Showing posts with label mk2. Show all posts
Showing posts with label mk2. Show all posts
Monday, 13 April 2009
Tables and Charts
I typed up a rather large table so that I could see how various things across the factions compare in cost to one another, and here is the end result for other people to use. It is a sad, sad life I lead. If only the NQaG were here to occupy my time instead.
Labels:
field test,
mk2,
mkii,
Warmachine
Pieces of Eight
Many of us Warmachine players don't buy full units. Indeed, certain units like Storm Blades and Knights Exemplar only came in units of 6. In MKii these units have been expanded to allow a full 10 soldiers; luckily for those people who were worried about getting enough figures to fill up their new MKii unit there are plans in the works for you. It's not very specific, but still, knowing Privateer Press plan on doing something about it is comforting much like having a warm duvet.
I was around at Adam's house this last weekend trying out more MKii games with eMagnus and friends, but at a reduced 25 points instead of what I regard as the norm of 35. Having been there with two other Andy's I think I'll just stick with my first name, it saves us all much time and hassle. Playing 25 points however afforded me the opportunity to test out and witness some new tactics and toys in MKii.
Boomhowler & Co:
They make an astounding tar pit for things like warjacks to wade through. I made the mistake of moving them into combat with Mechanithralls around Deneghra in my game against Andy Schneider (sp?) and so they all died horribly to multiple attacks. I should also remember they have guns. They still feel a little too expensive to me, but I think they might be worth their point cost once I've really sat down to figure out some tactics with them. I think they work best when not engaging things with multiple attacks or for bogging down warjacks. I used the latter in my game against Andrew Paul to tie up both his heavy warjacks while I swept around the back and jumped on Reznik with my Mangler.
Warwitch Deneghra:
NOTHING has changed. She drops your ARM or DEF, and then her army kills you. To me it feels exactly like playing against her in MKi. I made a lot of mistakes playing against Andy Schneider, the most important one was when I engaged a whole bunch of stuff with the Mangler despite having my feat up. I should have moved into position for a charge on Deneghra the following turn, oh well.
Wroughthammer Rockram:
BIG improvement on the old version. Giving certain warjacks Assault means they have the ability to dish out a LOT of damage now.
New Things to Remember:
Knocked down models still have a facing. When they stand up they do NOT change their facing now.
Gorman's rust bomb is now an AOE 3 effect.
I hate Pistol Wraiths so much.
Boomhowler & Co have guns. I should really use them to shoot things I can't charge.
There were a few more observations, but they were mainly that many models and units play exactly like they did before. Overall however, I still prefer 35 points, 25 points feels slightly too small. The core concepts of the game are still in place, though assassination feels a lot more viable now against attrition lists. More experiments to follow, I may even take Ashlynn out for a spin.
I was around at Adam's house this last weekend trying out more MKii games with eMagnus and friends, but at a reduced 25 points instead of what I regard as the norm of 35. Having been there with two other Andy's I think I'll just stick with my first name, it saves us all much time and hassle. Playing 25 points however afforded me the opportunity to test out and witness some new tactics and toys in MKii.
Boomhowler & Co:
They make an astounding tar pit for things like warjacks to wade through. I made the mistake of moving them into combat with Mechanithralls around Deneghra in my game against Andy Schneider (sp?) and so they all died horribly to multiple attacks. I should also remember they have guns. They still feel a little too expensive to me, but I think they might be worth their point cost once I've really sat down to figure out some tactics with them. I think they work best when not engaging things with multiple attacks or for bogging down warjacks. I used the latter in my game against Andrew Paul to tie up both his heavy warjacks while I swept around the back and jumped on Reznik with my Mangler.
Warwitch Deneghra:
NOTHING has changed. She drops your ARM or DEF, and then her army kills you. To me it feels exactly like playing against her in MKi. I made a lot of mistakes playing against Andy Schneider, the most important one was when I engaged a whole bunch of stuff with the Mangler despite having my feat up. I should have moved into position for a charge on Deneghra the following turn, oh well.
Wroughthammer Rockram:
BIG improvement on the old version. Giving certain warjacks Assault means they have the ability to dish out a LOT of damage now.
New Things to Remember:
Knocked down models still have a facing. When they stand up they do NOT change their facing now.
Gorman's rust bomb is now an AOE 3 effect.
I hate Pistol Wraiths so much.
Boomhowler & Co have guns. I should really use them to shoot things I can't charge.
There were a few more observations, but they were mainly that many models and units play exactly like they did before. Overall however, I still prefer 35 points, 25 points feels slightly too small. The core concepts of the game are still in place, though assassination feels a lot more viable now against attrition lists. More experiments to follow, I may even take Ashlynn out for a spin.
Labels:
field test,
mk2,
mkii,
Warmachine
Sunday, 12 April 2009
MKii Movement Formation Rules Explained
Every now and then when trawling through the sewage filled mire that is the Privateer Press forums one comes across a tiny filth-encrusted diamond of wisdom or useful information. It is from one such precious gem that I found this very handy explanation of the new MKii formation rules concerning movement. You can now safely ignore all that waffle about moving the unit commander first. There's also a comment about what happens when your trooper flees due to being out of formation. Definitely worth a quick read if you were confused by the first iteration of the MKii rules.
Labels:
field test,
mk2,
mkii,
Warmachine
Saturday, 11 April 2009
MKii Field Test Update
The field test rules and stat cards have been updated to correct many of the errors found. You'll have to go to the field test website to download the updated files. Alas, Master Holt and the Ugly Ampersand have vanished from our midst. They will be missed.
Labels:
field test,
mk2,
mkii,
Ugly Ampersand,
Warmachine
Monday, 30 March 2009
Field Test News
The announcement on the Privateer Press website has changed slightly, but here's the important information:
The field test starts on the 6th of April (Monday)
You can download it at http://fieldtest.privateerpress.com/ from the 6th onwards
You will have to register to be able to download the rules
Once you have registered you will also be able to provide feedback
Labels:
field test,
mk2,
mkii,
Warmachine
Saturday, 28 March 2009
WARMACHINE MKii Field Test Dates
Privateer Press have announced the date when we can download the MKii rules from their website in this announcement:
"Field Test Date Announced!
The WARMACHINE community has been buzzing with anticipation since the announcement of WARMACHINE Mk II and the public field test. The wait is quickly coming to an end, as the full field test materials will be posted Monday, April 6, 2009.
The Mk II field test documents will be available for download from the WARMACHINE Mk II field test site at http://feedback.privateerpress.com. Players will also need to register on the site in order to provide feedback from the field test. Registration will open with the release of the WARMACHINE Mk II field test documents.
Get ready to Play Like You’ve Got A Pair!"
I've put off painting until I know exactly what's going to end up in my army. I'm also fighting the urge to e-bay everything so I can get it all again with a different colour scheme. I was thinking desert themed Mercencaries.
"Field Test Date Announced!
The WARMACHINE community has been buzzing with anticipation since the announcement of WARMACHINE Mk II and the public field test. The wait is quickly coming to an end, as the full field test materials will be posted Monday, April 6, 2009.
The Mk II field test documents will be available for download from the WARMACHINE Mk II field test site at http://feedback.privateerpress.com. Players will also need to register on the site in order to provide feedback from the field test. Registration will open with the release of the WARMACHINE Mk II field test documents.
Get ready to Play Like You’ve Got A Pair!"
I've put off painting until I know exactly what's going to end up in my army. I'm also fighting the urge to e-bay everything so I can get it all again with a different colour scheme. I was thinking desert themed Mercencaries.
Labels:
mark 2,
mk2,
mkii,
Warmachine
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