Warmachine & Hordes

Warmachine & Hordes is a wargame made by Privateer Press. Players form armies centred around a powerful and focused warcaster or a fearsome and furious warlock, wielding magic and controlling beasts of steel and flesh in their efforts to gain control of the Iron Kingdoms and the world of Immoren as a whole! We have some great content producers here, in all types of media, from some of the best players in the world. Enjoy!

The Mutineer Chronicles #6

Posted by on 2:10 pm

  Episode 6 – Fourth episode of The Mutineer Chronicles, a podcast about role-playing games (and gaming in general) with a focus on the Iron Kingdoms Role Playing Game from Privateer Press. This episode we talk about WARMACHINE Weekend, and we have an IK Guidance Councilor discussion about Arcane Mechanics. Podcast: Play in new window | Download (Duration: 1:23:46 — 38.3MB)Subscribe: iTunes | Android |...

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I Get By with a Little Help…

Posted by on 12:25 pm

This is a mid-level math article with a tool for CMA/CRA coordination.  One of the things I love most about miniature gaming are the people.  Make no mistake; I’m not saying its all roses.  What I am saying is that, like a garden, Warmachine’s gaming community is incredibly welcoming, uniquely fragrant and rarely (if ever) you need to keep an eye out for pieces of shit.   I’ve recently been acquanted with a particularly welcoming portion of that community, a player named Keith Hooks (Geekly).  Keith mentioned that he’s read a few of my previous articles and that he was a bit of a math enthusiast as well.  In our session of mutual nerd-fury Keith let slip a handy-dandy little tool for CMA/CRA coordination.  The spreadsheet for which can be found here; http://geeklyminis.blogspot.com/2012/09/combine-meleecombined-ranged-attacks.html What Keith has done is created a spreadsheet that shows you the optimal deployment of your CRA/CMA pieces given their stage on the “Power Curve” and how many pieces you have to deliver.  I’ll better define what that means in a second. I’ve heard the term Power Curve a handful of times and I like it.  In my mind it translates to the “Mana Curve” I was used to mentally wrestling with in my Magic the Gathering days.  Yes.  I too am a dirty MtG player.  My dark secret now faces the harsh light of the internets. The Power Curve gives you a way to conceptually talk about damage output throughout the various stages of game play (shooting, charge, melee).  Balanced armies have a relatively consistent Power Curve.  Skew lists can be… tilted toward certain phases.  The curve for the army is constructed by the relative damage output of the pieces making up the army.  Once again, I’ve done a lot of talking and not a lot of showing so I’ll crank up some pictures to help tell the story. Here are a few visual representations of power curves for two popular units targeting a 12/15 model. This framework is useful in two ways; list build and tactical configuration. The list build aspect is somewhat self-evident.  Using units with different Power Curves allows you to balance your list for different challenges in the game.  You can see that each of these units lend themselves well to different portions of the game.  The ATGM are particularly useful in pre-engagement.  You want to delay them in melee indefinitely if possible to keep them on the most potent portion of their power curve.  The Bane Thralls however need to sink their axes into something to be worth their while.  As a result, you scream those suckers up the board.  If you were to make an army exclusively of these two units the army curve would look like this. The tactical configuration aspect is a little deeper.  The core difference here is that each unit can be kept on it’s most dangerous portion of the Power Curve by a skilled player.  As a result, the aggregate damage output of the army at hand is maximized.  If you can keep the ATGM shooting and the Bane Thralls charging, you’re going be a whole lot better off.  Ok.  That’s a lot of theoretical talk.  I want to make it sound a little more realistic. A common complaint about certain heavy cavalry is...

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Secrets of the True Law – The Harbinger’s Hidden Talent

Posted by on 12:50 am

  Sometimes, the abilities that are printed on the card don’t tell the whole story. The Harbinger of Menoth has so many abilities that it’s often tough to remember one of her greatest strengths – the ability to pre-measure pretty much anything. After all, with a Control Area of 20″, there’s generally very little of the board you can’t measure to. The ability to accurately park your Reckoner exactly 12″ away from a Scythean or your Vanquisher 10″ away from a Bronzeback can be game-breaking. But how do we take advantage of such a generous gift? Well, sometimes pre-measuring something can be easy. When your attacker and your target are kind enough to line up in a direct line (or close to that) to the Harbinger, measuring can be a matter of some fairly simple subtraction. Make a measurement to your target, then measure to the front of your attacker’s base. Then subtract the second from the first and voila, pre-measuring! (A quick note for those unfamiliar with Vassal: Ranges are measured in tenths of inches, so “Range 118” indicates 11.8 inches, while “Range 41″ indicates 4.1 inches.) Here we can easily conclude that the Templar is 8.7″ away from the poor Ironclad – meaning we could safely leave the Templar where it is and avoid retaliation (Ironclads threaten 8.5″ without outside buffs). Alternatively, the Ironclad is well within the Templar’s charge range of 9” – so we could save focus by not casting Crusader’s Call. Unfortunately, enemy models are not always polite enough to line up directly in front of your Warcaster and attacking unit. So what then? Well, actually, basically the same principles apply – but in this case, you need to measure to something different. Namely, you need to measure to the unit’s “depth” on the field – that is, where its base “would” be if it happened to be in front of you. By measuring to the yellow and then the blue line, we can just do the same thing we did before – subtract the distance to yellow from the distance to blue, and conclude that the Templar and Ironclad are about 8.5″ apart – probably not a good place to park the Templar if you don’t want to get charged next turn, or alternatively well within range for a charge. Sometimes units are rude enough to position themselves NOT directly across from one another – the nerve of some heretics is downright despicable. In this case we could attempt some fairly crazy trigonometry… But that will probably just hurt your head. I have a simpler, less 8th-grade-math and more 2nd-grade-math – do the same thing we did before. You’ll notice that if you rotate the image above clockwise a bit, it’s basically the same as our second example – so why not just measure it the same way? This time we’re 9.2″ away, so we’d need Crusader’s Call if we wanted to beat down that foolish heretical Ironclad. Don’t let the blindfold throw you off. When fielding the Harbinger of Menoth, look through Menoth’s eyes – and know that the Wracks await you if you ever fall short on a charge!   I’m sure you’re wondering to yourself, “but Kestrel, my Warcaster’s FOC isn’t nearly as well-endowed as the Harbinger, how can I pre-measure...

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Victoria, for she does not know defeat… Warmachine Cygnar Tactics

Posted by on 11:37 am

    I think eHaley is the best caster in the game. I’m not in love with all of the deliberate handicapping that’s going on lately. So I wrote a tactica for the model I think is the best. Statline: eHaley has fairly average stats. Her focus is conspicuously high, and her def is on the high end, but her armor isn’t the best, and her offensive potential is minimal. I’ve seen her charge Rasheth and stab him to death, but that’s about all. Warjack Bond: I’ve seen others (notably eSorscha’s) argued for best in the game, but its hard to discount a blanket 2″ threat range increase for your heavy hitter, with no downside. eHaley’s Stormwall can get 4 focus, and can advance 7″. That’s a pretty big deal. The bond can’t be dispelled, it is a wonderful perk on a caster. Set Defense: This is a nice perk for eHaley, thus its the sort of thing Constance and some of the other casters and Cygnar would give their right eyeteeth for. Infantry basically can’t hurt a caster without charging. Charging infantry have to hit 18 to hit eHaley. Now, normally you don’t get to charge eHaley, but I’ve seen a certain Lich Lord feat on her a couple of times, and I’ve seen eHaley’s sky high anti-charge defense save her twice. Replication: This ability rarely comes up, because eHaley would rather cast her amazing spells than your comparatively less impressive ones. But I’ve seen it used. She can cast anything offensive you cast in her (massive) control radius by spending focus. So casters and the Deathjack are valid targets for mimicry. Signature Spells are usually where this gets cast. Overrun, crippling grasp, freezing grip, etc. Spell List: Arcane bolt: This is a pretty rubbish spell. But range 12 is noteworthy. Everyone has to have an attack spell, and this is her basic one. Domination: This is ostensibly her signature spell, but its more of a circus trick. She rarely deploys this one, TK usually accomplishes the same thing (get the enemy closer, turn shield the wrong way) for less investment. But from time to time she’ll trot this out. Shooting Magnus with his own Renegade. Making eSorscha’s bonded devastator attack something and drop to arm 17, or just putting a pow 19 on something with a jugger’s ice axe. Its an exclamation point spell. She doesn’t usually need it, but it helps with a few select situations, and it is a stylish way to win. Time Bomb: Oh PP and your pun names for things….This spell is a big deal. It allows her to put a speed debuff on spell warded models. Normally that’s only possible with a feat. But if the Defender’s warded avatar is bearing down on her army, and she’s already feated, she can slow it to a crawl by time bombing something B2B with it. The def debuff on a spell that is an AOE (and hence can hit things without rolling) is also a nice touch. It is saying something about eHaley that this isn’t one of her best spells. I’m not saying that this spell is fantastic, in fact using it is usually a mistake, since you can generally get the bennies from TK, but having the option is awesome. Deceleration:...

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Chewin’ the Fat 6

Posted by on 3:56 pm

Tournament results! Ahem… Let me start over. For those following these articles you’ll know that I’ve been preparing for a tournament for the last couple of weeks. There ended up being 21 players total and 5 rounds which was great fun. The last couple of articles are linked below for convenience: http://museonminis.com/chewin-the-fat-4/ http://museonminis.com/chewin-the-fat-5/ I ended up going for a Caine2 list very similar to the one mentioned in article 4 and a Haley1 list identical to the one listed in article 5 with the small exception of the reinforcements being a Minuteman and 2 Stormsmiths: Captain Allister Caine                                +5 –       Ol’ Rowdy                                                9 –       Squire                                                      2 6 Boomhowlers                                           6 10 Horgenhold Forge Guard                     8 6 Rangers                                                      5 Lady Aiyanna & Master Holt                     4 Rhupert Carvolo                                          2 Reinholdt, Gobber Speculator                   1 Journeyman Warcaster                              3   Reinforcements: Minuteman                                                   5 Gorman Di Wulfe                                         2   I did take pictures of every round of all the games and can post up more if people want. As it stands this post is quite long so I put one photo in from each of the 5 games showing what I consider the pivotal turn of that game. So, without further ado, lets begin:   ROUND 1: In Round 1 I get matched against Becky Barton with Circle. Her lists are Kromac and Krueger2. It was around this time that I realised that Krueger2 trumps a lot of my tricks, especially with the scenario lined up as Incursion… Krueger the Stormlord                                +5 –       Ghetorix                                                   11 –       Megalith                                                  11 –       Gorax                                                       4 6 Tharn Bloodtrackers                                5 – Nuala The Huntress                                 2 Shifting Stones                                            2 – Stone Keeper                                             1 Shifting Stones                                            2 Gallows Grove                                              1 Gallows Grove                                              1   As expected the matchup was Krueger2 vs. Caine2, mainly because my Haley list had absolutely no game against Storm Wall. I won the roll off and decided to go first. We both set up quite centrally and turn 1 begins. I decide to go fairly strongly towards the left hand flag to try and focus my power with some stuff moving up relatively slowly towards the right. I throw out all of my upkeeps, Heightened Reflexes on Boomhowlers, Blur on Rangers, True Shot on Caine and Arcane Shield on Forge Guard. She advances fairly solidly down the middle and the left flag disappears… Wonderful. At this point, with the left hand flag gone, I realise that I need to go all out into the flags to avoid auto-losing to Kruegers Feat. I Magic Bullet a Ranger and then they shoot the Bloodtrackers opposite with the Magic Bullet going into Nuala and taking her down to 1hp. The rest of my army runs right into the middle of the board expecting the lack of attacks from the opposing army to struggle taking me down and Ol’ Rowdy moves up in front of Caine and uses Imprint: Grudge (for the first time ever). Becky decides to take the bait and double teleport a Primaled Ghetorix into Ol’ Rowdy. At this point we later discovered that I cheated which is a shame… Ghetorix hits Rowdy and then I used Grudge (rather than wait until after his full activation as you are supposed to do)...

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MoM’s Podcast #31 – A Warmachine and Hordes Podcast

Posted by on 1:00 am

MoM’s Podcast #31 Topics: 6:15 – News and Announcments 23:00 – Theme Forces 55:05 – Muse on Mail 1:39:45 – SR 2013         Podcast: Play in new window | Download (Duration: 1:49:52 — 50.3MB)Subscribe: iTunes | Android |...

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TheEmu’s trip to Polish Masters

Posted by on 7:25 pm

I’m a 23-year-old student from Finland, totally hooked for WM/H. For long time I’ve been wondering if I had something to say here, but this tournament/”Long weekend in Krakow” report was the final push to get registered. This is a report about our trip to Krakow (Poland) for Polish Masters. We also took a couple of days to get to know the city a bit. If you’re not interested about our tourist adventures, just read the “Pre-tournament” and “Polish Masters” parts of this article. Any comments and critisism is more than welcome as this is my first longer article in the interwebs. Hopefully you’ll enjoy reading this!     Pre-tournament A group of Finns, specifically five from Turku (southern Finland, near-ish to the capital city of Helsinki) and one from Oulu (waaaaay up from north) decided to travel to Krakow for the Polish Masters on November 17th and 18th. We had first heard about the tournament in June when the Poles were visiting our tournament (the Nordic Open Tournament) in Turku. They were awesome guys and we heard Krakow was an excellent city to visit so why not? I’ve been playing Cygnar for quite some time now. Before the OETC I came up with an eStryker list I really love, but I was not totally happy with my eHaley list there. I came up with the idea of eHaley pirates and the list duo was born: System: Warmachine Faction: Cygnar Casters: 1/1 Points: 50/50 Major Victoria Haley (*5pts) * Thorn (8pts) * Centurion (9pts) (Bonded to Haley) * Squire (2pts) Press Gangers (Leader and 9 Grunts) (6pts) Sea Dog Crew (Leader and 9 Grunts) (8pts) * Mr. Walls Sea Dog Crew Quartermaster (2pts) * 3 Sea Dog Crew Riflemen (3pts) Anastasia di Bray (2pts) Bosun Grogspar (2pts) Doc Killingsworth (2pts) First Mate Hawk (2pts) Gorman di Wulfe, Rogue Alchemist (2pts) Journeyman Warcaster (3pts) Lord Rockbottom (2pts) Rhupert Carvolo, Piper of Ord (2pts)   Reinforcements: * Charger (4pts) (Controlled by Haley) * Charger (4pts) (Controlled by Haley) Alten Ashley, Monster Hunter (2pts)   and System: Warmachine Faction: Cygnar Casters: 1/1 Points: 50/50 Lord Commander Stryker (*6pts) * Stormwall (19pts) (Bonded to Stryker) * Squire (2pts) Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts) * Arcane Tempest Gun Mage Officer (2pts) Black 13th Gun Mage Strike Team (4pts) Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts) * Captain Jonas Murdoch (2pts) Field Mechaniks (Leader and 3 Grunts) (2pts) Archduke Alain Runewood (3pts) Journeyman Warcaster (3pts) Stormsmith Stormcaller (1pts) Stormsmith Stormcaller (1pts) Stormsmith Stormcaller (1pts)   Reinforcements: * Charger (4pts) (Controlled by Stryker) * Charger (4pts) (Controlled by Stryker) Captain Arlan Strangewayes (2pts)   The idea behind the eStryker list is to stand back and shoot everything dead, until there is only eStryker vs their caster (which is when you win). It works out quite well as long as you’re being winning the shooting competition and not losing to scenario. Incursion and other “rush to the middle” scenarios are really bad for this list but it enjoys Gauntlet, Process of Elimination and the like, where I can just stand at the back edge of the area and blast with guns. Also two covering fires and magestorm to deny movement from closing troops. So I needed my other list to...

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Beginners: Matchups to Watch For

Posted by on 6:10 pm

This is the first in a planned series of two articles, aimed at those that are relatively new to the hobby and expecting to play in a tournament soon (or have played only in local tournaments). My hope is to ease the transition into competitive play, since your first tournament can often feel a bit like the transition below…. This is what veteran tournament players see when you enter the room The aim with these two articles is to identify the most common ‘problem’ lists that you’re likely to encounter in any given tournament. Lists that you really need to have some plan to deal with. These are also (for the most part) lists that I expect most people lost to the first time they played against them, since each of them has a very distinctive style/capacity that will quite simply kill you dead if you don’t know it’s coming. Some of them will still often kill you dead even when you DO know they’re coming. This first article deals with just the Warmachine side of things, you’ll have to wait a week or so for the other half since I’m new to this blogging thing and it takes me forever to make one of these posts. So without further ado, lets kick things off with everyone’s favourite…. THE PROTECTORATE OF MENOTH Star Player: The Harbinger of Menoth Aint nobody keeping her down….wait1 Most commonly seen with (at the moment) reckoner(s), redeemer(s), Battle engine and/or avatar. Generally with errants in front. Often with a variety of solos. My recommendation: Don’t play circle. What she’ll do: -She has a bunch of abilities that, if you’re new to the game, will not seem fair. Dont worry, they dont get fairer once you gain experience. I wont list everything she does that is annoying, but the following is a short list of things to be aware of: -Awe: If you are within 10″ of her and living, you get -2 to your attack rolls. -Martyrdom: If you kill something (a warrior model) of hers within 10″ of her, she can take 1d3 damage in order to keep it alive. She can do this indefinately. So dont depend on killing any individual model within 10″ of her, if the game depends on it then it wont die. -Purification: She has the spell of spells. It will remove all your upkeep spells and animi. It does not remove non-upkeeps like batten down the hatches, which is a small mercy. -She cant be knocked down. Dont ask me why. I like to hum the chumbawumba song in my head when I think about it, that way I smile instead of crying. -Feat: Her feat will completely and utterly lock down your single wound models. Be aware that, for scenario play, there will be a turn in which you simply cant move your infantry, plan for it. -She will use martyrdom, plus other Menoth abilities6 to stop all of your favourite abilities from triggering. Sprint is the particular one that I fall for every time. What you should do: -If you can get her to martyrdom with cheap shots, do so. She is on a large base, so you can get line of sight to her surprisingly easily. Most of the games I’ve won against Harby...

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Baffo’s colossal ideas (part 2)

Posted by on 9:08 am

Once again we are talking sketches and conversion ideas for colossals. This week we will brainstorm on concepts to personalize the last three huge based warjacks from the latest Warmachine book (Galleon, Judicator and Hyperion). Admiral Hook (aka Bart’s land battleship): Let start with the Galleon: both the model’s name and decorative details give off a strong naval feel (especially the right hand side shoulder pad that looks like the prow of a ship), so I tried to build upon that concept (this conversion could represent Broadside Bart’s personal colossal…). The first change that came to mind, when I first saw the concept art of the Galleon, was switching the trident for an anchor (mainly due to the bit where the chain links to the harpoon). Next I wanted to accent the asymmetry in the composition by keeping the original battery of deck guns on the left hand side of the torso and converting the right side to carry torpedoes/rocket pods. Since I am a megalomaniac, I also added one of the secondary guns from the Conquest on top of the right hand side shoulder (so that it looks like the front of a modern battleship) and mounted some extra torpedo launchers on top of the left shoulder… That seems something Bart would do, right? After that I started thinking about ways to change up the cargo claw and ended up with a hooked claw. Finally I wanted to modify the head a bit and went with a mechanical Popeye face, with two different eyes (one squinting) and a ‘proxy smoking/exhaust pipe’.   Scrapheap (aka Magnus’ custom colossal): For this concept I wanted to ignore/remove the pirate-y feel from the jack and make it look more like a scratch built custom colossal (the kind of thing Magnus is known to do…). The first thing I thought of converting for this was the cargo claw: I wanted something more like an excavator dozer claw (or alternatively a wrecking ball, but that might create confusion about its rules…). Proceeding with the scrapyard theme, I decided to switch the trident on the harpoon with a ‘rocket propelled scrap metal crane claw’; I imagine it being shot at the enemy, using the rocket boost to fly further (remember pMagnus has Snipe), clamping down on its target and dragging it in, to be smashed in melee. Next I wanted to do something different for its secondary batteries, since the original deck guns look very much like cannons on the broadside of a ship. As you have seen in my past articles, I like rockets and so does Magnus (proudly fielding multiple Renegades since Mk1) therefore I loaded up this colossal with as many missiles as I could fit, much like I did with Katyusha. To remain consistent with the ‘bogged together’ feel, I thought it best to keep the left and right side of the torso (and extra rocket pods on the shoulders) asymmetrical. I gave it an ‘armored loin cloth’ like the one on Magnus’s model, just to add different bits from the original… The last detail that needed some work was the right hand side shoulder, since that detail gives the most maritime vibe. Looking at the Mangler’s shoulder pads I realized that, if I added some extra layers of armor plates...

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Team ATL: Trollbloodscast

Posted by on 10:23 pm

Hello everyone. Here is our trollbloods podcast. Sorry about the whistling breathing. I hope this is useful to y’all. Podcast: Play in new window | Download (Duration: 2:07:57 — 117.1MB)Subscribe: iTunes | Android |...

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