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S.J.
May 19, 2008

Just who the hell do you think we are?

:siren: Get on the Discord Server https://discordapp.com/invite/f3VrHJ4 :siren:

So, what in the hell is Warmachine or Hordes?

Good question. It is a larger than skirmish level, but not nearly Warhammer sized, miniatures game wherein your primary objective is to find the most awesome possible way to throw giant angry dinosaurs into giant pissed off steam driven robots and hopefully kill your opponents Warlock or Warcaster (the leader of your opponents forces on the table) or dominate the table for victory on the way. Games are of a larger scale than Warhammer 40k or Warhammer Fantasy, meaning less dudes on the table, more emphasis on the movements and abilities of individual models, and much faster game play - including a tournament system that uses timed turns or chess clocks, which really makes things interesting.

A fuckton of releases came out during the second version of the game, greatly fleshing out each of the factions and even releasing an all new faction, the Art Deco styled clockwork robots of the Convergence of Cyriss. The newest version of the game has rebalanced and rejiggered almost every model in the game, and Privateer Press has announced plans to regularly and digitally update model rules, as well as providing cards for updated models on a periodic basis. There is also an app, War Room, where you can purchase the cards of whatever factions you'd like to have the information for in order to build army lists and track damage on your models throughout a game (you should probably still use cards for that though).

The world of Warmachine and Hordes is on the world of Caen, and the continent of Immoren. Most of the drama happens on the western half of the continent, with the Skorne Empire lying on the east, across the desert.




What's the difference between Warmachine and Hordes, then?

At the most basic level - their resource systems. Both games use the same basic rules set for movement, attacks, special abilities and so on, but have different rules for your Warcaster (Warmachine leader dude) and Warlock (Hordes leader dude).

In Warmachine, each Warcaster has a particular stat called Focus. Your Focus is what you use to drive your Warjacks as well as cast your spells. At the beginning of each turn, a Warcaster has as much focus as his focus stat allows him in order to cast spells during his activation (each of which have a particular cost), or he can give his focus out to his Warjacks in order to make them do awesome poo poo like throw dudes, headbutts, tramples, slams, etc, etc, or to do more basic functions like buying extra attacks with their weapons. Extra focus left over at the end of your Warcaster's activation is 'camped' and can be spent to mitigate damage from attacks.

In Hordes, each Warlock is given a Fury value instead of Focus. Fury is similar to focus in that you will be using it to cast spells or buy extra attacks for your Warlock, but you do not automatically regenerate all of your Fury at the beginning of your turns. Instead, you must build Fury on your warbeasts by forcing them to run, maul dudes, slam, etc, similar to how Warjacks spend focus. Then at the beginning of your turn, your Warlock siphons the fury that his warbeasts have accumulated back onto himself so that he can continue getting work done. Extra Fury that a Warlock does not spend is 'camped' and can be used to transfer damage from attacks that hit the warlock to one of their warbeasts, but does not allow them to completely mitigate damage.

The downside to the Hordes resource system is that if you can't take all of the Fury off of your beasts (ie, your caster is topped out on Fury), then there is a chance that your beast can flip the gently caress out and frenzy, punching the poo poo out of whoever is closest to them, and denying you the ability to use them for a turn!

Warcasters and Warlocks have stories that progress along with the game, and with those stories come changes to the character. As a result, some versions of these models have different versions - Haley 1, Haley 2, Haley 3, for instance are the 3 different versions currently available of the Cygnar Warcasters Captain Victoria Haley, Major Victoria Haley, and Major Prime Victoria Haley. She's a bad-rear end time wizard with some really cool changes to her character that make the different versions of her play completely differently on the table. And since the Warlocks/Warcasters in this game are so diverse, you can have a very different play style for your army by switching between these models, with entirely different special abilities, weapons, and feats.

What do I need to start this game?

The most basic thing you can do to start the game is to pick one of the factions Battlegroups. Battlegroups MSRP for 39.99 USD, and are considerably cheaper than buying the individual models that they contain. These boxes are wonderful for learning the basics of the game - they contain models, starter rules, starter play mats, dice, as well as spell and focus/fury tokens. They really are the best place to start and learn the basics. Here are two of them for reference:

Khador Battlegroup


Legion of Everblight Battlegroup


That's actually all you need to start out. No eighty five dollar rulebooks, no forty dollar army book or codex. The battlegroup comes with the rules, and the full stat cards for each of the miniatures in the box. The full rules are also available online for free (Warmachine: Prime and Hordes: Primal). The cards you'll want for individual model rules come with the models when you purchase them and contain all of the models relevant rules, stats, and abilities.

:siren: Make sure to check Privateer Press' website periodically for digital errata/FAQ/card and rule updates :siren:

Warmachine Factions



The people of Khador are hardy and patriotic, and have long been at odds with their neighbors to the south, Cygnar. It is a strong nation, with toughness bred and trained into them from their harsh northern environment. They have recently fought through an expansionist war into the Thornwood against Cygnar, devastating the militaries of both sides and culminating in an alliance of necessity against a secret and massive army of Cryx. Their weapons are the burliest warjacks, sick-rear end artillery and guns, and tough, hard hitting infantry that they can run a lot of if needed. Their warjacks aren't the most sophisticated or have the best stats, but they have high armor values and can hit like loving freight trains. Khador doesn't have a ton of tricks and tends to play very straight forward. They love ice themed poo poo because they're from the north, and they have an order of wizards that is ready and willing to dig into the darkest magical recesses of the world's past in order to give their nation new weapons to fight. Khador can use tons of Winter Guard or elite Iron Fang Pikemen backed up by powerful but inaccurate gunfire and can literally be motivated to keep fighting through mortal wounds for their motherland. They have the toughest and hardest hitting warjacks in the game at the cost of speed, and have some of the hardest to kill medium-weight infantry in the game in the form of the tank-like Man-o-Wars. Powerful magic buffs, excellent infantry and reliable warjacks will bring victory to the motherland. Khador will strangle you with their resilience and blast you apart.



Cygnar is a modern, technologically advanced nation of fertile fields, a professional military, and a dark past. Not long ago, the nation was led by king Vinter Raelthorn IV, a brutal and paranoid patriot who unleashed a brutal inquisition upon his own people. His brother Leto led a coup against him, removing him from power and forcing him to flee. Many in the nation resent Leto for this still despite being pardoned of their crimes, and plot to overthrow the king. Cygnar has flourished since then, embracing a peaceful lifestyle, and technological advancements. Most recently, Leto has abdicated the throne to Vinter's son, who now rules. Cygnar's military contains high tech lightning spewing nonsense, an entire order of wizards that decided to become pistoleers and wear fancy hats and grow mustaches, tons of long range, highly accurate guns, and world war 1 doughboys all rolled into one. Cygnar is a combined arms force with powerful ranged weaponry and an emphasis on defensive magic. Their warjacks are advanced, with excellent offensive stats and solid weaponry but aren't particularly highly armored. Although Cygnar is currently ruled by a king who deposed his insane, tyrannical brother in order to bring his nation back to rationality, they're also responsible for removing Trollblood tribes from their native land and getting really, inhumanely nasty in their original war against the Protectorate of Menoth. Cygnar reaches far and accurately across the battlefield with a diverse range of guns, magic, and technology, and can utilize specialists in any part of the game to expertly crack an opponents army open like a blast of thunder.



Religious fundamentalists forced to live in a lovely desert, who then found flamethrowers, giant robots, and great oil supplies. Menoth is the god of mankind, who both created them and helped them rebuild civilization in ancient and chaotic times through walls, laws, and faith. Menites were forced out of Cygnar in recent years, forming the Protectorate and after languishing for years, came back with a vengeance, bad-rear end robots, and also literally have god on their side. The various priesthoods rule the nation and bring Menoth's decree to their people. And through their crusades, they'll bring the righteous wrath of the creator to every corner of the world, saving, or destroying, every soul they find along the way. They sing hymns at their warjacks to protect them and make them kill you even harder, have created orders of some of the greatest melee weapon masters in the entire world, love setting poo poo on fire, and god will literally come help kick your rear end at their behest. Menoth is a denial faction, and have a variety of tools and abilities that make them more difficult to kill or manipulate, including spell or ranged attack immunity for their warjacks, infantry that god will literally bring back onto the battlefield, and Knight Errants that will sacrifice themselves for each other in order to gently caress over all the cool poo poo that you had planned on your turn. They're often slower than other factions, but make up for it with powerful guns and magic. They'll overcome your assault with fervor and leave you smashed apart against their wall of infantry and armor.



The Nightmare Empire is ruled by Toruk, the progenitor of all the dragons in Immoren, and king piece of poo poo rear end in a top hat supreme. A long time ago, Toruk thought about how loving sick it would be if he took his athanc, his soul, and split it up, forming many dragons over which he would rule. Turns out that was a bad idea because Toruk is a lovely dad, and the other dragons teamed up on him. He was forced to flee and since then has constructed the nation of Cryx in order to find his progeny who have hid throughout the world so he can consume them and regain his original power, spreading evil darkness throughout the world and turning Immoren into a realm of undeath with him in charge of everything, forever. Pretty metal. Thematically, Cryx is diverse, with ravening hordes of undead robo-zombies, ghostly and living pirate crews, the savage Satyxis backed up by Banes, evil souls brought back into physical form, terrifying and savage Helljacks and extremely deadly and crippling offensive magic. Cryx will collect your souls and corpses to fuel and power up their warjacks and warcasters and has a multitude of options for creating new models from friendly and enemy casualties as you play the game. Cryx's specializes in hitting hard and fast in melee with debuffs galore, and tend to be glass cannons with tons of magic support but relatively little ranged weaponry compared to other factions, though the guns they do have are potent.



The elves of Ios' gods are dead. Well, not all of them. But when the bridge between our world and theirs collapsed, a cataclysmic rend was torn in the world, splitting the continent in two via a vast desert, across which the Skorne empire lies. The gods were left stranded, and ushered their people to settle Ios, which has continued on since. The gods themselves wandered for a time to try and find their way back home, and all but two died in their wandering. Elves born without souls have begun being born with more and more frequency in recent years, and the Retribution reckons that this problem is tied into the destruction of the elven gods, which they blame squarely on the rise of magic in humanity. As a result, they are on a mission to eliminate every last human mage from existence. They've gained more support as time goes on with their own people and have transformed a small organization into a legitimate military, with advanced technology and firearms, and Myrmidons, a new type of warjack, that draws ambient energy from the environment to fuel itself, it's weapons, and potentially the energy shield that it protects itself with. The Retribution has elite warjacks and infantry that specialize in a variety of roles, especially eliminating enemy spell casters, warjacks, and the ability to manipulate opposing models positioning on the board with raw force. They'll leave you blindsided and torn apart, and even utilize their soulless in order to protect themselves from magic attack.



A small, secret cult of machine worshippers that has grown into a more potent force in recent years, the Convergence is the most recently added faction to the game. The convergence is a clockwork faction and plays appropriately, with rube goldberg style turns that require each part of your army to execute their role with precision. If you do that, however, the results are devastating - robotic infantry rebuilt every turn, enemy models unable to properly bring their abilities to bear on your excellently positioned and armored models while your unique and odd ranged weaponry tears into your opponent. Many Convergence units can switch between two modes of attack or defense to allow them to adapt to the situation at hand. Convergence warjacks are unique in that your focus resource flows like a power conduit as it is spent through the warjacks in your army, giving them unprecedented efficiency and power, but only if you can plan and position accordingly. Each part of your army is a cog in the machine that will grind your opponent into dust.



Mercenaries are a tremendously diverse range of models from pirates to dwarven mercenaries to a number of models that would otherwise be full fledged members of other factions. Mercenaries contain a number of different sub-factions that play decently well together and exceptionally well within their own sub-faction. They have arguably the most powerful Colossals in the game, outstanding infantry, aggressively costed and efficient warjacks, and some exceptionally powerful Warcasters. They're almost too diverse to give them credit in a short write up, so ask in the thread if you have any questions about them. Mercenary models can also be used for the other Warmachine factions in order to shore up holes in your gameplay if you see fit.

Hordes Factions



The kriels of the Trollbloods are a mix of scottish and native american themes, resulting in large, powerful and resilient warriors who can take a beating, take a drink, and take you the gently caress out. The kriels have been betrayed and pushed out of their ancestral homelands by the nations of men, and they're sick of your poo poo. Some of their warlocks fight to protect their people, but many of them fight to smash aside their enemies and drown in their screams as they take back their rightful land and heritage as the baddest motherfuckers around. They have a spiritual connection with the earth, Dhunia, and the life force that comes from her. The Trolls are a faction composed almost entirely of medium-based or larger models, giving them a unique board-presence that overwhelms and contains their opponents. They have exceptionally powerful warriors, buffing them with tales of old warriors and battle cries that can strengthen their sword arms or cripple their enemies. Their warbeasts are hardy and tied, quite literally, to the land itself - they manifest a variety of elements and can bring a huge array of elemental powers to the field, or the larger dire trolls will simply smash you, rend you, and then eat you to regain their strength. Powerful and resilient infantry with many overlapping buffs combine with a diverse tool set from their warbeasts that will rend you apart. Trollbloods have many interlocking synergies in their armies and avoiding all of them is impossible for their opponents - they'll take back their land and have you for a snack in the meantime.



The Circle consists of powerful druids with goals that are not always in alignment with one another. More destructive sects wish to see the civilizations of the world drown in blood and fire, reasserting the domination of the chaotic landscapes of the world over the ruins of civilization. Others want to maintain the balance between the natural world and the world of walls and laws to prevent catastrophic damage that could result from the chaos that would bring the Devourer Worm returning from his wrestling match with Menoth in the afterworld, Urcean, and destroying all of the world along with it. Circle has some of the naturally fastest warbeasts and infantry along with various movement shenanigans and the ability to teleport models in their magical stone circles around the table. Their military forces consist of Wolfsworn militias, ravenous and terribly bloodthirsty half-wolf Tharn, and powerful druids that control the elements and tap into the leylines of energy that run around the world. In addition to transforming people into towering Warpwolves, they also utilize Satyrs, Griffons, cerberus-like Argus and constructs made from the stone and sinew of the world itself. They utilize powerful elemental magic and a diverse array of agile and sturdy warbeasts to bring civilization low.



The Skorne Empire is an old and powerful civilization on the eastern part of the continent, valiant and fearless warriors who wish to prove themselves in battle so that they may earn the right to live on, thanks to their actions, through eternity. Their souls, transferred into special stones, can be placed inside animated constructs so that they can continue to fight on for their house, their family, and their people, for all time. It is the highest honor, and one to which all Skorne aspire. As an empire, the Skorne have swept westward across the wound that the death of the elven gods created, a blasted desert that none but the Skorne would dare pass, to find new fields and new people to conquer and enslave. Their herds of elephant like Titans and savage Cyclopes, along with an assortment of more exotic beasts, have all been tamed and trained into weapons of war by the expert beast masters of the Skorne Empire. The Skorne have been evolving into a truly modern military, with ranged weaponry of brutal power being wielded by both infantry and, with increasing frequency, their titanic warbeasts. But the Skorne excel in hand to hand combat, with brutally hard hitting warbeasts and well trained infantry. The Skorne can use the souls of their fallen warriors to fuel their dark magic, but no cost is too high if victory is the goal.



Remember Toruk? This is one of his rear end in a top hat kids. Everblight was killed once (not that that really matters to a dragon) and rather than reforming himself a new body that would attract attention, decided to go about things in a more subtle way. Slowly but assuredly corrupting the land and peoples in the north, particularly the Nyss elves and Ogrun that lived in the area, Everblight has created an empire of nightmares that rivals Cryx in it's horror, if not it's scale. Grotesque blood and corpse fueled magic and diabolic spawning pits have brought forth the dragon like warbeasts of Everblight into the world. Everblight's intentions are much the same as Toruk's - hunt down his rival dragons and consume them. Currently, Everblight's athanc is housed within an ogrun, Thagrosh, and his presence there is mutating and warping him into something completely new. But this serves it's purpose, as making his presence too obvious could invite disaster from his rivals or from Cryx. Legion utilizes the corpses of friends and foes to craft new lesser warbeasts on the field, while their hard-hitting but fragile warriors are backed up by larger more powerful dragonspawn or the flying and mobile dragonspawn that can chase opponents down. Corrosive fire spews forth from their beasts and the Nyss unleash talented swordsmen and a hail of arrows to bring Everblight's corruption to the world.



Minions are similar to the mercenaries of Warmachine, but haven't been around quite as long. With the new edition of the game they've become a much more fully fledged faction and are scary as hell to play against. Gatormen, Pigmen, and a variety of other units, warbeasts, and more can all fight together as one or be added to the armies of Hordes if you desire.


Use http://conflictchamber.com/ for your free list building needs! No rules, but you can save and share lists and stuff. It's pretty great.

http://museonminis.com/ hosts a variety of podcasts that you may or may not find interesting and useful!


I'll be adding more to the OP as necessary.

S.J. fucked around with this message at 03:04 on Aug 4, 2018

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S.J.
May 19, 2008

Just who the hell do you think we are?

Monsterpocalypse effort post incoming

S.J. fucked around with this message at 07:26 on Mar 16, 2019

S.J.
May 19, 2008

Just who the hell do you think we are?

If there's anything you want added to the OP or altered, let me know so I can smugly ignore you

S.J.
May 19, 2008

Just who the hell do you think we are?


gently caress you

S.J.
May 19, 2008

Just who the hell do you think we are?

chutche2 posted:

Skorne writeup should just be a fart sound.

I'm not going to change the skorne writeup to your posting but thank you for the advice

S.J.
May 19, 2008

Just who the hell do you think we are?

fnordcircle posted:

No seriously - AoS levels of stupid in that ruling.

Yeah. A lot of the rulings so far have been more like catching stupid editing problems more than anything. This is just moronic. Especially since, for whatever reason, critical effects aren't optional anymore. Which really sucks for heavies with crit slam and stuff like that.

Gearhead posted:

Still playing Cryx. I'm just shifting the balance of my infantry vs Warjacks a bit.

I can see Reaper getting a lot of work done.

Reaper is hella good now. The threat extension is real.

S.J.
May 19, 2008

Just who the hell do you think we are?

Keep the suggestions coming guys, I'm not ignoring you

S.J.
May 19, 2008

Just who the hell do you think we are?

KPC_Mammon posted:

With the new knockdown/gang ruling it's starting to look like Brute Thralls are the best infantry option in Cryx. I just finished painting some today. :hellyeah:

The carrion birds will be legit.

S.J.
May 19, 2008

Just who the hell do you think we are?

Khisanth Magus posted:

Couple fluff corrections:

1) As of MK3 Leto is no longer king of Cygnar, he abdicated in favor of Vinter's son, Julius.
2) The Iosan gods didn't die when the bridge exploded. They were all alive, and led their people to the west out of the wasteland. After the elves settled down in Ios, all of the gods left to go try and find a way back to their own realm because them being on Caen was loving things up. All but 2 of them died in their wanderings, coincidently at the same time that Tharmar gifted humans the ability to use magic.

I have read literally zero Mk3 fluff yet so thanks

S.J.
May 19, 2008

Just who the hell do you think we are?

Wizard Styles posted:

Huh, really? I can't think of a single crit effect that was optional in Mk2 and isn't anymore. Crit Pitch still lets you choose. At least that's what the leaked cards say. Is this War Room being terrible again?

The ability to optionally trigger critials in Mk2 was because the rulebook specifically said you could choose not to use criticals when you rolled them. There's no such line in the rulebook now. Some of the critical effects in the game say 'can' now, so you don't have to, but critical knockdown on Satyxis Raiders, for instance, doesn't have that kind of wording. So if they crit they lose their gang bonus and there's nothing you can do about it.

S.J.
May 19, 2008

Just who the hell do you think we are?

Meeplemart's posts have been both hilarious as well as extremely unprofessional and it makes me laugh pretty hard

S.J.
May 19, 2008

Just who the hell do you think we are?

rantmo posted:

gently caress, is it too late to change the thread title?

SON OF A BITCH

S.J.
May 19, 2008

Just who the hell do you think we are?

I hate that I don't feel like you're being needlessly reactionary over the flank thing, because that's the first really significant 'what the gently caress' I've seen out of PP for a while. I wouldn't expect that ruling to last, but that doesn't make it okay.

S.J.
May 19, 2008

Just who the hell do you think we are?

SERPUS posted:

A lot of the comments being posted in here aren't even making sense. Have you people actually been playing the game or just read inflammatory blogs and forums? The transition has been really smooth for my local meta of about 16 regulars. There were no big surprises anywhere. We've just kept on playing this whole time.

I don't think anyone here is being particularly vitriolic, just disappointed in the obvious mistakes that got pushed through into print. Especially given PP's track record. Which is fine - I'm not going to stop playing the game because it needs some errata (which was going to happen regardless) and honestly nothing rules wise I've seen is nearly as oppressive as Gaspy2 was when Mk2 launched in my eyes.

S.J.
May 19, 2008

Just who the hell do you think we are?

Gearhead posted:

I'm not sure it's possible to be more oppressive than Gaspy2 other than turning loose the former emperor of Cygnar as a statted model.

Exactly. And the game ended up being fine. But it was still bullshit.

S.J.
May 19, 2008

Just who the hell do you think we are?

Khisanth Magus posted:

Given that Vinter is dead as a doornail I do not think there is much need to worry about that happening!

wat

jubelio posted:

I think that there is room to be annoyed by dumb stuff and still have a 'fine' game. They are definitely opening themselves up to more scrutiny by promising shorter ruling cycles if they dont deal with the bullshit though.

That's my point though. I mean, I assume we're agreeing here.

S.J.
May 19, 2008

Just who the hell do you think we are?

e: derp

S.J.
May 19, 2008

Just who the hell do you think we are?

PaintVagrant posted:

Welp gotta go get one of those new fangled avatars. gently caress.

Be real with me, how many factions you gonna go through in Mark 3 so that I never feel like painting again

S.J.
May 19, 2008

Just who the hell do you think we are?

moths posted:

Fixing a problem for some situations (but not others) is exactly how you end up with D&D Next.

I'm laughing pretty hard right now, this is great

S.J.
May 19, 2008

Just who the hell do you think we are?

Well now I'm gonna have to read the loving fluff UGH THANKS THIS IS TURNING MORE AND MORE INTO WARHAMMER EVERY MINUTE

I am being sarcastic okay

S.J.
May 19, 2008

Just who the hell do you think we are?

AnElegantPeacock posted:

High Exemplar Kreoss - WJ: +29
- Reckoner - PC: 16 (Battlegroup Points Used: 16)
- Reckoner - PC: 16 (Battlegroup Points Used: 13)
- Redeemer - PC: 11
- Redeemer - PC: 11

Vassal of Menoth - PC: 3
Rhupert Carvolo, Piper of Ord - PC: 4
Eiryss, Mage Hunter of Ios - PC: 7
Anastasia di Bray - PC: 3

Exemplar Errants - Leader & 9 Grunts: 16
- Exemplar Errant Officer & Standard - Officer & Standard: 4
Choir of Menoth - Leader & 3 Grunts: 4
Knights Exemplar - Leader & 5 Grunts: 9

Gonna toss this at S.J.'s blue boys tonight. I think I got this. I ain't afraid of no stormnouns.

Good game, dude! Holy poo poo Sword Knights + Rhupert are just god drat mean.

S.J.
May 19, 2008

Just who the hell do you think we are?

Gearhead posted:

The worst offender is a variant of Striker2 leaping over a wall on his horse with a flag. THAT is top heavy.

If you're talking about Stryker 3's model, that thing is top heavy but very centrally balanced. It plays perfectly.

S.J.
May 19, 2008

Just who the hell do you think we are?

Excelsiortothemax posted:

What list did you use? Currently I have them in a Haley 3 list because Def 17 makes me giggle.

Nothing crazy, just wanted to try some melee oriented stuff out

Haley 2
-squire
-thorn
-centurion
stormblade captain
-stormclad
journeyman
-sentinel
10 Sword Knights
Rhupert
Eyriss 2

A little but of flanking help from Thorn meant that the Sword Knights + Rhupert went through an entire unit of Errants and Knights Exemplar. Technically only six sword knights, four of them died to assault shots, the others abused the gently caress out of DEF 15 and no-KD tough.

Definitely use them with Haley 3 thought. That poo poo's fantastic.

e: Also, for anyone who's curious, I was able to place and receive a restock order of Battlegroups and decks this week with no issues from ACD.

S.J. fucked around with this message at 16:18 on Jul 1, 2016

S.J.
May 19, 2008

Just who the hell do you think we are?

rkajdi posted:

Quick question: With new models, should I be expecting to get MKIII cards for stuff that's been ordered since the transition? If not, is there any kind of program to get the cards for them, like during the MKII transition? I like playing with cards and not war room, but I don't feel like paying an extra $20 tax on getting Lynissa Ryssal for my Ret.

The store you get them from, as long as they got a retailer kit, should have replacement cards that you can get when you purchase the model. Other than that I think all the stuff that's shipping out now has new cards in it.

S.J.
May 19, 2008

Just who the hell do you think we are?

I want Cygnar magnus so god drat hard


I want a Cygnar Warcaster Unit that consists of Stryker 4 and Magnus 3

S.J.
May 19, 2008

Just who the hell do you think we are?

Just realized Maddox is a Storm Knight :stare:

S.J.
May 19, 2008

Just who the hell do you think we are?

SERPUS posted:

There really should be some spoilers here.

lol you didn't even spoil the quote

S.J.
May 19, 2008

Just who the hell do you think we are?

And I want Magnus as Cygnar so hard :allears:

S.J.
May 19, 2008

Just who the hell do you think we are?

Fyrbrand posted:

Mountain King is good now and I'm just not sure how to handle that you guys

I'm pretty sure "Doomshaper 2" is a good way to handle that

S.J.
May 19, 2008

Just who the hell do you think we are?

Fyrbrand posted:

I was rolling with Ragnor, but this is probably going to happen too.

Killing satyrs with two hits each was fun and good, especially when he tanked a retaliation from a Stalker that charged for free with Primal and warped STR. :getin:

Tell me more :allears:

S.J.
May 19, 2008

Just who the hell do you think we are?

EnjoiThePureTrip posted:

Is there a good list builder for MKIII? ForwardKommander appears to be done with MKII.

Conflict Chamber. I added it to the bottom of the OP

S.J. fucked around with this message at 22:08 on Jul 3, 2016

S.J.
May 19, 2008

Just who the hell do you think we are?

LordAba posted:

I'm pretty sure you can only get 3" of beatback if you are going for the throw.
Plus it is fairly easy to see coming, and to stop the goat from getting close enough behind your heaviest to do it. The electro-tentacles from Kreuger helps with that, and the threat of it could be enough to keep other players on their toes.

I was hoping you could field a goat army, but it still looks like you need wolves to take down the heavy things. I could be wrong though!

You'll need riphorns to kill heavies, and if you wanna do that you need a list that has more jamming potential or a feat that can stop the opponent in their tracks. The problem isn't that the riphorn can't kill stuff anyways, it's just that it doesn't have the threat range of a stalker. For the cost though I could certainly see some lists that use a pair of them. An extra initial is pretty legit.

S.J.
May 19, 2008

Just who the hell do you think we are?

omnibobb posted:

I played a Journeyman league game today against the Skorne box and the dude got super salty I wouldnt let him put his titan in my face and ran an assassination against him.

Good poo poo.

S.J.
May 19, 2008

Just who the hell do you think we are?

xiw posted:

http://conflictchamber.com/#b21be-0jge0m0t0F090v1u23231Y
(Amon 1) High Allegiant Amon Ad-Raza [+29]
- Crusader [10]
- Devout [9]
- Guardian [15]
- Reckoner [16]
- Vanquisher [17]
- Vigilant [9]
- Templar [15]
Choir of Menoth (max) [6]
Vassal of Menoth [3]
Vassal of Menoth [3]
Vassal Mechanik [1]
Armory

Mostly 'how many painted heavies can I fit in 75 pts' but everything was pretty handy - the templar is a great fortify target and I jammed with it in every game, guardian is your MAT7/9 synergy starter, reckoner provides flare/ashenveil/a gun and has the longest threat, vanquisher means you're not helpless against infantry swarms, and crusader handles cleanup at POW23. Meanwhile you're surprise shield guarding with the templar/devout and keeping Amon safe with the vigilant. Armory on the vanquisher saved my butt against Cryx. The chain weapons are also great.

Someone just pointed out the Menoth forums you can throw Amon 6" or 9" with a castigator or judicator, build synergy, then forfeit Amon's combat action, advance 6" with parry (or 8" with mobility if you need it), then buy flashing blade attacks. If you're willing to risk taking a POW18+3d6 (only kills him on triple 6's if you spend focus) you can throw at an enemy target to avoid deviation. This gives him 19" of personal threat and you get to measure out to see if it's doable before you commit.

Actually, the only time a throw deviates is if you attempt to target a model and miss. If you just throw directly away, there's no deviation.

S.J.
May 19, 2008

Just who the hell do you think we are?

A certain amount of abstraction is necessary in a miniature game.

I'd be amazed if the gang/etc poo poo remained unchanged though.

S.J.
May 19, 2008

Just who the hell do you think we are?

LordAba posted:

This release seems odd compared to the MKII. Granted, MKII did a lot more to change the game, but it felt like it was not only launched better but the lead up time to it was longer and had more going for it. Maybe that's the rose tinted glasses....

The field test was a poo poo show of white noise. There were good parts, but a lot of useless information.

No matter what anyone thinks of Mk3, Gaspy 2's Mk2 feat made it through a public playtest.

S.J.
May 19, 2008

Just who the hell do you think we are?

Yeah so far the mistakes have been just straight up acknowledged and fixed. I think the knock down/gang/etc issue is really the only thing I've seen that actually annoyed me, and I'll be genuinely surprised if that remains unchanged.

S.J.
May 19, 2008

Just who the hell do you think we are?

Sloan, Caine 2, Irusk 2, Butcher 3(?), ????

These guys I can see getting put on the chopping block. Dunno about any Ret or Menoth casters. Cryx seems fine-ish.

S.J.
May 19, 2008

Just who the hell do you think we are?

PaintVagrant posted:

Y'all are pretty mad for being in an open beta

I ain't mad, robots are where it's fuckin at

Dr. Red Ranger posted:

So, obviously I need to buy new faction decks for this update. I'm not as plugged in to the status of this rollout as you guys are, and apparently there are errors all over the place? Should I wait to buy them for corrections or will that not happen?

No, just buy the decks. Any corrections that happen will be on a card by card basis and all you need is whatever errata they put up online anyway so it doesn't matter. And it will probably be a while before they print any of that. There are a decent number of fixes that need made but compared to the amount of stuff in the game it's really not that bad

S.J. fucked around with this message at 22:43 on Jul 4, 2016

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S.J.
May 19, 2008

Just who the hell do you think we are?

Khisanth Magus posted:

Obviously they did some external testing, otherwise where did the French card leak come from?

The printers, same as GW

Bazanga posted:

Is it pretty common for plastic minis from PP to be shoddy? I just picked up the Khador all in one box and I have multiple minis with 2mm+ gaps in between attachments. I flat out cannot glue the Winter Guard Infantry Rocketeers together as-is, I'm having to use some green stuff to bridge the gap between their arms and sockets before even attempting to glue them together. Their arms are jutting off at such weird angles that only a tiny (and incorrect) portion of the joint is touching the body, leaving a huge gap everywhere else. The metal minis have been great, but these plastics are making me pull my hair out.

The last wargame I played was Warhammer 40k but that was a few years ago, but I don't remember having this much issue assembling the GW minis as I am with these. Maybe I got a bad batch?

It happens to some people more than others, but put in a ticket with them and they'll replace the minis or parts you need pretty promptly

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