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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!

Toruk to Tyrant – January Results and thoughts on Zaal

Posted by on 12:30 am

by Brian Giese   My year of playing skorne has ended its first full month. I managed to play 26 games in January and attend tournaments over two different weekends. In my previous post, I discussed my lists and how I performed at the Mayhem Cup in Iowa the first weekend of January.   Near the end of January I attended a small 8 player SR2012 Tournament in Madison WI. This event went very well for me, and I played Dominar Rasheth and continued to play more Void Seer Mordikaar. List 1 – T4 theme force Dominar Rasheth +5 points * Bronzeback Titan 9 points * Titan Gladiator 7 points * Titan Sentry 8 points 2x Agonizer 2 points each Farrow Slaughterhousers 6 points 5 Gatorman Posse 9 points 6 Nihilators 5 points 6 Paingiver Beast Handlers 3 points 2x Paingiver Task Master 2 points each List 2 Void Seer Mordikaar +5 points * Basilisk Krea 4 points * Bronzeback Titan 10 points * Titan Gladiator 8 points 10 Nihilators 8 points 4 Paingiver Beast Handlers 2 points Tyrant Commander & Standard Bearer 3 points Tyrant Rhadeim 5 points 10 Venator Reivers 9 points * Venator Officer & Standard Bearer 2 points 2 Void Spirit 4 points   The Rasheth list was a ton of fun to play. Gatorman posse go up one flank, while Nihilators go up the other, and beasts up the middle with agonizer and Slaugherhousers following them. I played this list in 2 of my 3 games, and I could see playing this list a lot more this year. Summary of Event Round 1 – Rasheth vs E Baulder (Restoration) – This game went well early, as druids and the Circle battle wagon were not able to kill a single gatorman. The constructs and rest of the circle army duked it out in the middle zone for most of the game with my skorne. I slowly ground out the army while the circle player did his best to try to keep throwing my models out of the zone in hopes of winning at dice down. I finally was able to get enough models on his warcaster to finish off Bualder Round 2 – Rasheth vs Carver – Formation of army was the same going down the field. I knew the warhogs would get the charge off on my army, so I popped zaals feat, and had the agonizer abilities up to give the war pigs -4 on damage the turn Carver popped his feat.. All my beasts survived, and my counter attack was good enough to clear off all the heavies on the field, and get ahead to win the game Round 3 – Mordikaar vs Vayl – I needed banishing ward to make sure there were no craziness with Rampager. I managed to get ahead early. venators 2 rounds of combined CRA and 1 tyrant commander killed a Angelious. I am able to stay ahead while keeping Mordikarr hiding behind a building all game. I did manage to win the event and got some shinny coins.. It was just an 8 man event, but it was nice to see my lists work. I have aslo modified my Mordikaar list because I really feel I need an extoller in it, so it now has 1 void spirit/1 extoller, otherwise...

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MoM’s Templecon Bonisode

Posted by on 8:30 am

  Templecon Bonisode Topics: Colossals, Warroom, Tournament recaps, Slops and Props. Podcast: Play in new window | Download (Duration: 3:39:52 — 201.3MB)Subscribe: Android |...

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Thursdays with Thanan: Trollbloods Battle Box

Posted by on 12:30 am

Welcome dear readers to my latest exploration of battle boxes: the Trollbloods battle box!  Trollbloods have some of the toughest infantry and beasts around, with high armor and the great tough rule being standard, and many of their beasts can regenerate damage lost in one of several ways.  Some of their beasts can simply eat whatever they kill, others have the regeneration rule.  Trollbloods are ace at infantry spam, have some excellent beatsticks and surprising ranged ability in some of their beasts.  All in all, the Trollbloods battle box contains things that most any respectable Troll would want – a Troll Axer, two Impalers, and Madrak 1 (aka pMadrak). Madrak 1 –Madrak is a bit of a beast himself.  He has pretty good MAT, average RAT, great defence (for a troll!) and above average armor.  He sports the standard troll rule of tough, as well as several others.  First he has snap fire which means that if he kills an enemy with a ranged attack he gets to try to do so again!  Scroll of Grindar’s Perseverance is a once per game item that basically means he ignores one damage roll.  He also has the Talisman of Subdual so warbeasts cannot charge him from his front arc.  His magical weapon Rathrok can be thrown a short way and has crit grievous wounds – models hit lose tough, no heals, no damage transfers.  He is especially tough to take down with his spells up and both of his special abilities, perseverance and the talisman, make him very hard to take down. Carnage – +2 to melee attack rolls. Awesome. If you’re playing, and find yourself likely to be in melee, consider casting this spell. Stranglehold – a model hit only gets to move or make an action. Wow. This is a mini – version of Haley 2’s feat! Sure foot – +2  Def no knockdown, and within 3″ of this model gain the same. Cast this turn 1 and upkeep. Always. This turns Madrak and his trolls into decently defensive dudes! Madrak’s feat – Friendly faction models gain overtake in his control area.  This means that they can advance an inch after killing something.  Also they gain an extra attack if they are in his control area.  This adds up, so if you kill one dude then advance an inch, kill another, advance, kill another, ad nauseum, so long as you remain in Madrak’s small control area.  This isn’t going to come up super often in battle box games due to low number of models, and the fact that each model has a bunch of wounds and isn’t likely to be super duper close to each other. Axer – The Axer is a great melee centric beast.  He has an average MAT and good POW giving him solid damage output.  His axe has reach which is really awesome with his other ability – thresher.  As a star action thresher allows him to make one attack against every model in reach and line of sight.  This clears infantry superbly, as well as puts damage on warlocks/warcasters and beasts and jacks too!  Anytime two or more people are in your melee range at the same time it’s worth thinking about using this ability.  Defensively he’s a troll so he has average –...

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Riding a Dark Horse: Knocking on Heaven’s Door

Posted by on 2:08 pm

As the title suggests I am going to be focusing on a Reznik list that I have had success with.  It uses a couple models normally not seen, as well as is a theme force setting, which people usually dislike. I do agree that some theme forces are not good or even contradictory to what the caster/lock was all about, but some can be very effective.   So without further ado I present my 50pt Reznik list using the Knocking on Heaven’s Door theme out of a No Quarter article. I have even beaten the great Legion of Jake with it.  I will not be going into what you can take within the list, only what I use, though I will let you know what is required for each Tier and its benefits:   Tier 1- Sunburst Delivers gain Advance Deployment   Tier 2- (requirement) 1 small-based Steelhead unit, (benefit) add an Attendant Priest to each small-based Steelhead unit for free and regardless of field allowance   Tier 3- (requirement) 2 solos of any combination of either Vassals of Menoth or Vassal Mechaniks, (benefit) models in your army can begin the game with upkeeps on them and not pay for the upkeeps turn 1   Tier 4- (requirement) 3 heavy warjacks in Reznik’s battlegroup, (benefit) 2 extra inches on your deployment zone   Reznik +6 Guardian (6) 3 Reckoner 8 Scourge of Heresy 9 4 Choir 2 Deliver Sunburst 3 Kell Bailoch 2 Stannis Brocker 4 10 Steelhead Halbiders with Attendant Priest (2) 6 5 Steelhead Calvary 10 Vassal of Menoth 2 Vassal Mechanik 1 Total:  50/56   Reznik sits at an above average MAT with a hard hitting melee weapon that has reach as well as an additional die to attack and damage rolls when your enemy has an upkeep on.  Combine this with Engine of Destruction (bonus to SPD/STR/MAT), and he has a deceptively long threat range for a warcaster with troll-like SPD.   He has below average DEF but above average ARM and average life.   He has an ability that whenever a model in his battlegroup and his control area is hit by an enemy spell, a model in his battlegroup gets to advance and make an attack, ranged or melee.   He has Hex Blast, where if you hit a enemy model/unit it gets rid of upkeeps on it, with nice range, decent POW, and a 3-inch AOE to boot.   Ignite gives critical fire to model/unit and a bonus to damage.   Iron Aggression is where the warjack in his battlegroup gets to charge/run/slam for free and gets to boost its attack rolls for free.   Lastly he has Perdition.  Decent RNG and low POW, but if you damage an enemy model, one model in Reznik’s battlegroup gets to move towards the nearest enemy model.   His feat is enemy models currently in his control area lose all focus and fury and cannot upkeep spells.  Enemy models casting spells in his control area suffer the fire effect.  Lastly, and probably most forgotten, models cannot be allocated focus.  I say this last part is most forgotten because I hear most people say his feat isn’t that great against Warmachine.  To me, anything that prevents your enemy from allocating means your models are a little safer...

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Riding a Dark Horse: Knocking on Heaven’s Door

Posted by on 2:08 pm

As the title suggests I am going to be focusing on a Reznik list that I have had success with.  It uses a couple models normally not seen, as well as is a theme force setting, which people usually dislike. I do agree that some theme forces are not good or even contradictory to what the caster/lock was all about, but some can be very effective.   So without further ado I present my 50pt Reznik list using the Knocking on Heaven’s Door theme out of a No Quarter article. I have even beaten the great Legion of Jake with it.  I will not be going into what you can take within the list, only what I use, though I will let you know what is required for each Tier and its benefits:   Tier 1- Sunburst Delivers gain Advance Deployment   Tier 2- (requirement) 1 small-based Steelhead unit, (benefit) add an Attendant Priest to each small-based Steelhead unit for free and regardless of field allowance   Tier 3- (requirement) 2 solos of any combination of either Vassals of Menoth or Vassal Mechaniks, (benefit) models in your army can begin the game with upkeeps on them and not pay for the upkeeps turn 1   Tier 4- (requirement) 3 heavy warjacks in Reznik’s battlegroup, (benefit) 2 extra inches on your deployment zone   Reznik +6 Guardian (6) 3 Reckoner 8 Scourge of Heresy 9 4 Choir 2 Deliver Sunburst 3 Kell Bailoch 2 Stannis Brocker 4 10 Steelhead Halbiders with Attendant Priest (2) 6 5 Steelhead Calvary 10 Vassal of Menoth 2 Vassal Mechanik 1 Total:  50/56   Reznik sits at an above average MAT with a hard hitting melee weapon that has reach as well as an additional die to attack and damage rolls when your enemy has an upkeep on.  Combine this with Engine of Destruction (bonus to SPD/STR/MAT), and he has a deceptively long threat range for a warcaster with troll-like SPD.   He has below average DEF but above average ARM and average life.   He has an ability that whenever a model in his battlegroup and his control area is hit by an enemy spell, a model in his battlegroup gets to advance and make an attack, ranged or melee.   He has Hex Blast, where if you hit a enemy model/unit it gets rid of upkeeps on it, with nice range, decent POW, and a 3-inch AOE to boot.   Ignite gives critical fire to model/unit and a bonus to damage.   Iron Aggression is where the warjack in his battlegroup gets to charge/run/slam for free and gets to boost its attack rolls for free.   Lastly he has Perdition.  Decent RNG and low POW, but if you damage an enemy model, one model in Reznik’s battlegroup gets to move towards the nearest enemy model.   His feat is enemy models currently in his control area lose all focus and fury and cannot upkeep spells.  Enemy models casting spells in his control area suffer the fire effect.  Lastly, and probably most forgotten, models cannot be allocated focus.  I say this last part is most forgotten because I hear most people say his feat isn’t that great against Warmachine.  To me, anything that prevents your enemy from allocating means your models are a little safer...

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MoM’s Podcast # 5

Posted by on 3:28 pm

  Episode 5   Topics: Radial Scenrios, Focus on Khador, Working in the DOJO, Mayhem CUP, Newbie’s corner goes over Skorne and Khador. Podcast: Play in new window | Download (Duration: 4:10:01 — 228.9MB)Subscribe: Android |...

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Carnage4u’s Terrain Blog #5 (Progress on Ruined City Project)

Posted by on 11:23 am

by Brian Giese My epic project to create a ruined city modular gaming tables continues.   My previous article discussed my final building stage of the project. I am finally at the fun part of the project.  Painting up all the pieces and getting them ready for the table top. This update is mostly pictures, as I’m am just showing off the final stage of the process.  The first set of pictures will be my initial test piece I started and the stages of Drybrusing.     Completed piece       Up close pictures of some of different grass effects               The next piece is the pool I’ve been working on.  I was excited to work on this piece, as its always fun to work with water effects. The challenge is, I usually have to wait a day between layers of adding water effects. (it takes forever to dry)   I needed to get the bottom layer the color I wanted so when I filled with water effects, that it would look nice.       First layer of water effects     A   Added the 2nd layer of water effects with some flock between the layers to add a moss effect.     A few more layers of water and flock effects later     Some up close images             I have also completed a few more pieces.                               In  the next episode I will go through my final pieces, which include the Bell Tower and...

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Mind Tricks: Kallus, Jam of Everblight!

Posted by on 1:00 am

by Jake VanMeter   Kallus, Jam of Everblight.   Kallus is our 2nd male warlock in Legion and brings another face to our attrition-starved faction with some unique staying power and abilities to control scenario zones through his feat.   His feat, Host of Angels, replaces a friendly living warrior model disabled by an enemy attack immediately with an Incubi and grants all soulless warrior models +2 defense for 1 round. By reading the feat at first I bet most Legion players were not initially impressed and rightly so.  Except that they finally get to use those dusted Incubi. It’s not until you see it in action that you really appreciate the power of his feat.  I will go into more detail below.   Kallus also brings a passive Unyielding buff (+2 armor with engaging enemy models) to faction warrior models within his 8” command range, a melee MAT buff in Dark Guidance, a friendly model damage buff in Ignite and an awesome offensive spell in Eruption. If you look over it again you will realize that Kallus is Legion’s only warlock that, through spells and abilities, brings an armor, damage, and MAT buff in a single package without outside animus assistance.     Spells   Kallus has four spells in his arsenal to use, and each one of them has potential. First we have his Eruption, which is a fury 3 spell with a range of 8. The spell is a fire damage spell with a 3″ AOE that does a POW 14 to all models under the template and remains in play for one round as a cloud effect. Enemy models entering or ending activation in the template suffer a POW 14 fire damage roll. You will see most lists utilizing a spell martyr early game to throw out an eruption towards bunched up troops or to block troop advancement. A very powerful spell when you have access to an arc node. Late game it can even be used on a key heavy warbeast of your own to center a 3” AOE on the model. This will stop non-reach troops from charging the model, as in order to engage it they will need to take a pow 14 damage roll.   Ignite is his damage buff spell that costs 2 fury, increasing the target friendly model/unit’s melee damage rolls by 2, as well as gaining crit fire. It’s upkeepable, but even better, being able to cycle Ignite to two units each turn can be quite powerful.   Dark Guidance is the big spell on his list. It costs 4 fury and grants an additional die to all friendly faction model’s melee attack rolls for the turn. This is a key spell as it buffs up poor MAT and makes your army very accurate in melee. If you are afraid of missing a model you can boost even further and roll 4 dice to hit the model. Rolling an additional die on melee attacks also help with crit effects. Dark Guidance is indeed a powerful spell, but knowing when to cast it is the most important aspect. When using over half your fury for a spell topped with upkeeping Ignite, you will only have 1 fury left for transfers. When holding 1 fury for transfers it can draw a...

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Thursdays with Thanan: Protectorate of Menoth Battle Box

Posted by on 1:00 am

Welcome back dear readers, to this, my 6th post. Today, we delve into the Menoth battle box. The Menoth faction is similar in many respects to the Skorne empire from my last post. While the Menoth army is traditionally slow, it is high armor, high power attacks, with some of the most powerful support pieces in the game at their disposal. The Menoth battle box contains Kreoss 1 (aka pKreoss), the Repenter, the Revenger, and the Crusader. For new players, everything in Menoth is required to have an ‘er’ at the end, and virtually everything has an ‘re’ at the front. This makes for confusion. I, for one, will never remember any Menoth jack by name, but only by weapons – they are much easier to tell apart! Kreoss 1 – Kreoss is a middle of the road caster stat wise. He has slightly below average speed, average Mat, slightly below average for a caster’s defense, and average armor. His P+S is decent, and his magical weapon does have reach, as well as dispel – knocking off upkeeps, and chain weapon – skipping through bucklers, shields, and shield wall. Not super useful in battle box games, but it could pop up here and there. Let’s examine his spells real quick…  Cleansing Fire – This spell does a small AOE fire damage, with decent POW. It has the critical effect continuous fire, this is key. If you can put this on an enemy caster, it has the chance to kill him slowly over time. Continuous fire takes effect before focus is regenerated, so casters are at base armor, often dice -3 or -4. Nice.  Defender’s Ward – Possibly one of the best spells in the game. This spell gives a boost to defense and armor. Good on everything, particularly units. Since battle boxes don’t have units, you can toss this on Kreoss, which is a good idea, or put it on something with great defense or great armor to make it even better.  Immolation – Fiery death to a single model. Not as good pow as cleansing fire, with the same continuous effect.  Lamentation – enemy models double their spells cost to upkeep / cast. This is a great spell against casters who have expensive spells to cast, or who typically assassinate with spells suddenly can’t get quite as many out.  Purification – enemy upkeeps, animi, and continuous effects (fire from your opponent Menite?) expire. They have Iron Flesh or Defender’s Ward? Not any more! Kreoss’s feat – enemy models in his control area fall over. Woopsy-daisy! In normal play, you’d want to move up to include a lot of your opponent’s army. In the battle box, however, you often won’t need to advance too close to get all their models in your area. However, do to the mechanics of shaking, your opponent can now just add a fury to their beast/take one off their lock, or allocate one focus to shaking the effect. So it’s pretty easy to stand back up. That means you need to CAPITALIZE (hahaha!) on the feat. Attack your opponent when he’s down, it’s the Menite thing to do! Auto hit in melee, and generally just not double 1s for shooting. Repenter – The repenter is a decent melee combatant and a decent shooter. It...

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Toruk to Tyrant – Mayhem Cup (Jan 2012) Games

Posted by on 2:35 pm

by Brian Giese.   For 2012 my goal is to focus on playing Skorne. (both for local and tournament games), and keep my other primary faction(Cryx) on the shelf for the year (Until Warmachine Weekend 2012).  I will probably play with my Minions and possibly Cygnar every so often when I’m feeling frisky..   My first real test of 2012 was the Mayhem Cup IV held in Des Monies Iowa on Jan 7th and 8th.   The Mayhem Cup was a weekend long event (3 tournaments) that consisted of teams of players from different areas competing for a traveling trophy.  The event drew 56 players from 5 different states, including many top players that win National level events.   I knew this would be a trial by fire for my Skorne.   summary – It was an enjoyable weekend of gaming. While I did not place in any events, I did manage to come close in the 20pt event. I also really have a good feel for Skorne now and feel confident this will be a good year playing them. I didn’t make too many mistakes over the weekend, and I do have a better idea of what kind of lists I will be bringing to future events.  I will go over some of this in a future article.   What follows is a long summary of the weekend. I only have detailed notes on a few games. Otherwise I mostly have game summaries, along with some pictures scattered about. Sometimes the game was too tense, and I forget to take a picture.   Day 1 – 50pt SR2012 (final draft) Rules – SR20112 Final draft rules, and Divide and Conquer is also in effect.  This event goes 3 Rounds, and top 16 go to final on Day 2 (the rest play in a 35pt event on day 2) I have chosen to play Void Seer Mordikaar and Lord Tyrant Hexeris.   List1 Void Seer Mordikaar +5 Basilisk Drake 4 Basilisk Krea 4 Titan Gladiator 8 Bloodrunner Master Tormentor 2 6 Cataphract Arcuarii 9pts 4 Paingiver Beast Handlers 2 Paingiver Bloodrunners 5 Tyrant Commander & Standard Bearer 3 Tyrant Rhadeim 10 Venator Reivers 9 +Officer and Standard 2 Void Spirit 2   List 2 Lord Tyrant Hexeris +6 Basilisk Drake 4 Bronzeback Titan 10 Cyclops Shaman 5 Titan Gladiator 8 Aptimus Marketh 3 Extoller Soulward 2 10 Nihilators 8 4 Paingiver Beast Handlers 2 Tyrant Commander & Standard Bearer 3 10 Venator Reivers 9 +Officer and Standard 2   I felt these lists gave me a good chance against any hordes army out there or Cryx. I have been playing a lot of Mordikaar and getting good results from the list I am using for the Mayhem cup.   I get souls early off bloodrunner dying, and then the Arcuarii, Rhadeim and Gladiator are able to deal out good damage while the Nihilators deal with troops. I am also have a decent amount of ranged support from the Reivers.   The Hexeris list is there for Cryx and I still feel he is able to handle a lot of random matchups.  The Bronzeback is an additional heavy that should be able to output some good damage.  The Nihilators and Reivers fill the same role in both lists.   Round 1  – Close Quarters – Mordikaar...

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