Where Warmachine armies are led by a warcaster, Hordes armies are led by a warlock. Both are vital to the success of their respective armies, and losing either your principle warcaster or warlock will lose you the fight.
Both warlocks and warcasters sport exceptional stats, special abilities, spells, and a once-per-battle feat. The differences, however, are vital to how they play on the table. The warcaster can spend these points in all sorts of ways: healing, extra attacks, casting spells, or directing their steam-powered mecha called warjacks to pull off special attacks, like picking up enemy models and hurling them into walls or other enemies.
Warlocks have a pool of points called fury, and it starts the game maxed out. Instead of the warlock spending points to make their warbeasts fight, all sorts of actions by the warbeasts automatically generate fury. Charging, attacking, special attacks, and using a unique power called an animus all generate fury in a warbeast. I think you allude to it pretty well, but it may be worth mentioning plainly for new players staying on the WM side of the board.
That's a really good observation Tuffalo. The animus feature of Hordes is a great point of difference to Warmachine and really allows Hordes generals to tailor their spell lists and nasty combos they can pull. Warmachine vs Hordes How epic I said it! Well, asides from the glaringly obvious differences between Warmachine and Hordes Being steam-powered Warjacks vs Massive Meaty Warbeasts there is a fair bit different going on mechanically in the game.
I'm talking broad themes here. How the turn is structured, how units move, cover and LOS, dice rolls, unit stats, pretty much the entire core system is identical Each force is structured around a hero character and their battlegroup, and battlegroups work much the same way. The differences, while important, are far smaller than the commonalities.
These are called assassinations, and add a very interesting dynamic to the game when you consider that the caster is generally both the most powerful piece of your force. Players have to think carefully about where to place their casters to obtain the maximum effect of their spells and abilities while simultaneously keeping them safe.
It helps ensure that no matter how bad of a game you may be having, you always have a chance to pull out a victory. Some may find this interesting, but over the course of the last 10 years that the game has been around, the story of the game has been constantly evolving. Every new book or unit is accompanied by fluff explaining that units place in the game world as a whole.
Characters grow and become more powerful as time goes on, often having multiple versions, and this allows for the constant additions of new models, new forces and new scenarios. Force books as well as the rule book itself contain quite a bit of the story surrounding the game world, and help to explain how each faction interacts with one another and why exactly each faction fights. This is a big thing because it helps to keep the game fresh and feeling new and exciting, even for players that have been participating with it for years.
One of the problems that many tabletop war games face is a feeling of being stale after long periods of time, and they tend to focus on gaining new players instead of keeping the old ones. Here, Privateer Press endeavors to keep things fresh and exciting as often as they can. There is also a lot of care taken in balancing the game with rules and model stats, and errata is released whenever updates are made or new mechanics or abilities added. Privateer Press also goes out of their way to respond to players when rules questions come up and ensure that the answers are distributed quickly.
While skewed armies are possible, defeated skewed lists are equally as possible. The game is overall quite well balanced and places a lot of emphasis on strategic play and decision making over anything else. Entry into the game is fairly easy and rather inexpensive when compared to other miniature wargames. Battleboxes are available and contain a warcaster and a battle group as well as a quick set of rules and stat cards for all models included.
In one box you get almost everything that you need to get started playing right away. There is a box for every faction in the game, and each is specifically designed to give you an idea of how the faction works with their particular mechanics and background story. As far as miniature wargames are concerned, that is far cheaper than the barrier of entry somewhere else. You will also need around four six sided dice, tokens to track focus and fury and status effects and a ruler or tape measure of some sort and a dry erase marker to mark off damage.
Tokens can be purchased for your faction that include all status effects you will need for all of your games for as long as you play as well as points for fury and focus and blank tokens that you can write on with dry erase markers.
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