"kako poceti sa Warmachinom/Hordama" continued....

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"kako poceti sa Warmachinom/Hordama" continued....

Post by FGSerbia »

I'm kind of starting this thread again as if any potentially new players have to wade through a zillion replies to find out how to start WM it might be a tad discouraging. This is not the 'right' answer just observations of someone that was recently a 'new player'.

Starting with Warmachine (basic);
Warmachine is a very developed game and you can start in many different ways. The first thing to do is find the faction that you like. The factions are;
Cryx - Evil undead with a strong pirate theme. A lot of corrosive attacks and nasty magic combos.
Cygnar - The morally ambigious knights in shining armour. Lightning features a lot.
The Protetctive of Menoth - Puritanical lunatics which make the Spanish Inquisition look like a dating agency. They specialize in fire.
Khador - A weird juxtaposition of Stalinesque and Tzarist Slavs with the biggest jacks in the game. As expected, ice is their element.
If you know which of these is the one for you then you can start by buying the Battle Box. At 3000 dinars this is the best value for money for getting a Warcasters and light and heavy Warjacks. For Cryx, Cygnar and Menoth you also get warjacks with Arc Nodes. These are a vital advantage for those factions as they allow Warcasters to extend their range and cast spells into battle without risking death. When a Warcaster dies, their Warjacks power down and this is usually the end of the game. Khador don't get Arc Nodes but typically their Warcasters are a little bit tougher and they make up for it with a larger selection of heavily armoured heavy Warjacks. A Battle Box will tyically give you around 315 points. Most players play 500 point battles. This means to flesh out your faction you need to buy a solo (a powerful and useful single character figure) and a unit. As you progress you'll probably drop 1 Warjack and buy another unit to fill out your force. A 500 point force of Warmachine models will cost less than 6000 dins but these are unpainted models. You can play with unpainted models but you will probably want to paint them as they can look visually stunning.

Starting with Warmachine (advanced);
Ok, so you don't want the Battle Box. So where then? Well in many respects you start by building your own battle box. To do this effectively you will need to be able to study the various faction Warcasters, Jacks, Solos and Units. This can be done by reading the rulebooks (if you haven't already) and looking on-line. By doing this you can build up balanced forces and carefully select the models you are going to purchase. This is a more expensive route but if you think that the figures in the Battle Box are soon going to become just paperweights then perhaps it is the right route. Just becareful you understand the game before going down this route.

Starting with Hordes
Hordes is slightly different in concept to Warmachine. While the two are compatable Warmachine is Steampunk, while Hordes is Beastpunk. In WM the Warcaster get Focus each round and has to assign it away to make Warmachines into the powerhouses they can be. In Hordes, as Warbeasts power up the Warlocks must take Fury away to keep control of their beasts. When starting Hordes it is almost always advisable to start with the Warpack. Warcasters can function without Warjacks but Warlocks cannot without Warbeasts so it is essential to have a selection and at 3300 dinars, the Warpack is the best value way to get 3 or more Warbeasts.
The 4 Hordes Factions are;
Trollbloods - A race of Troll folks with a highlander/brawler feel to them.
The Circle of Orboros - Druids that have allies in the form of Stone golems and lycanthropic beasts.
The Legion of Everblight - A race of corrupted Elves and Warbeasts born from blighted Dragon's blood.
Skorne - A race of humanoids that share Spartan concepts of warfare and discipline and that have turned animals into deadly weapons by use of torture and training.
Again, players tend to play at 500 points so adding to the Warpack soon becomes essential. A typical Warpack offers around 280 points of models and so it typically means that 2 units of infantry or one unit and a solo is needed to fill out the list. The typical cost of this is between 6000 and 7000 dinars for an unpainted force.

Moving on with WM and Hordes
Once players have played several matches at 500 pts they typically purchase another Warcaster or Warlock. This allows them massively varied tactics for the cost of only a few hundred dinars as the different Warcasters/Warlocks interract very differently with the different units and Beasts/Jacks. After 500 points comes 750 points and then 1000 point battles which from then on use multiple Warlocks/Warcasters.

Learning More
Warmachine and Hordes is played every Sunday from 2pm - 8pm at Sigil, Pop Lukina 6, Beograd and we also run a league (click http://www.fantasygamesserbia.com/SR/league.htm for details) and lots of other games. You will be more than welcome to come along for a demonstration. There are 'club models' so you can play your first games for free to see how you like it.
Last edited by FGSerbia on Wed Mar 12, 2008 9:20 am, edited 1 time in total.
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Re: "kako poceti sa Warmachinom/Hordama" continued

Post by TheSerbianRaven »

FGSerbia wrote: The Protetctive of Menoth - Puritanical lunatics which make the Spanish Inquisition look like a dating agency.
Nah, we're just missunderstood... :roll:
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Mercenaries... another option

Post by FGSerbia »

If you're not sure about choosing a faction there is another alternative - Mercenaries. Warmachine features Mercenaries that can play across all factions and they have their own independent Warcasters. Just as with the 4 main factions you can buy or build up a Mercenary Battle Box and add Warjacks, Solos and Units. In fact Mercenary Solos are often the most useful in the game and are frequently used by the other factions.

Advantages and/or Disadvantages
Mercenary armies are typically not seen as strong as one of the 4 main factions and are often overlooked as a viable alternative but this is not always true. Played well Mercenaries can hold their own against any of the factions and what is more they make fantastic support units. If we look at 3 typical mercenary Warcasters:
Magnus the Traitor: Will work for any of the factions except Cygnar (he's a Cygnarian Traitor). Has his own Warjacks that have excellent capabilities and he makes them much better. He doesn't support units much though.
Ashlynn D'Elyse: A good range of abilities and spells Ashlynn is a little on the fragile side. She will work for both Cygnar and Menoth and her feat affects all friendly models including those from other factions.
Gorton Grundback: Excellent defensive spells and a range of ranged attcking 'Rhulic' Light Warjacks means that Gorton can be a very difficult caster to play against. He will work for anyone except Cryx.

In collecting 500 points worth of Mercenaries what is noticeable is that you are also collecting a second Warcaster for another faction and this is why money spent on Mercenaries is seldom wasted. As they were designed for support Mercenary warcasters make superb 2nd Warcasters in a 1000 point game and a lot of the solos will be used in smaller games by the main 4 factions. The synergyies between them and other warcasters again opens up a lot of tactics and options.
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Post by Shunka »

You forgot to mention Durgen Madhammer, another dwarf caster!
Dawngreeter wrote:ima i toga
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90% svega je sranje, a to ukljucuje i preostalih 10%
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Post by FGSerbia »

You forgot to mention Durgen Madhammer, another dwarf caster!
I've never seen him played nor know of anyone that's got the figure but the principle is the same for him as the other 3.
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Post by xclub »

Durgen is not that important...

Rick please get me the Gorten starter...
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Re: "kako poceti sa Warmachinom/Hordama" continued....

Post by FGSerbia »

Starting Out with Trollbloods - the 'Must Haves';

Trollbloods are all about weathering the storm and hitting back. There are some hard and fast rules of where to go after the Warpack. Considering the attacks that can be made against you by Everblight and Skorne (not to mention Menoth and Khador) it is imperitive to be able to further buff your force. To do this the following models are essential;

1. The Trollkin Champions. These are the cornerstone of any Trollblood Force. It is very easy to buff these guys in melee to 16 Def and 19 Arm and they are multi-wound models. Using the concert attack the final model has 2 attacks with MAT 12 POW 17. Even heavies need to be wary of these guys on the charge.

2. Fell Caller. Not only does he make any non-fearless models fearless but he further boosts models and gives us the much needed pathfinder ability. The fact that he is a 2 attack weaponmaster doesn't hurt either. AN ABSOLUTE MUST.

3. Krielstone Bearer + 5 Scribes. The fury vault and extra protection are very valuable assets but the main bonus is for 50pts they are the cheapest force we have access to. They are OK warriors (Mat 6), tough and usually Armour 15 which means that scattering AOEs don't wreak utter havoc. Like all Trollblood models they're tough which usually means that you get 8 lives for the price of 6.

4. The Dire Troll Mauler or Pyre Troll. Preference wise the DTM is the must have Warbeast for Trollbloods (though the Earthborn is excellent too). At 5 fury - on the charge all attacks have boosted hit and damage rolls. The main reason for the DTM though is it's rage animus. At +3 Str all multi attack models hit MUCH HARDER. Having the beast caster on any Warlock makes them monsters in melee - it's especially good with Madrak's thrown axe too. If it's in KSB range it has an arm of 20 which is as good as a Khadorian Warjack.

Sample Force
Army Points: 497/500
Victory Points: 18

Chief Madrak Ironhide
Dire Troll Mauler
Troll Axer
Troll Impaler
Fell Caller
Krielstone Bearer and Stone Scribes (4)
Trollkin Champions
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Re: "kako poceti sa Warmachinom/Hordama" continued....

Post by FGSerbia »

Starting Out with Skorne - the 'Must Haves';

Skorne is all about melee - dealing damage & extra attacks. The Titan Warbeasts are the toughest in the game and with Skorne's ability to increase strength and movement, have the capabilities to rip apart enemy heavy warbeasts and warjacks in a single activation. Skorne's biggest weakness is its lack of Pathfinders and advance deploy models. To increase the threat of your Skorne army the following models are very useful.

1. Cataphract Cetrati. In Shield Wall these models take a hell of a battering. Armour 20 and multiple wounds puts them easily on a par with Trollblood Champions for toughness. Reach and Warlock abilities like Martial Discipline really make these very valuable models.

2. Paingivers. These models are essential support for Skorne warbeasts. Able to give extra movement and strength, they can also heal far more effectively than warlocks and allow power attacks for free.

3. Basilisk Krea. One of the most useful warbeasts in the game. Both the paralytic aura and field abilities stop enemies from charging near the Krea and severely hamper missiles fired at Skorne models. This is vital as the trickiest part of playing Skorne is moving into position.

4. Gudrun the Wanderer. This minion solo has both Pathfinder and Advance Deploy. Gudrun is a tough unit (10 wound boxes) and needs killing twice. He can move across anything to tie up units that otherwise would be attacking the main force.

Sample Force
Army Points: 495/500
Victory Points: 19

Master Tormentor Morghoul
Titan Gladiator
Basilisk Krea
Cyclops Savage
Agonizer (chosen over Ancestral Guardian as not many "easy souls" to be gained)
Cataphract Cetrati (6)
Paingiver Beast Handlers (5)
Gudrun the Wanderer
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Re: "kako poceti sa Warmachinom/Hordama" continued....

Post by FGSerbia »

Starting Out with Orboros - the 'Must Haves';

The Circle is all about movement and using terrain. They are a very mobile faction in which just about every model has or has access to pathfinder. They are seen as more fragile than Trollbloods and Skorne but recent tournament lists have shown Orboros more than any other Horde faction as the likely conqueror of Infantrymachine. Orboros is a subtle faction requiring planning and careful execution and some of their best models (listed below) epitomize this well.

1. The Druids of Orboros. This utility unit has a double purpose. It's combined magic attack (called the Devouring) can decimate entire units and the unit can also block magic attacks within a wide area, protecting Warlocks and solos from assassination combos.

2. Shifting Stones. The stones are now seen as an integral part of any list. Used well they not only block charge lanes and heal constructs (better than Baldur) but also allow the Circle to attack from all kinds of directions. A buffed Warpwolf chewing on anyone's backside is going to put the wind up them.

3. WoldWarden. Arguably one of the most powerful models in the game. Whilst easy to hit, the Woldwarden is extremely tough (more damage boxes than any other beast in the game) and has a great animus that can really help other Orboros models. The real power of the Woldwarden is in it's Spell Strike ability - each Warden effectively adding 3 Fury to the Warlock. On her feat turn - Kaya and a pair of these can cast 7 boosted Spirit Fang spells!!

4. Wolves of Orboros. At first glance the Wolves seem under-powered compared to the Cetrati and Champs and at half their points they should be but their utility is comparable. With a threat range of 11 inches, pathfinder and able to do combined melee attacks - the Wolves pack a surprising punch and can come at weaker support units through forests and over difficult ground. With their Unit Attachment their charge attack hits on a MAT of 10 meaning that even the most elusive models need beware.

Sample Force
Army Points: 496
Victory Points: 19

Kaya the Wildborne
Warpwolf
Woldwarden
Gorax
Druids of Orboros
Shifting Stones
Wolves of Orboros (6)
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Re: "kako poceti sa Warmachinom/Hordama" continued....

Post by FGSerbia »

Starting Out with Everblight - the 'Must Haves';

The Legion of Everblight sums up both Elventine grace and draconic power in it's units and Warbeasts. They are both quick and hit hard and have lots of 'cryx-esque' style dirty tricks to harass opponents and buff their own units. The eyeless sight ability and wings of the majority of warbeasts means that stealth and terrain cause Everblight very little problems and they are the masters of assassination.

1. Seraph. The blight strike attack (coupled with Eyeless Sight) means that this model can take out lots of single wound infantry or a single multiwound model easily by itself. Added to this, the fact that it has wings means that it will always settle in difficult terrain and be a right pain to get to. Clever use of it's animus can also allow models to get out of melee without taking free strikes and can increase the threat ranges of scary models like the Carnivean and Angelius.

2. Blighted Swordsmen. Though expensive for 1 wound models, this quick fearless MAT 7 unit can deliver a POW 10 + 4d6 damage roll on the charge (and they usually get that opportunity with Saeryn). Whilst they could find less use against certain opponents lists, as a staple dependable unit, Everblight doesn't have anything much better offensively.

3. Incubi. 50 points for 5 solos that hit as hard as a warbeast is a bargain in anyone's books but the outstanding feature for match play is the fact that they will, at some stage, get into an opponents face and must be dealt with - whilst being worth 0 (that's zero) victory points!

4. Raptors. The cheapest cavalry in the game are also probably the best. With their speed and pathfinder they can move tremendous distances attack and move out of range with little or no chance of retaliation from opponents. They have multiple (weaponmaster) melee attacks with their sword and multiple attacks with their bows if not moving. They work well with any Warlock and can kill solos and key units with both ease and impunity.

Sample Force
Army Points: 499
Victory Points: 17

Lylyth, Herald of Everblight
Carnivean
Seraph
Shredder
Shredder
Incubi
Blighted Swordsmen (7)
Raptors (3)
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Re: "kako poceti sa Warmachinom/Hordama" continued....

Post by FGSerbia »

Starting Out with Cygnar - the 'Must Haves';

Cygnar have excellent movement capabilities and great ranged weapons. Whilst they have done poorly in recent tournaments they are still capable of decimating infantrymachine lists and causing huge problems to many warcasters. Often the problem with Cygnar is the difficulty to build a balanced army. Too many ranged units can be closed down by enemy cavalry or negated by Menoth's denial tactics and too many infantry units can be beaten by the superior Cryx and Khador infantry and magic debuffs. Once that balance is found though Cygnar can compete with any army out there.

1. The Journeyman Warcaster. At 25 points this is a real bargain and usually the first model bought after the Warpack. The Journeyman can run a Warjack, boost their attack and damage rolls or (more usually) cast and upkeep Arcane Shield on a unit or Warcaster.

2. Long Gunners. With a huge range, combined ranged attack and the option for a second shot per activation - long gunners are excellent at controlling the board and keeping enemy models at bay. They do attract enemy AOE's because of this and need to be protected as much as possible.

3. Trenchers. The foundation of every Cygnar list since Prime. These models have advanced deploy and 'Dig-In' and are great for holding the line. They are difficult to kill by magic and ranged weapons and with their smoke bombs it becomes very difficult to charge them. An all round good unit and well worth the points they cost.

4. Centurion Warjack. An Base Armour 21 Warjack that cannot be charged from the front means that the Centurion is as tough as they come. Only Khadors Devastator can match that level of toughness. With Arcane Shield or while under Strykers feat the Centurion becomes practically invincible and can be used as the wedge that drives into the most heavily guarded enemy lines. The sustained attack means that once it hits you only need to buy more attacks to destroy heavily armoured enemy warjacks.

Sample Force
Army Points: 500
Victory Points: 16

Commander Coleman Stryker
Centurion
Lancer
Journeyman Warcaster
Long Gunners (8)
Trenchers (8)
Eiryss, Mage Hunter of Ios
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Re: "kako poceti sa Warmachinom/Hordama" continued....

Post by FGSerbia »

Starting Out with Menoth - the 'Must Haves';

In my opinion The Protectorate of Menoth are probably the best looking models in the game. They are also an excellent faction that can deny enemy ranged and magic attacks. With their own ranged attacks they can dish out lots of damage and lots of AOE's to keep infantrymachine armies in check. Given their zealous nature a lot of the units tend to get stronger when one of their own members is damaged or destroyed.

1. Holy Zealots & Monolith Bearer. At 5 points a model Zealots are one of the cheap ways for Menoth players to fill the battle field. They are also capable of delivering massive amounts of damage and become very difficult to hit or hurt if one of their number is killed. With the Monolith Bearer they get a powerful 'mini-feat' which means they almost always deliver their payload.

2. Choir of Menoth. Another cheap unit denial that makes Menoth Warjacks immune to either missile fire or magic. They are also a cheap sourch of souls for the High Reclaimer and have great synergies with the Devout Warjack.

3. High Paladin Vilmon. On the charge this solo can take down warcasters, entire units of cavalry (from experience) and even heavy war jacks all by himself. While not in melee he can run and move in Impervious Wall and is immune to all non-magical damage. This makes him a very useful solo hunter.

4. Devout Light Warjack. This warjack is essential as a protector for some of the more fragile Warcasters. It intercepts ranged attacks and with it's shield has an ARM or 19! Also the Choir makes it immune to most damage that Warcaster's attract and it has to defend against. It's defensive strike ability can also make some players rethink charging your warcaster late on in the game.

Sample Force
Army Points: 498
Victory Points: 19

High Exemplar Kreoss
Guardian
Devout
Revenger
High Paladin Dartan Vilmon
Paladin of the Order of the Wall
Choir of Menoth (6)
Holy Zealots (10)
Monolith Bearer
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Re: "kako poceti sa Warmachinom/Hordama" continued....

Post by FGSerbia »

Starting Out with Khador - the 'Must Haves';

Khador arguably has the best Warcasters in the game. Sorscha, Vlad and the Old Witch are all capable of winning games almost single handedly. Coupled to this they also have excellent solos and very tough Warjacks. The Khador infantry is, in my opinion, the weakest side of their army and you will often see Alexia Ciannor in Khador tournament lists picking up Winterguard and Doom Reavers as they fall. The heavy infantry (Man-O-Wars) solve this problem but they tend to be expensive and slow, often arriving in the battle around round 5 or 6.

1. Widowmakers. The one 'must have' infantry that is in every Khador tournament list. Very accurate and able to inflict 1 point of damage per shot the Widowmakers are a constant nuiscance to infantry and solos and, occassionally, Warcasters. They are a bit squishy and do tend to die to AOE blasts even if their is no direct hit.

2. Man-O-War Drakhun. This is a beast of a solo and can literally hold an entire flank by itself. The counter charge option means that moving into within 6" of this model is practically suicide. Once you actually manage to kill him he reappears off his horse and must be killed again.

3. Manhunter. On the charge the Manhunter hits for 10+4d6 dam and 10+3d6 dam and because of stealth and pathfinder - he usually gets the charge. A very difficult model to protect against, Manhunters are a threat model that forces opponents to play a certain way.

4. Winterguard Mortar Crew. With an effective RAT of 2 the mortar doesn't necessarily seem a must have at the beginning but the sheer range and power mean that scatters from the mortar threaten almost all one wound models. The true threat of the mortar comes from it's ability to hit (and likely kill) knocked down and stationary targets.

Sample Force
Army Points: 498
Victory Points: 19

Kommander Sorscha Kratikoff
Destroyer
Man-o-War Drakhun (+Dismount)
Manhunter
Kossite Woodsmen (6)
Widowmakers
Winterguard (8)
Winterguard Mortar Crew
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Re: "kako poceti sa Warmachinom/Hordama" continued....

Post by FGSerbia »

Starting Out with Cryx - the 'Must Haves';

Cryx has this juxtaposition of being able to field hordes of cheap weak infantry and also incredibly powerful units and solos. While Cryx often lacks the ranged attacks of other factions they more than make up for it with their spellcasting, stealth, excellent and cheap infantry and long threat ranges.

1. Bile Thralls. Perhaps the most feared unit in hordes. Each one is capable of wiping out lots of 1 wound models with ease and there is no to-hit roll!! When they purge everything within 6" is hit and opponents are always faced with the difficult choice between attacking Arc Nodes and these. The threat of Bile Thralls allows Cryx players to manoevre more powerful models into place.

2. Bane Knights. Arguably the best infantry currently available. They move through terrain without penalty, are immune to free strikes, have reach and are weapon masters. Most other factions don't have units with half of those attributes. What makes matters worse is their shadow shift ability - basically making them immune to charges and tramples.

3. Skarlock. This useful solo provides an equivalent of an extra 3 focus points for spellcasting for Cryx Warcasters. What makes matters worse is that Cryx spells are some of the nastiest available in the game. While very weak - the Skarlock is rarely involved in the combat at all and usually stays right at the back.

4. Bone Jacks. Supplied in the Battle Box these Arc Node Light Warjacks are essential for the Cryx style of play - allowing the more fragile spell casting Warcasters to devastate ranks of Long Gunners and Zealots from afar. They are quick and very difficult to hit for warjacks which is good as they usually are an opponents highest priority targets.

Sample Force
Army Points: 500
Victory Points: 17

Warwitch Deneghra
Deathripper
Deathripper
Defiler
Defiler
Skarlock
Bane Knights (8)
Bile Thralls (8)
Mechanithralls (8)
Ogrun Bokur
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Re: "kako poceti sa Warmachinom/Hordama" continued....

Post by FGSerbia »

Starting Out with Mercenaries - the 'Must Haves';

Mercenaries are a mixed bag and as such there are no 'essentials' when fielding them with the regular factions. When they stand as a force in their own right they need all the help they can get to synergise into a force that can withstand the might of the big 4. To this end there are a couple of solos that should always be included.

1. Alexia Ciannor. Along with the Man-O-War Drakhun and Journeyman Warcaster, Alexia Ciannor is a contender for best solo in the game. She herself has a great command stat and is able to rally troops and is also immune to spells but it is her special abilities that raise her to legendary status. Every time a living model is killed she get a new unit into her risen army. Against infantry machine she quickly fields a unit of 12-20 models that are replenished as soon as destroyed. Whilst the risen are poor in themselves they are great at blocking charge lanes and generally getting in the way. Each round a weaponmaster solo can be created and if she faces Cryx she can attempt to take over and control an entire unit each round. If your facing Alexia - make her a priority target.

2. Eiryss, Mage Hunter of Ios. At 29 points Eiryss is the ultimate army filler. She finds most use against Cryx and Menoth where warcasters can 'gorge' themselves on souls and thus focus. With one shot she not only gets rid of all focus but stops them getting anymore next round. She is also very difficult to shoot and just about tough enough to survive AOEs. Usually a high priority target with a wicked threat potential - all warcasters fear Eiryss.

3. Gorman Di Wulfe, Rogue Alchemist. Gorman is a side-kick for many warcasters to hide them from assassination combos. He can throw a smoke grenade each round to protect someone from shooting and charges. As an offensive model his rust and black oil grenades are incredibly effective at reducing DEF and ARM from enemy models.

4. Ogrun Bokur. When within 6" of his client the Bokur goes from a light Warjack equivalent model to a heavy warjack equivalent model - able to deliver upto 3 MAT:6+3d6 POW:15+3d6 (4d6 on the charge) attacks. Given a charge lane to your warcaster it's adiós hombres. All this for 39 points!!

Sample Force
Army Points: 495
Victory Points: 15

Gorten Grundback
Grundback Blaster
Grundback Blaster
Grundback Gunner
Grundback Gunner
Alexia Ciannor
Eiryss, Mage Hunter of Ios
Gorman Di Wulfe, Rogue Alchemist
Ogrun Bokur
Hammerfall High Shield Gun Corps (10)
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