Warmachine and Hordes


Summoning's Final Form

Last week Privateer Press seemed to nail down the final form of summoning.So to summon Horrors, Infernal Masters have to do the following:Spend the Essence costSacrifice a Marked Soul within 12" (Infernal Master CMD RNG)Place the Horror where the Marked soul used to be.In addition to this, the Cultists are no longer Marked Souls and only the characters and the Wretches have Marked Souls. The summoned horror still starts with 1 essence and loses its combat action.To make up for this balancing cost in losing strong support solos, Privateer Press also buffed:Horror combat statsCultist costs (to make them cheaper again). They can still be sacrificed for essence but cannot be the locus point of a horror.Horrors by giving them passive effects that give them a role for when they arrive on the table.And Regna has some of her own rules changes that I'm not getting into here. A benefit of this form of summoning is that, well, you're getting better horrors than you did for the whole middle part of the test, an

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Infernal CID Week 3 Changes

Some interesting changes to the Infernals for week 3. So now summoning happens during the Master's activation, they spend Essence, and replace a model with the Marked Soul rule with the Horror. You are expending two resources. Essence, which is a finite supply, and a Marked Soul, which are the many useful characters in the army but not the cultists. Though I guess Quintus Faustus is a Marked Soul.So what are the Cultists for without Marked Soul? Well, for one thing, they can still be sacrificed for Essence. However, they won't be able to bring horrors onto the table without sacrificing the Marked Souls on the table.So now in list building you're going to be counting Marked Souls and actually weighing the risks and benefits of sacrificing them away. I feel like Quintus will be a popular sacrifice for a horror, as he can Ambush with his Cultists and Agathon's 18" Control Area will be able to reach him to place horrors in the backfield that his unit can then fill up with Essence.And once Regna has outl

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Valin Hauke, the Fallen Knight

If you're not familiar with the concept, Privateer Press is known for the formula fluff != rules (fluff does not equal rules) meaning that thinking through various interactions sometimes you have to let go of the picture in  your mind and go with whatever the rules say to do. A famous example was that in Mk2, warjacks would go out if you knocked them down in the water. However, even though Myrmidons and Stormclads didn't have actual furnaces (weird elf tech and storm chambers, respectively), if you knocked them down they didn't get back up again.So is the case with the current testing rules for Valin Hauke, a key Infernals solo.The rule/fluff interaction in question?Valin Hauke has an ability called Brother's Keeper, the same ability that Exemplar Gravus of the Protectorate of Menoth has. Infernals cannot be knocked down or be made stationary.Among the models that can't be knocked down includes himself.Valin Hauke is a Fallen Knight.And he can't be knocked down.But he has fallen.So is Valin Hauke like a

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Game 12: Agathon the Voice in the Darkness vs. Cyrenia and the Faithful Masses

Tested a game but the results are somewhat invalid. I deployed the wrong Horrors and didn't notice until later. I'm still reporting on the game as if that didn't matter, though.Playing the part of Infernals were:Agathon- HarbingerForeboder- Stormwall StormpodTormentors - Dire Troll MaulersLord Roget d'Vyaros - Orin MidwinterGreat Princess Regna Gravnoy - Obavnik ZerkovaMordecai - Broadsides BartUmbral Guardians - Exemplar WardersValin Hauke - GravusCultist Band with Quintus Faustus - Holy Zealots with Monolith BearerCultist Bands 2 and 3 - Choir and Holy ZealotsHowlers - FennbladesInfernal Gate - Shrine of the LawgiverDesolators - Dire Troll BombersSoul Stalkers - Angelius (serpentine!)Playing the part of Sole Arbiter of All Things and Coach was Phil Koziol:Some easy mistakes that we didn't notice until later. Agathon lost the roll to go first. We saw the Intelligence rule later on and we would have re-rolled. Going first with summoning horrors seems like it should be good.Secondly, going second I chose the w

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Proxy Infernal Army

Can you guess the proxies? (Answers below)Agathon- HarbingerForeboder- Stormwall StormpodTormentors - Dire Troll MaulersLord Roget d'Vyaros - Orin MidwinterGreat Princess Regna Gravnoy - Obavnik ZerkovaMordecai - Broadsides BartUmbral Guardians - Exemplar WardersValin Hauke - GravusCultist Band with Quintus Faustus - Holy Zealots with Monolith BearerCultist Bands 2 and 3 - Choir and Holy ZealotsHowlers - FennbladesInfernal Gate - Shrine of the LawgiverDesolators - Dire Troll BombersSoul Stalkers - Angelius (serpentine!)Shrieker - Pyre TrollPlayed a proxy test game with the new Infernals rules tonight. They were kind of gross but I screwed up my deployments in multiple ways. Maybe need some time to post the result. I accidentally put the desolators on the table instead of the Tormentors and summoned them backwards that way.

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Agathon, the Voice in the Darkness

Everyone refers to Agathon as "it," so we'll not assume its anything here othe rthan to say that it is a Master among the Infernals. Like the other Infernal masters, Agathon sits on a large base, making it an easy target aside from the fact that it likes to summon horrors every turn.In the latest update, they gave it Dark Mysteries. If you kill a Marked Soul (one of the ubiquitous cultists, perhaps) in its considerable 18" control area, Agathon gets to cast a spell for free. To me that means that it will like having Cultists on the table. Like, a lot of Cultists. Like, enough Cultists that you have to kill one if you can.The spells Agathon can cast are a strange swiss army knife of abilities. It can can cast Censure, a form of dispel that can be countered by taking damage. Curse of shadows as an armor debuff. Nuke from 12" with Dark Fire. Control with Dark Seduction. Nuke with Hellmouth.Agathon can cast Teleport out of activation.They seem to have taken Hellbound away from Agathon, though, so now casting a Da

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Game 11: Kolgrima vs. Zaadesh2

I might not have done well at the ATC, but the games were all fun. For our final game, I played against Paul Bartlett. I dropped Kolgrima into what almost certainly was going to be an Exalted game, and he didn't disappoint. I ambush one unit of Bears. His army list is three full units of Exalted with their advocate unit attachment. I figure he will have to deploy wide. I also lose the roll to go first and choose this side to have a place where I can use the Fiery terrain to penetrate into his territory, and use the forest to try to hide myself while scoring on a flag.Yep. I had a plan. That generally means I'm in trouble. This seems like the ideal Exalted loadout, regardless of what caster you want to use. Single Supreme Guardian supporting and supported by three units of Immortals. This gives a steady source of recursion/souls without sacrificing attack volume. Sure, it can be pretty one dimensional (probably the sneakiest part about going into the immortals was that Defensive Strike feat from Zaad

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Inspiration: Possible Infernal Color Scheme

 In the Warmachine/Hordes painting group, facebook user Donniw Smith posted the above Archangel wip. I saw that and immediately thought that that could bbe a fantastic color scheme for Infernal horrors. He shared his paint scheme in that same thread:Chiton - base coat p3 bloodstone , Agrax earthshade wash (citadel) , doombull brown glaze (citadel) , edge up the chiton with rucksack tan (p3) final edge with menoth white (p3)Skin - base of coal black (p3) wash with nuln oil (citadel) 4 parts coal black 2 parts frostbite (p3) , next shade 1 part coal black 2 parts frostbite , super highlights pure frostbite, finally beaten purple super thinned down for the skin stress points Wings - base sanguine (p3) wash nuln oil, next sanguine highlight , final two parts sanguine highlight two parts Pink (Vallejo for me could use p3) Mouth - red violet (Vallejo) pink highlight (Vallejo)- wurm green (p3) - necrite green (p3), livery green (Vallejo) 2 parts livery green 2 part’s Cygnus yellow (p3) highlightO

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Preview: Infernal Horrors

Doug Hamilton, digital sculptor for Privateer Press, called dibs on sculpting the heavy monsters for Warmachine's upcoming Infernal faction, and he talked about it on youtube.Ignore the size differences between these two pictures. They are the same sized model, just two variants. I just suck at taking screen caps. The difference in size is probably attributable to me selecting a larger box for the ranged heavy on the bottom.One thing is for sure. Some friends were calling these models Convergence + Legion, but it's pretty clear to me that they are their own thing. Legion warbeasts have more plating, honestly, and this thing if it looks anything like Legion might take some style decisions from Incubi in that it appears to be literally bursting out of its own skin.And any four legged upright torso monster will resemble some of the Convergence heavies in that it will have four legs (duh) and also have thin llower body supporting an exaggerated upper body (standard style heavy warbeast/warjack) .I do want to pain

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Infernals rules preview

Video on TwitchInfernals background - Humanity traded future souls for the ability to use magic long ago. Infernals have come to collect. Their character revolves around using soul "essence" to fuel their armies, allowing them to summon weird "horrors" on the field of battle.Armies made of three thingsInfernalists - main cannon fodder. Humans and Cultists and such.Horrors - Infernals created out of soul stuff. BattlegroupInfernals - Infernal Masters and true Infernal infantryInfernal Masters - Warcaster/Warlock equivalent. Have spells and feats. They have Essence in place of Focus/Fury.Essence can be used to transferReplenishment is only from sacrificing Marked Souls (Infernalists)Marked Soul - Infernal HorrorsBegin with Full EssenceCan start in your battlegroupCan be summonedEssence stats are variableEssence doesn't fadeEnd of turn must spend essence or go awayFree charge/runSome solos will have abilities to top offWill not be affected by focus/fury rulesNot as resilient as warbeasts/warjacksAll inferna

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Game 10: Borka Vengeance of the Rimeshaws vs. Garryth Blade of Retribution

Played Round 4 at ATC against...Retribution. Three games in a row against Retribution. Apparently our team captain thought I could handle all the gunfire. At least this game didn't have any Dawnguard Tridents. I was quite tired of those by this point.He presents me with a problem: Nayl in my face that ruins a central aspect of Hordes which is the casting of animi if Nayl blows up too close to my warbeasts (or even warlock).Nayl gets handled though, like he always does. Slams or throws. Anything that makes him die closer to the enemy. It buys Borka2 a turn to not worry about Garryth casting spells.  Rok goes in deep and Borka2 feats.It's a lot of work trying to get within 5" to shoot stuff without triggering counter-charge, and all the Stumbling Drunks mean that Rok actually gets pushed back my way. Garryth bails and jumps back behind the wall...and like a fool I give chase. I don't realize that the solo gives Garryth DEF 19 and whiff the second attack that would have had a good chance of killing the

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Seal to Prime ratio: Not Big Enough

These days to get through my piles of unpainted miniatures I try to complete more projects than I prime, which is how I got the concept of the Seal: Prime ratio. Basically, whenever I seal or prime I pretty much have to wait until I have the house to myself so I can run the kitchen vent and air things out that way as I run models into and out of the garage for sprays.My piles of unpainted stuff has been growing and the only way I can think to get a handle on things (aside from buying less) is to try to keep things in packaging as long as possible and not assemble too many things I'm not prepared to paint.This time around I sealed maybe 27 or so models and only primed 19. Even though that's a net gain on paint progress, it's not what I wanted it to be. I got kind of rushed because my Judgement stuff came in.Hopefully this doesn't sink any further progress on my part. I have set up some 20 models to paint on my desk now, and maybe 10-20 more in the basement that will help future ratios. Time will tell if this a

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Inspiration: Tomasz Mucha's painted Storm Raptor

Tomasz Mucha of Poland shared pictures of his lovely painted Storm Raptor to the various communities. For those of you who aren't familiar with the model, it's big. The base is a 120mm circle, and players often struggle with figuring out safe ways to transport their Storm Raptors in foam. The lightning colors on the feathering is fantastic, and it achieves a look I've failed the times I've tried it which is partly why I had to ask Tomasz for permission to post these pictures here.

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Previews: Infernals are coming

On this week's Privateer Press Development chat, they went over some of the decisions they made to the Talion Cha.......Who am I kidding?The only part I paid any attention to was the ending where they mentioned that the next two weeks would be about the new army coming out this year, the Infernals.So the idea is next week's dev chat they're going over the new concepts that make Infernals different than anything in Warmachine/Hordes. The words they threw around were "Summoning" and "Essence". So Essence appears to be some sort of resource and summoning appears to be their main deployment mechanic.But we won't know. Not until February 27.Then there is the CID. On March 6 they're going to start the test cycle.If you're interested in any of this at all, I'd watch next week's February 27 development chat (noontime CST) to at least understand what the main mechanics of the faction are.

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