Saturday, December 21, 2013

A starting army for warmachine and the idea for painting it.

A good size starting War Machine army. 25 points
This is what I have been up to since I graduated Saturday. I decided to get a small army going and hope to hit 35 points before a tournament in February. The army is small, shooty yet strong in melee and is a solid army. It isn't competitively optimized, but I don't want a competitively optimized army. I just want something competent that works. I also like the theme behind armies like this one. Small and stealthy, these mage hunters put the hurt on anything in War Machine. Hordes may be a little issue, but with so much shooting and denial, they shouldn't cripple me to bad. At 35 points, they will do better as they will have a strong counter charge element in the added units.  Here is a run down of the list.
Kaelyssa the Night Whisper
With an additional 7 points for warjacks and 7 focus she is a strong choice. To make her even more nasty, she has a gun that fires 3 times and steals a focus on hit. Her spell list is pretty impressive. She is one of the better jack casters if only for how much focus she can have. Her spells are simple yet scary. Backlash makes it to where when a jack is damaged, the warcaster takes a single point of damage. That isn't to impressive until you have the mage hunters (mentioned later) start plinking jacks because their ranged attacks do 3d6 damage. Sure, they may only put a couple of points of damage on them, but every time they do, it will plink one off the caster. It makes riskier moves with the enemy warcaster more difficult. Her next spell is arcane reckoning. Anytime anyone uses a magic attack at a unit with this buff and misses, the magic attack hits the user instead. This works well with the Mage hunters as they have stealth so you always miss if you are farther then five inches away. She has banishing ward which removes any buffs on whoever it hits. Useful for everyone. Has phantom hunter which means the unit with this buff doesn't care about line of sight. She also has arcane bolt that makes people stationary on hit which is really huge. Her feat works well with everyone. You can't be charged and everything has stealth. This puts everyone's range to about five inches for a turn. Really crippling. Lets show what else goes with her.
10 man mage hunters strike force with Unit Attachment
This unit is scary. Advance deployment and phantom hunter sees these guys attacking any model within 12 inches away. They work really well with kaelyssa. hell, they work really well alone. That is probably the best part about them. Alot of the force needs to be able to work alone. Next unit is a must have solo.
Eiryss 2 or maybe 1
Of the three Eiryss that are available, Eiryss two is probably the hardest to work around for the enemy. Her presence alone sets up a bubble 5 inches large where enemy jacks can't get focus and channel spells. On top of that, if she hits anyone with any weapon, they lose all focus. Eyriss one may get a few test games in. She gets a nifty little thing that just messes up everyone's plan. She causes you to drop focus, but you also cannot get focus the following round. Add phantom hunter from her with kaelyssa and a game winning shot is easy to do. It may cost her her life, but she will be avenged. Elven Vengeance is kind of what we do.
the Griffion Light Warjack
This little guy is the Griffon. He is practically a missile with a halberd. He isn't slowed by terrain and he has a powerful charge rule that makes his charge attack easier to hit. He will die to a stiff breeze, but he will take that breeze with him as he dies. Kaelyssa's spells can protect him pretty will. He is cheap and quick.
a Chimera Light Warjack
This guy is a little sneaky one. He has mirage, so he shifts two inches from where ever he is at the start of hit turn. He can also, channel kaelyssa's spells. Any spell kael casts, she can select the origin of the spell as the Chimera. Add in the how hard he hits, he works quite well. He isn't cheap for a light warjack.
The Manticore
This big guy is the Heavy Warjack of the group. Neither amazing in melee or shooting, he finds himself in between. He is good with his 12 inch range and his Gun that shoots three times, but he also has the highest strength hit in the army which will allow him to punch him in the face. He doesn't need any focus either most of the time as he just moves and pumps three shots into everyone. This jack is the one that needs the least amount of focus. He only needs focus on the turn her is going to run in and punch peoples faces off. Should be fun.

This is my 25 point force. It was quick and fun. I really want to get a few games in with my friend rob and see how it does. It is a precision force, but it can really lay down the hurt when it needs to. I really am excited to see this game in action. Wish me luck

Friday, December 13, 2013

Graduation and a new game.

Sooooooo..... Been a while. Haven't been around a lot. I graduate college Saturday. Should give me more time for gaming. The new sisters of battle codex launched, but I haven't gotten to pour over it enough to feel comfortable with a little discussion. Still a fun book and I am loving the digital books. Instead, I want to talk about something else. Warmachine! That is right, I want to try to get together a small army together. There is one thing I feel warhammer is missing something I find Warmachine has in spades. In Warhammer, the army's I find myself running use units that perform a job in a vacuum. Nothing really buffs or changes what they do. A squad used to pop tanks uses it's own powers and really doesn't change. It pops tanks only really. Units rarely have do more then kill people. Unit synergizer on an army basis and don't really interact enough for me. Some strong HQ choices and a few random units can do things like this, but I find the game in general lacking. In warmachine, every unit feels like it can do more then just punch someones face off and they interact in more ways because it is a smaller game.  For example, My ork boy squad never really had much beyond crunching people. They don't really do alot more. Death is the only form of action in warhammer in my eyes. I am not saying I don't like warhammer. I love warhammer. I am a lifer. I just want to try something that requires a little more thought and planning. My planning in Warhammer seems to be units going and doing something alone. A troop goes to claim an objective or target a unit,but they often don't do anything else. Warmachine, everything does something special it feels. Units work well within themselves, but they also work towards helping other friendly units or hurting enemy units without having to kill people.There is more interaction then just kill people. This is why I want to get into warmachine. My army will be.....
Retribution of Scyrah!
This army is all about the interaction with everything. The units have a good synergy with each other and they help cover the weakness their other units have and they can do more then just kill people. The Warcaster is a magical denial caster. She can buff her own units to either help them perform their job in a unique way. She can deny board space, she can cause damage to casters in unconventional  ways, she can deny major engagements for a turn, and she can do things her own.  Her jacks are jacks with options. The griffon warjack which is the one with the shield and halberd is a rocket. He is fast and can really lay the hurt on people. He is a light jack so he dies to a stiff breeze, but he is an assassin. The chimera is an arc node first off so he can have spells cast though him by the warcaster, he is a highly mobile jack who can hurt people, but still has the utility to do more then kill people. The Last warjack in this is the heavy warjack Manticore. This guy is an all around threat. He can shoot well, punch people's faces off, and can still interact with more then just those two elements. He has a special attack that sets down a 3 inch template on the ground that if people walk into it, they get hurt. It is board denial. It is armywide interaction that just isn't there in warhammer. The unit I am adding to the battle box is the Mage Hunter Strike Force. They work really well with the warcaster and they are a strong range choice and they can alter play with their special rule that allows them to shoot without needing Line of Sight. You have to change the way people play when you run the risk of a game losing death if you don't think about it. You then add in a solo character eiyrss. With tons of strong infantry killing power and methods to change the way you play with and against infantry, this solo adds a strong element for fighting Jacks. I really feel that this could be a great all comers list and a fun start. Overall, everything costs roughly as much as a stompa for half of a Tournament grade army. The army works well on paper and provides a variety for me to learn the game. Tell me what you think.