Thursday, December 29, 2022

Back from the Dead, New Changes, Warmachine MKVI

 

To say that it's been a while would be a huge understatement. This site has sat empty for a number of years, mainly because I decided to get out of Warmachine, but also due to being busy with other things. What made me decide to dig this site back out, dust it off, and change some things around were the changes that have taken place in the past year or so. 

Namely, these changes include me getting into wargaming once again with Warhammer: 40k and Warhammer: Age of Sigmar, a desire to do more analog gaming and come back to the writing desk, and a hefty announcement from Privateer Press about their new project: Warmachine MKVI.

I decided to hang up the hobby hauberk back in 2016 due to some circumstantial things that took place within the Warmachine community itself. Privateer Press was struggling to figure out their delivery system when it came to model stats and game rules, and their hiccups spilled over into the player community. I remember the company announcing that they'd be releasing faction bundles of cards that worked for every model in their respective faction, so all you needed to do was to pick up the whole deck and you'd be good to go. This was off of the tail-end of an announcement where Privateer Press decided that stats for all models would no longer be printed in any of their books. They didn't want to keep releasing "Forces Of..." books with updates of the game's ruleset, so they decided cards would be better.

Of course, after this announcement I went out to my FLGS and pre-ordered every card deck since the wife and I had several armies. I also figured I could use the cards for what I didn't have to study up on the models I may face on the battlefield. I remember going home, cracking all the cards, and before I could get a game in PP hit us with another announcement: cards were no longer necessary as everything would go to their War Room app. Well, that announcement stung a little bit, but I figured having everything digitally wouldn't be that bad, until I found out the catch: regardless if you had the physical copies of the cards or not you HAD to buy the decks digitally in the app in order to access them or build armies. This came right after I'd dropped a nice chunk of change on physical cards for all the factions. Needless to say I was a bit steamed.

At that moment I put everything down. My wife and I had a big discussion and that's where I dropped Warmachine - and wargaming - altogether. I switched back to video gaming and board games to get my itch and left a game I so desperately loved in the dust.

Fast forward several years and we end up to the present, where I've not heard anything from Privateer Press in some time, nor have I been to Gen Con since the plague known as Covid hit the world at large. Suddenly I see an announcement pop up in my feed from the once-thought-dead PP, mentioning that they've been toiling away on something they finally could tell the world about: Warmachine MKVI. At first I didn't want to lend an ear, as I felt besmirched by the company that I once admired. However, I thought it would be worth it to see where they were headed in the state of the community as it were.

Warmachine MKVI: Back in the Fold

I read the new post from front to back several times and I will admit that it made me feel something I hadn't in some time: excitement. It seemed like Privateer Press took the necessary time to look into what was not working for their flagship game and were coming up with ways to fix it. During this downtime they released a couple of new games, and I believe they served as testing grounds for this new edition of the steam-powered combat game.

I won't lay out a list of all the changes here, but I'll mention the few that I think are major. You can see the full list of changes in their original post.

First up, and perhaps the biggest change coming to MKVI is how the armies - and specifically Warjacks - will be released. The company realized they had major issues with sku bloat, meaning that shops had to dedicate more and more wall space to encompass the vast line of models the company was making available in the game. This sku bloat not only affected game shops, but it also hit players on the tabletop when it comes to fielding units and such, with managing attachments, special characters, and more. Privateer Press is embracing the future that is 3D printing and using the technology to produce all of their new models. They are reducing unit numbers and allowing Warjacks to be fully customizable. This means that they will have to ship out less numbers of models, but players will have more customization options than ever before. Basically each Warjack will ship with its chassis, and several parts within its box. These parts can be swapped out to change the 'jack's loadout, allowing players to get more use out of the models they'll already have. The parts of these 'jacks allow for magnetization, and the company will be shipping magnets in all army boxes.

Another change to the distribution is the dividing of factions. Armies will now ship in Core starter boxes with follow-up expansions coming down the line. You purchase the Core Army Starter up front, and later you get to mix it up depending on what division you choose to go with. Think of each faction as a large pie that is divided up into slices, where each slice is a different branch of that faction that fights with specific tactics/ideals. I personally love this idea. I am thrilled to think I won't need to buy seven of the same Warjack models just to have one with a hand axe and another with a cannon. I love the idea of being able to swap up loadouts depending on the caster I am using or just how I'm feeling that day.

Along with these changes the company put a lot of focus on what I consider as "trimming the fat" of the game at large. Some stats have been removed completely while others have been overhauled for a smoother concept of play. Things like model facing and free strikes have been eliminated in favor of speeding up gameplay. Templates are no longer used for AoE and special attacks, and the rules for these types of attacks have been streamlined as to not bog down the gameplay. You can read the specific changes for yourself, but overall I like the proposed changes for these elements. It speeds up gameplay and keeps the pressure on the combat at-hand.

A major addition Privateer Press is making is the integration of Command Cards to the game. As part of army creation, each player selects a hand of five Command Cards. These cards are one-use only, and each player can play up to two per turn. Each Command Card details when it can be played, and each model/unit can have up to one Command Card played on it each turn. The addition of this mechanic helps to dissuade players from feeling like they're stuck in a bad match-up or experiencing a "Gotcha" moment in their matches. This could be very interesting, and I see it being a mechanic that can work in the long run. 

Another huge change is the overhaul of what was known as War Room. The companion app has been replaced by a simple WARMACHINE app that now houses all of the game's rules and model stat cards. The app is still in beta, but at the moment it functions LOADS better than its predecessor. Reviews for the app are high, and it's deserved. The ruleset is clear, easy to access, and seems complete. So far the stat cards appear streamlined and there are even updated cards for older models that can be tested and played right now.

There were other changes, such as reworking the spells that Warcasters have, integrating HORDES into Warmachine as a whole, bringing back elevation rules, and even including a new game mode called Execution, wherein your Warcaster can only be killed by another Warcaster and not any other enemy models.

All-in-all I personally believe that, if Privateer Press sticks to their plans and delivers with these changes, the new changes could help revive what some believe to be a "dead game." I am once again excited to show the awesome might of Khador on the battlefield and I look forward to seeing more about MKVI's release. The new armies, of which there are two (with Khador pulling up the rear as a third on the way), should be shipping out soon. I plan to keep my eye out on updates for MKVI and eventually get back on the field to give it a shot.

New Site and Hobby Changes

If you're reading this then you can tell some changes have already taken place here on the blog. First up is a name change. I decided to change the blog title because while I was taking a break from things I decided to read up on some other wargames to see if I'd like their content. After doing a bunch of research I decided to jump in head-first to some that have been around for a bit, though they've received updates. I looked into Warhammer: 40k, Age of Sigmar, and even the Middle Earth Strategy Battle Game. I am starting slow with these games, as getting back to the swing of things needs to be a calm endeavor. Of course I will also be playing Forbidden Psalm and even some Pulp Alley, so those games may show up on here from time to time.

Because I want this blog to encompass all things wargaming I changed its name to ARCANE COMMAND. It seems like a better title to include all the stuff I'm getting into. It also gave me a chance to design a new logo and see where things could go.

Currently I will be focusing on painting tons of terrain that I've had collecting dust for some time and then I'll move on to game specific models that I've accumulated over the holidays. So far I have Sisters of Battle, Space Wolves, and Leagues of Votann for 40k, and I grabbed the Battle for Osgiliath starter for the Middle Earth Startegy Battle Game. I am planning on picking up a huge set of Nighthaunt models for Age of Sigmar as well, so I will eventually be working on them. Age of Sigmar seems to be the popping wargame right now so I am looking forward to diving into it.

I plan to post updates, WIPs, and much more to revive this blog in due time. Who knows, maybe my wife will even start playing again? I can always get crushed under the foot of Deathjack.

Until next time, roll those saves!

Friday, March 14, 2014

New Goreshade and Running with Farrow

I haven't posted here in quite a bit. In fact, I haven't been able to pick up my models and play a game since the Journeyman League began here, and I didn't even get to finish that. Things have been a bit crazy, but I am trying to find some time to spend with the hobby.

This past weekend I spotted something in my FLGS and I had to check it out. It was a Hordes blister, and inside was Lord Carver, BMMD, Esq. III - a Farrow warlock. Now I've heard a bit about the Farrow before, but never looked into it. I looked up Carver and read a bit about him, and instantly I knew I wanted to run him. Since Xenophonica plays Circle as well as another player in our close-knit group, I decided that I'd make the switch to Farrow and run Minions to see how I liked it. Looking at Carver's abilities, it was really easy to build a 15pt list for a beginner game. Here's what I decided:

Lord Carver
War Hog
War Hog
Farrow Brigands (leader and 5 grunts)

It doesn't sound like a lot, but run correctly this list can cause some real damage. I didn't want to run Carver with just one warbeast because he wouldn't get the fury he needs. I thought of running a Gun Boar instead, but the dual War Hog list really enticed me. The Brigands will gain Advance Deployment, allowing them to get into battle quicker. With Carver's spell list and abilities, the Brigands become deadly in groups of two, especially with Hog Wild. The War Hogs are just giant Mac trucks, and with Carver's feat they can attack up to 6 times, with each attack hitting at a P+S of 17/18 and an extra damage die. On the charge they'll get 17/18+4d6. That's nasty, and I like it.

So I am giving this faction a shot. I picked up Carver and I just finished painting him this morning. Here's the Bringer of the Most Massive Destruction himself:

I am certainly looking forward to running this list. I'm going to get my War Hogs and Brigands soon, and they'll be on the battlefield in no time.

In other news, Privateer Press released this sweet new image of a new Goreshade, the Bastard warcaster for Cryx:

He'll be released in white metal still, but the attention to detail has been cranked up to 11. The Deathwalker looks much more realistic, and Goreshade certainly looks more menacing. I'll definitely be picking this up for my Cryx army. What do you think?


Wednesday, February 19, 2014

War Room 1.3 Update Released, Has It Been Fixed?

War Room is Privateer Press' in-house app for players who want to keep their lists, cards, and other information for Warmachine and Hordes digital. Since its launch a lot of players have remained skeptical of the app's performance, many with good reason. The app has been known to crash, delete saved information, and for some it won't even start.

The app currently has 2.3/5 stars on the Android market, and the iOS ratings are nearly the same. Users are reporting poor execution in the app's presentation, claiming that the app will freeze over time, gamers are losing purchased content when switching to a new device, and some are reporting that it still hangs on startup. The idea behind War Room is a great leading off point, but can Privateer Press make the app work?

The company just posted a video on their site for War Room 1.3, the newest update for the app. From the video, here are the main points about what's changed in the app:

  • added changelog feature that allows you to see all the changes that have been made to the app in one place
  • new quick navigation button added to the top-left side of the screen that makes navigating the app much faster
  • quick search function added, allowing users to search through the rules from any rules reference view
  • theme force list option added, lets users check out theme lists while looking at warcasters/warlocks
  • warjacks, warbeasts, and attachments have been removed from their own categories and added under a new attachment function
  • theme force function added, lets players select a theme force from a warcaster/warlock's list, and the requirements to build the force will be shown for players to meet
  • War Room automatically calculates bonuses for theme forces while building them, taking into account lowered point costs and more
You can see all the news in the video below. For those who use War Room already, what do you think of the changes? The new update will be live on February 24th.

Monday, February 10, 2014

Privateer Press Keynote Announcements 02/10/2014

This past Friday was the annual Keynote Panel from Privateer Press at Templecon. The company took to the stage to unleash a host of new announcements on the gaming community, and some of these announcements had the capacity to blow players away. We didn't get the new Horde faction announcement like we wanted, but we did get some pretty awesome information to hold us over. I'll cover the important bits from the Keynote below, and if I missed anything feel free to post a comment.

First up the company showed some stuff from Warmachine: Tactics. There was some concept art shown as well as 3D models for the Menoth 'jacks. We saw some environments the team is working on, though no video was shown for the game.

Next up, things switched over to the Iron Kingdoms RPG. A new book, Iron Kingdoms: Unleashed, was announced. This book will take the Iron Kingdoms RPG into the wilds of Immoren, getting closer to the Hordes side of things. Apparently this book will run as a standalone game, though it can be added to the IKRPG game as a supplement as well.

Moving on to Hordes, a new book called Exigence was announced. The book introduces some new warlocks, such as Helga - a new Farrow warlock, and an epic version of Xerxes riding a rhino, along with a new female Gatorman warlock. A Heavy Nephalym warbeast for Legion was announced, and it looks completely badass. Farrow and Gatormen Battle Engines were announced, and a new style of unit was announced called a Beast Pack. Beast Packs are part unit, part warbeast. They don't have life spirals, can be transferred damage, and can acquire fury.



Switching gears to Warmachine, a new sub-faction for Mercenaries was announced. This new faction is the Cephalyx, and they are the stuff of nightmares. The Cephalyx have Monstrosities instead of Warjacks, and make use of all sorts of mental magic. The warcasters can still gain and spend focus, though it will mainly be for casting spells. Monstrosities don't have a cortex, rather they work off of a brain system, and the models for the Cephalyx all work together as one sort of collective.

 

Finally, it looks like a new LEVEL 7 game will be coming, called LEVEL 7 [INVASION]. Aliens are invading Earth and you must pew-pew them.

Out of all this, I am most excited for the Cephalyx. The more I read/see about them, the more I want to give them a shot. I wrote on I:T that I feel they'll play too closely to Cryx, but now that I've seen more about them I feel like they're going to be something completely different. I think the ability to use mind magic on the field will definitely be unique, especially when dealing with non-living models. Apparently the Cephalyx will be at Lock & Load, so we'll have just a bit to wait and see what they're made of. What do you think about the announcements?

Wednesday, January 15, 2014

Using Citadel Typhus Corrosion - Thoughts and Opinion

Over the Christmas break I ordered a few more models to add to my Cryx army. Since I'm using Asphyxious now I realized I really need some arc nodes in my list to make him useful. I picked up the Cryx Battle Box to grab all the 'nodes I'll need, plus an extra caster and heavy 'jack. I finally got the models primed and when I sat down to paint the Deathrippers I knew exactly how I wanted them to look: rusted, worn, and outdated. I thought about trying to use some dry pigment to add rust effects, but I didn't feel my skill level was at the point to do that and have them come out looking presentable. After doing some looking around I came across the new technical paints from Citadel. Since I've been using Citadel paints more often now, I decided to give one a shot. After looking I saw that the Typhus Corrosion offers exactly the effect I was desiring, so I decided to put it to the test.



The Citadel technical line of paints are designed to help add all sorts of visual effects to your models. Whether you're wanting a glow, a corrosion effect,  dripping of blood, or even some cracked earth, the new technical line has you covered. Games Workshop released these paints fairly recently and they've already become a hit within the painting community. With my heart set on making my new Deathrippers for Warmachine look as dingy and corroded as I could, I went to work immediately.



The first thing you'll notice with the Typhus Corrosion technical paint is that it has the viscosity of a wash, though it appears to be as thick as normal paint. Inside the mixture you'll see pigment, little granules of material that add texture to the paint. Once I put on my base coats and added some detail it was time to apply the corrosion. Just like with a wash, when applying Typhus Corrosion you want to get it into all of the little nooks and crannies of the model that you can. Get it to flow into the recesses as much as possible. The paint flows like a wash, so the more you let it flow the better area it covers.



What's different about this paint is that if you spread it up onto the raised areas it adds even more effect. Panels become rusted, discolored, and all together worn. Hitting raised areas like rivets or screws will create a corroded effect all around the rivets that shows wear and age. Splashing areas like spikes or raised armor shows a dingy look that really makes the model pop.



On the first model I had to learn that the paint doesn't need to be applied in thick coats. You really have to be decisive to where you apply it. As long as you're careful you'll end up with a time-worn look that will definitely show the age of your models, no matter what sort they are. Whether you're wearing down a tank, aging a warjack, or just coating the armor plating of a knight, the Typhus Corrosion paint gets the job done.



You can usually find the Citadel technical paints running at around $4.25 MSRP, which isn't too high of a price for the effect you get.In the pot is 12 ml of paint, and you end up not using a lot when adding it to your models. If you're looking to add some spice to your models, check out Typhus Corrosion and the rest of the Citadel technical paints - you won't regret it.


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This article is cross-posted from Initiative : Tabletop, a sister site of From Focus to Fury.