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  1. #1
    Destroyer of Worlds Polar_Bear's Avatar
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    Default Warmachine Faction Guides MkII

    Hey everyone,

    One of the most frequent questions we get here in the New Member's Forum is "What do each of the factions play like?"
    Well, in an effort to help with that conundrum, we've asked the various Factions to give us a quick run-down of the various aspects of their faction in a general way. As such, you can see what each faction is relatively capable of, without getting bogged down in specifics about models that you, as a new member, don't have any real knowledge of yet. This will help you make an informed decision as to which faction you think may best fit your play-style that you have in mind for your army.

    So without further ado, here are your new MkII Faction Guides.
    Unfortunately, due to the overall size of the guide, there's going to be one per the next posts to the thread.

    PB
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  2. #2
    Destroyer of Worlds Polar_Bear's Avatar
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    Cygnar
    Primary thanks to Dino-Czar.

    Cygnar is a Kingdom under siege. Blessed from its inception with an abundance of resources and an inventive populace, the nation of Cygnar has long been the at the center of all matters in the Iron Kingdoms. This largess has come at price, and in the current tumultuous climate Cygnar finds it's self beset on all sides, straining to reconcile ancient alliances and traditions with the necessities of the day. On the field of battle the armies of the Cygnus are renowned for their versatility. A Cygnaran soldier is expected to shift seamlessly between roles, be it offense or defense, ranged or melee. This flexibility ensures that no soldier who fights under the banner of the Swan is ever truly unprepared.

    Cygnar Melee: The warriors of Cygnar who fight face to face with their enemies do so with power and precision. Though not noted for their native durability or speed, melee soldiers have access to either ranged weapons or enhancing abilities to over come their limitations.

    Cygnar Ranged: The reduction of enemy forces at range is central to Cygnaran warfare, so it follows that no other faction can match the volume of accurate ranged attacks available to the commanders of Cygnar. Though these attacks will rarely win the day individually, properly targeted they can winnow away the enemy forces to easily managed numbers.

    Cygnar Warcasters: Cygnar's warcasters are strong and skilled commanders. They improve upon the strengths of their troops and bolster their weaknesses. Some of our warcasters are built to manipulate the opponent while others are designed around reinforcing their own army.

    Cygnar Magic: The warcasters of Cygnar carry with them some of the most potent enhancement spells known to the Iron Kingdoms. Spells such as Blur and Arcane Shield protect the lives of friendly soldiers while others, like Dead Eye and Chain Lightning, ensure that no enemy is truly safe. Cygnar is also home to some of the most potent anti-warjack abilities known to man. Few commanders will find themselves without the tools to diminish their enemy's use of these weapons.

    Cygnar Warjacks: The heavy warjacks of Cygnar are specialized for close combat. Even those that have ranged weapons find themselves at home in a melee. Cygnar's superior resources grant these behemoths high accuracy and mobility, even as their durability tends to be low. By contrast, the light warjacks in Cygnar are most comfortable during mid to long ranged engagements.
    Last edited by Polar_Bear; 04-01-2010 at 11:43 AM.
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  3. #3
    Destroyer of Worlds Polar_Bear's Avatar
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    Protectorate of Menoth
    Primary thanks to PG_Edargod

    Loyal followers of the Creator of Man, Menites work together to overcome the toughest opponents, letting nothing stand in their way. While sometimes individually weaker, more than any other faction they leverage synergy to combine into an unstoppable force. Every Menite killed in battle just inspires his fellows to fight even harder until all the Iron Kingdoms submit to Menoth's Law.

    Menoth Melee: Blessed with cheap, effective troops, the Protectorate has a mix of fast precision troops and slower hard-hitting Knights. These units are supported by a combination of commanding officers who ensure their faith does not waiver in the face of death.

    Menoth Ranged: Preferring quantity over quality, there is a strong emphasis on AOE and spray attacks over the more accurate direct-fire weapons of other factions. Menites do not need to hit in order to kill, instead letting their wandering blasts land where they may, causing unquenchable fires in many cases. Aiming is even less necessary if your fanatical troops are willing to put themselves in harm's way to fire from point-blank distance.

    Menoth Magic: Menoth spells focus on protection and enhancement of their army. They protect against magic, shield their troops, and inflict divine punishment on anyone who attacks them. Offensively their blessings inspire their troops to fight better while raining holy fire upon the enemy from afar. Some Menoth warcasters can even harvest the souls of their dying troops to inflict one last attack upon the enemy.

    Menoth Warcasters: Menite warcasters excel in helping their army do more. Most of them have wide-ranging spells that help buff their army up to superhuman levels. While blasting the enemy with cleansing fire, they up the accuracy and damage output of their own troops and warjacks to high levels.

    Menoth Warjacks: Despite early problems in acquiring the knowledge to manufacture warjacks, the Protectorate now has an arsenal of warmachines that rival any nation of Immoren. They serve roles from anti-infantry and anti-warjack, to durable arcnodes, to warcaster bodyguards. While slightly less armored than 'jacks of Khador, and somewhat less agile than Cygnaran designs, Protectorate warjacks strike a balance and are supported like no other army's can be - through the prayers and hymns of the faithful. With this support they often arrive at their chosen targets unscathed.
    Last edited by Polar_Bear; 04-01-2010 at 11:43 AM.
    E.J.P.O.P.H.A.T.P.T.W.W.T.P.T.I.T.I.T.O.
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  4. #4
    Destroyer of Worlds Polar_Bear's Avatar
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    Khador
    Primary thanks to... me! :P

    From the harsh north of Western Immoren come the proud people of Khador. Cursed, or some would say blessed, with a harsh environment to live in, Khadorans are, on average, bigger and stronger than others in the Iron Kingdoms. They've had to scrape out a living amongst the cold, unforgiving lands, becoming tough and hard-bitten. A people with a longstanding tradition of empire, Khador has never stayed out of warfare long. Their recent conquest of the kingdom of Llael and expulsion of Cygnar from the Thornwood has only added to their hubris.

    Khador Melee: Khador hits hard. Very hard. They were the originals to coin the term "Axe to face!" Though generally a little slower than other factions, when Khador manages to connect, it's always a knock-out blow. With the most unmodified high-power melee attacks, Khador is looking to get in and mix it up in melee, where they will almost surely come out on top.

    Khador Ranged: Khador's ranged attacks tend to come in two forms, pinpoint attacks that are highly accurate or devastating blasts that can kill swaths of enemies with a single shot. Khador has a couple highly accurate shooting units that are adept at taking the enemy apart with scalpel-like precision. On the other hand, Khador's use of the Bombard, a large-barreled mortar-like weapon, throws out area-of-attack blasts, but you're never quite sure exactly where they will go.

    Khador Magic: Based off of the world in which they live, most of Khador's magic is about ice. Able to freeze the enemy in their tracks and send debilitatingly cold blasts into the enemy, Khador's offensive magic can really give the enemy the cold shoulder.

    Khador Warcasters: With only one exception, Khador warcasters are the only faction that doesn't have access to Arc Node technology. This causes their warcasters to fight from the front. That's ok, though, because no other faction can boast as many warcasters both resistant to assassination, yet also as capable of doing an assassination run of their own. Khador warcasters tend to sport high defensive values and many damage boxes to keep them going, even when placed directly in harm's way on purpose.

    Khador Warjacks: They're big. Really big. Bigger than anyone else's. If you want the most massive machines to be in the game under your control, this is where you want to look. Khador's philosophy of "bigger is better" isn't shown anywhere more faithfully than in their warjacks. With the highest average armor value and more damage than anyone else, Khador's warjacks seem unstoppable. Your enemy's attacks will mostly just bounce off the armor, or only do a couple points of damage as they move relentlessly forward, waiting to connect with their axes.
    Last edited by Polar_Bear; 04-01-2010 at 11:42 AM.
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  5. #5
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    Cryx
    Primary thanks to Aldarionn

    The Nightmare Kingdom of Cryx has long been the "bogeymen" that other kingdom's mothers tell their children about to scare them to eat their broccoli and do their chores. The only problem is that the "bogeymen" are real. Very real. Undead horrors abound in Cryx. But these aren't your shambling, mindless undead. They run screaming at you at a dead sprint, bringing swift death... and the eventual rebirth as yet another in the ranks of the always-growing undead masses.

    Cryx Melee: Cryx excells in melee due to their speed and generally stealthy nature. Able to conduct lightning strikes before the enemy has a chance to get a bead on them, they rush in and can pound you to death before you even realized they were coming. Generally, their melee attacks can be augmented in some way, either through combo-strikes or focus-feedback or magical manipulation. Just "punching you" rarely happens in Cryx.

    Cryx Ranged: Modestly sparse in the faction, Cryx ranged attacks, like their melee, tend to have something else along for the ride. They may cause your trooper to explode, or force them to choose between attacking or moving next turn, or some other form of nastiness. Though this isn't where Cryx is going to be winning most of their games, their ranged effectiveness is a set-up to the melee waiting to come.

    Cryx Magic: Cryx loves to see their enemies disolve into puddles of goo, and as such, have numerous spells that cause acid damage to their opponents. Their highly-accurate magic attacks help out wheir their lack of ranged attacks may turn into a problem. With the most arc nodes available, their warcaster's spells can come from almost any angle. Other than that, Cryx is master of debuff. Messing with your opponent's armor or defense values only makes their, what may seem like modest, attack ability look over-the-top.

    Cryx Warcasters: Cryx, like most other factions, has a host of vastly different Warcasters who all work differently depending on the play style of the general fielding them. We have strong, direct assassins like Warwitch Deneghra and Skarre, Queen of the Broken Coast, and murderous meat grinders like Iron Lich Asphyxious and Lich Lord Terminus. While some Warcasters may have similarities, or share similar spells, no two play the same, and swapping out Skarre for Asphyxious within the exact same force will give it a totally different focus.

    Cryx Warjacks: Cryxian Helljacks are some of the fastest Warjacks in the Iron Kingdoms, and although they have lighter armor than most of the rest, they pack a serious punch. We also employ more Arcnodes than any other faction, and Bonejacks such as the Deathripper, the Nightwretch and the Defiler are seen in numbers on the battlefield. They are blazing fast vessels capable of providing our Warcasters a safe and easy way to launch punishing spells into our opponents back ranks, and solidifying our position as the most magically dominant force in Western Immoren.
    Last edited by Polar_Bear; 07-15-2010 at 02:40 PM.
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  6. #6
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    Retribution
    Primary thanks to thecsharian and zee.


    Ios, a nation of elves, has long isolated itself from the rest of the Iron Kingdoms; hiding from the world as their Gods disappeared and died due to some unknown reasons. The Retribution of Scyrah were an outlaw terrorist cell in IoS, who - believing human magic is the cause of their gods ills - have been working throughout the Iron Kingdoms to kill as many human mages as possible, hoping to save, or stave off the death of their last goddess Scyrah. With the rediscovery of Nyssor, in the hands of the Khadoran Greylords, along with Goreshades goals to kill the remaining gods, the Retribution of Scyrah has gained political traction, with several great houses openly joining their cause... allowing the Retribution to openly go to war against the human nations.

    The Retribution of Scyrah specialised in assassination and guerrilla warfare, and this is still the case; but the joining of several houses has brought many powerful soldiers and warjacks. As a Faction retribution boast the most highly developed weapons and warjacks, working alongside stealthy assassin models. They lack the numbers of other nations, but make up for it with elite specialised soldiers carrying the best weapons. They perhaps lack synergy, but are so capable on a unit level they hardly need it.

    Retribution of Scyrah Melee and Ranged: Well armoured, or stealthy, the warriors of the Retribution are all highly trained, and specialise in destroying their targets. There are three distinct types of units units in the Retribution of Scyrah: the heavily armoured and powerful Dawnguard; the generic fast and adaptable Houseguard; and the stealthy and deadly Mage Hunters. Dawnguard are the elite soldiers of Ios, well trained and boasting the best armour and weapons; they overcome the enemy by strength of arms and resilience. Houseguard are the standard soldiers of IoS boasting weapons superior to their human counterparts and making up for any shortcomings with extensive training and special abilities; they overcome their opponents by quickly adapting to the needs of the situation. Mage Hunters are the traditions 'assassin' models of the Retribution of Scyrah, they are lightly armoured, well trained and tasked with eliminating the stain of human sorcery from the world; they attack the enemy from stealthy positions, with magical weapons ignoring the strongest magical enchantments.

    Overall, the offensive abilities of the Retribution of Scyrah are heavily specialised, with models attacking the enemy directly. As a faction they have a general lack of AOEs, sprays and other area wide attacks; but are able to ignore LoS, spells and other rules human spell casters hide behind.

    Retribution of Scyrah Magic: Retribution magic tends to focus on two areas, enhancing the factions offense - with spells like snipe, vortex of destruction, mobility, and phantom hunter allowing them to attack harder, faster or when they usually wouldn't; or preventing the enemy's offense - with spells like stranglehold, polarity shield, and banishing ward denying various aspects of the game. They also boast an ability to take a large number of mage models, bringing both offensive magic and movement effects, to help position themselves and the enemy in a preferable position.

    Retribution of Scyrah Warjacks: The Warjacks of this faction are, on first appearance, plain standard jacks, they have above average SPD values, but average STR, MAT, RAT, DEF, ARM and below average damage boxes. However, they all have a repairable powerfield protecting them, and each brings a different set of special, generally focus based, abilities. These qualities allow them to fight, in their area of specialisation, better than the standard jacks of any other faction. While these special abilities allow them to excel in one area, their generic core nature also allows them a degree flexability not usually seen in jacks - for instance most of initial heavys are armed equally well for melee as they are for ranged warfare. Overall our jacks tend to fill a role on the battlefield no other models do, and so are commonly fielded in a combined arms approach to warfare.
    Last edited by Polar_Bear; 04-01-2010 at 11:41 AM.
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  7. #7
    Destroyer of Worlds Polar_Bear's Avatar
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    Mercenaries
    Primary thanks to the entire Mercenary community.

    Whether for coin, vendetta or ideal, the mercenaries of the Iron Kingdoms fight across all of Western Immoren. Privateers, time-honored mercenary charters, renegades, and brigands make up their ranks. Lacking the industry, resources and treasuries of nations, mercenaries rely on flexibility and uniquely specialize units to seize victory, profit and revenge.

    Mercenary Melee: Mercenary commanders have access to hulking warjacks, heavy cavalry, ranks of infantry, and elite skirmishers to meet any foe. While they may lack the combat specialization of other factions, they make up for it in versatility. From lightly armed pirates to armor-encased Dwarves, Mercenaries have it all.

    Mercenary Ranged: Whether using guns, bows, or cannons, Mercenaries dominate ranged combat. Privateer and Rhullic allies bring heavy artillery while Stealheads and the Resistance bring rifles. A menagerie of other allies bring bows, crossbows, vials of alchemical agents, cannons, and even throwing knives.

    Mercenary Magic: While lacking the infrastructure to recruit, raise and train those adept at sorcerous magics, Mercenaries can exploit their contacts to hire those outcasts and wanderers who can wield arcane power. From sorcerour Elves to rebel gun mages, Mercenary magics are as varied as their other assets.

    Mercenary Warjacks: Maintaining and repairing warjacks can be expensive. Thankfully, cast offs from Cygnar, converted laborjacks, and Rhullic allies are plentiful. Mercenaries have access to durable-but-slow Rhullic jacks, a variety of fast light jacks, and a large number of ranged jacks. While they may lack the flashy new weaponry of the nations, Mercenary jacks are brutally efficient tools of the trade.

    It should be noted that to play Mercenaries, one must pick a Contract. Each Contract represents an organization that is willing to pay for certain Mercs to forward their sometimes mysterious and dubious agendas.
    For more Information on Contracts, see the Mercenary Community, specifically this thread that describes who can work for which Contract: http://www.privateerpressforums.com/showthread.php?t=5802
    I mean, you can't really expect every sell-sword and cuthroat to work with any other, can you?
    E.J.P.O.P.H.A.T.P.T.W.W.T.P.T.I.T.I.T.O.
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  8. #8
    Destroyer of Worlds Polar_Bear's Avatar
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    Anyway, I hope those help you new players out in deciding what faction may be best for you. Obviously, if you've got any other questions reguarding the factions, feel free to post them. We're happy to help out as best as possible.

    PB
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  9. #9
    Combatant Dougefresh's Avatar
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    this is exactly what everyone should read when trying to decide which faction to start with!

  10. #10

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    Tnx for the writeups

  11. #11

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    I found the following website to be very helpful:

    It is mostly about usage and tactics, not much fluff.
    Last edited by beacon450; 09-03-2013 at 07:43 PM.

  12. #12
    Combatant bills6693's Avatar
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    Thanks a lot, this is great for new players to the universe!

  13. #13
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    Convergence of Cyriss
    With thanks to the Convergence forum

    Overview - Initial Program Load

    The Convergence of Cyriss is a new participant in the wars of western Immoren; the militant arm of the Cult of Cyriss taking action to pave the way for their goddess to manifest. Cyriss herself is the Maiden of Gears, the goddess of mathematics and science who claims responsibility/takes credit for many major advances in human society. For the Convergence, nothing is better than a precise, well-tuned machine...and the world could use some tuning.

    Until recently in the timeline, 'paving the way' meant tweaking the ley lines and magical energies that few of Immoren's citizens know of - this lead the Convergence into conflict with the Circle Orboros and the elves of Ios, who use the same ley lines in their own fashions. But now, in grand tradition, The Stars Are Right and the Convergence's plans are accelerating, bringing them into conflict with the major players of the Iron Kingdoms.

    Keywords for this faction include synergy, support, interlocking abilities, and versatility.

    Technical Considerations
    Players interested in the Convergence should be aware of a few points:
    - The Convergence is a brand new faction as of July 2013 and has a limited set of models currently available to choose from. Further, they are a 'minor' faction that PP has stated will not be getting new things as often as the other WM/H factions.

    - Convergence models, at least as of the first couple of waves, have proven to be very fiddly to assemble. Most have lots of small or fragile parts, and the plastics require considerable cleanup of seams and mold lines. A handful of assembly guides have already been posted; be certain to check out the Convergence faction forum.

    - As an army, Convergence models rely on a lot of special abilities and interaction within themselves, often needing a fair amoutn of planning turns ahead.

    Convergence Melee
    Convergences forces bring a solid melee game to the table. On their own, warjacks and warriors have modest stats, and can bring the pain in a surprising number of ways; from the rams and pistons of the heavy warjacks, to the shield walls and transforming 'protean' weapons of the heavy infantry, to quick strikes by soaring, steel-winged Clockwork Angels.

    Convergence Ranged
    The ranged gameplan for Convergence armies is surprisingly subtle - most attacks may not be incredibly damaging, but they definitely have side benefits as well! No crude powder-fired weapons dishing out imprecise destruction here; their ordinance includes blasts of shrapnel and flying gears from tightly-wound mechanisms, magnetically-launched razor flechettes, and surgical beams of energy. By themselves, ranged elements can single out targets, knock down foes, and shred infantry with only moderate effort.

    Convergence Support
    Of course, no melee or ranged element in a Convergence army should be on their own. The entire army is a grand machine, and every gear must be in place. Warjacks and troopers are accompanied by teams of technicians that make on-the-fly repairs to both troopers and warjacks, and adjustments to deal with terrain and magical defenses. In addition, floating Servitor drones dart about the battlefield to assist in making repairs, hurl target-marking chemicals to reduce enemy defenses, or hunt down foes with flechette gun and landmines.

    Convergence Warjacks
    The Convergence's warjacks, dubbed 'vectors', are direct extensions of their warcasters will, so tightly linked that they have no MAT or RAT of their own - they borrow the stats of their warcaster. Further, these vectors have the ability to pass Focus between themselves, sharing the warcaster's limited resources in ways other forces cannot. Heavy vectors bring the pain in melee and at range, while light vectors work to support the other elements by storing focus, marking or knocking down targets, and even making repairs on their own.

    Convergence Warcasters
    Warcasters of the Convergence can support many styles of play, the whole spell-slinging to face-smashing spectrum. Casters tend to support their own army, enhancing offense and defense, more than attacking directly with feats and spells. And moreso than any other force, changing the warcaster changes the way the army plays thanks to the Field Marshal mechanic that each caster grants their battlegroup - the very same vectors, under the right casters, can teleport short distances, channel spells, or slowly reassemble themselves!
    ==SUCCESSFUL ITERATIONS CONVERGE TOWARD INEVITABLE VICTORY==
    My other bond is on a ROVER.

  14. #14
    Combatant
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    Thanks a lot. A very helpful introduction to the WM factions for the newcomer I am.

  15. #15
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    Indeed. Thanks!

  16. #16
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    Can someone tell me how to post a thread on a phone;(

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