes.

Thank you very much,
Daniel


First, its KHADOR, not KHORDAR. To further clarify, warjacks are not that huge a part of the game, while some lists go "warjack heavy" its rare to see more than 2-3 on the table in a competitive list (unless you're talking about the Convergence of Cyriss, in which case 2-3 would probably be a relatively low number).

Anyway a breakdown of factions:

Cygnar - I dont have much experience with/against Cygnar, so this might not be quite so accurate: Cygnar play a very solid ranged game (actually Id say they are the ranged faction) and have some of the best shooting units/models in the game, as well as some of the best defensive tech in the game. Cygnar jacks (generally speaking) aren't anything amazing, but they are solid choices and tend to be fairly specialized and do that thing they specialize in fairly well. Some Cygnar jacks however, specifically their Colossal, are pretty ridiculously good. Cygnar infantry tends to be hard to hit, but not particularly survivable when you do hit them, and again they tend to focus on range though they do have a few solid melee options. Cygnar casters tend to have some really awesome abilities, and some of them are regarded as the best in the game. Cygnar is known for, amongst other things, lightning based abilities (which tend to add to their ability to murder things at a distance). Word of warning - If you're attracted to Cygnar because you think Trenchers look cool, you're probably going to find yourself disappointed because they unfortunately aren't really all that great. One more warning, Cygnar is very reliant on mercenaries to plug holes in their capabilities.

Protectorate - Of the 4 original factions (Cygnar, Khador, Protectorate, Cryx), Protectorate is the warjack faction, as they have a wide selection of great specialized light warjacks coupled with a good selection of solid more generalized heavies, combined with more than a few casters that bring some serious jack buffs to the table, alongside some great support pieces that make their jacks even more capable (Choir of Menoth). The faction, as a whole, relies on a lot of synergy between models/units buffing one another and supporting one another in various ways. Compared to other factions, I dont think anyone can stack buffs/debuffs quite like Menoth does. Generally speaking Menoth statlines aren't all that much to write home about. They aren't necessarily weak, but they aren't anything special. What makes them truly effective is the plethora of special abilities they come with (Menoth is known for its weapon masters (the rule gives you an extra die on your damage roles), as well as fire based effects) in addition to the buffs/debuffs they can stack.

Khador - Khador is my faction. There are a lot of misconceptions and misunderstandings about them. First and foremost, Khadors basic statlines are generally the best in the game, as a result there are fewer buffs available to them. The end result of this is that Khador stuff can do just about anything you need it to, but another faction will always be able to do at least one of those things better than you. Its important to realize that Khador is, primarily, an infantry faction, and a melee infantry faction at that, although we do have some of the best ranged units (in limited quantities) in the game, in the form of Widowmakers (snipers) and Winter Guard Infantry (who when fielded as part of the Winter Guard Death Star become extremely killy and extremely hard to kill). Generally speaking, with most of our warcasters, you won't be running more than one warjack, although this is starting to change as some of the newer warjacks are becoming attractive options for use in conjunction with another model. Khador warjacks tend to come in one of two varieties - dedicated melee beatsticks and hybrid ranged/melee. Generally speaking you will only ever really want to take the beatsticks, as the faction lacks the proper support to run ranged warjacks effectively, and their melee abilities generally aren't much to write home about. Khadors warjacks aren't "bad", but they are generally extremely focus inefficient, and our warcasters are generally focus starved, as they have incredible spell lists which normally denies what focus points they do have from their jacks. There are a couple exceptions to this however, such as Ruin which is perhaps the best non-colossal warjack in the game, as well as being one of the most focus efficient jacks out there. The Berserker chassis jacks can also do decently well without focus, in fact, giving them any amount of focus at all runs the risk of them exploding. BTW, important note - Khador doesn't have light warjacks, or arc nodes. Just heavies. There is one exception within the faction, that is a light warjack with an arc node, but it is only available with one specific warcaster. Another misconception is that Khador is a 'slow' faction because our warjacks are all speed 4. This is a bit of a misconception, as Khador has the potential to get some of the longest warjack threat ranges in the game through combination of feats and spell lists.

As for Trollbloods, they are a Hordes faction which is a technically different (though fully compatible) game. Unlike Warmachine factions, Hordes factions use the Fury mechanic, which means that your Warbeasts perform actions which generate fury points that your warlock can then spend (Warmachine, in case you don't know, works the opposite way, in that your Warcaster generates Focus points which it then hands out to its Warjacks to spend, or spends itself on spells, etc.). As a result of this, Hordes lists tend to have more Warbeasts than Warmachine lists have Warjacks, the one notable exception being Trollbloods who tend to (though not always) have less beasts (which are generally used as support pieces rather than as brawlers) and rely more on their infantry, which are some of the toughest in the game. As a side note, Warbeasts are generally more capable than jacks and are generally regarded as superior.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

Khador's warjacks are far from subpar, the faction's ability to run lots of them is subpar (because every faction needs weaknesses). Warmachine is a game about resource management, and Khador warcasters want to hog most of their Focus resource for themselves.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Agreed, although I wouldnt necessarily call Khador jacks user friendly either.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Depends on the jack. The ones you see all the time(Spriggan, Ruin, Beast-09, and Behemoth) are pretty straightforward.

Spriggans are durable, hit hard, and have a decent gun with some utility.

Ruin and Beast-09 are hard hitting infantry munchers who also can beat up jacks handily.

Behemoth is dedicated anti-armor and good shooting as well.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Longtime Dakkanaut




Hawkfury wrote:
Hello everyone, I am absolutely 100% brand new to Warmachine/Hordes (I just heard of of it two days ago). I am just switching over from Warhammer Fantasy after becoming severely disappointed with Age of Sigmar. I would absolutely love to join this hobby, but I don't know which army to pick! I have narrowed it down to Cygnar,the Protectorate, and Khordar (maybe even Trollbloods?). I am a huge art buff and the sort of player that has to be really into my army's models to have any fun in wargaming . Could you please give me a breakdown of each army's strengths and weaknesses? Also, I have heard that Khordar's warjacks are subpar; if this is so, how can this faction be any fun if a large part of the game is the warjacks themselves? Further, I like to create my own paint schemes; is this frowned upon in the Warmachine community? I have not seen too many people with alternate paint schemes.

Thank you very much,
Daniel


Welcome to the iron kingdoms hawkfury. Don't forget your complimentary goggles and warjack plushie!

Khadors warjacks arent subpar. Khador running a lot of warjacks is subpar, but that is quite 'fluffy'. Contrary to popular belief, warmachine isn't about warjacks. They're an iconic part of the game, but the game does not revolve around them. Yes, warjacks are war machines. But they are not WARMACHINE. it's a combined arms kind of game where infantry represents the core, and jacks represent the 'concentrated force'. Remember too, jacks are rare. Khadors 4th assault batallion which is fairly typical. Has 20,000 infantry, and 80 warjacks. Cygnars 'storm brigade' led by Stryker has 6,000 infantry and 300 jacks. And yes, paint them however you like. It's another myth that the warmachine community is extremely uncreative.

Here is a description of the warmachine and hordes factions. Perhaps this will help your choice.

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 multiple layers of buffs and snnergies (kinda like the protectorate), and absorb whatever you throw at them, and laugh it all off. Thry arguably have the best heavy infantry in the game (champions, warders, longriders) 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/Persian 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 heavily 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.

Legion of Everblight:
Blighted evil goblin-ice 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. In a lot of ways, the Legion is the closest wargaming entity to Tolkien’s brand of orcs (being, essentially, tortured, twisted elves)
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 brilliantly on assassination and "killing the other guy" but has game for grabbing objectives and scenario wins. 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, typically as skirmishers rather than “line” infantry, or halbard wielding ogryn berzerkers who act as shock troops from hell.

Circle of Orboros: Terrorist Druids meet up at Stonehenge for a tree spiking or a human sacrifice.
Forget tree hugging hippies. They are the wrath of the hurricane. Heck, one of their leaders is a carnivorous soul-eating tree! They are consummate manipulators, shrewd, and extremely sinister in nature. These guys embody purely the wild, powerful, untameable and incredibly destructive aspect of nature. Fires, floods, plagues, earthquakes and any other portents of disaster are their stock in trade. These nature manipulators believe that civilization, which has become too strong in the last few thousand years will bring about the destruction of mankind at the hand of the Devourer, an entity that represents the primal chaos of predation and nature’s fury. As such, they seek to destroy civilisation, and restore "balance" to the world, and placate the Devourer. Though they seek to deny its return, they draw their power from this very same diety that essentially represents the end times they seek to hold at bay. And they will do whatever it takes. They will steal babies, they will torture and kill, they will sacrifice, blight the harvest, spread plagues and make Faustian deals to advance their agenda. Their forces in the field are wild, savage and barbaric in appearance. It consists of druids, wildmen and hunters, werewolves, 8 foot tall beastmen from your worst nightmares, stone-golems, semi-sentient sacred stone markers, grizzly bear-sized goats, and anyone else they can manipulate to serve them. They source their magics from the very wilds themselves, and use this magic adeptly to manipulate terrain and nature itself(earth and stone, forests, wind, lightning etc), slay foes, teleport their troops, or makes their minions stronger. they're a fast, hard hitting, surprisingly resilient glass cannon/ guerrilla faction who can do ranged, attrition and denial as well though they primarily deal in melee. Essentially, they go in like an ICBM, wreck face, and disappear again, leaving their foes striking at shadows. They have a lots of dirty underhanded 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. Their society is chaotic and primal, where the strong rule the weak, and everyone is out for themselves. It's a real bacon eats bacon world! Speaking of bacon, they have the best named rule in the game - called bacon! - and apparently, even farrow think other farrow are tasty! They are led by a self styled, (if somewhat deluded) Conan the Boar-barian warlord called Lord carver (Lord carver esquire the third, bringer of most massive destruction to give him his proper title!), and he is allied with a human Mad Scientist called doctor Arcadius who has turned them into a force to be reckoned with,by creating Frankenstein cyborg-pigs sewn together from spare parts of bodies and robots to do their dirty work. AS a pact, 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, gun boars, cleaver armed infantry, meat wizards, rifle armed brigands and so on. And a pig called maximus. Generally speaking, they look and feel like a warband of brigands and scavengers on the edge of society with a very 'mad max' feel more than an “organised” army. But many a fool has underestimated their effectiveness. And whatever happens, you will always play with a smile on your face - whoever wins gets the bacon!

The Alligator Minions. Hordes doesnt do lizardmen. they do Gatormen. With Bayou, 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.Their strengths generally lie in their resilience and disruptive magic.

Khador are angry russian imperialists. The thing to remember is that in Khador, the word for "bigger" is the same as the word for "better". And also, in Khador, there is no such thing as "excessive force". Khador mix devastating short range firepower, excellent melee abilities, great artillery and long range fire support elements, and extremely heavy armour. Khador are the faction most reliably seen as "tough" or “hard”. They're primarily a faction geared around attrition, stsying power, and massive damage output. Though they're often seen as the beatstick faction (listen to the battlecries of "axe to face", and you'll get the mentality of your average khador player quickly enough!) they're surpringly an all-rounder faction, boasting the widest diversity of troop types in the game. Khador options range from power armoured Men O War super-heavy infantry, to other heavy infantry like Iron Fangs, heavy and light cavalry options, regular "line" infantry like winter guard and assault commando stormtroopers, irregular guerrilla type infantry like kossites, manhunters and kayazy assassins as well as ice and blizzard wielding mages types. As mentioned, though they're seen as a beatstick faction, through various warcasters, khador can do a blitzkrieg game as well as having some surprisingly excellent ranged options. as you’d expect from the "excessive force" faction, khador don’t so much go in for long range rifles and chainguns like their southern neighbours in cygnar (although the Winter Guard Rifle Korps and the Widowmakers are beyond excellent) as much as they do for big massive artillery pieces that put huge holes in the ground, or are simply quite devastating and over the top - flamethrowers, rockets, mortars etc come as standard. Khador tend to be a "raw stat" faction. They don’t have a lot of indirect support pieces - pretty much, warcasters are the support options for a khador army, as opposed to the choir, book, vassals etc of menoth. However, Khador units tend to be remarkably self-sufficient, and are quite happy, and fully capable of standing on their own without the need for someone else to buff them. In terms of jacks, khador tend to go more jack light. In the fluff, the materials used to build the cortexes (ie the brains) of the warjacks are in remote and inaccessible places, and as a result, Khador lacks the sheer numbers of jacks as other factions. And so, they do things properly. They laugh at even the idea of “light” warjacks as a waste of time and resources. Instead, they make fewer, but bigger, tougher and stompier jacks than their neighbours. They make up for the lack of jacks with their aforementioned hard hitting infantry options like men o war, iron fangs and other options like horse-drawn tanks. khador jacks are big, relatively slow, and not that bright. They're solid beatsticks, and a few have excellent abilities. Their warcasters range from infantry centric support casters like irusk, denial masters like the Old Witch, to monstrous beatsticks like the Butcher, and light, flighty, assassins like Strakhov and Sorscha. They tend to be “harder” individually, and as a general rule, like to lead from the front, more so than other factions.

Cryx. they're best described as dragon worshipping undead necromancers, with a pirate fleet, ghost fleet, summoned "demons" (ie bane-nouns), stitched-together-from-machinery-and-body-parts necromantic constructs (thralls), zombies, blighted amazon warrior women, blighted trollkin, and a general assorted thieves, murderers, cut throats and scum of the earth. They're quite fast, extremely hard hitting, but quite squishy behind it all. Cryx are the gutter fighters of the iron kingdoms. A Cryx player who plays fair is doing it wrong. Cryx armies play by every low down, dirty underhanded, mean and nasty trick you can think of. Plenty times their assassination runs come out of nowhere, followed by cries of "they can do WHAT now???" Overall, they're an offensive debuffing/ buffing faction. They'll cripple your armour, stats, and other abilities via spells, feats and other necromantic lore so your defensive measures are far less effective, then they'll buff their own guys up to crazy levels, wade in, and then when it comes to crunch time, and your armour is like paper, they tear through it whilst your guys are rooted in place. That’s how they play. They're fast, vicious, extremely mean and will generally be the ones striking first. Cryx has very limited options for a ranged game, but makes up for this with excellent spell slinging abilities via cheap arcnodes and speed. Though generally not individually tough, they can however play an immensely strong attrition game by recycling their troops (and their opponents!) by bring things back from the dead, and swamp the board in an unending tide of undeath. They can suicide their troops for massive area damage, and are just about capable of getting anywhere on the board through ghostly shenanigans, or sheer, blinding speed. in terms of jacks, Cryx jacks either come in the "chicken" variety, which are spell relay nodes with legs and bitey things, and meaner and bigger helljacks that want to hamstring you, torture you, rend you limb from limb and eat your soul(and if you’re lucky, in that order!). Depending on caster, Cryx generally plays light in terms of numbers of jacks fielded, but make no mistake- their options are solid. Cryx are generally regarded as having a lot of excellent choices, and fantastic warcasters that can really control a game.

The Protectorate.

The protectorate is a nation of fanatical religious extremists. They're unrepentant, extremely dangerous fanatical warriors, who despise sorcery, have issues with technology, free speech, free thinking, and are quite happy to brainwash their own citizens into their extremist cause. They follow the teachings of a god called Menoth. Menoth is a deity who is basically an even more nasty, angry, ruthless, spiteful and vengeful version of the fire and brimstone god of the old testament. In the fluff, worship of Menoth has been on the decline for centuries-(for very obvious reasons!), and they’ve had enough. They’ve stoked their anger for these centuries, and have finally released it, and have started a great crusade, to sweep aside all the newer imposter religions that have sprung up, and re-impose the absolute worship of menoth as the prime (and only!) god in immoren. Fire. Torture. Burning stuff. Crucifixions. Typical "death to heretics, and blasphemers" stuff are the hallmarks for the Protectorate.

In game, they’re generally regarded as a denial faction. In a nutshell, they stop the other guy doing what they want to do (eg no charges, immune to shooting, immune to magic, spreading out damage amongst themselves etc) and then following up with a brutal counter punch. Their jacks tend to have lower stats than the rest of the factions, but this is more than compensated by their aforementioned excellent support units. Those units are the key to the functioning of the protectorate - they're a very synergistic army, and are all about overlapping layers of protective, and vengeful buffing. it ends up being a "denial loop" with no end. They are a more technologically regressed faction, but take great strength from divine prayer and faith. Though their ranged game is more limited, they have a very diverse access to extremely high damage melee infantry (exemplars) and are perfectly viable in a brawl. In terms of units, they don’t have an “army” in the modern sense of the word. Their military forces tend to be divided along the lines of the militant orders of extremely zealous crusading templar knights-exemplars (heavy cavalry, heavy infantry, and super-heavy infantry types) armed with a variety of weapons such as crosshows, halberds and magical swords, Next you have the “armed militia” element of the protectorate, with fire-spear armed temple guardians, firebomb and rocket armed zealots, priests, shaolin monks and inquisitors. A third aspect are the native idrian tribesmen who act as scouts, and skirmishers for the larger armies. This is backed up with their excellent priestly support units (choir, vassals etc) that are used to support their jacks. Menoth is regarded as a premier “jack faction” in that, unlike, say Khador, they are able to run a lot of jacks easily and efficiently, thanks to their excellent ancilliary support. Their jacks, on their own, are rather lacklustre, and their stats are lower than other factions. With the support elements in play, their stats and abilities skyrocket. Very much a “sum of their parts” aspect of the faction. Their warcasters are a diverse bunch representing everything from crusading knights (kreoss), witchhunters (reznik), high priests (severius), martial artists (amon), prophets (haringer) and pyromaniacs (feora). There is an equal mix of piousness, nobility of spirit, purity of purpose, intolerance and outright fanaticism in the faction.

Cygnar.

Fluffwise, they're america (kind of) in that they're the richest, most technologically advanced country in Immoren, but are surrounded by enemies and constantly under attack. They're liberal in the sense that 19th century america, or UK was liberal. In some ways, they’re far more liberal and forward thinking than people today! Cygnar are generally just trying to make do, trying to survive, and fend off all their adversaries. Also, they have lots of lightning themed units. Essentially, they're regarded as the "good guys" of the setting.

Cygnar is regarded as one of the premier ranged factions in the game. But this falls short of the mark. Cygnar are more than just guns. Cygnar have fantastic (and in some areas, the best) ranged options, but it’s not all they do -they're not tau! Cygnar is about well trained, professional infantry, wielding chainguns and rifles, backed up by counter charging melee units and jacks. Add in a lot of units that wield powerful, electric and voltaic “lightning weapons”, and the “electric chicken” becomes a bird with a nasty kick! Cygnar tend to be a bit standoffish in how they play. Cygnar are about ranged supremacy and area control, all backed up with pointy swords. Their magic is generally geared towards buffing their defensive abilities against ranged attacks, buffing their own ranged abilities, and general toolboxiness/utility (like haley). Cygnar is the most technologically advanced human faction, and have the coolest toys and gadgets. Though they’re not a “jack-faction”, cygnar have a lot of ways to put multiple jacks on the field and run them well. Their jacks are an almost perfect mix of armour, speed, utility and skill. They’re well- armed, well armoured and extremely well crafted. Their forces tend to look like a modern, or pre-modern army, and are well armed, and well equipped, divided along the lines of long gunners (US army), trenchers (US marines), gun mages (who get all the girls!) affiliated knightly orders (sword knights, precursor knights), the stormnoun units (stormblade and stomguard,heavy infantry, storm lance heavy cavalry, stormsmiths, stormtowers etc do you see an electricity theme here?) and as a faction, since they pay the best, they make the most use out of mercenaries. again, they have a diverse bunch of warcasters (ranging from plucky underdogs (stryker), spellslingers (haley), mentor/genius inventor (Nemo), genius mechanic (Darius), scouts (kraye), duellists/anti-heros (Caine) and so on.

Retribution.

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 have disappeared. Their empire is crumbling away. Thanks to this, their civilization and race are dying, and the number of soulless births are increasing. They have maybe a century left. 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. The elves are probably the most advanced faction in Immoren. Their “lines” are clean, sleek, sci-fi and very futuristic. They’re more like Protoss than Industrial Age elves! A lot of their weapons make use of technologies and magics unknown to the rest of Immoren. Their warjacks (called Myrmidons) do not burn coal, but are instead are powered by the latent energy of Caen (they’re very “green”!) In ways they're similar to cygnar in terms of gameplay, but along a slightly parallel path, and one where they punish magic users above all else, and while in ways they lack the raw stats of factions like khador, they get around the issue as they tend to ignore their opponents magical defences and tricks, (so all your buffing is effectively pointless) whilst also supporting their own abilities. Their jacks are like the Protoss from Starcraft in that most tend to have a forcefield that protects them. They’re quite a combined arms faction. Their jacks tend to be well made, skilled and relatively fast. They’re 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 and, despite the powerfield, resilience than other factions. Their infantry comes in a variety of styles. You have the infamous skirmishers of the Mage Hunters warbands, which have infiltrated human lands for centuries with a policy of targeted strikes and assassinations of human mages, and more recently, the military forces of the elven Great Houses, with rank upon rank of well trained, well-armed halberdiers and riflemen, along with the knightly orders of the elves – the Invictors and the famous Dawnguard. Their infantry, as a whole tends to perform well at range, and melee. Units are very powerful, and self-sufficient. Their warcasters similarly come in a variety of styles from support casters to assassination. Generally though, they lack the raw stats of other factions’ warcasters, and though most support a ranged game, they tend to act more as utility/support than frontline beatsticks

Convergence of cyriss. Lovecraftian watching worshipping cultists who want to turn the world into a giant machine to bring about their clockwork goddess. A relatively new faction, they are more limited in what they can field. Coc armies are like the clockwork goddess they worship, with every part being a cog that is a part of a greater whole. When thry die, they like to stick their souls in clockwork shells and carry on the great business. Weapon ranges are all prime numbers. Unlike other armies, their troops can switch weapon modes depending on the situation. They also wield a unique type of warjack called a vector. Vectors use the melee and ballistic skills of their warcasters, and can pass on spent focus to other vectors, making them extremely efficient at focus use. Similarly, all convergence warcasters have field Marshall abilities that affect their entire battlegroup which further reinforces the theme of interlocking parts. Due to the technical nature of their rules, they might take a bit longer to get used to. Play styles range from attrition and recursion (they can keep recycling dead troops like cryx), with a very interesting ranged game and some ability to assassinate. Generally they will play as a very 'jack heavy' faction, so if a big efficient and interesting battlegrovis your thing, look at these guys.

This message was edited 2 times. Last update was at 2015/08/17 06:41:27


greatest band in the universe: machine supremacy

"Punch your fist in the air and hold your Gameboy aloft like the warrior you are" 
   
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Boom! Leman Russ Commander








INteresting. I was told by some PP guy at a WM event that you had to paint them according to the given color schemes. I know you can't proxy which makes me sad, but I understand that.

.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
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The Conquerer






Waiting for my shill money from Spiral Arm Studios

General Hobbs wrote:


INteresting. I was told by some PP guy at a WM event that you had to paint them according to the given color schemes. I know you can't proxy which makes me sad, but I understand that.


This is completely false. Nowhere do any of the rules or tournament packets require the official studio paint schemes.

Proxies are not allowed, but conversions are as long as the miniature is at least a majority of PP parts AND looks like what its supposed to be(weapons match, etc...). Another caveat is that if a particular model uses a conversion kit it must use the parts from that kit. IE: If you had a scratch built Proteus you would have to use the Proteus upgrade kit parts in your conversion.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
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Infiltrating Hawwa'





Through the looking glass

Deadnight wrote:
Circle of Orboros: Terrorist Druids meet up at Stonehenge for a tree spiking or a human sacrifice.
Forget tree hugging hippies. They are the wrath of the hurricane. Heck, one of their leaders is a carnivorous soul-eating tree! They are consummate manipulators, shrewd, and extremely sinister in nature. These guys embody purely the wild, powerful, untameable and incredibly destructive aspect of nature. Fires, floods, plagues, earthquakes and any other portents of disaster are their stock in trade. These nature manipulators believe that civilization, which has become too strong in the last few thousand years will bring about the destruction of mankind at the hand of the Devourer, an entity that represents the primal chaos of predation and nature’s fury. As such, they seek to destroy civilisation, and restore "balance" to the world, and placate the Devourer. Though they seek to deny its return, they draw their power from this very same diety that essentially represents the end times they seek to hold at bay. And they will do whatever it takes. They will steal babies, they will torture and kill, they will sacrifice, blight the harvest, spread plagues and make Faustian deals to advance their agenda. Their forces in the field are wild, savage and barbaric in appearance. It consists of druids, wildmen and hunters, werewolves, 8 foot tall beastmen from your worst nightmares, stone-golems, semi-sentient sacred stone markers, grizzly bear-sized goats, and anyone else they can manipulate to serve them. They source their magics from the very wilds themselves, and use this magic adeptly to manipulate terrain and nature itself(earth and stone, forests, wind, lightning etc), slay foes, teleport their troops, or makes their minions stronger. they're a fast, hard hitting, surprisingly resilient glass cannon/ guerrilla faction who can do ranged, attrition and denial as well though they primarily deal in melee. Essentially, they go in like an ICBM, wreck face, and disappear again, leaving their foes striking at shadows. They have a lots of dirty underhanded tricks and manipulations and a great ability to punish magic users. .


It's 2015 and people still get circle wrong.

In short, it goes like this. There's this god of chaos called the devourer wurm. Long ago he was in the physical realm, and true to his name he destroyed and devoured everything. Eventually he came into conflict with the god of civilization, following him to his realm which is kind of sort of heaven.

The wurm is connected to the world in a sense, and sometimes people are born with a connection to the wurm. They have a natural affinity for the wild untamed things of the world. Eventually enough of these like minded people got together and formed the circle orboros. For a time, life was good. Humanity was spreading, the druids were left alone or protected those who swore to serve them. However, as good things tend to not last, they eventually came to realize that a calamity was upon them. As the wurm is connected to the physical plane, he has several ley lines of energy coursing through the world. As civilization spread, these ley lines have started to become choked and wither away. If enough of these ley lines are impacted, the devourer wurm is going to be wondering what's going on back on earth. He'll come back, and promptly start destroying and devouring everything again. Including the druids and everything they've built. The wurm cannot be controlled.

Faced with this problem, the druids set about stemming the tide of cities and towns. Plagues, fire, death, whatever it took, they did it because to stay their hand meant the apocalypse.

There's also another problem. If they do theyre job TOO well, then the wurm wins the battle in heaven, comes back and destroys everything anyways. They are stuck in a really crappy situation of maintaining a balance, but the problem is they are losing. They're failing to keep civilization in check, and they know it.

Now, understand that like every other faction, there's sub factions within orboros. Kromac is part of a group called the tharn, which are fanatical worshippers of the wurm. They revel in the chaos and destruction. However, also realize that Kromac is not a druid. He was born with a connection as the druids were, but he's more or less a tool the druids use to serve their agenda. The most general statement you can make about the druids of oroboros is that at the end of the day, they don't want to die, so they do what they can to stop it. Whatever it takes.

Also Grayle is a total bro. If you think otherwise say it to my face, not on the internet see what i do

“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”

― Jonathan Safran Foer 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Actually, the Wyrm entered Urcaen first and Menoth pursued/chased him there.

Urcaen is mostly the realm of the Devourer. Some other gods have also set up shop there, including Menoth who has built The City of Man. Urcaen is where human souls go when they die, so the city is a safe place for souls to rest away from the Devourer's predations.

This message was edited 1 time. Last update was at 2015/08/24 03:38:33


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in nl
Longtime Dakkanaut




Necrshea, I don't see what I was 'getting wrong' as you claim.

urcaen is technically hell, not heaven. as per the unleashed rpg

It was menoth who chased the devourer into urcaen, not the other way round. It's a god of natural chaos, and represents the harsh side of nature and predation.

Regarding the circle of Orboros, they formed after the molgur were destroyed by the menites after the battle of Thrace. theyre the continuation of the molgur in a way.

greatest band in the universe: machine supremacy

"Punch your fist in the air and hold your Gameboy aloft like the warrior you are" 
   
Made in us
Charing Cold One Knight





Sticksville, Texas

Hey now guys, we all know that for good or I'll, everything is Khador's land. Everybody else just don't know it


Automatically Appended Next Post:
But in all seriousness. Pick your army based off how it looks, from there everything else comes together. With the diverse selection of Warcaster/Warlocks that each faction has, you will find something that not only looks good to you, but plays how you like to.

This message was edited 1 time. Last update was at 2015/08/25 04:31:29


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Its both Heaven and Hell at the same time. The only difference is which side of the wall you are on in the City of Man. If you are inside the wall, or in the realms of Thamar or Morrow, its all peachy. If you are outside, it sucks horribly.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in ie
Longtime Dakkanaut




 Grey Templar wrote:
Its both Heaven and Hell at the same time. The only difference is which side of the wall you are on in the City of Man. If you are inside the wall, or in the realms of Thamar or Morrow, its all peachy. If you are outside, it sucks horribly.


Heh, considering it's an eternity of manning the walls against the devourers constant attacks, and risking my soul being digested for most of eternity if it's captured, I disagree that things are 'peachy' grey.

Then you've got the veldt, which is apparently also overrun with the devourers spawn. Sucks to be an elf.

greatest band in the universe: machine supremacy

"Punch your fist in the air and hold your Gameboy aloft like the warrior you are" 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Its all relative. If you are outside the wall you are guaranteed to have your soul get eaten.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
 
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