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Warmachine MK 2 Field Test site is open w/downloadable new rules!!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Camouflaged Ariadna Scout




Privateer has already started incorporating changes into the new rules. Unit movement and coherency has changed.
Basically you check for models in CMD range of the leader. If out, they must run or full advance toward him, and cannot receive orders or make actions. All models in CMD can make their movement, and actions for whatever order is given.

Check the new update on the test site for the full wording.

I think Coven didn't get hit as bad as people are saying. They can still be nasty, just not OTT nasty like before. Hell, with stalkers you get a 36 inch Control range!

My Blog: ski2060.blogspot.com
Occasional ramblings about painting and modelling.  
   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






Mephistoles1 wrote:Mad Doc: Warmachine is still warmachine. MKII is streamlined, less confusing, a little more balanced, but a lot more focused on Jacks(the way it was when it first came out and the way most of us think it should have stayed along).

Our local players are already finding the new uber combos, like Vlads 14" charge + signs n portents for free after he kills what eh charged, etc. That part of warmachine is still there and strong. Feat timing, movement timing, spell timing are all still the meat and bones of Warmachine. As someone who doesn't do very good at setting up super combos that irks me a little also, but overall I like the way it plays again, and it makes for a good balance to 40K in my hobby interests.

While the test is going on the rules and all the cards for the models are free right now so it would be a good time to download the pdf's and see if it catches your interest. Getting started in warmachine is not that expensive unless you plan on buying every model for your faction (then I think it surpasses most 40k armies in cost .

Meph


Combo's I don't mind so much, as they take a bit of skill to pull off successfully, and your opponent has a chance to anticipate what you are up to and throw a spanner in the proverbial. However my experience in Warmachine Mk1, was that the Feat was essentially a 1 card trump. What do I mean by this?

I shall try my best to explain. Put it this way. I play Magic the Gathering. I really, really like that game. I seem to have a knack for forming nasty decks which have multiple tricks. And it's the multiple tricks I really enjoy. A well timed attack, backed up by a judicious application of combined abilities and perhaps a couple of instants, is what the game is about. But then, you get the One Card Trumps. Single cards which when played utterly ruin the opponents chances of winning, no matter how cunning and well they have played. I toyed with calling them Recards once, but it didn't stick. These are things like Reiver Demon. When it comes into play, all non-black, non-artifact creatures as destroyed, and cannot rengenerate. As a green player, that essentially means I am utterly boned. No matter how well I played, as soon as thats out, BOOM, I'm screwed.

And that is how I experienced Warmachine. So if the new edition works more on cunning combos than the single trump, I might be convinced to dabble in it again.

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Made in fi
Paingiver






Southern Finland

There has been some effort to move away from the one card trumps. The effect is still to be seen, but some of the feedback suggests that some success has been had on that field. Also the warcaster and jack can now get rid of some lingering effects on their turn by using a point of focus.

Some of the feats are such that no amount of tweaking will fix em if you play small games though. The Goreshade's summon a unit of grunts feat is still really nasty in 15 point games.

   
Made in us
Smokin' Skorcha Driver






Utah

There are fewer one card trumps in mark II. There are still some things that really bone the other player out of a turn(ehaley and emagnus I'm looking at you) Though once you get hit with them you pretty much know that when facing that caster you need to work around that and not keep your entire force in a clumped up area.

Even with the combos(just got hit with emagnus feat, rust bomb, calamity and armor piercing all at once, so my centurion that was sitting at armor 21 drops down to armor 5 for a boosted hit from magnus at 3 dice +8) I still like MK 2 better. Overall it is toned down and between two friendly players there is much fun to be had.

Meph

   
 
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