Which warmachine faction to choose




















I play Eldar in 40k and High Elves in Fantasy. Seems like a no brainer, right? Cons: -There seems to be less options for them. Fewer Casters, fewer warjacks, fewer troop types, no epic level casters.

They aren't in the core book though they are mentioned , no starter box, which is unfortunate as I'm sort of on a budget. In brief, there are my main thoughts concerning each faction. In the event that I start one of these, what should I start with? Thanks in advance folks! I had considered it. If I did a hordes army I would probably do Circle, or maybe Legion of Everblight, but I haven't done nearly as much research into that. Legion Pros: -If you don't like playing "good guys", Legion is for you.

Circle is just a bunch of smelly hippies. Welcome to the Iron Kingdoms! The King had a pact with the Trollkin Kriels tribes, basically to give them some land for their service to the kingdom.

However, the place he put them just also happened to be a strategic buffer zone for the invading Skorne forces. What a coincidence! Khador's just trying to expand it's borders. Nothing particularly inherently evil about that and Menoth's just crusading to try and get more converts and also some extra land as well. As for the "schtick" thing, I don't really see what you're trying to say.

Each of the factions kinda have stuff they focus on Khador does ice, Menoth does fire, Cryx does corrosion and Cygnar does lightening , and each has access to troops of just about any style melee-based, ranged-based, support, artillery, etc. I mean, I guess I could see if someone just wanted to say, "Khador's a brick and Cryx goes for the assassination" but that'd leave Menoth, Cygnar and Retribution as the ones that can do a bit of everything.

So their schtick is "swiss army knife" I guess. But anyway Cryx: If you don't like the looks of the figs, there's not really much to say to that.

I mean, there are figs I don't play simply because I don't like how they look. It's just one of those things. When going to a tourney, you're going to find a pretty good balance of all the factions as has been shown over and over again.

Each faction is pretty much as well represented as the others. People might think there's a lot of Cryx, but there's going to be just as many Khador or Legion or Menoth or whatever. Local meta may cause pockets of one faction being represented more, but that's mostly just caused by a bunch of people liking the figs, rather than feeling "I have to play Faction X in order to win anything. Simply put. They're about to celebrate just their 2nd birthday at GenCon, while the other WM factions have been around for 8.

They've only been around since MkII. Skorne have five huge bases one warlock, two battle engines, and two gargantuans and it is common to find lists that use two or even three at a time.

Everblight is one of the dragons spawned millenia ago by the Dragonfather Toruk. Everblight was never the strongest but has proven himself the most cunning, and the most adept at controlling his blight. His physical body was destroyed centuries ago by an elven army, but instead of regenerating it as normal he has managed to spread his athanc through hundreds if not thousands of his blighted followers, controlling their every action.

Everblight has now amassed a Legion of blighted creatures and twisted dragonspawn and uses them to further his own aims: to consume the athancs of his brother dragons and thus become powerful enough to challenge the dragonfather Toruk directly. Most of the Legion's warbeasts can navigate terrain with frightening ease and are bound to do so in order to make an alpha-strike. They must avoid protracted combat, and to help that they sport outstanding mobility tricks beside their innate abilities.

Infantries can be summoned from capable elven fighters, twisted Grotesque herds or brutally effective, wild ogrun tribes. If you look for a fast army of twisted dragon creatures, and a bias toward hit-and-run warfare, look no further.

Legion has several character warbeasts, all of which feature heavily in competitive play. Minions are auxiliary troops that most of Horde factions have access to. Pure Minion armies can be fielded using monstrous Gatormen and pig-like Farrow. Farrow, along with bigger pigs, can be fielded in the Thornfall Alliance, led by Lord Carver and the sinister Dr Arkadius. Both sub-factions play hard and fast, with a strong but limited selection of warbeasts and some of the best Lesser Warlocks around.

As of , all other Hordes main factions Trollbloods, Circle, Skorne, and Legion have access to a theme which allows for heavy access to Minion models. This makes Minions, especially Farrow, a good stepping top between Hordes factions. The Convergence is a minor warmachine faction. Cyriss is the goddess of science and mathematics, also known as the Maiden of Gears. Inhabiting a celestial realm far from Caen, Cyriss was recently discovered by human scientists. These scientists formed the Convergence of Cyriss, a cult dedicated to changing the very planet so that eventually Cyriss can be summoned to inhabit Caen itself and bring in an eternal age of perfection.

Most followers of the Convergence seek to transcend human flesh and live on as a soul inside a machine body, a clockwork vessel. Their infantry are almost all Living Constructs, clockwork soldiers who house a once-human soul. The Infernal invasion has revealed some substantial backstory about the nature of Cyriss. Namely, that Cyriss is actually a sentient galaxy on the other side of the universe. A number of human refugees from the Convergence, Cryx, and Cygnar fled through a portal created from the mechanical body of an ascended Nemo.

They arrived at this galaxy years before Privateer Press's sci-fi miniatures game, Warcaster Neo-Mechanika, and are the ancestors of the human factions in that game this is also why there's no elves in space.

The Crucible Guard is the military wing of the Order of the Golden Crucible, the largest and most respected alchemy guild in Immoren. The alchemists of this ancient and venerable society used to reside in Llael before Khador invaded.

After the loss of their key fortress they had to flee into the Kingdom of Ord, furthering their operation under this - seemingly neutral - state's aegis. They use alchemical drugs to give a normal human arcane powers Much like Cygnar, the Order is pretty adept at ranged warfare.

Being the masters of the arcane sciences, they rely mainly on fire and corrosion-based attacks, while robbing away the enemy's protection against said weapons. They also have various ways to de-buff the enemy via alchemic substances, especially undead and construct targets. When Menoth returned to humanity after battling the Devourer Wurm, a few willful individuals led by the one known as the Heretic defied him.

As punishment they were cast into the wilds of Urcaen where they have suffered since. Urcaen is an ethereal shadow version of Caen, where unclaimed souls go to be eternally tormented by living nightmres. Now they have returned, and with them are the nightmares and tormented souls of Urcaen. This is the stuff of legend, folk lore and nightmare.

This is the Grymkin. Grymkin have very minimal ranged options, relying on their warlock and other magic users for substantial ranged threat. Grymkin have a strong affinity for corpses, with their battle engine the Death Knell exclusively dedicated to supplying their frontline beasts with enough bodies.

Seemingly contrary to their lore, the Grymkin don't care at all about souls. However this is because the Grymkin know that every wicked evildoer they kill is likely to end up in Urcaen anyway, destined to one day join the ranks of the Wicked Harvest. The "true" Grymkin warlocks, those who followed the Heretic and are now known as "the Defiers", don't have traditional feats.

Instead, they have access to three Arcana cards. One Arcana can be used per turn, and they are almost always triggered on the opponents turn by one of their actions. Two Arcana are drawn from a common pool, while the third is unique to each Defier. Additionally, the Grymkin player selects Arcana before the game starts but after lists are declared, giving them a tactical edge in many matchups. Infernals are evil beings from a mysterious realm that is beyond both Caen and Urcaen.

Caen is the world in which the game of Warmachine is set, Urcaen is its shadowy counterpart where souls unclaimed by divine forces go to be tormented by living nightmares. The inhabitants of Caen lack deep knowledge of the Infernals, only knowing that they are ruthless predators with a thirst for mortal souls. They have moved in the shadows of civilisation for millennia, but they have now come in force to claim the debt humanity owes them for receiving the gift of magic.

For example: "Do you favor manuverability and light armor or heavy armor and low manuverability? Them being perceived as the slow, heavy armor faction is due purely to aesthetics, but the average list that you see is the very opposite. Totally agree.

But I do feel there is an general feel to each of the factions. I play cryx and If you are facing me you can generally expect to see infantry, offensive spells and tricks to negate your stuff. That's the idea I'm thinking of. Getting further into the faction will then lead to Mortenebra, Asphyxious, or Terminus who are totally different from what I listed.

I'd realized the same thing a little bit into my samples, and realized that trying to narrow it down by caster, with questions related to asthetics for faction might be more accurate.

Mortenabra does not make Cryx a 'jack faction any more then Kallus makes Legion an infantry faction and shoehorning casters into bad builds doesn't cut it either. Dais Paingiver. As a Circle player just starting out Id be interested to see a stompy Circle list. Ive got a long history of playing slow, heavily armored, hard hitting armies like khador or Troolblood in all my other wargames, and chose Circle as a bit of something different UsdiThunder Deacon Tipp City.

I'm not really sure there needs to be a question 2 I think this would be a good start and from there question two would be about general playstyle. What about pigs or gators? This is true, but that makes them no less competitive. However speaking as a Searforge player, yes they are often predictable and good at 1 thing pending caster, however they are some of the most resilent lists in the game because you have to really drive 1 aspect of the game to succeed.

Example: Gorten: really can end a kill box game at almost anytime if he really wants to with careful positioning. Durgen: with some careful unit selection and not going overboard on range can build a very very resilient counter fight list.

Barney: I knock you down. I create swallow water every where. We only fight when I want. Calaban: for his feat vs spell list, may just have all the spells most caster want. Carver: when you absolute want to fight, you pop his feat.

Really if you thought the butcher was good, and if you like farrow models, this is just plan nasty. Also, their playstyle is quite different, with lots of options to make each game different. There just aint no pleasin you is there! Is that assessment based around the probability that you're more likely to find more Skorne players in a group than Minion players? I know, right? There are only so many ways you can combine Archidon and Molik Karn. Keep in mind, I've already tossed pigs out as an option because I'm not fond of the models I mean, look at it this way: With my Cygnar army, I can play a Siege list or a eHaley list I just can't see doing that at all with Gators.

I've been re-reading up on the factions involved, so we'll see if my opinions change.



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