Post by drokalypso on Jul 12, 2017 11:15:48 GMT -5
Where to start...
One of my game designer buddies got in with the Privateer Press just after MK III came out. We got a pile of battle boxes, and I picked Khador - it suits my style the best, as I like toe-to-toe fights with armies that are just shooty enough to make my opponent not able to hang back.
If you don't know Warmachine... Think 19th century steam-powered fantasy. There are giant robots (Warjacks) with axes and guns and whatnot. You have 1 general/caster, and if they get taken out, you lose. There's infantry and cavalry and any number of weird unit, all with their own special abilities. There are a LOT of moving parts, which makes it a rich game both strategically (how do I build an effective/efficient list), and tactically. It borrows from many of my favorite games - WH40K, Battletech, DBA/DBM. The look of the game and the models is great. The lists are smaller than 40K, but bigger than Battletech; 30 models in a list would be a lot for most factions. It is not hex-based, all movement and ranges are measured. There are attrition wins (killing all the stuff) and assassination wins (killing the warcaster). There are scenario wins as well, but I'm still new to the game and don't know much about them.
My strategy for wargames is predicated on having terrible luck. In 40K (3rd and 4th ed.) I played in-yer-face Chaos (Khorne and Nergal). Run the numbers - if I roll at the low end of average, and my opponent rolls at the high end for 2 turns, is this army going to melt away? No? Okay. For those of you familiar, I'd say that armies like Dark Eldar are at the opposite end of that - bad luck for for a DE player can remove any chance of winning by turn 3. Average rolls can result in spectacular victories, and good luck makes it a one-sided affair. In Battletech, I like to run circles and circles until I have an edge. With ancients, I favor high-HP infantry that can stand and take it while I use my cavalry to 'fence' with the opponent. In almost no case do I actually count on hitting the opponent hard enough to do serious attrition. Dice betray me.
So Khador. Warmachine is designed to be a melee-heavy game. There aren't any pure-shooty lists, and shootier units tend toward the more fragile side. The stat lines for most units have triangles of Good/Meh/Bad - for shooting it's range, accuracy, and power. Khador 'jacks have powerful guns, meh range, bad accuracy - I have to dedicate resources to making the guns actually hit. In melee they are easy to hit, hard to damage, but have powerful and accurate attacks. They are inherently slow, and again, I have to dedicate resources to making them get around the board efficiently.
Anyway - Do you play? Interested?
One of my game designer buddies got in with the Privateer Press just after MK III came out. We got a pile of battle boxes, and I picked Khador - it suits my style the best, as I like toe-to-toe fights with armies that are just shooty enough to make my opponent not able to hang back.
If you don't know Warmachine... Think 19th century steam-powered fantasy. There are giant robots (Warjacks) with axes and guns and whatnot. You have 1 general/caster, and if they get taken out, you lose. There's infantry and cavalry and any number of weird unit, all with their own special abilities. There are a LOT of moving parts, which makes it a rich game both strategically (how do I build an effective/efficient list), and tactically. It borrows from many of my favorite games - WH40K, Battletech, DBA/DBM. The look of the game and the models is great. The lists are smaller than 40K, but bigger than Battletech; 30 models in a list would be a lot for most factions. It is not hex-based, all movement and ranges are measured. There are attrition wins (killing all the stuff) and assassination wins (killing the warcaster). There are scenario wins as well, but I'm still new to the game and don't know much about them.
My strategy for wargames is predicated on having terrible luck. In 40K (3rd and 4th ed.) I played in-yer-face Chaos (Khorne and Nergal). Run the numbers - if I roll at the low end of average, and my opponent rolls at the high end for 2 turns, is this army going to melt away? No? Okay. For those of you familiar, I'd say that armies like Dark Eldar are at the opposite end of that - bad luck for for a DE player can remove any chance of winning by turn 3. Average rolls can result in spectacular victories, and good luck makes it a one-sided affair. In Battletech, I like to run circles and circles until I have an edge. With ancients, I favor high-HP infantry that can stand and take it while I use my cavalry to 'fence' with the opponent. In almost no case do I actually count on hitting the opponent hard enough to do serious attrition. Dice betray me.
So Khador. Warmachine is designed to be a melee-heavy game. There aren't any pure-shooty lists, and shootier units tend toward the more fragile side. The stat lines for most units have triangles of Good/Meh/Bad - for shooting it's range, accuracy, and power. Khador 'jacks have powerful guns, meh range, bad accuracy - I have to dedicate resources to making the guns actually hit. In melee they are easy to hit, hard to damage, but have powerful and accurate attacks. They are inherently slow, and again, I have to dedicate resources to making them get around the board efficiently.
Anyway - Do you play? Interested?