Jaceevoke wrote:I'm considering starting a warmachine/hordes faction, and was having difficulty selecting the one that fit my play style best (Probably because I'm a picky bastard). And was hoping the wonderful folks on dakka could help steer me in the right direction.
welcome to the iron kingdoms. feel free to ask away.
Jaceevoke wrote:
There are three major things I'm looking for in an army, the first being able to be infantry based without the use of warjacks/warbeasts/battleengines.
You're outta luck on this one buddy. Warbeasts and Warjacks are rather integral to the game, and to all the armies in it. With hordes especially, warbeasts are a requirement for heavy lifting, animi, fury generators and wound sinks. With Warmachine, they make up the heavy lifting and "concentrated power" aspect of a lot of lists. they're both also kind of iconic.
Hordes armies effectively will not go into battle without warbeasts, and the same is true for warmachine factions.
Jaceevoke wrote: Now this last is probably crazy but is there a faction that would allow me to essentially ignore my caster? What I mean is an army that can hold its ground without the casters spells or feats.
Not really. can you play chess without the king, and queen? in warmachine, casters are a king/queen hybrid that chucks fireballs.
Feats and spells are a very integral part of the game, and wishing to ignore them is rather foolish.
that said there are "selfish" casters that dont like to hand out spells to their minions, and would rather spend their focus themselves. I know this isnt what you're looking for as while they dont support the army, the army supports them, and acts as a caster delivery system - take butcher 3 for example. they tend to be "super solos" and do a lot of work themselves; that said, as someone who wants to ignore their caster, this isnt viable, as this approach puts even more emphasis on the caster, rather than the army.
essentially, what you want is a "units and solos" only variant of the game. Its fine for a home brew, but there is no official support for it. its simply not warmachine.
Jaceevoke wrote:Thank you everyone who has commented and helped me, can't say I'm not disappointed by the reliance of the caster and the requirement of a warjack/warbeast.
why? its a feature, not a bug.
Jaceevoke wrote: With this in mind, if I had the option to, I would probably want a warcaster that buffs the army and have the warjack/warbeast acts as a guard for them.
this is doable.however, if all you want out of a warjack is a bodyguard, you're missing out on a lot of their uses.
Jaceevoke wrote:
As for attrition I'm more a fan of being tough to withstand attacks or creating/reviving more models, than being something that just does more damage than the opponent can. If that makes sense.
perfectly.
in warmachine, attrition is accomplished by a variety of means.
you can go for high defence, and seek to dodge all the attacks that would kill your guys. that said, high
def has hard counters.
you can go for high armour, and "soakage", and seek to soak up all the damage that is inflicted. that said, there are hard counters.
you can go for spammed numbers and have more bodies than the other guy has bullets. again, there are counters.
there are also ways and means of recycling/reviving units. cryx is the forerunner here, with lots of spells and feats, and abilities that let you recycle and bring back things that die. that said, other factions have access to gator bokurs, alexia and the risen and other ways of bringing back the dead for a second round. essentially, a lot of factions can build for an attrition game.