| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2014/05/19 02:37:49
Subject: Warmachine/Hordes.
|
 |
Assault Kommando
Flint, Mi
|
Im looking for another mini game to get into, and have heard Warmachine is much cheaper than 40k.
Since I have never played or read a book about it or anything. I have seen a game being played and it seemed only to be a few models.
I dont know anyone who plays so i have no one to ask.
Is it as fun as 40k? how complex are the rules? How long are games? Is there as many ary types/builds/etc as 40k?
Basically I would like to know anything.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/19 03:20:21
Subject: Re:Warmachine/Hordes.
|
 |
The Conquerer
Waiting for my shill money from Spiral Arm Studios
|
1) Yes, very very fun. Arguably more so because you don't have as many rule problems.
2) Simple but deep. Each individual rule means exactly what it says. There is a whole list of effect and action terminology which is defined in the rule book. For example there are 3 stages a model goes through when it loses all its health, boxed, disabled, and destroyed. So when a rule says "when a model is boxed" what ever its talking about happens before it becomes disabled or destroyed. Meaning it may stop abilities which trigger on the other phases.
The real complexity of the game is how you take advantage of how rules interact. You can always figure out exactly what happens, which leaves you free to strategize on how to leverage that.
3) Depends on the point value. Normal games are between 35 and 50 points, which are roughly 1 hour to 2 hours depending on how comfortable you are with the rules and your list. Also depends on the list type.
4) There is way more variety in list building. No restrictive Force Organization beyond the fact you must have a Warlock or Warcaster and at least 1 Warjack or Warbeast.
Each full faction has 2 dozen or so warcasters/warlocks, each of which can have multiple viable competitive army builds. Then each caster will have 1 or more theme forces, which are optional list building structures which limit the units you can take in exchange for some bonuses. Some are good, some are bad, some are downright amazing.
Some casters are also better than others generally speaking. Each faction tends to have 5 or 6 casters who regularly show up to tournaments, and there are the cookie cutter netlists which often show up with them. But then again, alternate lists with some obscure combo often show up too. A dark horse warcaster or a weird synergy that someone found between a normal caster and something else in the army. These often become the new netlists if they do well.
Tournaments also are almost always at a minimum 2 list events. Where you bring 2 lists to the tournament and before each game, after seeing your opponents 2 lists, choose which one you will play that game. This gives you the ability to safely play skew lists or lists with a particular focus without risking a bad matchup. Many of these event do require you to play both lists at least once, so you can get into the situation where you are locked into a particular list. Especially at Masters tournaments, which are 3 list actually.
To address the query as to it being cheaper.
Yes and no.
Yes it has a lower start up cost. The minimum to spend to get a playable force is less. And each additional purchase can basically be used immediately.
But, in the long run, if you end up getting most of your chosen faction you'll end up spending about as much as your would for a 40k army. But instead of only 1-2 lists you can make well over a dozen.
Buying a new warcaster by itself can completely change how your army operates.
The models are also, on an individual basis, more expensive than GW. Especially the units. A unit of 10 Ironfang Pikemen with Unit Attachment is well over $100 at full retail, more if you are getting Black Dragon Ironfang Pikemen. The difference is you will rarely buy more than a single unit of each type unless you are running a specific list. Running duplicates of anything is much less common in Warmachine than 40k.
|
|
This message was edited 1 time. Last update was at 2014/05/19 03:26:57
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!!! |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/19 03:32:28
Subject: Warmachine/Hordes.
|
 |
Longtime Dakkanaut
Brisbane, Australia
|
Tenzilla wrote:Im looking for another mini game to get into, and have heard Warmachine is much cheaper than 40k. Since I have never played or read a book about it or anything. I have seen a game being played and it seemed only to be a few models. I dont know anyone who plays so i have no one to ask. Is it as fun as 40k? how complex are the rules? How long are games? Is there as many ary types/builds/etc as 40k? Basically I would like to know anything. Is it as fun as 40K? Well, yeah that's why we play it  Fun is in the eye of the beholder, of course, and so some people prefer different things, but I can say that I have a huge amount of fun playing. Giant robots fighting huge beasts, slamming and throwing eachother across the field, Warcasters who's spells and feats can completely change the course of a battle, and steam punk electro-knights fighting savage pigmen - it's all in there How complex are the rules? Well, the basic rules are actually pretty simple - they take a bit of learning, but no more than 40k. The quick-start rules can be found on PPs website ( http://privateerpress.com/files/WarmachineMKII%20Quick%20Start%20Rules%20Front.pdf), though there's quite a lot more info in the main rule book that you'll need outside of basic starterbox games The complicated bit, however, comes in because each model or unit (note, in Warmachine the term "unit" refers to squads only) has quite a few special rules which are on their cards. The cards (which come with any model you buy) make seeing their rules easy, but there are a fair few of them, and learning what your forces and what your opponents forces can do takes a bit of time, as you grow into the game. I suggest starting small, and working up as you learn the game, to keep things simple for yourself How long are games? Generally between half an hour for a quick battlebox game up to a couple of hours for a relaxed 50pt battle. Obviously that'll extend out a fair bit while learning the rules, but you'll generally find a game goes a bit quicker than a full 40k game, and involves quite a few less models. Are there as many ary types/builds/etc as 40k? Yeah, there are 12 factions, and each faction has many many different builds to make them yours. Because of how Warmachine/Hordes works, you'll find that the Warcaster you choose for an army has a profound effect on what sort of units you take. Generally, players will own a number of different casters, and adjust their force depending on which one your taking. Even then, most casters can support multiple types of list build, depending on your style. Also, while some factions tend towards certain play styles, no faction is pidgeonholed into a particular play style, and there are always options to take something that's very different to the faction sterotype. As an example, Cygnar are generally considered very shooty, but you can take eStryker with a bunch of Cavalry and stormblades, and suddenly they're a rolling melee force. So while you should look at the general style of play when choosing a faction, know that even inside a faction you'll have variety. Hope that helps for starters
|
|
This message was edited 1 time. Last update was at 2014/05/19 03:38:36
Looking for a club in Brisbane, Australia? Come and enjoy a game and a beer at Pubhammer, our friendly club in a pub at the Junction pub in Annerley (opposite Ace Comics), Sunday nights from 6:30. All brisbanites welcome, don't wait, check out our Club Page on Facebook group for details or to organize a game. We play all sorts of board and war games, so hit us up if you're interested.
Pubhammer is Moving! Starting from the 25th of May we'll be gaming at The Junction pub (AKA The Muddy Farmer), opposite Ace Comics & Games in Annerley! Still Sunday nights from 6:30 in the Function room Come along and play Warmachine, 40k, boardgames or anything else! |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/19 03:47:40
Subject: Re:Warmachine/Hordes.
|
 |
The Conquerer
Waiting for my shill money from Spiral Arm Studios
|
Unlike 40k, the only book you will need to buy is the main rulebook. the faction books are 100% optional. The reason you buy the faction books isn't for rules, you buy them for the fluff or the painting guides. They do have the rules for models too, but not any that were released after the book was.
There is a very helpful app, called Warroom. It is the official Warmachine list builder and battle tracker app. On it you can take cards you own(app is free, faction decks are $8 each) and build lists with them.
The nice thing is that whenever a new model gets released, if you own the deck, it will update and add the card. As long as the current edition lasts this will hold true, and there doesn't seem to be a new edition on the horizon any time soon.
You may find bad reviews about Warroom, and they were true before they revamped the app a few months ago. Now it works perfectly fine.
The app is a convenient way to reference all the models in your, or your opponents factions, without having to sift through physical cards and buy said physical cards individually. its a great tool for proxy testing a model or unit before you buy it.
|
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!!! |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/19 12:45:25
Subject: Warmachine/Hordes.
|
 |
Assault Kommando
Flint, Mi
|
Thanks guys. Would you reccomend i get the 2 player starter box? Or is there an easier way to collect and learn having no idea what any factions are yet?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/19 13:22:35
Subject: Warmachine/Hordes.
|
 |
Longtime Dakkanaut
|
Tenzilla wrote:Thanks guys. Would you reccomend i get the 2 player starter box? Or is there an easier way to collect and learn having no idea what any factions are yet?
The two player starter is a rather good value on models per $, however they (particularly the Khador half) contain some models that may feel sub-par
. I'd suggestion picking up the start set for a faction that will match what you think your preferred play style might be. If a few sound like good matches, then go by looks/theme. I think one of the bigger thing that gets people in this game is that just because every faction and most models work well, doesn't mean all (or even most) combinations of models and approaches to factions work. They buy in on a concept they think looks cool, under the assumption it'll work because hey "this isn't 40k and it's balanced" but reality winds up being less kind.
Cryx: This is an infantry-based faction with a focus on making your opponent's models worse, and benefiting from the death models. They have powerful casters and abilties. They lack a ranged game, their 'Jack game is sub-par, and tend to have poor defensive stats. Undead/Poison/Corruption theme going on here.
Khador: This is an infantry-based faction with a focus on hitting hard, and being hard to hit. They tend to run 'Jacks poorly and so will only bring 1, generally a character. That 1 'Jack will be powerful but it won't be the star of the show. They have more casters that are strong in combat than other factions, and tend to have wide powerful buffs. Russia/Snow/Wind theme going on.
Protectorate of Menoth: A diverse faction, that tends to lean on 'Jacks for heavy lifting. A focus on denial - making it so only specific kinds of abilties can affect them, as well as turning off enemy spells and abilities. They rely on powerful focused buffs and tend to have all or nothing defensive tricks (either it makes you immune, or doesn't do much). They have the most powerful 'Jacks of the main factions, and relatively subdued casters. A Knights/Fire/Religious theme here, shares some space with the inquisition in 40k in terms of theme.
Cygnar: A diverse faction, that leans on hiring mercenaries a bit more than others. Has a focus on unique and special abilities, as well as high accuracy. Can rely on its ranged game more than other factions and has the most powerful direct-fire guns, though not much in this game counts as "Gun Line". They've got extremely powerful casters and feats, and powerful single warjacks. However their probably less efficient points-wise. Lighting/Technology/Soldiers/Knights theme here.
Mecrenaries: These guys are hireable by other factions, as well as working on their own. Tend to lean on infantry and character solos. While they are a full faction, probably not the best to start as.
Retribution: Heavy focus on infantry, strong ranged game. They get to ignore a lot of rules about ranged attacks, and have of weapons with special effects. Again this is a full faction, but has a lot of unique rules. Probably not best for a new player. Force Field/Magic/Anti-Magic theme going on here.
Convergence: Heavy focus on 'Jacks, lots of complex interactions. The newest faction. Is a special/limited release that will not be getting regular updates at the same pace as other factions. Clockwork/Robotics/Math theme going here. Probably not best for a new player.
That's all the factions, unless of course you'd want to do something a bit more wild and centered on big beasts. In which case, hordes factions are the ones to look at.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/19 15:29:06
Subject: Warmachine/Hordes.
|
 |
Tough Tyrant Guard
|
The two player battlebox is a great place to start the game, either for Warmachine or Hordes. You get a full pint-sized rulebook (all the rules of the core rulebook, just with the fluff sections missing) and you get enough models for both armies to get a reasonable feel for the game. However, as Chongara has noted some of the models in it, especially in the Warmachine one, aren't all that popular, and once you have other choices available you might find them collecting dust.
Personally I think it depends on your budget - if you're wanting to save as much money as possible, maybe take a more focused approach, but if you're okay with having models that might not be as popular and you're interested in the faction (ideally having a friend who wants to play the other, too) then it's an easy way to get into the game.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/19 15:36:38
Subject: Warmachine/Hordes.
|
 |
Cosmic Joe
|
I recommend the main rulebook with all the fluff. It's much cheaper than 40k rulebook (half the price) and you'll get a much better idea of the setting and will get you excited for the game. I fell in love with Convergence and got their book as well, though its optional because the rules come with the models, I just wanted to learn more about them.
|
Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/19 15:47:48
Subject: Warmachine/Hordes.
|
 |
Tough Tyrant Guard
|
Personally I liked getting into the game with the mini-rulebook (I bought the Warmachine two player starter, then the Hordes two player starter!) and then getting the big rulebook later. The big rulebook is sort of redundant for your own faction if you get the "Forces of" book, but it was fun finding out about the other factions and made me appreciate them more. For me, the game mechanics fueled my initial interest in the fluff and aesthetic rather than the other way around. YMMV (and the OP's mileage may vary) though!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/19 22:09:17
Subject: Re:Warmachine/Hordes.
|
 |
Paingiver
|
Its a fun game but it is built to be competitive. While I will occasionally throw down a fun list in this game it's mostly a punch in the mouth fight where a simple mistake or wrong estimate of a measurement can lead to the loss of your caster and therefore the game. If you are looking for a cheap alternative to 40k.... If you are more of a get together move some figures and roll dice and see what happens.... I would look at Bolt Action.
|
Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/19 22:37:36
Subject: Re:Warmachine/Hordes.
|
 |
Bane Lord Tartar Sauce
|
Typically when you are starting the best bet is to get the Battle Box for your faction (consisting of a warcaster/warlock and 2-4 Warjacks/Warbeasts). The battle boxes are, more or less, balanced against each other and are a cheap and useful way of getting a hang of the rules. While you may end up largely abandoning most of the pieces in some of the boxes, typically the stuff in them will last you for the beginning of your warmahordes career and for what you get the value is pretty good. The 2 Player battle box is an option as well (since it contains basically 2 battleboxes + an extra unit for each force + the rulebook), but they are only really worth it if you want one of the factions and you can find a friend to split it with (particularly for the Warmachine Box).
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/20 03:58:52
Subject: Warmachine/Hordes.
|
 |
Satyxis Raider
|
Two Player box is kind of cool because it gives you two armies so you can get friends to play you much easier. Also get a nice mini rulebook.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/20 04:31:57
Subject: Re:Warmachine/Hordes.
|
 |
Land Raider Pilot on Cruise Control
Adelaide, South Australia
|
Grey Templar wrote:A unit of 10 Ironfang Pikemen with Unit Attachment is well over $100 at full retail, more if you are getting Black Dragon Ironfang Pikemen.
While I'm not wanting to start a PP vs GW costs thing, the IFP are a clear stand out in costing. The next most expensive infantry (yes there are some cavalry that are more) unit is $25 cheaper*. They're far and away the most expensive and not a good example of costs.
*going by the RRP on the PP website.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/20 18:15:23
Subject: Re:Warmachine/Hordes.
|
 |
Paingiver
|
IFP right now is pricey but it's because the models are metal. PP will re release them down the road in plastic and guess what?.... The price will be lowered to reflect the cheaper cost to produce them. Compare to GW which recently repacks what were originally 10 models down to 5 models and not change or increases the price. And yes that example was probably the worst example out there. I can find deals online of 10 unit metal models for under $35.
|
|
This message was edited 1 time. Last update was at 2014/05/20 18:15:58
Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/20 23:40:59
Subject: Re:Warmachine/Hordes.
|
 |
Longtime Dakkanaut
|
Kojiro wrote: Grey Templar wrote:A unit of 10 Ironfang Pikemen with Unit Attachment is well over $100 at full retail, more if you are getting Black Dragon Ironfang Pikemen.
While I'm not wanting to start a PP vs GW costs thing, the IFP are a clear stand out in costing. The next most expensive infantry (yes there are some cavalry that are more) unit is $25 cheaper*. They're far and away the most expensive and not a good example of costs.
*going by the RRP on the PP website.
Also if you want to have an entirely different experience with your WM/H army you can switch out the caster and 1 unit and have a totally new list. Want to have a new list in 40k? You have an army that plays in a meaningfully different way than you current 40k list? You need to buy 70-80% new models unless you went crazy with magnets and then you might be able to get that down to needing to buy 60% new models.
Everything in 40k plays so samey unless you totally scrap it and start fresh, you just aren't going to get very varied game play experiences.
|
|
This message was edited 2 times. Last update was at 2014/05/21 00:58:19
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 00:55:14
Subject: Warmachine/Hordes.
|
 |
Assault Kommando
Flint, Mi
|
I think im sold. i play IG in 40k, but i like them because i can be so different every time i build a list.
I was looking at khador possibly. Not sure if that is the best fit or not.
Ideas on what would be good to start with?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 01:00:02
Subject: Warmachine/Hordes.
|
 |
Longtime Dakkanaut
|
Tenzilla wrote:I think im sold. i play IG in 40k, but i like them because i can be so different every time i build a list.
I was looking at khador possibly. Not sure if that is the best fit or not.
Ideas on what would be good to start with?
Well if you like the masses of men with leaders giving orders feel of IG, Khador is probably a very good match for that. Khador is about swarms of dudes with singular leader type models giving them buffs. If you're looking for something different or with a different feel a different faction is probably better.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 01:28:50
Subject: Re:Warmachine/Hordes.
|
 |
The Conquerer
Waiting for my shill money from Spiral Arm Studios
|
Better dash first impressions before they even form.
Khador is not a jack faction. Ignore the guys in giant robot suits and the very large jacks. Competitively, Man-o-war are very lackluster and you'll very rarely run more than 1 Warjack(and only because you have to really)
|
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!!! |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 01:34:48
Subject: Re:Warmachine/Hordes.
|
 |
Satyxis Raider
|
Kojiro wrote: Grey Templar wrote:A unit of 10 Ironfang Pikemen with Unit Attachment is well over $100 at full retail, more if you are getting Black Dragon Ironfang Pikemen.
While I'm not wanting to start a PP vs GW costs thing, the IFP are a clear stand out in costing. The next most expensive infantry (yes there are some cavalry that are more) unit is $25 cheaper*. They're far and away the most expensive and not a good example of costs.
*going by the RRP on the PP website.
Unit for unit PP stuff tends to be more expensive, especially if you look at MSRP. PP models with a lot of metal tend to be the extremes. Even then, a 50 point PP army is going to be much less than most 1500+ point 40K lists. And PP is moving a lot of the big units to plastic and they are significantly cheaper when they do.
However, you can easily find PP stuff for 20% off MSRP on the net. And around here most local stores offer something similar. You can also sometimes find some crazy good deals on PP stuff on Amazon or other websites. I've found things over 60% off with free shipping on Amazon with Prime.
That said, the biggest difference in price is simply that you need to buy less than in 40K. For most factions and casters, you can play a lot of the same models yet still have an entirely different style of army. An obvious example is the squire for Cygnar. It is a solo that just about every Cygnar caster wants to take or at least wouldn't mind taking.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 03:03:19
Subject: Warmachine/Hordes.
|
 |
Longtime Dakkanaut
Squatting with the squigs
|
Chongara wrote:
Well if you like the masses of men with leaders giving orders feel of IG, Khador is probably a very good match for that. Khador is about swarms of dudes with singular leader type models giving them buffs. If you're looking for something different or with a different feel a different faction is probably better.
...and berzerkers armed with evil magic swords.... and crime gangs who have hired themselves out to the army... and the pair of unkillable assassin twins (with evlads feat) ....and the war doggy....and mechaniks.... and snipers .....wizards on ponies.....lots of stuff and I haven't even got into solos yet (well except for the war doggy, but he who barks last must be mentioned first).
|
My new blog: http://kardoorkapers.blogspot.com.au/
Manchu - "But so what? The Bible also says the flood destroyed the world. You only need an allegorical boat to tackle an allegorical flood."
Shespits "Anything i see with YOLO has half naked eleventeen year olds Girls. And of course booze and drugs and more half naked elventeen yearolds Girls. O how i wish to YOLO again!"
Rubiksnoob "Next you'll say driving a stick with a Scandinavian supermodel on your lap while ripping a bong impairs your driving. And you know what, I'M NOT GOING TO STOP, YOU FILTHY COMMUNIST" |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 05:39:41
Subject: Warmachine/Hordes.
|
 |
Dakka Veteran
|
^^^How about woodsmen armed with torso sized axes that can cleave light warbeasts and warmachines into pieces? Each faction kinda sorta has a theme to it that alot of the faction does really well, but every faction has several different styles with different warcasters that are also viable options, so its not like you get locked into playing a single style with a faction all the time. Cygnar, for example, is generally known to have very good shooting options, they have very long range weaponry that can also be very accurate. However, they can also run stormknight style armies where their ranged units are more or less support pieces to keep your enemy off your heavily armed shock troops.
Khador is generally considered the very simple "axe-to-face" melee centric faction, but they also have a great number of ranged options and artillery as well as subtle/stealthy options.
|
71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 09:01:06
Subject: Warmachine/Hordes.
|
 |
Longtime Dakkanaut
|
Bullockist wrote: Chongara wrote:
Well if you like the masses of men with leaders giving orders feel of IG, Khador is probably a very good match for that. Khador is about swarms of dudes with singular leader type models giving them buffs. If you're looking for something different or with a different feel a different faction is probably better.
...and berzerkers armed with evil magic swords.... and crime gangs who have hired themselves out to the army... and the pair of unkillable assassin twins (with evlads feat) ....and the war doggy....and mechaniks.... and snipers .....wizards on ponies.....lots of stuff and I haven't even got into solos yet (well except for the war doggy, but he who barks last must be mentioned first).
All these things, save the wardog are still utlimately "Masses of Men" often defined by their UAs & Solos "Leader Models" more so than other factions.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 14:34:33
Subject: Re:Warmachine/Hordes.
|
 |
Regular Dakkanaut
Saint Louis Mo
|
Welcome fellow convert!!
May the light of Menoth shine upon you...
And if you reject it... WE WILL FHEKIN BURN YOU HERETIC!!
LOL any who I found the transition from 40K to Warmachine to be an easy one. However you will now have to learn to think on the fly vs making a battle plan before the game.
Also your wallet is going to thank you because most games are low model count!! It's going to feel like night and day.
Kahdor is a great selection for someone coming from IG I have t agree with above posters get the army starter. With the exception of the Jacks the 2 player starter kinda slaps Kahdor in the face.
However if you have a friend wanting to play Menoth it makes for a good starting point.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 18:07:32
Subject: Warmachine/Hordes.
|
 |
Assault Kommando
Flint, Mi
|
So the Man-o-wars and the heavy jacks in the 2 player box are going to be useless shortly after learning the rules?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 18:43:20
Subject: Warmachine/Hordes.
|
 |
Tough Tyrant Guard
|
Well, I don't play Khador, but I play against them a lot so I can give you my understanding of the box.
The Juggernaut is a great jack. It takes hits well, does a lot of damage and can even freeze stuff it critically hits. However, the ubiquitous Spriggan tends to see more table time, partly because Khador tends to only want one jack, the Spriggan totally rules and not having Reach (meaning you can only hit stuff 0.5" away instead of 2" away) sucks, especially on a heavy jack. It is a worthy model, but will often lose out just because the Spriggan is so good.
The Destroyer is not a good jack. It costs more than the Juggernaut but doesn't have the hitting power to deal with the toughest enemies effectively and doesn't have the volume of attacks to deal with less-tough enemies. It has a ranged weapon, and oddly can work alright with Sorscha because her feat, freezing everything in her control area and line of sight, helps overcome one of its great flaws - its inability to hit the broad side of a barn. Its ranged attack is reasonably powerful, but it can only fire one inaccurate shot per turn, and that usually isn't enough to justify its presence and expense.
Man-o-War Shocktroopers are an odd unit. I think it's probably fairest to say that they don't lose out because they're particularly bad, just because Khador has so many other good options that overlap their role (which, broadly speaking, is hitting hard and being hard to kill). They do have one glaring issue - possibly the biggest strength of infantry in Warmachine is that it can charge for free, allowing it to increase its damage greatly. The biggest part of the survivability of Man-o-War Shocktroopers is in their Shield Wall order, and they have no way to charge while staying in Shield Wall, meaning they often wither under the counterattack if they do charge. You will not lose from putting them on the table, but with all Khador's options for hard to kill infantry that come with their own unique perks, Shocktroopers tend to lose out.
I think with many players, you'd see them start off with the battlebox stuff, play with that and learn the game, then gravitate towards the flavour of the month power units, then eventually come back and play around with the old models and try to make lists that can make them shine. As always, YMMV though!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 18:53:03
Subject: Warmachine/Hordes.
|
 |
Longtime Dakkanaut
|
Tenzilla wrote:So the Man-o-wars and the heavy jacks in the 2 player box are going to be useless shortly after learning the rules?
No. Nothing in this game is 'useless'. Everything can be built into a game winning strategy. That said you can't just put random stuff together and expect it to work.
Men o war for example are reviled. I think it's a bit unfair. With the right support, they shine. Not everyone gives them that support. Fir example, I've had great success running them with epic irusk who solves their speed issue. With him, they work as an amazing anchor around which the rest of the army can pivot. Thanks to irusks martial disciple rule, I can ignore them for line of sight and movement purposes; in other words I can shoot and charge through them, whilst my opponent can't, he faces an arm21 wall that blocks tramples and buggers up a lot of his movement and shooting potential, whilst also preventing him from shooting back through the men o war.
My friend runs a butcher heart of darkness theme, and this offers a speed buff that again helps mitigate their lack of speed; he's had some success locally and enjoys the build, though ii don't know how it would fare at a big event like a masters.
Here are toe examples of men o war working extremely well. Bear in mind not all casters or builds can offer this however. They won't perform as well in other builds (but that's the nature of the game; not everything works with everything else). So it's true to say they're a specialised unit, rather than a generalist one. It's truer than 'they're useless'.
Similarly, the jacks in the starter - there is nothing wrong with either of them. The juggernaut, whilst not being flashy in any way, is a great, and very reasonably priced beatstick that hits like a freight train. It's Also very tough to boot. I've never regretted taking one for its simple beat stickery. Don't expect any shenanigans, but simply in terms of whacking stuff, and sheer raw damage output, it's a solid choice.
The destroyer is over priced IMO. It should be 8. But regardless, the bombard has it's uses, take two with sorscha. Get Los to a caster and pop feat. 2 boosted bombards that are almost auto hitting will shred a lot of the weaker casters in the game. Whilst not a power piece, I wouldn't dismiss it.  expecting it to wreck stuff in melee is a mistake - it's a ranged jack with an axe, not a melee jack with a gun. As a ranged jack - whilst more specialised than I'd personally like, I think it's got its niche.
|
|
This message was edited 2 times. Last update was at 2014/05/21 18:56:18
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 22:28:35
Subject: Re:Warmachine/Hordes.
|
 |
Big Fat Gospel of Menoth
The other side of the internet
|
Mordekiem wrote: Kojiro wrote: Grey Templar wrote:A unit of 10 Ironfang Pikemen with Unit Attachment is well over $100 at full retail, more if you are getting Black Dragon Ironfang Pikemen.
While I'm not wanting to start a PP vs GW costs thing, the IFP are a clear stand out in costing. The next most expensive infantry (yes there are some cavalry that are more) unit is $25 cheaper*. They're far and away the most expensive and not a good example of costs.
*going by the RRP on the PP website.
Unit for unit PP stuff tends to be more expensive, especially if you look at MSRP. PP models with a lot of metal tend to be the extremes. Even then, a 50 point PP army is going to be much less than most 1500+ point 40K lists. And PP is moving a lot of the big units to plastic and they are significantly cheaper when they do.
However, you can easily find PP stuff for 20% off MSRP on the net. And around here most local stores offer something similar. You can also sometimes find some crazy good deals on PP stuff on Amazon or other websites. I've found things over 60% off with free shipping on Amazon with Prime.
That said, the biggest difference in price is simply that you need to buy less than in 40K. For most factions and casters, you can play a lot of the same models yet still have an entirely different style of army. An obvious example is the squire for Cygnar. It is a solo that just about every Cygnar caster wants to take or at least wouldn't mind taking.
As GW sells boxes of 5 man units for $30+ I find the argument that PP's stuff is more expensive lacking as most of their boxes are around $50 for 10.
|
(╯°□°)╯︵ ┻━┻
RAGE
Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/21 22:43:57
Subject: Warmachine/Hordes.
|
 |
Longtime Dakkanaut
|
Tenzilla wrote:So the Man-o-wars and the heavy jacks in the 2 player box are going to be useless shortly after learning the rules?
Yes.
EDIT:
Well not useless, in any sense of the word as you know it from 40k. Khador tends to reach for their character 'Jacks before anything, and man-o-wars don't see much use outside some very niche builds. I mean you'll still be able to play them but as you collection grows you'll tend to find they start getting edged out of your lists by pieces that just do more work.
Still, if you're looking to get into Khador I wouldn't start with the 2-player box.
|
|
This message was edited 3 times. Last update was at 2014/05/21 22:46:27
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/22 00:48:18
Subject: Warmachine/Hordes.
|
 |
Longtime Dakkanaut
Squatting with the squigs
|
What this guy said, deadnight often gives good advice.
With e-irusk and an IFK shield walled shockies can move 9" , that's nothing to whinge about. It has basically remedied what most people consider the downside of man o wars. 5 guys at arm 21 with 8 wounds are tough to take out, with good speed and lets not forget the shield cannons for softening up easy to hit things.
On the destroyer , I am considering using one and a marauder with andrei . I just like the idea of giving the marauder redline (with redline the marauder doesn't need any focus as that is a pow 22 combo slam -with 3 dice! -with a threat range of 9.5)and just sending it off to slam crap about whilst i take fully boosted shots with the destroyer and have 1 camped focus for andrei , I haven't used it yet but I am very intrigued on what it could do.
I wouldn't say the starter is useless , I bought another juggernaut chassis multi jack kit and magnetised two jack chassis and am turning one into black ivan, I now have the option to field 2 jacks of whatever type I want of that chassis . With andrei being around now, I would not discount any of the juggernaut chassis jacks.
If i want to try out khador ranged jack crazy style I can, with andrei and a destroyer and a decimator. If I want to use karchev with 2 juggernauts I can. I think Andrei has changed up the faction and the days of 1 jack khador is passing (thank christ for that)
|
|
This message was edited 2 times. Last update was at 2014/05/22 00:51:44
My new blog: http://kardoorkapers.blogspot.com.au/
Manchu - "But so what? The Bible also says the flood destroyed the world. You only need an allegorical boat to tackle an allegorical flood."
Shespits "Anything i see with YOLO has half naked eleventeen year olds Girls. And of course booze and drugs and more half naked elventeen yearolds Girls. O how i wish to YOLO again!"
Rubiksnoob "Next you'll say driving a stick with a Scandinavian supermodel on your lap while ripping a bong impairs your driving. And you know what, I'M NOT GOING TO STOP, YOU FILTHY COMMUNIST" |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/22 02:52:43
Subject: Re:Warmachine/Hordes.
|
 |
Satyxis Raider
|
Surtur wrote: Mordekiem wrote: Kojiro wrote: Grey Templar wrote:A unit of 10 Ironfang Pikemen with Unit Attachment is well over $100 at full retail, more if you are getting Black Dragon Ironfang Pikemen.
While I'm not wanting to start a PP vs GW costs thing, the IFP are a clear stand out in costing. The next most expensive infantry (yes there are some cavalry that are more) unit is $25 cheaper*. They're far and away the most expensive and not a good example of costs.
*going by the RRP on the PP website.
Unit for unit PP stuff tends to be more expensive, especially if you look at MSRP. PP models with a lot of metal tend to be the extremes. Even then, a 50 point PP army is going to be much less than most 1500+ point 40K lists. And PP is moving a lot of the big units to plastic and they are significantly cheaper when they do.
However, you can easily find PP stuff for 20% off MSRP on the net. And around here most local stores offer something similar. You can also sometimes find some crazy good deals on PP stuff on Amazon or other websites. I've found things over 60% off with free shipping on Amazon with Prime.
That said, the biggest difference in price is simply that you need to buy less than in 40K. For most factions and casters, you can play a lot of the same models yet still have an entirely different style of army. An obvious example is the squire for Cygnar. It is a solo that just about every Cygnar caster wants to take or at least wouldn't mind taking.
As GW sells boxes of 5 man units for $30+ I find the argument that PP's stuff is more expensive lacking as most of their boxes are around $50 for 10.
I clearly haven't kept on GW prices...
I guess for the IFP a good GW comparison would be terminators. Not sure of their current price, but I seem to recall they were a lot of cash for 5 guys and 10 of them was $100 or more.
|
|
|
 |
 |
|
|