WARMACHINE: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
m (390 revisions imported)
 
(203 intermediate revisions by 90 users not shown)
Line 1: Line 1:
[[Image:WMlogo.gif|center]]
(''Not the War Machine - two words - in [[Frank Mentzer]]'s [[Companion Set]]'')


'''Warmachine''' is a tabletop wargame produced by Privateer Press set in the [[Iron Kingdoms]] setting. It is the sister game to [[Hordes]], with which it is fully compatible. Most discussion and tournaments include both Warmachine and Hordes, leading to the portmanteau "Warmahordes."
[[Image:Warmachine_Hordes_Logos.png|850px|center]]
<center>'''PLAY LIKE YOU GOT A PAIR!'''</center>


The Iron Kingdoms setting is the result of a fairly generic high fantasy continent developing steam-powered technology to repulse evil [[lich]]es from <s>SPAAAAAAAACE</s> across the ocean. Since then, they've engaged in World War I-style trench warfare between the various nations on the continent. However, this is complicated by the use of multi-ton, steam-powered robots called Warjacks (usually shortened to just 'jacks), which are magically bonded to battle wizards known as Warcasters. There are also power-armored, Russian-style Man-o-Wars; bearded [[Elf|elves]] with bows; machine-enhanced [[zombies]]; and squads of [[paladins]] with swords that set people on fire. The Iron Kingdoms setting is also famous for actually moving forward; for instance, Llael (originally an independent nation) was quickly occupied by [[Khador]] and has been fighting a guerrilla resistance war against them ever since.
<center>'''WARMAHORDES V3.0 HAS OFFICIALLY LANDED. THE STORYLINE HAS JUMPED FORWARD THREE YEARS, UNITS HAVE BEEN REBALANCED, AND CORE MECHANICS HAVE BEEN REWORKED TO SOME EXTENT. ALL INFORMATION ON THESE PAGES IS POSSIBLY OUTDATED UNTIL FURTHER NOTICE.'''</center>
[[File:Skubmachine.jpg|300px|thumb|right|WARMACHINE used to be a game with a particular audience. These days this stuff has been toned down or removed entirely.]]
'''Warmachine''' and '''Hordes''', often called '''Warmahordes''', are tabletop wargames produced by [[Privateer Press]]. Uniquely among other games of the same genre, Warmachine and Hordes are actually built from the ground up to be played with one another. They are essentially the same game with two different flavorings: Warmachine factions are more civilized and make use of giant steam-powered [[magitek]] robots, while Hordes armies tend to be more [[Orks|barbaric]] and use huge-ass kaiju instead. Other than this, the two games are functionally identical to the point of most tournaments allowing armies from either game to be fielded against one another. This has led to most players referring to the game as ''Warmahordes''. Both games are currently in their <s>second</s> third edition (29/06/2016 edition), referred to as ''Prime MkIII'' for Warmachine and ''Primal MkIII'' for Hordes.


In terms of scale Warmachine is considered a skirmish-level wargame, which is generally much smaller than [[Warhammer 40,000]] or [[Warhammer Fantasy Battle]]. Indeed, the smallest games can be run with no more than four or five models. However, the game can expand to a scale similar to the 40k, with armies numbering 50 or more models per side. However, even at this scale, it tends to play faster than the two Warhammer games thanks to a broken-down system of resolving turns (each unit/model 'activates' and resolves its turn's actions individually, and once a player has activated all their units the player's turn is over) being staggered; after activating a unit, the other players gets to activate a unit and so on.
Both games are set in and around the [[Iron Kingdoms]], a group of warring states on the western coast of a continent called Immoren. Everyone hates each other, as is par for the course in a wargame setting, and some major power players are dedicated to constantly stirring shit up among the more good-aligned factions so that they keep fighting one another and make themselves too weak to oppose the inevitable zombie invasions. [[Just as planned]].


Privateer Press, the publishers of ''Warmachine'' follows a different [[Skub|(and, according to some, better)]] update schedule than the [[Games Workshop]] games with which they compete. Basically, each faction has a "Forces of" book with two short stories, background [[fluff]] on the faction, theme force rules and the unit profiles for a number of models. Unlike Games Workshop's books, these are permanent and are not regularly updated. Instead, Privateer Press puts out expansion books that include new [[fluff]] and units for every faction, at the same time continuing the metastory of the Iron Kingdoms (rather than retconning the shit out of past books).
Immoren is basically what you get if you take a standard high fantasy setting and inject some Industrial Revolution. A long time ago, a bunch of evil sadomasochistic sorcerors from <s>SPAAAACE</s> across the ocean showed up and kicked everybody's shit in. Since only divine magic existed at the time and everyone was basically a bunch of barbarian tribes anyway, humanity didn't really have much in the way of ability to actually ''do'' anything about this, so everything sucked for a while. The citizens of Immoren progressively invented better and better weapons to try and get the Orgoth the fuck off their collective lawn - guns and wizardry were both initially developed as ways to fight them - but it wasn't until the dwarves decided to be fuckin' bros and start supplying the rebels with resources and teaching them the secrets of magitek that things really turned around. This led to the creation of some huge-ass, steam-powered magic robots called the Colossals, which promptly steamrolled the Orgoth right the fuck off the continent and allowed the modern factions to form.


Warmahordes is generally a well-balanced game: All of the factions have their niches and are all able to pull off a win if the list is well put together. Furthermore, almost every unit in the game has a a trick and a role in which it can fit well at least ''some'' army lists, even if it's not the best model for the job, avoiding disasters like the [[Pyrovore]] or [[Counts As|Mandrakes]]. That being said, there is a downside: whereas 40k and Fantasy are strongly focused on [[your dudes]], with a ton of options for every unit, Warmachine is relatively limited. Units must be taken as-is, and your army ''must'' be led by a named character Warcaster. Some people do not find this a problem, but those that like to "forge a narrative," as Games Workshop promotes, will find it disappointing.
Of course, all of these factions hate each other, so Immoren has been in a state of constant warfare pretty much since it was freed. This would be <s>weird</s> [[awesome]] enough given the anachronism stew that is the setting, since you have [[Cygnar|knights using powered armor and lightning spears]] to charge down [[Khador|Soviet Russians with shotguns and shield-cannons]], but the Iron Kingdoms have since refined the technology that created the Colossals and miniaturized it, giving us the modern steam-powered warjacks that are emblematic of the Warmachine half of the setting. Meanwhile, on the Hordes side of things, several remaining barbarian kingdoms have decided that using [[Titan (Warhammer 40,000)|Imperial Titan]]s to keep them subjugated is cheating, so they've leveled the playing field by bringing Godzilla along for the ride.


==Gameplay==
The setting differs greatly from most other tabletop wargames in that the story actively progresses as Privateer Press releases further expansions. Characters grow, change, and die, while countries are born, conquered, or razed to the ground. Perhaps the most obvious example of this is the small country of Llael, once a peaceful merchant land. It was a point of contention between the other factions for quite some time until it was conquered by Khador, then partially ''counter''-conquered by the Protectorate of Menoth, making it one hell of a dangerous place to live and adding quite a few Llaelese models to the Mercenary lineup to represent the new rebel underground.


===Warcasters and Focus===
In terms of scale, Warmahordes is considered a skirmish-level wargame. Battles are generally much smaller than those taking place in [[Warhammer 40,000]]. Indeed, the smallest games can be run with no more than four or five models. However, the game can expand to a scale similar to 40k, with armies numbering fifty or more models per side. Even at this scale, though, it tends to play faster than the two Warhammer games. It is much smaller, faster-paced, and aggressive (see the tagline), with a greater focus on tactics and positioning of individual models.
Games of Warmachine tend to revolve around a [[Warcaster]], a powerful battle-wizard that can forge a mental link to their warjacks. Supporting them are more regular units of an army, ranging from shield-and-spear infantry to hordes of zombies to storm-powered knights that can shoot lightning with swords. Several models can also 'marshal' warjacks, though not nearly to the level of a Warcaster (try using a computer without a mouse, and that's how a 'jack marshal functions compared to a Warcaster).  


In addition to warjack control, not only is a Warcaster more than a match for an individual warrior (sometimes even groups of them), most Warcasters can also sling spells that aid your army or screw over the enemy, with the best able to do both at once (such as knockdown spells). As a general rule, direct combat warcasters get 5-6 Focus and can take on most things five-on-one, while spell-slinging squishies get 7-10, with 6-7 as an average and a good spell list, but aren't great fighters.  
Warmahordes is generally a well-balanced game (with one [[Cryx|exception]], though even that isn't as pronounced as it used to be); all of the factions have their niches and are all able to pull off a win if the list is well put together. Furthermore, almost every unit in the game has ''something'' to make it at least somewhat useful. There are very few instances where a unit is completely without merit (though they do exist), and if you like a unit that much, there's almost always some way to make it work.


At the start of each turn, a warcaster automatically generates between 5-10 Focus. Focus can be used to generate additional attacks or add an additional D6 to attack or damage rolls for either a warcaster or a warjack (though most warjacks can only have three focus allocated to them a turn), and unspent focus gets added to a caster's armor value at the end of the player's turn. While you generally want to use it on other stuff, "focus camping" can be a powerful (and annoying) strategy in the right hands: the Harbinger of Menoth, for instance, has terrible defensive stats and an easy-to-spot large base, but also has ten focus.  Saving a little at the end of the turn can help her shrug off weak ranged attacks that would otherwise chip away at her fragile body. Unused focus doesn't carry over to the next turn, so it's important to try and find some use for it, which is why learning to only give your 'jacks Focus they can spend is such an important part of the game. If you're not using your Focus, you're doing the equivalent of [[Rape | dropping your soap while in a prison shower]].
That being said, there is a downside: whereas 40k and Fantasy are strongly focused on [[your dudes]], with a ton of options for every unit, Warmahordes is much less open to customization. Units are taken as-is, with no options for kitting out individual troopers beyond whether or not you want to add an Officer or a Rocket Launcher Dude to the group. Beyond that, every army must be led by a warcaster or warlock , and every one of these is a named character within the Warmahordes universe. It's entirely possible to use, say, Allister Caine and just act like he's another character of your own creation who happens to share the same model and abilities, but those who are a fan of Games Workshop's "forge a narrative" style may find this irksome.


Additional focus can be generated via special abilities, other units/characters or by the warjacks themselves though these tend to be of limited use compared to Warcaster generated focus.
==Unit types==


As well as their spells, a warcaster can use a feat once per game. A Feat is a unique ability that can have a huge effect on the battle; certain feats having more effect than others and some being fairly hard to pull off or rather meh, while the majority tend to allow for game-swinging plays (but are not usually game swinging in or themselves). Since they're one-use, make sure you know what you're doing when using them. 'Mini-feats' are also usable by several units, solos and warjacks, though these don't tend to be on the same scale as their warcaster counterparts but are nevertheless useful. Feats range from buffing your army (giving them additional actions, boosting their stats or such shit.)
===Warcasters and Warlocks===


Under the default rules, if your warcaster dies, you lose regardless of the current situation, so many games revolve around trying to kill your opponent's warcaster. Multi-caster games also encourage this as a warcaster's warjacks will go inert when the controlling 'caster dies.
[[File:202953-1366x768--DesktopNexus.com-.jpg|600px|thumb|right|It's essentially this.]]


===Warjacks===
Games of Warmahordes tend to revolve around each player's warcaster (Warmachine) or warlock (Hordes). These are powerful battle-wizards who have forged a mental link to your army's robots or kaiju, giving them direct control over their actions. Beyond this, each warnoun brings a list of spells to the table to further augment your army's abilities (or to just blast enemy models to ash), and every one ''also'' has a single-use Feat ability. This can only be used once per game, but is almost always devastatingly powerful and can basically win the game on its own if timed correctly. They're also generally no slouches in combat, with some of them being able to wipe out entire squads of normal soldiers or go toe-to-toe with heavy warjacks (though there are quite a few who ''aren't'' that fantastic in a brawl). What your warnoun does and what types of unit they synergize with is one of the most important parts of building an army and how that army works on the tabletop. No two warnouns are alike; you might be running exactly the same army list, but if you swap out one warnoun for another, you can completely change the playstyle.
[[Warjack | Warjacks]] are basically steampunk 7-ton Hunter-Killer Terminator golems, taking the place of the more mundane tanks. A warjack is armed with the most powerful weapons you find in the game, compared to an infantryman they can take more punishment and deal it back in triplicate. Basically, they are usually the most powerful individual models in an army. The thing is that they're usually damned slow (with lower SPD and DEF to reflect that) than infantry and with steampunk-level AI they're going to need help hitting things (hence why they're usually bonded to Warcasters).


This also makes them easier to hit, though good luck damaging them with just a single infantryman; your infantry can gang up (Combined Ranged/Melee Attacks) or make use of specialists (such as the Devil Dog mercenaries) to bring them down, but it's unlikely to happen in a single turn.
Despite their incredible power, however, most games of Warmahordes require you to protect your warnoun rather than throw them into the mix. This is because they are functionally equivalent to the king in a game of chess: lose the warnoun, and you've lost the game.


They tend to be easy to hit, but their high ARM stats and damage grids mean that they it takes very high-powered attacks to do anything to them and that they can take plenty of hits before they get wrecked. In combat, they generally also have the highest-power weapons, and can make power attacks like throws, slams, head- and arm-locks and tramples, all of which are automatically hilarious (Hey, you! CATCH!). They also have "systems" that can be crippled as damage accumulates, reducing their effectiveness, and leave behind cover-generating wrecks the size of their bases when they stop working.
What makes warcasters and warlocks so powerful is their ability to make use of FOCUS or FURY, respectively. These are the fuel that makes your army work.  


Colossals are like Warjacks with more FUCKHUEG, because Privateer Press wanted to charge $100 per model for something, and the only way to do that was to make it really big (and, unlike Forge World, almost actually worth it). Roughly equivalent to Titans in 40K (but newer, both fluff- and crunch-wise), they can be fielded at any point level (even 15pt games, though good luck fitting more than just a 'caster and a Colossal on that list). Colossals are surprisingly well-balanced, since they have about the same defensive stats as a heavy warjack but loads more health and tons more dakka, as well as access to several Colossal-exclusive power attacks.  
Focus is the simpler of the two: warcasters generate focus, which they can then give to their giant robots in order to make them more powerful. Alternately, they can keep it for themselves, to cast spells. Focus is awesome and you want as much of it as you can get. What's worth spending those precious points on?


That said, if you're up against a Colossal and your army is mostly anti-infantry, you're hosed.
Fury is slightly more complicated, but still not too bad. Warlocks still use fury to cast spells, but they can only generate it themselves by taking damage. But your warbeasts will also generate it as they fight, and your warlock can leach it out of them. This is important, because any warbeast with fury left on it has a chance to flip its shit and just nom the closest unit, whether friendly or enemy, and every warbeast can have only so much fury on it at once before it tops out and needs to remove it to accumulate more. Your warlock can only handle so much fury per turn, so you need to manage it efficiently to keep your army under control. On the other hand, if you aren't generating ''enough'' fury, your warbeasts probably aren't doing the work they need to be, and your warlock might not have enough to fuel their spellcasting. How much can you handle safely?


After warjacks and warcasters, the main models you use are units. They represent the main infantry of your army. They aren't as powerful individually as warjacks, but they are far more numerous. Units play any number of roles, from being aimed at killing other units, to using magic to support your army, repairing warjacks, or killing your enemy's warjacks. Some units can have extra points spent to add an unit attachment to enhance their performance with new special rules, or a weapon attachment to aid in killing things.
How much focus your warcaster generates (or how much fury your warlock can leach) each turn is determined by their FOCUS (or FURY) stat. This ranges from 5 (abysmally low) to 10 (stupidly high), with 6 being about average and 8 or higher usually indicating that the warnoun in question is a squishy spell-slinger rather than a frontliner. This also determines the model's control range, which is a distance equal to twice your FOCUS/FURY in inches, and is the maximum distance at which you can manipulate focus or fury. Keeping your robots or kaiju inside that bubble is important, since 'jacks without fuel aren't terribly effective and 'beasts without a babysitter can't hulk our and are liable to start devouring friendly infantry.


===Warriors===
It's also worth noting that, when building an army list, a warnoun is effectively worth ''negative'' points. Your army's warnoun costs nothing themselves, and comes with a few free points to spend on warjacks or warbeasts.
Army lists are built by points value: a single point usually buys you one decent infantryman, which are bought in bulk as a unit rather than individually: most cost from 4-6 points for a minimum-count base unit, with some units giving you an option to expand the numbers as well as attach elements. Attachments come in two flavors; Unit and Weapon.  


Unit Attachments (UAs for short) tend to be officers, standard bearers or other 'command' elements that buff your units and give them new tricks. An example is the Cygnaran Gun Mage Officer (AKA The Dude) who not only gives you an extra gun as well as True Sight (ignores stealth and concealment), but can also marshal (control) a Jack and give it the Gun Mage-exclusive Rune Shot attack types.
===Warjacks and Warbeasts===


Weapon Attachments (WAs) expand the offensive ability more directly. They'll be your weapon specialists like the Winter Guard Rocketeer (the RPG guy) which are added on to the unit. If he bites it, though, there is the 'take up' rule which lets you replace a regular trooper with the destroyed model.
Warcasters and warlocks are your generals. Warjacks and warbeasts are their heavy hitters. While there are a few special rules that make the two play a ''bit'' differently (mostly regarding how they fuel their attacks with focus or fury), they're pretty much identical on the tabletop - save that one is a giant robot and the other is a giant monster.
 
Warjacks are basically seven-ton steampunk Hunter-Killer Terminator golems, tactically equivalent to how we use tanks in Earth warfare but with 100% more awesome and +2 to legs. Meanwhile, warbeasts are huge, hulking mountains of muscle and [[RAEG]], with even the smallest of them capable of reducing a man to paste with one [[Trollbloods|Giant Meaty Fist]]. They all pack crazy powerful weapons, heavy armor, and huge amounts of health, making them the most powerful individual models in an army that aren't warnouns. They also come with a slew of special "power attacks" unique to the larger models, which range from body-slamming a fucker across the tabletop to chucking them like a softball over the nearest building. The downsides are that they're usually slower, easier to hit, and less accurate than infantry, and they cost a bundle for a single model, so losing one hurts more.
 
Both warjacks and warbeasts also rely heavily on their army's warnoun to unlock their maximum potential for murder. They're plenty big and stompy on their own, but in order to do anything more than simply walk around and swing at things with standard attacks, they require outside help. Warjacks need a warcaster to hand them addtional focus points, which they can then spend to run, charge, make power attacks, make bonus additional standard attacks, or increase the power and accuracy of any attack they make. Warbeasts can do all of that on their own, but every time they do, they generate a fury point, and the longer that fury sticks around, the more likely that the 'beast will lose its shit and just start snapping necks like Slim Jims. They also have a maximum fury limit, and when they hit it, they can't do any of those awesome things any more, so they need a warlock about to leach all their anger away.  Both can act normally outside of their warcaster/warlock's "control range," but 'jacks can't be given focus, and 'beasts can neither generate Fury nor have it leached.
 
There are also a handful of models ''other'' than your warnoun which can control these giant fuckers: Marshals and Journeymen. Marshals are basically just novices who have learned to shout loud enough that their orders will get through their charge's thick goddamn skull. This is roughly analogous to trying to use a computer without a mouse; it can be done, but it's never as easy, efficient, or effective. It can still be useful, since they take some load off your warnoun, but it's not always what you want. Journeymen, meanwhile, are basically mini-warnouns, complete with their own FOCUS or FURY score, spell list, and so on. They can control things more efficiently than Marshals, but they're still strictly downgrades from your standard warnouns, so again, it's situational as to whether or not you want them. They're primarily useful for edge cases, when you absolutely must have another 'jack or 'beast but your warnoun is already run ragged.
 
The final real difference between warjacks, warbeasts, and regular models is the way damage is tracked. Most models just have health boxes to mark as they take damage, but these guys are too beefy for that. Warjacks have a whole ''grid'' of damage boxes, while warbeasts have a damage ''spiral''. These really aren't as complicated as they sound: whenever you take damage, you roll a die to see which column of the grid or spiral to start marking boxes off in, rolling over to the next one if necessary. As these fill up, your 'jack or 'beast might get weaker - it's still standing, but it's taken a pounding, and something important is broken. It might get slower, or weaker in combat, or lose the ability to use focus or fury entirely.
 
It should be noted that ''in general'' (there are exceptions, of course), Hordes armies tend to have an easier time bringing lots of warbeasts (3 or more) compared to Warmachine armies who tend to have fewer warjacks (1 or 2). This is because FOCUS is a finite resource and most Warmachine factions have few ways to generate extra, while most Hordes factions tend to have more ways to get rid of extra FURY. Also, the FURY system, while not strictly better than FOCUS, does give you a little bit extra flexibility in that there are certain cases where it's okay to leave extra FURY on your warbeasts. For example, if you have a really strong turn but end up generating more FURY than you can leech, you may leave the extra on your beasts because you're hoping you'll get lucky and they won't frenzy, or even if they do frenzy it won't wreck your plans, or you're expecting your enemy to kill one or more of your beasts and take care of that extra FURY for you, or if charging the nearest enemy is your goal. The Journeymen mentioned in a previous paragraph were specifically designed to help ease the FOCUS or FURY burden on your Warnoun, allowing you to take more warjacks or warbeasts if you so desire.
 
====Colossals and Gargantuans====
 
Colossals are like warjacks with more FUCKHUEG, because Privateer Press wanted to charge $100 per model for something, and the only way to do that was to make it really big (and, unlike Forge World models, almost actually worth it). Roughly equivalent to Titans in 40K, they can be fielded at any point level and are surprisingly well-balanced, since they have about the same defensive stats as a heavy warjack and cost about the same as two of them, but have loads more health and tons more dakka. Oh yeah, and they have TWO 6-column damage grids to play with, although they generally have less than double the health of a heavy warjack. Gargantuans are the same thing, but for warbeasts.  Because of the differences between the Focus and Fury mechanics, colossals are generally seen as mechanically superior, since their resource-manage system benefits from shrinking the number of models the caster has to juggle between.
 
===Units===
 
Basically exactly what you'd expect. Units are groups of infantry which operate as, well, a unit on the tabletop. They range from bog-standard foot soldiers to well-trained and heavily-armored specialists and elite assassins, and everything else besides.
 
Like in Warhammer, most models in a unit only have a single wound and are immediately killed if they take any damage (though there are a few elite infantry units whose models have quite a few health boxes). Unlike in Warhammer, models in a Warmahordes unit act almost as individuals, with the primary restriction on them being that they must stay within a certain distance of the current unit leader, and that the entire unit must run or charge as a group. Other than this, models move on their own and can make attacks individually (and are targeted individually in turn). This removes much of the "shapeless gunblob" that plagues Warhammer.
 
Other than the basic models, units can be expanded by adding Unit Attachments (UAs) and/or Weapon Attachments (WAs). These add a couple more bodies to the unit, as well as an Officer (a better leader, usually with some handy buffs accompanying them) in the case of UAs or a guy with a better weapon, like the Winter Guard Infantry's RPG dude, in the case of WAs. Other than their better stats and weaponry, these models work in basically the same way as the rest of the unit members.


===Solos===
===Solos===
Finally, there are things called Solos, which are like units, but with only one model (hence, SOLO). They are typically independent characters who have either lots of special abilities to support the rest of your army or debuff the enemy, or absolutely rapetastic killing power and stat lines. Almost all of them have at least five hitpoints, meaning that while they can certainly survive the sorts of attacks that would kill the average trooper, but anything high-power enough to dent a warjack is probably going to kill them outright if it hits anyway, but Solos tend towards being hard to hit rather than being able to tank big hits anyway.


===Other===
Single models which act individually. Like units, this is an extremely broad category that covers everything from dedicated support models to axe-wielding maniacs. They're also usually more durable than standard infantry, with at least five health boxes being the stardard, though not enough that most can survive a direct hit from a warjack or warbeast.
Outside of these, there's type of model with its own deployment rules called a Battle Engine that has only recently been introduced to the game (recent years, but before the Colossals). These are basically big, durable vehicle-sized models on the same kind of base as a colossal that are built with a certain task in mind, like support or shooting. They cost about as much as a heavy 'jack, and are generally much more specialized and slightly less durable, but also don't need to draw from a warcaster's focus to do their thing and indeed several build up pseudo-focus through various means (usually by being shot at). There are also colossals, but the rules treat them as very very very large warjacks with additional special rules.
 
===Battle Engines===
 
Battle Engines are recent additions to the game. They are big, durable, vehicle-sized models on the same 120mm base as colossals, built with a certain task in mind, like support or shooting. They cost about as much as a heavy 'jack, and are generally much more specialized and slightly less durable, but don't need to draw from a warcaster's focus to do their thing
 
===Characters===
 
Characters are not a unit type of themselves; rather, they are uniquely named units, solos or warjacks that are exceptional in one way or another. All warcasters are characters, but other characters include talented mercenaries (Rutger Shaw, Eyriss), charismatic leaders and their followers (Alexia Ciannor and the Risen, Greygore Boomhowler and Co.) or warjacks that have been around long enough to develop a distinct personality or other unique traits (Ol' Rowdy, Beast 09). Characters are unique and you can only take one of a single character in any list, no matter how big the army size; they are typically more expensive than their non-character counterparts, but also have better stat lines, abilities, weapons and skills.
 
====Epic Characters====
 
As the story of Warmahordes progresses, so do some of the characters. "Epic" characters are alternate versions of a given character based on things that have happened to them in the story. For example, when War Witch Deneghra was killed, she was resurrected as Wraith Witch Deneghra, and both of these are available as models for use on the tabletop. You can only use one version of any given character in an army.
 
Epic characters are ''not'' intended to be more powerful than their previous incarnations, just ''different''. Of course, there are some power differences, in the same way that some warjacks or warbeasts are simply better than others, but don't think that it's not worth fielding a given character if you aren't going to use their epic version.
 
Regular and epic versions of characters used to be referred to with the shorthand "pName" (for "prime") and "eName" for ("epic"). However, recently, some characters have gotten up to their third incarnation. The Privateer Press forumgoers played around with terminology like "lName" (for "legendary") or "eeName" (for... "double epic"?) when referring to the third-incarnation characters, but Privateer Press has stated that it officially prefers the terminology Name1/Name2/Name3, which honestly is much easier.
 
==List Building==


There also exist 'Characters', which are units, solos or warjacks that are exceptional in one way or another; be they talented mercenaries (Rutger Shaw, Eyriss) or a charismatic leader and his followers (Alexia Ciannor and the Risen, Greygore Boomhowler and Co.) or a warjacks that haves been around long enough to develop a distinct personality or been sufficiently upgraded to the point where it's no longer a normal warjack (Ol' Rowdy, Beast 09), Characters are unique and you can only take one; they are typically more expensive than their non-character counterparts, but also have better stat lines, abilities, weapons and skills.
In the grand old wargaming tradition, every model has a points value and opposing armies have to be the same size. However, the points values of Warmahordes are very small compared to GW properties. 0 points is a small-scale learning game with one warcaster, their battlegroup. 50-75 points is brick-and-mortar-store tournament scale (roughly equivalent to 1500-2000 points of 40K). 100 points is for all-day convention tournaments. Anything bigger than 100 points borders on Apocalypse scale; Privateer Press has released "Unbound" rules to streamline games at 150+ points, and while they're still a bit on the clunky side it still keeps games of that scale to less than a day.


How you build your army in this game generally revolves around your choice of warcaster: each warcaster has a spell list that focuses on a certain strategy or supporting certain types of models, so you should build your army in accordance with that. It's possible to completely change the dynamic of an army simply by changing which warcaster runs it.
The majority of tournaments require you to write two different army lists and choose between them at the start of the game. This allows you to build one list which can cover for the shortcomings of the other. 1d4chan's official recommendation is to have one Searforge Commission Mercenaries list and one Talion Charter Mercenaries list, allowing you to field both [[dwarf|dwarves]] AND [[pirate|pirates]] at the same tournament.


===Mechanics===
==Mechanics==
During the game, Warmachine uses d6 as its core mechanic, usually as 2d6 or 3d6 rolls, which produces a rough approximation of a bell curve. Common effects allow you to add an additional die to a roll, or allow you to roll an extra die and drop the highest/lowest, and conversely some effects also force you to roll one less die. From there, it's a matter of adding the dice results onto relevant stats (like the Ranged Attack stat) and seeing if it is equal to or greater than another stat (like the Defense stat). Damage is calculated based on how much your 2d6 + POW roll exceed the Armor stat. This system doesn't use tables or charts (unlike other games) and it's further simplified by the fact that all units have their relevant info condensed into one (or several) stat cards including damage boxes, weapons and other special rules to allow for quick reference and faster gameplay. Better yet, relevant stat cards is shipped with every model, meaning you don't actually need a ''Forces of...'' book to play (though it's good for lore, tactical tips and to see what else is out there).


The game works to reward an aggressive play style; the first player to charge into combat usually gains a distinct advantage over the one that doesn't, and with game scenarios in tournaments almost always including a 'take and hold' objective of some sort, closing with the enemy is encouraged. This doesn't mean ranged- and magic-heavy armies are disadvantaged, though, because there are several special rules (Gunfighter, Point Blank, Assault) that allow ranged units to use their ranged attack stats and weapons for melee combat, and Warcaster spellcasting can even be done while 'engaged' in melee in addition to their usual complement of ranged/melee attacks. As always, though, ranged units tend to be much more squishy than their melee counterparts, and not all of them have rules that allow them to fight in melee.
During the game, Warmahordes uses six-sided dice for almost everything. The basic rule is to roll 2d6, add the appropriate stat and bonuses, and compare to the target's defensive stat. There are also ways to add bonus dice, resulting in a 3d6 or even 4d6. In the case of some truly terrifying attacks 5d6 roll.  


When trying to kill something, attack rolls are made with by rolling 2D6 plus attacking model's melee attack stat (MAT) or ranged attack stat (RAT) against the target's DEF stat. If the attacking model hits they roll 2D6 plus the POW of their weapon (or POW + STR for melee/thrown weapons), and if it's higher than the the target's ARM stat, a damage box in the target is filled (or multiple, depending on how many over is rolled).  
The system never uses tables or charts, and every unit you purchase comes with its own stat card which contains all relevant rules and statistics needed to use it. As such, Warmahordes players never have to buy a Codex equivalent (though these do exist for those who wish to purchase them, in the form of the ''Forces Of...'' line, and come with all the lore you could wish for in the bargain).


Infantry usually only have one box, with more durable units and solos having 5-8. Warcasters tend to have at least 14 on a 'track', while warjacks can go up to 36 boxes (arranged into 6 columns), and Colossals can go up to twice that. Additional dice can be added to the rolls by boosting with focus, charging into combat, special rules such as Weapon Master or other spells or effects. Since all of these happen individually, at the most you'll only need five d6 to play Warmachine, though in rare enough cases the dice will not favor you; theoretically, a Forsaken blasting a loaded up High Reclaimer with Blight Shroud would hit with 2 dice plus one for each Focus on the High Reclaimer, which when you consider he gets one for each living friendly model that died the last turn... well, break out the bucket or just concede.
The game system heavily rewards aggressive play, to the point that the game's official tagline was '''''PLAY LIKE YOU GOT A PAIR!'''''. The most obvious way this is enforced is that a charging unit gets a bonus die on its damage rolls, so the player who goes for the jugular first will probably get in a brutal alpha strike. This does not mean that ranged armies are at a disadvantage, however, as there are plenty of ways to bog down advancing units, and many ranged units bring additional utility to the table in form of special abilities or AOE attacks.


==Factions==
==Factions==
Warmachine currently has six or seven factions, depending on who you ask. The sixth "full" faction, the Convergence of Cyriss, has only recently been released. The "seventh" faction, as it were, are Mercenaries. Normally, these are just guys you can take as part of another army, but Privateer Press has released a number of "sub-factions" that let you take Mercenaries as their own army. However, they insist that Mercenaries are not an "actual" faction and refuse to release any starter sets for the sub-factions.


===Khador===
Warmahordes currently has either eleven to thirteen factions across the two games, depending on who you ask. There are five primary factions in Warmachine and four in Hordes, but each game also has a limited release faction in the form of The Convergence of Cyriss for Warmachine and the Grymkin for Hordes. Both also have a catch-all pseudo-faction in the form of Mercenaries and Minions, respectively. These are primarily intended as supplemental models which the primary factions can use to fill strategic holes in their forces' capabilities, but due to popularity among the players, Privateer Press has released rules allowing the Mercenaries and Minions to be fielded as independent forces with their own warnouns leading them.
{{Main|Khador}}
 
Cries of "For the Motherland", red banners, gold triangle-stars, frigid bitches, and beardy berserkers personify Khador (as well as the Freeze/Cold attack type). They're a northern Imperial Russia/Soviet Union style nation bent on imperialist conquest. Khadoran armies tend to be smaller than other armies and usually slower, but their infantry and 'jacks tend to be much tougher and deal more damage, though good luck hitting something without boosts. If you think this is ironic since real life Russian tactics were more swarm based, it's <i>quite</i> possible (and even favorable) to make a mostly-infantry army composed of conscripts.
===Warmachine===
[[File:WarmaHordes-Factions.jpg|700px|thumb|right|A short summary]]
 
====[[Cygnar]]====
 
Cygnar are the “good guys”. The nation itself is not unimpeachable or always morally correct, but its characters are clearly protagonists. Even when taking a darker turn, they always have a core of moral fiber, etc. If Han Solo is the most evil member of your crew, you are the good guys.
 
Cygnar is the most advanced human nation; they tend to shoot things with guns, hurt things with lightning, or hurt things by shooting them with lightning guns. They're made out to be a fairly nice place to live if not for the fact they have some bad blood with Khador. They also have the Protectorate of Menoth wanting to overthrow their government (and religion), with the Cygnar/Menoth border literally running right through the Cygnar capital in a Berlin Wall arrangement (and just like West Germany, the Menites were smart enough to put their capital somewhere else). Just to make things all better, Cygnar's the closest to Cryx, who are aiming to exterminate them and everything else on the mainland. The other factions may not like each other much either, but Cygnar is basically in the middle of them all.
 
Their advanced understanding of magic and mechanics is reflected in that they have most of the best ranged weapons in the game, are best known for their Lightning attack type, and play less aggressively than most other factions (though they do still have some powerful melee models, which almost always have ranged attacks as well). They tend to be more accurate and mobile than the other factions, but don't always hit as hard and are markedly less durable. They aren't helpless in melee, but it isn't their forte. They, like Khador, are generally considered one of the best factions for starting players.
 
====[[Cryx]]====
 
If Cygnar are the good guys, Cryx is unashamedly the faction of bad guys. In a world of moral grays, they paint with the deepest blacks.
 
It's an island nation of zombie pirate demon witch robots that was taken over by a Godzilla sized dragon named Toruk, the father of all dragons. Toruk wants to rule the world (or wreak random destruction, it's a little confusing), and created Cryx as a weapon to use against the dragons that he created (since he created them from his own essence, so [[Derp|they're just as fucking arrogant as he is and refuse to submit to his will]], and they're the only beings on Immoren that can really threaten him directly). Due to his concern about them ganging up on him, he spends his days sitting around doing nothing while claiming everything is going [[Just As Planned]]. Whether or not that's the truth is unknown.
 
Cryx is an interesting evil army, composed of pirates, undead pirates, ghost warriors, heavily armored liches, and demonic mutant witches. Their army is generally the fastest, cheapest, and largest on the table, and also hits like a ton of bricks. The problem is that they can't take a hit in return, so they have to use dirty tricks to dictate the flow of battle and choose their engagements carefully. As such, Cryx is one of the hardest armies for new players to make proper use of. Still, if utilized properly, Cryx can punch through almost any defense and savage the enemy warnoun before they can blink.
 
====[[Khador]]====


On the whole Khador rely more on infantry than warjacks because their 'jacks and casters eat up a lot of focus, and they don't have any light warjacks, just more expensive (and more durable) heavy ones as well as (steam)powered armor Man-O-Wars. Their small armies and simple play style, which allows them to also do decently well at ranged combat (not as a good as Cygnar, but no slouch), make them one of the best choices for beginners. Also, don't let their models speed stats fool you: the real slow factions in Warmahordes are Trollbloods and Skorne, Khador actually has a good selection of stuff that boosts speed.
Leave heroes and villains to Cygnar and Cryx. Khador is unconcerned with such things. Military might, honor, and love of the Motherland are all that matter in the cold, frozen north.


===Cygnar===
Cries of "For the Motherland", red banners, gold triangle-stars, frigid bitches, and beardy berserkers personify Khador. They're a northern Imperial Russia/Soviet Union style nation bent on imperialist conquest. They claim that this is because they've been screwed out of the world domination they once had and rightly deserve, and while this is almost certainly revisionist history b.s., it's been the glue that let them begin to build a modern nation out of disunited scraps.
{{Main|Cygnar}}
Cygnar is the most advanced human nation; they tend to shoot things, hit things with lightning, or shoot things with lightning. They're made out to be a fairly nice place to live if not for the fact they have some bad blood with Khador (it's complicated, but TLDR Khador's been doing the Hitler thing to the local France/Poland-equivalent). They also have the Protectorate of Menoth wanting to overthrow their government (and religion) with a border being a few miles from their capital. Just to make things all better, Cygnar's the closest to Cryx, who are aiming to exterminate them and everything else on the mainland.  


Put simply, Cygnar would be a nice place to live in if the continent they were on wasn't a horrible place to live in. The other factions may not like each other much either (Khador has teamed up with them against Cryx), but Cygnar is basically in the middle of them all.
Despite the fact that most newbies think of Khador as the guys with the biggest, stompiest warjacks, Khador is almost exclusively a dedicated infantry faction. Khador warjacks ''are'' durable, and they do hit like a goddamn steam train in melee, but they are also slow, expensive, inaccurate, and extremely focus-hungry in a faction known for its focus-hungry warcasters. Fortunately, to make up for this, Khadoran infantry are some of the best in the game. They are durable, reliable, mobile, and pack an incredible punch for their price. Whatever the job, Khador has an infantry unit that will do it with style.  


Their advanced understanding of magic and mechanics is reflected in that they have most of the best ranged weapons in the game, are best known for their Lightning attack type, and play less aggressively than most other factions (though they do still have some powerful melee models, which almost always have ranged attacks as well).  
Need a squad of elite shocktroopers in steam-powered armor ripped from a warjack chassis and wielding weapons that will make even the hardest targets sweat? Man-O'-Wars have your back. Heavy infantry stalling your advance? The Widowmaker snipers are on the job; watch those heads go ''pop!'' Need an army of screaming psychopaths charging across the field to decapitate your foes? No problem! We have Doom Reavers for that. Just need some reliable, flexible, reasonably shooty infantry to swamp a point and hold it against all comers through sheer weight of numbers? The Winter Guard have your back. And, no matter the squad, Khador has the buffs to make them into a true terror on the tabletop.


Compared to other factions, their warjacks also have better MAT and RAT so while they might sometimes be less durable they're better at actually making shit hit the fan (AKA their attacks, the other guy, respectively). Most of their units have the ability to shoot as well as fight in melee, giving them something of a combined arms feel. Their main weakness is that they tend to be fragile (then again, almost everthing is fragile compared to a Juggernaut heavy warjack) and have few in-faction 'tarpit' units that can soak damage and bog down enemy melee units. Like Khador, they're a good choice for beginners (in this case, those who prefer [[dakka]] over melee).  
Because of the reliability, simplicity, and flexibility of their infantry, as well as the straightforward way their warjacks function, Khador is, like Cygnar, considered a great faction for new players.


Also note that they have the widest range of mercenaries that will work with them, but more on that later.
====[[Protectorate of Menoth]]====


PS; <strike>Captain Maxwell Finn</strike> Their Stormwall Colossal is a fucking beast.
Worshipers of Menoth, the god of civilization and mankind; who is kind of an asshole. The Church of Menoth began falling out with Cygnar about a thousand years ago, since a more benign god named Morrow began gaining favor. While the two churches were able to coexist for hundreds of years, relations between them eventually turned sour, especially because the then-king of Cygnar favored Morrow. Eventually, the Menite church got sick of his shit, wandered off into the desert, discovered petroleum, and endured even more oppression under Vinter Raelthorne IV before the Cygnarans also got sick of his shit and voted him out of office in the traditional feudal manner: with a military coup. The chaos resulting from this allowed the theocracy to form its own quasi-legal nation: the Protectorate of Menoth.


===Cryx===
''Technically'' speaking, the Protectorate is not allowed to have a military, which the Protectorate actually adhered to during its early years, but has lately begun to ignore. They aren't really ''evil'', per se (they have legitimate Lawful Good [[paladin]]s), but the leaders of the theocracy are, by and large, a pretty awful bunch. The Protectorate's main goal right now is to forcibly convert everyone back to the True Faith (well, at least the humans, anyway - Menoth couldn't care less about everybody else). Most recently, they invaded the eastern half of Llael, who quickly found that they preferred Khador's iron-fisted rule to the Protectorate's flamethrowers.  
{{Main|Cryx}}
An island nation of pirates that was taken over by a Godzilla sized dragon named Toruk, the father of all dragons (dragons in the Iron Kingdoms are basically gods, and Toruk is the oldest and most powerful one who created the rest of them). Toruk wants to rule the world (or wreck random destruction, it's a little confusing), and aims to use the army he created in Cryx to aid in removing the other dragons, about the only thing that can kill him. Due to his concern about them ganging up on him, he spends his days sitting around doing nothing while claiming everything is going [[Just As Planned]], whether or not that's the truth is unknown. Cryx is an interesting evil army, composed of pirates, undead pirates, ghost warriors, heavily armored liches, and demonic mutant witches. Their army is the fastest, cheapest, and largest on the table, and is for more advanced players, though this varies with how you build your army.  


Cryx excels at being fucking tricky with some of the best warcasters in the game and plenty of cheap arc nodes (which can channel a 'caster's spells), debuffing the enemy, and utilizing "dirty" tactics, but is usually never quite as good in a stand-up fight. Their Corrosive attack type is also a nasty beast, as it auto-damages for one point.  
On the tabletop, the Protectorate is all about synergy. Menite armies field the best support units in the game, which take their ''other'' units from "decent" to "oh my fuck what". The most iconic of these units is the Choir of Menoth, which is hands-down the single best 'jack support unit out there. Menite 'jacks have only middling statlines on their own, but with the Choir (and Menoth's other servants) backing them up, they can become seriously terrifying. As such, the Protectorate is one of the more 'jack-heavy factions in the game.


Many of their models also have abilities that kick in when they kill enemy models, and as per the tradition of an army with undead units this includes adding models to their ranks. Cryx's jacks are the fastest and hardest to hit, and generally have fine accuracy and hitting power, but are also the least durable of all 'jacks and usually can't shoot for shit even if they have ranged weapons, which are pretty rare in the army as a whole. Their other main weakness is pretty standard for something that relies on debuffs; they don't have many buffs themselves, though here it varies much more widely on a caster-by-caster basis.
Menite armies also have a decidedly Ottoman Empire motif, with a dash of [[Inquisition|Spanish Inquisition]] thrown in for good measure. As non-divine magic is considered [[heresy]] by the Menite church, Protectorate armies have a lot of ways to counteract it. Dispel magic abounds, as do plenty of other denial-focused abilities which will put a serious crimp in the style of any opponent. Defensive buffs are also exceptionally common, which makes a Menite army a tough-as-nails brick that's very hard to crack open - so long as its support units are protected. On the other hand, Menite units tend to be quite slow, and there aren't many ways for the faction to increase their mobility. Menite warcasters also tend to be fairly fragile and vulnerable to assassination, so it's important to protect them.  Lastly, their infantry is generally terrible; exemplars hit like a truck if they can get into melee in a meta that favors shooty [[Khador|red]] and [[Cygnar|blue]] gunlines, but their bread and butter ranged unit can't reliably hit anything despite having AOE 3.


Has horny ladies with great racks, too. Really. [http://battlecollege.wikispaces.com/mkiiSkarre This] [http://battlecollege.wikispaces.com/mkiiBlood+Witches is] [http://battlecollege.wikispaces.com/mkiiSea+Witch a] [http://battlecollege.wikispaces.com/mkiiSatyxis thing].
====[[Retribution of Scyrah]]====


===Protectorate of Menoth===
Being an [[elf]] [[Grimdark|sucks]]. For a while, everything's good, until you decide to build a bridge to Heaven so all your gods can come over for a few cold ones and sleep with some sexy elf chicks. Then the bridge works, but also explodes and wipes out pretty much your entire civilization, so instead of hanging out and partying with your gods you have to pack up and move next to some dwarven hicks. Then you all start aging and getting [[AIDS]] and shit, and also babies start getting born without souls, and the gods say it ''might'' have something to do with the fact that they aren't in Heaven any more so the entire universe might be out of whack. Then, when they go back, something kills them all, and things just keep getting worse until, one day, the goddess of spring just turns up out of nowhere, wanders into her temple, and then goes into a ''fucking coma'' while dying slowly and with no one having a goddamn clue how to fix her.  
{{Main|Protectorate of Menoth}}
A bunch of religious fanatics that worship Menoth, the god of civilization and mankind, who is kind of an asshole. The church of Menoth began falling out with Cygnar about a thousand years ago since a more benign god named Morrow began gaining favor. While the two churches were able to coexist for hundreds of years, relations between them eventually turned sour, especially because the then-king of Cygnar, Vinter Raelthorne IV, favored Morrow. Eventually, the Menite church got sick of his shit, seceded from Cygnar, wandered off into the desert, discovered petroleum, and endured even more oppression from Raelthorne before the Cygnarans also got sick of his shit and exiled him with a military coup. The chaos resulting from this allowed the theocracy to form its own nation, the Protectorate of Menoth.


''Technically'' speaking, the Protectorate is not allowed to have a military, which the Protectorate actually adhered to during its early years, but has lately began to ignore. They aren't really ''evil'' per se (they have legitimate Lawful Good [[paladin]]s), but the leaders of the theocracy are, by and large, a pretty awful bunch. The Protectorate's main goal right now is to forcibly convert everyone back to the True Faith (well, at least the humans, anyway; Menoth couldn't care less about everybody else). Most recently, they invaded the eastern half of Llael, who quickly found that they preferred Khador's iron-fisted rule to the Protectorate's.  
So when someone says "hey, did anyone else notice how the day the gods died was ''also'' the day humans discovered arcane magic?", it is, perhaps, a bit understandable that more than a few elves picked up a rifle and went to kill some round-ears.


On the tabletop, the Protectorate is mostly about synergy, to an even greater extent than the other armies. Thanks to Menoth's sort-of ban on magic, their warjacks are shit; they have the slow speed and inaccuracy of Khadoran 'jacks and the fragility of Cygnaran 'jacks in one mediocre package. However, they can quickly become really, ''really'' good when aided by a Choir of Menoth, which make warjacks either bulletproof or murderiffic. They also '''love''' fire; although their ranged weaponry is about as accurate as a bottle rocket, it will set everything around it on fire when it lands.  
Retribution units have a very distinct visual design, with a notably [[Weeaboo|sleek, curvy, anime-esque look, complete with neon hair]]. Most of their army tends to consist of highly specialized, elite units with clearly-defined roles, without much in the way of generalist infantry. They also have an abundance of options for assassin units, up to and including entire units of ninja elf infantry with magic crossbows. They are mobile, shooty, and tricky, and surprisingly beardy considering that they're, y'know, ''elves''. The Retribution has fantastic infantry and solos all around.


As mentioned before, Menoth doesn't like magic much, nor does he like technology (seeing as how it comes from Morrow). This means the Protectorate army is far more low-tech and has a ton of Gothic design to it. Their units include medieval knights and their warjacks have similar designs to many machines in the [[Imperium of Man]]. Their main drawback is that, without support, most of their stuff is pretty shit. Because of the necessity of careful synergy and combo-building in both making and playing their lists, Menite armies can be hard to learn. Magic players will feel right at home, though.
On the other hand, Retribution warjacks and warcasters are generally not too fantastic. Its warjacks (called "myrmidons") are mobile, but fragile, and require a lot of backup to be effective. Its warcasters tend to be utility-based rather than individual powerhouses, and exist largely as sources of buffs for their infantry. On the ''other'' other hand, Retribution infantry are generally solid enough to make this work, and if they can't, then you still have the option of an assassination run - which the Retribution can do with incredible reliability from a frankly ''disgusting'' range.


===Retribution of Scyrah===
Because of the Retribution's reliance on tricks and sensitivity about order of activation (certain units really, ''really'' want to go at certain times, and messing this up will cause your army to fold like a house of cards), the Retribution is an incredibly difficult army to play well. It's not weak, but it's not particularly newbie-friendly, and is generally limited to more advanced players.
{{Main|Retribution of Scyrah}}
A bunch of jerkass [[elf|elves]] who think that their gods are dying because human magic is draining their life force (whether they're right or not isn't stated), so they want to kill all human mages. Their units are designed very differently to any other army and have more of a sleek, curvy anime-esque look. They've got some interesting mechanics, like 'jacks with force fields, dedicated mage hunting units and a lot more magical weapons than most. Most of their army is either jack-of-all-trades units or units heavily specialized in a certain role. However, they're certainly one of the hardest and more expensive factions to play, limiting their player base. In terms of difficulty, if Cryx is Warmachine equivalent of the Eldar then Retribution is Dark Eldar (ironic when you look at the models and fluff), make a mistake and it's all over.


They're also fans of shaved heads and can even grow beards sometimes, making them the manliest elves ever, not that this is a high bar to <strike>jump</strike> step over.
They're also fans of shaved heads, and can even grow beards, making them the manliest elves ever - not that this is a high bar to <strike>jump</strike> <strike>step</strike> walk over.


Beware of [http://battlecollege.wikispaces.com/House+Shyeel+Magister mittens].
Beware of [http://battlecollege.wikispaces.com/House+Shyeel+Magister mittens].


===Convergence of Cyriss===
====[[Convergence of Cyriss]]====
{{Main|Convergence of Cyriss}}
 
New kids on the block, they are not a true robot faction (see [http://battlecollege.wikispaces.com/Aurora Aurora]), instead they're meatbags that transferred their souls into clockwork bodies using tubes. They worship a goddess of science and invention that exists as a planet in the night sky that drives you crazy if you look at it too long using a telescope, they've been around since the Witchfire trilogy so they're pretty deep in the lore, but have gone the opposite of the Sensei in 40k. Their warjacks inherit their controller's MAT and RAT, so a spellslinging warcaster is going to have average bodyguards while melee casters will have fairly scary warjacks. Each warcaster also gives a unique trait to all the warjacks in their battlegroup like an arc node, auto-repair or apparition. They field high-costed and slow heavies that usually serve multiple combat functions and extremely light and trash lights used to induct focus, prepare charges and clear lanes. Their infantry usually have two weapon forms, like a flail or whip and have the potential to out-tarpit Cryx with Enigma Foundries, independent vectors that rebuild dead clockwork vessels, including medium based infantry.
The Convergence is a cult dedicated to the worship of Cyriss the Machine Goddess, the personification of logic, order, science, and mathematical perfection. (Pfft, like any woman god could be close to understanding those things, amirite guyz?) They have taken the technology used to make the artificial brains used in warjacks and applied it to themselves, uploading their consciousness into machine bodies in order to become closer to her. They're actually not bad guys, really - it's just that the driving belief behind their faith is that Cyriss really, ''really'' wants them to turn the entire fucking planet into a <s>giant clockwork robot, exterminating all organic life and rendering the world perfect in her eyes</s> network of specially distributed leylines that act as a circuitboard to call down Cyriss' consciousness into. The reason this is bad is that the places they need to build temples on are the places major cities or temples crop up on, that other factions want to use for various reasons, and in doing so are going to piss off the Wyrm to the point that he destroys all sapient life on the planet when he arrises from Urcaen in a rage about the leylines (IE: Him) being fucked with. Since the rest of the factions take issue with various parts of this, they've turned their technological expertise towards developing more advanced versions of warjacks, called "vectors", to punch their way to the Rapture. Also, the last time gods were summoned into Caen, the bridge between worlds exploded, splitting continent in half, which also should be considered.
 
The Convergence is the absolute ''weirdest'' faction in all of Warmachine, and comes with a slew of special rules that make it play completely differently from anything else on the tabletop. To start with, they are a limited release faction, having only 1 model ever released for them after their initial run and no access to mercenaries at all. Also its warjacks don't have a complete statline; their accuracy in combat is determined entirely by which warcaster you are fielding, as they share their stats with the vectors under their command. This means that your warcaster selection doesn't just alter the basic idea behind your strategy - it completely alters the ''basic functions of your warjacks''.
 
They also handle focus very differently, with the bottom line being that Convergence 'jacks are ''exceptionally'' focus-efficient, allowing the faction to field more 'jacks than any other without breaking the bank. In 2014, a Convergence player went all the way to the grand finals of the Warmahordes championships with a list consisting almost entirely of vectors, and only lost due to running out of time on the clock. The faction does have some nice infantry, though, if the player wants to field a warcaster with lower combat stats and not have to sit there crying while every attack misses.
 
Basically, the Convergence is very, ''very'' strange, but not at all weak. It is somewhat limited by a low model count, as Privateer Press hasn't released too much for it yet, and no Mercenaries will work with them, but the faction has the capability to answer any threat with proper planning. If you like clockwork robots or the idea of turning the entire world into a chrome-plated paradise, they're well worth looking into.
 
 
----
 
====[[Crucible Guard]]====
 
The newest Warmachine faction, a group of alchemists emerging from Ord, where they fled after Khador conquered Llael, in part to capture the holdings and cutting-edge research of the resident premier Alchemists of the setting, the Order of the Golden Crucible. Those who weren't killed or captured escaped into Ord or Cygnar, and as the Order was a national organization centered in Llael rather than a nation, they were able to slowly reorganize in Ord.
They've formed an alliance with both Cygnar and Llael's resistance movements, and are (secretly) acting as a proxy/mercenary army for the Ordic King, who sheltered them from Khador and funded the Order while they reorganized the Crucible Guard from glorified technicians/security/deliverymen to a military force more technologically advanced than Cygnar at this point.
 
For example, Khador's Assault Kommandoes are the direct result of taking Crucible research and resources - chemically treated to be immune to Corrosion, Fire, seeing through Smoke, and wielding high-weight mustard gas-compound bombs to make Trenchers' signature advantage their largest weakness.
 
Now that the Crucible Guard have resolved to retake their old forts and laboratories, (and test out their new and horrifying weapons so it doesn't happen again), and they're honestly showing the Assault Kommandoes/Khadorans how it's done.
Most Crucible units are immune or resistant to Fire and Corrosion and have MUCH better guns, often capable of multiple chemical effects. What might take multiple greylords concentrating to freeze with magic, the CG freezes with some super liquid-nitrogen from a Dragon's Breath rocket, and boom - a whole area is just frozen. While Khador built a horse-driven troika "tank", the Crucible Guard built actual giant steam-tanks/offroad gun-trains and a train-Colossal that's basically a steampunk Lord of Skulls.
 
While Cygnar got the Minuteman warjack chassis and a single warcaster a working (if finicky and limited) jump pack, Crucible Guard has platoons of daredevil "The Rocketeer"-style Rocketmen with sleek jetpacks, WWII bomber jackets, hand-dropped bombs, carbines, shotguns, and pneumatic-driven pilebunkers (carrying experimental chemicals Crucible scientists want to see the aftereffects of on human targets). And the CG Rocket(wo)man warcaster carries a set of flamethrowers that would make a Menite jack jealous.
 
 
They rely heavily on range and special effects like Rust, Fire, or Corrosion, and a good bit of mobility. Imagine Gorman di Wulfe as an entire faction and you have it about right; heavily steam/dieselpunk in attire, gas masks everywhere.
 
Unlike Gorman, the CG is also taking human experimentation to an uncomfortable level: their Character medic is basically Fabulous Bill, and they kidnap addicts and vagrants off the streets, and inject them with chemicals that kill them, mutate them into Killer Crocs, or give them incredibly unstable psychic/magic powers. They then grab some notebooks, throw the strait-jacketed guys at the enemy first just to see what happens, and start writing. One of their warcasters actually gave himself his warcaster powers: his intention is to patent it and eventually sell it if it doesn't kill him first.
 
Mechanically Crucible Guard is mostly a shooting army, with only one non-warjack combat centric unit, the assault troopers - budget Man'o-Wars essentially. Most jacks are utility/ranged, but the Toro stands out as a combat warjack. When they can get it, it's not uncommon for Cygnar or even Khador players to replace their own jacks with Toros. Why'd Cygnar ever retire it?
 
====[[Infernals_Warmachine|Infernals]]====
 
Infernals hail beyond the afterlife of Urcean, hunting souls. A specific group of Infernals, the Nonokrian Order, are seeking to claim the debt that was promised by Thamar for the gift of magic to mortals. Specifically: two-thirds of humanity's souls. The Old Witch, Zevanna Agha, had been working to keep them at bay. She went so far as to release the Legendary Defiers of Menoth and mythical Grymkin to both exterminate Infernalists (who are typically pretty depraved, which seriously attracts Grymkin hoping to torment and punish them) or buy herself and the world more time and prepare them for interdimensional invasion, kind of like a vaccine, if the vaccine was a different live virus.
 
It almost worked - the Infernals of the Nonokrian Order were holding out for a bit more corruption, a bit more war-induced desperation, etc. But the Grymkin were killing a lot of infernalists and upsetting the demonic timetable, and so instead of preventing or delaying the invasion while Caen got its crap together, the Infernals sighed, said "This ain't looking good on my centennial evaluation either way, so cowabunga it is!" and mobilized what agents they had, and the Oblivion Crisis began. With Cygnar and Llael getting their crap kicked in THOROUGHLY, as is tradition.
 
Minor name Princess Regna Gravnoy also repeatedly attempts to assassinate Ayn Vanar while her forces are spread thin and recovering (from breaking their arms killing Stryker, Nemo, and half the Cygnaran army), and claim the Khadoran throne with several Kayazy. So Khador is now the center of some spy vs spy drama, except Ayn is cheating by hanging out with and deploying the Butcher. Classic Khador.
 
 
Infernals have possibly the most unique mechanical rules for any faction. With their own resource called 'Essence' that is used much like focus, but can only be obtained by sacrificing some of their own units... or killing the other player's units that have them.
Unique to Infernals is that they can summon Horrors (their version of Warjacks) mid-battle, allowing them a degree of flexibility unobtainable with most other factions, and several have powerful animi, like Warbeasts.  
 
They have several excellent solos as well, most with Marked Soul, meaning the Infernal Master (warlock/caster equivalent) can have their strongest minions souls repossessed and tortured forever while replacing their model with a bouncing baby Horror of your choice.
 
Infernals require careful decision-making however, as leaving your rare Marked Souls open to attacks can be a devastating setback, and while your basic goons are pretty average, they're important as a resource and you don't want to WASTE them. Most can shield guard for your important units, and their job is usually to die somehow, somewhere, so your masterplan goes off.
 
Infernals are incredibly powerful played correctly, but if you let (or more accurately can't stop the other player from) destroying either your cultists or your souls, you will run out of power very quickly, and your army will began to literally dissolve, and on average, you have a very strong first 3 turns, but beyond that, you will exhaust yourself. If the other player can endure your onslaught, you may be playing too conservatively; overextend and you will be punished or disrupted.
 
====[[Orgoth_Warmachine|Orgoth]]====
They're back. The OG big bad of the setting have returned. Your typical wild-haired, horned warriors from far beyond the western Sea that liked to pillage, plunder, and perform human sacrifice to their demonic gods.
 
The Orgoth were backed up by Infernals called the Fellgoeth order, which are rivals from the the above-mentioned Infernal faction, which technically are just the Nonokrian order. Thanks to Thamar's bargain and the Nonokrian Infernals aid, and the rise of warjacks and gunpowder and all the joys of industrial warfare, the Orgoth were driven off and forced to keep out of Immorren for centuries.
 
Defeated and banished, the Orgoth asked the Fellgoeth Infernals for aid in creating their own version of steampunk magic-tech in the hopes of another go. Eventually they succeeded, creating their own dark variation warjacks fueled by trapped spirits and tortured souls. After their main rivals, the Nonokrians, screwed up and were kicked out, the Fellgoeth want to reclaim their top spot.
 
The Orgoth began their invasion at Khador about five years after the Battle of Hedge Hold. They quickly conquered the provinces Kos, Razokov, and Borstoi(basically the south west coastline of Khador), and after a brief break to carry out thousands of human sacrifices, they began marching of the capital Khardov, where they were temporarily repulsed.
 
A very new faction (only released 2022), so the meta around them is still being ironed out. What is known is that they have a much smaller range of models than other factions. To compensate, the synergies within the Faction are strong and/or models have uniquely powerful abilities.
 
Basically, imagine if Chaos from ''Warhammer Fantasy Battles'' decided to undergo their own industrial revolution, and you get the picture.
 
====[[Mercenaries]]====
 
Mercenary models were initially meant to be auxiliaries available to multiple factions rather than an army unto themselves. Due to their popularity, Privateer Press has since released rules for fielding pure Mercenary forces. These range from [[dwarf|dwarves]] [[Awesome|in powered armour, fielding the O.G. warjacks that served as the basis for the tech that ousted the Orgoth]] to Llaelese rebels fighting for their homeland's freedom to pirates being pirates. Basically, when playing Mercenaries, you pick a theme and, and then go as normal. The only restrictions are that dwarven warjacks must be controlled by dwarven warcasters, and [[Cephalyx]] Monstrosities must be controlled by their Overseers. You are now able to mix and match any merc beyond those restrictions. Below are examples of some more thematic armies within the Mercs umbrella:
 
*'''Steelhead Battalion:''' The premier franchised mercenary company/meatshield manspam horde in the region, jacks of all trades masters of none.
*'''Searforge Commission:''' They're [[dwarves]], and come with everything you'd expect from the same. They aren't going anywhere fast, but they are ''ludicrously'' 'ard, and they hit like a ton of bricks. It's also worth noting that the signature dwarven warcaster, Gorten Grundback, is pretty much the most stupidly tanky thing in the fucking game and is functionally immune to damage. Note, however, that the dwarves in this universe are not Scottish, because the Trollbloods are already Scottish. It is generally agreed that the dwarves in Warmachine have a New Zealand accent.
*'''Puppet Masters:''' The Cephalyx started out as the Iron Kingdoms' steampunkified non-Product-Identity version of the [[Illithid|Illithids]] -- bizarre creatures who live deep underground and love mind-controlling the lesser races of the surface world, except they do it using technology rather than magic. Now they're a Mercenary faction of their own, complete with giant sewn-together Frankenstein monsters which act as their warjack-equivalents. They're extremely new, with very limited unit options - but that's okay since they can steal a unit from another Mercenary faction thanks to the Cephalyx Dominator. Has a focus on dirty tricks rather than straight-up brawling, also has a "human resources" approach to super-buffing its infantry.
*'''Talion Charter:''' Pirates. Lots of pirates. How many pirates can you imagine? There are more than that. Also, a peg-legged Napoleon dwarf. Also, a fuckhueg cannon that is easily the best damn artillery piece in the entire game if you manage to get anything in its line of sight. This group is all about synergy with their units, which on their own are the worst in the game. Start adding in their solos and unit attachments, though, and suddenly you've got yourself a unit that can do some damage.
 
===Hordes===
 
====[[Trollbloods]]====
 
Scottish [[Orks]], and also the good guys of Warmahordes. [[Awesome]]. The Trollbloods are a dying race, as the superior technology of nations like Cygnar and Khador is continually pushing them to the borders of habitable land, and they lack the resources to build warjacks themselves. On the other hand, what they ''do'' have are some seriously fucking scary relatives, so now that the fate of the species is on the line, the trolls have united and called in the inbred redneck cousins as backup - only, in this case, the redneck cousins in question are basically walking mountains that could flatten a building with one hand. They drink, fight, and basically just brawl their way through the world, trying to establish a homeland for themselves, and only occasionally eating someone. Hardly anyone, these days. No one important, anyway. You'd never miss 'em, we swear.
 
The key word here is ''tough''. Trollblood models can take a ''stupid'' amount of punishment. Most of them are Tough (as in the mechanic), on top of having ridiculous amounts of health boxes and high ARM. They will also kick the ever-loving shit out of anything they reach in melee, because they are pissed off, drunk as shit, Scottish, and also Orks. They run forward, punch whatever they can reach, and then repeat until the enemy is a smear on the pavement. As such, they are one of the simplest armies in all of Warmahordes, and an excellent choice for new players - though they aren't entirely without their own little tricks, and can be just as rewarding for experienced warlocks.
 
Trollbloods have the dubious honor of being the most shit on faction fluffwise. Cygnar promised them a bunch of lands, but neglected to tell them that said land was in the way of a gigantic Skorne army. Then when they went to the king of Cygnar, Leto, to get the lands they were promised, he basically told them to fuck off. The trolls were not pleased. This, coupled with the fact that the Menite priest-kings used to enslave trollbloods for use as beasts of burdens and menial workers, has caused the leader of the Trollbloods, Chief Madrak Ironhide to unite all the warring kriels. Picking up the cursed axe of Rathrok out of desperation, he is leading the race into a new, uncertain future, carving out their own land, and Dhunia help any pink-skinned human, elf, skorne or undead construct that dares stand in their way.
 
After the Infernals Invasion event, they canonically said "fuck you humans, you can't be trusted" and migrated south to the tropical jungle-covered subcontinent and found their own new nation.
 
====[[Circle Orboros]]====
 
So, on the one hand you have [[Emperor of Mankind|Menoth]], who is the god of mankind, order, and civilization. He's sort of a prick, but he's got the right idea... maybe. On the ''other'' hand, you have the Devourer Wurm, the avatar of all that is chaos - nature, red in tooth and claw. It knows no mercy. It probably doesn't even understand the concept. It cares for nothing save that the cities of the world be torn down and all that is not of nature's domain be rent asunder. This thing is so cruel that in the wars between its worshippers and Menoth's, many of the Wurm's followers converted to Menoth after losing because his treatment was actually KINDER
 
And the Circle (kinda)[[Derp|worships it]]. The idea is that they want to keep Menoth and the Wurm at each other's throats. Too much civilization(or too much nature) might cause one or the other to turn their attention back on Immoren, and that'd be bad news for ''everybody''. And since civilization is the one on the rise in Immoren right now, that's what they got beef with. The Circle is weird. Most of the time they are too busy stabbing each other in the back for political gain to actually accomplish anything without nearly destroying the world.
 
So, basically, you have a bunch of ''fucking insane'' druids, all of whom are assholes, running around and shanking anyone who isn't a hippie tree-hugger. For those who cannot be shanked by normal means, they have <s>werewolves</s> '''warp'''wolves, humanoid griffins, and kung-fu goats, along with giant golems, ents (them tree things), and weird-ass Stonehenge magic. They love terrain and messing with unit placement, making them one of the tricksiest forces in the game, as well as extremely situational - if there are a lot of forests about and your opponent isn't particularly good at dealing with them, you're golden. If not, you're probably going to get your shit kicked in. Unless you start planting trees.
 
====[[Legion of Everblight]]====
 
Remember when we mentioned that Cryx is led by the evil dragon-god Toruk, who seeks to hunt down and devour his children in order to conquer the world? Yeah, Everblight is one of those children. And, since dragons in this setting are eldritch abominations that leak corrupting blight into everything around them, he's started up his own army in order to keep his daddy from chowing down on his bones.
After being the sneaky smart runty for a while, secretly running part of an evil human empire for a bit, then pulling the same trick with Iosan elves, and getting killed for it and sealed as a heart-crystal in a shrine on a tallest mountain in the known world, he got pretty good at being a ghost. Eventually he found an escaped Khadoran ogryn slave crazy enough to [[Grimdark|cut open his own fucking chest and shove Everblight's crystal-body into his heart, thus providing him with a new host body]]. From there he corrupted a bunch of snow elves, started spawning [[Tyranids|warped creatures]] to serve as his weapons, and [[God-Emperor of Mankind|set himself up as their messiah and god,]] while he splits his heart crystal into smaller bits and more warlocks as his "prophets", and sends all of them to hunt down other dragons. Every time he eats another dragon, his own heart-crystal gets bigger and more powerful. Gotta catch'em all!
 
The Legion is, in many ways, quite similar to its Warmachine equivalent of Cryx. It is brutally fast and does incredible amounts of damage, but is not particularly durable. However, while Cryx is primarily an infantry-focused faction, the Legion loves its warbeasts, with plenty of support units and casters. It has an emphasis on speed and positioning, and is capable of recurring small beasts. Whether at range or up close, the Legion's warbeasts are quite capable of surprising feats. Plus, they look like freaky eyeless dragon-things, and that's pretty cool.
 
====[[Skorne]]====
 
A barbarian empire hailing from beyond the deserts to the east of Cygnar, which were previously thought to be so inhospitable that no one could live out there. As it turns out, this was wrong - it just means that the people living out there are [[Grimdark|crazy, sadomasochistic pain-worshipers with an insatiable thirst for blood]]. Think of [[Conan the Barbarian]] mixed with Hellraiser, with not nearly enough sex. A while ago, they got a visit from deposed Cygnarian king Vinter Raelthorne, who kicked out the leaders and decided to use them as pawns to get his kingdom back. Now they have come storming across the sands full of piss and vinegar in search of somewhere to live that sucks marginally less and they're not going to stop murdering the shit out of everyone until they get it gosh-darn it.
 
On the tabletop, Skorne is roughly equivalent to most newbies' idea of Khador: slow, durable, and pretty much guaranteed to crush whatever they get into melee with. Their warbeasts are brutally dangerous in close quarters, and their infantry aren't any less threatening. They're not really going anywhere fast, but if you want some Greek-style phalanx combat and an army that can take a beating and give it right back, this is your go-to.
 
[[Grimdark|Also, they field tortured baby elephants to demoralize their foes.]] Because, in case you hadn't figured it out yet, they're pretty messed up in the head.
 
====[[Grymkin]]====
The Grymkin are the latest Hordes faction to be released and are a limited release faction similar  to the Convergence. They are the myths and faerie tales of Caen given life, with various flavors of imps being their main focus. Grymkin Warlocks function differently from the standard variety by not having feats, instead they have what are called Arcana. These arcana come in a wide range of triggered effects and abilities that are chosen before the battle begins with one Trump Arcana serving as a psuedo-feat The Grymkin are a primarily infantry based faction focusing on having troops be insanely hard to kill and then returning them to the battlefield. Most of their models have stupid puny names.


===Mercenaries===
====[[Minions]]====
Once upon a time Mercenaries were meant only as additions to the real factions, so that two armies of the same faction wouldn't be composed of exactly the same troops. Since then, mercenary fans forced PP to make a number of mercenary "contracts" to allow them to play Merc-only armies. As of MKII Mercs possess some of the most awesome warcasters, including Magnus the Traitor/Warlord who has the most awesome backstory for a character in the game and some of the most annoying abilities ever. Mercs are awesome because they get paid to [[gets shit done|get shit done]] and literally have access to a character for every rule breaking exploit, except for Protectorate Choir of Menoth; no one gets anything ''that'' broken. That said Mercs currently have the best tournament meta advantage, as the 2 List format and contract system means that your opponent will have to face one of two armies who are radically different from each other and share no units (other than Eyriss and Gorman di Wulfe, but they're played by every single player who wants to win, and isn't Cryx) or common weaknesses.


There are four mercenary contracts in the game (there used to be five, but one of them got demoted thanks to new rules in MkII):
[[File:Gatorman oathsworn by mightytinrobot-d5ectj7.jpg|thumb|right|[[Mercenaries|Pirates?]] [[Lizardmen|Aztec dinosaurs?]] Who needs them when you have [[Awesome|aligator warriors]]!]]
The Hordes equivalent of Mercenaries. Everything said there applies here, save that Minions tend to be more along the lines of kobolds, gatormen, and such.


*'''Four Star Syndicate'''; Pick up every mercenary you own and put it on the table. Done. Allows you to play Magnus The Awesome or Epic Magnus The Super Awesome, without having to commit to tier lists (a tier 4 pMagnus list is pretty nifty though). Supposedly represents merc working for a huge mafia/trade consortium making this literally a PMC gone rogue.
They come in two distinct flavors:
*'''Highborn Covenant'''; they're French, see above and add some of your own models if you play Cygnar, since their list is composed of every model that will work for Cygnar plus gun mages. A bunch of rebels fighting to restore the nation of Llael. Said nation has been conquered by Khador, then half-counter-conquered by the Protectorate, so their prospects aren't bright. Considered the better contract in events, it has access to 2 Cygnar units that Mercs don't have a version of their own, a warcaster who is a combat monster against infantry and some mercs that are pretty good but not available to Four Star. Also has an army wide ability to redeploy solos after deployment is finished, but before the game, making it instantly better than Four Star.
*'''Searforge Commission'''; They're [[Dwarves]] and thus the only viable Mercenary contract not including a fellow named Magnus. Note, however, that the Dwarves in this universe are not Scottish, because the Trolls are already Scottish. It is generally agreed that the Dwarves in Warmachine have a New Zealand accent.  Also, no beards (the elves stole them), except for the mad 'splosionmancer Durgan Madhammer, who has a short and scruffy [[neckbeard]]. Plays like no other faction due to Dwarfs being slow bricks while everything in this game is about aggression, that said 2 of its warcasters are pretty hard to kill and the third, Gorten Grundback is one of 2 warcasters in the game that are harder to kill than the army they lead, not mention he has a notorious buff which allows him to make one of his jacks have enough pow+strength to instagib light warjacks or one hand throw warjacks three times its weight back to their controller for the steampunk version of hitting someone with their own fists; never play assassination against Searforge, you will just solve their mobility issues.
*'''Talion Charter'''; A bunch of pirates. Lots of pirates. How many pirates can you imagine? There are more than that. Also, a peg-legged Napoleon dwarf.  Also, a fuckhueg cannon that is easily the best damn artillery piece in the entire game if you manage to get anything in its line of sight. This group is all about synergy with their units, which on their own are the worst in the game. But start adding in their solos and unit attachments, suddenly you've got yourself a unit that can do some damage to anything, is annoyingly hard to kill, and can add models to it after killing them.


===The Orgoth===
* '''The Blindwater Congregation:''' Voodoo [[Gatorman|gatormen]] who dwell in the swamps and have been slowly assimilating the other scaled races. They have tough infantry and excel at beating up living models, but have some difficulties with high-ARM, non-living models like warjacks. They also love them some undead somethin' good, with their voodoo witchcraft and their tendency to speak in a <s>southern drawl</s> cajun yat. Post Infernals, their biggest boss, a bokor called Barnabas the Bloody, has actually achieved his crazy plan to ascend to godhood.
{{Main|Orgoth}}
* '''The Thornfall Alliance:''' A new proto-nation, like the United Kriels of the Trollbloods. ''Unlike'' the Trollbloods, the [[farrow]] are pig people, which is awesomely ridiculous. They have interesting warlocks with different play styles, but little  variation in their forces due to a limited unit list. And all of their warlocks can only use [[Farrow]] warbeasts. However, the War Hog (which is the biggest pig around) is beastly enough to do the job in nearly every occasion. Less flexible than Blindwater as they tend to use a more direct approach. Post Infernals, the first ever farrow nation, Carversberg, has been founded.
The Orgoth aren't currently a faction, but they are one of the most important pieces of background [[fluff]], comparable to the [[Horus Heresy]] in [[Warhammer 40,000]]. In fact, they're the reason the Iron Kingdoms exist in their current form ''and'' why the steam-and-magic-powered technology was made. Ironically, there isn't actually much known about them, besides the fact that they're humans from across the ocean that wielded incredibly powerful black magic and enslaved Western Immoren for centuries. They sent boatloads of slaves to their homeland and built massive strongholds before suddenly stopping and setting up puppet rulers across the continent. The only free city left was Caspia, future capital of Cygnar, and ''technically'' Cryx (if they were free to begin with), although they threatened Cryx enough that Lord Toruk himself had to destroy their invasion fleet.  


So, for the first time in the history of Western Immoren, the humans had a common foe. Meanwhile, the church of Menoth lost followers (after all, it's hard to say you're the supreme master of mankind when you don't raise a finger to help), whereas the Twins gained followers, spreading a message of hope and help. It also helps that Thamar was a god of magic, which gave Western Immoren a fighting chance against the occupiers. However, something more was needed, in this case science. The Orgoth didn't particularly care about their subjects in Immoren, so alchemy/science could take hold without interruption. Soon, humans had invented the very first cortexes, to be used in massive "Colossi," the precursors to the [[warjack]]s. With the aid of the dwarves of Rhul, they built and learned to control the Colossi, using them to beat back the Orgoth after 800 years of their rule.
==Getting into Warmahordes==


Of course, as mentioned before, not a whole lot is known about the Orgoth. They didn't appear that often to their human subjects, instead ruling through puppets and intermediaries, and they destroyed most of their written lore when it became clear they would be expelled. The did leave ''some'' things behind, though, primarily weapons; although potent, these weapons frequently cause the wielder to go insane, but, in a time of war, the nations are putting aside their moral qualms on such topics, ''especially'' Khador.
The best place to go for community thoughts on anything in Warmahordes is the [https://warmachineuniversity.com/mw/index.php/Main_Page WarMachine University community wiki](which replaced the now defunct Battle College in 2018) . It's a great starting resource for any player, whether newbie <strike>or experienced tournament contestant</strike>. Do some reading on any faction that interests you and see what units work and what don't. Take everything they say with a grain of salt, because the contributors don't always know what they're talking about and can sometimes get shit horribly wrong (<strike>like</strike> unlike /tg/).


Cryx uses Orgoth artifacts often and most of their plans involved uprooting their Strongholds, they're also the only ones who still have Orgoth namely the Warwitch Sirens.
No matter what you choose to buy, you'll need a copy of either ''Warmachine Prime MkIII'' or ''Hordes Primal MkIII'', which are the core rulebooks for the games. Except you don't need to buy them anymore, because [http://privateerpress.com/the-rules-are-free the rulebook is free]. You should also look up Privateer Press' token sets, which are very handy for keeping track of status effects, focus and fury points, and so on.


==Getting into Warmachine==
Once you know what you want to play, you're very likely best off getting either the Battlegroup Box for your chosen faction or the All-In-One Army Box, if it's available. Both are absolutely incredible deals for the price. The Battlegroup box will come with a single warnoun and a handful of warjacks or warbeasts, while the All-In-One Army Box is more expensive and comes with a basic starter army (which is usually fairly solid, if not exactly top-tier). Both are great places to start your collection, and will save you a lot of money.
Go to: http://battlecollege.wikispaces.com/ for more information and advice on how to start an army, as well as the official site: http://www.privateerpress.com/WARMACHINE/default.php.  


Get a battlegroup to start with, they're that fucking cheap if you want to run even some of the 'jacks/caster that they come with.
If you like a faction, don't let the "beginner/expert" bits above scare you. Some factions ''are'' generally trickier than others, but none of them are completely inaccessible. You may just have to put some work in before you start seeing results.


It must be said that it takes far, ''far'' fewer dollars worth of Warmachine stuff to enjoy yourself than [[Warhammer 40K|other]] [[Warhammer Fantasy|games]], though you can still spend as much or more as other games if you try. You'll be paying about the same price per model as you would for Games Workshop stuff, but you will be fielding a lot less models per army, and the game is actually fun (but not hugely balanced) at low points levels.
You ''do not'' need to pick up the ''Forces'' book for your chosen faction. It's fun to have, but every unit comes with its own stat card which will tell you everything that you need to know to field the unit in question.
While that may be true in the past with the new prices on the games workshop website warmachine is now a lot cheaper. A single unit can run you $35 to $40 in warmachine but now for games workshop a tactical squad costs $60. So yes a lot cheaper now to play Warmachine especially since you do not need as many units. Also: a lot of the warjacks are sold as kits with the parts to make one of three jacks. with the use of magnets one can get a lot of jacks out of just a few kits


If you like a faction, don't let the "beginner/expert" bits above scare you. Some factions ''are'' generally trickier than others, but none of them ''don't'' have builds that even brand new players can find easy to use.
EDIT: At time of this edit, <strike>Warmahordes is going through an edition change. recommend visiting the Privateer Press main website for more information before you buy. Rulebooks will now be free online.</strike> Warmahordes has [[Privateer_Press#The_Great_WMH_Fuckup|gone through an edition change]], and it ended [[Fail|very, very badly]]. 2022, still trying to undo.


Warmachine tactics can be found [[Warmachine/Tactics|here]].
==See also==
* [[Warmachine/Tactics]]
* [[Hordes/Tactics]]
* [[Iron Kingdoms]]
* [[Iron Kingdoms RPG]]
* [[Iron Kingdoms: Requiem]]


{{Template:Privateer Press}}
[[Category:Wargames]]
[[Category:Wargames]]
[[category:Skirmish-Level Wargames]]
[[category:Skirmish-Level Wargames]]
[[Category:Warmachine]]

Latest revision as of 11:10, 23 June 2023

(Not the War Machine - two words - in Frank Mentzer's Companion Set)

PLAY LIKE YOU GOT A PAIR!
WARMAHORDES V3.0 HAS OFFICIALLY LANDED. THE STORYLINE HAS JUMPED FORWARD THREE YEARS, UNITS HAVE BEEN REBALANCED, AND CORE MECHANICS HAVE BEEN REWORKED TO SOME EXTENT. ALL INFORMATION ON THESE PAGES IS POSSIBLY OUTDATED UNTIL FURTHER NOTICE.
WARMACHINE used to be a game with a particular audience. These days this stuff has been toned down or removed entirely.

Warmachine and Hordes, often called Warmahordes, are tabletop wargames produced by Privateer Press. Uniquely among other games of the same genre, Warmachine and Hordes are actually built from the ground up to be played with one another. They are essentially the same game with two different flavorings: Warmachine factions are more civilized and make use of giant steam-powered magitek robots, while Hordes armies tend to be more barbaric and use huge-ass kaiju instead. Other than this, the two games are functionally identical to the point of most tournaments allowing armies from either game to be fielded against one another. This has led to most players referring to the game as Warmahordes. Both games are currently in their second third edition (29/06/2016 edition), referred to as Prime MkIII for Warmachine and Primal MkIII for Hordes.

Both games are set in and around the Iron Kingdoms, a group of warring states on the western coast of a continent called Immoren. Everyone hates each other, as is par for the course in a wargame setting, and some major power players are dedicated to constantly stirring shit up among the more good-aligned factions so that they keep fighting one another and make themselves too weak to oppose the inevitable zombie invasions. Just as planned.

Immoren is basically what you get if you take a standard high fantasy setting and inject some Industrial Revolution. A long time ago, a bunch of evil sadomasochistic sorcerors from SPAAAACE across the ocean showed up and kicked everybody's shit in. Since only divine magic existed at the time and everyone was basically a bunch of barbarian tribes anyway, humanity didn't really have much in the way of ability to actually do anything about this, so everything sucked for a while. The citizens of Immoren progressively invented better and better weapons to try and get the Orgoth the fuck off their collective lawn - guns and wizardry were both initially developed as ways to fight them - but it wasn't until the dwarves decided to be fuckin' bros and start supplying the rebels with resources and teaching them the secrets of magitek that things really turned around. This led to the creation of some huge-ass, steam-powered magic robots called the Colossals, which promptly steamrolled the Orgoth right the fuck off the continent and allowed the modern factions to form.

Of course, all of these factions hate each other, so Immoren has been in a state of constant warfare pretty much since it was freed. This would be weird awesome enough given the anachronism stew that is the setting, since you have knights using powered armor and lightning spears to charge down Soviet Russians with shotguns and shield-cannons, but the Iron Kingdoms have since refined the technology that created the Colossals and miniaturized it, giving us the modern steam-powered warjacks that are emblematic of the Warmachine half of the setting. Meanwhile, on the Hordes side of things, several remaining barbarian kingdoms have decided that using Imperial Titans to keep them subjugated is cheating, so they've leveled the playing field by bringing Godzilla along for the ride.

The setting differs greatly from most other tabletop wargames in that the story actively progresses as Privateer Press releases further expansions. Characters grow, change, and die, while countries are born, conquered, or razed to the ground. Perhaps the most obvious example of this is the small country of Llael, once a peaceful merchant land. It was a point of contention between the other factions for quite some time until it was conquered by Khador, then partially counter-conquered by the Protectorate of Menoth, making it one hell of a dangerous place to live and adding quite a few Llaelese models to the Mercenary lineup to represent the new rebel underground.

In terms of scale, Warmahordes is considered a skirmish-level wargame. Battles are generally much smaller than those taking place in Warhammer 40,000. Indeed, the smallest games can be run with no more than four or five models. However, the game can expand to a scale similar to 40k, with armies numbering fifty or more models per side. Even at this scale, though, it tends to play faster than the two Warhammer games. It is much smaller, faster-paced, and aggressive (see the tagline), with a greater focus on tactics and positioning of individual models.

Warmahordes is generally a well-balanced game (with one exception, though even that isn't as pronounced as it used to be); all of the factions have their niches and are all able to pull off a win if the list is well put together. Furthermore, almost every unit in the game has something to make it at least somewhat useful. There are very few instances where a unit is completely without merit (though they do exist), and if you like a unit that much, there's almost always some way to make it work.

That being said, there is a downside: whereas 40k and Fantasy are strongly focused on your dudes, with a ton of options for every unit, Warmahordes is much less open to customization. Units are taken as-is, with no options for kitting out individual troopers beyond whether or not you want to add an Officer or a Rocket Launcher Dude to the group. Beyond that, every army must be led by a warcaster or warlock , and every one of these is a named character within the Warmahordes universe. It's entirely possible to use, say, Allister Caine and just act like he's another character of your own creation who happens to share the same model and abilities, but those who are a fan of Games Workshop's "forge a narrative" style may find this irksome.

Unit types[edit]

Warcasters and Warlocks[edit]

It's essentially this.

Games of Warmahordes tend to revolve around each player's warcaster (Warmachine) or warlock (Hordes). These are powerful battle-wizards who have forged a mental link to your army's robots or kaiju, giving them direct control over their actions. Beyond this, each warnoun brings a list of spells to the table to further augment your army's abilities (or to just blast enemy models to ash), and every one also has a single-use Feat ability. This can only be used once per game, but is almost always devastatingly powerful and can basically win the game on its own if timed correctly. They're also generally no slouches in combat, with some of them being able to wipe out entire squads of normal soldiers or go toe-to-toe with heavy warjacks (though there are quite a few who aren't that fantastic in a brawl). What your warnoun does and what types of unit they synergize with is one of the most important parts of building an army and how that army works on the tabletop. No two warnouns are alike; you might be running exactly the same army list, but if you swap out one warnoun for another, you can completely change the playstyle.

Despite their incredible power, however, most games of Warmahordes require you to protect your warnoun rather than throw them into the mix. This is because they are functionally equivalent to the king in a game of chess: lose the warnoun, and you've lost the game.

What makes warcasters and warlocks so powerful is their ability to make use of FOCUS or FURY, respectively. These are the fuel that makes your army work.

Focus is the simpler of the two: warcasters generate focus, which they can then give to their giant robots in order to make them more powerful. Alternately, they can keep it for themselves, to cast spells. Focus is awesome and you want as much of it as you can get. What's worth spending those precious points on?

Fury is slightly more complicated, but still not too bad. Warlocks still use fury to cast spells, but they can only generate it themselves by taking damage. But your warbeasts will also generate it as they fight, and your warlock can leach it out of them. This is important, because any warbeast with fury left on it has a chance to flip its shit and just nom the closest unit, whether friendly or enemy, and every warbeast can have only so much fury on it at once before it tops out and needs to remove it to accumulate more. Your warlock can only handle so much fury per turn, so you need to manage it efficiently to keep your army under control. On the other hand, if you aren't generating enough fury, your warbeasts probably aren't doing the work they need to be, and your warlock might not have enough to fuel their spellcasting. How much can you handle safely?

How much focus your warcaster generates (or how much fury your warlock can leach) each turn is determined by their FOCUS (or FURY) stat. This ranges from 5 (abysmally low) to 10 (stupidly high), with 6 being about average and 8 or higher usually indicating that the warnoun in question is a squishy spell-slinger rather than a frontliner. This also determines the model's control range, which is a distance equal to twice your FOCUS/FURY in inches, and is the maximum distance at which you can manipulate focus or fury. Keeping your robots or kaiju inside that bubble is important, since 'jacks without fuel aren't terribly effective and 'beasts without a babysitter can't hulk our and are liable to start devouring friendly infantry.

It's also worth noting that, when building an army list, a warnoun is effectively worth negative points. Your army's warnoun costs nothing themselves, and comes with a few free points to spend on warjacks or warbeasts.

Warjacks and Warbeasts[edit]

Warcasters and warlocks are your generals. Warjacks and warbeasts are their heavy hitters. While there are a few special rules that make the two play a bit differently (mostly regarding how they fuel their attacks with focus or fury), they're pretty much identical on the tabletop - save that one is a giant robot and the other is a giant monster.

Warjacks are basically seven-ton steampunk Hunter-Killer Terminator golems, tactically equivalent to how we use tanks in Earth warfare but with 100% more awesome and +2 to legs. Meanwhile, warbeasts are huge, hulking mountains of muscle and RAEG, with even the smallest of them capable of reducing a man to paste with one Giant Meaty Fist. They all pack crazy powerful weapons, heavy armor, and huge amounts of health, making them the most powerful individual models in an army that aren't warnouns. They also come with a slew of special "power attacks" unique to the larger models, which range from body-slamming a fucker across the tabletop to chucking them like a softball over the nearest building. The downsides are that they're usually slower, easier to hit, and less accurate than infantry, and they cost a bundle for a single model, so losing one hurts more.

Both warjacks and warbeasts also rely heavily on their army's warnoun to unlock their maximum potential for murder. They're plenty big and stompy on their own, but in order to do anything more than simply walk around and swing at things with standard attacks, they require outside help. Warjacks need a warcaster to hand them addtional focus points, which they can then spend to run, charge, make power attacks, make bonus additional standard attacks, or increase the power and accuracy of any attack they make. Warbeasts can do all of that on their own, but every time they do, they generate a fury point, and the longer that fury sticks around, the more likely that the 'beast will lose its shit and just start snapping necks like Slim Jims. They also have a maximum fury limit, and when they hit it, they can't do any of those awesome things any more, so they need a warlock about to leach all their anger away. Both can act normally outside of their warcaster/warlock's "control range," but 'jacks can't be given focus, and 'beasts can neither generate Fury nor have it leached.

There are also a handful of models other than your warnoun which can control these giant fuckers: Marshals and Journeymen. Marshals are basically just novices who have learned to shout loud enough that their orders will get through their charge's thick goddamn skull. This is roughly analogous to trying to use a computer without a mouse; it can be done, but it's never as easy, efficient, or effective. It can still be useful, since they take some load off your warnoun, but it's not always what you want. Journeymen, meanwhile, are basically mini-warnouns, complete with their own FOCUS or FURY score, spell list, and so on. They can control things more efficiently than Marshals, but they're still strictly downgrades from your standard warnouns, so again, it's situational as to whether or not you want them. They're primarily useful for edge cases, when you absolutely must have another 'jack or 'beast but your warnoun is already run ragged.

The final real difference between warjacks, warbeasts, and regular models is the way damage is tracked. Most models just have health boxes to mark as they take damage, but these guys are too beefy for that. Warjacks have a whole grid of damage boxes, while warbeasts have a damage spiral. These really aren't as complicated as they sound: whenever you take damage, you roll a die to see which column of the grid or spiral to start marking boxes off in, rolling over to the next one if necessary. As these fill up, your 'jack or 'beast might get weaker - it's still standing, but it's taken a pounding, and something important is broken. It might get slower, or weaker in combat, or lose the ability to use focus or fury entirely.

It should be noted that in general (there are exceptions, of course), Hordes armies tend to have an easier time bringing lots of warbeasts (3 or more) compared to Warmachine armies who tend to have fewer warjacks (1 or 2). This is because FOCUS is a finite resource and most Warmachine factions have few ways to generate extra, while most Hordes factions tend to have more ways to get rid of extra FURY. Also, the FURY system, while not strictly better than FOCUS, does give you a little bit extra flexibility in that there are certain cases where it's okay to leave extra FURY on your warbeasts. For example, if you have a really strong turn but end up generating more FURY than you can leech, you may leave the extra on your beasts because you're hoping you'll get lucky and they won't frenzy, or even if they do frenzy it won't wreck your plans, or you're expecting your enemy to kill one or more of your beasts and take care of that extra FURY for you, or if charging the nearest enemy is your goal. The Journeymen mentioned in a previous paragraph were specifically designed to help ease the FOCUS or FURY burden on your Warnoun, allowing you to take more warjacks or warbeasts if you so desire.

Colossals and Gargantuans[edit]

Colossals are like warjacks with more FUCKHUEG, because Privateer Press wanted to charge $100 per model for something, and the only way to do that was to make it really big (and, unlike Forge World models, almost actually worth it). Roughly equivalent to Titans in 40K, they can be fielded at any point level and are surprisingly well-balanced, since they have about the same defensive stats as a heavy warjack and cost about the same as two of them, but have loads more health and tons more dakka. Oh yeah, and they have TWO 6-column damage grids to play with, although they generally have less than double the health of a heavy warjack. Gargantuans are the same thing, but for warbeasts. Because of the differences between the Focus and Fury mechanics, colossals are generally seen as mechanically superior, since their resource-manage system benefits from shrinking the number of models the caster has to juggle between.

Units[edit]

Basically exactly what you'd expect. Units are groups of infantry which operate as, well, a unit on the tabletop. They range from bog-standard foot soldiers to well-trained and heavily-armored specialists and elite assassins, and everything else besides.

Like in Warhammer, most models in a unit only have a single wound and are immediately killed if they take any damage (though there are a few elite infantry units whose models have quite a few health boxes). Unlike in Warhammer, models in a Warmahordes unit act almost as individuals, with the primary restriction on them being that they must stay within a certain distance of the current unit leader, and that the entire unit must run or charge as a group. Other than this, models move on their own and can make attacks individually (and are targeted individually in turn). This removes much of the "shapeless gunblob" that plagues Warhammer.

Other than the basic models, units can be expanded by adding Unit Attachments (UAs) and/or Weapon Attachments (WAs). These add a couple more bodies to the unit, as well as an Officer (a better leader, usually with some handy buffs accompanying them) in the case of UAs or a guy with a better weapon, like the Winter Guard Infantry's RPG dude, in the case of WAs. Other than their better stats and weaponry, these models work in basically the same way as the rest of the unit members.

Solos[edit]

Single models which act individually. Like units, this is an extremely broad category that covers everything from dedicated support models to axe-wielding maniacs. They're also usually more durable than standard infantry, with at least five health boxes being the stardard, though not enough that most can survive a direct hit from a warjack or warbeast.

Battle Engines[edit]

Battle Engines are recent additions to the game. They are big, durable, vehicle-sized models on the same 120mm base as colossals, built with a certain task in mind, like support or shooting. They cost about as much as a heavy 'jack, and are generally much more specialized and slightly less durable, but don't need to draw from a warcaster's focus to do their thing.

Characters[edit]

Characters are not a unit type of themselves; rather, they are uniquely named units, solos or warjacks that are exceptional in one way or another. All warcasters are characters, but other characters include talented mercenaries (Rutger Shaw, Eyriss), charismatic leaders and their followers (Alexia Ciannor and the Risen, Greygore Boomhowler and Co.) or warjacks that have been around long enough to develop a distinct personality or other unique traits (Ol' Rowdy, Beast 09). Characters are unique and you can only take one of a single character in any list, no matter how big the army size; they are typically more expensive than their non-character counterparts, but also have better stat lines, abilities, weapons and skills.

Epic Characters[edit]

As the story of Warmahordes progresses, so do some of the characters. "Epic" characters are alternate versions of a given character based on things that have happened to them in the story. For example, when War Witch Deneghra was killed, she was resurrected as Wraith Witch Deneghra, and both of these are available as models for use on the tabletop. You can only use one version of any given character in an army.

Epic characters are not intended to be more powerful than their previous incarnations, just different. Of course, there are some power differences, in the same way that some warjacks or warbeasts are simply better than others, but don't think that it's not worth fielding a given character if you aren't going to use their epic version.

Regular and epic versions of characters used to be referred to with the shorthand "pName" (for "prime") and "eName" for ("epic"). However, recently, some characters have gotten up to their third incarnation. The Privateer Press forumgoers played around with terminology like "lName" (for "legendary") or "eeName" (for... "double epic"?) when referring to the third-incarnation characters, but Privateer Press has stated that it officially prefers the terminology Name1/Name2/Name3, which honestly is much easier.

List Building[edit]

In the grand old wargaming tradition, every model has a points value and opposing armies have to be the same size. However, the points values of Warmahordes are very small compared to GW properties. 0 points is a small-scale learning game with one warcaster, their battlegroup. 50-75 points is brick-and-mortar-store tournament scale (roughly equivalent to 1500-2000 points of 40K). 100 points is for all-day convention tournaments. Anything bigger than 100 points borders on Apocalypse scale; Privateer Press has released "Unbound" rules to streamline games at 150+ points, and while they're still a bit on the clunky side it still keeps games of that scale to less than a day.

The majority of tournaments require you to write two different army lists and choose between them at the start of the game. This allows you to build one list which can cover for the shortcomings of the other. 1d4chan's official recommendation is to have one Searforge Commission Mercenaries list and one Talion Charter Mercenaries list, allowing you to field both dwarves AND pirates at the same tournament.

Mechanics[edit]

During the game, Warmahordes uses six-sided dice for almost everything. The basic rule is to roll 2d6, add the appropriate stat and bonuses, and compare to the target's defensive stat. There are also ways to add bonus dice, resulting in a 3d6 or even 4d6. In the case of some truly terrifying attacks 5d6 roll.

The system never uses tables or charts, and every unit you purchase comes with its own stat card which contains all relevant rules and statistics needed to use it. As such, Warmahordes players never have to buy a Codex equivalent (though these do exist for those who wish to purchase them, in the form of the Forces Of... line, and come with all the lore you could wish for in the bargain).

The game system heavily rewards aggressive play, to the point that the game's official tagline was PLAY LIKE YOU GOT A PAIR!. The most obvious way this is enforced is that a charging unit gets a bonus die on its damage rolls, so the player who goes for the jugular first will probably get in a brutal alpha strike. This does not mean that ranged armies are at a disadvantage, however, as there are plenty of ways to bog down advancing units, and many ranged units bring additional utility to the table in form of special abilities or AOE attacks.

Factions[edit]

Warmahordes currently has either eleven to thirteen factions across the two games, depending on who you ask. There are five primary factions in Warmachine and four in Hordes, but each game also has a limited release faction in the form of The Convergence of Cyriss for Warmachine and the Grymkin for Hordes. Both also have a catch-all pseudo-faction in the form of Mercenaries and Minions, respectively. These are primarily intended as supplemental models which the primary factions can use to fill strategic holes in their forces' capabilities, but due to popularity among the players, Privateer Press has released rules allowing the Mercenaries and Minions to be fielded as independent forces with their own warnouns leading them.

Warmachine[edit]

A short summary

Cygnar[edit]

Cygnar are the “good guys”. The nation itself is not unimpeachable or always morally correct, but its characters are clearly protagonists. Even when taking a darker turn, they always have a core of moral fiber, etc. If Han Solo is the most evil member of your crew, you are the good guys.

Cygnar is the most advanced human nation; they tend to shoot things with guns, hurt things with lightning, or hurt things by shooting them with lightning guns. They're made out to be a fairly nice place to live if not for the fact they have some bad blood with Khador. They also have the Protectorate of Menoth wanting to overthrow their government (and religion), with the Cygnar/Menoth border literally running right through the Cygnar capital in a Berlin Wall arrangement (and just like West Germany, the Menites were smart enough to put their capital somewhere else). Just to make things all better, Cygnar's the closest to Cryx, who are aiming to exterminate them and everything else on the mainland. The other factions may not like each other much either, but Cygnar is basically in the middle of them all.

Their advanced understanding of magic and mechanics is reflected in that they have most of the best ranged weapons in the game, are best known for their Lightning attack type, and play less aggressively than most other factions (though they do still have some powerful melee models, which almost always have ranged attacks as well). They tend to be more accurate and mobile than the other factions, but don't always hit as hard and are markedly less durable. They aren't helpless in melee, but it isn't their forte. They, like Khador, are generally considered one of the best factions for starting players.

Cryx[edit]

If Cygnar are the good guys, Cryx is unashamedly the faction of bad guys. In a world of moral grays, they paint with the deepest blacks.

It's an island nation of zombie pirate demon witch robots that was taken over by a Godzilla sized dragon named Toruk, the father of all dragons. Toruk wants to rule the world (or wreak random destruction, it's a little confusing), and created Cryx as a weapon to use against the dragons that he created (since he created them from his own essence, so they're just as fucking arrogant as he is and refuse to submit to his will, and they're the only beings on Immoren that can really threaten him directly). Due to his concern about them ganging up on him, he spends his days sitting around doing nothing while claiming everything is going Just As Planned. Whether or not that's the truth is unknown.

Cryx is an interesting evil army, composed of pirates, undead pirates, ghost warriors, heavily armored liches, and demonic mutant witches. Their army is generally the fastest, cheapest, and largest on the table, and also hits like a ton of bricks. The problem is that they can't take a hit in return, so they have to use dirty tricks to dictate the flow of battle and choose their engagements carefully. As such, Cryx is one of the hardest armies for new players to make proper use of. Still, if utilized properly, Cryx can punch through almost any defense and savage the enemy warnoun before they can blink.

Khador[edit]

Leave heroes and villains to Cygnar and Cryx. Khador is unconcerned with such things. Military might, honor, and love of the Motherland are all that matter in the cold, frozen north.

Cries of "For the Motherland", red banners, gold triangle-stars, frigid bitches, and beardy berserkers personify Khador. They're a northern Imperial Russia/Soviet Union style nation bent on imperialist conquest. They claim that this is because they've been screwed out of the world domination they once had and rightly deserve, and while this is almost certainly revisionist history b.s., it's been the glue that let them begin to build a modern nation out of disunited scraps.

Despite the fact that most newbies think of Khador as the guys with the biggest, stompiest warjacks, Khador is almost exclusively a dedicated infantry faction. Khador warjacks are durable, and they do hit like a goddamn steam train in melee, but they are also slow, expensive, inaccurate, and extremely focus-hungry in a faction known for its focus-hungry warcasters. Fortunately, to make up for this, Khadoran infantry are some of the best in the game. They are durable, reliable, mobile, and pack an incredible punch for their price. Whatever the job, Khador has an infantry unit that will do it with style.

Need a squad of elite shocktroopers in steam-powered armor ripped from a warjack chassis and wielding weapons that will make even the hardest targets sweat? Man-O'-Wars have your back. Heavy infantry stalling your advance? The Widowmaker snipers are on the job; watch those heads go pop! Need an army of screaming psychopaths charging across the field to decapitate your foes? No problem! We have Doom Reavers for that. Just need some reliable, flexible, reasonably shooty infantry to swamp a point and hold it against all comers through sheer weight of numbers? The Winter Guard have your back. And, no matter the squad, Khador has the buffs to make them into a true terror on the tabletop.

Because of the reliability, simplicity, and flexibility of their infantry, as well as the straightforward way their warjacks function, Khador is, like Cygnar, considered a great faction for new players.

Protectorate of Menoth[edit]

Worshipers of Menoth, the god of civilization and mankind; who is kind of an asshole. The Church of Menoth began falling out with Cygnar about a thousand years ago, since a more benign god named Morrow began gaining favor. While the two churches were able to coexist for hundreds of years, relations between them eventually turned sour, especially because the then-king of Cygnar favored Morrow. Eventually, the Menite church got sick of his shit, wandered off into the desert, discovered petroleum, and endured even more oppression under Vinter Raelthorne IV before the Cygnarans also got sick of his shit and voted him out of office in the traditional feudal manner: with a military coup. The chaos resulting from this allowed the theocracy to form its own quasi-legal nation: the Protectorate of Menoth.

Technically speaking, the Protectorate is not allowed to have a military, which the Protectorate actually adhered to during its early years, but has lately begun to ignore. They aren't really evil, per se (they have legitimate Lawful Good paladins), but the leaders of the theocracy are, by and large, a pretty awful bunch. The Protectorate's main goal right now is to forcibly convert everyone back to the True Faith (well, at least the humans, anyway - Menoth couldn't care less about everybody else). Most recently, they invaded the eastern half of Llael, who quickly found that they preferred Khador's iron-fisted rule to the Protectorate's flamethrowers.

On the tabletop, the Protectorate is all about synergy. Menite armies field the best support units in the game, which take their other units from "decent" to "oh my fuck what". The most iconic of these units is the Choir of Menoth, which is hands-down the single best 'jack support unit out there. Menite 'jacks have only middling statlines on their own, but with the Choir (and Menoth's other servants) backing them up, they can become seriously terrifying. As such, the Protectorate is one of the more 'jack-heavy factions in the game.

Menite armies also have a decidedly Ottoman Empire motif, with a dash of Spanish Inquisition thrown in for good measure. As non-divine magic is considered heresy by the Menite church, Protectorate armies have a lot of ways to counteract it. Dispel magic abounds, as do plenty of other denial-focused abilities which will put a serious crimp in the style of any opponent. Defensive buffs are also exceptionally common, which makes a Menite army a tough-as-nails brick that's very hard to crack open - so long as its support units are protected. On the other hand, Menite units tend to be quite slow, and there aren't many ways for the faction to increase their mobility. Menite warcasters also tend to be fairly fragile and vulnerable to assassination, so it's important to protect them. Lastly, their infantry is generally terrible; exemplars hit like a truck if they can get into melee in a meta that favors shooty red and blue gunlines, but their bread and butter ranged unit can't reliably hit anything despite having AOE 3.

Retribution of Scyrah[edit]

Being an elf sucks. For a while, everything's good, until you decide to build a bridge to Heaven so all your gods can come over for a few cold ones and sleep with some sexy elf chicks. Then the bridge works, but also explodes and wipes out pretty much your entire civilization, so instead of hanging out and partying with your gods you have to pack up and move next to some dwarven hicks. Then you all start aging and getting AIDS and shit, and also babies start getting born without souls, and the gods say it might have something to do with the fact that they aren't in Heaven any more so the entire universe might be out of whack. Then, when they go back, something kills them all, and things just keep getting worse until, one day, the goddess of spring just turns up out of nowhere, wanders into her temple, and then goes into a fucking coma while dying slowly and with no one having a goddamn clue how to fix her.

So when someone says "hey, did anyone else notice how the day the gods died was also the day humans discovered arcane magic?", it is, perhaps, a bit understandable that more than a few elves picked up a rifle and went to kill some round-ears.

Retribution units have a very distinct visual design, with a notably sleek, curvy, anime-esque look, complete with neon hair. Most of their army tends to consist of highly specialized, elite units with clearly-defined roles, without much in the way of generalist infantry. They also have an abundance of options for assassin units, up to and including entire units of ninja elf infantry with magic crossbows. They are mobile, shooty, and tricky, and surprisingly beardy considering that they're, y'know, elves. The Retribution has fantastic infantry and solos all around.

On the other hand, Retribution warjacks and warcasters are generally not too fantastic. Its warjacks (called "myrmidons") are mobile, but fragile, and require a lot of backup to be effective. Its warcasters tend to be utility-based rather than individual powerhouses, and exist largely as sources of buffs for their infantry. On the other other hand, Retribution infantry are generally solid enough to make this work, and if they can't, then you still have the option of an assassination run - which the Retribution can do with incredible reliability from a frankly disgusting range.

Because of the Retribution's reliance on tricks and sensitivity about order of activation (certain units really, really want to go at certain times, and messing this up will cause your army to fold like a house of cards), the Retribution is an incredibly difficult army to play well. It's not weak, but it's not particularly newbie-friendly, and is generally limited to more advanced players.

They're also fans of shaved heads, and can even grow beards, making them the manliest elves ever - not that this is a high bar to jump step walk over.

Beware of mittens.

Convergence of Cyriss[edit]

The Convergence is a cult dedicated to the worship of Cyriss the Machine Goddess, the personification of logic, order, science, and mathematical perfection. (Pfft, like any woman god could be close to understanding those things, amirite guyz?) They have taken the technology used to make the artificial brains used in warjacks and applied it to themselves, uploading their consciousness into machine bodies in order to become closer to her. They're actually not bad guys, really - it's just that the driving belief behind their faith is that Cyriss really, really wants them to turn the entire fucking planet into a giant clockwork robot, exterminating all organic life and rendering the world perfect in her eyes network of specially distributed leylines that act as a circuitboard to call down Cyriss' consciousness into. The reason this is bad is that the places they need to build temples on are the places major cities or temples crop up on, that other factions want to use for various reasons, and in doing so are going to piss off the Wyrm to the point that he destroys all sapient life on the planet when he arrises from Urcaen in a rage about the leylines (IE: Him) being fucked with. Since the rest of the factions take issue with various parts of this, they've turned their technological expertise towards developing more advanced versions of warjacks, called "vectors", to punch their way to the Rapture. Also, the last time gods were summoned into Caen, the bridge between worlds exploded, splitting continent in half, which also should be considered.

The Convergence is the absolute weirdest faction in all of Warmachine, and comes with a slew of special rules that make it play completely differently from anything else on the tabletop. To start with, they are a limited release faction, having only 1 model ever released for them after their initial run and no access to mercenaries at all. Also its warjacks don't have a complete statline; their accuracy in combat is determined entirely by which warcaster you are fielding, as they share their stats with the vectors under their command. This means that your warcaster selection doesn't just alter the basic idea behind your strategy - it completely alters the basic functions of your warjacks.

They also handle focus very differently, with the bottom line being that Convergence 'jacks are exceptionally focus-efficient, allowing the faction to field more 'jacks than any other without breaking the bank. In 2014, a Convergence player went all the way to the grand finals of the Warmahordes championships with a list consisting almost entirely of vectors, and only lost due to running out of time on the clock. The faction does have some nice infantry, though, if the player wants to field a warcaster with lower combat stats and not have to sit there crying while every attack misses.

Basically, the Convergence is very, very strange, but not at all weak. It is somewhat limited by a low model count, as Privateer Press hasn't released too much for it yet, and no Mercenaries will work with them, but the faction has the capability to answer any threat with proper planning. If you like clockwork robots or the idea of turning the entire world into a chrome-plated paradise, they're well worth looking into.



Crucible Guard[edit]

The newest Warmachine faction, a group of alchemists emerging from Ord, where they fled after Khador conquered Llael, in part to capture the holdings and cutting-edge research of the resident premier Alchemists of the setting, the Order of the Golden Crucible. Those who weren't killed or captured escaped into Ord or Cygnar, and as the Order was a national organization centered in Llael rather than a nation, they were able to slowly reorganize in Ord. They've formed an alliance with both Cygnar and Llael's resistance movements, and are (secretly) acting as a proxy/mercenary army for the Ordic King, who sheltered them from Khador and funded the Order while they reorganized the Crucible Guard from glorified technicians/security/deliverymen to a military force more technologically advanced than Cygnar at this point.

For example, Khador's Assault Kommandoes are the direct result of taking Crucible research and resources - chemically treated to be immune to Corrosion, Fire, seeing through Smoke, and wielding high-weight mustard gas-compound bombs to make Trenchers' signature advantage their largest weakness.

Now that the Crucible Guard have resolved to retake their old forts and laboratories, (and test out their new and horrifying weapons so it doesn't happen again), and they're honestly showing the Assault Kommandoes/Khadorans how it's done. Most Crucible units are immune or resistant to Fire and Corrosion and have MUCH better guns, often capable of multiple chemical effects. What might take multiple greylords concentrating to freeze with magic, the CG freezes with some super liquid-nitrogen from a Dragon's Breath rocket, and boom - a whole area is just frozen. While Khador built a horse-driven troika "tank", the Crucible Guard built actual giant steam-tanks/offroad gun-trains and a train-Colossal that's basically a steampunk Lord of Skulls.

While Cygnar got the Minuteman warjack chassis and a single warcaster a working (if finicky and limited) jump pack, Crucible Guard has platoons of daredevil "The Rocketeer"-style Rocketmen with sleek jetpacks, WWII bomber jackets, hand-dropped bombs, carbines, shotguns, and pneumatic-driven pilebunkers (carrying experimental chemicals Crucible scientists want to see the aftereffects of on human targets). And the CG Rocket(wo)man warcaster carries a set of flamethrowers that would make a Menite jack jealous.


They rely heavily on range and special effects like Rust, Fire, or Corrosion, and a good bit of mobility. Imagine Gorman di Wulfe as an entire faction and you have it about right; heavily steam/dieselpunk in attire, gas masks everywhere.

Unlike Gorman, the CG is also taking human experimentation to an uncomfortable level: their Character medic is basically Fabulous Bill, and they kidnap addicts and vagrants off the streets, and inject them with chemicals that kill them, mutate them into Killer Crocs, or give them incredibly unstable psychic/magic powers. They then grab some notebooks, throw the strait-jacketed guys at the enemy first just to see what happens, and start writing. One of their warcasters actually gave himself his warcaster powers: his intention is to patent it and eventually sell it if it doesn't kill him first.

Mechanically Crucible Guard is mostly a shooting army, with only one non-warjack combat centric unit, the assault troopers - budget Man'o-Wars essentially. Most jacks are utility/ranged, but the Toro stands out as a combat warjack. When they can get it, it's not uncommon for Cygnar or even Khador players to replace their own jacks with Toros. Why'd Cygnar ever retire it?

Infernals[edit]

Infernals hail beyond the afterlife of Urcean, hunting souls. A specific group of Infernals, the Nonokrian Order, are seeking to claim the debt that was promised by Thamar for the gift of magic to mortals. Specifically: two-thirds of humanity's souls. The Old Witch, Zevanna Agha, had been working to keep them at bay. She went so far as to release the Legendary Defiers of Menoth and mythical Grymkin to both exterminate Infernalists (who are typically pretty depraved, which seriously attracts Grymkin hoping to torment and punish them) or buy herself and the world more time and prepare them for interdimensional invasion, kind of like a vaccine, if the vaccine was a different live virus.

It almost worked - the Infernals of the Nonokrian Order were holding out for a bit more corruption, a bit more war-induced desperation, etc. But the Grymkin were killing a lot of infernalists and upsetting the demonic timetable, and so instead of preventing or delaying the invasion while Caen got its crap together, the Infernals sighed, said "This ain't looking good on my centennial evaluation either way, so cowabunga it is!" and mobilized what agents they had, and the Oblivion Crisis began. With Cygnar and Llael getting their crap kicked in THOROUGHLY, as is tradition.

Minor name Princess Regna Gravnoy also repeatedly attempts to assassinate Ayn Vanar while her forces are spread thin and recovering (from breaking their arms killing Stryker, Nemo, and half the Cygnaran army), and claim the Khadoran throne with several Kayazy. So Khador is now the center of some spy vs spy drama, except Ayn is cheating by hanging out with and deploying the Butcher. Classic Khador.


Infernals have possibly the most unique mechanical rules for any faction. With their own resource called 'Essence' that is used much like focus, but can only be obtained by sacrificing some of their own units... or killing the other player's units that have them. Unique to Infernals is that they can summon Horrors (their version of Warjacks) mid-battle, allowing them a degree of flexibility unobtainable with most other factions, and several have powerful animi, like Warbeasts.

They have several excellent solos as well, most with Marked Soul, meaning the Infernal Master (warlock/caster equivalent) can have their strongest minions souls repossessed and tortured forever while replacing their model with a bouncing baby Horror of your choice.

Infernals require careful decision-making however, as leaving your rare Marked Souls open to attacks can be a devastating setback, and while your basic goons are pretty average, they're important as a resource and you don't want to WASTE them. Most can shield guard for your important units, and their job is usually to die somehow, somewhere, so your masterplan goes off.

Infernals are incredibly powerful played correctly, but if you let (or more accurately can't stop the other player from) destroying either your cultists or your souls, you will run out of power very quickly, and your army will began to literally dissolve, and on average, you have a very strong first 3 turns, but beyond that, you will exhaust yourself. If the other player can endure your onslaught, you may be playing too conservatively; overextend and you will be punished or disrupted.

Orgoth[edit]

They're back. The OG big bad of the setting have returned. Your typical wild-haired, horned warriors from far beyond the western Sea that liked to pillage, plunder, and perform human sacrifice to their demonic gods.

The Orgoth were backed up by Infernals called the Fellgoeth order, which are rivals from the the above-mentioned Infernal faction, which technically are just the Nonokrian order. Thanks to Thamar's bargain and the Nonokrian Infernals aid, and the rise of warjacks and gunpowder and all the joys of industrial warfare, the Orgoth were driven off and forced to keep out of Immorren for centuries.

Defeated and banished, the Orgoth asked the Fellgoeth Infernals for aid in creating their own version of steampunk magic-tech in the hopes of another go. Eventually they succeeded, creating their own dark variation warjacks fueled by trapped spirits and tortured souls. After their main rivals, the Nonokrians, screwed up and were kicked out, the Fellgoeth want to reclaim their top spot.

The Orgoth began their invasion at Khador about five years after the Battle of Hedge Hold. They quickly conquered the provinces Kos, Razokov, and Borstoi(basically the south west coastline of Khador), and after a brief break to carry out thousands of human sacrifices, they began marching of the capital Khardov, where they were temporarily repulsed.

A very new faction (only released 2022), so the meta around them is still being ironed out. What is known is that they have a much smaller range of models than other factions. To compensate, the synergies within the Faction are strong and/or models have uniquely powerful abilities.

Basically, imagine if Chaos from Warhammer Fantasy Battles decided to undergo their own industrial revolution, and you get the picture.

Mercenaries[edit]

Mercenary models were initially meant to be auxiliaries available to multiple factions rather than an army unto themselves. Due to their popularity, Privateer Press has since released rules for fielding pure Mercenary forces. These range from dwarves in powered armour, fielding the O.G. warjacks that served as the basis for the tech that ousted the Orgoth to Llaelese rebels fighting for their homeland's freedom to pirates being pirates. Basically, when playing Mercenaries, you pick a theme and, and then go as normal. The only restrictions are that dwarven warjacks must be controlled by dwarven warcasters, and Cephalyx Monstrosities must be controlled by their Overseers. You are now able to mix and match any merc beyond those restrictions. Below are examples of some more thematic armies within the Mercs umbrella:

  • Steelhead Battalion: The premier franchised mercenary company/meatshield manspam horde in the region, jacks of all trades masters of none.
  • Searforge Commission: They're dwarves, and come with everything you'd expect from the same. They aren't going anywhere fast, but they are ludicrously 'ard, and they hit like a ton of bricks. It's also worth noting that the signature dwarven warcaster, Gorten Grundback, is pretty much the most stupidly tanky thing in the fucking game and is functionally immune to damage. Note, however, that the dwarves in this universe are not Scottish, because the Trollbloods are already Scottish. It is generally agreed that the dwarves in Warmachine have a New Zealand accent.
  • Puppet Masters: The Cephalyx started out as the Iron Kingdoms' steampunkified non-Product-Identity version of the Illithids -- bizarre creatures who live deep underground and love mind-controlling the lesser races of the surface world, except they do it using technology rather than magic. Now they're a Mercenary faction of their own, complete with giant sewn-together Frankenstein monsters which act as their warjack-equivalents. They're extremely new, with very limited unit options - but that's okay since they can steal a unit from another Mercenary faction thanks to the Cephalyx Dominator. Has a focus on dirty tricks rather than straight-up brawling, also has a "human resources" approach to super-buffing its infantry.
  • Talion Charter: Pirates. Lots of pirates. How many pirates can you imagine? There are more than that. Also, a peg-legged Napoleon dwarf. Also, a fuckhueg cannon that is easily the best damn artillery piece in the entire game if you manage to get anything in its line of sight. This group is all about synergy with their units, which on their own are the worst in the game. Start adding in their solos and unit attachments, though, and suddenly you've got yourself a unit that can do some damage.

Hordes[edit]

Trollbloods[edit]

Scottish Orks, and also the good guys of Warmahordes. Awesome. The Trollbloods are a dying race, as the superior technology of nations like Cygnar and Khador is continually pushing them to the borders of habitable land, and they lack the resources to build warjacks themselves. On the other hand, what they do have are some seriously fucking scary relatives, so now that the fate of the species is on the line, the trolls have united and called in the inbred redneck cousins as backup - only, in this case, the redneck cousins in question are basically walking mountains that could flatten a building with one hand. They drink, fight, and basically just brawl their way through the world, trying to establish a homeland for themselves, and only occasionally eating someone. Hardly anyone, these days. No one important, anyway. You'd never miss 'em, we swear.

The key word here is tough. Trollblood models can take a stupid amount of punishment. Most of them are Tough (as in the mechanic), on top of having ridiculous amounts of health boxes and high ARM. They will also kick the ever-loving shit out of anything they reach in melee, because they are pissed off, drunk as shit, Scottish, and also Orks. They run forward, punch whatever they can reach, and then repeat until the enemy is a smear on the pavement. As such, they are one of the simplest armies in all of Warmahordes, and an excellent choice for new players - though they aren't entirely without their own little tricks, and can be just as rewarding for experienced warlocks.

Trollbloods have the dubious honor of being the most shit on faction fluffwise. Cygnar promised them a bunch of lands, but neglected to tell them that said land was in the way of a gigantic Skorne army. Then when they went to the king of Cygnar, Leto, to get the lands they were promised, he basically told them to fuck off. The trolls were not pleased. This, coupled with the fact that the Menite priest-kings used to enslave trollbloods for use as beasts of burdens and menial workers, has caused the leader of the Trollbloods, Chief Madrak Ironhide to unite all the warring kriels. Picking up the cursed axe of Rathrok out of desperation, he is leading the race into a new, uncertain future, carving out their own land, and Dhunia help any pink-skinned human, elf, skorne or undead construct that dares stand in their way.

After the Infernals Invasion event, they canonically said "fuck you humans, you can't be trusted" and migrated south to the tropical jungle-covered subcontinent and found their own new nation.

Circle Orboros[edit]

So, on the one hand you have Menoth, who is the god of mankind, order, and civilization. He's sort of a prick, but he's got the right idea... maybe. On the other hand, you have the Devourer Wurm, the avatar of all that is chaos - nature, red in tooth and claw. It knows no mercy. It probably doesn't even understand the concept. It cares for nothing save that the cities of the world be torn down and all that is not of nature's domain be rent asunder. This thing is so cruel that in the wars between its worshippers and Menoth's, many of the Wurm's followers converted to Menoth after losing because his treatment was actually KINDER

And the Circle (kinda)worships it. The idea is that they want to keep Menoth and the Wurm at each other's throats. Too much civilization(or too much nature) might cause one or the other to turn their attention back on Immoren, and that'd be bad news for everybody. And since civilization is the one on the rise in Immoren right now, that's what they got beef with. The Circle is weird. Most of the time they are too busy stabbing each other in the back for political gain to actually accomplish anything without nearly destroying the world.

So, basically, you have a bunch of fucking insane druids, all of whom are assholes, running around and shanking anyone who isn't a hippie tree-hugger. For those who cannot be shanked by normal means, they have werewolves warpwolves, humanoid griffins, and kung-fu goats, along with giant golems, ents (them tree things), and weird-ass Stonehenge magic. They love terrain and messing with unit placement, making them one of the tricksiest forces in the game, as well as extremely situational - if there are a lot of forests about and your opponent isn't particularly good at dealing with them, you're golden. If not, you're probably going to get your shit kicked in. Unless you start planting trees.

Legion of Everblight[edit]

Remember when we mentioned that Cryx is led by the evil dragon-god Toruk, who seeks to hunt down and devour his children in order to conquer the world? Yeah, Everblight is one of those children. And, since dragons in this setting are eldritch abominations that leak corrupting blight into everything around them, he's started up his own army in order to keep his daddy from chowing down on his bones. After being the sneaky smart runty for a while, secretly running part of an evil human empire for a bit, then pulling the same trick with Iosan elves, and getting killed for it and sealed as a heart-crystal in a shrine on a tallest mountain in the known world, he got pretty good at being a ghost. Eventually he found an escaped Khadoran ogryn slave crazy enough to cut open his own fucking chest and shove Everblight's crystal-body into his heart, thus providing him with a new host body. From there he corrupted a bunch of snow elves, started spawning warped creatures to serve as his weapons, and set himself up as their messiah and god, while he splits his heart crystal into smaller bits and more warlocks as his "prophets", and sends all of them to hunt down other dragons. Every time he eats another dragon, his own heart-crystal gets bigger and more powerful. Gotta catch'em all!

The Legion is, in many ways, quite similar to its Warmachine equivalent of Cryx. It is brutally fast and does incredible amounts of damage, but is not particularly durable. However, while Cryx is primarily an infantry-focused faction, the Legion loves its warbeasts, with plenty of support units and casters. It has an emphasis on speed and positioning, and is capable of recurring small beasts. Whether at range or up close, the Legion's warbeasts are quite capable of surprising feats. Plus, they look like freaky eyeless dragon-things, and that's pretty cool.

Skorne[edit]

A barbarian empire hailing from beyond the deserts to the east of Cygnar, which were previously thought to be so inhospitable that no one could live out there. As it turns out, this was wrong - it just means that the people living out there are crazy, sadomasochistic pain-worshipers with an insatiable thirst for blood. Think of Conan the Barbarian mixed with Hellraiser, with not nearly enough sex. A while ago, they got a visit from deposed Cygnarian king Vinter Raelthorne, who kicked out the leaders and decided to use them as pawns to get his kingdom back. Now they have come storming across the sands full of piss and vinegar in search of somewhere to live that sucks marginally less and they're not going to stop murdering the shit out of everyone until they get it gosh-darn it.

On the tabletop, Skorne is roughly equivalent to most newbies' idea of Khador: slow, durable, and pretty much guaranteed to crush whatever they get into melee with. Their warbeasts are brutally dangerous in close quarters, and their infantry aren't any less threatening. They're not really going anywhere fast, but if you want some Greek-style phalanx combat and an army that can take a beating and give it right back, this is your go-to.

Also, they field tortured baby elephants to demoralize their foes. Because, in case you hadn't figured it out yet, they're pretty messed up in the head.

Grymkin[edit]

The Grymkin are the latest Hordes faction to be released and are a limited release faction similar to the Convergence. They are the myths and faerie tales of Caen given life, with various flavors of imps being their main focus. Grymkin Warlocks function differently from the standard variety by not having feats, instead they have what are called Arcana. These arcana come in a wide range of triggered effects and abilities that are chosen before the battle begins with one Trump Arcana serving as a psuedo-feat The Grymkin are a primarily infantry based faction focusing on having troops be insanely hard to kill and then returning them to the battlefield. Most of their models have stupid puny names.

Minions[edit]

Pirates? Aztec dinosaurs? Who needs them when you have aligator warriors!

The Hordes equivalent of Mercenaries. Everything said there applies here, save that Minions tend to be more along the lines of kobolds, gatormen, and such.

They come in two distinct flavors:

  • The Blindwater Congregation: Voodoo gatormen who dwell in the swamps and have been slowly assimilating the other scaled races. They have tough infantry and excel at beating up living models, but have some difficulties with high-ARM, non-living models like warjacks. They also love them some undead somethin' good, with their voodoo witchcraft and their tendency to speak in a southern drawl cajun yat. Post Infernals, their biggest boss, a bokor called Barnabas the Bloody, has actually achieved his crazy plan to ascend to godhood.
  • The Thornfall Alliance: A new proto-nation, like the United Kriels of the Trollbloods. Unlike the Trollbloods, the farrow are pig people, which is awesomely ridiculous. They have interesting warlocks with different play styles, but little variation in their forces due to a limited unit list. And all of their warlocks can only use Farrow warbeasts. However, the War Hog (which is the biggest pig around) is beastly enough to do the job in nearly every occasion. Less flexible than Blindwater as they tend to use a more direct approach. Post Infernals, the first ever farrow nation, Carversberg, has been founded.

Getting into Warmahordes[edit]

The best place to go for community thoughts on anything in Warmahordes is the WarMachine University community wiki(which replaced the now defunct Battle College in 2018) . It's a great starting resource for any player, whether newbie or experienced tournament contestant. Do some reading on any faction that interests you and see what units work and what don't. Take everything they say with a grain of salt, because the contributors don't always know what they're talking about and can sometimes get shit horribly wrong (like unlike /tg/).

No matter what you choose to buy, you'll need a copy of either Warmachine Prime MkIII or Hordes Primal MkIII, which are the core rulebooks for the games. Except you don't need to buy them anymore, because the rulebook is free. You should also look up Privateer Press' token sets, which are very handy for keeping track of status effects, focus and fury points, and so on.

Once you know what you want to play, you're very likely best off getting either the Battlegroup Box for your chosen faction or the All-In-One Army Box, if it's available. Both are absolutely incredible deals for the price. The Battlegroup box will come with a single warnoun and a handful of warjacks or warbeasts, while the All-In-One Army Box is more expensive and comes with a basic starter army (which is usually fairly solid, if not exactly top-tier). Both are great places to start your collection, and will save you a lot of money.

If you like a faction, don't let the "beginner/expert" bits above scare you. Some factions are generally trickier than others, but none of them are completely inaccessible. You may just have to put some work in before you start seeing results.

You do not need to pick up the Forces book for your chosen faction. It's fun to have, but every unit comes with its own stat card which will tell you everything that you need to know to field the unit in question.

EDIT: At time of this edit, Warmahordes is going through an edition change. recommend visiting the Privateer Press main website for more information before you buy. Rulebooks will now be free online. Warmahordes has gone through an edition change, and it ended very, very badly. 2022, still trying to undo.

See also[edit]

The games and their factions of Privateer Press
Warmachine: Convergence of Cyriss - Cryx - Cygnar - Khador
Mercenaries - Protectorate of Menoth - Retribution of Scyrah
Hordes: Circle Orboros - Legion of Everblight
Minions - Skorne - Trollbloods
Other games: Monsterpocalypse