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What is Warmachine?
Warmachine is a tabletop wargame dedicated to magic-wielding characters called Warcasters and their forces of killer units and huge steam-powered machinations, called Warjacks. To get a better idea, visit the Warmachine secion of the Privateer Press website.
Or, you can click here.
What do I need to buy?
First and foremost, the rulebook you need to buy for Warmachine is Prime: Remix, not to be confused with the older Prime rulebook. This rulebook contains all up to date information; don't start up without it!
The next step is to choose a faction; this is usually based on which models you like. Once you've done that, look into getting a Battlegroup, which can run between 25-50 USD (depending on store or eBay) and contains what you need to start the game; a Warcaster and some number of Warjacks. This is a very good starting point.
Lastly, another very useful purchase would be your faction's Mark 2 card deck. These stat cards include every unit currently available to your faction, from Warcasters to units to Warjacks. Very useful to have!
As you progress, you will of course need to purchase the models you want to add to your list, building up your force and changing around your tactics. Eventually you may also want to buy an expansion book and models, but to start off with, that won't be needed.
How do I play?
Privateer Press has free-for-download Quickstart Rules available on their website in PDF format. Click here here to go to them. For more in-depth rules, refer to your Prime: Remix rulebook.
Also, though two separate games, Warmachine forces can be played against Hordes forces, for an experience that can liven up your gaming.
I've seen a lot of these threads popping up lately. There are a few things to know when starting Warmachine:
1. Choose a faction you like the look (model wise) and feel (agression wise) that fits what you like.
- Khador is the melee faction. They do a lot of damage and are tough as nails. Khador generaly starts the game with much more muscle on the board than their opponent, however through shooting, magic and synergy the playing field is often leveled once battle has been joined.
- Cygnar is the shooting faction. They have some of the best shooting units/ shooting buffs in the game. Their 'jacks are pretty good to with average stats across the board. Their models are more pricey as they generally are specialized for what they do. Often outnumbered by opponents, Cygnar must use careful aplication of resources to get back every last point spent on their models.
- Cryx is the assassination faction. I quote the late Fell Calls podcast when I say Cryx is 350 points of delivery (or 25 in a Mk II game) for 150 pts of kill (10 Mk II). Their casters have agressive spells, and they have the fastest and cheapest arc nodes available. Couple that with high profile targets like Bile Thralls, Satyxis or Bane's and you've got a recepit for disaster.
- Menoth is the synergy faction. There stats are generaly worse then everyone else, but they benefit from other units in the army which in turn makes their units above average in damage potential and durability. Also has synergy through losing models
- Retribution is generaly a first strike army. They want to hit you first and do so much damage you cannot recover. Retribution is still fairly new, I'm still getting a feel for them (updates to come later)
- Mercenaries are an eclectic bunch. Generally solo heavy as thats where they gain their most benefits, they're often under represented by gamers, but those who bring them generaly are of greater strategical knowledge.
2. Read up! Read over the rules and faction models multiple times (rules and fluff, as fluff drives the gamer IMO). Once you have an idea for your faction, begin looking to the interwebz for additional knowledge, which brings me to:
3. Battle College. Although not the be-all end-all tactica, it has many great suggestions. It also highlights some basic combo's such as Sorscha and Arcing Fire, or Kreoss and Deliverers.
4. Practice! You'll never become an accomplished general of the Iron Kingdoms if all you do is play theorymachine. Get out there and get some games in with your buddies, or failing that test out VASSAL, they have a decent community established of Warmachine/ Hordes players.
I'm very new to Warmachie.
Is the Warmachine Prime: Mk II the book to buy now?
I like Cryx the most. I've always been a sucker to the bad guys. Is there any models I can order when I order the books, like any 'must have' Warjacks or Warcasters that are used in any and all armies. Don't want to buy something I wont use, but if I can buy a mini when I buy the books I'll definately do that to save me some money on the delivery fees.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
Yep, the Prime Mk. II book is the rules as-is, and you should keep an eye out for the Forces of Warmachine: Cryx book which should come out sometime this year. I'd also recommend grabbing the battlegroup box; for the price, it's a great buy and a great way to learn how to play the game (playing battlegroup games with other people).
I'll probably rewrite this thread at some point, maybe with the help of Blood_Blade and/or some of the other (more experienced than myself) players here on LO.
Does the Cryx Battlegroup contain the new plastic minis?
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
Okay, so I am considering starting a Warmachine or Hordes army, but am very torn between about four races (2 of each faction). I received some Cryx units last Christmas, more specifically Goreshade the Cursed and a unit of Bane Knights. But I already play Warriors of Chaos and Tyranids for WHFB and 40K respectively, meaning I would rather play a "good guy" force than the "evil doers". With that said I'm not disqualifying any army, I would just like to play on the side of justice for once. Even after researching every army's strength/weakness on both Warmachine and Hordes, I am unable to make a final descision, so here are my likes and dislikes, please help me pick one army to play!
I am considering playing Legion of Everblight just because the models are So damn sexy, warbeasts to warcasters, they are just aesthetically pleasing. I like the whole "glass cannon" play style, also they have lots of flame breath attacks, coupled with their lack of dependency to vision to find their prey is a nice twist.
I have also considered the Druids of Orboros, again, some nice looking models, (Except for the Gorax, whats with that thing anyway? Apes don't belong with Wolves in my mind....) I especially like the Warpborne Skinwalker models. The play style sounds interesting enough to be challenging and rewarding, as I understand they are very adept to moving around/teleporting, does this make them viable in combat?
Cryx are, okay in my eyes, only some models are really awesome looking to me, don't care for their warjacks, they are kinda bland looking to me. I do like the theory of an army based around not allowing your enemy to do anything. Lots of Influence too, Reminds me of when I played Magic the Gathering back in the day and would encounter a blue denial deck, it was always very frustrating.
The Protectorate of Menoth, these zealots are pretty cool, would be a great opposite to my Warriors of Chaos army. I am told they excel at synergy, this I find most interesting, Would like to know more about how that works.
The final army I am considering is not the least likely to be picked. It is Cygnar, ever since I saw these guys with their Tesla coils I was fascinated. I've always been a huge Nikola Tesla fan, and this army is centered around lightning manipulation and use. The models look decent, nothing mind blowing, but none of them are atrocious. Their play style I am told is much like Warhammer 40K's Tau, as in they avoid melee and shoot the hell out of the enemy. I don't have a problem with that, kinda makes sense you don't want to be in the guy's face when you are dealing with deadly amounts of electricity.
Any feedback would be appreciated.
If you really set your mind (and units) to it your opponent can't stop you from reaching any point on the battlefield, apart from placing something of his own there and hoping you don't destroy it or pull any other tricks (of which the circle has plenty) actually with Orboros having several options of creating new terrain (mostly forests) it is us who stops the opponent from getting where they want.
Though be prepared that the learning curve is pretty steep, as Orboros is a bit of a glass cannon too but with a little less strength than Everblight (although a Feral Warpwolf warping for strength, imbued with the Gorax's animus and possibly another buff via a spell from his Warlock has good chances of wrecking a Khador Warjack in a single round) but we're somewhat adept at Warcaster/lock assassination.
As for the Gorax: yep, the original cast ain't a looker at all, the new one has more dynamic is more bulky and after all you field a Gorax for its animus, not the model itself (though a fury 4 light beast ain't nothing to sneeze at either)
For Cygnar and being a shooty army: Basically true but in Warmachine/Hordes ranged weaponry has significant shorter reaches when compared with Warhammer. Regular rifles have about 10" and the current maximum range is held by the khadorian light artillery mortar with 20" (and being inaccurate as hell), so keep in mind that you basically have only one turn to shoot (two if you're really lucky) and should that fail to destroy the enemy he will be upon you next turn.
You don't really avoid melee, you just soften the opponent up so that you can coup de grace him in melee next turn.
It ain't easy bein' green... :-)
I can help you with understanding a bit about Menoth. As you stated, they're all about synergy, with a nice selection of support models like the Vassal of Menoth (for Warjack extra attacks and out of turn movement), the Covenant of Menoth (keeps your models from being knocked down among other abilities) and the Choir of Menoth (the only auto-include in pretty well every PoM list, the unit gives better accuracy and damage to Warjacks, and allows them to not be targeted by enemy spells and ranged attacks).
They are also the "denial" faction, with plenty of spells and abilites that pretty much allow you to tell your opponent "no, I don't allow that to happen." You get access to tons of spells and models that can stop most of what your opponent is planning. Don't want your opponent to gain soul tokens, gain extra attacks off of Berzerk or create charge lanes for themselves? Field some Knights Exemplar Errants. Want to stop your opponent in their tracks by moving hard to hit and kill models in their way? Field Temple Flameguard. Don't like all of those pesky upkeep spells, animi and continuous effects? Cast Purification. Don't like your opponent attacking your Warjacks? Field Choir of Menoth and Vassal of Menoth.
One large benefit of starting with Menoth, is that we have probably the best battlebox of any faction. You get High Exemplar Kreoss as your warcaster (one of our best and most competetive Warcasters, he will show you the ways of PoM as he plays a very denial and attration based game), the Crusader heavy warjack (my favourite of our Warjacks, this thing hits like a truck), a Revenger light warjack (durable with a reach weapon, great accuracy on the charge, the ability to push back enemies with its shield and our cheap arc node) and a Repenter light warjack (this thing is nutty, cheap, focus efficient as it only ever really needs 1 to function and a flame thrower which sets things on fire and has the potential to assassinate enemy warcasters).
With all of this, there comes a fairly large learning curve as they aren't just straight forward fist to face aggression or shuffling around until you find a good charge lane. You also need to figure out the sweet spot for how much support is enough support without bringing too much or not enough. If you're willing to lose more than your fair share of your first batch of games as you learn, Menoth is a very satisfying force that will leave your opponents pulling out their hair and cursing your name to heavens.
World Eaters: W-47 D-10 L-9
Necrons: W-19 D-3 L-2
Protectorate of Menoth: W-36 D-0 L-7