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!

MoM’s Podcast #33 – A Warmachine and Hordes Podcast

Posted by on 10:44 pm

MoM’s Podcast #33 — A Warmachine and Hordes Podcast Topics: Time Stamps: 0:03:00 – News and Announcements 0:26:00 – Who’s The Boss 0:59:00 – Casual Games at Cons 1:25:00 – How to Beat the Gunline 1:44:00 – Muse on Mail           Podcast: Play in new window | Download (Duration: 1:57:25 — 53.7MB)Subscribe: Android |...

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Beginners: Matchups to Watch For (Part 2)

Posted by on 3:27 pm

This is the second in my brief 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). A quick note: I make a LOT of use of footnotes (seppos). If you are interested in reading them, it’s been suggested that the easiest way is to open a second tab of the article and scroll that tab down to the bottom of page. Then you can just alternate between them. Please do so, I’ve now been told how to do the technical linking between them, but I’m not going to retroactively fix it, I’ll try to use it for the next article 🙂 The aim with these two articles was to identify some of the most common and talked about ‘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 taken from my own experience, in the hope that your first experience against each of these lists will feel less like a visit to the proctologist than mine did. 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. The aim isn’t to give you the way to win every time against these lists. It’s purely to get you past the gimmick. If your caster doesn’t get killed by Molik Karn the first time you see him across the table played by a competent opponent, then that is a moral victory. When putting this article together I realized exactly how little I’ve played against Hordes in a tournament environment, I’d be lucky to see hordes more than once per steamroller 4-5 round event. As a result, this article is ended up going in a slightly different direction to the previous and may well outrage several other horde-faction players. I apologise if I’ve missed the gimmick that you feel is strongest in your faction. Astute1 readers will notice that several entries in this list are not casters. This is an interesting difference that I discovered while writing these two articles. It’s something I may explore in a future article. It is also probably reflective of my personal viewpoint. So….here we go: THE LEGION OF EVERBLIGHT Star Player: Lylyth, Shadow of Everblight My helmet has no eye-slits, for better vision2 Most commonly seen with two ravagores and then a selection of other options. Nephilim bolt throwers are an almost certainty and striders are fairly common, raptors are another common inclusion. More recently she’s accompanied by a Naga for it’s animus My recommendation: Bring a fire extinguisher. What she’ll do: -Make her entire battlegroup stealth (herself included) and laugh at your pitiful attempts to return fire. -Either range attrition you to death (in which case I can’t help you much, this is not a game-play guide) -Or assassinate your caster turn two with a burst of stupidly nasty shooting. I’ll attempt to outline it below: -She has a spell called pincushion. It’s range (despite what it says on the card) is effectively 22”-30+” depending on...

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Crippled System Episode 2 — A Warmachine Podcast

Posted by on 11:08 pm

Episode 2 is now up. Chatting about what to do against Cygnar, Katie’s Korner, Who’s the Boss? Coverage and standard tangents + recommendations! Hosts: Andy Welton and Nathan Hoffmann Guests: Brian Giese, Jeremy Schea, Katie Schea Honorable mention: Jeremy’s mother   Intros + NQ talk  – SR2013 What to Do? 16:00 Katies Korner 38:15 Whos the Boss?! Coverage 57:05 Recommendations 1:22:30 Podcast: Play in new window | Download (Duration: 1:36:08 — 66.0MB)Subscribe: Android |...

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Baffo’s sculpting table 03 – Urban bases

Posted by on 3:10 pm

  Back to basics! Or bases to be more accurate, but they do make for a good beginner exercise in sculpting, while you are still building up confidence and tool control, to try more advanced conversions later on. Anyway, I have been asked to sculpt a few ‘scenic bases’ for a foreign SR 2012 tournament, I will be attending later in December, to use as quirky awards (like Fastest caster kill, Greatest cheeser, Loudest whiner and so on…), so I thought I might as well make an article out of it. After some brainstorming I decided to go for assorted urban floors: they are flat and level enough to accommodate for most medium based models (since I have no idea who will end up getting these bases), while still being intricate and interesting enough to make cool little prizes. That said the ideas and patterns presented in this article could be applied to any fantasy, steam punk or urban skirmish gaming system (IK RPG models, Malifaux, Necromunda, Mordhaim or even Infinity).   Cobble stone/brick floors Let start with the simplest and most usable pattern: cobble stones (useful for high fantasy, steam punk and historical settings/game systems): As you can see in the pictures, you start by laying a flat even layer of modelling putty of choice (I’m using mainly grey stuff in these cases) on your base (I use a 2×2 inches piece of thick plasti card to just press down the putty and ‘circumcise’ what ends up spilling from the sides) and while it is still soft use a modelling tool to press in some parallel lines (for regular cobbles you don’t need to make the spaces between the lines even) and then press in some perpendicular lines in an irregular pattern. Once that base layer is cured you can add more details to ‘skew’ the look of the base to a specific theme; if you want a ruined city look, you add patches of sand and grass flock that overgrew the ruins, while for a more urban look you can add drains and manhole covers (like I did in this case). To make that I just flattened a small ball of grey stuff on the base into an evenly thick circle and pressed in a ‘wire fence’ pattern (will explain how I got that impression further down this article).   Now for a brick-like pattern the process is basically the same, just have to keep the spacing between the parallel and perpendicular lines consistent (so that you get consistent bricks) For this base I wanted to represent the side of a city street with a water drain, so before starting with the putty, I cut out and glued to the base a few semi circles of plasti card, to create two floor levels (elevated walkway and lowered street floor), separated by a water draining channel (used a small plastic tube cut in half longitudinally as base). After that prep work, I just covered everything with a thin layer of grey stuff and traced a more regular/consistent ‘cobble’ pattern, following the same steps as before. For the water drain I pressed a smaller diameter cylinder in the putty, to get the inside of the channel and pressed in some perpendicular lines with the sculpting tool to get the...

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Road to War Episode 18 – A Warmachine & Hordes podcast

Posted by on 5:20 pm

Road to War   This week we talk about bad matchups – how to play them and how to avoid them. Podcast: Play in new window | Download (Duration: 1:09:19 — 31.7MB)Subscribe: Android |...

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The History of Foodmachine by the Numbers

Posted by on 12:25 pm

  Someone asked me how Foodmachine has done historically.  Considering how crunchy I imagine the MoM reader is, I figured getting this up here on the blog would fit right in.  I only had complete data from the years that I’ve personally run Foodmachine (2010 and 2011).  However, I do clearly remember my game club, The NJ SOBs, winning the two years prior.  🙂 So I rooted around in my collection of No Quarter magazine and I found some of the earlier data there, but it is incomplete.  Still we have a really interesting story to tell: 2006 960 cans Largest single donation:  Robyn Mounts, IN (164) 2007 33 events reported 3 events ex-US (Australia – Deakin Bridge Club in Canberra!, 2 in Canada (Calgary and Sakatoon)) 19,240 cans collected overall Most cans donated per player:  St. Louis Largest single donation:  Jason King, MO 2008 10,127 cans collected overall Most cans donated:  NJ SOBs, NJ (4,000+) Largest single donation:  Alex Leong, NJ (1,300) 2009 Over 6,000 cans collected overall Most cans donated:  NJ SOBs, NJ (3,200+) Highest single donation:  George Kapp, NJ 2010 18 events reported 1 event ex-US (South Africa) 27,263 cans collected Most cans donated:  All Things Fun, NJ (8,877) Most cans/player:  All Things Fun, NJ (444) Highest single donation:  Charles Ansell, PA (1,307) 2011 33 events reported 6 events ex-US (South Africa, 2 UK, Iceland, Australia, Canada) 43,412 cans collected Most cans donated:  Vault Comics and Games, PA (13,699) Most cans/player:  Vault Comics and Games, PA (856) Highest single donation:  Charles Ansell, NY (9,030) 2012 Stay tuned….....

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Op-Ed: Melee Major Haley?

Posted by on 3:57 am

“I don’t try to intimidate people before a fight. That’s nonsense. I intimidate people by hitting them.” – M. Tyson. The year is drawing to a close, Warmachine Weekend has come and gone, and our own redoubtable Keith Christiansen has crushed all opposition before him, heard the lamentations of their women, and piloted Cygnar to victory at the invitational. Those who followed the tourney will know what one of the lists he played was a ranged list led by Major Victoria Haley – so I figure that now is the ideal time to tell you all why I think eHaley is most powerful when run in a melee army. A disclaimer in advance: this won’t be a full tactica article. I like writing tacticas, but there are plenty out there already that will tell you what eHaley can do. In fact, you can find some on this very site. Instead, I’m just going give you the opinions I’ve drawn from the sum total of my experiences. I’ll give some tactical tips throughout, though; where I do, they’ll be denoted with the tag ‘tactica sideboard’.   Learning from femme fatales: from Fiona to Haley My opinion on eHaley actually has its roots in a different warcaster: mercenary pirate, Fiona the Black. I started playing Fiona at about the same time as rules for new models from Wrath began appearing. I found her to be enormously fun to play and, most importantly, discovered what was, at the time, an entirely new playstyle for me: rampant melee aggression. Fiona plays an aggressive melee game based mostly on the strength of her feat, Dark Omen. Under Dark Omen, I found that I could jam into the opposing force with my melee elements and completely shut down their retaliation, hitting them over and over while robbing them of the ability to respond meaningfully. One of the most powerful things you can do in Warmachine is to find a way to play extremely aggressively without exposure to the associated risk. For me, being able to do so opened up victories via attrition, assassination and scenario that I could never have expected from a slower-paced, more conservative list. I loved it. It worked, and it worked well, and what’s more, it all worked around a warcaster that was otherwise broadly considered to be a somewhat unremarkable ranged-centric ‘caster that loitered in the lower echelons of the mercenary faction roster. It was on the back of this discovery that I began to wonder if the same principles that had worked so well with me for Fiona could be applied to other warcasters. One of the first that I came around to was eHaley. And so a monster was born.   State of play: analysis of a modern Haley list Even before I began looking at her from a melee perspective, eHaley was a warcaster that I had seen played many times before, and had played myself. She has long been recognised as one of Cygnar’s most powerful warcasters, as well as one of the most powerful warcasters in the game as a whole. Almost without exception, competitive eHaley lists are heavily focused on the ranged game. In fact, by way of example, let’s examine a list that just recently helped a Cygnar player bust through a major...

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MoM’s Podcast #32 – A Warmachine and Hordes Podcast

Posted by on 1:52 am

MoM’s Podcast #32 — A Warmachine and Hordes Podcast Topics: Time Stamps: 0:01:00 – News and Announcments 0:22:30 – Year In Review 1:03:35 – SR2013 1:25:45 – Wild Speculation 2013 Edition 2:15:50 – Polishing Turds/Dojo         Podcast: Play in new window | Download (Duration: 2:50:27 — 78.0MB)Subscribe: Android |...

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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: 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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