Dreadnoughts or Warjacks? Which do you prefer? |
Here are what I see as some of the key points of Warmahordes, that really distinguish between it and 40k/Fantasy, aside from the obvious factions and fluff.
1. Warmachine is centered around heroic individuals, that lead and support your force.
2. Changing casters can completely change the style of play of an army.
3. When these individuals die, you lose the game, regardless of the condition of the rest of your army.
4. Each model/unit does all phases of activation at a time, rather than army-wide move-shoot-combat.
5. You-go/I-go system, with no dice control outside of your turn.
6. Knowledge of both your army and your opponent's army is vital
7. Warmachine is a skirmish level game = few miniatures. Not truly epic!
One might add to that:
8. Sculpts are, on average, of superior quality (though this is, of course, in the eye of the beholder).
and 9. Privateer Press is a company that appears to value interaction with their customers.
but I wouldn't want to sound too much like what VT2 would call a "fanboi." Let's start with #1.
1. Warmachine is centered around heroic individuals, that lead and support your force.
Whatever force you choose, whatever faction you play, it will include a warcaster or warlock. These are the heroic individuals that lead the force, support it with various rules and spells, and occasionally do the deed of killing the opposing caster themselves. Mandatory, much like an HQ.
I will specify here what I mean by "heroic," as VT2 makes the point that in at least the GW sense, most of these individuals are not truly "heroic." As an example, let's use Lord Draigo, of the Grey Knights. Draigo is the utter epitome of heroism - he can take on otherworldly demi-gods and win, he can live forever, he's revered by all, etc. etc. Rules-wise, he has the best wargear, the Grandmaster special abilities, a better statline than comparable characters, and so on.
Not this badass... for a reason! |
I will note here that each character does often have special rules, in addition to their spells and weapons, that can help or support certain types of troops. Counter to what VT2 believes, no tiers are required for this. For example, Feora, Protector of the Flame grants Fearless to all Flameguard models in her control as a passive ability. Grand Exemplar Kreoss gives all Exemplar models in his army immunity to continuous effects as a passive ability. In addition, each caster has a unique spell list, with at least one signature spell that's not found anywhere else in the game. The particular spells on a caster's list can be what makes a caster very good (Major Victoria Haley of Cygnar, for instance) or very poor (Captain E. Dominic Darius, also of Cygnar, for instance).
2. Changing casters can completely change the style of play of an army.
Casters are extremely varied within a faction, even from one incarnation of the character to the next (known as their Epic form). Their different abilities, stats, and spell lists means that they can use the same models in different ways. This is both similar and different to 40k. The best corollary I can think of are the different special characters in the Codex: Space Marines and how they modify Chapter Tactics. A Vulkan army will play very differently from a Pedro army, and indeed taking different warcasters can lead to a very different army. However, you'll often want different models in each SM list to take the most advantage, while the same models can work just as well in a Warmachine list with different casters. Sticking with Menoth, let's consider how this might work with Temple Flameguard, a basic 4/6 point unit with Reach, Shield Wall, and combined melee attacks.
She only wishes her troops had meltaguns! |
In contrast, what if the commander of the army was Grand Scrutator Severius, a much more backfield caster? Here, the Flameguard are going to be much more defensive in general, acting as a screen and protection to keep anything from getting through to Severius. They might be moving slower and using their Shield Wall ability much more. In addition, Severius can support them defensively using Defenders Ward, which boosts both the defense and armor of the Flameguard, but has little to specifically support them offensively other than his control-wide boost spell. One unit, two very different uses with only the change of a warcaster. If this type of army-flexibility is appealing to you, then maybe Warmahordes is a good fit. Bonus - you don't have to repaint your entire army color scheme to avoid being called a WAAC counts-as jerk!
3. When these individuals die, you lose the game, regardless of the condition of the rest of your army.
A very large difference between 40k/Fantasy and Warmahordes is that the game ends, period, upon the death of your main caster. It doesn't matter what the rest of your army is like, how dominant a position on the board you have; if your caster dies, you lose. To be fair, a lot of people do get unhappy about “caster kill = win.” This is particularly true when they've been dominating a game, hardly losing any models, and their opponent somehow sees an opening and with a few lucky rolls, kills your caster and wins. One can feel almost cheated. If this really ruins the game for you, then maybe Warmachine is not a system you want to play.
Allister Caine in another life? |
However, unlike VT2, I don't believe this is a bad thing. This makes it much more difficult to play – how close do I dare get to the front lines with my caster? How much focus/fury should I spend this turn, leaving me open to retaliation on my opponent's? What type of models should I put in this list, to support my caster/let my caster support? Casters aren't designed to do everything on their own. It also means that if you're playing a scenario that your army cannot or has a very difficult time winning, you still have a chance of winning the game, no matter what.
For now, this article has gone on long enough, so let's pause, and I'll pick up the rest of the points in my next article.