Tuesday, September 14, 2010

My own little Nightmare

Continuing my explanation of my new experience with Warmachine, this time we'll go over my force.

In Warmachine there are 5 Factions, and 1 "merc" faction.

  1. Cygnar, blue guys, they're the good guys with the best tech.  Think America...their armies tend to be all about staying away from you and causing lots of little damage either at range or in mass.  One very cool mechanic they often sport is Lightning based weaponry, when many of these weapons attack they arc lightning to the next closest model from the target, doing another hit to them(friend of foe...though many of their units are also immune to lightning damage).
  2. Khador, Russians.....They sport serious armor and serious damage.  In exchange they tend to be slower, tend to be easier to hit for the enemy.  If you want an army where your models are not likely to go down easily this one's for you.  initially this is the army i wanted to play, but i got my Wife into Warmachine as well and she said she liked them.  Being very eager to get her involved i bowed out, after buying the first part of my force she decided Cygnar was cooler.....
  3. Menoth, Church Cult if you will, they really like lighting people on fire...a lot.  They tend to have a mixture of very cheap and likewise ineffective units that are then made worthwhile through proper tactics and synergy, and a few very good units.  They also tend to follow a denial path, preventing the enemy from doing things or being able to use things on them.  Did i mention they can light people on fire, shoot they can make you explode and light your freinds near by on fire....
  4. Retribution, Elves, think space marines.  Most of their units tend to be effective in all things, but expensive points wise.  They also have a good number of ways to move you around...  theyre the new guys in the new edition of the game.
  5. Mercenaries, it's an entire book of "allies" each one has certain other factions he/they/it will work for, so for instance not every Merc will hire on with your cygnar army.  You can also simply field an army of them, theyre all over the map so it's not easy to sum up what they do. 
  6. Cryx, the Undead pirate nation/corporation.  This is my army, they're glass cannons.  They hit hardish, they're fast across the board, they tend to be hard to hit and good at hitting you.  They also tend to not play a straight forward game, using odd tricks or assassination attempts to win.  My units can't take a hit though, well one can, but the rest can't.
It's also worth noting that Hordes, the sister game to Warmachine, is 100% compatible to play with/against.  Hordes has some changes to the way the armies work, but all the core mechanics are the same and they are balanced on each other.  Warmachine represents the major city states of the world, where Hordes represents the Barbarian areas not yet fully civilized.

So on to my force.  First my list, click any picture for a huge version to see my terrible paint job up close!

First is my Warcaster:
 Skarre, Queen of the Pirate Coast.

Skarre actually has two versions of her available to play, both have different rules and models.  Rules wise they are Similar only to an extent, this is actually very common and the idea is that my Skarre is the new version of her as the Story line has progressed and she has changed during it.  Unlike 40k, Warmachine's story is happening now which i must admit....i like a lot.

Tuesday, September 7, 2010

Machine of War

Over the last month i have been knee deep in Warmachine, so with my interest peaked i thought i would use this blog for what it's meant for....a place for me to rant about what i am into at the moment.  So on that note i will be putting together a group of articles to bring my friends from Hammer of War into at least a decent understanding of the fundamentals of Machine of War.  Including a run down of my personal force.


Step 1: Basic's of the Game, i.e. what makes it different from Warhammer?