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!

TDH60M – Ep 15 – MA Vs. Cygnar

Posted by on 11:05 am

This Week MA tells us why Cygnar, just why. Podcast: Play in new window | Download (Duration: 1:12:46 — 83.3MB)Subscribe: Android |...

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Battle Driven Episode: 36

Posted by on 10:03 pm

Jeff, Riker and Dag G. discuss Warmachine Weekend and faction envy. Facebook: Email: Twitter: @BattleDriven Podcast: Play in new window | Download (Duration: 2:04:27 — 113.9MB)Subscribe: Android |...

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Klaw Plays Trolls Pt 10: The Dojo of Doom

Posted by on 5:56 am

However psyched as I am about the ADR roster for the first half of 2016, there is still something to be said about the current roster. Especially since our good friend Doomshaper decided to go all prophet on us.   With this guy on the roster, the current popular pair of Runes of War and Evolutionary Elementalism could become even more problematic. It can turn into EE with 20 points of extra obnoxious, coupled with Runes with Fire Eaters.   Doomshaper3 * Mulg * Earthborn * Mauler * Axer Max Krielstone + UA 2x Fire Eaters Janissa   It’s quite uncanny how well that fits. On we go, this is ADR, so we got an extra 20 points to toy with. I like the ability to set the Fire Eaters on fire early in the game, so in comes the Pyre Troll. The most logical swap option seems the Mauler, replacing one damage buff for another. This leaves us another four points to play with. What nice things do we have for four points … let’s see. How about two Fennblade Kithkars? They can clear a jam, and possibly attack twice a turn with their Righteous Vengeance. Or … what about Braylen? Some spot removal is always nice, and for the extra point, we can add Swamp Gobbers. Or … why not some utility, with a unit of Runeshapers1? Or … simply all of the above.   Doomshaper3 * Mulg * Earthborn * Mauler * Axer Max Krielstone + UA 2x Fire Eaters Janissa Specialists: * Pyre Troll Runeshapers Braylen 2x Fennblade Kithkar Swamp Gobbers   I assume you all know how to count, so you can see that there are only 17 points of specialists listed. Well … that’s because the last three points will always be a Dhunian Knot. Let’s not kid ourselves. Of course, many of this is just personal taste. I see the use of Lanyssa Ryssyl, for example, allowing you more flexibility in the choice of objective, and even longer threat ranges on Mulg. Whelps could be interesting, Braylen could become a Totem Hunter2, and there is certainly a case to be made for a Runebearer3. In case you’re wondering why I haven’t talked about his tier list, well … the best bonus comes in at Tier 3, where you can get a +1 on the starting roll. The downside: Janissa can’t be in that list. The question you should ask yourself is – will you surrender the added safety layer of Janissa and the Earthborn animus, for a +1 on your starting roll? I think the main battleplan of Doomshaper3 is to force your opponent into wasting resources trying to kill your heavies. If your warlock isn’t very hard to assassinate, that could turn out to be a shit plan4. That being said, don’t play EE. Every time you do, God kills a kitten. True story.   Klaw   (1) If only to make people feel comfortable. I mean, when was the last time you went without Runeshapers in your miniatures bag, right? (2) Or until the Dhunian Knot hits, you could have both. Kinda the theme of this post, really. (3) Have you noticed the CMD stat on Doomshaper3? It could get interesting to cast Mulg’s animus with him, a bit like Grissel2. (4) When going in tier, go all out like this: Doomshaper3 *2x Glacier King *Troll Axer 2x Fire...

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Baffo’s Red Army of DOOM 06 – Ruin

Posted by on 7:50 am

This series is mainly focused on Orgoth styled conversions, so it was pretty much a given that I would eventually convert the only jack in the game that actually wields Fell artifacts from the past tyrannical empire: Ruin! Ruin is pretty much the epitome of PP’s sculpting quality advancements trough the years, making it (and its other character jack contemporaries) the best looking jack model(s) to come out, ever. That being said, I am primarily a converter and want all my models to be somewhat unique, so what can we change on this model? Well there are a couple details that come to mind (if we want to be really nitpick-y): the funny looking ‘duck shaped face plate’ and the oddly proportioned Warpwolf pelt with a ‘rat-like tail’ don’t satisfy my taste, so lets put those on the ‘to do’ list… Minor detail changes: Lets not get ahead of ourselves, so let us start with the base: In general, if I am planning on having a ‘snow base’ that isn’t just flat ground, I will prepare the base before any other sculpting work on other parts of the model, since I tend to use the leftovers from each sculpting session to make the ‘sculpted’ snow on the rocks; that just involves visualizing the pose I desire, chopping up some cork to get a rocky texture and gluing it on the base with super glue. Then in each of my subsequent hobby sessions, when the green stuff starts becoming too rubbery to sculpt details properly (around the 2 hours mark) or my eyes get tired, I just plop down on the cork the remaining sculpting putty and use some silicone tipped sculpting tools to round down it shape. At some point in the conversion process I also assemble the legs of the model intended for the snow base, drill the holes in its ‘soles’ to pin it to the base and press the feet into the ‘fresh green stuff snow’ to leave the imprints with the precise pin hole locations on the base matching the holes under the model (so that I don’t mess up the alignment of the brass rods later on).While the base is getting done from session to session, I assembled the torso and head and added small bands of ‘extra armor’ to Ruin’s ‘jaw line’ to break up the ‘duck beak impression’ and beef up the model’s head. This was done simply by rolling up a very thin rope of green stuff (0.5-0.6 mm in diameter) and flattening it to the edge of the jack’s ‘chin’ (I applied some traces of superglue along that edge to anchor the fresh putty to the spot) and using the ‘knife-like tip’ of the classic metal sculpting tool to cut away excess putty and straiten the lines of my added detail. To get the clean smooth finish I (as always) retouched it with soft silicone tipped color shapers, to remove dents and scratches caused by hard edged tools.Now, as I mentioned, I did not like the look of the Warpwolf pelt over Ruin’s left shoulder and decided not to use those bits, but that left me without one spike and a rather plain looking armor pad (when compared to the right shoulder pad), so I chose to add a rune...

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TDH60M – Ep 14 – Tim Vs. Cryx

Posted by on 11:00 am

This week we bring in our local Cryx expert Tim Harvey to talk about how to play, beat, and buy your Cryx... and why he fears Caine.... Podcast: Play in new window | Download (Duration: 1:08:15 — 78.1MB)Subscribe: Android |...

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Battle Driven Episode: 35

Posted by on 9:49 pm

Jeff, Frka and Dan G. talk ADR and Champions. Pretty much zero legion talk.   Battle Driven is an explict Warmachine/Hordes Podcast Facebook: Email: Twitter: @BattleDriven Podcast: Play in new window | Download (Duration: 2:17:22 — 125.8MB)Subscribe: Android |...

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Battle Driven Episode: 34

Posted by on 12:31 am

Jeff, Frka and Riker talk Warmachine with a friend of the podcast, Matt Rotunda. We discuss Cryx, Cygnar, Protectorate and pretty much zero Legion.   Battle Driven is an explict Warmachine/Hordes Podcast Facebook: Email: Twitter: @BattleDriven Podcast: Play in new window | Download (Duration: 1:58:07 — 108.1MB)Subscribe: Android |...

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TDH60M – Ep 13 – Meese Vs. Measurements

Posted by on 10:55 am

This week the guys get together to talk about accurate measurement and the tools to do it. Podcast: Play in new window | Download (Duration: 1:11:48 — 82.2MB)Subscribe: Android |...

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Baffo’s Red Army of DOOM 05 – Vanilla Reavers

Posted by on 4:56 pm

Ever since Butcher2’s theme list came out at the start of Mk2, I have been fantasizing about my own horde of customized berserkers, but as I can’t stand duplicated sculpts in my models and hence feel the need to repose and individualize each model with small added details, I couldn’t bring myself to get the ‘Mad Dogs of War’ theme list, repeating four 12 years old metal sculpts over 40+ times… For me that is simply unacceptable (this is just one of my many OCDs), therefore I have been keeping an eye out on the market for alternative bare-chested muscly warriors that I could convert into ‘new and improved’ Doom Reavers. Initially (years ago) the best fit I found were the ‘old’ Warhammer fantasy Chaos marauders with flails, but I didn’t particularly like their sculpts, so that plan was put on hold until recently, when GW finally released the new Age of Sigmar Blood Reavers with great weapons box (just what I was waiting for!). Granted, I will spend several hours cutting/scraping/filing off assorted marks of Khorne and other ‘clutter’ from the Citadel models, but overall the sculpts are of the usual GW high production quality, for a surprisingly acceptable price (20 models per box, meaning I can make 3 units of Doom Reavers from each GW kit). The current plan includes at least six differently themed units (maybe going as far as 10 units, if I get more ideas down the line), each squad with a uniquely shaped Fell blades (all my Orgoth-styled weapons will have the same green glow, so I decided to differentiate the squads of madmen by the outline of their swords). Vanilla Fell blade: As a ‘proof of concept’ the first unit I converted were ‘plain Vanilla reavers’, mimicking the original PP models, mainly to see if I can actually turn GW Blood Reavers into convincing Doom Reavers and to set a ‘baseline’ for comparison and contrast of future units and their individual themes. Let us start with their characteristic cursed swords (Vanilla version):Like I have done several times for my cursed weapons, I first cut the desired outline of my custom Fell blade out of 0.5 mm thick plasticard, scaling it so that the blade is as tall as the model wielding it (since the GW Reavers are slightly beefier models, my swords are also slightly bigger than the original, as you can see on the right end of the picture above). Next I sculpted the soul storm pattern in the middle of the blades, let it cure and added the cutting edge and borders (for a more detailed explanation of this process check out: Circle of Doom 02 – Orgoth Blades ). As usual I then made a silicone mold of my ‘green’ and re-cast in resin 6 copies of my sculpted sword to later equip my unit with. With that taken care of, let us get to the time-consuming part of this project… Reavers Make-over: In the GW box set you get 4 sprues providing 2x 10 unique bodies (legs and torso together) that you can combine as you wish with 2x 10 unique two handed weapon arms. Out of the 10 poses 7 require ‘minimal’ cleaning up and reposing, while the last 3 bodies require a bit more hacking and...

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Battle Driven Episode: 33

Posted by on 2:22 am

Battle Driven is an explicit Warmachine/Hordes Podcast. Jeff, Frka and Riker discuss Legion, Protectorate and Warmachine/Hordes in general. We also make fun of Frka a lot.   Facebook: Email: Twitter: @BattleDriven Podcast: Play in new window | Download (Duration: 1:50:10 — 100.9MB)Subscribe: Android |...

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