1: set up terrain (terrain rules are not included in quickstart rules)
2: roll to determine first deployment. The winner choses first or second
3: first player deploys before second player(there are other steps here such as pre-deployment and advance deploy but those are not in the quickstart)
4: players start with no fury on beasts and full fury on warlocks
5: the first player [he who set up first] choses models in order to activate. each model goes through the activation order.
6: models activate by first moving then performing actions. Certain actions like running or charging require the use of both movement and action.
7: warbeasts must be forced (gain a fury point) to perform some actions like run, charge, slam, or trample.
8: warlocks can cast spells or use their feat before movement, between movement and action, or after action. They cannot cast spells or feat before or after a run however. (running takes all their time and energy)
9:if any model stood still or made a normal advance it can shoot one shot with each ranged weapon. If it stood still it gets +2 to the attack (to hit) roll. (there are not many guns with the range needed to hit an enemy on turn one. sometimes you can do it if you go second but usually you'll be out of range)
10: if any model has a target in it's melee range after advancing or charging it gets one attack with each melee weapon. if the model charged the first attack's damage roll is boosted. (you usually won't get to make melee attacks on turn 1, that is a lot of ground to cover in a short time)
11: after initial attacks a warbeast may force for additional attacks and a warlock may spend fury for additional attacks. ranged weapons can only have as many attacks as their rate of fire but melee weapons have no limitations.
12: after you are done with a model you end it's activation. You cannot do anything with that model until next turn.
13: when the first player is done with all of his models' activations he ends his turn
14: player 2 goes through the same steps as player 1 for his steps, activating each model in the order of his choice. (steps 5 through 13)
15: after player 2's first turn ends player one begins his second turn. This is the same as the first turn except now your warlock needs to leech fury at the beginning of the turn.
16: warlocks can go up to their FURY stat in fury points, just as they began full. They have to take fury from their warbeassts to get fury back. If their beasts don't have enough fury points to fill them up they can take damage to gain fury points.
17: if a warlock leaves fury points on his warbeast after leeching fury the beast might go crazy and frenzy because it is too angry. If the threshhold check fails the beast activates first and charges whatever it wants.
18: after leeching and frenzy the turns play out exactly like the first and continue alternating
notes: there is a lot more to it like deviating aoe attacks, boosting, and units but that covers the very basic flow of the game.
I have some quick reference sheets for warmachine/hordes in my signature. You might find them helpful.
Automatically Appended Next Post: You can also look at some battle videos online. Wargamergirl makes the best battle reports around but they are not really instructional. Here is one with warmachine vs. hordes.
https://www.youtube.com/watch?v=XbwevnhvOZw
This is a bit more of a tutorial battle.
https://www.youtube.com/watch?v=DZ6GQ0V_6ic