Wednesday, 24 August 2011

Battle Box Review #1: Khador

Welcome back. Now let's get into the juicy part of this blog: the Battle Boxes. When I review each one, I will mainly focus on their effectiveness against other Battle Boxes and expansion up to a small point level. Before reading any of these as a beginner, I suggest having either the Rulebook or Quick Start rules in front of you.


Contents:
Kommander Sorscha - Your Warcaster. She wields Frostfang, a polearm with Reach, along with her Hand Cannon, a powerful single-shot gun.
Juggernaut - A slow, Heavy Warjack with an Ice Axe, one of the most powerful melee weapons in the game, and an Open Fist, opening up the possibility of Throws.
Destroyer - Another slow, Heavy Warjack with an Executioner Axe, which has the ability to shear off the arms of another Warjack in one hit, and a Bombard, a high-powered 3" AoE.

Pros:
  • Khador has the strongest, toughest and most durable Warjacks in the game and this Battle Box is no exception.
  • An incredibly mobile Warcaster with very high DEF when buffed thanks to Wind Rush.
  • Anything hit in melee by either Warjack will feel it.
  • While the RAT on the Destroyer is low, the stray blast may take a few points of damage off an enemy Warcaster or Warlock. If you have a way of ensuring the hit against them though, you can boost your damage to cause mayhem.
  • Sorschas is a one-trick pony that ends the game when it happens properly. She feats, shoots with her Hand Cannon at the enemy Warcaster than casts two boosted Razor Winds. Even applies in larger games.
  • Fog of War upkeep for Concealment will help save some points of damage on you until your lines hit. Keep in mind it can affect enemies too, so drop it if you plan on causing direct hits.
  • The Juggernaut's Ice Axe will make enemies Stationary on a crit, but don't rely on it. Think of it as a blessing, rather than something to aim for.
  • Boundless Charge on your Juggernaut with 3 Focus will destroy almost anything it hits. Doing this will only leave Sorscha on 1 Focus, not enough to cast another spell, so be careful for retaliation.
Cons:
  • Will be outnumbered in every single Battle Box matchup by at least one Warjack or Warbeast.
  • The Warjacks are Focus intensive if they wish to cause serious damage. They are also incredibly easy to hit, only bumped up to an average DEF with Fog of War.
  • Only two Warjacks and a fragile Warcaster means you will have gaps in your 'line'. Combine this with your low speed and you really need to watch out for fast flankers.
  • Sorscha's average FOCUS means you will have to decide between survival and causing damage with your Warjacks.
  • Only one spell will have direct synergy with either of your Warjacks: Boundless Charge.
  • No Arc Node means Sorscha will have to put herself in danger to cast offensive spells. Even buffed to high DEF with Wind Rush, she will have to be careful because if anything hits her, she is going to feel it.
  • As above, one-trick pony. Once an enemy has fought you a few times, they will know her only real offensive combo.
  • She has a very expensive single-target Stationary spell, which will leave her with only one Focus if you boost to hit.
Khador Battle Box versus:
Cryx: You will be outnumbered 3:5 against a Warcaster with (in my opinion) a better spell list, Stealth, a more powerful feat (especially at this point level) but with only slightly less survivability. Be grateful that Deneghra is easier to hit than Sorscha. Your only advantages in this matchup are that your ‘jacks will absolutely thrash anything they hit in melee and even a stray AoE will do some damage to their jacks with lucky rolls. The problem is hitting them. Watch out for the Slayer, or gang up on it quickly, as it can and will ruin a Khador Heavy in one turn. If you get Crippling Grasp on your Juggernaut, game is over with him as they can just run circles around him. You’ll have to gun straight for Deneghra in this match up and hope for some luck with good terrain OR play attrition by taking out the ‘jacks one by one. The latter is a much riskier option, especially if the arc nodes get around your flank.
Retribution of Scyrah: While at first glance, Kaelyssa does not look like a powerful opponent, her feat combined with her Focus/Fury draining abilities makes her an excellent one to set up the assassination. Sorscha's high DEF, courtesy of Wind Rush, combined with the Retributions lack of knockdwns (outside of power attacks) means you might have a chance of surviving an assassination attempt Arcanatrik Bolt is something you need to watch out for, especially with your low FOCUS with which to shake Stationary with. If either of your Warjacks makes it into contact with one of theirs, it's as good as dead. While not as much in comparison to Cryx, these guys will be able to run rings around you in this matchup. The Griffon is not something to underestimate. It is commonly described as a speeding missile. It's a fairly accurate description. A Focus 3 Griffon charging into Sorscha, boosting to hit and damage, will severely cripple her, if not kill her with a lucky damage roll. The Manticore is not an ideal Warjack for this matchup. Covering Fire is unlikely to do much damage to anything besides Sorscha, who should be far enough back not to be concerned about it. Just be careful of the Force Generator + Combo Strike, which will deal 13 points of damage to one of your Warjacks on boosted damage rolls on average. If all three gang up, they can take one of your 'Jacks down in one turn with some luck. The Arc Node Chimera is just a bit of a pain, rather than a serious threat, as Sorscha should be sitting on at least DEF 18 most turns and not have to worry too much about it.
Protectorate of Menoth: This matchup is an almost certain win if you know the rules. As mentioned in the first post, Menoth rely on synergies with support units to turn their average models into unstoppable models. With no support units in their Battle Box, Menoth are going to have problems. The only thing really redeeming them is Kreoss' Lamentation, forcing you to pay twice as much for spells. With expensive spells and average FOCUS, Sorscha will have to hang back to not be affected by Lamentation (where she should be anyway). His feat is a game ender, much like yours. Even if you don't die on his turn, you will have to spend half your Focus to get Sorscha and your two Warjacks running at full effectiveness. The Repenter is barely worth mentioning, as the Battle Mace will cause minimal damage to you and the Flame Thrower is not going to do heaps here. If Sorscha does get hit by it and suffer the Continuous Fire effect, then she will have to worry. The Revenger is also going to struggle to do much here. The Arc Node advantage is good, but it isn't going to change the game a lot. It just allows Kreoss to stay back and let his Warjacks get beaten further away from him. With the same or lesser stats in comparison to your Heavies, the Crusader will suffer. The only thing you may have to worry about is it running up to Sorscha after she gets knocked down on Kreoss' feat turn.
Cygnar: A similar lineup to that of Menoth, but these guys will actually be able to do something. While Stryker may suffer from a less powerful feat than Kreoss, it still is handy to have. Watch out for bunching up your two Warjacks to be hit by the Earthquake AoE and be knocked down. That, combined with Disruption on his two weapons, means at least one of your Warjacks will be flopping around like a dying fish. What Stryker lacks in direct damage (though he still can), he more than makes up for by buffing up his Warjacks with Snipe (on the Charger), Blur (on the Lancer) and Arcane Shield (on the Ironclad). The Charger is designed to take out tough infantry or Light Warjacks. You possess neither, so it will struggle against you. That said, Earthquake plus full Focus Charger on Sorscha equals dead. The Lancer gives Stryker and Arc Node to play around with, letting him Earthquake from a safe distance. Get your Destroyer to take this guy out as quickly as possible from range, as the ability to take out your Cortex systems will cause serious problems without the ability to repair. The Ironclad is something to watch out for. While less powerful than your Juggernaut in melee, the abilities it possesses make it more powerful than the statline suggests. Critical Knockdown is a nice ability, but Tremor (2" emanating knockdown) is amazing, especially if you're unlucky enough to have both your Warjacks hit by it.
Skorne: A force that begins with the Tier 1 bonus - Pathfinder for all models on the first turn of the game. It's certainly something worth remembering. Like Sorscha, Morghoul is on the further end of the bell curve in DEF. Stray AoE's are going to hurt him badly with some good damage rolls. Like Madrak, he suffers from having some abilities that see no real use in this matchup. He can buff up his beasts, but is going to hurt them doing so. He is a killer in melee and suffers no Free Strikes, so if you managed to get Sorscha knocked down with him in charge range, you had better have camped 6 Focus. The two Cyclops Savages are going to be a pain, but will be unlikely to cause any serious damage to either of your Warjacks. Future sight being granted through the animus to the Titan or Morghoul is going to cause some serious pain through Fury efficiency. The Titan Gladiator is a Slam king, being able to shift things easily out of Sorscha's control range of 12", or just beat the heck out of anything it connects with. Watch out for Morghoul in this matchup as he is the real assassination threat. It won't take much to kill him though and with no ranged weapons and only one offensive spell with POW 12, he won't be contributing much if he hangs back.
Circle Orboros: Another poor matchup for Khador. One of the fastest factions against one of the slowest. Though Kaya is considered amongst the worst of the Circle Warlocks, she actually contributes quite well to this battlegroup. Her inherent ability, which grants a bonus to attack rolls to warbeasts, almost guarantees they will not need to boost to hit Khador DEF, except of course, for Sorscha. Her Sprit Door runs are actually dangerous, where the Feral and an Argus can charge in, do some decent damage to one of your Warjacks, and teleport back like nothing happened. Your Destroyer will be the favourite here, as stray AoE’s WILL hurt Kaya, especially if boosted. The Feral is your #1 target here, as he alone can easily rip up one of your jacks in a single turn, maybe even almost two if yours are debuffed with Spirit Fang. The Arguses (Argii?) are not the best in this matchup. They lack any real offensive capabilities, besides granting Kaya Fury to leach and debuffing with Doppler Bark, which they must hit Sorscha with in the first place. Your only real chance of winning here is to take out the Feral quickly and try to corner Kaya, because until you do she can constantly be taking away points of damage with spirit door. The only other serious option is the one-trick pony directly on Kaya herself. If that doesn’t work, say good night because there's a big bad wolf breathing down Sorschas neck...
Legion of Everblight: An interesting matchup. Facing no less than four Shredders may seem daunting, but they cannot take too much damage before being ineffective or dying. Boosted damage AoE's from the Destroyer will make their time on the table top short. The Carnivean is another story altogether. This thing is one of the few things that will make a Khador Heavy shake in its boots. Lylyth is going to suffer in the matchup, with only Parasite and her bow to save her. If the Carnivean charges a 'Jack with Parasite on it, it's toast. Lylyth will rely on hitting Sorscha herself, otherwise she will do little to no damage to you. Keep that Wind Rush up.
Trolls: A good matchup. Though Trolls are typically the toughest faction and the strongest, they aren't when compared to the Khador Battle Box. Their Light Warbeasts can still hit hard, but your Warjacks will hit harder. The Juggernaut will out-damage the Axer and the Destroyer will out-damage and out-range the Impalers in melee and at range. However, don't forget you are outnumbered and the Impalers have Critical Slam (with the option to boost). Madrak's feat doesn't do all too much in this matchup, as if you lose one of your Warjacks then it's likely you have lost the game or are about to. Stranglethorn on your Juggernaut will be a problem, though just making an advance to engage the enemy will still serve a purpose. Some of Madrak's abilities do nothing in this matchup, especially against Warmachine. Make the most of it.

Expansion to 15 points:
Coming in at 11 points, you can do a little, but not much, to get to 15 points. You have the option of two solos or small unit. Most would recommend a unit of Widowmakers, a deadly unit of four snipers. This gives you a few extra bodies on the battlefield, a serious assassination and anti-infantry threat. Under Sorscha's Fog of War, they go up to ridiculous DEF levels. While I do not own these myself (thanks to the worldwide stock issues), I know their capacity to cause serious pain. If you have the same problem myself or they just don't do it for you, I would recommend a Manhunter and a Widowmaker Marksman. The Manhunter is a serious melee threat with stealth, but can suffer badly from stray AoE's. The Widowmaker Marksman causes even more pain than regular Widowmakers, but gives you only one body for half the point cost of four Widowmakers.


Finally, in the words of a 'wise' man, "Watch out for nothing but the tears of your opponents on the floor, you could slip over - you're Sorscha :)"


Thanks go to the Adelaide Warmahordes community for suggestions.

Tuesday, 23 August 2011

Pitfalls and mistakes - Things you should look out for.


We all make mistakes; it's a part of life. The point of this entry is to let you know some things I found out the hard way, especially pitfalls from when I made the transition to WM&H from the GW game systems.

My Top 5 Mistakes
5 - Being born.
4 - Leaving huge gaps in my lines. Depending on what list you're playing, you may not have many bodies to plug the gaps with. Over the weekend I made a huge mistake which cost me the game. Roughly a 4" gap was left in front of Mortenebra (not the toughest thing around). Two Cyclops Brutes charging into me = Red smear on the dirt. Obviously this cost me the game.
3 - Forgetting scenario conditions (or ignoring them altogether). My first multiplayer game was 'Killbox', a scenario which has a 2' box marked out in the middle. If you're not inside it after your second turn, you lose. I didn't move far enough in and lost.
2 - Planning out combos is an awesome idea. In my head, I'm the best player around. On the table though, I'm pretty terrible. Why? I don't think about counters to my models' abilities. This works into the most important mistake I make...
1 - Not knowing the capabilities of your enemy's models! As I could never expect it from myself, I would never expect you to know every single offensive and defensive combo your opponent has. It is certainly worth knowing the advantages of all the models on the table. Declaring a ranged attack at an enemy model is all fine. Forgetting it has stealth is not.

My Top 5 Pitfalls
5 - Overestimating or underestimating the capability of a Warcaster/Warlock. It is something you may notice yourself doing the first few games. When Sorscha survived an assault from a 3-Focus Slayer, I believe my expression was that when Man first discovered fire. When I threw her into melee against the same Slayer (in a different game), it surprised me that I didn't kill it. She got smashed to a pulp the next turn. Learn what your Warcaster is good at and focus on it as much as you can (no pun intended).
4 - Synergy is so much more important in this game than the other ones I have played. Don't think of every model/unit as an independent threat. Your army needs to function at a level greater than the sum of its parts.
3 - As mentioned in the first post, you can't go around measuring things willy-nilly. Most people won't mind if you make an accident and measure when you shouldn't, but don't make it a habit.
2 - Not so much a pitfall, but it's worth mentioning. When you start, don't expand too fast from your battle box games. I did it and I regret it. I find larger games much more fun, but I didn't play enough games to build a 'combo database' in my head before adding in extra units. It's much harder playing 50 point games when you have only used one model in your army in previous games.
1 - Might sound like a dumb one, but don't bring too many dice. You don't need to roll 30 dice at once. I take four white dice, two red and two blue. That's more than I need.

Look out for the next installment, Khador Battle Box review!

Sunday, 21 August 2011

An intro - why another blog when there are so many already?

So why did I feel the need to create a blog, when highly experienced players already have their own that provide so much useful information to players of all skill levels? I'll answer that in a little, but first I'm going to give you all my credentials.

I am 20 years old and have played Warhammer Fantasy, 40k, Mordheim and Blood Bowl for 9, 8, 3 and 2 years respectively. I have competitively played WHFB and 40k in tournaments for over 2 years in various settings. From this, I think it's fair to say that I know at least a fair amount of how to play a competitive list and what does and doesn't work in an army. I have quit all but Blood Bowl because of the triple whammy that happened during the year.
For Warmachine and Hordes however, I have only been messing around with them for less than two months. I own (small) armies of Khador, Circle Orboros and Cryx, listed in order of preference. I haven't looked back.

So now you're probably asking yourself "Why on earth is this nub clown telling me to continue reading when he knows almost nothing about WM&H?"

That is exactly why.

Being a brand, spanking new player myself, the memories are fresh in my mind of looking at the stat lines and going "???" in my head. I am still currently experiencing situations where I find out abilities on models, albeit on the receiving end. It was only today where I lost a game purely based on the fact I wasn't aware of an enemy model's abilities and spells.

So what are Warmachine and Hordes?

Warmachine is a game system based on a fictional world, in the midst of constant warring between all factions. The genre that runs through the world, and especially with one faction, is Steampunk. For those that are not aware of what this is it's a cross between: steam powered engines and constructions; Victorian era; and magic warfare. It's one of those things that is hard to explain without having to reference something like Wikipedia.

Hordes is the counterpart to Warmachine. A much more backward and archaic era, though it exists on the same world and continent as its partner. A strong theme on non-human beasts and races, even more so on magic. Blackpowder weaponry is not non-existent, but much less common.

Both systems are turn-based, with three phases per turn: Maintenance phase, Control phase and the Activation phase. Each one works differently to the other, with rules only having an effect in certain phases.

The two systems are almost identical in rules, with a few very important exceptions.
They are compatible with one another! You can fight Skorne against Cygnar with no problems. It was designed to be that way.
What are some of the rules and terms used in Warmachine and Hordes?
I won't cover all stats or give exact numbers where I can, as there are policies in place which prevent me from doing so. I will do my best though.

Whilst faction books exist for Warmachine and Hordes, they are not what you use for day-to-day games. Each model will come with a unit card, which has ALL their statistics, spells and abilities printed on them, along with their damage boxes. It is such a pleasant change from flipping through army books while trying to find a small rule that is printed once in small font. The faction books provide excellent background stories on the faction and the Warcasters/Warlocks. They also provide something very useful for gameplay: Tier lists. You are not required to use a tier list at all, but they provide a bonus if you do. While tiers may sound all fine and dandy at this point, you are restricted in model choice. Sometimes, this isn't an issue, as many abilties and spells of your Warcaster will indicate what works well with them.

  • Both systems are a dice based game, using six-sided dice (called d6). On occasions, rules will call for a d3. As there are no three-sided dice, you halve the result of a d6, rounding up (1-2 = 1, 3-4 = 2, 5-6 = 3).
  • Common to other game systems, WM&H use Inches as the distance measurement. With reference to distances, there is only one that can be measured at any time during play: your Warcaster or Warlock's control area. The control area radius is 2xFOCUS/FURY stat in inches. (eg. a FOCUS 5 Warcaster can measure up to 10" away from themselves at any time for any reason.)
  • Advantages and Immunities are represented on the cards with icons. Three nails crossed together is the icon for Tough (and ability that gives a model a 1/3 chance of surviving a fatal blow). Trolls have this ability on almost all of their models. An arrow pointing right is for Advance Deployment, giving a model or unit with this ability to option to deploy at the end of both players deployment phases. Can deploy up to 6" forward of a deployment zone. This ability is typically on 'scout' models.
  • There are 23 advantages and immunities in the game at this point in time. Not all abilities have a game-wide icon. Counter-Charge is one across both systems, but not common enough to warrant its own logo.
  • There are 14 Weapon Qualities in the game. Much like advantages, there are logos for these. An axe is for Reach, giving a weapon with this quality a 2" melee engagement range, rather than the base 0.5" range. A lightning bolt is for Damage Type: Electricity. Fairly self-explanatory. Much like the advantages, not all have a logo. Baldur's Weight of Stone on his sword is a powerful ability, granting a model damaged -3 DEF and -3 SPD for one round.
  • Def and Arm are defence and armour. Def represents how hard you are to hit and Arm is an indicator of how strong a hit you can take before you take damage. A typical man-sized model will have one damage box, maybe up to five or even eight. Your Warcaster or Warlock is a superhuman/supercrocodile/superundead model, usually being able to take more than a dozen points of damage before biting the dust. Lose your warcaster, lose the game!
  • SPD is how fast you are. Khador suffers from terrible low speed on most models while Circle and Cryx are usually blessed with high numbers. The highest base speed in the game belongs to Circle's Tharn Wolf Riders.
  • MAT and RAT are Melee and Ranged attack capabilities, rolling off against the target enemy's DEF on 2d6.
  • P or P+S is the Power (or Power + Strength) of an attack. With some exceptions, ranged attacks just use the P of a weapon and melee attacks use P+S instead. Ranged weapons will have their RNG given on the card. These rolls are against the opposing ARM statistic on 2d6.
  • ROF is the rate-of-fire on a ranged weapon. Most have a value of 1, some with 2 or 3 and I know of one Warcaster with a ROF of .
  • CMD is the ability for your model to stay in the fight when up against a terrifying enemy, or when their unit suffers massive casualties. Some abilities use as range of CMD. 
  • Boosting is a common term, which means you add an additional d6 to your roll, generally turning it into a 3d6 or 4d6.
Sound confusing? I know I was.
Warmachine and Hordes. What's the difference? 
In Warmachine, Warcasters use Focus. These men and women control Warjacks, which are hulking, metal monstrosities powered by steam technology or through some other nefarious means. As diverse as the factions themselves, so are the 'jacks. If you like elegant constructions which have a powerful force field surrounding them, then have a look at Retribution. If a ten-ton monstrosity, slowly lumbering towards the enemy with a big F-off axe takes your fancy, join The Motherland with Khador. If the idea of two chain guns spraying metal into the enemy, go cheese with our friends in Cygnar.  The difference between a Heavy and a Light 'jack is the base size, 50mm and 40mm respectively. Most other models will use a 30mm. That said, not all models on a 40mm base are a 'jack.
In Hordes Warlocks use Fury. Their Warlock will control a number of Warbeasts, which may be a lumbering mountain of stone (Woldwarden), a nimble, vicious and mindless killing machine (Shredder ) or maybe even a Troll who spews gouts of fire onto an unlucky group of enemies (Pyre Troll). Like Warmachine, a base size will determine whether a warbeast is classified as a Heavy or Light, though a model such as the Shredder may be in a rare class, the Lesser Warbeast.

Focus and Fury are the 'magic' abilities of a model, usually a Warcaster or Warlock, though Warbeasts in Hordes have their own Fury stat, which is an indicator of how 'hot' you can run them. The higher their Fury stat, the more attacks you can buy, boost or special things you can do.

What are the factions in Warmachine and Hordes?
Warmachine:

Cygnar: An incredibly strong focus on steampunk technology. Many (if not most) if their abilities and weaponry are powered by this technology. The most 'human' of all the factions. By that I mean it is the one we could most directly relate to. Typically a preference for ranged combat, but can easily fight in melee very well with many of their units. 'Jacks are a 50/50 on melee versus ranged. They each have a preference for one or the other.

Khador: For the Motherland, Komrades! The 'Soviet' faction of the Warmahordes universe. They are typically the slowest faction of all. However, they pack a mean punch. A strong preference for melee, but many units can cause obscene damage at range. A lot of AoE attacks available through this faction. Their warjacks are the slowest, but the strongest of all in melee with obscene armour levels (and one has the highest value in the game at 25!). Some ranged capabilities on their 'jacks, but with a few exceptions, you want to be getting into melee a.s.a.p.
Protectorate of Menoth: The people of Menoth are nuts. More specifically, their leaders. They worship their god, Menoth, with fanatical devotion. Think religious crusade/inquisition when you think of Menoth. While many of their statistics may seem on the low side, they are THE synergy faction. One of their staple units, the Choir of Menoth, turns their good 'jacks into ridiculous killing machines. I do not know too much about them other than a ridiculous number of synergies. A preference for melee.
Cryx: The undead. They die easily. Then get brought back to life and rip you to shreds when you're dancing around on their grave. Then they get your soul, which makes them even more powerful. These guys really love their debuffs. They are the fastest, most fragile faction of the Warmachine universe. That said, they pack a ridiculous punch. Even their meat shield can rip apart a Khador 'jack with some decent rolls. Glass cannons more often than not. I have never won a game using them (I am pretty terrible though)
Retribution of Scyrah: Pointy ears and shiny armour. Much like Cygnar, they depend very much on magic and technology. Above average movement capabilities on these guys and girls. Not as fragile as Cryx, but still will have problems with the attrition game, unlike many Cryx lists. A very strong preference for ranged combat. Some units are absolutely devastating at range, but will fall to a light breeze in melee.
Mercenaries: Fairly obvious what they are. They are not a faction per se, but an amalgamation of criminals, freebooters and gold-mad warriors. I have never played them, but have lost painfully to them. A common thing you will hear about them is that they rely the most on synergies and are not a friendly faction for a new player. Have some of the most powerful solos in the game.
Hordes:
Skorne: A very evil, Elvish ofshoot faction with very evil warbeasts, units and abilities. The Khador of Hordes.Unlike Khador however, they have many things that move faster or can move faster through uses of spells and abilities. As a rule of thumb, their warbeasts are the toughest and the strongest of the Hordes factions, but also the slowest. A mix between heavily armoured units and lightly armoured units, with varying capabilities. Thanks to Delrogue for tips on the description.

Trolls: Don't think lanky and agile from games like WoW. Think ridiculously hard to kill, primitive, tough and packing a huge punch. While many of their units are slow, they have a few ways around it and it generally won't be an issue. Every single warbeast* of theirs has at least one ability to regenerate health in some way. Their units are just as tough and hard to kill. A very strong preference to be in melee, though some beasts and units will want to attack from range instead.

Circle Orboros: Human faction. These guys live in the wild and the forests and they want to keep it that way. Hit and run is the name of the game with them. Cannot play attrition at all. Their models, much like Cryx, tend to rely on not being seen or being hit to save them. Their Wolds are an exception to this, but will have trouble standing up to respective lights and heavies. If anything but their Wolds are hit by an attack, maybe even them too, they will feel it. Badly. Though it may seem like they want as many forests as possible on the table for the game, not every model of theirs will benefit from them and it may hinder some.

Legion of Everblight: A faction forged in blood. Some of their warbeasts are literally created in a cauldron. A common occurrence in their beasts is a rule called Eyeless Sight, which is a fairly literal translation into rules. This means they can see and target things many cannot. It's an incredibly powerful ability that I have forgotten about and been ripped apart because of it. I don't know their background but they seem like an evil, Elvish faction, but I may be wrong.

Minions:
These guys are split into two separate sub-factions: Gators and Farrow, which are Alligators and Pigs/Hogs respectively. Along with the Mercenaries, many of their models may be hired out to other factions, often giving them a unit or solo to fill a niche or role that is lacking. I've been on the receiving end of a powerful Gator force controlled by a crazy Scotsman. A force not to be underestimated. 

(As a side note, both game systems are currently in their MkII editions. As I never played during MkI, I will not mention any abilities or statistics of the two systems in that edition. When Prime [prefix 'p'] or Epic ['e'] is mentioned with reference to models, it is just talking about the MkI and MkII versions of the models respectively. Epic is not necessarily better to Prime, just different abilities, spells, feat, stats etc. The character in question has just changed over time due to the conflicts they have been in, changes in the world they live in and so on.)

So what should I do now if I am interested in Warmachine or Hordes?
You don't even have to take the plunge into buying anything to find out the rules. Privateer Press have done an awesome job in providing a set of Quick Start rules available for free download on their website (Warmachine Hordes)
If you do decide to give it a shot, I highly recommend buying a factions Battle Box. This provides you with a force, around 11 or 12 points, which will introduce you to the game through Warlock/Warcaster and Warbeast/Warjack abilities and spells. I also strongly recommend you play at least ten games with this before you buy anything else. Almost everyone else will say the same, if not more games, as these classes of models are what is arguably the most important in your army. These Battle Boxes will come with a set of Quick Start rules in them, which will give you more than enough to play these games.

The first thing to buy expanding from there is the rulebook. The price is reasonable, considering what you get in it. The rules expand so much more from what you would have already read by then, but it is so important to know these in games larger than 11 or 12 points. Most people recommend getting a unit and a solo after the rulebook, giving you different angles of play.

Any more tips for someone just starting?
If you already have a couple of models and are playing against others already, get to know the rules and abilities of the models they own. Half of the knowledge is what the models you own can do, the rest is knowing what your opponent can do with theirs and how to stop it happening.

Most of all, have fun and enjoy yourself. I just played 7 games across 2 days in my first Warmahordes tournament and lost every single one. I had the best tournament experience I have ever had.

So you've done this post. What's in the future?
The plan for this blog is for the first post to be about the game and what to expect. The next one in my head is going to be about pitfalls I have found and heard of with the game, especially if transferring from another game system. After that, I may do a review of each battle box after playing a dozen or so games with them. Giving some help and pointers to anyone considering choosing one.

Everything was written without reference to webpages/blogs/podcasts at the time of writing, but many phrases and information I use may have been taken from one of the settings which I peruse quite often. If you recognise something that I have said that is blatantly stolen from another group not mentioned here, I apologise and please contact me so I can add to this list or remove it:
Privateer Press (The wonderful people who created and continue to build on these two game systems. All the pictures were used from their website): www.PrivateerPress.com
Battle College (A good site for beginners but don't take what is on this site as gospel. With public contributions, take everything with a pinch of salt): http://battlecollege.wikispaces.com
Warcast (A group of fellow Australians who have released a few Podcasts on the game, combinations, current events in the country and so on. A funny bunch of guys who love their Legion): http://www.warcastonline.com
Chain Attack (An American podcast much like the aforementioned one. Definitely worth listening to. Each episode focuses on a matchup between two Warcasters and Warlocks, then assesses the game and rates the casters based on a number of factors, such as survivability and synergy.): http://www.chain-attack.com
WargamerAU (Australian forum for game systems, including WM&H): http://www.wargamerau.com
Warseer (Worldwide forum. Mostly UK, EU and US members): http://www.warseer.com