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Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Hey, I have been fairly...dissatisfied with how GW is treated us 40k players and when a friend told me he is starting warmachine and hordes I thought it would be a good idea to branch out a bit. But I was a bit confused on where to start, what army to pick and what units to pick up. My friend bought the 2 player set for him and his brother, it contains some Werewolves on one side and what I can only describe as 'squigs' on the other. This was the 'fantasy'/Horde portion of the game but I heard that Horde is compatible with Warmachine, is this true? It must work very similar for that to be the case.

On another note I would like help on what army you would suggest for me, In fantasy I play wood elves and enjoy the tactical side of things as well as Dark Eldar in 40k. What kind of army would fit into this fast and deadly while using dirty tricks niche? Any suggested buys?

 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

Well the main difference between hordes and warmachine is that in hordes you use a mechanic called fury for the leader of your army, and in warmachine you use a mechanic called focus. These are quite different, but neither are more powerful than the other (as much as I may think that fury is! Ha). Almost everything else; movement, swinging to hit, (almost all) unit types, list building restrictions, etc are all the same.

More of a fluffy sort of answer, warlocks (the hordes army leaders) pull the fury generated from their beasts and use it to weave spells and draw upon the spirit of the beasts themselves (called animi, basically another kind of spell). Warcasters (the warmachine army leaders) are inherently magical themselves, and can connect with the cortexes of their warjacks (the big machines) and direct them to do specific things like where to swing, how hard, where to aim, etc. They can also cast spells with this magic. This is measured in focus, with stronger magic users having more focus.

And you seem to have a thing for elves, so perhaps the Retribution of Scryah for you? They are the Warmachine elf army, and while they are usually lightly armoured, they can hit like a brick (their infantry called sentinels are particularly violent), have some great shenanigans (a unit of assassins who can shoot through walls is just one example), have fancy shields on their warjacks (the big machines) which allow them to slam enemies around, burst into flame, and other cool tricks.

This message was edited 2 times. Last update was at 2014/01/11 22:40:09


I wish I had time for all the game systems I own, let alone want to own... 
   
Made in gb
Longtime Dakkanaut




 ALEXisAWESOME wrote:
Hey, I have been fairly...dissatisfied with how GW is treated us 40k players and when a friend told me he is starting warmachine and hordes I thought it would be a good idea to branch out a bit. But I was a bit confused on where to start, what army to pick and what units to pick up. My friend bought the 2 player set for him and his brother, it contains some Werewolves on one side and what I can only describe as 'squigs' on the other. This was the 'fantasy'/Horde portion of the game but I heard that Horde is compatible with Warmachine, is this true? It must work very similar for that to be the case.

On another note I would like help on what army you would suggest for me, In fantasy I play wood elves and enjoy the tactical side of things as well as Dark Eldar in 40k. What kind of army would fit into this fast and deadly while using dirty tricks niche? Any suggested buys?


Welcome to the iron kingdoms Alex. Don't forget your free goggles and warpwolf plushie

That is the hordes 2player starter. And it's all fantasy, whether it's hordes, or warmachine. Hordes us the wilderness factions, warmachine is the urban, city focused nations. Think a meaner, grittier lord of the rings, undergoing an industrial revolution.

Hordes is 100% compatible with warmachine. Hordes and warmachine use about 95% of the same rules. Same world, same fluff, same time. The main differences between the systems are as follows:
Warmachine uses warcasters as your 'battle Mage' commanders, for want of a better term. Hordes uses warlocks. Both have slight differences.
Warcasters and warlocks fuel their magic in different ways. Warcasters generate x 'focus' per turn, which they can use it cast spells, get warjacks to do stuff, buff their attacks etc. warlocks don't generate focus. They redline their beasts, pushing them to fight hard and then they leach 'fury' from their beasts. And use it to cast spells, buff attacks. Focus and fury are different disciplines of magic, if you will. Focus offers less in terns of amounts, but is far more reliable. Fury can be pushed further, and harder, but has consequences. Plus it's reliant on beasts being alive to generate fury. Kill the beasts, and warlocks start to suffer.
Warmachine uses warjacks (fantasy robots) whilst hordes uses warbeasts. Both function slightly differently. Warmachine armies tend to be more combined arms, with a warcaster and jacks supporting a solid backbone of infantry, hordes factions tend to be more beast heavy, with infantry supporting a large battlegroup.

Regarding what army to play, really? What's the point of getting into a brand new game just to do the same old thing?thats my first response. Second point is there are no direct comparisons to 40k. There is no 'space marine' faction. No faction can be pigeonholed into one thing. Fast, deadly, dirty tricks? That's cryx and circle immediately springing to mind, but really, all factions can fit those descriptions with the right build. This is not 40k. There is no 'one way' to make a list. Everything g can be built into a game winning strategy.

Best advice? Read the fluff and go with a faction that Appeals to you. See below. All I'm missing is the convergence (mist recently released faction - not all their stuff is out yet though,)

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

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

Menoth are the taliban of the IK. they're the denial and buffing faction. No, you cant go there. No, these guys are immune to ranged attacks, no these guys cant be knocked down. effectively, they play by stopping you doing what you want to do, and then they counter punch. they like fire. in terms of their make up, they are divided aong the lines of zealous infantry, and knightly orders. they're a very synnerginistic army with overlapping layers of buffing and deck stacking. their units tend to be statwise inferior to the other factions, but the buffs they bring to the table more than compensate.

Cryx are the gutter fighters of the iron kingdoms. they use every dirty trick imaginable. they're the offensive de-buffing faction. that arm 20 jack is now arm15. smash smash smach. its dead. cryx like to melt things and steal souls and use all manner of sneaky, dirty underhanded tactics. in terms of thier make up, you've got zombies/necromantic contstructions, summoned "daemons" for want of a better word (bane thralls/knights), ghost/undead pirates, amazon warrior women, blighted ogres and trollbloods, and your general assorted riffraff, scum, murderers, thugs and mercenaries. their jacks tend to be hard to hit, utterly brutal in melee, and very very squishy.

Retribution are like a sci-fi cygnar. in ways they're similar, but along a parallel path, and one where they punish magic users above all else. their jacks are like Protoss from Starcraft in that most tend to have a forcefield that protects them. overall though, they're more limited in choices an options, but thats very much because they're the "new" faction. dont let that fool you into thinking they're not competitive. they are. [

Trollbloods: Braveheart Trolls

Trollbloods - Large, tough, strong with a kilt and tartan wearing scottish highlander theme and a back story that begins like the Trail of Tears, until their version of "Crazy Horse" starts winning when he binds the tribes together. The most "good guy" choice, with some Dirty Dozen, Braveheart and the Incredible Hulk thrown in for spice. Pieces can cost more than average to collect because they are larger and require more metal to manufacture. trollbloods are seen as the "brick" faction. they tend to grind out an attrition based win. they hit hard, but their true strength is being able to buff themselves up with overlapping layers of buffs, and absorb whatever you throw at them, and laugh it all off. they are also the "humourous" faction. No, they're not orky, and no they're not comedy, but they have some amusing moments, especially as the faction as a whole always seems to be hungry they like drinking, fighting and carousing with the trollblood maidens afterwards.


Skorne: Roman/Samurai Legions with slightly more torture and pain.

A mix of Roman, Samurai and Persian influences, particularly in fancy ornate armor. A cruel empire of slavery, war and conquest revolving around a warrior society, a warrior cult that glorifies death in battle against overwhelming odds (its their only way of acheiving immortality as the Skorne reject the gods, and face only oblivion on death otherwise) and a study of death magic and ancestor worship. The Skorne despise the gods, and especially those who worship dieties, and consider themselves all the stronger for standing on their own, without any dieties to aid them. They are the hordes faction that is most likely to look like an organized army in uniform. They employ enslaved crocodiles, the elephantine Titans and a soul fueled terracotta army of warrior-golems to bolster their numbers.


Legion: Blighted evil goblin-elves who worship a dragon (who commands them with a tyranid-like hive mind) that has genetically twisted them in his own image and into his perfect army.
The Elves look more like goblins, their leader is a dragon-possessed ogre who grew wings (and promptly ate another dragon). They fight with primitive bows and swords but wield scary magic and breed dragon blood spawned monsters that are a cross between sharks-on-land and a dinosaur. They play by their own rules (ignore terrain, LOS etc), and hope to eat the souls of all the other dragon-gods. Lots of female characters ranging from weird deformed mutants to bow hunters to ninjas to sorceresses. overall they're fast and tend to be the most beast-heavy faction. definately a hit and run/glass cannon faction that focuses purely on assassination and "killing the other guy" as opposed to grabbing objectives and playing the attrition game.


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


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

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

Welcome to the game! Have fun!

This message was edited 2 times. Last update was at 2014/01/11 22:54:37


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

You forgot the Convergence of Cyriss.

Cyriss is basically the god of technology and mathematical perfection. Their Warjacks are called Vectors and work slightly different from normal Warjacks. Warjacks are basically autonomous machines with rudimentary intelligence while Vectors are simply machines being controlled by the Warcaster. This is represented by them not having a Cortex like other jacks, instead they have an Induction Node.

Just about all the Cyriss models are constructs. Even their Infantry aren't living models(although they still have souls because they're humans who have had their souls put into machine bodies)

The army is heavily based around synergy and buffs. They also have a lot of repairing going on.

Aesthetically they can be described as having a 1930s Golden-age Sci-fi feel. Lots of smooth lines, anti-grav, and overall being quite elegant.

Self-proclaimed evil Cat-person. Dues Ex Felines

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

MURICA!!! IN SPESS!!! 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Wow Deadnight, that is AMAZING! Loads of info, and by the sounds of it i think i like the sound of both Cryx and Legion. They sound like their rules really screw everyone ELSE over rather then being lots of buffs, which is exactly the kind of thing that would appeal to me. Since my friend is starting werewolves and his brother is starting the Paladin army that's one of each system so i could choose either.

Out of both Legion and Cryx which do you think is most beginner friendly? I have to say that the actual units appeal to me more then most of the big monsters and war machines so would it be possible to stay away from the Big Beasties/War Jacks and still have an effective army?

Once again, thanks a HUGE amount to all of you for helping me narrow it down. I think the Retribution witch hunter cadre looks really cool, but i didn't like the look of the Jacks or the Armored guys, they felt a bit to much like craftworld eldar aesthetically.

 
   
Made in us
Combat Jumping Rasyat





Palitine Il

 ALEXisAWESOME wrote:
...
Out of both Legion and Cryx which do you think is most beginner friendly? I have to say that the actual units appeal to me more then most of the big monsters and war machines so would it be possible to stay away from the Big Beasties/War Jacks and still have an effective army?
...


Sounds like Cryx would be a better choice. Horrible over simplification here but Hordes armies love their beasts and Warmachine armies hate their jacks.
That said Cryx do like their Arc-node jacks but that is to allow weird angles for spell slinging rather than heavy lifting.
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

Yeah Cryx infantry is disgustingly good, almost enough to make me consider them as a future faction, until I remember how much I dislike playing overtly evil factions that I can't reconcile even in my own head.

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Cryx definitely gets away with having almost no jacks, other than the obligatory 2-3 bone chickens whose only real purpose is for cheap Arc node delivery.

Just be prepared to buy a LOT of models(lots for this game anyway), and infantry are one of the more expensive items PP sells.

You will easily have more models on the table than you have points.

Self-proclaimed evil Cat-person. Dues Ex Felines

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

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




Grey Templar wrote:You forgot the Convergence of Cyriss.


I did mention I didn't have a write up for it

ALEXisAWESOME wrote:Wow Deadnight, that is AMAZING! Loads of info, and by the sounds of it i think i like the sound of both Cryx and Legion. They sound like their rules really screw everyone ELSE over rather then being lots of buffs, which is exactly the kind of thing that would appeal to me. Since my friend is starting werewolves and his brother is starting the Paladin army that's one of each system so i could choose either.

Out of both Legion and Cryx which do you think is most beginner friendly? I have to say that the actual units appeal to me more then most of the big monsters and war machines so would it be possible to stay away from the Big Beasties/War Jacks and still have an effective army?

Once again, thanks a HUGE amount to all of you for helping me narrow it down. I think the Retribution witch hunter cadre looks really cool, but i didn't like the look of the Jacks or the Armored guys, they felt a bit to much like craftworld eldar aesthetically.


Cryx.

Legion are a fairly straight forward 'go forth and smash' game. Like khador, they're good, but they won't have the amazingly varied play book some of the other factions have. What they do brilliantly though is run lots of beasts exceptionally well. Cryx and circkr are the proper debuff and dirty trucks factions, but other casters in other factions can play this game. Cryx casters generally hate my kromac/circle lists as they utterly bone spell casting.

You'll have to take one or two jacks by the way. Jacks are used as 'concentrated force' and as 'tanks' (in an rpg sense). You'll need one or two to rip open armour, and the cryx bone jacks are great as arc nodes (basically relay points for your spells).in terms of beginner friendly, none of them fit the bill. This game is like playing Starcraft against Koreans. It's 'hard mode'. The learning curve is steep. You will lose a huge number of your beginning games, especially against more experienced players. Regardless of whatever faction you picked. Don't get dispirited by this though, it's how you cut your teeth. It's almost like a right of passage. Here's the thing though, everything you lose in thid way, you're learning something. You might lose as a player,but you'll win in the long term as a gamer.

Feel free to ask any questions. I don't play cryx but I play against the buggers all the tine!
   
Made in us
Regular Dakkanaut





 Grey Templar wrote:
Cryx definitely gets away with having almost no jacks, other than the obligatory 2-3 bone chickens whose only real purpose is for cheap Arc node delivery.

Just be prepared to buy a LOT of models(lots for this game anyway), and infantry are one of the more expensive items PP sells.

You will easily have more models on the table than you have points.

Considering he's coming from 40k, he'll almost certainly still have a smaller army, in terms of models, in WM.
   
Made in se
Wicked Warp Spider






Ios

Should probably be noted that the Warcaster or Warlock costs negative amount of points which can only be spent on Warjacks or Warbeasts respectively.

P.S. I don't quite see the connection between Retribution heavy armour and Eldar Craftworld. I agree that among all of the Elven or sub-elven armies I've seen they are the most similar, but that's only how apples and oranges are to each other when compared to bananas.
While Eldar of 40k look sleek and lithe across the entire range, with the exception of the extremely old Howling Banshees, I find the Retribution armour squad, functional, but in no way particularly mobile. It's more like how Power Armour or Dreadnoughts would look like if they had sensibly rounded armour surfaces than what you'd get from the Eldar.
That said, I got into the Retribution line simply because I was considering using their light jacks instead of the old Wraithguard models only to find out later I had, once again, been attracted to an elven faction.

P.p.s. If you dislike Retribution heavy armour, rejoice in that they just received a new Houseguard solo which makes Halbardiers, Riflemen and that magical railgun significantly better.

P.p.p.s. also, Retribution faction is made up of two primary noble houses from the Iosian nation, of which only one uses force fields (those shield thingies people mention). The other noble house tend to make their jacks a bit weirdly with a big weapon, a small weapon, and a debuff of some kind and unlike House Shyeel jacks their ranged weapon is not dependent on having a force field generator which means their ranged weapon can't be destroyed if they have one.

I really need to stay away from the 40K forums. 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Yeah, Ret is almost clunky looking while still maintaining smooth lines and curves. plus massive pauldrons that would make a space marine blush(and giant dongs )

Self-proclaimed evil Cat-person. Dues Ex Felines

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

MURICA!!! IN SPESS!!! 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

@Mahtomori: It was the Warjacks that gave me the impression, looking similar to Eldar Wraith Constructs.

I have decided i would like to start with Cryx but am confused as with what units to start with. I don't think the starter set is a great idea because I am not too keen on the Warjacks and would like to start off with something that feels like an actual 'army' rather then a robot duke'em'up for my first few games. Also that my friends have horde armies (Circle and Legion) which came out of starter set but even they look like good army with a fair few models.

I like the look of the Bane models, Thralls and Knights as well as the Wraiths and the vast majority of warcasters (generally all the ones with Lich in their name) so what kind of small army would you suggest i could pick up and play right away at say, 20pts? I am not to fussed about including one or two Warjacks if needed because i do own a few Dark Eldar talos's that could be adequate proxies for friendly games until i get a feel or which Warjacks i might like. For Warcasters i don't know enough about each individually to know what would work with the models i mentioned, but i would prefer warcaster who's spells can control or damage rather then a CC powerhouse.

Thanks for everything. Alex

 
   
Made in gb
Incorporating Wet-Blending





Wales: Where the Men are Men and the sheep are Scared.

If you don't like the Warjacks it may be worth going for a hordes army instead.



 
   
Made in us
Legionnaire





 ALEXisAWESOME wrote:

I have decided i would like to start with Cryx but am confused as with what units to start with. I don't think the starter set is a great idea because I am not too keen on the Warjacks and would like to start off with something that feels like an actual 'army' rather then a robot duke'em'up for my first few games. Also that my friends have horde armies (Circle and Legion) which came out of starter set but even they look like good army with a fair few models.

I like the look of the Bane models, Thralls and Knights as well as the Wraiths and the vast majority of warcasters (generally all the ones with Lich in their name) so what kind of small army would you suggest i could pick up and play right away at say, 20pts? I am not to fussed about including one or two Warjacks if needed because i do own a few Dark Eldar talos's that could be adequate proxies for friendly games until i get a feel or which Warjacks i might like. For Warcasters i don't know enough about each individually to know what would work with the models i mentioned, but i would prefer warcaster who's spells can control or damage rather then a CC powerhouse.

Thanks for everything. Alex


If you don't mind using the Cryx battlebox as a base to work from, you could try this at 20 points:

Warwitch Deneghra (+5)
-Slayer (6)
-Deathripper (4)
-Deathripper (4)
-max Bane Thralls (8) + UA (3)

Denehgra is pretty close to what you're looking for in a warcaster, since she's more centered around debuffing than doing work in melee, and Bane Thralls are a pretty good melee unit. As you get more experienced with the game you might replace the Slayer with something else, but IMO this is a decent start for what you're looking for.

RegalPhantom wrote:

In Khador, any emotion other than the undying devotion to the motherland and empress is punishable by one of the Butcher's famous neck massages. Women are allowed to lament, but only about the fact that Kovnik Joe is only one man and can not love them all.
 
   
Made in us
Druid Warder




SLC UT

The battlebox is actually not a terrible start for Cryx. The warjacks you often see about are those bipedal lights, as Cryx warcasters often have powerful as hell offensive spells and sue those to deliver them more safely. The Slayer itself is not bad to keep about since it can later easily be turned into a character like Erebus, who does see some play about here and there. Keeping to a battlegroup and playing games iwht that help you get a better hang of the Faction and the positioning aspects of the rules, before getting bogged down too quickly on infantry.

And stuff.
   
Made in us
Satyxis Raider






Seattle, WA

New plastic bane thralls will be out very soon.
   
Made in us
Dakka Veteran




CT

pAsphyxious sounds like a good caster for you. Deneghra is all about CC debuffing. Asphyxious slings AOE acid clouds that linger and continue inflicting damage to anything that walks through them. That lets you sort of control your opponent's movement since single wound infantry instantly die if they enter it. He has a somewhat more powerful single target spell as well. His feat refills his focus and you can take a skarlock thrall that can cast one of his spells for free so he can really throw out a ton of artillery.

71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
Made in se
Wicked Warp Spider






Ios

 ALEXisAWESOME wrote:
@Mahtomori: It was the Warjacks that gave me the impression, looking similar to Eldar Wraith Constructs.

I have decided i would like to start with Cryx but am confused as with what units to start with. I don't think the starter set is a great idea because I am not too keen on the Warjacks and would like to start off with something that feels like an actual 'army' rather then a robot duke'em'up for my first few games. Also that my friends have horde armies (Circle and Legion) which came out of starter set but even they look like good army with a fair few models.

I like the look of the Bane models, Thralls and Knights as well as the Wraiths and the vast majority of warcasters (generally all the ones with Lich in their name) so what kind of small army would you suggest i could pick up and play right away at say, 20pts? I am not to fussed about including one or two Warjacks if needed because i do own a few Dark Eldar talos's that could be adequate proxies for friendly games until i get a feel or which Warjacks i might like. For Warcasters i don't know enough about each individually to know what would work with the models i mentioned, but i would prefer warcaster who's spells can control or damage rather then a CC powerhouse.

Thanks for everything. Alex

Well, whether you want to or not, you're going to need some sort of 'jack or 'beast in Warmahordes. Regardless of what caster you take among Cryx, you get 4 to 6 free points that you can only spend on 'jacks. Cryx 'jacks cost from 3 points. The most useful ones are probably the Arc Nodes, they are 4 or 5 points per 'jack and they look like this fellow: http://battlecollege.wikispaces.com/mkiiRipjaw
You can see why they are called chickens?

I really need to stay away from the 40K forums. 
   
Made in us
Druid Warder




SLC UT

It should be noted that the reason the Circle and Legion armies come out feeling like they are more starting armies is that two-player starters come with more points of stuff. The Circle half swaps out a beast for one that costs more and has an extra unit, the Legion one has the extra unit. They come out to about 20-21 points, compared to a normal BB's normal 11(ish).

And stuff.
   
 
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