Hush now. I agree what you say, WM definitely >>> 40k, but I don't really want GW talk in this thread haha.Another thing that bears mention is that Privateer Press average model quality is superior to that of GW's, the models are bigger, and their in-house paint line is quality stuff (and they actually sell paint set boxes with the proper combination of paints in them). And yea, they make up for having prices comparable to GW with the fact their games are designed around using a fraction of the investment GW demands, with a standard Warmachine army being in the price range of somewhere around 1/3-1/2 of a 2k point GW army.
Furthermore, PP doesn't do GW's half-assed Codex/Army List update model. PP launched the second edition of Warmachine in January 2010. By July 2010 all the existing armies had brand-new army books (which you didn't need unless you wanted to have Theme Forces, an excellent rule btw, or find out more about the more exotic possibilities of a given faction). By the end of 2010 PP had also launched all the Hordes army books as well. Since then, PP has updated the army lists with expansion books, each of which includes new units for ALL the factions, no fucking around with re-releasing faction books either.
Thank you for this!And then we get into the gameplay. Ulminati already touched upon the abundant special rules and tactics given to each unit (even standard rifle-toting mooks have special abilities in Warmachine). First thing you'll notice is that ALL Warjacks and Warbeasts have a beefy list of special moves they can do, from ramming and trampling to throwing opponents around the battlefield. Lots of units also have synergy rules with each other, such as Cygnar Stormblades unit fighting alongside Stormclad Warjacks (a straightforward example, the Stormblades generate extra Focus for the 'jack if they're near it). The leader units take this even further, with each leader having a mostly unique spell list (some straightforward spells appear a couple of times), and on top of that their own special gear and special rules, with the once-per-game Feat as sugar-coating. And that's before adding in their Theme Force rule (each leader has a Theme Force rule, where by building your battlegroup within certain restrictions nets various bonuses).
In case of Warmachine, a good example of the variation within a faction is to compare General Adept Nemo and the infamous Lord Commander Stryker for Cygnar. Nemo is built for control effects (both buff and debuff) and working in conjunction with 'jacks, having more than average Focus (which he can also recover, allowing for tactical flexibility). Majority of Nemo's gameplay revolves around two things: 1) Movement denial for the enemy, 2) Buffing the fuck out of your own 'jacks (Nemo's Feat allows him to give all the Warjacks in his battlegroup maximum Focus once per game, which is the round your opponent probably doesn't want happening). Lord Commander Stryker on the other hand is all about blitz offense into melee (something of an oddity in the mostly ranged-oriented Cygnar), with a spell list designed for support and one special use. There's two things that give epic Stryker (this leader is the plot-advanced, or Epic, version of Commander Coleman Stryker, the Cygnar poster boy) his reputation as one of the most infamous leader units in Warmachine: 1) His feat allows his entire force (if they're close enough) to advance up to 3" and make a melee attack, and 2) Stryker is the king of kamikaze. Stryker's secondary utility is that he is THE most devastating melee damage-dealer in Warmachine, as he has a special rule that lets him do Kaio-Ken. Basically, Stryker rolls two sets of dice, up to 3d6, and then adds the dice from the first roll to his base Strength and takes the second dice set as damage, which can kill him. This can translate to Stryker ramming in multiple 33+3d6 damage hits (for reference, most heavy Warjacks around 35 hp total + armor, leader units have around 16 hp + armor). High risk, high reward shtick (then again, WarmaHordes prides itself on rewarding aggressive tactics).
Bklhabasbhlsdhb Assault Kommandos have ugly ass sculpts. And I'm especially more picky since I've been playing with Infinity minis haha.Khador only has a single Light 'jack, and that's a character 'jack. Khador's Heavy 'jacks tend to be either pure melee beatsticks and some of them are hybrids (ie, Destroyer and Decimator, Spriggan also has an anti-infantry ranged weapon); all of them being tough as hell (Devastator being EXCEPTIONALLY tough as hell in a frontal assault). They're slightly more inaccurate at range than Protectorate and Cygnar, and their ranged weaponry tends to orientate towards cannons of various types. Khador tends to use very blunt and direct 'jack approach, with infantry having more advanced tactics (ie, Kolduns, Widowmakers, Assault Kommandos, light artillery). Personally, I love Assault Kommandos, especially with Strakhov's list granting you trenches for each AK unit.
I myself tend to orientate my armies around combined arms as well, with my Khador force using Strakhov's Black Operations theme force to set up a strong defensive line and a sniper flank, and my other force using Epic Stryker's theme force to have a blitzkrieg attack using Stormblades and Stormclad 'jacks in formation with Stryker himself taking point with Thunderhead and Ol' Rowdy. If I'd make a Menoth force, it'd definately use either Mr Instant Crucification or the Zealot JIHAAAAAD style Vindictus has.
Fffuuu tough choice because Menoth warcasters seem to be able to have a lot of tricks too. Have you any experience playing or playing against Menoth? Ugh, maybe I should just buy a 15 pt army for both, lol.Epic Irusk can move models around with abandon, Vlad buffs units like crazy, while you might first think Karchev is a straightforward beatstick he can do tricks with Tow, Strakhov can grant a unit Stealth and can play mobility tricks, Zerkova has a bag of tricks... Stuff like that. Besides that everyone's got a Theme Force list which adds something extra on top (aforementioned trenches for Strakhov). The thing is, Khador is SLOW, and needs active use of spells and tactics to compensate.
I sadly haven't played tabletop that much mostly due to myself. But in any situation the key to playing Warmachine is as this video instructs:Fffuuu tough choice because Menoth warcasters seem to be able to have a lot of tricks too. Have you any experience playing or playing against Menoth? Ugh, maybe I should just buy a 15 pt army for both, lol.Epic Irusk can move models around with abandon, Vlad buffs units like crazy, while you might first think Karchev is a straightforward beatstick he can do tricks with Tow, Strakhov can grant a unit Stealth and can play mobility tricks, Zerkova has a bag of tricks... Stuff like that. Besides that everyone's got a Theme Force list which adds something extra on top (aforementioned trenches for Strakhov). The thing is, Khador is SLOW, and needs active use of spells and tactics to compensate.