WARMACHINE & Hordes: First MkII Games (fun!fun!fun!)

November 20, 2010 | Reading time: 2 minutes

Ok–A Quick little update:

Little Barerra, Evil Homer and I did some playtesting of the new Mk II rules of Hordes and Warmachine–specifically checking the balance of the sister systems and everything worked great at our starting level (which we limited it to Wagroups, 10-11 points a side).

I played my Cygnar (although I was proxying a charger with a hunter and an Ironclad with a defender since I never bought a Wargroup box), while Little Barerra was playing his hastily (note for him, he’s a fantastic painter) painted trollbloods. Evil homer played Khador vs Little Barerra and Everblight against his game with me.

I “won” 2/3, but I never count these games as there are too many mistakes to be made –winning is nice, but not super-duper important. The most important is the play the most efficient strategy you can by making the least amount of mistakes. If you mess up, it should be either a brilliant strategy of your opponent’s or just crappy luck with your dice.

I’ll be posting WARMACHINE/Hordes battle reports as we make them.

All three of us walked away with smiles on our faces and interest in the game at our local gaming store.

What I didn’t notice was the annoying “I go you go” concept that I had issues with in the last edition. I’m not sure if this was because I was sticking to a strategy and using Striker’s defensive spells to counter attacks (+3 DEF & +3 ARM on an Ironclad is rough–and then his +5 ARM feat!) or perhaps the models are more balanced. When I have to deal with a shield wall of Khawdor Shock Troopers I’ll see if I still think the models are balanced.

Again, I’ll be repainting my Cygnar (especially since my first attempt at Dark Elf flesh flopped, they look more like native american elves) and posting it later next week. I can’t stress enough how positive of a game the MkII rules are in comparison to the REMIX version.

Quite a few of us already have models (especially at the 10-12 point level) to help us learn the game without going too deep, strategically (as newbs like us can get overwhelmed with both the numbers and the combos easily), into “big games.”

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