Archive for the ‘Warmachine Analysis’ Category

Mk3 – Initial Thoughts / Rules Change Summary

Goats

Oh my. Goat Cav.

Played two games with the full rules over the weekend with Helynna (battle reports coming).

All in all Mk3 feels like… well Mk2. There are a lot of subtle changes, the vast majority we knew about prior to release, but the game from a mechanic perspective feels the same. If you understood Mk2, you’ll understand Mk3. There are lists of changes running around (linked and copied below for the lazy; thank you to PP forum user Dybbuk). Where the newness of the game comes in is from the vast changes in units. From my armies I’m finding a lot of the Menoth units which never saw use, I’m considering. I’m considering a lot more Warcasters from the Menoth and Circle pools, etc. Hopefully this means there will be more variety of warcasters / warlocks and actual army builds on the tabletop.

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Hello. Have you heard the good news about Warmachine??

Greetings One and All!

My name is Dawnlord Ed. I have spent much of my childhood and all of my adult life playing games (when I am not being a husband, a father, or killing terrorists). I will try damn near any game once. But, I have spent the last three years or so teaching and growing the Warmachine and Hordes community as part of the PP Press Gang and Kirby (in his infinite, pink wisdom) has brought me on board to post regularly about Warmahordes. (I also have a graduate degree in profanity so I am sure Kirby will have fun editing my posts and pictures!)

Now, before I get started, I know that this corner of the internet has always been pretty devoted to 40k. And, I know that Warmahordes is very polarizing in the gaming community. Especially in places where 40k is entrenched. In fact, after just mentioning the word “Warmachine,” I know several of you have pretty much made up your minds:

This Heretic

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Nerdcast Episode 7 – Initial thoughts on Issyria, Sibyl of Dawn

Another Nerdcast…about Warmachine!? What! Ya, we did something about Warmachine again. Issyria has just been released – full rules here, so Biscuit and I thought we’d get our nerd on and discuss her. Enjoy.

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Convergence of Cyriss – Clockwork Angels & Aurora Review

Figure Painters

          Wild here back again with another article on Convergence of Cyriss.  This time around is the dual focus of both the Clockwork Angels and the Angel Warcaster, Aurora.  The second release set of Convergence at the end of July saw both the first unit of Convergence release as well as the first non-construct Warcaster of the faction.  It’s also appropriate for them given how Aurora is not only an angel herself, although still fully alive in flesh, but also is the most synergistic with troops.  So this time around lets go over the two, focusing first on Aurora.

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Barrage Weapons – The Vehicle-Wrecking Super-Snipers of 6th Edition

Barrage Weapons – The Vehicle-Wrecking Super-Snipers of 6th Edition

In a prelude to the Heavy Support part of my Imperial Guard review, I am going to have a look at the way the rules governing Ordnance Batteries, Barrage Weapons and Indirect fire have changed. There are a lot of subtle changes, but what they add up to is a range of tanks that have become the Vehicle-Wrecking Super-Snipers of 6th Edition.

The focus of this article is on the best of the Barrage weapons, so it is very Imperial Guard-orientated, but many of the rules also apply to Whirlwinds and simlilar units. Whether you use IG as your primary force,  are considering allying in some Ordnance Batteries or are just likely to face them, you need to know these rules.

New: Includes the IG 1.1 FAQ  changes

Indirect Fire


The new rules for barrage weapons combine a lot of the old advantages of direct and indirect fire when they give the user the option that “Barrage weapons can fire indirect” (page 34), but give most of the advantages of indirect fire to anything that is a Barrage weapon.
Disadvantages: The only penalty firing indirect is that unit does not get to reduce scatter by their Ballistic Skill.
Advantages: None. That’s right; the old advantages that firing indirect meant you ignored intervening cover, hit side armour and counted the blast as coming from the centre of the marker are now default to all Barrage weapons, whether firing indirect or not.
When to fire Indirect:
Because it means the unit does not reduce scatter by BS and now does not grant any advantages, there are only three times you will want to fire Indirect:
  • When you don’t have Line of Sight to the target
  • When the target is within minimum range
o   This is a HUGE improvement to some weapons, especially the Basilisk and Colossus that previously could not even fire on enemies within 36” and 24” respectively. Not being able to reduce the shot by BS is a tiny price to pay for this new utility.
  • When the firing unit has a rule that says it cannot fire directly
o   For example the Colossus, DeathStrike and Griffon (see update below)

FAQ Update

Update: A new FAQ was released by GW today:
“Page 53 – Ordnance Battery, Griffon Heavy Mortar.
Ignore the reference to direct fire.”
The reference is “A Griffon heavy mortar cannot fire directly.”
“Page 53 – Ordnance Battery, Colossus Siege Mortar.
Ignore the reference to direct fire.”
The reference is “A colossus siege mortar cannot fire directly.”
The effect of these changes is that both of these weapons are no longer required to fire indirect, and therefor can reduce scatter by their BS if they can see their target and it is not within minimum range. The effect is similar to an improvement from 0 to 3 Ballistic Skill, and makes both vehicles even more appealing.
(The Deathstrike will probably be updated in a future FAQ when GW remembers it exists.)

Movement

Previously vehicles could only fire indirect when they had remained stationary. This reduced the utility of indirect-only vehicles like the colossus, which would never be able to fire in turn 1 of Dawn of War.
This restriction is gone, meaning that all vehicles with barrage weapons can move, and because “vehicles are relentless and can fire ordnance weapons counting as stationary” (page 41) you can fire when coming on from reserve.
Tip: Keeping fragile gun tanks in reserve is now much more viable as there are no penalties for moving and they can fire indirect either way. Consider using reserves if both you and your opponent have a Manticore or equivalent.
Tip: Because there are no penalties for moving, you should nudge your barrage tanks every turn. There’s always the chance the 3+ to hit will help you against a surprise charge by an enemy unit. Even if they are miles away, get into a habit.

Barrages Weapons against troops

Barrage Weapons are better than ever against non-vehicle units. 
  1. Cover saves from barrage are from centre of blast marker – which in many cases means they will not get a cover save at all if not in area terrain. Even an Aegis defence line does no good if the blast marker ends on the same side of the cover as the enemy.
  2. Sniping – you are free to place your blast marker over any enemy model in the unit; there is no requirement to cover as many as possible. (Page 33). You then work out how many enemy models are under the marker, and roll that many wounds. You then roll the amount of wounds as if they came from the centre of the blast marker. 
    1. This means that if you place the marker on a particular model, for example a Commissar in a unit of guardsmen, and score a hit and 6 wounds against the unit, you roll all wounds against the Commissar until he is either dead or you run out of wounds. Characters can try to use Look Out Sir! Rolls to avoid taking them, but luck only lasts so long.
If it’s not yet clear, between this ability to allocate wounds to a target and the fact that cover is only taken from the centre of the blast, these big guns are some of the best weapons in the game for sniping targets and avoiding wound-allocation shenanigans.
As a bonus, all Barrage weapons cause a pinning test (page 34)– it is no longer at minus 1 to their leadership, but works whether you fire direct or indirect.

Barrage Weapons against Vehicles

Barrage Weapons are better than ever against vehicles.
  1. First is the big change; the vehicle is hit any time any part of a blast marker ends up over the vehicle or its base. Previously it was a full strength hit only if the centre was over the vehicle, otherwise a half strength hit  usually to low to do any damage. Imagining that all barrage weapons can scatter an extra 2.5 inches and are thus now BS5.5 is only half the picture – the other half is the new ability to wreck several targets at once.
  2. “Hits against vehicles are always resolved against side armour” 34
  3. “assume the shot is coming from the centre of the blast marker” makes them likely to avoid giving vehicles most cover saves
  4. Most barrage weapons are also ordnance, which as a rule that allows 2 dice and pick the highest (page 51) when rolling to penetrate vehicles.
The downside to all this is that the popular AP4 and AP3 barrage weapons are now less likely to get an ‘explodes’ result since they don’t have bonuses on the vehicle damage chart, but it’s a small price to pay for the amount of hull points they are going to strip.

Barrage Weapons against Flyers

Do not work. They can’t snapfire, and cannot fire at Flyers. Never mind, you can’t have everything.

Barrage Weapons against Ruins

Barrage weapons always hit the highest level that is under the hole in the centre of the marker (page 100). Note that this is a rule for all barrages all the time, and is not just when firing them indirect, so it is possible for the enemies of the Imperium to cower deep in their lairs and caves and stay safe. Send in the flamers, boys.

Multiple barrages

In 6th Edition, if a unit fires more than 1 shot, place the marker and roll for scatter. Subsequent shots only need to roll the scatter dice, which shows the direction the next template should be placed in. If a hit is rolled place the blast marker touching any part of any marker that has already been placed (note it does not necessarily have to be placed touching the original marker and does not have to be centred on a model, so you can often get more hits on other units).
“Then allocate wounds caused to model closest to the centre of the appropriate blast marker” – which gives you another chance to snipe models out of a unit.
Tip: This is important if you are using multiple barrage weapons at tournaments. Scatter dice are funny things, and it is really hard to ever get two people to agree on the exact angle. If you think it’s bad with 1 scatter roll, try doing three, when your opponent really really doesn’t want you to be able to vapourise their favourite model they were up until 3am painting before the tournament.

Rolling near the target is great advice but only takes you so far, so what I have done is “invented” a little tripod; by lucky coincidence the Large Blast is the same size as a CD, so if you take the clear transparent top from a spindle of blank CD/DVDs and cut it so that it has 3 legs, you can use this to place the original blast marker and then move it. This gets you maximum fair amount of casualties without demolishing your Sports Score – and scored me a ‘Hobby’ point as a bonus.

Multiple Barrages and FAQ 1.1a

GW released a new FAQ on the same day this article was published, and it included the following:

  • Q: In a multiple barrage, do you determine all of the hits and all of the Wounds separately for each blast, or do you resolve all of blasts in one go? (p34)
  • A: Work out the total number of models hit by each template, then proceed to allocate Wounds and remove casualties as normal for the models hit by each seperate template.

When firing a multiple barrage, you do not work out the hits and wounds for each template one at a time; if you did them seperately for each blast then the first blast would hit an intact squad, the second would hit a squad depleted by casualties from the first and the third would hit an even smaller squad, etc, which would be incorrect.

This FAQ does not change how the wounds are allocated, so they are still from the centre of the blast and in the case of a multiple barrage you will need to note which models were closest to the centre of each blast.

All wounds and casualties are then allocated and removed in one go, starting with the models closest to the first blast that hit, then moving on to the models closest to the centre of any subsequent ones.

Secondary Weapons

In another change, “Vehicles can move and fire ordnance, but if firing ordnance can only make snap shots with other weapons. “ This means that a vehicle can now fire it’s massive gun and still take pot shots with a heavy bolter or similar weapon. Firing 3 shots at BS1 will get you a free hit every 2 turns you wouldn’t have had before.
Tip: Don’t do it. Resist temptation to roll 3 extra dice and instead take a Heavy Flamer on at least one barrage tank (generally the one nearest the board edge vs outflankers or nearest the enemy otherwise). The Heavy Flamer is so much better than a BS1 HB, even if you only use it once per game. The heavy flamer is a great way to make opponents a lot more nervous about outflanking, because although Vehicles can’t fire on overwatch, the outflankers can’t charge on arrival so you may have time to invite them to a barbeque.
In my opinion, Manticores in particular should always take the Heavy Flamer, because they generally run out of ammo on turn 4 and now can move an impressive 18” on turn 5 to get into heavy flamer territory for the end game.

The One Gun Syndrome

The IG Barrage Tanks did not literally suffer from the one-gun syndrome, where tanks lost their weapon and became useless, but even with multiple weapons they certainly suffered a massive loss in use because it was always the best gun taken. The change to weapon destroyed results being randomised is a big plus for all gun tanks, especially these.

 

Open Topped

Four of the six IG Barrage tanks are open topped. Now that there is no roll on the chart for glances, the disadvantages this causes are smaller. Unless the hit is a penetration, open topped is now irrelevant.
Tip: This one is simple; don’t spend 15 points on Enclosed Crew Compartments to fix a problem the rules have already improved.

Ordnance Barrages and Night Fight

Ordnance barrage weapons can fire at a target that it cannot see, in the case of the IG Deathstrike up to a maximum of 960 inches (24 metres) away. 
It might be a surprise to find that under current rules none of these weapons can fire at a target more than 36″ away in the dark. However, since the Night Fight rules do not include an exception for weapons that don’t need to see the target be aware you need to illuminate the enemy with searchlights if you want to fire barrages, even if your firing model can’t see the target either way, and that any non-illuminated targets within 36″ will get the usual Stealth/Shrouded bonuses even if you are firing at them indirectly. 
It’s a small price to pay for the benefits of these weapons, and maybe the fact it forces players to take a more combined-arms approach using support vehicles as well as artillery will make the game more  theatrical, dramatic, spectacular, and help ensure your army machetes its own gripping path through the dark jungle of 40K legends.  
(I promised not to use ‘cinematic’ in this article)

In conclusion

Ordnance Batteries are better than ever against vehicles, better than ever against models outside Vehicles, are more versatile, able to move and shoot better, less likely to have their key weapon destroyed and cannot be stopped from firing by glancing hits.
They suffer the same vulnerability to Hull Point degradation as any other vehicle, but with the advantage of being deployed much further away from the danger zone and by the time they are worn down should have done the damage for which they were purchased.

They are effectively more accurate against vehicles, able to hit several targets with full strength at a time, and have the tremendous unique ability to snipe enemy models simply by nuking the entire site from orbit.

It’s the only way to be sure.

Kirby vs Archnomad – List Selection in WM/H

Hi everybody. Kirby and I are going to have a game of WM/H on Vassal in the near future, and I’m using this as an example to talk about list selection in steamroller format games for WM/H. So, without wasting any more time let’s get a look in at these army lists. They’re 35pts, Menoth for Kirby and Legion for me. 

So, I’m running these two beauties:

pVayl +6
Typhon 12
Scythean 9
Seraph 8
Shredder 2
3 Raptors 6
Forsaken 2
Forsaken 2
35

eVayl +6 (Tier 4)
Ravagore 9
Angelius 8
Angelius 8
Scythean 8
Harrier 2
Max Pot 3
Shepherd 1
Shepherd 1
Spell Martyr 1
35

That pVayl list has been serving me very well at 50pts lately (I add a Ravagore and the Blackfrost Shard), and, whilst I haven’t played either of these lists at 35pts before it’s got the same essentials and I imagine it will be fine. My pVayl list is the one I’m most comfortable with, as she’s my most practiced and probably favourite Legion warlock. eVayl is my 2nd most practiced though, and, unsurprisingly, second favourite (out of the like 11 games I’ve had with Legion, but anyway). pVayl looks to hit (stupidly) hard  and accurately first, and then set up a piece trade that’s already in her favour, but she doesn’t like excessive shooting or enemies that can control or deny her positioning. eVayl on the other hand is a lot more passive. Or possibly passive aggressive. She looks to set up position favourably before the enemy (faster beasts turn 1 and +1 to your roll help with this) and then continually hit and run and grind the enemy down, with the ever present threat of a really potent assassination. In addition to this, pVayl is really strong against Hordes, and quite likes scenarios that are easy to clear pieces off of (with small control points) or scenarios that are hard to score (so she can play hide and go seek). eVayl looooves radial deployment because she can play super safe all game and she’s a fan of scenarios with big zones / areas to control because it gives her lots of leeway to run away without giving up control points.

So, with all that said, I randomly rolled scenario and got Radial – Command and Control (if you want to question that Kirby, ask Jamie Perkins, who happened to be in the Vassal lobby when I rolled it ^^).

So, lets see Kirby’s lists. I basically know that I’m playing eVayl at this point anyway (because she loves big zones, she loves radial, and pVayl hates this scenario because she has to sit back, but I can talk about what I’m worried about in each matchup).

eFeora (+6)
 – Redeemer (6)
 – Reckoner (8)
 – Templar (8)
Full TFG + UA (8)
Daughters (5)
Choir (2)
Covenant (2)
Vassal (2)

pSevvy (+6)
– Blessing of Vengeance (7)
– Reckoner (8)
Avatar (11)
Choir (2)
Full Errants + UA (10)
Vassal (2)
                                                    Wracks (1)

Ok, so, two fairly standard Menoth lists here. We’ll start with eFeora. I can tell straight away that that redeemer will probably be bonded, and dropping fire all over my stuff. Which is annoying but it’s fairly standard eFeora and I’ll just have to deal with it. I’m not too worried about the infantry with either of my casters, because Chiller + Typhon + Incite deals with pretty much everything short of a Cryx Horde, and eVayl has shooting and the combo of Icy Grip/Overtake at her disposal. The two heavies are harsh but definitely not unmanageable for my 4. Really quite standard eFeora, the only thing is it does pretty much entirely remove my ability to Assassinate in this matchup (eFeora is immune to my shooting and pSevvy is immune to my spells, although he’s fragile enough I probably wont need the spells if he’s ever in the open).

The pSevvy list is similar (ugh). I hate Menoth, I just don’t like how often they tell my I can’t do things. But anyway, BoV is standard with pSevvy, the Reckoner is a reckoner, can’t really comment, it’d be like kirby commenting on the fact I had a Scythean. The Avatar with Defender’s Ward can suck a bag of ***** though. I can’t really engage it head on and I certainly can’t let it get to one of my heavies without me being able to kill it in return. The angels are almost certainly going to have to put in a shift against this guy. Hopefully I’ll be able to Purify off Defender’s Ward and just one round it. And there are errants in there too, who I’d probably rather deal with with pVayl than eVayl, but at least eVayl has purification and some shooting to whittle them down. Due to the expensive avatar + full errant unit there’s not as much in this list.

If I’m entirely honest, I’m probably more afraid of pSevvy in this matchup, and due to the scenario I feel he’s “probably” a stronger choice (what with this scenario forcing your caster back), especially considering how much eFeora dislikes Purification. But I’ll let Kirby decide that.


——-

Ok, so, we had the game. Here’s my report:

The board:

The board.

So after deployment I failed to seize ^^.

Deployment

Avatar gets 4. 1 To the Reckoner and 1 to BoV. Errants run. Sevvy goes, casts Eye of Menoth and Defender’s Ward on the errants.  Choir advance and cast passage. BoV runs. Avatar runs. Reckoner runs. Vassal runs.

eVayl’s pot handlers die mysteriously, a Shredder spawns and then legion takes some potshots and kills some errants. Refuge and Occultation go up on the angels, and the Scythean gets Admonition. Stuff advances.

Ok, so this was a fairly standard first turn for each of us. I personally expected Defender’s Ward on the Avatar because the shooting that would be going at the errants is easily boostable by me, but whatever, I guess the Avatar has Passage for now. I made a Shredder to throw Tenacity out with and put my upkeeps up in fairly standard places.

After we had both had turn 1. 

Here we agreed that the forest was probably a bit stupid, so it got moved to a little bit less of an offensive position. Sevvy upkeeps both, Avatar gets 2. Errants run to jam. Choir cast passage. Reckoner assaults my Scythean and does 5 damage. Avatar casts Gaze of Menoth and runs, keeping a toe in the zone. BoV runs over to threaten my support next turn with ashes to ashes / immolation. Vassal advances over to the Avatar, and gives the Reckoner Enliven. Severius casts Vision on the Reckoner and calls turn.

Certain factions have a hell of a time dealing with terrain, and I always hate games where I feel I lost to the crappy map. Another fairly standard turn here by Kirby, just establishing dominance in the zone. 

There’s Menoth in my grill.

Angelius charges in and kills a pair of errants, then refuges in front of the reckoner. My spell martyr runs. Angel gets admonition. Ravagore advances and kills the errant banner and sets the Vassal on fire and reduces it to 2 boxes. My shredder activates, casts Tenacity on an angel and kills an errants. My angel charges the reckoner and rolls 1,1,2 to hit. ballocks. Buys on the errant officer to get refuge to trigger. Ballocks. That was important. Otherwise it’s just damage control. I can’t finagle away with Refuge because of Gaze of Menoth, and I didn’t half kill the Reckoner, as was my intention. My only hope now is that I have something left at the end of the turn that can kill the Avatar.

I don’t have a clue what I was thinking here. My initial plan was to get the angel with refuge to charge in, kill some errants and then fly b2b with the Reckoner, so that when Angel #2 came in he wouldn’t be stopped by Gaze of Menoth. Thing is I can’t eyeball distance on vassal for shit, and as you can see I’m about an inch out. Then, in addition the that the Angel’s attack on the Redeemer rolled 1,1,2 to hit (I missed a lot of attacks I needed 6s or less for this game) and I was basically stuck. The correct play after I didn’t get in b2b with the Reckoner would probably have been to chill, hang back, and make him start a piece trade. He only had 2 heavies to my 4, with spell support that would have been a much smarter play. But being just out put me on tilt. 

Archnomad throws away his angels.

pSevvy gives 3 to the Reckoner, the Avatar rolls 3, and he upkeeps Eye of Menoth. BoV gets one. Avatar walks up to my Angel and kills it. I don’t reave. Reckoner kills my other angel, errants kill the harrier. Scythean took an Ashes to Ashes and it didn’t kill a shepherd. The avatar got enlivened. (forgot a photo here, sorry)

Paying for my stupidity here. Basically gave Kirby both Angels for free. Still, I’m annoyed one rolled 1,1,2 to hit, seeing as he would have been on boosted dice +4, which could basically have half healthed the Reckoner, which would have made my late game much easier. 

eVayl didn’t have anything to upkeep. A mix of shredders and pot killed the errants. eVayl went and made a node of the shredder, and put Refuge on the Scythean, Occultation on herself, Admo on the Ravagore. The ravagore walked up and headbutted the avatar, and then boosted a bought attack on him. The scythean went in, almost boxed it and then I learned that BoV had a repulsor shield. I got pushed away, leaving the avatar on 1 box. Ballocks, again. That basically just cost me the game. Shepherd goes for a last ditch and charges the KD’d avatar, needing 11s to kill it, and I roll 10. Bah.

Still on tilt here, forgetting rules and such, in an important situation like this can easily cost games. As this did, seeing as my Scythean “would” have killed the Avatar and would also have taken a fairly serious chunk out of the BoV had I remembered the rule and positioned accordingly (I could have ran the Shepherd/positioned the ravagore so that I couldn’t be pushed back at all and could have wailed on both jacks till they die). Two game throwing moves, two turns in a row. 

“Whaddya mean, Repulsor shield?”

PSevvy gives 3 to BoV and the Reckoner. Upkeeping EoM. Choir sung battle. Avatar went and mauled the ravagore, after casting Gaze. BoM killed both my shredders and the shepherd. The reckoner got admonitioned away from by the ravagore, and then assault shotted anyway and took the ravagore to 8 boxes. Then an Ancillary attack at dice +3 took the ravagore to 1 box, and he’s on fire.

Once more Kirby making me pay for stupid mistakes, he’s basically on clean up here with those 2 jacks. 

My poor Ravagore.

This is the beginning of the end. Things got a lil hectic here and I forgot to take some pictures. 😛 I’m sure you can see where the game is going but I think I did a damn fine job clawing it back.

Fire runs out. eVayl goes and heals stuff, the ravagore kills the avatar. The pot spawns a shredder which dents the BoV. The scythean whiffs tremendously (crappy to hits and crap damage rolls) and does absolutely nothing, running away with refuge.

Seriously, looking back, I feel that my dice were probably a little under average this game, but not to the extent that it makes up for my misplay with the Angels or forgetting Repulsor Shield on the BoV. I also feel that rather than Refuge the Scythean here I should have Admonitioned, but I had basically lost hope here anyway. 

The reckoner kills the Scythean, and then I move in the ravagore to counter and kill the reckoner, and die to defensive strike on BoV. Can you tell I don’t play against Menoth very much? So, that was basically the end for me. However, I managed to claw my way back (almost) by killing the BoV and almost all the choir with a never ending horde of shredders (protip: Make sure stuff dies near the pot). It came down to last turn I needed to kill a shredder and a choir with an obliteration to get 3 corpses in the pot to spawn a shredder who could go rabid and charge Sevvy (hitting on 9s, killing on 6,6,6), but I left one choir boy alive which pSevvy fired an Ashes to Ashes at, and killed eVayl.

Yeah, Kirby totally deserved the win, especially considering I played like it was my 1st ever game with Legion where charging 2 Angels into the middle of a Menoth army makes sense in my head. I feel I did really well to claw it back as much as I did, but considering I was basically playing 2 Angels down the whole game I didn’t really see a way for Kirby to lose if he played it out correctly after that. 

The board towards the end of the game, not much left for either player.

The board at the end of the game.

So, in summary, I need to practice against Menoth. My group has no menoth players and they’re very uncommon locally. Forgetting the repulsor shield and also defensive strike (twice! >.<) literally cost me the game here. Well, throwing away my two angels probably did (I could totally have waited a turn, no reason I couldn't, and just positioned) but that's what lost me my attempt at clawing myself back into the game.


Practice against Menoth needed, and a very good game, considering the only models left on the board when the final damage dice went down were pSevvy and eVayl.

Thoughts Kirby? You should post an opinion in this as well. 😛  

Warmachine Battle Reports – pSevvy v eHaley & pIrusk

Note: I haven’t added editted pictures (just uneditted ones) here sorry, hopefully the text covers what is happening but my computer is having a fun time being…well not working nicely :P. Worry not, future battle reports will indeed have the editted pictures!

Two seperate games in this battle report but since none of my opponent’s models were even undercoated, they get shoved into one post. We like pretty things (says the man with the half painted army). Both games we finally ran some scenarios (the one with the 8″ bar through the middle) – nothing major but another win condition is nice.

First was against Jason with eHaley and a Jack heavy force. Something like:

eHaley
Defender
Charger
Thorn
Hunter
Jounrneyman Warcaster
Squire
Min Gunmag
Gunmage Solo

I was running my current pSevvy list:

pSevvy
Reckoner
Vanquisher
Blessing
Min Errants + UA
Min TFG + UA
Min Choir
Vassal
Wracks

Deployment

Cygnar spreads out with eHaley & her kicking buddy (the squire) hiding behind a building in the back. Gunmages behind the forest on the left with Defender, Thorn and Charger spread out across the deployment line and the Journeyman behind the forest on the right. Hunter ADs on the right as well (attached to Journeyman).

Three tiered deployment for Menoth with Errants advanced deployed in the front and off to the right. Blessing, Reckoner & Vanquisher deploy on frontline with TFG between them. Support + pSevvy behind and the Wracks in their usual triangle.

Cygnar Turn 1

All the Warjacks run up except the Hunter (who only advances) with eHaley hiding behind her building and casting Deceleration (increased DEF in control area) and Temporal Acceleration on the Hunter (extra shots). The Hunter then blasts at the Errants but does minimal damage on the Leader. Journeyman fiddles around behind forest and casts Arcane Shield on Hunter with the Gun Mages slinking around in the woods on the left.

Menoth Turn 1

Blessing & Vanquisher run up with pSevvy casting Eye of Menoth & Defender’s Ward on the Errants. Reckoner charges the Defender in an attempt to slam it with some shells but is just out of range so the Vassal moves up and casts Enliven. The Choir follows up with Passage to stop the shooting from a force made up of nothing but shooting. The TFG run on the left and set up behind the linear obstacle there and pop their mini-feat for +4ARM. The Errants advance on the right, also behind the obstacle, and shoot some Blessed crossbows into the Hunter but fail to hit.

Cygnar Turn 2

Journeyman upkeeps Arcane Shield and the Jacks + Gun Mages advance a little bit (Jacks in centre all behind wall) with the Gun Mage solo hiding behind the Defender & Thorn. eHaley casts Deceleration again and TA on the Hunter who again cannot bring down any Errants. The Gun Mages + Defender are able to drop two of the TFG between them and stay out of charge range next turn.

Menoth Turn 2

Boring game isn’t it! pSevvy upkeeps both Eye & DW and gives a focus to BoV and two to Reckoner. The Reckoner moves laterally behind the fence and tries to blast the Hunter so the Errants have an easier time of it and critically hits – minimal damage despite boost. The Vanquisher advances up the middle and puts a big flaming AOE on Thorn, the Defender & Gun Mage solo but only does superficial damage (and lights them all on fire). The TFG run along the fence with their standard throwing himself forward to play tickles with the Gun Mages. BoV runs up behind him and pSevvy sucks a focus from a Wrack and launches an Ashes to Ashes onto the TFG and bounces it into the Gun Mages, killing three. The Errants try their luck again on the Hunter and do some damage but no systems disabled.

The Vassal casts Enliven on BoV (before it runs away) and Choir casts Passage again (before the Jacks move away).

Cgynar Turn 3

Scenario win is activated.

Arcane Shield is dropped and eHaley comes out to play (through Thorn). Fire goes out on the Defender and Thorn but only does minimal damage on Gun Mage solo + Hunter. Gun Mages plink at BoV who runs away with Enliven (out of shooting range) and they fail to damage TFG. Defender tries on the TFG as well but fails but moves into midfield. eHaley casts “I control your Warjack” and turns the Vanquisher around and swings at the Reckoner who takes a couple points of damage. Thorn then gets TK’d and charges the Vanquisher, takes down its cortex and does decent damage – other systems are all operational though. Thorn casts imprint.

Charger & Hunter advance out from behind wall and peg Errants but again fail to kill any (gogo 16/18).

Menoth Turn 3

Because scenario win was activated, Jason moved all of his Warjacks into the middle of the field forcing me to kill them all if I wanted to have a chance at that win. Not going to happen so I need to pick my targets here and take advantage of his over-exposure and attrition him down.

Eye + DW are upkept, 3 focus to Reckoner. Choir moves up and casts Battle Hymm on the Warjacks. pSevvy moves away from the centre and casts Ashes through BoV into the Defender which bounces to kill the Gun Mage solo and two of the Gun Mages (leaving one alive) – no damage to Defender. Reckoner then walks over wall and smacks Thorn twice with his club (double boosted) to ensure his cortex stays alive. BoV wanders in and finishes Thorn off. The Errants charge both the light Cygnar Warjacks and thanks to weaponmaster obliterate the Hunter and leave the Charger with only a couple boxes left (and only his gun arm operational).

The Vassal moves to protect pSevvy and the TFG run to engage the lone Gun Mage and protect my Warjacks from the Defender. This was a big mistake and a hold-over from 40k – protect the majority of the army rather than the caster. I had a clear and obvious advantage at this point – my army had basically lost nothing whilst the Cygnar army consisted of barely anything and I wanted to protect that advantage rather than my caster. Instead, I should have moved my TFG to the point where the Defender either couldn’t shoot pSevvy at all (i.e. surround him) or couldn’t moved towards him (even with TK or trample).

Cygnar Turn 4

Pretty simple at this point. eHaley gives a nice amount of focus to the Defender and casts TA + TK on him to get him perfect positioning to shoot pSevvy twice in the face. Boost damage on both and one dead pSevvy.

Conclusion –

eHaley’s a chicken shit =D. I felt the Cygnar list brought was pretty lacklusture and that showed in how I readily dismantled it with my infantry and since it was all shooting, my Warjacks were impervious except up close. This was partly model restriction based so hopefully a better challenge next time. That being said, it taught me a lot, and it’s something I keep repeating in games these days – protect the caster. If the enemy puts me in a situation where it’s other stuff or the caster, pick the other stuff to get hit, regardless of what it is unless your caster is pButch on full focus camp, etc.

This wasn’t really a case of eHaley beating me through the unknown – I knew she had TK + TA and had seen her use them already, I was just more focused on the battlefield as a whole rather than the key piece. Simply a different move for the TFG would have prevented this and I would have won later in the game (more than likely) due to having a superior force on the tabletop.

Anyway, GG jason and lesson well learned!

Second game now against Vince – pSevvy v pIrusk

Same scenario, same pSevvy list. pIrusk was something along the lines of:

pIrusk
Spriggan
min WGI + UA. three rockets
Kovnik Joe
full Kazay + Underboss
Great Bears
Gorman
eEyriss

Vince won roll-off and elected to go first.

Deployment

Vince deployed in the top part of the board around the central building – Assassins + Spriggan on the right, WGI + Great Bears on the left with Irusk hiding behind the building and chilling with Gorman. eEyriss in the forest on the right.

I deployed mostly on the right flank behind the forest with the Errants AD’d in front of it. Reckoner on the left of the forest (middle of board), Vanquisher and BoV on the right with the TFG further out that way and the support + pSevvy behind the forest.

Khador Turn 1

Assassins run up like crazy people with the Underboss hanging back. WGI do the same on their side of the board but at a much slower rate and a bit more bunched up since I deployed diagonally from them. Great Bears & Spriggan run into the centre of the board whilst pIrusk chills at the back with Gorman. He gives Assassins Iron Flesh and Spriggan superiority. We both forget about eEyriss in the forest.

Menoth Turn 1

Each Warjack gets one focus to run up (the Reckoner tries an assault shot on the Spriggan but falls short) with the Errants advancing up behind the wall and getting Defender’s Ward. The TFG advance up the right in shield wall formation and the vassal forces the Vanquisher to lob a ball of fire which kills two assassins. Choir activiated poorly so only gets to cast Passage on the Reckoner and pSevvy sucks a focus to cast Eye of Menoth.

Khador Turn 2

Both spells are upkept and the Assassins run into combat with my front line – four engaged with the TFG on the right, three with the Errants on the left. eEyriss runs with them to get within 5″ of my Warjacks. The Winterguard move up and lob some rockets at the Errants but fail to kill anything. Spriggan walks into the middle of the table with the Great Bears running to join him. pIrusk advances and casts inhospitable ground with Gorman walking up and chucking a smoke bomb on top of them.

pIrusk feats.

Menoth Turn 2

No damage dealt to me but there are a bunch of DEF19 evil boys in my lines currently – I need to clear them and prepare for the second wave of Spriggan + Great Bears. Both spells are upkept and the Reckoner gets two focus. The Choir moves up to cast Battle Hymm on the Warjacks.

The vanquisher backs away to allow for a little bit more deviation for his fire bomb and shoots at one of the Great Bears. It scatters to kill one assassin, the underboss (yessss!) and sets one of the Bears on fire. The TFG then wander around to get some CMA on eEyriss and on a assassin – they drop eEyriss but fail to break the high DEF of the assassin despite CMA + EoM advantages. With the BoV now free of eEyriss disruption effects, pSevvy arcs Ashes through him onto a TFG which bounces along several Assassins – most of which pass their tough save *mutter* – in the end only one dies.

The Errants then move around as much as possible so they can shoot with their Blessed crossbows – those in combat use their swords. The end result is three extra dead Assassins with a net result of four left. The Reckoner advances into combat range with a Great Bear and smacks him twice with the club – enough that he fails his Tough test. The Vassal then advances and casts Enliven on the Reckoner.

So, my lines had been cleared quite a bit though a few assassins existed to give me bother – silly Feat! There were also some Great Bears and a fully health Spriggan waiting…

Khador Turn 3

Scenario win activated.

Iron Flesh is dropped, Superiority maintained, Spriggan gets three focus. The Assassins move around as much as possible to try and get into my backfield and combined with the Great Bears, drop half the Errants, a TFG and two choir boys. The Winterguard move up to add their fire (they get bob & weave + boosted attack rolls) against the Errants but failed to kill any but drop the Vassal. One shoots at the the Reckoner as well to activate Enliven who runs away but the Spriggan with Superiority on manages to catch him and disables his melee weapon.

pIrusk and Gorman moved towards the middle of the field with Gorman chucking another smoke bomb and pIrusk casting inhospitable ground.

Menoth Turn 3

DW & EoM upkept, Reckoner gets three focus. The TFG + BoV on the right flank clear out the Assassins there and the Great Bears whilst the Errants get the remaining Assassins in my backfield whilst ensuring several of them are still in the scenario area. The Choir move up and cast Battle Hymm and the Vanquisher lobs a fiery shell at the WGI and takes down three but fails to catch pIrusk. The Reckoner then moves around Spriggan to assault shoot pIrsuk but despite boosting fails and his activation ends.

pSevvy then moves up just a wee bit to pop his Feat.

So here I really think I did the wrong thing – I felt like I needed to get into pIrusk’s grill somewhat with the Reckoner and Feat because with the Reckoner’s combat arm screwed, I felt I didn’t have the power to drop the Spriggan (I always seem to forget the Vanquisher does have a decent P+S). Rather I should have probably have pulled the Reckoner back to block further lanes to pSevvy and then smacked the Spriggan with the Vanquisher, limited Reckoner and the remaining Errants and then used the TFG + BoV later on to engage the WGI & pIrusk.

Khador Turn 4

All upkeeps fall as there is no focus to give out. Gorman moves up and throws a blind bomb thing hitting an Errant and the Vanquisher. pIrusk follows Gorman with a handcannon shot which does nothing. The WGI move up as well to launch as many sprays and rockets at the Errants & Choir boy in front of pSevvy and manage to drop them all. The Spriggan walks into pSevvy and pokes him with a big stick but fails to kill him.

Menoth Turn 4

With pSevvy clinging to life, it’s a now or nothing approach and since pIrusk moved forwards when he really didn’t need to, I need to jump all over him. The Reckoner gets just one focus with both upkeeps dropped. The Reckoner moves up and boosts to hit pIrusk which sets him on fire and lowers his DEF. Vanquisher drops a shell on the WGI which flies off hitting no one and then BoV advances up the right side to double Arc Ashes to Ashes. The Errants and TFG move to be pre-bounce targets and we see most of the WGI get fried but pIrusk stays alive with a handful of boxes.

Khador Turn 5

Fire doesn’t go out but pIrusk takes no damage. Spriggan kills pSevvy.

Conclusion 

Vince did a very good job of jamming me early in the game with his insanely high DEF assassins and that caused me no end of grief – it kept me on the back foot for the scenario but since the majority of my force was far away from his WGI, I wasn’t really in too much danger of being pushed off it. It did limit my ability to get to the WGI though and by admitting to myself there was no real way I could deal with the Spriggan, I over-extended myself which ultimately cost me the game despite Vince giving me another bite at the apple.

Questions about the Sanctifier

So I’ve started getting Warmachine/Hordes e-mails :O! Luckily most of them are related to armies I actually talk about so haven’t had to do a whole lot of referring yet. One of the major questions coming lately though has been the new Menite Warjack, the Sanctifier (released in July as a multi-part plastic kit with the Reckoner & Castigator) and whether or not it’s a good purchase. I’ll preface this by saying the plastic kit is a fantastic purchase, regardless of the Sanctifier’s use as it comes with all the parts you need for the Reckoner – a great toolbox. So let’s look at the Sanctifier then…

Pretty basic Menoth stats. DEF/ARM 10/19 with a high number of boxes makes it pretty durable if not Khadorian standards. MAT6 is standard as well – not great but not terrible and with Menoth buffs available, it’s a good starting point and means you’ll be hitting the heavier targets on average. Since the Sanctifier is the new chassis it gets SPD5 – very important as SPD4 is just bog slow. It also comes with a P+S17 reach, magical weapon giving it a very respectable threat range of 10″. Paired with this magical weapon is a P+S14 open fist – not exactly powerful but the extra attack adds that extra bit of damage and having an open fist instead of a gun gives the Sanctifier access to a couple extra power attacks – always useful when you can apply them correctly.

Pretty straightforward basically. Decent damage ability, particularly when combined with the Choir of Menoth (P+S19/16/RAT8) but it’s the extra abilities which make the Sanctifier a great inclusion, particularly at higher points. First off we have exorcist, not a big deal really. This is basically an aura effect which causes any enemy models within 5″ to lose incorporeal – i.e. they can now be hit by normal attacks. Menoth isn’t exactly lacking for magical weapons and incorporeal models aren’t exactly common. Still, nice to have. The major extra though is cenotaph – aka Warcaster focus independent. This is basically a soul collection ability – when friendly infantry die, the Sanctifier collects souls (up to three max) which it can turn into focus during the maintenence phase. This means the Sanctifier can basically be used during the game with only one focus actually provided by the Warcaster (Turn 1 Run) – from then on, assuming you have infantry, it basically fuels itself. It’s not foolproof obviously – if infantry don’t die or you run out of infantry (late-game), the Sanctifier becomes just like any other Warjack.

Otherwise, the ability to be quite independent from the Warcaster allows more Warjacks to be taken – for this reason I’ve found the Sanctifier finds its way into my 50 point lists much more often than 35 – I generally max out the number of Warjacks I can run at 35 and thus this makes an excellent inclusion at 50 points if I’m looking for another Warjack which is not the Avatar. The same rule of thumb can of course be applied to 35 points – if you want that extra Warjack but don’t have the focus stat or need the focus for power-boosting, spells, etc., the Sanctifier is an excellent choice which ISN’T a character (unlike Avatar) and thus can see use across multiple lists.

All in all a solid Warjack – not much utility outside of being a beatstick, though it does have the open fist for more power attacks, but it can fuel itself which is pretty damn important and exorcist will come up occasionally enough to be useful, just not something you include it for. I look forward to mine coming in the mail so I can use IRL rather than just Vassal!

Guest Article: Menoth Introduction Part 5: Solos & Battle Engine

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Menoth Introduction Part 5: Solos and Battle Engine

Sorry for the incredible delay, but I’ve been getting familiar with a Hordes army now as well. I’ll be doing some coverage on that later on. For now, lets wrap it up with the solos and the Battle Engine of the Protectorate. Every solo falls into two categories: utility and offensive. Some of them overlap with the two categories, depending on what their abilities are.

Allegiant of the Order of the Fist: The monks of Menoth, where warcaster Amon originates from, is unlike the majority of what Menoth contains for solos and units. The first and most obvious is their statline, they’re fast, pretty strong, and as skilled as Exemplars. Monks are also more agile, but their armor is as good as a Zealot. They’re also tough, a striking divergence from the rest of Menoth. Their fists are only in the single digits, but being weapon masters make up for that. An extension of the same order that Amon is part of, they have a few abilities the caster has as well, mainly Groundwork and Perfect Balance. However they also have a unique ability called Shifting Sands Stance, placing their defense in the same level as Thyra. Great for the flanks, be wary of CRAs and AoEs though as they can kill your monks very quickly.

Covenant of Menoth: The big book, this is one of everyone’s biggest annoyances. It’s statline is rather unspectacular, but it has a lot of great utility, and the book despite it’s large base has a special rule that allows it to be screened by standard infantry. Also, you can’t do more than point of damage to it….ever. Having said that, it has 3 abilities it can use. Two of them will see common use, while the third is VERY situational. It can give a unit’s weapons the fire continuous effect, prevent friendly Menites from being knockdown, and if the enemy’s getting too close, prevent spell-casting in its large command. Also, it can’t be targeted by spells, both friendly and enemy. One model most players will have in their army.

Exemplar Errant Seneschal: This is what happens when you take an Errant Officer, turn him into a solo, and then give him a few nice abilities. When MkII came out, the Errants got a HUGE boost in use. The UA was the first reason, this guy is the other. He gives Errants within his command hunter, which if you’ve ever fought Nyss Hunters know nothing is going to escape. Legion can’t hide behind their forests, smoke clouds mean nothing, not even the walls Trolls hide behind. You…will….hunt them. To carry along the self-sacrifice, any Errant in his command can die instead of him, which in a lot of cases is quite needed. Not always, but when you feel that he needs to survive for that Hunter bubble or capture a point, good luck killing him.

Hierophant: Almost every self-respecting caster is going to take this guy, and before Wyshnayyler, or whatever his name is spelled, everyone in Warmachine groaned at not having this kind of guy. Sure he’s not a Squire or a Skarlock, but his ability to reduce a cost of a spell by 1, or heal someone *coughHarbingercough*, is very useful. His spiritual conduit can also help those who need just a little more distance on their spells, but mainly for the defensive buffs.


Knights Exemplar Seneschal: The zombies of Menoth. No really, these guys are rediculous. Unlike the Errant Seneschal who support the Errants, this Seneschal is PURE offense. Much like the Knights Exemplar, he gets stronger when fellow Menoth die around him, and he also heals. This ties into more complicated rules that prevent him from dying on your opponent’s turn. The only way he can die is if he is still at 0 HP on your maintenance phase. Anyone unfamiliar with him will gnash their teeth upon realizing the guy they beat senseless is somehow still alive when they cut into his battle brothers nearby. He’s a standard elite Exemplar otherwise, with a chain attack that hits hard too. Oh and don’t bother setting him on fire, it won’t work.

Paladin of the Order of the Wall: These guys are much like the Exemplars, but not as numerous. While certainly similar and offensive as well, they serve a defensive role as well with their Stone-and-Mortar stance, boosting their ARM beyond that of a Warjacks. Tough to get the balance right, but when used properly are excellent tarpits for solos. Also weapon masters. Their swords are magical and also cause critical fire. Best used to get in the way of enemy units.

Reclaimer: The Reclaimers are the only method for Menoth to give their jacks additional focus without coming from the Warcaster. Feeding off the souls of their fallen Menites, the Reclaimers can each hold 5 souls, and can transfer up to three souls to a singular jack, becoming focus in the process. They’re no slouch in melee, able to defend themselves if need be, but don’t try to get them in melee. Or do you? Their ability soulstorm causes a point of damage to any enemies who end their activations within 2″, but their average defense and armor means it’s not a good idea, but average infantry will be deterred. They’re quite useful for casters who have low focus or run lots of jacks well beyond their normal means.

Vassal Mechanik: This guy is very straightforward. He’s a solo who can repair our jacks d6 damage points a turn. This is both good and bad, good in that he has 5 hit boxes and can’t be taken out so easily, bad in that there’s no way to boost the repair skill like the other factions. Good point filler.

Wracks: These come in groups of three, and a personal favorite of Reznik. Each of these have a focus point and upon grabbing it, a 50/50 chance of blowing up. Otherwise they’ll replenish the focus next turn. They can’t move, and the focus prevents them from being hit by the enemy, forcing all ranged attacks to miss. Just watch out for AoEs and keep your own guys away from it. Useful for just about any warcaster.

High Exemplar Gravus: The dragoon of Menoth, Gravus is one of the oldest characters on the battlefield, and his experience and age shows in his stats. He’s not as strong as the rest of his Exemplar brothers, but his weapon makes him just as deadly with a chain weapon that also dispels upkeeps. It also like all Exemplars sans Kreoss, a Weapon Master. Furthering his abilities, he prevents friendly Exemplars from being knocked down or stationary while in his Command. This includes Kreoss himself. He also can act as a mini-warcaster by collecting the souls of the fallen Exemplars. Notice a theme here? The only usefulness he has outside of Exemplars is that he is a Commander, and quite fast at it too. Truly varied, but he is pigeon-holed into specific roles depending on the list.

High Paladin Dartan Vilmon: The second named character solo of Menoth, Vilmon is everything the Paladins want to be. He has the same abilities, but comes with a very high POW sword, with the highest MAT in the game. Oh did I mention he’s a weapon master too? Yeah this guy’s nasty, and his special rules make him and other Paladins nastier. He still has Stone-and-Mortar, but it’s the other ability that makes him a true force to be reckoned with, and makes Paladins that much deadlier as well. Impervious wall renders the model immune to continuous effects, and unless the source of the damage is magical, you will not damage him at all. The ability also prevents knockdown. When there’s a paladin on the table, more than likely Vilmon is nearby somewhere just for that ability.

Nicia: A daughter of the flame with a gun sword. Apparently this is what happens when someone looks at the Legion of Everblight, and decided that Menoth could use someone just as much of a beatstick. High defense with a low ARM just like her sisters, she is also stealthed. She shares the same acrobatics ability, and comes with a few new ones. First is rapid strike, this lets her swing her big sword twice in melee. The second is quick work, if she makes a kill and is no longer in melee, her gun gets to shoot, and she’s just as good a shot as she is in melee. The third ability is sprint, and combined with her Legion-like SPD, she’s going to be out of a lot of threat ranges. Be warned she does not have pathfinder, though she is both reach and a weapon master with that blade. Overall, a good addition to Menoth as of Wrath.

Vessel of Judgement: The battle-engine introduced in Wrath, the Vessel of Judgement is an oddity. It has a lot of hit points and armor for a battle-engine, though its gun is similar to eSeverius’ own gun, with a better range and power, before the arc node comes into play. It can injure itself to boost the hit and damage, which is a plus. It can also damage itself d3 points for one of 3 miracles. The first one is the same ability Rhoven has. The second one is a surprise attack of sorts, allowing you to make a full advance and then swing once, before being removed from play. No.1 on the list of models that it should be used on is the Exemplar Knight. The final one is Eruption of Faith, which sets anyone on fire who’s within reach-range of the model itself, and then pushed away a decent distance away. Mechaniks can repair this thing, and more than likely you’ll need one or two to prevent it from killing itself. It provides a few more abilities, and depending on how your forces are built, can put the hurt on the enemy, though it is far more subtle than the other battle-engines.

Conclusion:

The solos of Menoth are a mixed bunch. They either get in your face or are strictly support. Whether it’s for a specific part of the army or the whole, the solos of Menoth can certainly tip the scales in your favor, and in some cases drive opponents absolutely crazy. That wraps up all the models of the Protectorate of Menoth pre-Collosal, which as of this writing is currently being spoiled all over the place thanks to Lock and Load. Thankfully with that book, only two additions are in it, so what’s in this guide won’t change for at least another year, when the next book comes out.

– Wild

Colossals Release Discussion

The new Colossals book is nearly upon us with a new caster and Colossal for each faction – summarised here with extra tier information here. Focusing not on the new casters though (or the lack of new models [really more than one warcaster release] for Scyrah, the so called ‘incomplete’ faction), let’s look at Colossals and how they impact the game.

Again, this is from a very limited standpoint in terms of experience and without any colossals to fling around on the table, is theory based.

First and foremost is balance. Privateer Press wants to sell their model – it’s big, it’s expensive and a lot of development would have gone into it and the easiest way to sell it? Make it the best damn thing out there. Fortunately it appears PP has done a good job making sure the Coloosals don’t break the game whilst at the same time being a solid addition to your army. This is very important because it means if you don’t like them or simply cannot justify $130+ on a single model (a lot of people have that qualm the Battle Engines and Colossals are 50%+ more), you’re not screwed game-wise. However, if you do like them asthetic or rule-wise, taking them in your army is more than an acceptable approach. Again, this is just from preliminary looking but Colossals aren’t the piece many people are always going to be reaching for when they start list building and this is good for game balance. They aren’t duds like many releases from Games Workshop but they’re not so awesome that if you cannot, or will not, spend so much money on a single model, you won’t be disadvantaged on the tabletop.

They’ll benefit the most with specific casters or units and always limit you in some way (it’s nearly 40% of a 50 point list without any Warjack/beast points factored in).

So let’s look at the assertation they don’t break the game because, well let’s face it, it’s pretty damn important they don’t or we’re going down the lines of Apoc40k (and Games Workshop smartly kept that separate). For all intents and purposes, Colossals are heavy Warjacks/Warbeasts squared/cubed. They are roughly two-three times the price of your standard heavy and have just under double the boxes with similar DEF/ARM statlines. The quick understanding here is – if you can take down two heavies in an opponent’s list, you can take down a Colossal. That’s good news because most lists should already be quite capable of taking down two heavies – maybe not in one turn (discussed below) but still capable.

One other major things stand out to me so far about Colossals.

The first point is two-fold and based on discussion with our fan favorite Biscuit. One of the most obvious things about Warmachine/Hordes when you get into it is things die when you look at them; assuming you look at them the right way of course! That is to say, if you move your army correctly and target the appropriate models across from you, they are unlikely to survive. Things die quickly in Warmachine & Hordes just like in chess, once a piece gets taken, they generally fall down in a rapid heap and this is where the majority of the player skill can come through – denying your opponent such opportunities. Colossals however, are much harder to one hit. A comparable points cost is going to destroy it pretty handily but this often requires several units working in conjunction – not always possible as your opponent is going to be very aware of this as well. Even other bonded Colossals don’t one-hit Colossals with average dice and thus we have something new.

Yes there are one-hit combos out there, particularly if we drag in buffs and de-buffs bu

The second thing is their uniqueness with which the bring to the table. Only battle engines are as big but for all intents and purposes, Colossals are Heavy Warjacks/Beasts cubed.