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Made in us
Focused Fire Warrior





Huntsville, Al

Hey everyone. I play 40k but decided to start a side hobby. I've never played Warmachine but heard alot about it from other hobby shops. I've been watching the Hordes models and decided I wanted to jump in head first.

I have to give it to Privateer Press. Their models are great. I wanted something easy to paint to start off, just in case I didn't like the game play I wouldn't waste alot of time on the models. So I choose the Trollbloods.

Here is what I have so far

Madrak Ironhide.
2 x Impalers.
Troll Axer.
Dire Troll Mauler.
Dire Troll Blitzer.
Unit of Champions.

I really don't know much about the game. I haven't played a demo game with someone who knows the rules yet, just with a friend that started with me. I hear alot of people say the Stone Scibe/Champion combo is nasty, and Doomshaper and Maulers are fun.. So any help on whitch way to go with the list will do alot for me.

Thanks.

Sometimes you just have to let em' go... 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

That's actually not a bad start. Champions are thier best unit and I would suggest Kriel stone bearers. I would probably go with two heavy beasts and two lights and flesh out some more infantry. Blitzers are usually fitured in shooty troll armies and maulers in assault oriented. Impalers and axers both have decent animus.
   
Made in us
Focused Fire Warrior





Huntsville, Al

I'm more of a close combat person. I played Khorne for 40k and would love to have a same theme for Hordes.

I'm thinking about 2 Maulers in all, but wasn't sure what to add in as far as the units. I know the champions look really good with high P+S and 2 attacks each. Another player told me that the Long Riders were worth putting money in. But I really dont get the calvary rules.

I'm not sure Ironhide is the warlock I want to use, but again.. I really dont know enough about the game to choose another.

Sometimes you just have to let em' go... 
   
Made in us
Longtime Dakkanaut





Ironhide is a good starting warlock for trolls, but he can't run a lot of beasts well. Grissel and Grim are probably the best "beast-heavy" locks. Doomshaper has Fury7, but he needs some cheap screening troops because he is so crunchy.

Cav is worth it, but I think they're more something to add at 750 pts. I'd get a Fell Caller, they're pretty much mandatory. Alten Ashley can be a lot of fun as well.

If you run the Madrak-brick, the idea is to have Champs in btb to get Brothers in Arms, then cast Surefoot on one (or a model just behind them). Have the Krielstone Bearer behind for the +2 ARM. And have the swamp gobbers throw the 5-inch cloud effect down that gives -2 to attack rolls. It makes the champs effectively DEF 18 vs. melee and ARM 19.

Trolls are all about the close combat. The blitzer isn't a bad beast, but it isn't great either (it is a great sculpt though).

In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer 
   
Made in us
Incorporating Wet-Blending





Houston, TX

Madrak is a solid warlock and good for CC oriented lists. Surefoot is his bread and butter while his feat will help you tear through infantry.

Champions are solid gold for Madrak. They hit hard and don't need Fury management. Definitely get a Fellcaller to go with them.

Two dires is tough for Madrak to manage with his low FOC. I would start with one mauler, an axer, and champs. Add another unit of infantry (champs, longriders, KSW) and support (1-2 Fell Callers, KSB) and maybe another light (pyre, impaler, etc.).

Definitely check out the IK forums- the TBs section is quite helpful. Look for Malveaux's rundown on mudels.

-James
 
   
Made in us
Focused Fire Warrior





Huntsville, Al

The Dadrak-brick sounds solid but seems like you really wouldn't be able to adjust to a faster army. Sure Foot on has 3" range. All trolls are med sized base, so wouldn't that limit my mobility in case of a flank?

I'll add in the Fellcaller and KSB since almost every list has them. Would 2 Axers and a Mauler work? Cast Rage and Rush on a Axer and he becomes as good as a heavy.

What's the IK forums?

Sometimes you just have to let em' go... 
   
Made in us
Master of the Hunt





Angmar

Silverwarrior88 wrote:What's the IK forums?


http://www.privateerpressforums.com/

Its a good place to keep up with errata and prevailing tactics and strategies. You can pick up some good information there, but be warned that there are many who consider their own tactics and lists to be the only good ones (and they have groupies).

That simply isn't true in Warmachine and Hordes. You can make a solid list with nearly any of the models available. Knowing how your models work together, and knowing what combinations your opponent can use against you are what is really important. Take it all with a grain of salt is all I'm saying.

That being said, it is a good place to find out what the "killer" lists are and how to counter them.

This message was edited 1 time. Last update was at 2008/02/06 21:33:55


"It is by caffeine alone I set my mind in motion.
It is by the seed of Arabica that thoughts acquire speed, the teeth acquire stains, the stains become a warning.
It is by caffeine alone I set my mind in motion."
 
   
Made in us
Longtime Dakkanaut





A model can only have one animus or upkeep on it at a time. So, no Rush and Rage on an Axer. I'd include an Impaler, they're always handy, and Madrak can Far Strike his thrown weapon for the extra range. I don't think you go wrong with: Axer, Impaler, Pyre or Axer, Impaler, Mauler. The Pyre's animus give +2 to melee damage rolls - not as good as Rage, but not shabby either. Plus the Pyre has a ranged AoE attack.

The Brick is susceptible to getting flanked. Use your beasts to keep things off the flanks of the champs. And getting flanked isn't end of the game. It's not good, but Champs can take a beating and keep on kicking.

As far at Troll infantry, Champs are arguably the best infantry in the game. The Longriders are really good. Everything else is....not Champs or Longriders. Not saying they don't have a place in the game or a list, but there's often a bit of "I could take X, or for Y points more, get more champs."

And Fellcallers are Field Allowance 2, so you can have 2 in the list. Not saying you have to, but it's not a bad choice either.

In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer 
   
Made in us
Focused Fire Warrior





Huntsville, Al

Thanks guys. You all have really helped out alot.

So the core for the list should be 2 Units of Champions, Fellcaller, and a Kriel Stone Bearer unit. Thorw in a Mauler, Impaler, Pyre, and Axer.

Use Ironhide as my warlock. This is high in points. Almost a 1000pts. One more thing. What is the normal point range for games? This would help me come up with a solid core and build around it.

Again.. Thanks guys...

Sometimes you just have to let em' go... 
   
Made in us
[MOD]
Madrak Ironhide







Looks like 671 so far.

500 pts is normal for many people. Others like 750 for
the options they can add to their armies (and epics for
Warmachine).

I think that 1k is still one of those things that people don't
play too much of because you add a second warlock/
warcaster to the mix and suddenly all those overlapping
effects make your head spin.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

Some more comments ...

Looks like a great start. The Mauler's animus is also first rate. I would definately agree that the only thing missing are some support units: Krielstone, Fel Caller, Alten Ashley, Totem Hunter, these all give you some versatility, especially the troll ones.

What you can do with the Blitzer is when something gets knocked down you can shoot the crap out of it.

500 is a small game, 750 is more of a shoot for the moon bring all your models game. 1000 is when you start using two warlocks and an experienced player really has an edge.

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Made in us
Longtime Dakkanaut





500 pts is a typical game, although 750 is becoming more common. 1000 pts is unusual for most people, but some thrive on it.

If you have 2 units of champs, field them both. If you don't, I would recommend getting Longriders (although they're more expensive) instead of the second unit of champs. The cav are better than champs in some ways and worse in others, but they give you more tactical options.

A starting 500pts could be:

Ironhide
Mauler
Axer
Impaler
Champs
Fell Caller
min. Krielstone

I have the Axer in the list for its animus, because otherwise your beasts can't handle difficult terrain.

In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer 
   
Made in us
Focused Fire Warrior





Huntsville, Al

This helps out alot. All I have to do is buy a Fellcaller and Krielstone Bearer unit then.

I've been wodering how I'm going to maintain my warbeast with Ironhide only having fury of 5. When I play most war games, I tend to push my army to a breaking point. I win big, or lose huge. Mauler has fury 5 alone, and both Axer and Impaler have 3.

Anyone have any hints on when to push your beast and when to conserve them?

Sometimes you just have to let em' go... 
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

At the start you don't leave any Fury on them, you just use enough so say you can throw your own guys or use animi.

I personally play I guess you could say cautiously agressive, defensive formation of some kind willing to accept a charge and then WHAM I hit with everything.

Front loaded offense tends to do well in wargames because your opponent can't fight back if he's dead.

I would probably go

Madrak and Impalers
Melee Beasts
Infantry

Infantry attacks, everything uses enough fury to take five and leave 1 on each light beast and maybe more on the Mauler if it's worth it. You don't care if the mauler frenzies but he's also not very useful if he's full of fury. Keep in mind if you are going to want to transfer.

Basically I don't mind planning on leaving a point or two of fury on a beast so long as they are in the front line. The biggest risk from my perspective is that they will not frenzy and they will be sitting there full of fury. I'd rather that not happen.

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taco online: WoW PvP
ur hax are nubz 
   
Made in us
Longtime Dakkanaut





Push for the win, otherwise keep it manageable. You'll probably put 3 on the impaler as you close (animus, boost the to hit). Run the Axer and Mauler - 1 each. That's five. Madrak keeps none for transfers.

If the mauler and axer get into melee, go to town with them. Sometimes frenzy is a good thing, if you set it up right. Fury management, at some point, turns into "how much risk can I handle?"

I think running the Mauler and 2 lights is probably overkill at 500pts. I'd consider dropping the Mauler for a Pyre and getting something for the extra 43 points. Maybe fill out the Krielstone Bearer unit and add swamp gobbers. Or get Alten and an extra in the unit.

Madrak will struggle running a lot of beasts not just because of the low number, but also because it's a much smaller control range. You could drop Madrak and put either Grissel or Grim into the list. If you have Grim, you don't need the Axer as much (grim has a spell that allows a model to ignore difficult terrain).

Honestly, the best thing to do is buy what you think looks good and appears to be effective (at least on the internet), and start playing against some good opponents who will help you learn the game and not just pound you into the ground.

Troll beasts that are pretty solid: Mauler, Impaler, Pyre, Axer, Earthborn Dire Troll. All the solos are good (including the minion ones). For infantry, champs and longriders are great, but the rest is open to debate.

You may want to try proxying models/units before purchasing them, if your opponent is agreeable. That may help save you from buying something and realizing it's not nearly as good (or doesn't fit you playstyle) as you thought.

In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer 
   
Made in us
Focused Fire Warrior





Huntsville, Al

I was looking at Grim and the Impalers. Far Strike seems really good with them. I like how Grim looks as far as a model, and game terms, he seems to add more mobilty to the army.

What would be a sample list to try with Grim?

Sometimes you just have to let em' go... 
   
Made in us
Focused Fire Warrior





Huntsville, Al

Okay. I tryed to come up with a list for Grim on just paper. This is what I thought would work.

Grim.
Impaler.
Dire Droll Blitzer.
Unit of Champions.
Krielstone Bearer Unit.
Fellcaller.
Farrow Bone Grinders. (5 total)
496pts.

Far Strike with the Blitzer and Impaler. Open Road with the Champions or Blitzer. I understand that the Blitzer can Run and still shot. Would help get around terrain and get a shot off or two.

The Farrows were just a favorite. They give Grim 3" more to cast spells, and allow me to use Far Strike if the Impaler dies. With the Impaler and Blizter slamming any models from the flanks, the Farrows can mob after them. They seem a little weak though. The harness spirit is pretty cool. It says one round. Does that mean my turn and the other player's turn??

The Fellcaller, Champions, and Bearer are just there to ram the hec out of everything.

This is my first list I created myself.. So.. be sturn with me. Hit me with whatever mistakes I made so I can adjust.

Sometimes you just have to let em' go... 
   
Made in us
Longtime Dakkanaut





It's not a bad list. Generally, Grim with Impaler, Champs, Fell Caller, and other stuff has potential. I'm not a huge fan of the Blitzer. The Pyg ace can't boost, but with Lock the Target, you can get a boost that way. Plus, I'd rather save a few points and take a Mauler, which has higher Fury and is better in melee. The Bonegrinders and Krielstone unit are both nice, but not critical. My personal favorite is:

Grim
Impaler
Pyre
Axer
Champs
Fell Caller
Alten
Totem Hunter

Best advice is to play your list, stick with it a few games, and then think about what you need to change, if anything.

In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer 
   
 
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