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==Why Play Convergence?== Fluff-wise: it's a religion full of scientists, engineers, and steampunk [[Neckbeard|neckbeards]] who transfer their souls into clockwork bodies and talk to their science moon goddess through the inconsistencies in the output of a giant calculating machine. They're also working to prepare the world as a vessel for her to inhabit, regardless of the desires of all those Philistines who don't think turning Caen into a giant sterile clockwork utopia is totally awesome. Crunch-wise: the Convergence can play a 'jack heavy game on par with the Protectorate. Between unique rules, plentiful access to Repair and/or Bodge as well as a support solo or two many Convergence warcasters can build perfectly viable 'jack heavy lists. Supporting your 'jacks are a variety of troops who have all the advantages of being non-living models without the taint of [[Warmachine/Tactics/Cryx|ridiculous bullshit]], who are in turn supported by solos who can bring back destroyed warrior models over and over to really piss your opponent off. Also <strike>markerlights</strike> flares. Much like their fluff this is very much an army where the whole is greater than the sum of the parts. Each gear may not be particularly outstanding on its own and your order of activations will be very important, but when things go [[just as planned]] your Rube Goldberg army will grind your opponent's army into clockwork kibble between their teeth. Basically, if the statement "Warmachine is just Magic: the Gathering with models" doesn't send you screaming out of the room, you'll probably find something to like in the Convergence.
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