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WARMACHINE Factions

 
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Lord_of_End_Times
Pestigorka


Joined: 15 Mar 2007
Posts: 507
Location: Russia

PostPosted: Tue Oct 07, 2008 6:51 pm    Post subject: WARMACHINE Factions Reply with quote

So I thought this would be a good idea to post. These are the Factions in Warmachine and a little about them.
CYGNAR
Cygnar forces are specialist armies consisting mainly of ranged units. Cygnar relies upon their technological and magical superiority. Cygnarian warjacks are not as durable as Khador or Menoth 'jacks, but compensate with this by having greater speed, ranged attack capability, or superior technology.In addition, Cygnar boasts the most skilled mechaniks in the game, capable of returning a disabled heap of iron into a fully-functioning warmachine with little more than a patch job. Cygnar is well known to be outnumbered in battle, employ well trained and equipped troops such as the brutal Stormblades or the near unkillable Trenchers. The overall strategy that a Cygnarian player should keep in mind is field control. With Cygnar's powerful range weapons and devastating offensive spells, the Cygnarian player almost chooses where he wants his enemy to move. This is not to say that a melee oriented Cygnar force isn't possible or even effective, but only that it requires more forethought when considering army selections
_________________
Warhammer armies
10000+ - Chaos (Mortals/Daemons/Beast)
2400 - VC/\2400 - Dark Elves/\2000 - O&G
WARMACHINE/HORDES armies
Legion of Everblight-500+/\Khador-1500
Malifaux: Arcanists
EX-ILLIS!
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Lord_of_End_Times
Pestigorka


Joined: 15 Mar 2007
Posts: 507
Location: Russia

PostPosted: Tue Oct 07, 2008 6:55 pm    Post subject: Reply with quote

CRYX
Cryxian forces boast the most flexible and devastating selection of magical abilities in the game. Their forces are capable of crossing the battlefield with frightening speed and swarming opponents. Many of their units can act as devastating suicide bombs or, true to their undead nature, return to the battlefield after being destroyed. The plentiful abundance of arc nodes in Cryxian armies, combined with their numerous special abilities leave this faction with a reputation for "dirty" (but perfectly legal and intentional) tricks. In a game mechanics sense the Cryx faction represent expendable/reliable non-living infantry backed by fragile but aggressive and destructive warmachines (Bonejacks and Helljacks). A few notable generalities are; High Defense: the Defense score of a model in the game is the target number to be acquire by adding a dice roll to an attack score. The Cryx warjacks have higher than average defenses making them harder to strike than other warjacks of similar cost and size. High Speed: the Speed score in the game denotes, in inches, the distance the model may be moved in a variet of movement options. This score on Cryx warjacks tend to be slightly higher giving them greater closing speed and mobility. Weaker Construction: a Cryx warjack will have a lower Armor score (which prevents damage) and fewer boxes of Hull Points (the effective hit points of the model) representing their lighter, yet more fragile, build. Troop Morale: tends to be a non-issue as the majority of Cryx infantry are dead, and the dead do not run in fear. Versatile Spells: Cryx gets the best of all worlds in spells with buffs, debuffs, direct damage, etc. They definitely have the arc nodes and the focus points to put it to good use.

KHADOR
Khador's units are a mix of slow, highly devastating units, such as the Iron Fang Pikemen, Man-O-War Shock Troopers, and Devastators, and nimble, disposable, specialty units such as Widowmakers, Winter Guard, and Doom Reavers. Khador has the largest number of Advance Deploy units (units that can begin the game far further across the board than is normally allowed), and many players use these units to harass and distract the enemy while the "heavy hitters" advance. Khador's warjacks are built with the idea that "bigger is better." Their jacks are incredibly large, slow, and deadly. Their defense is very low but their armor is extremely high. They are therefore easy to hit but very difficult to damage, and capable of absorbing the highest amounts of damage in the game. Their attack values are low, but their damage capabilities are the highest available. Thus, while they do not hit as often as other factions' warjacks, their hits are devastating when they do connect. Khador warjacks are capable of crippling or outright destroying non-Khadoran warjacks with a single blow. Khador's warcasters are typically extremely powerful in melee combat. They have average or better-than-average amounts of Focus Points (the measure of magical power in WARMACHINE), though most of their spells must be recast on each turn. Many of their spells help conceal and screen their forces as they slowly advance (such as Sorscha's Fog of War or Vladimir's Wind Wall), or force their opponents to fight on the Khador player's terms (Irusk). Their feats are almost singularly based around creating a single massive offensive burst, either by freezing the enemy in their tracks (Kommander Sorscha), giving their Warjacks a massive and unexpected burst of speed (Vladimir), or simply making all of their attacks brutally powerful (The Butcher of Khardov).
_________________
Warhammer armies
10000+ - Chaos (Mortals/Daemons/Beast)
2400 - VC/\2400 - Dark Elves/\2000 - O&G
WARMACHINE/HORDES armies
Legion of Everblight-500+/\Khador-1500
Malifaux: Arcanists
EX-ILLIS!
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Lord_of_End_Times
Pestigorka


Joined: 15 Mar 2007
Posts: 507
Location: Russia

PostPosted: Tue Oct 07, 2008 7:04 pm    Post subject: Reply with quote

MENOTH
Menoth forces fall somewhere between Cygnar and Khador in terms of strength and durability. Menoth warjacks are almost but not quite as powerful or durable as Khadoran warjacks, but are just as slow. At the same time, Menoth 'jacks lack the ranged capabilities of Cygnar's forces. On the surface, it would appear as if Menoth is in a poor position compared to other factions. However, Menoth forces operate on the principle of synergy--in practice, they function better together than might be expected. Units such as the Choir of Menoth can make warjacks practically invulnerable to ranged attacks, allowing them to close on their foes with little worries of reprisals. Likewise, the Knights Exemplar, using their Bond of Brotherhood ability, actually benefit when one of their unit dies. The Protectorate of Menoth can, under the right circumstances, deal and absorb astounding amounts of damage and survive in seemingly unsurvivable situations.

And the last Faction is Mercenaries.
These guys can be used in other factions if their rules allow them to be or the can form a Mercenary army. They are very diverse and unique.

I will be doing one of these soon for the Hordes Factions also. If you have any questions then just ask. One Love
-Gorka
_________________
Warhammer armies
10000+ - Chaos (Mortals/Daemons/Beast)
2400 - VC/\2400 - Dark Elves/\2000 - O&G
WARMACHINE/HORDES armies
Legion of Everblight-500+/\Khador-1500
Malifaux: Arcanists
EX-ILLIS!
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View user's profile Send private message
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