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Post by: Mr. Grey
With the recent news from Games Workshop, there's been a lot of talk from players of leaving those games and looking into alternatives. Judging by the past few days and the threads started here in the Warmachine and Hordes General Discussion, many of you are looking at Privateer Press' line of games. If so, this thread is for you. I'm going to try to write up a beginner's guide to the games, and will do my best to include relevant points and necessary information.
Last year, Privateer Press underwent a change of editions - from the older, original Mk1 to the newer, more streamlined Mk2. They clarified many of the rules, simplified some things, and reduced the number of abilities a bit. In a single year, Privateer Press released two new core rulebooks, Prime Mk2 and Primal Mk2, along with faction books for each of the existing Warmachine and Hordes factions.
Warmachine is about the civilized nations' struggled in the Iron Kingdoms - the setting of both games. Here you'll find armies organized along typical military lines, with infantry wielding guns, swords, axes, etc, along with giant, steam- and magic-powered robots called warjacks that are controlled by combat wizards called warcasters. Warmachine currently has 5 factions to choose from, as well as a smaller, "unofficial" faction, the mercenaries.
They are:
Khador: This nation is in the northwest of the Iron Kingdoms, and the Khadoran Empire is all about expansion and power. Ruled by an empress, Khador recently invaded and took over the smaller nation of Llael, and has successfully faced off against Cygnar. Khador is a cold northern land, and its people are practical. They build their warjacks to last, and a Khadoran warjack has the heaviest armor and will keep going until it's scrapped. Think Russia, to some extent.
Cygnar: This is the "poster" nation of the Iron Kingdoms. They're the most technologically advanced and most civilized, and have been experimenting with lightning technology for their weapons. Think of Cygnar much like a combination of America and Britain. They have a very combined arms approach, and while they do have a lot of guns in their army, they can also do other things well.
Protectorate of Menoth: The Protectorate used to be controlled by Cygnar, until they decided to rebel and form their own nation. It's a dry, arid, desert-like land, and their wealth comes from diamonds and oil. The Protectorate is a very religious nation, and everything they do is in the name of Menoth, one of the gods of the Iron Kingdoms. They have a variety of cheap troops backed by elite infantry, and their warcasters are very much about buffing their units and warjacks. Lots of fire and synergy.
Cryx: This is the Nightmare Empire, ruled by the Dragonfather, Lord Toruk. Dragons in the Iron Kingdoms are more like demi-gods, and Toruk is the one that created them all. Cryx is all about the undead, and they have a lot of tricks that they can use to achieve their goals. Their warjacks, called helljacks, are generally more fragile than other warjacks, but they can hit hard and quickly. Lots of their infantry is cheap undead(Mechanithralls, Bile Thralls), but they also have elite infantry in the form of Bane Thralls and Bane Knights. Their warcasters collect lots of souls, often have debuff spells, and many of them can also hit hard in melee combat.
Retribution of Scryah: This is the newest faction. The Retribution is a faction of elves, bent on annihilating everyone and everything else in hopes that their dying gods will return. I'm not very familiar with Retribution, so forgive me if that's not entirely correct.
WARMACHINE Mechanics: The primary difference between Warmachine and Hordes is the focus/fury mechanic. Warmachine uses focus. This means that at the beginning of each of your turns, your warcaster is allocated a number of focus points equal to his FOCUS stat. He can then give these focus points to his warjacks to enable them to charge, make power attacks, get additional attacks, more damage, etc. He also uses focus to cast his spells, or he may keep focus points to add to his armor stat. Warcasters generally have between 5 and 10 FOCUS.
Hordes is about the battles in the wilds of the Iron Kingdoms. It represents the struggles of the less civilized nations. Armies in Hordes are a little less organized, a little more rag-tag, unless you're talking about the Skorne.
Trollbloods: The trollbloods have been persecuted for centuries, and recently have been struggling to keep hold of their lands amidst raging warfare and a host of other problems. The army is almost entirely on medium bases, and 99% of the army has the Tough rule - when a model with Tough is killed, on a d6 roll of 5 or 6 it is merely knocked down. These are the "good guys" of Hordes. They are a little like Protectorate, in that the army has a lot of synergy between units.
Skorne: The Skorne Empire is to the east of the Iron Kingdoms, across the Bloodstone Marches, and the Skorne have come to invade the Iron Kingdoms. They're evil, sadistic, and very much a warrior-based society. They have warbeasts called Titans, giant bipedal elephants, that they torture and train to kill in battle. The Skorne also have a variety of heavy infantry, as well as lighter infantry.
Circle Orboros: These are the druids, and their goal is to bring a sort of balance by reducing the impact of man in the Iron Kingdoms. They're basically eco-terrorists, and they use a lot of magic to get what they want. Their warbeasts are generally giant werewolves, called warpwolves. They also have Satyrs, and giant stone-and-wood constructs called Wolds that often have the ability to make magic-based attacks. Some of their infantry is elite, but they rely a lot on their warbeasts to get the job done.
Legion of Everblight: Everblight is one of the dragons in the Iron Kingdoms. He was "killed" centuries ago, and his athanc, a crystal containing his soul, was brought to the far north in hopes that he would never return. Unfortunately, he came back. Everblight wants to kill all the other dragons and rule over everyone, and he started with the northern elves - the Nyss. His warbeasts are draconic beasts with a lot of rules that ignore other rules. Legion has a lot of very powerful warbeasts and some strong warlocks.
HORDES mechanics: Hordes uses the Fury mechanic. Each warlock begins the game with fury points equal to his FURY stat. *However*, unlike in Warmachine, fury doesn't get replenished at the beginning of each of your turns. Instead, warlocks force their warbeasts to perform actions, and then leach the fury from them at the start of your turn. For example, a warbeast may be forced to charge - you put 1 fury point on your warbeast. You take two extra attacks, and put 2 fury on the warbeast, for a total of 3 fury. In your next turn, your warlock takes those 3 fury points off the warbeast to replenish any fury points he may have spent casting spells during the previous turn. The game is very much about managing all your fury points properly.
Beginning the Game:
If you're looking to start playing Warmachine or Hordes, an excellent place to start would be by purchasing the core rulebook - Prime Mk2 for Warmachine, and Primal Mk2 for Hordes. Each rulebook contains all the rules you need to play, as well as a basic selection of model stats for some of the units of each faction.
Each faction in both games has a starter box, called a Battle Box, that contains a warcaster or warlock along with a selection of warjacks and warbeasts. The Battle Boxes total a value of about 11 points, and are generally a good place to start for smaller games. This will let you learn the focus/fury mechanic for your faction. Instead of getting a Battle Box, you can also choose to pick up a warcaster/warlock and several warjacks/warbeasts separately, although then the points values may be different from the normal Battle Boxes.
Privateer Press games use a card system, and each model and unit comes with a stat card in the box or blister that will tell you what it does in the game. Cards are invaluable for marking warjack and warbeast damage, and card sleeves and erasable markers come in handy here. There are faction decks available, called Mk2 2010 Faction decks, that contain every card for every unit from Mk1, updated with Mk2 rules. I recommend getting your faction deck, because it allows you to easily proxy units, solos, warjacks, etc, and makes it easier to plan future purchases. You can also check out the stats for warcasters and warlocks in your faction without having to buy the model itself.
The Faction of _______ books contain history and background for your faction, as well as a selection of new models for Mk2 - generally about 11 new releases for each faction. They also contain Theme Forces, which are "army lists" that restrict your unit choices to fit a particular warcaster or warlock's theme army. These aren't strictly necessary to play, although many players get their faction book just for the theme forces. I play both Khador and Circle Orboros, and while I own the Forces of Khador book, I haven't yet picked up the Forces of Circle Orboros book.
Army lists in Privateer Press games run off a point system, with each model assigned a specific point value. Games are usually played at the following point levels: 15, 25, 35, 50. Higher point games are possible, but also take much longer to play. When building your army, you pick and choose models that total up to your game's point value. Warcasters and warlocks are a bit different, in that they are "free" to add to your army, and each has a number of warjack and warbeast "points" that he can allocate to your army. For example, the Butcher of Khardov, a Khador warcaster, has 6 warjack points. These points can only be spent on warjacks, but it also means that your army is effectively 6 points higher. A 35 point army led by the Butcher is effectively 41 points(35+6=41).
A note on game support: Privateer Press has volunteers called Pressgangers, that are the people who run tournaments, organized play, and introduce people to the game through demo games. When starting out, if you're living in a big city, it might be a great idea to ask around your local FLGS and see if there is a Pressganger in the area. They should be happy to run you through a game or two and teach you the rules. Not all areas have Pressgangers, but if your area does it's worth seeking him/her out - they're generally the people who go a step above and beyond to teach newcomers the game and keep the community organized and running smoothly.
I hope this is a good general introduction to Privateer Press games. I have been playing since 2005, and I'm a huge fan of the game - I'd love to see more players get introduced to the games, and hopefully the guide helps answer some questions. Welcome to the Iron Kingdoms!
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Post by: Da-Rock
Good stuff. Coming from Warhammer 40k recently I can say this:
Initially Warmachine/Hordes can be much cheaper then Warhammer 40k because you can play a lot of fun battles and not be left out because you don't have enough stuff to play, but eventually the bug will hit strong and you may find yourself in the gameshop or ebay blowing money left and right.......(looks over shoulder to see if wife is around).........the rules are also a lot more fun to me compared to 40k. I still play 40k, but my new passion is WarmaHordes!
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Post by: Bakerofish
awesome work Mr. Grey
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Post by: 12thRonin
Nice post Grey. I currently have 3 and roughly a half (25 points of Legion) and all of them combined are about what a single, competitive 2k army for 40k would cost. Each army is at least 35 points or more with having options to run different army types.
The thing I see (take Cygnar for example) is the same army with one caster (Siege) plays completely differently with a different caster (xHaley). Siege wants to get into attrition fights while either Haley just makes your opponent hate you. Same can go for Epic Stryker and both Nemos. They all love lightning based lists but eStryker wants to do the work himself while Nemo is throwing relying more on the jacks with him. Then you have another caster like epic Caine who brings an army with him because the rules say so.
So you won't have situations like you have with 40k where you're having to buy 10 boxes of marines to have enough options for everything. If you want a unit of Gun Mages, you buy that box and then decide when you want to buy the Officer (which should be at the same time because he is that good).
FWIW, the 6 tray GW case that used to hold the infantry for my marine models (the vehicles were in their own Sabol bag) now holds my Cygnar, Retribution, and Legion armies.
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Post by: Bakerofish
we need this stickied
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Post by: malfred
Turned this into an article:
http://www.dakkadakka.com/wiki/en/A_Beginner%27s_Guide_to_Privateer_Press_by_Mr._Grey
I'll edit this link into the sticky above. Please use it to refer newbies!
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Post by: puma713
I am one of those people that are going to be moving away from GW and into Privateer Press. However, I do have one question:
Can you order your units online? Anytime I got to the website, all I see available are parts and Battleboxes. Can you get the models through your FLGS only, or am I missing something?
Thanks!
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Post by: Mr. Grey
Malfred: Thanks! Didn't even think to write an article instead of a forum post.
Mr. Puma: Privateer Press works a little differently from Games Workshop - their online store only sells bits and a few other items, not the whole range.
While I support going to your local store and purchasing there, I can also recommend the Warstore as an awesome online place to get your Privateer Press minis. I also hear good things about Miniaturemarket, and I've shopped from Brookhurst Hobbies' online store before as well.
With the success of the Mk2 release last year, Privateer Press has been experiencing some growing pains, and the influx of new players can sometimes make it hard to find certain models and units because of high demand. PP staffers have chimed in on the issue before on their forums, and they're aware of the problem and working to produce minis as quickly as they can to meet demand.
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Post by: Casper
Overall a very good read. Figured I would a few tidbits of info for Retribution.
Retribution believes that killing enemy warcasters will keep one of their remaining two gods from dying. The other god currently is frozen and being held somewhere in Khador (i don't have my book nearby). The army has a variety of units and works best with combined arms.
Another minor fluff thing that just seemed off to me. The Skorne were tricked to coming to the Iron Kingdoms...I wouldn't necessarily call them evil or sadistic either but thats just because I play them.
I would also like to see the Mercenariness/Minions sections added because you can field them as stand alone armies now.
Edit
Whenever Privateer Press releases an update/expansion book like Wrath all the factions are updated for that system (so warmachine in this case). So no waiting for years for a codex/army book to be redone.
Once again a very good introduction to the game.
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Post by: malfred
Users have the rights to edit existing articles, so if you think of
anything new, feel free to edit the article.
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Post by: Time 2 Roll
Very good read. I was just about to jump into 40K and then the price increase took place.
A buddy of mine just bought his first warmachine/hordes army and I'm looking to do the same.
I've heard people say Hordes can be played as its own game or an expansion to Warmachine. Are hordes armies competitive with Warmachine armies?
I also know that PP is moving towards more plastics now as GW did. Are the factions in WM and H mostly metal? Factions I'm looking at are Cryx in WM and Everblight in Hordes.
Thanks again for the read.
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Post by: Sgt.Sunshine
To answer your two questions I'll break it down into point form
- Hordes and Warmachine are very much compatible and competitive with one another. Both systems work off different mechanics, fury for Hordes and focus for Warmachine. There are pros and cons to each, but none of these points make one definitively better than the other. Effective it boils down to Hordes and Warmachine being two different games that just happen to be compatible. Neither is an expansion of the other.
- The majority of models at PP are metal. They are in the process of transitioning, but it will be a long process. Very few things are in plastic at the moment. There is no one faction that has its majority in plastic yet. PP seems to be attempting to do a slow convert across the board.
I hope that helps
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Post by: Time 2 Roll
So I could play a Hordes army against a Warmachine army and not get smoked?
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Post by: Cerebrium
Nope! They're made completely to play against each other. Also, Sarge Sunny, I didn't even know there was plastic models. I google it, and find out the models that I plan to use a good load of in my army (Fennblades) have a plastic kit. DAY = MADE.
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Post by: Sgt.Sunshine
Yeah, they only have a few units and the majority of standard jacks for each faction in plastic.
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Post by: Alphapod
So, as another noob contemplating a crossover from 40k, I've ordered a PoM Battlegroup. What would I add to the army from there to make it into an effective fighting force? I was thinking maybe infantry units? Also,I don't know ANYTHING about Kreoss, so any information about what he does would be appreciated.
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Post by: Laughing Man
From the battlegroup, I'd first pick up a Choir. They're excellent warjack support, and are pretty much a must-have if you plan on fielding more than one or two 'jacks. After that, if you don't plan on switching to a different Warcaster (and even if you do, if you like the looks of Severius or eFeora), a Redeemer would also be an excellent choice.
Unitwise, beyond the Choir, I'd consider Zealots or the Temple Flameguard. Zealots, with their attachment, are one hell of a tarpit, and their firebombs are great for both clearing out infantry swarms and putting the hurt on warjacks. The Flameguard also tarpit rather well due to Shieldwall and their UA's minifeat, and can do some decent damage with Combined Melee Attacks.
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Post by: AresX8
If I wanted powerhouse 'jacks, would I be correct in assuming that Khador is the faction I would want to pick?
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Post by: Laughing Man
Khador's the faction of axe to face and stupidly heavy armor. Their jacks are harder to kill than everyone elses, but are slower before buffs. This doesn't neccessarily mean their Jacks are better than everyone elses, of course. With their omnipresent support, Menite jacks can hit harder and more accurately with almost as much armor, and Cygnar jacks like the Stormclad match our hitting power, although they typically lack the survivability.
Cryx doesn't have the raw damage dealing potential outside of the Death Jack, but with their plethora of debuffs and assorted shenanigans, they can still wreck face with the best of them, and boast the most impressive defense of all Warjacks.
Retribution's warjacks, on the other hand, are fairly durable generalists, all sporting good ranged weapons on top of their middling melee potential, with unique abilities and a regenerating force field to top it off. They kind of fall under the jack of all trades, master of one (pun intended) category.
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Post by: Sgt.Sunshine
Khador Jacks are more based towards being self efficient. Their lack the buff spells that other armies have that increase armour, to surpass the standard twenty, and etc. Other armies also tend to have higher RAT, MAT and Defense. However, don't let that dissuade you. What Khador has are spells and buffs that focus on dealing damage or getting in their face faster.
If you define powerhouse on the sole ability to deal damage, then yes I'd say Khador is probably what you're looking for. Oh, we're also the only faction that has a jack with natural 25 armour to make up for lack of shields on our jacks.
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Post by: Laughing Man
Most of our jacks, anyway. The Spriggan would like a word with you.
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Post by: Sgt.Sunshine
Oh right, I don't know how I forgot about our lovable flare launcher.
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Post by: DiscoVader
Hm, very interesting. I hadn't ever really though about Warmachine/Hoards until recently, and this is a great way to help people understand the background and type of game that it is in case they'd like to get started. I don't know when, or if, I'll ever get around to getting any PP minis, since I'd still like to play some 40k with my Orks, but it's certainly a growing idea, and this has helped with that initial interest.
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Post by: Portaljacker
One thing I don't get, the warcaster points allow you to have the lets say 35 point army with some bonus units up to 6 points in that example? Looking at the quick start sheet for the Cygnar box the army is 11pts because the warcaster covers the 6pts from one of the models?
Automatically Appended Next Post:
Also is there a limit to the number of waracsters you can have in some way? Like how in 40k you can have only 4 HQ in an army (or 2 HQ for you non-space wolves  ) Otherwise I could see things getting out of hand.
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Post by: Laughing Man
Warcasters are limited by the point level of the game. Until the 100 point level, you can field only one Warcaster, and the game ends when all a player's warcasters are dead.
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Post by: Metsuri
Portaljacker wrote:One thing I don't get, the warcaster points allow you to have the lets say 35 point army with some bonus units up to 6 points in that example? Looking at the quick start sheet for the Cygnar box the army is 11pts because the warcaster covers the 6pts from one of the models?.
That is right, if we do the math for the cygnar battlebox
Stryker -6
Ironclad 7
Lancer 6
Charger 4
=> total is 11
Now if we would change the warcaster from Stryker to Siege Brisbane, who has 5 warjack points, the list would be 12 points in total. These free points from warcaster have to be spent on warjacks that are controlled by the warcaster, so you cannot use them to get more infantry etc.
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Post by: Khisanth Magus
To more clearly clarify Retribution's position:
There is a good amount of circumstantial evidence that human mages gained their power at the cost of the Iosan Gods, and their continued use is draining their remaining Gods, who will die if nothing changes. Oh, and Khador accidentally kidnapped one of the only 2 of their gods known to be alive(Zerkova interrupted Goreshade, who had found the God in stasis in an ice tomb. Since Goreshade obviously thought it was important, she decided that maybe she should bring it back to the Motherland without knowing what it was).
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Post by: DiscoVader
So, a minor question, since I've been browsing Maelstrom/WarStore and been checking out the minis, how difficult is the learning curve for playing a Cryx force? I like the look of the miniatures a lot, but I'm sort of getting the feeling that they're more involved than the other factions.
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Post by: Metsuri
DiscoVader wrote:So, a minor question, since I've been browsing Maelstrom/WarStore and been checking out the minis, how difficult is the learning curve for playing a Cryx force? I like the look of the miniatures a lot, but I'm sort of getting the feeling that they're more involved than the other factions.
I think that the cryx are actually one of the easiest factions to learn. You have to put the list together correctly, but there are less activation order problems than in Menoth, the units tend to be self supporting like khadors and you don't need the combined arms like Cygnar. Of course winning constantly requires practice, but they are not the most difficult faction to learn. I would focus on checking the warcasters and looking at one that is more clear cut and not go for the more complex ones at first.
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Post by: sarpedons-right-hand
This is of great interest to me, being a forlorn, upset and generally p***ed off GW buyer for nearly 20 years.
I really like the look of Warmachine/Hordes and I am looking to start as soon as my disposable income allows.
Thanks Grey!
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Post by: Mr. Grey
On learning Privateer Press games:
I think that the ruleset for the most part is fairly easy to learn and understand, it's getting the nuances down that takes practice and time.
In Warmachine and Hordes, you activate and complete each model/unit's actions in full before you move on to the next model/unit. There isn't anything like the movement phase in Warhammer, where the entire army moves before doing anything else. That means that if you're not careful, you can make mistakes during play because it's possible to forget to cast crucial spells/buffs on things before they activate.
Order of activation is important, and you can use it to your advantage.
I'll take an example from one of my games a few weeks ago, and try to be as concise as possible.
I have a warlock that can cast a spell called Warpath. The spell is an upkeep spell that lets you move one of your warbeasts 3" in any direction once per turn whenever one of your other models kills an enemy model. I had the spell in play, and one of my warbeasts, a Gnarlhorn Satyr, was standing behind a hedge. That means he wouldn't be able to charge across it. (You can move across linear obstacles as long as your base can clear them completely, but you can't charge across them without special rules.) I used one of my infantry units to charge and kill some of my opponent's models. This triggers Warpath, and allowed the Satyr to walk across the hedge. I then activated the Satyr and used it to charge at my opponent's big warbeast.
Had I not been paying attention, it would have been easy to activate my models in the wrong order, and the Satyr wouldn't have been able to do anything that turn.
It's interactions like that which make Warmachine and Hordes really interesting games to play, because each and every list has the possibility to pull moves like that, and it forces you think ahead a bit and plan your next moves.
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Post by: scarskull5
Mr. Grey wrote:
I have a warlock that can cast a spell called Warpath. The spell is an upkeep spell that lets you move one of your warbeasts 3" in any direction once per turn whenever one of your other models kills an enemy model. I had the spell in play, and one of my warbeasts, a Gnarlhorn Satyr, was standing behind a hedge. That means he wouldn't be able to charge across it. (You can move across linear obstacles as long as your base can clear them completely, but you can't charge across them without special rules.) I used one of my infantry units to charge and kill some of my opponent's models. This triggers Warpath, and allowed the Satyr to walk across the hedge. I then activated the Satyr and used it to charge at my opponent's big warbeast.
Had I not been paying attention, it would have been easy to activate my models in the wrong order, and the Satyr wouldn't have been able to do anything that turn.
By special rules I'm guessing you meen pathfinder right?
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Post by: Kurgash
I've been looking at Skorne for a while now and always wanted to get some ideas. Now with the themed forces and the bonuses, are they more effective in game than wanting to just take snippings from different units with no theme bonus in mind?
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Post by: DiscoVader
Metsuri wrote:
I think that the cryx are actually one of the easiest factions to learn. You have to put the list together correctly, but there are less activation order problems than in Menoth, the units tend to be self supporting like khadors and you don't need the combined arms like Cygnar. Of course winning constantly requires practice, but they are not the most difficult faction to learn. I would focus on checking the warcasters and looking at one that is more clear cut and not go for the more complex ones at first.
Good to know! Depending on how I manage my cash, I may look into picking up their Battle Box and one or two additional miniatures sometime over the next month or so. How does the Warcaster that comes with the Battle Box stand up against others in the line, and what would be a good additional purchase to make to add onto the contents?
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Post by: Sgt.Sunshine
Kurgash wrote:I've been looking at Skorne for a while now and always wanted to get some ideas. Now with the themed forces and the bonuses, are they more effective in game than wanting to just take snippings from different units with no theme bonus in mind?
No, not necessarily. While they do confer bonuses and are really nice if you want a background oriented army the bonuses do not make them necessarily better. If you build a list that just so happens to match someones theme list then good on you. Otherwise you're robbing yourself of a lot of options usually.
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Post by: scarskull5
Metsuri wrote:
Good to know! Depending on how I manage my cash, I may look into picking up their Battle Box and one or two additional miniatures sometime over the next month or so. How does the Warcaster that comes with the Battle Box stand up against others in the line, and what would be a good additional purchase to make to add onto the contents?
I'm not sure about what to add in particular as I don't play cryx, there is however a unit that just regnerate that are insane. If I were you, the next thing I would buy in any faction after the Battle Box is the faction deck. On the second question, the caster from the Cryx Battle Box, I think it's Deneghra, is absolutely amazing. She is one of the best casters in the game in many peoples view, and most certainly in my view the best Battle Box caster. To add another rule to this guide, I'll talk about feats.
Feats: Every caster has what's called a feat, it's a one shot ability that can be used once per game, they are basically the game changers.
Deneghra's deat for example, is the main thing that makes her so powerful. Simply put, it debuffs every stat of all enemy models within I think 12" of her for one round. It is amazing anyway, but additionally to that, with a reduced speed models cannot charge, which makes them doing anything much turn extremely difficult.
To sum it up, don't worry about how the Cryx caster fares against others, she's fine.
As an additional note, I thought I'd point out that the Cryx box is larger than others, with a total of I think 14 points. The Legion of Everblight box is similar with I thik 13 points.
-scarskull5
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Post by: DiscoVader
Whoa, sounds like you actually get a really nice deal with the Battle Box. Now I'm seriously interested in starting up a Cryx force sometime in the future once I get a little cash. Very cool, thanks!
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Post by: Bakerofish
The 3 stages to Deneghra
1. I keep dying! I cant kill anything! wtf!
2. Huh. I cant believe i pulled that off
3. I win again. Why do I feel dirty?
while I am exaggerating a bit, a well constructed denny list is tough to fight against. Almost every faction out there focuses on making their stuff better
Denny makes everything the opponent has on the table stupid
she takes a lot of finesse though but once those pieces click into place...
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Post by: infinite_array
infinite_array wrote:Bakerofish wrote:The 3 stages to Deneghra
1. I keep dying! I cant kill anything! wtf!
2. Huh. I cant believe i pulled that off
3. I win again. Why do I feel dirty?
while I am exaggerating a bit, a well constructed denny list is tough to fight against. Almost every faction out there focuses on making their stuff better
Denny makes everything the opponent has on the table stupid
she takes a lot of finesse though but once those pieces click into place...
The 4 steps for any Cryx player:
1. Assemble models.
2. Play game.
3. Win.
4. Begin another army, as your friends and fellow gamers no longer wish to play against you.
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Post by: Sgt.Sunshine
Oh, come on. Cryx aren't that hard. Now let's talk about retribution....
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Post by: Da-Rock
WarmaHordes does have a transition from Warhammer 40k in a few areas:
I am just starting Warmachine, (6 games under my belt so far and just got my first two wins) -
As others have stated the "Activation" stage is important to learn and understand and is the most different. Also remember that turns are one side only for things like melee - (you attack -> end turn then on the the opponents turn he attacks. Not like 40k where both sides punch each other per turn).
Selecting what goes first and planning out your moves is very important. Warmachines is more like chess then 40k because you really do need to plan ahead - (example: how much focus do I give this Warjack and how much do I need for spells? Will I charge and what is in the way or what do I need to move first.......)
Some of that of course happens in 40k, but this is per model that you decide. I have had a hard time remembering to allocate focus, then pick a unit + move/charge + attack/shoot as I often try to move everything before I even allocate focus.
Hordes uses Fury which works a little different, but not enough to throw you. I actually plan to have a couple of Warmachine and a couple of Hordes armies.
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Post by: Sleipnir
I think it might be worthwhile to point out the information around PP's business practices and behavior.
1) PP has out and out stated what factors they claim go into a model's price. Quantity of material used, number of pieces to be cast, number of models expected to be sold (a model they don't expect to sell many of has a harder time recouping than a high volume mini). In general PP has been pretty darn good about this. When prices go up, you often see the owner get on the forums and explain it, often leading to stuff like posting charts of tin prices over time. Is he telling the absolute truth? I can't rightly say, but I don't think he is telling absolute lies and he is at least attempting to explain his side to his customers. I know that I've always felt like I was treated fairly by the company.
2) PP makes an effort to protect independent retailers from PP. The PP web store only sells bits and special odds and ends like alternate version sculpts. They do this because they have explicitly stated that they do not wish to compete with or harm independent retailers. For a fairly long time you literally couldn't get a subscription to No Quarter magazine (PP's version of White Dwarf), and the reason PP gave was that they wanted you to purchase a copy at your local retailer. Eventually PP folded and offered NQ subscriptions due to it not always being practical for all their customers to get them from local retailers.
3) PP has stated flat out that they never want to "un-support" a model. When they switched from 1st edition to 2nd edition, it was never an option to cut any models from the system. If anything, the new edition of the rules re-tuned the models to the point that you had more models that you really wanted to play with, and the other models were at least viable. When I switched from MK1 to MK2, it felt like my model collection got bigger and better.
4) PP is privately owned. They have no legal obligation to their share holders, and they don't switch vision. Matt Wilson does what he wants to do. In the Apotheosis expansion they included "artisan" warcasters and warjacks with Darius, Karchev, The Harbinger, Terminus, The Thunderhead, The Behemoth, The Avatar of Menoth, and The Deathjack. The models are crazy detailed and take a lot of modeling and painting skill to finish. They did that simply because they wanted to and thought it would be awesome even though it created some issues.
5) PP likes to talk to customers. You can go to the painting forums and ask the studio painters how they painted something. Their fluff/lore writer often answers lore questions on the forums and gives background on the issue. Their rules writers were on the forums explaining some of their decisions on a couple models during the MK2 switchover.
6) They have a VERY good rules forum where you can get official set in stone answers to issues. This isn't random customer service which-ever-way-the-wind-blows answers either, you get a proper and consistent answer and if they don't know they have the means to go ask the designers.
Has PP made mistakes? Yes, yes they have. Off the top of my head I can point out that in their paint line they couldn't get a good formulation for several of their metallic paints and they sometimes became gloppy and people complained. PP stopped producing those paints and they haven't said if those colors are gone for good or they are trying to re-formulate them. It sucks if you used one of those metallics on your army. We don't know why they are mum on the issue, but the lack of response is mostly highlighted by the fact that they are usually rather good communicators. I'm sure that isn't the only mistake they've made.
No company or product is perfect, but PP has worked pretty hard to earn a reputation of being at least reasonably fair and respectful towards their customers.
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Post by: Brotherjanus
I think an overview of the Mercenaries/Minions should be given as they do have some unique army options new players may like. I have a Mercenary pirate army that has some fun synergy and cool models in it. There's also the dwarf army with warjacks only they can use and several other fun themes. On the Minions side they have a mutant pig army, an alligator army, and a Dr. Frankenstein type caster. Not too sure how those themes are, but they are worth bringing to a new player's attention as an option to play. Perhaps one of these themes appeal where another "big" faction doesn't.
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Post by: Portaljacker
Another issue that should be brought up is figuring out how to build/grow your force one you chose a faction. For those that have it the battle box is a good choice to start. But where do you go from there? Or what do you do if you don't want to use the box or don't have one? There are a lot of choices.
One other thing I'm curious about is the battle boxes for Warmachine and Hordes from the site. Of course I'm tempted by the tshirt.  Are all of those kits all metal when you buy them from the site? I quite like the idea of big metal models for my starter force, be them robots or animals.
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Post by: Portaljacker
The Hordes army building articles about the war packs are rather empty. Also I'm still wondering on the info about the boxes on the site, whether they're all metal or not.
Besides weight, is there any disadvantage to the metal models? Never really got into that when learning about 40k and my HQ from my SW army is still unpainted.
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Post by: DiscoVader
Very helpful link there, malfred. Looks like the next thing I get is the rulebook for Warmachine, I'm officially interested in picking up a Cryx army sometime this summer. Hopefully I'll be able to find enough time to play and paint.
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Post by: scarskull5
Portaljacker wrote:The Hordes army building articles about the war packs are rather empty. Also I'm still wondering on the info about the boxes on the site, whether they're all metal or not.
Older sets were all Metal, but now PP has changed to resin. If you really want the metal sets however I'm sure you'll be able to find them on eBay or something, I'm fairly sure they were from the year 2008.
I however, actually prefer the resin sets. Whilst you still have to use superglue to put them together, they are a lot lighter, which makes transport easier. Also I think it makes them more resistant to breaking if I drop them or anything, as there isn't as much wait trying to break off as such.
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Post by: Metsuri
All of the main faction starters are resin plastic for Warmachine. The discontinued Merc starters are metal. All of the Hordes starters are metal.
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Post by: DrunkenBoxer
As this is a thread inspired by disgruntled GW players switching to Warmachine/Hordes, I think it's also worth pointing out that the plastics that PP are using in their kits are nothing like the plastics GW uses.
The plastics composition is harder and more like working with resin, and you can't use plastic cement on the pieces but must use super glue. Just so you know, should you pick up one of the all-plastic Warmachine starter boxes.
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Post by: Da-Rock
I am not disgruntled........ I still like and play 40k. I just think that the game play for WarmaHordes is better overall and I like that Privateer Press is for the most part, "Made in America".
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Post by: malfred
Da-Rock wrote:I am not disgruntled........ I still like and play 40k. I just think that the game play for WarmaHordes is better overall and I like that Privateer Press is for the most part, "Made in America".
USA! USA! USA!
I still can't believe people actually chanted that non-ironically.
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Post by: Portaljacker
scarskull5 wrote:Portaljacker wrote:The Hordes army building articles about the war packs are rather empty. Also I'm still wondering on the info about the boxes on the site, whether they're all metal or not.
Older sets were all Metal, but now PP has changed to resin. If you really want the metal sets however I'm sure you'll be able to find them on eBay or something, I'm fairly sure they were from the year 2008.
I however, actually prefer the resin sets. Whilst you still have to use superglue to put them together, they are a lot lighter, which makes transport easier. Also I think it makes them more resistant to breaking if I drop them or anything, as there isn't as much wait trying to break off as such.
Metsuri wrote:All of the main faction starters are resin plastic for Warmachine. The discontinued Merc starters are metal. All of the Hordes starters are metal.
That's good for Hordes stuff, I like the Circle box, they're the only of the four I really think I like the look of for Hordes.
For Warmachine the pages say metal battle group but it doesn't have product numbers for me to check. I may just call customer service and ask during the week, or email like a modern person.
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Post by: Soladrin
For anyone interested. The legion battlebox is one of the best buys in there. It has 4 shredders, these are pretty much the most used model in the faction. Carnivean is one of the hardest hitting beasts in the game too. And pLylyth is just a charm :3 Just add a deathstalker to the list and your done for 15 points.
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Post by: LunaHound
Bakerofish wrote:we need this stickied
2nd , sticky worthy!
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Post by: malfred
We've made this an article for now, and there's a link in
one of the stickies in the forum as it is. We're avoiding stickies
as much as possible.
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Post by: grayshadow87
I haven't gotten a chance to actually sit down and read the rulebook yet (  ing reading for my courses cutting into my time... grumble), but as I was flipping through I noticed that there are epic versions and standard versions of some warcasters. Are the two versions separate models, or are they the same model with different rules?
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Post by: DiscoVader
I was in the closest FLGS today to play with some guys, and I took a look at the Warmachine stuff they've got there. Not a huge selection at all, pretty much a few blisters of metals and a light and heavy 'jack for the major factions (the new plastic multi-jack kits), but they've got the paperback rulebook and the Cryx starter box (the older one, with the metal miniatures). So it looks like should be set when I want to get started. My only concern is that I've no idea about who plays Warmahordes at this particular FLGS - 40k really is king there right now, since they've got very limited space for both stock and for playing, and not very much stock in any other gaming systems, so I'd likely have to go out of my way to another gaming store that's about an hour away in order to get any games in. Not really a light trip to make with gas as it is, but if I wind up getting the models it'll probably be worth it.
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Post by: Natorum
grayshadow87 wrote:I haven't gotten a chance to actually sit down and read the rulebook yet (  ing reading for my courses cutting into my time... grumble), but as I was flipping through I noticed that there are epic versions and standard versions of some warcasters. Are the two versions separate models, or are they the same model with different rules?
Separate models with a different card. Epic casters are different to their Prime counterparts, though not necessarily better.
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Post by: Chimera_Calvin
Having never played Warmahordes before (but looking into it seriously in light of GW's latest shenanigans) I'm a bit confused by the points system - is this correct?
1. You are allowed a maximum number of warcasters based on the size of the game.
2. Each warcaster is free and gives you free points to spend on 'jacks (presumably better 'casters give you fewer points in the interest of game balance?)
3. You then spend the rest of your points allocation on the army as you see fit (within whatever unit-by-unit restrictions apply)
On another point, I am thinking about getting the Cygnar starter box this week and one other purchase. What would be the best 'extra'? I'm looking at trenchers and long gunners as they seem to be the basic PBI to supplement the 'jacks. Is this sensible or just noob dumbness?
Thanks in advance, C_C
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Post by: Leo_the_Rat
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Post by: Soladrin
Chimera_Calvin wrote:Having never played Warmahordes before (but looking into it seriously in light of GW's latest shenanigans) I'm a bit confused by the points system - is this correct?
1. You are allowed a maximum number of warcasters based on the size of the game.
2. Each warcaster is free and gives you free points to spend on 'jacks (presumably better 'casters give you fewer points in the interest of game balance?)
3. You then spend the rest of your points allocation on the army as you see fit (within whatever unit-by-unit restrictions apply)
1. Correct but multy caster is only at 100 points, which honestly, no one plays (at least no here).
2. Correct, most of the low wj/wb points casters/locks are either immense power houses themselves (Thagrosh comes to mind) or they come with a character jack/beast attached (epic Old Witch, epic Kaya, Bethayne)
1. Correct, Tier lists may further alter this.
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Post by: Thanatos_elNyx
I really like the look of the Retribution models. Would they be a good beginners army?
Thanks.
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Post by: Leo_the_Rat
Soladrin- there is no epic version of the old witch.
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Post by: Casper
Thanatos_elNyx wrote:I really like the look of the Retribution models. Would they be a good beginners army?
Thanks.
There is no such thing as a beginners army in warmachine/hoards. Each faction is just as easily playable for new players (casters are an entirely different animal).
If you like them go for it. Everyone knows the game needs more Ret players.
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Post by: Swordwind
Now that the anniversary starter sets are available, I'm wracked with indecision for which starter set for Warmachine I should get. I generally like barrelling through and punching things until they die, preferably while they're on fire or something like that. Got anything that suits that playstyle?
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Post by: Laughing Man
Most everything can pull that off, in different ways. Khador obviously does it with their Warjacks, which are incredibly strong, very durable, and not too quick by themselves. Menoth can wreck face as well, with good durable warjacks who have access to an incredible amount of buffs, as well as a lot of ways to throw fire around the battlefield. Cygnar has Kraye, whose warjacks can kill things in the way of their charge target with their cavalry-style impact hits. Cryx is a little trickier, but their Helljacks' excellent speed and high volume of attacks let them get the first strike off and at bare minimum cripple their victim enough that they're likely to survive the counter-attack due to their high defense. Ret doesn't really have a dedicated Myrmidon-caster (Yet. High hopes for Ossyan), so they're not really too well suited to wrecking face at the moment, although their infantry (especially the Dawnguard) are great for ripping things apart in melee, and have plenty of ranged options to back it up.
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Post by: Blaque
The most, "Barrel in, everything dies" faction I would say is Legion, personally. I describe them often as being the game's blitzkrieg army. The overall gameplan for them is to try and get first strike, and when you do, do so much damage that you either break the opponent's back or make it so they are trying to divert resoruces to try and get what is killing their stuff.
Khador can do some blitzkrieg as well, but are a bit more attrition-focused. They do a lot of "burst" speed, where theri seemingly slow stuff suddenly gets you from far away and cracks your skull in. They are sort of a balance between first-strike and attrition.
Trollbloods also have a bit of trying to just beat on you, but do it with a bit more slowness, and attrition. Their geenral tactics, in my experience, is to have a lot survive to get to you, and then when it does, kill you lots. THey hit hard and accurately, but don't get first strike as often. As a trade-off, though, they normally can survive and retaliate from first-strieks better.
These are the most "Hit and kill" factiosn to me. Cygnar and Retribution bring a lot more combined arms. Protectorate and Skorne are about synergy and buff effects, with Protectorate having a lot of denial to boot. Cryx hits hard, but uses contribution for casters to finish deals. Circle is a finesse army that tries to be surgical and does a lot of hit-and-fade, as well as spell-slinging, but doesn't really lend itself to screaming barbarian tactics.
Couple cents, there.
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Post by: Portaljacker
I was wondering, I've seen some models, from Cygnar for example, with the nation's crest on the top. Are those done freehand or are there transfers like with GW stuff?
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Post by: Da-Rock
Most of those are on the model and you just paint - not hard at all since its raised.
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Post by: Mr. Grey
Portaljacker - some of the miniatures have the crest sculpted on top, while others(the new plastic warjacks are the best example, from what I remember) have the Cygnar swan freehanded on top. As far as I know, there are no transfer sheets for Warmachine and Hordes yet.
This guide shows off a few of the Warmachine faction symbols in a "how to paint them" tutorial:
http://archive.brushthralls.com/painting-techniques/symbol-painting.html
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Post by: Dais
There actually are printable transfers available from bell of lost souls, but if you want them in white you need a printer that can use white ink.
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Post by: grayshadow87
Is there a faction that is played more than all of the other factions (a la Space Marines) in Warmachine, or are things pretty well-balanced? I've been considering getting into the game and I have my eye on Cygnar and Khador, but I want to see if they are overplayed before I begin building an army.
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Post by: Vimes
grayshadow87 wrote:Is there a faction that is played more than all of the other factions (a la Space Marines) in Warmachine, or are things pretty well-balanced? I've been considering getting into the game and I have my eye on Cygnar and Khador, but I want to see if they are overplayed before I begin building an army.
That hugely depends on your local meta.
As a rule of thumb it seems to be rather balanced, but my local meta, for example, has a higher number of Hordes (most noteable Circle Orboros or Skorne) than Warmachine.
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Post by: disty
This has really sparked my interest.
Two questions though:
1) Unless I misread 'Hordes' and 'warmachine' are designed in a way that that both systems can play each other? if so how much do the two systems differ except the Fury/Focus aspect.. or more to the point does it require both core rule books?
2) I've noticed the thread is predominately USA centric, could anyone from the UK comment on the scene over here?
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Post by: scarskull5
disty wrote:
2) I've noticed the thread is predominately USA centric, could anyone from the UK comment on the scene over here?
There's not much to say. Its widely played throughout the UK, and a few shops will order in stock for you. If you're looking to buy on the internet however, be careful. Wayland Games offer decent prices but communication and service is not nearly as good as it could be. I've heard the same about some other companies online that's names escape me.
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Post by: Sgt.Sunshine
grayshadow87 wrote:Is there a faction that is played more than all of the other factions (a la Space Marines) in Warmachine, or are things pretty well-balanced? I've been considering getting into the game and I have my eye on Cygnar and Khador, but I want to see if they are overplayed before I begin building an army.
Cygnar seems to be the most popular followed up by Khador right after. On a global scale that is. Privateer Press hold a league based on a map that is updated with wins and losses from every participating store. Cygnar tends to get at least three territories with Khador usually grabbing two. So perhaps Cygnar is just the most organized, but from a quick glance they seem to have the most players. I agree with others though, check your Meta.
disty wrote:This has really sparked my interest.
Two questions though:
1) Unless I misread 'Hordes' and 'warmachine' are designed in a way that that both systems can play each other? if so how much do the two systems differ except the Fury/Focus aspect.. or more to the point does it require both core rule books?
The Focus and Fury mechanic are both quite different and rely on their own different rulebooks. There are enough differences that they can't really squeeze them in one and still include the general rules. Focus is very much resource management, while Fury is risk management. At least that's what I'm told. I haven't played Hordes, but I do know how the Fury system works. For now a very brief overview of each system.
Focus
- Your warcaster maintains a steady supply of Focus which he/she can allocate towards different jacks.
- Each jack caps at three focus unless bonded, in which case it is four.
- Focus left over and camped by your caster are used to increase your armour for every point of focus you still have. (3 focus left over = +3 to your armour)
Fury
- On the initial turn you start out with max fury, but afterwards the only way to gain more is take fury off of beasts or cut yourself for one point of damage.
- Beasts gain Fury for doing all the actions that warjack need focus to do. This could be running, charging, making extra attacks, boosting and etc.
- Beasts fury cap varies depending on whether the beast is heavy or light. A heavy beast usually has a cap of 4-5 and a light can be as low as 2 in some cases.
- While your Warlock can take Fury off of the Beasts to replenish his/her's own supply any left over will cause a frenzy check. What does this mean? Well you roll and try to roll under said warbeasts threshold with every Fury left over adding to your roll. If failed the Beast berserks and attacks the closest thing in its LOS. If it can reach something it does one attack, boosts to hit (if able) and damage (again if able). After that its turn ends and all fury is removed from the beast.
- A warlock can use fury to transfer damage to a Beast in its control area as well as healing a point off of a beast. Any damage exceeding the Beasts health during a transfer is dealt towards the caster.
So anyways that's about the differences between the Mechanics. It's debatable as to which system is better due to the multiple pros and cons. Some of them that I can think of:
Warmachine Pros:
- Warcasters maintain consistency throughout a game and the loss of a Jack does not effect you as much.
- I've been told our infantry tend to be better, not quite sure if this is true.
cons:
- Our damage grid is a bit more vulnerable that a beasts. It's easy to at least take out one system in comparison to a warbeasts mind/spirit/body
Hordes Pros:
- Warlocks can avoid the early game assassination by camping Fury and just transferring the damage from a large attack.
- Beasts are much better at Alpha striking than a Jack is.
- 'Locks can heal there beasts, by a point, and still have the Beast function at full efficiency even if down to three health.
cons:
- If your opponent has anyway in disrupting your Fury, adding or subtracting them from beasts, your plans will go awry and you will have to be more careful to make the most of your beasts.
- Losing your beasts will essentially lose you the game in most cases. If you can't win after your last beast dies then you're fighting a really uphill battle.
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Post by: Casper
Sgt.Sunshine wrote:
The Focus and Fury mechanic are both quite different and rely on their own different rulebooks. There are enough differences that they can't really squeeze them in one and still include the general rules. Focus is very much resource management, while Fury is risk management. At least that's what I'm told.
You've got it right. One thing to consider is that Hordes armies do not tend to wat attrition battles (beast die and then the warlock can't generate as much fury).
Sgt.Sunshine wrote:
cons:
- If your opponent has anyway in disrupting your Fury, adding or subtracting them from beasts, your plans will go awry and you will have to be more careful to make the most of your beasts.
- Losing your beasts will essentially lose you the game in most cases. If you can't win after your last beast dies then you're fighting a really uphill battle.
One thing to add is you can't throw damage to a beast that has full fury on him.
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Post by: Sgt.Sunshine
Oh, right. Sorry, forgot about that. Looking back on that, it is very critical and running hot can have your warlock boned when an assassination attempt makes it past whatever defense you had up.
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Post by: 12thRonin
I think this is one area that Legion shines is having the pet lesser beast who's sole purpose is to dump damage off on. Having a pet shredder / harrier helps to buy off that one turn assassination run unless your opponent knows to kill the pet first.
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Post by: Soladrin
12thRonin wrote:I think this is one area that Legion shines is having the pet lesser beast who's sole purpose is to dump damage off on. Having a pet shredder / harrier helps to buy off that one turn assassination run unless your opponent knows to kill the pet first.
Sole purpose? It seems you haven't run into eThagrosh or spawning pots enough  Shredder spam will nom your face off!
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Post by: yastobaal
disty wrote:This has really sparked my interest.
Two questions though:
1) Unless I misread 'Hordes' and 'warmachine' are designed in a way that that both systems can play each other? if so how much do the two systems differ except the Fury/Focus aspect.. or more to the point does it require both core rule books?
2) I've noticed the thread is predominately USA centric, could anyone from the UK comment on the scene over here?
Uker here, what would you like to know? The UK masters (supposedly where the best go to play) released 100 tickets for their tournament in Birmingham and they sold out in less than 24 hours. Every tournament I've been to has been full of friendly players and my local club (Oxford) plays Warmahordes every week so there's always somebody to play against.
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Post by: Soladrin
Sgt.Sunshine wrote:
Cygnar seems to be the most popular followed up by Khador right after. On a global scale that is. Privateer Press hold a league based on a map that is updated with wins and losses from every participating store. Cygnar tends to get at least three territories with Khador usually grabbing two. So perhaps Cygnar is just the most organized, but from a quick glance they seem to have the most players. I agree with others though, check your Meta.
Cygnar is most played, but, Cygnar and Khador are also pretty much the most organized, using the PP forums to actually plan attacks and such. Still trying to set this up for Legion.
My local meta anyway:
Warmachine:
3 Khador
3 Mercenary
2 Cygnar
2 Retribution
1 Menith
1 Cryx
Hordes:
3 Circle
2 Minion
2 Skorne
2 Trolls
1 Legion (just me  )
Do note that this is with like only... 9 players. Everyones got multiple armies. And to anyone starting the game, I can almost guarantee you, you will want a faction of both WM and Hordes in the end. If only to better master the full game and exploit the others weaknesses. (It's why I started Khador :3)
Due to the reasonable pricing and typically smaller battles in comparison with Warhammer, going for multiple armies is much less time/money consuming. Though you shouldn't switch for at least the first 6 to 12 months. Cause it will confuse you, and you can get so much out of just one faction, just by switching up casters.
I cannot stress enough how big of a game changer a different warcaster/lock is.
Quick example using 2 of my lists:
Vayl
Ravagore
Scythean
Seraph
Raptors (max)
Anyssa Ryvaal
35 points
eLylyth
Ravagore
Seraph
Bolt Thrower
Raptors (max)
Anyssa Ryvaal
Forsaken
35 points
I've only changed 1(cheapish) beast, and added one (cheap) solo for the eLylyth list.
This Vayl list is all comers and can quite effectively engage anything. The eLylyth list is a fast moving gun line, that will completely decimate anything at range. These 2 things play a completely different game, while you've only changed 3 things. Totaling up to a total price of: 43.08 dollars. (maelstrom prices) Total prices for having both of these lists at your calling:$237.81. And if you bought the battlebox, you now easily have enough models to play quite a few different lists with the most minor of investments (a solo, a small unit, a single beast etc.)
(This is just to give people an idea of the investment it is btw, by no means a guideline to buying your first legion xD)
As for a good shop, I order almost everything from Maelstrom, they have a standard 10% off, free shipping, and almost every other week they give you another 5-10%. And you get 1% buyback from each purchase.
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Post by: Blaque
Sgt.Sunshine wrote:The Focus and Fury mechanic are both quite different and rely on their own different rulebooks. There are enough differences that they can't really squeeze them in one and still include the general rules.
I wouldn't say they are actualy so different. The rules that encapsulate WM-specific adn Hordes-specific bits aren't actually that big, probably a dozen pages each. The thing to remember is that the core rulebooks come with about a dozen model entries per faction (3 warcasters/warlocks, 3 heavy warjacks/warbeasts, 3 light warjacks/warbeasts, 5 units, 1 solo), along with fiction, painting guides and galleries. Theoretically, they could make a book that has all the rules for both games, but the issue is that they would need to cut-back on what they show as the "basics" per faction, I believe.
Sgt.Sunshine wrote:Focus is very much resource management, while Fury is risk management. At least that's what I'm told. I haven't played Hordes, but I do know how the Fury system works. For now a very brief overview of each system.
...
Good summary. The added, "Can't transfer to full" clause is worth noting. Also, warlocks tend to have fewer spells, but can compensate this with the fact that each warbeasts comes with what is called an animus, which is like a spell that is added to the warlock's options as long as the beast is still alive. They tend to be a bit weaker then spells found on an actual warlock or warcaster's spell, in exchange for being more widely available and losable.
Sgt.Sunshine wrote:So anyways that's about the differences between the Mechanics. It's debatable as to which system is better due to the multiple pros and cons. Some of them that I can think of:
Warmachine Pros:
- Warcasters maintain consistency throughout a game and the loss of a Jack does not effect you as much.
- I've been told our infantry tend to be better, not quite sure if this is true.
WM tends to have better infantry and feats. Also, as I ntoed with animi, they tend to have more spells and those spells being "on card" spells tend to be better then equivalent animi. Warjacks also tend to, while having less focus, need less focus to do the same rsults due to higher average MAT, RAT, STR, P+S, and ARM.
Sgt.Sunshine wrote:cons:- Our damage grid is a bit more vulnerable that a beasts. It's easy to at least take out one system in comparison to a warbeasts mind/spirit/body
This is true, but remember that the consequences do hurt here. A mantra my friends use is that warcasters are better then warlocks, warbeasts are better then warjacks. Keeping this in mind tends to help keep it straight. Its balanced, just subtly so as there are a lot of widgets that pans things out.
Sgt.Sunshine wrote:Hordes Pros:
- Warlocks can avoid the early game assassination by camping Fury and just transferring the damage from a large attack.
- Beasts are much better at Alpha striking than a Jack is.
- 'Locks can heal there beasts, by a point, and still have the Beast function at full efficiency even if down to three health.
cons:
- If your opponent has anyway in disrupting your Fury, adding or subtracting them from beasts, your plans will go awry and you will have to be more careful to make the most of your beasts.
- Losing your beasts will essentially lose you the game in most cases. If you can't win after your last beast dies then you're fighting a really uphill battle.
Good summaries here. Also good pointing out the "You need your beasts or you die" thing warlocks ahve.
And stuff.
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Post by: Soladrin
Blaque wrote: Also good pointing out the "You need your beasts or you die" thing warlocks have.
Though I agree, my Rhyas happily proves this wrong almost on a weekly basis. (cuts herself, butchers an enemies beast, eats its fury, uses said fury to wail on anything else in the neighbourhood, uses feat move to catch enemy caster and decapitates him/her/it)
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Post by: Casper
So when poking around the Privateer Press website I found an up to date Erratta. Figured sense many of you are new you may find it useful.
http://privateerpress.com/files/WM%20MKII%20Rules%20Errata%20May%202011-final.pdf
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Post by: Soladrin
Gaspy nerf! WOHOO!
But yeah, already saw it on PP boards.
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Post by: 12thRonin
Malfred posted it to the N&R forum as well.
I'm more happy about the Molik Karn nerf. eGaspy had at least a little defense against. The only way before to stop MK was to shoot him until he was dead on turn 1.
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Post by: malfred
Molik Karn is still immune to freestrikes.
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Post by: Metsuri
Yeah, the Molik nerf is pretty minimal as is the eGaspy. You just don't get side step from your own models, he is still going to your base to kill your caster from half way across the table.
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Post by: Portaljacker
Well I ordered the Menoth and Legion starters. They just got shipped today so sometime next week I'll have them.
I've ben going through my Pime MkII at random and something I read that came up in a test match with cutouts.
When a warjack is wrecked by a free strike, where does the wreck sit? Lets say the warjack it was engaged with was touching it's front right arc with it's (enemy's) front left arc. I wanted to move it straight to the left about 4" and it had 2 boxes left. At what point along that path is it wrecked? Does it wreck at the point when it's .5" from the enemy warjack since that's it's limit for melee? Or does it wreck at the end of it's path? Or something else entirely. I guess the main thins is does it wreck at the limit of the free-striking jack's limit of melee?
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Post by: Tarot
It would be wrecked at the exact point that it left the melee range of the model that made the free strike. Similar situations occur when a model is knocked down or otherwise interrupted by a free strike.
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Post by: yastobaal
The wreck appears where the free strike happened 0.5" or 2" with reach away from the model making the free strike. Unless it's a trample but that's getting into power attacks.
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Post by: Portaljacker
Ok, well now I won't screw that up, thanks for the quick reply. I was wondering. If a model is not in engaged with an enemy, and it passes within then out or melee range does the enemy get a free strike?
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Post by: yastobaal
Yep, unless you have something stopping free strikes (parry, ghostly, etc) then they are always made when a model leaves another's melee range. Well I say always it's down to the model's controller as sometimes it's not the best idea.
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Post by: nyenyec
As an absolute beginner, I found this thread very useful. Thanks!
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Post by: Portaljacker
So I finally got mine. Stupid Canada Post strike.
I got signed Kreoss and Lylyth cards as my bonus instead of dice or a tape measure, much better.
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Post by: Sgt.Sunshine
Signed? By who out of curiousity? :B
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Post by: Portaljacker
According to the apology letter it says writer Doug Seacat and developer David Carl. Automatically Appended Next Post: Also these were outside the packaging slipped in the book. So i have an unsigned copy of each to use for the game.
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Post by: Da-Rock
Very nice......................
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Post by: Slarg232
So would you guys say the Battle Boxes are still a good place to start if you aren't planning on using the models down the line?
I don't know, should I get a few games wit hSorscha in before I jump to Strakhov, or just... jump to Strakhov?
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Post by: Casper
Well if your not going to use any of the models than no...the battle box doesn't do you much good. Unless you decide to buy a heavy warjack kit and magnatize the arms - that way you get 2 jacks for the price of one.
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Post by: Slarg232
Casper wrote:Well if your not going to use any of the models than no...the battle box doesn't do you much good. Unless you decide to buy a heavy warjack kit and magnatize the arms - that way you get 2 jacks for the price of one.
Ooooh, good idea, that...
I might have to do that, and hold onto Sorscha for a sort of Backup 'Caster...
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Post by: Portaljacker
So I've been looking at my Menoth box and the models and wondering, is it the same type of plastic as GW models and therefore GW Plastic Glue works on it? I like how the glue works by fusing pieces. Or are the PP plastic models more like the Finecast models and made from a sort of resin plastic and therefore the plastic glue is useless?
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Post by: Metsuri
Portaljacker wrote:So I've been looking at my Menoth box and the models and wondering, is it the same type of plastic as GW models and therefore GW Plastic Glue works on it? I like how the glue works by fusing pieces. Or are the PP plastic models more like the Finecast models and made from a sort of resin plastic and therefore the plastic glue is useless?
PP plastic is not polystyreene so plastic glue doesn't work. It is also not the same stuff as finecast, it is more stiff and doesn't bend as easily as finecast. Still you need to use superglue to glue it. It is nice plastic to work with and especially the jacks are a joy to construct as no pinning is not needed.
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Post by: Portaljacker
Is it reccomended to score the plastic to increase the surface area the glue holds on to? Or is it porous like the resin and fincast resin/plastic? Would a pin do any harm?
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Post by: Mordekiem
I just used regular superglue type glue. Use it for plastics, metal, etc.
And no need for pinning or scoring as far as I can tell. All of the PP plastics I have dealt with have gone together easily.
And yes, magnetizing any of the plastic heavy jacks is relatively easy. I have magnetized Cygnar and Cryx jacks. My friend has khador which he is going to put magnets in and they look easier than the other two because they are so beefy. Menoth jacks look pretty decently sized so I am sure they would be easy to magnetize as well.
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