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!

OzMachine – Episode 50

Posted by on 4:16 pm

Welcome to our celebratory 50th episode!  Bwoot bwoot!  🙂 We have the lucky winner of the Clockwork Dragon OzMachine prize on as our special guest, Blacky!  He joins us as we talk about Minions, building a community (specifically in Ballarat, but pertaining to any newish meta) and then we talk about Naaresh. Also after our preamble is our first Guild Ball segment!  We give people who may not have heard about the game a primer on the game, delving into some of the basic rules, the guilds themselves, and then our plans for the game.  The excitement is palbable! Feedback, comments, criticisms and most of all, suggestions for topics are greatly appreciated. Catch us on Twitter: Big Deno @sious69 Moops @Warcast Leeper @billiamsthorpe Cheers for listening! Deno Podcast: Play in new window | Download (Duration: 3:12:33 — 176.3MB)Subscribe: Android |...

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TDH60M – Ep 12 – PO Vs. The Factions

Posted by on 10:52 am

This week we are joined by local PG Philipe-Olivier Brown to discuss an overview of the factions and the two games. This podcast was designed to help you choose your first faction, or get better at playing against other factions with some tips on “Faction ADD" Podcast: Play in new window | Download (Duration: 1:01:14 — 70.1MB)Subscribe: Android |...

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Baffo’s Red Army of DOOM 04 – Doom Hunters

Posted by on 4:10 am

Next in our campaign to expand the Orgoth empowered Red Army of Doom we shall realize an old idea I got back in Mk1, influenced by the video game God of War: Doom Hunters (aka Doom reaver-ed Man Hunters). The reason I say this idea was somewhat inspired by Kratos, is mainly in the shape of my solos’ weapons; instead of the stock over-sized axes I wanted to arm them with ‘short swords/cleavers’ with the outline of Fell blades (long time followers of my hobby articles have already seen these short Fell swords in -Mission Objective 01: Piles of stuff- among the stockpiled Orgoth weapons on the Khador Armory custom objective):Besides entertaining my usual obsessions, this article also explores how to re-pose/modify two identical models to make them look distinct (I intentionally chose to use two of the same male Man hunter model, instead of going for the female alternate sculpt I have in stock). Doom Hunter A (stock pose): To ease ourselves into this conversion, let start with the stock Man hunter pose, however even if we don’t chop off arms or legs, we can change the ‘imllusion of movement’ the model gives by adding different ‘levels’ to the base and pinning the feet on un-even ground:In the picture above you can see how I used a little bit of cork to create a little rocky outcrop, I then covered with leftover putty from previous projects (to make it look like mounds of snow) and finally pinned the models body so that it appears to be leaning forward ‘charging down from an elevated position’. You might also notice that I chopped off the original head of the models and pinned there a smaller (slightly elliptical) ball of putty (that would be the core/skull for the head I will sculpt in later steps), while flattening a thin (0.6 mm of diameter)’rope’ to the chest and back, to represent the leather band that holds the traditional Doom-reaver’s shoulder armor over the left arm.Next I added small details to the torso (the belt buckle on the leather strap, some neck over the exposed brass rod pinning the head on the shoulders and some furry collar to cover up the area scratched while removing the original head), before getting to work on the head: first I evenly flattened a ball of green stuff over the ‘face’ of my model, used the ‘knife-tipped end’ of my metal sculpting tool to ‘cut away and shape’ the edges of the mask and while it was still fresh carefully pressed in the holes for the masks (using a small point knitting tool; you could even use a smooth toothpick), taking particular care to keep the openings evenly spread and symmetrical. After this layer cured completely I flattened another small ball of fresh putty to the back of the head, flattened the new layer of soft green stuff so that it would be lower than the edge of the mask I did previously (so that the hair looks like it is coming from under the mask, not the opposite), used one of my custom Square Flatters (one of my ghetto sculpting tools; for more information on that check out: -Circle of Doom 02: Orgoth blades-) to press in the shape of a leather strap on the back...

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Battle Driven Episode: 32

Posted by on 2:22 am

Riker and Jeff chat with Conor about a lot of Warmachine and other Privateer Press stuff. Facebook: Email: Twitter: @BattleDriven Podcast: Play in new window | Download (Duration: 1:46:02 — 97.1MB)Subscribe: Android |...

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TDH60M – Ep 11- Greg Vs. Devastation

Posted by on 10:47 am

This week the gang hooks up with Greg from Party Foul to talk about Synergy and the newest releases for Hordes. Podcast: Play in new window | Download (Duration: 1:03:06 — 72.2MB)Subscribe: Android |...

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Enter the Crucible: Episode 33, Devastation/Spoiler-isode!

Posted by on 4:26 pm

Welcome to our 33rd Episode! This episode we discuss the spoilers for the new hordes book Devastation! So join Clint, Mahu, Jeff, Pirate Captain, and Ian, as we talk spoilers, bore people with Skorne, and hear Mahu rant allot. Explicit warning for the podcast. Don’t say we didn’t warn you. Enter the Crucible Facebook: Enter the Crucible Twitter: @etcvidcast Enter the Crucible Patreon: Time stamps: 00:00 – Intro and then right into rambling about spoilers Podcast: Play in new window | Download (Duration: 2:00:09 — 110.0MB)Subscribe: Android |...

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Battle Driven Episode 31

Posted by on 11:12 pm

The gang hangs out with Bryan and talk Boost for a Cure and random Warmachine stuff. Facebook: Email: Twitter: @BattleDriven Podcast: Play in new window | Download (Duration: 1:27:33 — 80.2MB)Subscribe: Android |...

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Rack City – The Denny Conundrum

Posted by on 9:27 pm

Deneghra the Soul Weaver is an interesting conundrum for Cryx players.  I know a lot of people were disappointed when she was released.  I was not one of them…  I was excited.  I looked at her and saw a lot of potential.  And now that the WTC is over, I have had an opportunity to test my ideas in full, and I am now prepared to try writing an article on her.   The Initial List When I first threw down with her, I had tried very hard to build a list that I thought would be effective.  She is a Cryx caster that doesn’t do anything to protect her army, so anything in the army would need to be fast, self sufficient and hopefully, durable.  She also has a BIG timing issue, and it all comes down to Soul Weaver.  The problem with Soul Weaver is that she wants to generally activate after the rest of the army has gone, collect all the souls they have generated, and then allow that to turn into focus the following turn. Of course, you could leave those souls out on the table, but if you leave a Soul Trapper/ Soulhunter with three souls out there, I can guarantee you that they will be the priority target for your opponent in the following turn.  That is why Denny really wants to go last, to suck those all up.  But, because Mortality, Ghost Walk and her jack fuelling abilities need to go early in the turn, she wants to activate before the majority of army.  It kind of an issue to resolve, and one which I will talk through in various stages in this article. But first, the initial list. Denny3, Scarlock, Deathjack, Soulhunters (max), Blood Witches (min) + Hag, Satyxis Raiders (max) + Witch, Mechanithralls + Scarlock, 2 Surgeons, Darryl, Soul Trappers, Ragman.   The list was focused around two things: Allowing Grave Winded Deathjack the ability to get upfield and throw down a key Mortality, which in turn allowed the Soulhunters to activate before Deneghra.  This solved the soul timing issues.  It also focused on redundancy. The Blood Witches are always a good choice, even if you have Mortality out, it allowed you to focus on specific targets.  They are also a very self sufficient unit, that hits hard and has a delivery method in their minifeat.  Occasionally clouds can be awesome as well. After a few successful outings, I realised a few things.  The first, the timing issue is kind of relevant, but also at the same time it is not.  Sure, Soul Trappers themselves are very easily killed.  But depending on your placement of the Trappers in the early turn, and the availability of souls on your other soul collecting models/units (such as the WSC), they do not need to be your only resource for capturing souls.  Having the ability to run a Trapper back into safety after loading up is all about placement.  So the requirement to pump out that early Mortality then pull in the souls became less important to the overall gameplan.  This freed up the list from requiring Deathjack.  You still do have the ability to create the “Denny goes last” order of activation Mortality casting by using the Scarlock, although its a lot less reliable. In thinking a lot more about...

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Battle Driven Episode: 30

Posted by on 12:51 pm

Jeff and Frka talk Warmachine with guest host Paul Rogers. Facebook: Email: Twitter: @BattleDriven Podcast: Play in new window | Download (Duration: 1:22:15 — 75.3MB)Subscribe: Android |...

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TDH60M – Ep 10 – Moosemachine Vs. Power Attacks

Posted by on 10:43 am

This week the team takes on the expansive topic of power attacks in under an hour, and only manages to screw most of it up. Podcast: Play in new window | Download (Duration: 1:03:12 — 72.3MB)Subscribe: Android |...

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