Warmachine which army




















However, they make up for this blasphemy by sanctifying every square inch of their warjacks, something which shows in their fine range of support units and buffs. Put the right buffs on a Menite warjack in the right order and it can brawl with the best of them. There are also numerous fire-based attacks and they have ways to bring back dead warriors or put their souls to good use. The Protectorate also has ways to field zealous infantry in every size and shape: be it an unstoppable tide of fanatics massed together, a group of swift assassins, or a cadre of a few elite knights ready to defend their faith unto death and beyond.

Protectorate players also have access to 1 "extra" theme force, although very few Protectorate warcasters are allowed in this themes:. Cryx is a faction of necromancers ruled over by Toruk the Dragonfather: the oldest and most powerful dragon in the world. Rather than creating warjacks from steel and animating them with coal they instead create Bonejacks and Helljacks from steel and bone, animating them with stolen souls.

Cryx is something of a horde army; bonejacks and helljacks are fast, strong, cheap, and good in melee, but fairly easy to destroy. To back up their 'jacks, Cryx fields some of the nastiest warcasters in the game who love to cast spells that debuff the enemy's pants off and absolutely ruin their day. As well as reaving the souls and corpses of their fallen enemies. They really like applying corrosion to enemies. Their infantry is mostly undead that is designed to mess with the enemy: half-mechanical wretches stitched together from corpses, ghostly Bane knights, corrupted Ogruns, and lethal pirates sailing the black waves of the Cryxian shorelines.

The Retribution does not represent a national army, but rather a militant religious sect within the elf-kingdom of Ios. Central to the Retribution's dogma is that humanity's use of magic is responsible for the dying state of the elven gods and that all non-elves who use magic should be destroyed. Officially the rulers of Ios do not endorse the Retribution, but the sect still manages to recruit troops and warjacks from the major noble houses in sufficient numbers to be a serious military power.

Their choices of warcasters, infantry and solos reflect this duality; either tough combined-arms units, or squishy assassins. They are good at both melee and ranged combat, shoving the enemy around the battlefield and locking down their movement options.

Their Myrmidons the Elven equivalent of warjacks further strengthen the combined-arms approach by bearing both ranged and melee weapons on themselves. Many of them also sport force fields, a signature trait in this faction.

Mercenaries are auxiliary troops that most Warmachine factions have access to. But you can also create a Pure mercenary army if you add a mercenary warcaster and his warjacks.

It is hard to talk about Mercenaries in general, they are an extremely diverse faction. The psychically powerful Cephalyx who use mind-control to enthrall their opponents, the Dwarven nation of Rhul with their Ogrun auxiliary forces, and the reckless raiding parties of the Privateers.

As well as the remnants of the Llaelese Resistance fond of guerrilla-warfare, or the run-of-the-mill sell-swords of the Steelhead regiments all fall under this category. Various mercenary solo models are often highly sought-after, as they provide efficient ways to fill gaps in your army composition. Mercenary armies have the largest selection of solos to choose from. Mercenary players also have access to 2 "extra" theme forces, with fewer traditional Mercenary models and more non-Mercenary models.

The Trollbloods are probably the least morally objectionable army in the game. They are a people fighting the spread of hostile human civilization. Trolls are depicted as extremely Scottish, with kilts, sporrans, kegs of ale, and a guy named "Grim Angus". One of their battle engines is a huge booze cart, carrying an inhumanly large keg from the finest hooch.

They've been shoved around by the human nations for years but have recently learned how to command the truly monstrous Dire Trolls. And they are now on the march. They're excellent at healing and buffing themselves, with Dire Trolls in the habit of eating models they kill for some quick and easy healing. Between self-healing, buffing, and the near-ubiquitous Tough rule, they are quite resilient. Their Trollkin warriors come in all shapes and sizes from man-sized to monstrous.

The Circle is a mostly-human order of druids, charged with protecting the balance between the human god Menoth Law and civilization and the feral god Orboros, also known as The Devourer Wurm Nature, red in tooth and claw.

As civilization is on the rise in Immoren, that means the druids act to stop it. Do not think that this makes them nice people; they believe their ends justify their means. The Circle is a maneuverability- and terrain-based faction. Their warbeasts range from shape shifting warpwolves to the birds of prey of the skies, their druids can summon even the rocks and stones of the earth to do their bidding, and stride forward in the form of relentless wold constructs. Most of their troops are not hindered by forests the way that other factions are.

Among the troops you will find druids wielding the powers of the very elements of the nature, merciless hunter tribes of the Tharn, or the de-facto military arm of the Circle in form of the Wolf-Sworn units. An honorable but brutal nation of warriors marching into the Iron Kingdoms with conquest on their minds, supported by torturous blood magic and armed with angry pachyderms.

Skorne are seemingly the slowest, tankiest army in Hordes. However, with outstanding support tools at their disposal they can make their lumbering warbeasts to run forward from downtown and with the strength buffs available they will hit like a freight train. They have several "retaliation" effects, allowing them to take a hit and strike back afterwards. For this reason they excel at "attrition melee", wherein the longer you fight them, the more they gain the upper hand -- partially through their tankiness, partially due to their special rules.

For the infantry you can choose between the venerable Immortals, the elite rank of hulking Cataphracts and the legion-like Praetorian warriors, or lowest rank Venators who primarily wield less honourable ranged weapons. 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. You've just finished reading one of the articles in our Introduction series.

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