WARMACHINE: Difference between revisions
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Steam-powered zombies, mutated demonic witches, rampaging insectile engines of destruction, and the "[[Just as planned]]" spellcasters signify Cryx. Their army is the fastest, cheapest, and largest on the table, and is for more advanced players. Cryx excels at assassinating enemy casters and utilizing "dirty" tactics, but is never quite good in a stand-up fight. Perhaps that's why cries of "cheater" echo more frequently whenever a Cryx army is on the table. Cryx jacks are also really difficult to assemble and tend to fall apart easily. While there is a great degree of diversity of Cryxian units and monsters in the [[fluff]], in reality there's only Skarre, Bane Lord Tartarus, and two full units of Bane Knights. | Steam-powered zombies, mutated demonic witches, rampaging insectile engines of destruction, and the "[[Just as planned]]" spellcasters signify Cryx. Their army is the fastest, cheapest, and largest on the table, and is for more advanced players. Cryx excels at assassinating enemy casters and utilizing "dirty" tactics, but is never quite good in a stand-up fight. Perhaps that's why cries of "cheater" echo more frequently whenever a Cryx army is on the table. Cryx jacks are also really difficult to assemble and tend to fall apart easily. While there is a great degree of diversity of Cryxian units and monsters in the [[fluff]], in reality there's only Skarre, Bane Lord Tartarus, and two full units of Bane Knights. | ||
Think of them as Necrons. | Think of them as Necrons. | ||
Revision as of 18:05, 6 February 2010
Fixed, useless trolling deleted. Please proceed in a useful manner. Thank you.
Fixed, useless trolling deleted. Please proceed in a useful manner. Thank you.
Warmachine is based, along with Hordes, in the Iron Kingdoms, as featured in the 3e D&D Iron Kingdoms books. There are noticeable differences between the RP and wargame versions of the setting.
Factions
Warmachine has five factions (only one of them is real), and Mercenaries who pretend to be a faction.
Khador
Cries of "For the Motherland", red banners, gold stars, frigid bitches, and beardy berserkers personify Khador. They're a northern Imperial Russia/Soviet Union style nation bent on imperialist conquest. Khadoran army tends to be smaller than other armies and usually slower, but their infantry and jacks tend to be much tougher and deal more damage. Their jacks are potentially the most ridiculous looking (such as the "dancing" Behemoth) in the game, while their infantry and warcasters suffer from the Warhammer 40k pauldrons.
Cygnar
Cygnar is the most despised army in Warmachine. Cygnar is the ostensibly "good guys" nation of the Iron Kingdoms, and if it wasn't for its plot armor it would've been destroyed long ago. They're all about lightning, and Tesla coils, and brave heroes, and ethnic diversity (for example: "Siege" Brisbane). This army is for shootyfags who like to stay on a hill and shoot instead of charging the enemy like they got a pair. Surprisingly for a game that's supposed to be all about aggression, this lack of aggressive tactics on Cygnar's part often works extremely well. Perhaps that is why it attracts the majority of twelve year olds who play Warmachine.
Cryx
Steam-powered zombies, mutated demonic witches, rampaging insectile engines of destruction, and the "Just as planned" spellcasters signify Cryx. Their army is the fastest, cheapest, and largest on the table, and is for more advanced players. Cryx excels at assassinating enemy casters and utilizing "dirty" tactics, but is never quite good in a stand-up fight. Perhaps that's why cries of "cheater" echo more frequently whenever a Cryx army is on the table. Cryx jacks are also really difficult to assemble and tend to fall apart easily. While there is a great degree of diversity of Cryxian units and monsters in the fluff, in reality there's only Skarre, Bane Lord Tartarus, and two full units of Bane Knights. Think of them as Necrons.