Showing posts with label Warmachine. Show all posts
Showing posts with label Warmachine. Show all posts

Monday, June 17, 2024

Road to the Bokur Brawl, Part 3

Following up from my previous post, I wanted to provide an update, as I have passed one of my scheduled milestones.

The goal was to paint up a 30-point recon list by the end of May, and I can report that I.... failed to accomplish this.

I am sure this is not surprising, but a number of factors contributed to it, including getting a later start than expected, due to organizing my collection taking significantly more time than I had planned for, which slowed me down.

With that said, it was not a total failure. I finished some minis!

My Gallows Grove is done. Not a particularly involved model, I admit, but getting the browns to look different enough to be interesting took me a bit.

I finished a Feral Warpwolf! I am pretty happy how he turned out, and I tried some new painting techniques (such as wet blending).

My last two minis have paint on them, but are not completed:

So, I did not make it, but given that I painted zero models in 2023, finished two models so far in 2024 has me feeling rather good. I feel like I have a good handle on my paint scheme, how to paint it quickly, and I have continued painting since the end of May. I likely will not hit my targets, but hell, who cares? I have painted minis and will have a painted army! That is a win, as far as I am concerned.

Anyway, moving on, my next target date is the end of July, with a 50-point list, running Iona. The list I will work towards assembling and painting is:

  • Iona the Unseen
    • Feral Warpwolf
    • Razorwing Griffon
  • Tharn Ravager Shaman
  • Tharn Ravager White Mane
  • Tharn Blood Pack
  • Tharn Ravagers
    • Tharn Ravager Chieftain

Of this, I have the Feral Warpwolf painted, and after these are done, I will have a good mix of beasts and infantry/solos painted. Will it be done by the end of July? Well, probably not. It will at least be assembled, gap-filled, based, and primed. It does not mean I won't shoot to paint them, but realistically I know I am too slow.

But hey, stick around and check back- maybe I will get closer than I think.

Thanks for reading and see you next time!

Wednesday, April 24, 2024

A few random blog updates

Just wanted to make some small updates regarding various blog-related topics.

As an update to my Road to the Bokur Brawl series, I finally sat down and figured out exactly what I own for Devourer's Host. My numbers were mostly correct, but I found out I had another Feral Warpwolf (bringing me to four), a second Winter Argus, and a total of eight Wild Argus. My plan is to try to convert those excess Wild Argus into either Winter or Moonhound Arguses, but that is not much of a priority, given that I don't see many duplicates in lists. Maybe they go into the bits box for future conversions.

I also picked up a Razorwing Griffon.

I have two Lord of the Feast models, one of the standard ones, and one from the Minicrate. Seeing as how the one is missing his arm, I will probably use the Minicrate variant.

I also have two Nuala the Huntress models, one standard, and one from the Minicrate. I will look to see which one I like better and try to give the other away.

I have a spare unit (well, two spare MK4 units) of Tharn Ravagers. I am not sure I have a place for them in conversions, so they may go in the giveaway pile, too.

I am one Wolf Rider model short of a second unit of Tharn Wolf Riders. As I said in the first post talking about the army, I may try to convert one from a champion model at some point.

So, with my collection mostly correct, and everything done on that part, I have turned fully to painting my army, which is moving, although not fast yet. I will post updates as I have them. My plan is to start putting them on the table and getting experience in June.

I have added a page on the blog to list an inventory of my armies for miniature games. There is not much there yet, but I will update it periodically as I go through my collection of miniatures. It will include the status in getting it to the table, and links to where I show off any relevant updates.

Speaking of pages, I now have a good process to update my listing of unplayed board games. It shouldn't ever be more than a week out of date. If you see something you would like to play, please let me know!

Finally, my blog showed up in a GMT games monthly update! That would have been exciting, except for how it showed up:

Disgusting. Thankfully, I have great friends- Rob made me a logo, and after talking with my friends, we made some minor changes, and ended up with this:

What do you think?

Thursday, March 21, 2024

Road to the Bokur Brawl, Part 2

As I mentioned in my previous post, I have a schedule to get an army done in time for next year's Bokur Brawl.  My first checkpoint was yesterday, and I mostly managed to stay on target.  There were three parts to the goal yesterday- pull out all my relevant models, verify what I own, and decided on a color scheme.

Pulling out all my models involved going through everything I owned- a larger task than might be immediately obvious.  I used the time to finally get all of my unassembled Warmachine models in place, which will make future projects easier.  This was a considerable amount of work and time... but I managed to get it done.

Seven 30-gallon tubs of storage later, all of my unassembled Warmachine models are in one place, aside from the Devourer's Host models, which are now in a single location.

I have not yet verified my inventory is what I expected, but that's one that I can do over the next week, as I assemble and start painting my 30 point army.

Speaking of, I decided to stick with a fairly standard color scheme for these guys.  I'll probably have some small variation to match my personal taste as I work through them, but the green/brown color combination is not something I've actually painted before, and should be easy enough to allow me to stick to the schedule, so that's what I'm going with.

That's it for now- I have a lot of work to do between now and May, but I will likely post at least one progress picture to show how things are coming along between now and then.

Thanks for reading!

Wednesday, March 6, 2024

Road to the Bokur Brawl (Circle Orboros/Devourer's Host)

Starting to get all my minis together

My goal is to play in the Bokur Brawl in 2025 (usually in April). I have never gone to a Warmachine tournament, nor a miniatures game convention, but I'm determined to get more involved in the Warmachine community, and to make this happen I thought it might be motivating to actually blog about my goals and progress!

I am going to bring Devourer's Host to this event. I spent a bit of time trying to figure out which army I would focus on to make this happen. I have a large number of miniatures assembled and ready to play, but I'd really like to have something painted going into a major event like this, so I chose an army that I felt confident I could paint in time (I like drybrushing, and there's a lot of fur), and it was the first army in the app where this would be true (heck, it's the first army in the app).

So, with that decided, let me go through what I think I have, and see what I think I need to purchase, and finally, put out a plan for how I'll get it all done.

Warlocks:

There are four warlocks in this army:

  • Iona the Unseen
  • Kromac, Champion of the Wurm
  • Tanith the Feral Song
  • Wurmwood, Tree of Fate

I believe I own all four.  It seems like Tanith is not particularly popular, and it also seems like Iona and Kromac are a bit more straightforward, so I think I'll focus on getting those two playable and work on my familiarity with them, but maybe I'll try the other two at some point in order to see if one calls to me.

Warbeasts:

  • Argus Moonhound - own 1
  • Feral Warpwolf - own 3
  • Ghetorix - own 1
  • Gnarlhorn Satyr - own 1
  • Gorax Rager - own 4
  • Loki - own 0
  • Pureblood Warpwolf - own 2
  • Razorwing Griffon - own 0
  • Rip Horn Satyr - own 0
  • Rotterhorn Griffon - own 1
  • Scarsfell Griffon - own 1
  • Shadowhorn Satyr - own 1
  • Storm Raptor - own 1
  • Warpwolf Stalker - own 1
  • Wild Argus - own 4
  • Winter Argus - own 1

I also own a Gnarlhorn/Rip Horn/Shadowhorn Satyr box I haven't opened, and may try to magnetize.

I have a good mixture of beasts.  I definitely need to pick up Loki at some point, and I could probably stand to grab a second Warpwolf Stalker and Storm Raptor, but they can wait until I have enough plays to actually figure out whether or not I'll end up getting them.

Structures:

  • Well of Orboros - own 0

This is probably something I'll get at some point, as well.  Maybe not a must-have, but I'll try to proxy it in a game to see how I feel about it, first.

Solos:

  • Bloodweaver Night Witch - have 0
  • Gallows Grove - have 2
  • Kogan the Exile - have 1
  • Lord of the Feast - have 1
  • Tharn Blood Shaman - have 1
  • Tharn Ravager Shaman - have 1
  • Tharn Ravager White Mane - have 1
  • Tharn Wolf Rider Champion - have 2

Again, good coverage.  I definitely need at least one Night Witch.  I may pick up a second Tharn Ravager Shaman, too.  I'll note that Magnus the Unstoppable is allowed in the army, but I don't think he provides anything I need, and I don't see any ways to buff him, so I'm not concerned about him here.

Units:

  • Brighid & Caul - have 1
  • Tharn Blood Pack - have 2
  • Tharn Bloodtrackers - have 2 (and have Nuala the Huntress)
  • Tharn Bloodweavers - have 2 (and have 1 Tharn Bloodweaver Haruspex)
  • Tharn Ravagers - have 2 (and have 2 Tharn Ravager Chieftains)
  • Tharn Wolf Riders - have 1

Great coverage here, too.  I *may* want to figure out a solution to getting a second unit of Wolf Riders, but I may just buy and convert from a Champion.  We'll see.

So, by my count, I own all four warlocks, and 366 points at the time of this writing.  Plenty to get started with.

Here's my plan, then.  In the next two weeks, I'll pull out all of my relevant models, and verify that what I think I have matches what I actually have (starting this process revealed I own two units of Blood Pack, for instance).  I'll use the time to settle on a color scheme, as well.  That means I'll have this piece done by March 20th.

By the end of May, I'll have a 30 point Recon list built and painted.  I'm currently thinking something like this:

  • Kromac, Champion of the Wurm
  • - Feral Warpwolf
  • - Ghetorix
  • Gallows Grove

All of these models will be useful at later point levels, so seem like a perfect place to start.

By the end of July, I'll have a 50 point list painted, with Iona.

By the end of September, I'll have a 75 point list painted, along with Wurmwood.

By the end of November, I'll have at least one 100 point list painted, along with Tanith.

And by the end of next January, I'll have the second 100 point list painted (there should be plenty of overlap between the two 100 point lists, so this shouldn't be too horrible a task.

Early January will see a balance update for the game, which may require some changes, but I'll have a bit over three months to figure that out, and get what I need painted.

In addition to this, I'll try to make sure I start getting games in. I build pretty fast, so I should be able to play full games well before I get them painted.

Anyway, look forward to updating you all along the way.

Wednesday, January 25, 2023

Orgoth Sea Raiders MKIV Core Army Starter Unboxing

It has arrived!  MKIV is here!

Picture of Sea Raiders army starter

Ooooooh

Nice looking box, with a colorful picture of what is included.  It seems a bit peculiar to me to have the battlegroup painted in the picture, but have the rest of the models included pictured unpainted.  I think painted models make the box more attractive, and therefore more likely to grab the random gamer's eye.  Heck, GW uses painted minis on their boxes, and one has to think they do it for a reason.  If not, then why paint the battlegroup?  An odd choice.  Anyway, box construction is okay.  Not too flimsy, and doesn't take too much space.  The magnets on the side were included in the purchase, and are important for assembling the warjacks.

Let's look inside the box:

Inside the large box are four smaller boxes that make a nice little piece of art. It also comes with a sheet giving you a bunch of additional information, suggestions on next purchases, and basic instructions on working with the materials.  No complaints here.

The boxes are numbered one through four (probably for helping them pack them), so let's take a quick look at the contents of each box:

Box 1:

Box 2:

Box 3:

Finally, box 4:

We've seen this packaging style with the preview battle boxes.  It works, although it is not very exciting.  It did cause a bit of breakage then.  As we shall see, there was some damage this time, as well.

The empty box four did make me chuckle- I'm glad they included the note that it was intentional, however.

Let's have a look at the minis, starting with the warcaster, Kishtaar, the Howling Silence:

It's a one-piece model!  That is really quite impressive, and I feel like this would have been pretty tough to manage prior to the 3D printing.  Looks great!

Now, the warjacks:

Jackal

Tyrant

A few things I notice - first, it looks like they have changed the resin mixture some since the preview battlegroups.  These minis are a different color (a bit darker), and seem to be slightly more flexible than the preview ones.  Still great detail, and it seems like there are slightly fewer layer lines (which I didn't find too bad to begin with).  

Another change- the torso and legs (and shoulder pads) are attached!  There is literally no pre-assembly for these models, other than attaching the magnets.  That's... really something.  Even that flail for the Tyrant comes assembled.  The assembly was very easy, but removing another step is fantastic.  Great job, PP!

On the less positive side, there is the first of my breakages for the Jackals' hand.  I could have taken a better picture, but the open hand for the Jackal has a finger broken off.  This happened a little with the preview boxes- fortunately the pieces glue back together nicely, but it is still a little disappointing.

Next up are the Strike Reavers.  Three parts, with good detail, and what looks to be extremely easy assembly. No issues here, but these look and feel closer to the preview battle box resin.  Maybe this will mean they are a bit more brittle.

The Reaver Commander is four pieces, which is a bit surprising.  I am not sure what the (F) signifies on the label.  Lots of detail on these minis, if you have not seen them in person yet.

The Assault Reaver unit look fantastic, but here you can see I had quite a number of broken pieces on the spears.  I am sure I can repair them, but historically Privateer Press has been very good about replacements, and I have heard people getting replacements for broken pieces.  If I have to go that route, I will, but I'll see if I can handle this on my own, first.  I admit to being a little disappointed here.

Here are the Reaver Standard Bearers (one for each unit).  I wish these would have had slightly different sculpts (maybe a different banner- I am showing you the front and back of the banner in this picture).  Seems like something that would not have been too difficult.  As is, they do look good, so no real complaints.

Warwitch Coven.  I have no real comments, these look good, and aren't broken.

Finally, the Ulkor Barragers, who look great, but I do wonder why the head isn't a single piece with the torso like the Reavers.  The two armed weapons don't fill me with joy, because I have had some bad assembly experience with such models in the past, but assembly for these miniatures have been remarkably easy, so I'll reserve judgment for now.

Overall, these models look great, the game looks great, and I'm eager to get them on the table (happening in February!).  There is some breakage in this set, which I suspect I can get replaced from PP, but I'm not expecting the fixes to be too difficult, so will likely do them myself.  I can't wait to get these models on the table, and hopefully writing some battle reports!

Thursday, October 6, 2022

Warmachine MKIV Preview Battlegroups have arrived!

Finally!

All three battle boxes, with their magnets in the white containers

I didn't have a whole lot of time to dig into them quite yet, but getting these table ready will be my priority.  I did get a chance to pop open the Cygnar box, however.

Inside the Cygnar box:

Packaging for individual models:
There were complaints about pieces breaking, especially the polearms, so seeing them pulled off and packaged to themselves seems pretty smart.  I had no breakages in this box, I will mention ahead of time.

Major Anson Wolfe:
Detail looks good, or at least it looks as good as other PP miniature do, to my eyes.

Courser Warjack:
Pieces all have good details, I think, and the printings look fine, although I do see some shiny parts on the shield:

The pieces don't seem soft, so this doesn't seem to be uncured or under-cured resin, but rather some reside of something.  I'll try to clean that up this weekend, and see how it goes.

The Stryker polearms were packed on their own, and made the trip undamaged:
And the rest of the Stryker Warjack:
Quite a lot of pieces, but looks pretty straight-forward to assemble.

Anyway- the first box all looks good, with no obvious problems, I tried taking a close look to see if I can see any printing lines, and none immediately jumped out at me, which was another concern.  Overall, I'm pretty pleased, and I'll get working on these minis this weekend (including my first try using magnets!).  I'll make sure to post some updates (and I'll open and unbox the Khador and Orgoth boxes tonight).

Tuesday, August 23, 2022

Examining Prime-legal legacy armies and my collection, Part 2

Continuing from yesterday, I am going to look at the remaining Prime-legal legacy armies, and try to figure out where I stand with each of them.  This will help guide my purchases before the rules come out, and give me some idea of what to expect.

One thing to note is that when I count units, I'm really counting MK3 units- sometimes this will actually translate to more MKIV units than I have listed, but I can't know that for sure until the rules come out.

Mercenary (Blindwater, Cephalyx, Farrow, Privateer, Rhulic, and Steelhead):

Quite a lot of armies here!  Blindwater I am well set on- I own plenty of beasts, units, warlocks, and solos. I expect I will be able to be able to put this army on the table from day one.

For Cephalyx, I have one warcaster (Exulon Thexus), a unit of Mind Benders, a unit of Overlords, an Agitator solo, and a Dominator UA.  Depending on how the Dominator ends up, maybe that will become another unit.  Clearly, I need some Monstrosities.  Even with them, it would be a stretch to play this army for a bit.

I had been slowly getting into Farrow, but my collection is pretty sparse.  I should have most of the warlocks, at least, as well as five beasts (although two are Razor Boars), a unit of Brigands, a unit of Valkyries, and a good number of solos.  Honestly, I might just be a few units away from this being playable.

I own almost nothing for Privateers.  I would have to buy this army from scratch.

I think I should be well set up for Rhulic at least.  Two warcasters, ten warjacks, five units, and almost all of the relevant solos.  I might actually be close to full Field Allowance for Rhul, honestly.

Finally, Steelheads are not in a great place.  I assume Damiano will be one of the casters, and I own him.  I can only guess on the warjacks.  I own a unit of Heavy Cavalry and a Mortar, and I'd have to guess on the solos (I own no solos with 'Steelhead' in the name though).  Not quite starting from nothing, but I'm not very far along, either.

Protectorate of Menoth (Exemplar and Flameguard):

Based on the current beta rules for the Exemplar army, I can field 75 points.  If that ends up being the standard point level, great!  If the standard is 100... well, I'll have some buying to do (although Mercenaries and Cadres may help me out here).

For Flameguard, I do not own a relevant unit or solo.  Yet another army I would have to build from scratch if I wanted to play it :(.

Retribution (Dawnguard and Mage Hunter):

I do own two units of Dawnguard Invictors (which will become 3-4 units in MKIV).  Hard to say which jacks will make the jump, although I expect Imperatus will, and I do own him.  Therefore, at a minimum, I expect I will be able to field a small, very specific, army for Dawnguard.

The story for Mage Hunters is much worse.  I own a couple of relevant solos, but I don't own any of the units.  Yet ANOTHER army I would have to build from scratch, sadly.

Skorne (Immortals and Praetorians):

I own a minimum unit of Immortals, most of the Immortal related solos, and likely, whatever beasts and warlocks they decide to include.  So this would involve just a few unit purchases. 

The news for Praetorians is better- I own a unit of Swordsmen, a unit of Keltarii, a minimum unit of Ferox (which will likely just be a unit in MKIV).  Solos would be a guess, along with beasts, but I strongly suspect I can play the Praetorian army the day they release rules for them.

Trollbloods (Northkin and United Kriel):

I own almost nothing for Trollbloods, so unfortunately, both of these armies would involve significant purchasing to become playable.


There is a chance I will see at least some of my collection become cadres that some of these armies can take, so there is hope that I'll have a bit more flexibility than I've listed.

In summary, the news is not as good as I would like (the result of spreading out how I purchased things over the last couple of years instead of focusing), but I will have plenty of choices going into MKIV, at least.  In addition, since I will buy into a few of the new armies, I won't have to worry about when things rotate into Unlimited.

Now, back to waiting for my battle-boxes to arrive...

Monday, August 22, 2022

Examining what the Prime-legal Legacy armies mean to me

With the list of 28 Prime-legal Legacy armies released last week, I have been trying to figure out what I can expect for my own collection, personally.  Maybe get an idea of what I should try to buy so I can get some games pretty early into MKIV.

Circle (Blackclad and Tharn):

I'm not sure where they will go with the Blackclad army.  The current 'Blackclad Theme' is Secret Masters, and I cannot really see that being ported the way it is (a Minion-focused Circle army?).  Maybe when they release the cadre rules, this will have some ways to interact with them.  I just don't know what to expect from this one.  I *think* this might be a Blackclad/Wold theme, but I can’t be sure.  Either way... I own a decent selection of Blackclad models (a unit of Druids, a unit of Mist Riders, various solos and warlocks).  However, without knowing more about this one, I just can't guess what I would need to field.

For Tharn, I own quite a number of relevant units and solos (as in eight Tharn units and five Tharn solos).  I would guess the living beasts would go into this theme, because they'll need some beasts, and I have plenty of those, too.  I would guess Kromac and Iona as warlocks... neither of which I own.  Aside from that, I think I'm well positioned to play Tharn right out of the gate.

Convergence (single army):

I own three warcasters... 3 non-colossal warjacks (we know colossals are not going to be usable right away), two units (assuming Asphyxious4 is Prime-legal), and about seven solos.  I *think* I will be able to play Convergence, or at a minimum, I will be one or two purchases from having them playable.  They will not be good... but if I can put them on the table, I can work on the quality of my choices later.

Crucible Guard (single army):

I should have this playable right from the get-go, with quite a number of choices.  To play 100 points (which may be the standard), I would have to buy one more warjack.  Easy enough.

Cryx (Bane and Blackfleet):

For the Bane army, where we've seen Beta rules, I can currently field 298 points.  I'm good, here, with lots of options available (and both warcasters listed playable).

Blackfleet is harder to say.  If they just take the Scourge of the Broken Coast theme, and stop there, I may not have enough to play.  A unit of Boarding Party, a unit of Ironmongers, a unit of Bloodgorgers... and maybe a bunch of solos.  If they include the Ghost Fleet items, I can add a unit of Revenant Crew.  Really should have bought Satyxis over all of these years, I just haven't gotten around to it yet.  So... yeah, may not be able to field these guys for a while.

Cygnar (Storm Knight and Trencher):

For Storm Knights, I should have a few relevant casters, a few relevant jacks, and I own two units of Stormblade Infantry, one of Stormguards, and a bunch of random solos.  I probably will be okay.  Maybe I need to buy some Storm Lances.

For Trenchers... I'm going to have to hope to get lucky on the warjack choices, to start with.  I own an Express Team and a unit of Trenchers, and very few solos.  Once again, might be tough to field these guys to start with.

Grymkin (single army):

I have been buying some Grymkin all year.  I have a pretty good collection, and I expect I'll be able to field them the day they get rules.

Infernals (single army):

I am not quite sure how they'll make this work out, but I do have a good collection of Infernals, and should be okay playing them immediately.  I may want to pick up a unit of Howlers, however.

Khador (Man-O-War and Winter Guard):

I really have nothing for Man-o-War.  Thankfully, two people in my playgroup do, so at least we'll be able to see them on the table.

I'm still surprised they are having Winter Guard as one of the Prime-legal armies, given the upcoming Winter Korps.  Baffling.  Anyway, I have some relevant models here - a Field Gun, a Mortar crew, a unit of Winter Guard Infantry, and Kovnik Joe.  Depending on what else is included (for instance, I have a decent number of Widowmakers), I might be okay here.  Probably playable.

Legion (Blighted Nyss and Blighted Ogrun):

I'm covered on warlocks for both of these, I think, and I'm probably going to be okay on the warbeasts (although I admit I do not own any of the character warbeasts).  For the Nyss, I own a unit of Archers/Swordsmen (unassembled, so one or the other), a unit of Blightblades and maybe a few solos.  Not promising.

Blighted Ogrun are even worse- a unit of Warmongers and a unit of Warspears.  No solos.  I might have a hard time putting any Legion on the table in Mark IV without buying quite a bit more.  Damn.


That's probably good for the moment, I'll think about the rest of my collection and how they relate to MKIV armies tomorrow.

Thursday, August 18, 2022

PP releases actual list of Legacy armies!

Heh, got my post out JUST IN TIME to be irrelevant.  Here's the official list of legacy armies that will be Prime legal to start with: https://home.privateerpress.com/2022/08/18/legacy-armies-in-prime-arena/

I was right and wrong.  Some of these are a bit baffling to me (Winter Guard and Storm Knights?  We have new armies for those), some of these are obvious (how did I forget about Steelheads?), but hey, at least now we know!

Wednesday, August 17, 2022

Warmachine MKIV: Thinking about Legacy armies

(Image from Privateer Press' website)

There’s nothing like the long wait between and announcement of a new edition, and the long gap until getting it, or at least getting enough new info to talk more about it.  I placed my order for the new preview battlegroups... but they mention they are just now starting to ship them, so who knows how long until mine arrive. 

Privateer Press released their most recent Primecast+ yesterday, with renders of new Khador models (they look great!), and released an article about the process they use when making resin models, and safety tips.  People interested in this game have probably already seen those though.

Since I have some time before new stuff arrives at my doorstep, a fun way to spend the time might be to look at what armies will be legal in the Prime format.  We know that every current army will get at least one (and likely two) Prime legal armies in time, and we did receive some information as to what some of those would be, but with a lack of other things to talk about for the moment, let's take a look at each faction, and come up with some ideas.

I am basing my guesses on a few factors.  Things that are iconic for a faction, armies with new releases, and which themes PP has already mentioned.  I also think the warjacks and warbeasts will have to exist in more than one army, because I do not think there are enough unique jacks to create significant disparate groupings of warjacks.  To me, this lowers the chance of seeing jack or warbeast focused armies (except in some cases, like the mini-factions).

Circle Orboros

I feel like the way armies are being split now, the Mercenary/Minion focused themes aren't making the transition as is (although, we'll have to see how they implement Mercenaries and Minions in MKIV before we'll know for sure).  The most iconic and unique themes in Circle are probably Devourer's Host (Tharn) and Bones of Orboros (Wolds), and Devourer's Host, I believe, has the most recent set of new releases.  So my guess for Prime-legal armies: Tharn and Wolds.

Convergence of Cyriss

We have heard from both the August Primecast and from various posts on social media that the various mini-factions should be completely Prime Legal.  Convergence is the biggest of these mini-factions, but I don't think it is unreasonable we do see all of it make the jump.  I suspect that the Strange Bedfellows theme will not be playable in any form, so my guess for Convergence: Vectors and Infantry armies (essentially the Destruction Initiative and Clockwork Legions themes, as they are).

Crucible Guard

Again, they have mentioned that all of the mini-factions would be prime legal.  I suspect we'll see Crucible Guard just receive a single army containing the entire faction (so basically, what Magnum Opus is right now).

Cryx

I think Dark Host (Banes) and Scourge of the Broken Coast (Satyxis/Scharde/Black Ogrun) will be our Prime-legal choices.  They have released a Bane army as a preview demo army, and I think it's both thematic and iconic, so I think it's likely a Prime choice.  I don't think there are enough jacks that aren't in the Bane army to make for an interesting jack army, meaning the remaining choice is between Scourge and Ghost Fleet.  Both feel iconic and distinct, but Scourge has recent-ish (2018) new releases, and I don't think they want a potentially heavy incorporeal army starting out in Prime. 

Cygnar

Clearly, they are releasing the Storm Legion this year, which will be a purely MKIV army.  I think this probably eliminates Storm Division as a Prime-legal army.  They hint (or outright say) that Gravediggers (Trenchers) will be Prime-legal.  So what does that leave?  Heavy Metal is too jack focused, and I think those are out.  So that leaves Sons of the Tempest or Flames in the Darkness... hmm. Flames has recent releases, which makes it appealing as a choice, but I'm actually going to go with Sons of the Tempest (Gun Mages) here, because it is purely Cygnar, and significantly more iconic for Cygnar as a whole.  So my guesses: Gravediggers (Trenchers) and Sons of the Tempest (Gun Mages).

Grymkin

Again, we're told that the whole faction is making the transition to Prime.  I suspect that we get a single army, including everything in the faction, because I don't think an infantry/beast split into two armies really creates two interesting choices.

Infernals

Our final mini-faction.  Everything is in Prime, and I'm guessing they just get the one army, which is all of the Infernal models, and ignore Hearts of Darkness for purposes of MKIV.

Khador

Winter Korps is one of the early MKIV releases, so I don't see Winter Guard making the jump to prime.  Privateer Press has also mentioned that Man-O-War would be a Prime legal army. So what would be a likely second legacy army?  I think Flame in the Darkness and Warriors of the Old Faith are probably on the outside looking in, although I think both have merit as being Prime legal armies.  I think their warjack-focused army (Jaws of the Wolf) is out, because they will need the jacks elsewhere. That leaves Legion of Steel (Iron Fang) and Wolves of Winter (Doom Reavers and Greylords), both of which feel possible.  I'll lean slightly towards Legion of Steel.  They feel more focused thematically, and they provide a very different look to anything else that would be Prime Legal, so I think they are a good choice.

Legion of Everblight

I think Primal Terrors (Blighted Ogrun) are a shoe-in, given the recent-ish releases, and self-contained theme.  Using all of my guesses from above, I think we can assume Oracles of Annihilation will be out, because of the Minions.  Ravens of War doesn't feel terribly cohesive to me, so I think we are going to see Children of the Dragon (Nyss), which also have the benefit of including the Virtues, another recent Legion release.

Mercenaries

Privateer Press did give us some information here in the recent Primecast.  Rhul, Cephalyx, and Pirates will have Prime legal armies.  What about the other themes?  I actually think Flames in the Darkness has a shot here- because we don't care about the origin Factions anymore, I think they'll move everything into a Flames in the Darkness Army (and give it the Mercenary Faction, because why not?).  There are lot of recent releases, and they can keep it pretty tight and interesting.  The other themes don't feel like locks to me, so I think that is all we'll see.

Minions

I believe they have mentioned that Farrow and Gators would have prime legal armies, and I don't think we'll see anything more than that.  Will Work for Food feels too general, and Vengeance of Dhunia feels like it'd be more likely a Trollblood army.

Protectorate of Menoth

We have received the beta rules for an Exemplar force, and I think that sticks into Prime.  For a second army, I cannot see Creator's Might (warjacks) for reasons stated above.  Guardians of the Temple (Flameguard) has potential, but instead I'm going to guess that we will see Faithful Masses (Paladins + the random faithful).  I think this has the benefit of covering a lot of random models, and may actually be representative of what the Protectorate's remaining forces look like (whereas I think the Flameguard fought the Exemplars and lost).

Retribution of Scyrah

Well, they aren't going to be around in MKIV anymore (replaced by Dusk), so Retribution shows an interesting case- any Prime armies here won't be replaced by new armies, but instead, just rotated out someday.  Kind of a sad ending for the Iosans.

For MKIV armies, I think we get the Legions of Dawn (Dawnguard).  They are still active in the background, with Vyros founding a colony north of Rhul, if I remember the IKRPG background correctly.  They are probably a shadow of themselves, but they do have a cohesive self-contained army.  My second guess would be Defenders of Ios.  These again, I think, are at least partially active in the current world (as part of the previously mentioned colony), but they've also received a few new releases (the House Ellowuyr models), which would make them appealing to keep active.

Skorne

My guess here is Exalted (Immortals) and Masters of War (Cataphracts and Praetorians).  I am tempted to just have Cataphracts be the army, but they don't have enough choices to be on their own, really, and I think even though there are enough Praetorians to be their own army, they just aren't visually interesting enough on their own to be the choice.  Immortals have had recent releases, and have a Battle Engine PP would be happy to sell more of, so I think they are definitely in.  

Trollbloods

I think Storm of the North is a shoe-in, given that they had a full release a few years back, and were designed to work together and be a distinct force.  I also think Champions are a fairly iconic Trollblood unit, and you need at least one theme that includes them.

For my second guess, I'd guess Kriel Company, as this catches many of the other models, gives a good mix of infantry units, and plays and looks very different from Storm of the North.

 

Anyway, eventually we will know for certain what the plan is, but I think these are pretty good guesses.  I'd love to hear your thoughts, especially if you disagree!

Thursday, August 4, 2022

Warmachine MKIV Battlegroups available for order!

 


You can now order the preview battlegroups from Privateer Press' webstore!  Khador, Cygnar, and Orgoth.

Yes, I ordered at least one.  I can't deny I may have ordered all three.  What did you expect?

Tuesday, August 2, 2022

A bunch of Privateer Press/Warmachine news and updates

Well, PP isn't wasting any time with more MKIV news/previews and information.

A lore overview of the new Dusk faction (and House Kallyss army)

I would've preferred basically ANY art associated with it.  Give me a damn solo, or something.  This is fine, but come on- we want game-related information.

For instance, this is more like it

Some models for the new Khador Winter Corps army, some lore, and some rule hints.  A few interesting things coming out of this article.

Kapitan Ekaterina Baranova is going to give arc nodes to all of her jacks?  Khador with arc nodes?  Are you crazy?  That's amazing.  ESPECIALLY with the current way arc nodes stand, and the ability to give one of your jacks Unstoppable (with the Break Through command card), if you need to... this is going to make Khador very scary in the arcane game.  Plus, her feat could stock her up with focus.  She's going to be amazing, I think.


Dire Wolf looks amazing, of course.  The fastest Khador warjack ever built sounds great (EYE ROLL).  Just what I need, more Khador jacks in my face.  I'm glad they didn't give Khador a light, just to keep that thematic part of Khador around.  And hey, who doesn't love a Shield Guard?

The Great Bear looks fine... kind of just feels like a Mk3 Khador heavy, to be honest.  We'll have to see how it works with the weapon options.

And we see the full contents of the first to starter armies

So, for the Orgoth, that's a caster, a light jack, a heavy jack, 4 units, and a solo (plus various options).  Two hundred dollars is certainly a big ask to start with, but I tried throwing together a Crucible Guard equivalent, and came up with about 250 dollars.  The value seems to be there, at least. 

I could see myself grabbing both of these, and then waiting with the next factions, just to let my money catch up.  I already have a color-scheme for the Cygnar that I like (it's orange, I feel like I've put a picture up, somewhere).  For the Orgoth, I'm considering something with blues.  Maybe the US Navy's previous uniforms (the blueberries).

Image from Wikipedia

I'll give it a shot on one of the jack weapons first, and see how I like it, haha.

And now we get this article

Thursday!  Time to order stuff!  I like how the warcaster choice seems to be the Warcaster C one (i.e., not the warcaster in the starter or expansion boxes).  A smart move that won't leave people with bad feelings. 

Anyway, I am going to try to buy all three of the battlegroups, to give my friends and me toys to try out.  I'll work to get them painted quickly, too!  Exciting times for Warmachine!

Friday, July 29, 2022

Warmachine MKIV rules changes, and first impressions

Well, PP has put the beta rules up for the new edition! Check it out!  I was kind of hoping they'd have them up a little earlier, but I guess there was some issue holding it up, which given that they've been working on this for a long time, doesn't fill me with confidence.  Anyway.

Let's have a look, and see what the future holds.  They do a summary of the major changes at the link, so I encourage looking at that, first. 

I'm going to look at the changes, including some not listed above, and I'll talk about the individual faction rules... I don't know, likely tomorrow.  These are the Beta rules, so things could change between now and actual release.

Warcasters and Warlocks are now Commanders:

They still have distinctions in the rules in that one uses Focus, and the other Fury, but the combined term Commander will help keep rules a bit shorter.  Seems like a smart change.

Unit changes:

Quite a lot is happening here.  As they mention in the article, there are no more command ranges or unit leaders.  It looks like you don't get to choose a min/max size anymore- the unit has a standard size, which is roughly what its minimum size was before.  Unit movement has changed to how it works in Warcaster: Neo-Mechanika- you choose a model, move it, and then place the rest of the unit within 2" of that model.  Additionally, Weapon Attachments have changed- you actually replace models in the unit for weapon attachments, keeping the size of the unit the same.  Units don't ever block the line of sight of models in their own unit.

When units deploy, they have to deploy so that every model is within 3" of every other model in the unit.

The way a unit charges is a bit odd now - the movement is as above, but the rest of the unit only has their attack count as a charge attack if they attack the model/unit the original moving model is engaging.  That's faster, but it feels like a bit of a strange rule.

Honestly, I do like these changes.  Units tended to be the most cumbersome and time consuming parts of the game, and although they were valuable, these changes will make them a lot more flexible as well, which will increase their utility on the table.  

Stat changes:

So they dropped Strength (STR), which wasn't meaningful except for power attacks and a few spells, and dropped Command (CMD) which is needed less due to the changes with units, and added Arcane Attack (AAT) (used when a Commander makes a magic attack), Control Range (CTRL) (same as the Mk3 control range, but now not tied to your Focus/Fury stat), and they changed Focus/Fury to Arcana (ARC).

Kind of hard to find any faults with these changes.  Indeed, separating a Commander's FOC/FURY into three stats actually will provide more flexibility for making the characters unique.  Finally, those 5 Fury warlocks might not seem like such a hindrance!

Advantages:

Some have probably been dropped, but it's nice to see that they've converted some special rules into Advantages, so you now just have an icon.  Ambush and Dual Attack are now Advantages, and Headbutt, Slam, and Trample power attacks are now permitted by the appropriate advantage.  It looks like Parry becomes Unstoppable (for a similar-ish effect with Free Strikes removed).

Gladiator is a new Advantage, giving a +2 on power attack damage rolls and collateral damage rolls.  Kind of a neat inclusion.  Again, these all seem fine.

Resistances have changed, dropping a die from the damage roll.  That's worse than they used to be, but better for the game health.  For plenty of models, the dropped die will still make them effectively immune, so another fine change.  Resistance: Blast was added, dropping a day, which helps standardized the Blast Resistance in the previous edition.

Melee range minimum increased to 1":

Per their article "We have increased the default melee range in the game from .5 ̋ to 1 ̋ to further deemphasize model placement and to account for base overhang. Coupled with the removal of facing, the placement of models has never been easier."

So, they took a game that really was all about positioning, and took it away.  This is a pretty minor change, but I don't like the change in focus, myself.  Of course, this isn't the change that will cause the biggest impact.  Overall, this particular change does make games a bit easier.

Weapon Traits:

The Pistol Weapon trait seems new.  You can fire them in melee.  They mention this in the article.  Anything that makes weapons feel more unique is a plus in my eyes.  They've changed Open Fists to a Throw quality.  I don't know that this has any real change on the game, other than making Power Attacks something that isn't intrinsic to a model's type.

Running is +5":

Great for slower armies, meh for faster armies.  I guess it's a good thing, but I don't really feel like this was needed.

One thing that they didn't call out is that you can cast spells before running now.  You are limited to what you do AFTER running, but you can do things prior, now.  Am I reading that right?

No more facing:

Boooooo to this one.  I didn't find facing that challenging or problematic.  Clearly, some people did, and it slowed the game down too much for them to keep it in.  I don't particularly care for this change, as I feel the positioning aspect of the game was a core identity of the game.  No longer, however.

The Free Strike change:

So, there are no more free strikes.  This isn't a change I love... but the more I read, the more I think maybe it'll work out.  There are definitely restrictions caused by being engaged.  You can't charge while engaged (this also stops that weird thing where you'd charge the model you're engaged with for extra damage).  You also lose your combat action if you leave combat (Disengaging).  This isn't actually a bad way to handle things, if you ask me.  Moving out of combat has a cost, but doesn't drag the game down at all.  

Being engaged doesn't stop you from shooting, but you can only shoot at who you are engaged with.  They may get +4 DEF as a result, if I'm reading that right (they reference that in the article, so I'm guessing that's right).  So engaging ranged troops is still useful, and again, I think this is a nice solution.

One thing to note is that there doesn't seem to be a penalty for walking an arc node out of engagement. As a former Cryx player, that's great, but I wonder what that will mean for balance and tactics going forward.

I think even in the span of this section, I'm starting to come around on this.  Easy and quick.

Power Attack changes:

Slam attack ranges are increased to 1" for non-huge based models.  Thrown models don't deviate, can't be targeted at another model, and don't require any additional work other than hitting with the attack.  Damage from power attacks depends on the difference in base sizes between the attacker and target (14 if the attacker is bigger, 12 in all other cases).  The POW of collateral damage is determined the same way, comparing the attacker against the model suffering collateral damage.

Height returns:

Hills are back, and that means that 3D terrain is likely back.  That's a good thing, and should make the game more visibly appealing to potential new players.  Falling damage is back as well, which I have no real opinion on.

Assault:

Only works on a successful charge.  Good change.  It works a little weird for units - you can assault attack any model you are engaged with, even though there are restrictions on who you could get boosted damage against with your charge attack.  Strange, but probably the simplest and cleanest solution.  Anyway, this is all good

AOEs:

These have changed a bit.  No more templates, instead the profile will like something like this:

If the attack hits, you'll resolve the damage against the target, and then you'll hit the X closest models within X inches of the target, where X is the AOE value (so two closest targets within 2" in this example).  The directly hit target takes a damage roll with POW equal to the number to the left of the slash (15, above), and the additional models hit take a blast damage roll of the number to the right of the slash (10, above).

If the attack misses, but the target was in range, they would take the blast damage roll (10, above) instead.

This is a change that will speed up the game, but the lack of templates and lack of deviation is something I will miss a lot of.  I actually found the additional uncertainty to be quite enjoyable.  However, that's not a core part of the game for me, so this won't dramatically decrease my enjoyment of the game.

Spray Attacks:

As with Warcaster, spray attacks no longer use a template, instead you measure a line, and then attack all the models on the line.  One other change that seems notable is that Sprays don't seem to ignore the model in melee penalty anymore.  So being stuck in combat can help protect you from sprays.  Kind of nice.

This is another change that will speed up the game quite a bit, but unlike above, I actually quite like this.  Faster, simpler, and it actually reduces the area of effect for sprays without dramatically hurting them.

Warjack damage:

Mechanically, this works the same, but seem to be some small changes here.  The F no longer stands for Field Generator (for Retribution myrmidons), but apparently will correspond to the Front weapon system?  G is now the Power Field Generator, and the rules mention that this works just like the Warcaster version of a power field (reduce damage by 5).  Maybe the new Retribution/Dusk warjacks will work with that rule?  I think we're just going to have to see some more new warjacks to see what these look like.

Racking Spells:

This is mentioned in the above article, but I just want to mention that the article says the choices are based on the Army, but the rules state the choices are based on Faction.  This may not end up being a distinction, but I kind of like the idea that a Faction will have some special spells (like all Cryx can choose Occultation or something) but specific armies also have spells they could choose (the Bane army could choose Scything Touch, for instance).  We'll see!

Choosing spells at the beginning of the game is awesome- how many times have I played a game with a caster with an anti-warjacks spell (say, Grind) with no one to target?  Well, it's happened.  This is a thing of the past though.  I absolutely LOVE this idea.

Colossals and Gargantuans:

The Great Machine (and Great Beast) rule doesn't prevent a colossal from having to forfeit its movement or action from game effects (say, from Stagger).  I don't like that one bit- nothing feels worse than your huge investment in points being unable to do anything.  Now, the solution will likely just be the removal of Stagger and effects like that... but we'll see.

Jack Marshals:

They seem... pointless currently?  I have to think that Jack Marshals will have rules on their individual cards to make them worth taking.  We'll see when they release the rules for one.  But right now, they've basically been cut off from any form of utility.

Cavalry:

Lost impact attacks!  That's disappointing, but with the current movement rules, it might have been too complicated to keep.

Structures:

Apparently they aren't required to be on a base, but will count as 120mm models even if they are not. 

Assassination and Execution modes:

This is again, mentioned in the article.  The only change is that Execution mode is new, and requires the killing blow to be dealt by the opposing Commander.  It's interesting, and looks like a lot of fun.  We'll have to just see if it becomes the standard format for a game, because if not, it probably won't see a lot of play.

Army Construction:

A few things are new here.  First, you no longer have warjack/warbeast points.  Instead, you're force to take a certain number of warjacks/warbeasts (1+ for 50 pts, 2+ for 75 pts, 3+ for 100 pts).  I'm not sure what will become the standard size yet.

You are required to spend every single point you have available.  Thankfully, there are command cards to suck up some points, but we'll get there in a second.

We get a note that when playing in the Unlimited Arena, we can actually build a Custom Army, letting us play with any models in a particular faction. 

Warjacks (well, MKIV warjacks) can be customized - you basically choose one option for each 'Hardpoint' on a warjack, and the choice will change the model's cost.  In the samples we see, the choices are for heads (giving the model a special rule), and a left and right arm (giving a choice of weapons).  I imagine in the future we'll see a lot more variety in choices.  You decide the loadout during army construction (because it affects the cost of the warjack).  

Oddly, the addition of customizable heads adds a bit more interest to the jacks, because the H damage spaces in the damage grid will turn off a special ability.  Kind of a cool side effect.

There will also be customizable warbeasts with customizable animi at some point.  Again, really cool.

You also choose a hand of five command cards when building an army.  They each have a once per game effect, and you can play up to two per turn (but only one per model/unit per turn).  Your choices are not secret.  There are going to be faction specific cards at some point, it sounds like, but all they've shown us so far are Generic ones.  These could cost army points!  There are a lot of free choices (enough to take only free cards), and so far the most expensive card is Spotters at 2 points, which gives a warrior model/unit Mark Target (shooting at targets nearby gives +2 to attack rolls).  Kind of a unique way to customize your army.

Terrain:

Mentioned in the article- Terrain gives -2" of movement.  They added hills, as I mentioned earlier.

They also added in ladders and stairs.  Now that we have elevation again, you can move up and down on ladders to get to higher points.  The rulebook has an error, and it doesn't actually say what the cost to do so is, but hey, now we may see some really cool boards and some great battles over them.

Summary:

Aaaaaand, that's basically it.  There's quite a lot different.  Some things I like, some I don't, but overall, I think they've made an interesting and compelling system that I am eager to try out.  I definitely was more down on the news and rules on first reading... but they've grown on me.  I can't wait to try the new game, and I'm eager to both try my old models, and get some new ones to fully take advantage of the rules!