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Made in us
Virulent Space Marine dedicated to Nurgle





Eye of Terror

I'm interested, what are some things that you like about the game? Why should I play? I come from a background of Warhammer 40k and AoS, so any comparisons are appreciated.

"Show me where it says that in the codex!" said Learchus.
"You know brother that I cannot." said Uriel.
 NenkotaMoon wrote:
AoS raped our cattle and stampeded our women.
 
   
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Drakhun





I like it because the rules are good and the system is pretty watertight. I also like how you can post rules questions on the forums (once they reopen tomorrow) and you'll probably get an official answer within the hour.

I also like the colour red, and Khador in general.

Are there any factions that you have seen which have tickled your fancy?

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Made in us
Virulent Space Marine dedicated to Nurgle





Eye of Terror

 welshhoppo wrote:
I like it because the rules are good and the system is pretty watertight. I also like how you can post rules questions on the forums (once they reopen tomorrow) and you'll probably get an official answer within the hour.

I also like the colour red, and Khador in general.

Are there any factions that you have seen which have tickled your fancy?


Cryx and Everblight, though I'm not in love with Cryx's 'Jack models, and I hate Everblight's infantry models.

This message was edited 1 time. Last update was at 2017/03/05 05:46:15


"Show me where it says that in the codex!" said Learchus.
"You know brother that I cannot." said Uriel.
 NenkotaMoon wrote:
AoS raped our cattle and stampeded our women.
 
   
Made in bg
Dakka Veteran





1. I love the aesthetics of the models - almost 100% across the range (excluding the elves). The jacks and beasts models exhibit raw power due to their massive torsos. Most poses I can remember are menacing.
2. I love the art in the books. It's bright and colourful and dynamic and very sharp - it fits the setting very well IMO.
3. I love the rules. IMO they're the best ones I've ever played and I'm not touching on their exactness. They feel very fluffy to me:
-you charge a model - you gain some speed and you slam it harder
-you knock off a model, it falls down
-you throw a model - it goes flying across the board etc.
It just feels right when you roll the dice and you see the effect.

What I don't like at all and why I'm very slow at collecting them)
1. There are multiple examples across the ranges of bloody expensive miniatures that doesn't justify their cost - neither by quality nor by quantity

This message was edited 1 time. Last update was at 2017/03/04 18:02:49


 
   
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Longtime Dakkanaut




 MrVulcanator wrote:
I'm interested, what are some things that you like about the game? Why should I play? I come from a background of Warhammer 40k and AoS, so any comparisons are appreciated.


Solid game. Robust rules, very good balance. Great variety in factions across both the feral and industrial spectra. Community integrated development to receive the player base's feedback and basically having a 'beta stage' for all new releases to ensure that this is maintained is a new thing and basically turns it into a 'living rule book'. All good in my opinion.

Solid models. Metals are generally good. Most recent hips plastics likewise are great. Aesthetically, pretty awesome, if you ask me. Conversions might be tricky with the metals and there are some terms and conditions, but it's all very doable.

Great fluff. Dive into the rpg. Dive into five thousand years of solidly written history and you will find its a very engrossing world, that oozes character and grit.

Great ancillary products. No quarter is an excellent magazine. Painting articles, painting articles, fluff articles and rpg material.

Great company support. Privateer press do a very good job of supporting the grassroots community and do a great job in supporting their 'organised play'.

Sizeable community. It's not as big as the gw one as a whole (bar maybe x-wing what other game is?) but in a lot of places it is 'the other game' that gets played.

IMO dive in. Lots of good reasons to grab your goggles and get involved

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Made in us
Second Story Man





Astonished of Heck

Best reasons to start playing WarmaHordes?

* You like the models/story.

* You have a local community that is interested in many facets of the game. It's easier to get in to when people are s willing to play battlebox traning games as they are the League Steamroller games.

* 40K and AoS are burning out in your community. Let's face it, some of their decisions have not been welcomed by GW's customers, and WarmaHordes has a large enough presence to fill that gap.

* You want a game that is bigger than Infinity, but smaller than 40K. Usual army is about 6-10 solo models and a couple 10 man units.

* You like a game whose rules are consistent and consider each other's interactions rather than based on individual whims. PP's rules are laid out so that it is easy to see how they are to interact (most of the time). Rules questions tend to have reasonable answers and get errata's soon after. As opposed to Battle Brothers suddenly not being able to board Transports in Deployment for no written reason.

* You like taking Unique Characters on to the field and not feel like a dirty git for doing so (everyone has to take at least one). This is game is set up to be competitive, so you are encouraged to bring your A game when you can. Each game is also set up around a Unique Character called a Warcaster or Warlock who directs steam punk robots or monsters which provide the punch in your army. Many key solo models are also Unique. Then there are the Mercenaries and Minions which almost everyone can bring.

* It is US-based, so getting shipping is quick and cheap for those of us in the States, as opposed to waiting for things to trickle from across the Pond.

Why you shouldn't play WarmaHordes?

* No one will play it around you. Unless you are a collector, it's no fun if no one wants to play.

* People will only play one aspect of the game around you (such as only one League game, period). It's hard to learn if people only want to play Steamroller, even to train up new blood.

* You prefer to have either/or options for your units rather than yes/no. Most units are either you take them at half size or full size, with a commander or without, and (rarely) with a Weapon carrier or not. No picking between Meltaguns and Plasmaguns, it's either a Trencher unit with a grenade launcher or not.

* You think nerfs are more important than buffs in a game. This is a competitive game, and you are encouraged to give the best you can give. The game trends more to look for ways for you to better your units and debuff theirs than for downclassing things. Nerfs happen, a lot, but they would rather everyone be at least a little outrageous so they can be desirable.

* You want an Infinity-scale game. The game is not about solo models rampaging across the board (the Butcher not-withstanding), but about a wizard and his bots/beasts out fighting for their nation with others of their army. It can run that small (usually in battlebox games), it just isn't the only place to play it.

* You want an Epic-scale game. The game is close up to the action, so is detailed toward that. You move 10 models if the unit has 10 models, not just 1 model representing 10.

This message was edited 1 time. Last update was at 2017/03/04 23:36:19


Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Rebel_Princess





First and foremost I really like my local gaming group, as well as the personalities I've been encountering at cons (I recently went to WTC in Milwaukee, WI for the first time).

To elaborate on this, I would say that I suspect the reason I like the community is because of the type of player that sticks around to play the game. It has a steep learning curve, and cultural norms from the older Page 5 ethos are still around, ensuring nobody holds back.

Some people complain that the game is highly competitive, and I suppose this is true. However, everyone who plays has gone through the gauntlet of getting their crap kicked in. Maybe I just like people who stick to their guns and tough it through a bit of wounded pride with their little toy soldiers.

A tight rules set (not without its flaws) is necessary for the health of such a competitive community, and Privateer Press does its best to cultivate a healthy and dynamic gaming culture.

While there are some profoundly ugly exceptions, I like most of the models in the game. I especially like my faction, Mercenaries, as they are oozing character.

The setting is pretty great. The Dwarves literally killed their own creator god in the underworld to liberate themselves, and sort of dug their way up to Caen (the name of the common world), for example. Speaking of Dwarves, they have a well executed and unique take on dwarf models.
   
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Portland

Yeah, that's a good point-- I don't really like the story, but the setting is really nice. Some very fun variants on the classics. I still miss GMing the Witchfire series.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in us
Second Story Man





Astonished of Heck

 spiralingcadaver wrote:
Yeah, that's a good point-- I don't really like the story, but the setting is really nice. Some very fun variants on the classics. I still miss GMing the Witchfire series.

Well, it's not D&D, but there is an Iron Kingdoms RPG out there so you can make up a lot of your own stories.

The Witchfire is available in two forms on the board, but she's a Mercenary and has animosity with some 'Casters and solos in those armies she can join up with.

You don't have to like the overall story to enjoy either game set. For the most part, it takes a back burner to how the game plays. But the stories are pretty good with some characters getting away by the skin of their teeth, or being "mostly" killed, just to be rejuvenated and brought back stronger than ever. Though, there has been a couple that have been confirmed dead in the story, but one came back as a bigger (unspeaking) prophet of the god of man and the other is linked to a crystal which can overwhelm the weak-willed and rebuild himself from their body like Diablo (Dragons here be crazy nasty). PP has stated that some characters may not be making it to the next Edition in the story, if that helps.

Speaking of which, the story is always evolving. The Iron Kingdoms aren't stuck at the Judgement Day of the Old World or waiting for Cadia to fall. We've seen the loss and splitting of a minor nation between two others. Gods thought lost being found. Whole dragons burned and eaten. It's refreshingly dynamic after dealing with GW's stuff for decades. It reminds me of Battletech in that matter.

This message was edited 1 time. Last update was at 2017/03/06 06:50:48


Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Using Object Source Lighting





Portland

Oh, I've been paying attention enough to know that, but don't really want to hold on that much-- if I run IK, I've got all my old 3.5 IK sourcebooks, which should be plenty of fodder for pathfinder or w/e...


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in us
Snord




Midwest USA

Why should you play Warmahordes? I would say for the same reason as any other wargame; the models look awesome to you, the rules seem cool to you, you have a local group that plays regularly, or because you want to try something different. Find your reason, and go for it!

However, tread carefully. If my local group is representative of anything, then I wouldn't recommend it. Elitist behavior, especially when making comparisons to GW products and games, is very prevalent in my area. And to play for any other reason than to win at all costs is going to be tiring if you aren't into that. Granted, that same attitude drove me away from attending the local 40K tournaments in the same area, but there are enough local GW players who aren't into super competitive play.

Before you make the plunge and spend a bunch of money on models and time on the game, make sure that it is something that you will enjoy. Start slow and small, and make sure that those you will be playing are into the game for the same reasons as you. However, if you are passionate about a particular model or army, go ahead and paint it up, just be prepared to not field it on the table because its rules are lackluster. Research your preferred armies and what units and models you want to play. I purchased and painted several units and models only to later find out that they weren't the best option in a weaker army anyways. And then once I get the more winning units, Mk III came out and those units got knocked down a peg.

I also found that Warmahordes requires a much larger time investment than 40K. Not just in the amount of games to play, but in the commitment. Like, I had to research the game, like full on studying for college levels of involvement in order to really grasp the game.

From playing 40K for several years before hand, I had spent nearly a year on Warmachine and Hordes, and it was a mostly positive experience. Not great, not bad, but okay.

Your milage may vary, and I sincerely hope that your experience is better than mine.
   
Made in us
Fixture of Dakka






Lancaster PA

I'll jump in.

For me, the best thing about the game is that it is about building up combos and elaborate machines to accomplish some end. You have an unusual amount of ability to move models around on the board, both yours and your opponent's, but throwing, slamming, spells that place things or throw/slam them, and things like that, instead of just moving your dudes and killing his. The fact that every model/unit moves and does its stuff before the next one (instead of Move Phase, Shoot Phase for everything) means that with clever order of operations and forethought you can pull off some really interesting stuff. There are not many wargames that make you feel like a genius like Warmachine can when you come up with some crazy plan to claw out an assassination win from almost certain defeat and pull it off. (There being multiple ways to win, including killing the enemy warcaster/warlock, is big there.)

That means there is a big learning curve for some people, and especially some factions, but also a high skill ceiling. You will get stomped a lot early on, likely going one or two months without winning. After that though, you will constantly find yourself getting better, coming up with new tactics and ideas, and very rarely having a game that goes on autopilot to win. There is a lot of variety within factions (some more than others) and between factions there is a lot of stuff to learn, which is daunting at first but a lot of fun later. Just changing your warlock can make a list do completely different things, so even with a relatively small investment you can have a very different army.

Of course, all that super complicated combo creation means that just pushing around models and goofing off is going to lose you the game. It isn't really a beer and pretzels type game. The whole dreaded Page 5 thing is more about "Look, there are crazy combos out there. Everyone's faction has them, and the point is to find them and figure out how to defeat them. Don't complain about how OP they are, figure out how to be more OP." A fair few people took that to mean "be a prick", but I think it was better understood to be a note that the game lends itself to trying hard.

So, yea. I like the game because it provides some really robust and interesting mental exercise, with lots of interesting decisions to make. Some people find that very taxing, but for me it is fun.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
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Made in us
Fixture of Dakka






 MrVulcanator wrote:
I'm interested, what are some things that you like about the game? Why should I play? I come from a background of Warhammer 40k and AoS, so any comparisons are appreciated.


You'll be fine.

You start with a Jack or two and a caster, and maybe a unit or two of of infantry. Use them as a baseline, and learn your rules. After that, you work your way up as you add more units when your ready.

Use your factions choices, and build up your force with Package deals, such as a Jack, or two. Additional Infantry attachments, special characters, etc. I made the mistake, back when I started of buying up stuff like an ass without function, ended up with around 4 different action bases, and stuff that didn't fit into the learning curve, and it ended up gaining me units that I honestly didn't use, nor care for in their adding confusion tot he forces.
Cryx, Khador, Cygnar, Merc's, and an additional undead Pirate faction for Cryx.

If I were to start again, I would start with 1 faction, and work forward...

Like I am doing now.



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Lancaster PA

A good thing to note too is that most factions jacks are on one of 3 different chassis, so if you magnetize arms from a multi kit you can have a lot more flexibility.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
 
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