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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!

Hordes Faction Overview

Posted by on 4:24 pm

Last week I covered the strengths, weaknesses, and storylines behind each of the Warmachine factions: http://museonminis.com/warmachine-faction-overview/ This week I am continuing the topic by covering each of the Hordes factions. Trollbloods Strengths:  Trollbloods have strong infantry and solos.  Their warrior models have Tough.  The faction has some of the best fast-strike and multi-wound units in the game.  Many Trollbloods warrior models use medium bases, which means they can be useful for preventing line of sight and blocking trample lanes. Their beasts are hard hitting and can heal significant amounts of damage through snacking and regeneration. Trollbloods forces can excel at layering synergies, and it is often difficult to unravel their layers of synergy. Weaknesses: Trollbloods have a steeper than normal learning curve.  It takes play experience to not have your own models get in the way of the rest of your force when moving medium bases.  Additionally, the need to activate your models in the proper sequence in order to correctly layer your synergies leads to a difficult order of activations.  Trollbloods have slightly below average fury management for the main Hordes factions. Fluff: Trollbloods have traditionally had a tribal social structure.  The recent wars made them refugees that are seeking a new homeland.  Their desperate situation has led them to unite behind one chieftain, Madrak Ironhide. Circle of Orboros Strengths:  Circle of Orboros is a highly mobile army, which provides many strategic options.  They have good beasts with strong animi.  Circle uses both living beasts and golem style constructs. Fury left on construct warbeasts after leaching does not result in a frenzy check.  Some of the constructs also have the ability to cast spells from their warlock.  The faction has access to a comparatively large number of models with stealth, pathfinder, offensive spells, or denial abilities. Weaknesses:  Circle of Orboros can have a steep learning curve to play at their full potential, but overall circle has a lower barrier to entry.  Model placement and threat assessment are important for mastering this faction, and those abilities generally take a while to mature with a Warmachine or Hordes player.  The faction possesses average infantry that can struggle versus high armor targets. Circle has the worst fury management options for the main Hordes factions. Fluff:  The Circle of Orboros is an ancient organization composed of druids that wield the power of nature.  They view civilization as their enemy. Legion of Everblight Strengths: Legion of Everblight warbeasts are fast and strong with good animi.  The warbeasts have eyeless sight, which allows them to avoid some negative targeting and attack modifiers.  The faction is fast enough that it can often get the first strike on their opponent.  Legion of Everblight has fantastic fury management options.  New players can often begin winning faster than normal with Legion of Everblight. Weaknesses:  Legion of Everblight possesses average infantry.  The faction usually has to dictate the terms of engagement to be victorious.  Legion of Everblight generally needs to either avoid an attrition battle or fight one with finesse.  Although many Legion of Everblight players begin winning faster than normal with the faction, many also plateau and struggle to master the game. Fluff:  Everblight is an ancient and powerful dragon.  He has imbued his generals with part of his essence to aid him in advancing his schemes.  He...

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the Proteus Conundrum Part 1

Posted by on 2:47 pm

The Proteus Conundrum Part 1 I was one of the many spectators huddled around the Domination book at WMW 2011. I remember feeling like a gitty girl as we neared the Legion section of the book. At this point I was impressed by Ghetorix, Tiberion and so so about Rok with Primal. Then it happened, the page turned to Proteus and I quickly glanced over his rules and stats and stood there dumb founded and lost. “Am I missing something” I thought to myself. Maybe there is something I just don’t see yet, perhaps a synergy that was hidden in his rules text that would push him up to the next level. First we look at Proteus’s abilities and stats. PT Cost 11 SPD 6 STR 12 MAT 6 RAT 6 DEF 11 ARM 18 CMD 7 FURY 5 Proteus packs three initial melee attacks one that is a chain weapon with reach and Pull at P&S 14 and two non-reach attacks at P&S 16. He has 1 ranged 6 attack with drag at P&S 14 with the chain weapon ability. His other abilities are Herding – Allows you to be able to force, leech, reave, heal and transfer damage to friendly faction warbeasts in Proteus CMD range. Animus is Heighted Metabolism which costs 2 fury and grants snacking to a friendly warbeast. Looking through Proteus’s abilities and stats you will realize that instead of being focusing on melee or range that he does nothing particularly well. Drag is an awesome ability but with range 6 you will most likely put Proteus in threat range of the opposing army to attempt to drag a target into threat range of other models. His low P&S on his weapons is what really turns me off to him. 11 pts for a P&S 14 and two P&S 16’s doesn’t seem like a bargain when you can get a Scythean and a shredder for the same cost. I can go to Bed Bath and Beyond and get a better bargain on 2 Pillows than Proteus. Who knows, they might even have Higher P&S too! To add insult to injury, his chain weapon is a P&S 14 weapon. Normally, models that have shields get +2 armor and his stronger weapons are P&S 16. This means when fighting models with shields or bucklers that the damage output of both his weapons are a wash against shields and the claws win out against bucklers. his only saving grace is he has 5 fury which is a first for Legion. Comparing Proteus to the Scythean The comparison here will be Proteus’s damage output compared to a Scythean. The Scythean is one of legion’s staple beasts that packs two P&S 17’s reach weapons and chain attack Blood Bath which is similar to a thresher attack. We will compare them both against an armor 18 model assuming all attacks hit. The Scythean at P&S 17 will be dice – 1 on all attacks and will get 7 total attacks due to triggering Blood Bath. Through the course of all attacks the Scythean will deal an average of 42 damage to an armor 18 model. Proteus’s gets 3 initial attacks and can buy up to 5 additional attacks. At dice -4 and dice -2 Proteus’s average damage output is 38...

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Road to War Episode 8

Posted by on 7:14 pm

Road to War In this episode, we talk about Lock and Load and go over the Colossals book.   Send us an e-mail at aroadtowar@gmail.com with any questions!   Podcast: Play in new window | Download (Duration: 1:37:55 — 89.7MB)Subscribe: Android |...

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Reflections of a dawn

Posted by on 5:49 pm

Reflections of a Dawn   Hi there everyone, my name is Tobias Ford and I was invited to post on Muse from a good gaming friend of mine Ben Hayes (The chunder from down under).  Initially he asked me as a positive spin for the Ret faction as that element is currently under-represented by the other authors and being fond of writing I said that I’d love to!  Of course then life and work and everything in between got in the way so I have been unable to complete the registration or write anything until now. I thought I’d start with a bit of a brief introduction through my WarMachine journey and how I got started with the Retribution. So it’s not really secret (to a lot of Australians at least) that I am a fan of Dawnlord Vyros.  Well, the story goes – that back in 2009 I managed to take out the Aus Gencon WM event (Trumping my very good friend Heath Eblen or Kojiro) – and well, the game has grown and evolved in leaps and bounds down under since then, but it remains one of my crowning glories. That was the twilight of mki and Retribution had just been released.  The lion’s share of my prize was a burgeoning Ret force that consisted of a squad of Sentinels and their UA, a Chimera and Dawnlord Vyros.  I thought to myself, I’ll just give them a bash – Elves are cool (and I have a lot of nostalgia for my first fantasy army – High Elves), maybe I’ll just buy enough to get thirty five points… Well, we all know how that fairy tale goes, and three years later they are my primary faction.  In the interim I’ve sold off all of my Cryx who were the faction that I started this game with back at the beginning when the cards were black and white and the only infantry you could buy for love or money were scrap thralls.  I never managed to sever the ties with my Skorne though (the faction I won Gencon Aus with) but they have taken a back seat – like a ceremonial blade.  I’ve dabbled in mercenaries, Circle and recently Cygnar but my faction of choice is the Retribution. My progress with them has been a pretty checked affair.  I remember when Skorne came out in mki and I started playing them the learning curve was quite steep.  They had some serious obstacles to cross and right up until metamorphosis they were a difficult faction to do well with (for me at least anyway), so I was certainly use to the xp grind. Vyros was similar in a way to Xerxis in that it took me a long time to make any progress with him, eventually though I started to get the hang of him though, and stop making bone headed errors.  Lacking any particular strength or an overwhelming feat, so all his game has to come from list creation and player skill, and the occasional prayer that his armour will hold together :p. I’ve gone through a lot of incarnations with him, trying to get him to work in various guises from assassin, to tank to support caster.  Over time I’ve found that he is capable of doing it...

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MoM’s Podcast #13

Posted by on 1:27 am

MoM’s Podcast #13 Topics: 00:00:00 = Intro/News and Announcements 00:39:00 Tourney Recap 1:49:05 = Team Tourney Coverage 01:55:15 = Mountain King Preview 02:15:00 = Lock and Load Previews 02:43:00 = Colossals Review Discuss the podcast here Podcast: Play in new window | Download (Duration: 3:56:00 — 216.1MB)Subscribe: Android |...

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Muse on Minis Interviews Doug Seacat

Posted by on 8:47 pm

Keith and Doug talk about the story behind Colossals and...

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Warmachine Faction Overview

Posted by on 5:46 pm

Have you ever had a friend ask you for information on each of the Warmachine & Hordes factions and not known how to reply?  Is there a faction or two that are underrepresented in your local play group that you would like to learn a little bit more about?  This week on Chain Attack: Baby Seal Boots Camp, I will give a short summary of the strengths, weaknesses, and fluff of each of the Warmachine & Hordes factions. Cygnar Strengths:  Cygnar has strong casters that can use many different play styles effectively.  They have access to the widest selection of Mercenary models.  Cygnar excels at single target shooting and deals with stealth better than most factions. Weaknesses:  Mercenary infantry are often better than in-faction options.  Cygnar must adapt their play style to succeed in Steamroller.  A Cygnar player cannot take a pure gun line to a tourney and expect success. Fluff:  Cygnar views themselves as the good guys of Warmachine.  It is a sprawling kingdom that is surrounded on all sides by enemies.  Cygnar is technologically advanced and uses a lightning theme. Protectorate of Menoth Strengths:  The Protectorate of Menoth excels at using synergies to buff their forces.  They possess the best support for warjacks in the game.  Their warjacks have many good AOE ranged attacks and the faction has access to many strong sprays.  The Protectorate of Menoth is excellent at using attrition to defeat their opponent.  They also employ powerful denial abilities versus their opponent. Weaknesses:  It is rare for a Protectorate of Menoth force to get the first strike.  Focusing on attrition can create issues when using death clocks at a tournament.  Since their forces rely upon the synergies provided by their support models, the combat strength of the army decreases dramatically when the support models are removed. Fluff:  The Protectorate of Menoth is a lawful-evil theocracy composed of religious zealots that worship Menoth, the Creator of Man and Law Giver.  They are fighting to free themselves from Cygnar’s governance and to convert or kill infidels.  The Protectorate of Menoth uses a fire theme. Khador Strengths: Khador has fast and hard hitting solos and units.  The spell iron flesh on high defense models like Kayazy Asassins can be difficult for many armies to deal with.  Khador possesses a good mix of AOE, spray, and single target ranged attacks. Weaknesses: Khador has slow jacks that are susceptible to crowd control and spells.  The Old Witch comes with a character arc node, but none of the other Khador casters can use arcnodes. Fluff: Khador is an ancient empire that is themed after tsarist Russia that is seeking to reclaim their glory and territory.  Khador uses a cold theme. Cryx Strengths:  Cryx possesses the most potent casters in the game.  Their infantry tend to be cheap and hard hitting.  The faction has inexpensive arc nodes.  Depending on their list composition, their forces can be good at getting the first strike versus their opponent.  Cryx has strong crowd control and debuffs.  The faction has good non-character solos, which helps with force composition in Steamroller 2012. Weaknesses:  Cryx has the most limited ranged options of any of the Warmachine factions.  Cryx lacks staying power and must shape the battle to their choosing.  Cryx helljacks have low armor and hit points. Fluff: ...

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The Koldun Kommander

Posted by on 5:01 pm

Hey all, here I am again and this time and I actually fulfilling a request from a good friend, the Phatest of Asian.  At Adepticon 2011 I played a list that kind of made a big impact, don’t know how I was able to manage that but some how it happened.  It was a time when some friends kept picking models for me to play that were not usually the first picks of someone to play with in a tournament con, let alone hardcore.  I ended up playing Zerkova and went 4-1 with her, losing in the one game in the semi-finals to a good friend of mine, Keith.  The thing that also helped generate this attention I received was the fact that at that time a new theme list had come out at the time for her allowing her to take multiples of a certain model that is quite good, though I will not get into that right now.  I instead opted to not take that list and played with models that were all part of the Khadoran army.  So here is the list I used and what I did with it: Zerkova +6 Beast 09 (6) 5 Behemoth 13 War Dog 1 4 Battle Mechaniks 2 Doom Reavers w/Greylord Escort 8 Greylord Ternion 4 5 Iron Fang Uhlans 11 Koldun Lord 2 Kovnik Markov 4 Total:  50/56   So lets take a look at our warcaster.  Her stats are average for a spellcasting warcaster, though her MAT is one above what you would expect in this situation as well as her ARM and CMD.  Very cool and interesting thing with her is that rough terrain is no problem for her with pathfinder.  She is also immune to cold type damage and effects which does not come up for her much but of course when it does it usually means she won’t be stationary, always a good thing on a warcaster.  She does have a FOC stat that is good, but again what you would expect for a spellcasting warcaster.  She has one range attack at below average range but even has a higher POW than a handcannon, though it has no special abilities it is magical.  Her melee weapon is below average POW, though of course average for a warcaster of her type, but it does make a warjack hit by it stationary. As for some of her other abilities and feat.  She has the natural ability to whenever a model targets her with an offensive spell the spell suffers a -3 RNG, and if that model directly hits this model with the spell after the attack is resolved the attacking model will suffer any where from 1 to 6 points of damage.  Though she has some great abilities in regards to when she casts spells.  Every time she casts a spell she gets to choose from one of three abilities, though each ability can only be used once a turn.  The first ability reduces the casting cost by one.  The next extends her front arc 360 and she will ignore LOS when targeting models in her control area, as well as ignoring stealth.  The last ability adds 3″ to the range of a spell that she casts.  Her feat is by far one of the best...

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Happiness is Rolling Dice: Kickstarter and the Future

Posted by on 1:26 pm

    Kickstarter is the future! Or how I learned to stop worrying and love spending money. Kickstarter has, as of late, drawn some attention for its use in helping to fund several upcoming Video games. Double Fine Studios being the first to fully capitalize on the potential while managing to raise over 3 million dollars for an upcoming adventure title. Since that time other titles have found success in funding themselves through crowd sourcing directly to their fans. But this is Happiness is Rolling Dice, and here we deal with Board Games. Fortunately for me, Kickstarter has brought great success to several upcoming board game projects and I believe it is worth touching on the value inherent in the service. Before we go to deep into this topic, it may be worth providing some background on Kickstarter to those who may not have yet partaken of this amazing service. In a nutshell, Kickstarter is a service that allows creators of projects to link up with their fans and crowd source the funding of their ideas to see them through to fruition. This is good on several levels, not the least of which is that an awesome product that might otherwise have lacked the funding will get made. Honestly you should check it out for yourself at www.kickstarter.com, I recommend going to the Games category and then browsing through the Board Games section personally. Now much of what I say below applies more broadly to creative projects on Kickstarter in general, but I’m here to talk about Board Games so that’s where we’ll focus. Now the above may not sound all that special, hell pre-orders for products have been around forever and have filled similar roll in allowing companies to get additional funding for projects. Kickstarter isn’t your average pre-order though; it really connects fans to projects and brings some pretty clear benefits to both the consumer and the producer. These are just some small side benefits either; Kickstarter could very well be the future for both independent gaming companies as well as some big names out there. So what are these game changing benefits you ask? Well; let us delve deeper into the producer side of the equation. Today we take the role of a smaller game studio with a big dream. We’ve come up with a fantastic Sci-Fi world, a set of miniatures and even a set of rules for a game. Unfortunately we have hit a hitch. We want to produce this product, we’ve got all the creative work done, but we’ve got to somehow fund those minor details like production costs if we are going to make it to market. It is going to take us twenty thousand dollars to get this to the street and the coffers just to look that deep right now. We could try to stir up some investment from a third party but that will cut in to profit, can add extra hands to the cookie jar and just simply muck up a perfectly good idea. Well luckily for me there is a third option, Kickstarter. With Kickstarter I can have soap box to stand on to preach the glory that is my idea. If my idea is embraced I will earn my twenty thousand dollars, or perhaps much more....

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