What is Warmachine & Hordes?

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Warmachine & Hordes is a hobby game produced by Privateer Press (PP).

This article is aimed at new players who have never heard of Warmachine, Hordes, and/or tabletop wargames before.

What is Warmachine and Hordes?

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Warmachine is a tabletop wargame set in a semi-industralised fantasy world. A player's army is centred around a powerful warcaster who controls a group of giant robots called warjacks, backed up by a few combat units and support solos.

Hordes represents the untamed wilds of the same fantasy world. It is a compatible game system with different aesthetics and background, but the only real in-game difference is that your army is centred around a warlock with giant beasts called warbeasts.

How warlocks control and interact with beasts is fundamentally different to how warcasters work with warjacks. The games are compatible, in that they use the same rules for movement and combat etcetera, and a Hordes army can play against a Warmachine army with no handicap on either side.

About wargames

What is a tabletop wargame?

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A tabletop wargame is a hobby where people collect armies of small miniature soldiers, paint them, and then play a game versus each other on a large table. During the game players take turns to move their miniatures and make 'combat actions'. Whether that action is successful is determined by rolling dice and comparing the attacker's accuracy statistic vs the target's defense statistic.

Each player plays with an army made up of a variety of models, each with different abilities and skills. The elite models are better, but you must pay a higher 'points cost' to add it to your army. Both players' armies have an equal number of points at the beginning of the game. A model's points cost is not related to its real-world purchase cost.

The goal is to eliminate your opponent's models and/or outmaneuver them to claim an objective.

What makes Warmachine & Hordes different from other tabletop wargames?

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Aside from the obvious steampunk aesthetic, the main difference this game has is that it was designed for rules first, story second. The rules are very "structured" with everything occurring at specific steps in a sequence. Players don't get bogged down in arguments about "I think the rules let me do this" vs "Well I think the rules say you can't do that". Instead Warmachine players can figure out what is allowed by simply reading the relevant rule and figuring out where in the sequence they are. As such Warmachine & Hordes has some of the "cleanest" gameplay available.

This clean gameplay has attracted a lot of competitive-minded players to the game and created a lively tournament scene. Once you progress out of newbie and/or casual games with friends, you'll find your opponents are ruthless and the smallest mistake might cause your entire army to get pulverized. But even when they're tearing you a new one, Warmachine players on a whole are very nice about it.

Warmachine & Hordes games are a moderate size: larger than a squad-based game like Infinity, but smaller than battalion-based games like Age of Sigmar. A typical game is played with about 20-30 models on a 4 foot by 4 foot (1200mm by 1200mm) board and takes at most 2 hours, often much less when one player wins by 'assassinating' the other.

Differences to Warhammer 40,000

Many readers will already be familiar with "Warhammer 40,000" produced by Games Workshop, and may be interested in this broad-brush comparison of the two game systems.

This comparison was written in early 2020 and compares the 8th edition of Warhammer 40,000 (WH40k) to the 3rd edition of Warmachine & Hordes (WMH).   [Show/Hide]

Basic game mechanisms

  • Mono vs. Dual system - While WH40k stands "as is" and has no connection with other Games Workshop games (Age of Sigmar, for example), Warmachine and Hordes are fully compatible, and share the same basics.
  • IGOUGO - Both games use the same, I go - You go mechanism. However, while you can seize the initiative in WM40k after deployment, in WMH the first player always goes first (consequently, gets a smaller deployment zone and gets to score later), while the second player always chooses the side he/she wants to deploy.
  • Activation - In WH40k you'll get to do all phases with your entire army at once: every unit moves in the movement phase, then everybody shoots, charges and fights. There are also scant few things you'll need to do between turns and rounds. In WMH each player must get through first the Maintenance and Control Phase. Once it's done, you get to do things in your Action phase, one unit a time. Said unit gets its normal movement, and - if eligible - its combat action. Then you take your other unit, and repeat said process, until everybody is activated. Many abilities interact with each other and units usually block each others' path and LOS, so it is one of the hardest thing to learn for beginners.
  • Line of sight - WH40k uses real Line of Sight; if you can draw LOS from any part of your model to any part of your opponent's model, you see it. WMH uses an abstract line of sight, where facing and the size of the figures' base are crucial. On the other hand, the actual physical dimensions of the models have no impact gameplay-wise.
  • Terrain - WH40k terrain rules are made with regard to the real LOS. Cover offers a save modifier once the enemy hit and wound you, while in WMH it makes more difficult to score a hit. Also, in WMH the concept of difficult terrain still exists (ceased to be in 40k after the 7th edition).
  • Dice - Both system use D6 and both use modifiers. However, WH40k uses single die values (from 1 to 6), while 99% of the rolls in WMH are being made with at least 2 dice (rarely 3, 4 or more), providing a broader distribution of possible outcomes. WH40k operates with more dice rolls, and sources of re-rolls are presented in abundance. In WMH re-rolls are rare, and modifiers on various target numbers are more common.

Armies and list building

  • WH40k units have codex profiles, and some of their special rules can be found in the general parts of said codices. WMH uses no codices, but each and every model's profile are accessible from their card database for free (or for a fee in their official army creator program). This card also contains every special rule you need to use.
  • In an army composition WH40k uses detachments, while WMH uses theme forces.
    • The former is created according to the units' battlefield role (HQ, Troop, Elite, Fast Attack, Heavy Support, etc.). Your reward for taking a certain detachment is given in forms of Command Points that you can later spend on strategems.
    • Battlefield role as an army organizing concept is non-existent in WMH. Here a model belongs to one of the 6 types (warcaster, warjack, unit, solo, battle engine or structure), and you are not bound to take any of them apart of a single warcaster and a compulsory amount of warjacks. However, the theme forces restrict the "pool" of the models you can take to reap the theme's benefit (which are usually unique, just like various, race-specific strategems in 40k, though less varied).
  • Normally WH40k limits how many detachments you can take, and non-troop units usually have a max 3 cap. In WMH warjacks can be taken without limitation and other models usually have a 2 or 3 cap.

Competitive format

  • WH40k has no official tournament format, alas, community-based, self-regulating initiatives (like ITC) are becoming increasingly recognized by the game's producer and serve as the backbone of future erratas. WMH on the other hand has an official, strictly regulated format called Steamroller, and is altered in every year after some fine-tuning. Nearly 100% of the games (tournament or otherwise) are played in that format and new models are being designed and balanced with the Steamroller scenarios in mind.
  • WH40k tourney formats usually demand you to use a single army list throughout the entire event. WMH usually demands you to take at least 2 lists, and sometimes you're bound to play both during the course of an event.
  • Competitive WH40k uses a wide variety of mission objectives, sometimes in the form of cards, sometimes in the form of pre-selected primary and secondary missions. WMH on the other hand awards scenario points for 3 things directly: controlling a zone or flag and destroying your opponent's objective. You can also give indirectly points for your opponent if your warcaster is too close to its deployment zone by the end of turn 2 ("Killbox-ing" yourself).
  • In WH40k usually the player with more Victory Point gets the victory, and games last for 5 rounds. WMH games last for 7 turns max, and if you gather 5 more control points than your opponent, you'll win the game immediately. Also, if you lose your warcaster (your army's leader), the enemy scores an immediate victory, regardless of the actual standing of scenario.
  • WH40K has no hard rules on chess-clocks, and is not an universally adopted way of playing the game. WMH tournaments use clocks extensively and with a strict time limit. Running out of time means victory for your opponent if you did not meet the other victory conditions (that is why it is amply called "deathclock").

Where should I start?

If you're interested in playing Warmachine and/or Hordes, there are many people willing (and wanting) to help you.

Choose a Faction to play

Read our Faction Overview article to decide which Faction appeals to you (a Faction is essentially an army where the soldiers all belong to the same country, culture, or species).

What do you need to start playing?

Battlegroup boxes contain everything you need to start playing (except the spray template and circle templates). They're damn cheap, too. There's one available for (almost) every Faction.
Battlegroup boxes are also known as "Battleboxes" or "Starter boxes".

What you need is:

  • Models
    • (See Starter Products for a description of some of the boxed sets available.)
    • At least one warcaster or warlock
    • A few warjacks or warbeasts
    • Units, solos, battle engines, and structures are all optional
    All the models need to belong to the same Faction, you can't use a mish-mash from different armies (normally ... there are plenty of exceptions though).
    See Faction Overview to help you decide which Faction you want to start with.
  • Some "real superglue". Due to the materials used in the production of Warmachine/Hordes models, "normal modelling glue" (polystyrene cement) doesn't work.
  • Six-sided dice. At least 3, preferably 5.
  • A measuring tape (marked with inches)
  • A set of templates. 3", 4", and 5" AOE circle templates, a 10" spray template, and a 4" x 0.75" rectangular wall template
  • A set of tokens to mark in-game effects (small bits of scrap paper can do in a pinch)
  • Some terrain (medium size pieces of scrap paper can do in a pinch)
  • A 4' x 4' (1200mm x 1200mm) playing area
  • An opponent

What you'll probably want is:

  • A decent set of tokens, templates, and terrain. You can find a bunch of that stuff from our sponsor Broken Egg Games.
  • The official Warroom2 app. This app does a lot of things:
    • Contains a copy of all the model rules (each different Faction requires an in-app purchase, or you can get everything including all future Factions for a one-off purchase)
    • Can be used to create army lists
    • Can be used to record damage models suffer during a game
    • Contains a copy of the core rules (this feature is laggy as hell, I suggest you just download a pdf instead.)

Find other players

Official Training Videos

These videos were made in 2016, so keep in mind some minor rules have had some tweaks since then. But the core gameplay is unchanged, so they're still good videos.

They're about 45 minutes long:

The Fantasy Setting


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Warmachine is a game about industrialized "Full Metal Fantasy" minatures combat. The Warmachine universe is about the warring nations of the Iron Kingdoms, located on the continent of Immoren, based in the world of Caen. Plus some armies that have invaded from the afterlife (Urcaen) and/or a place "beyond" Urcaen. Each Faction has its own attributes, such as the advanced technology of Cygnar or the proud patriotism of Khador.

Magic is real in Caen, and due to the perpetual state of war, it is mainly harnessed to improve the war industry of each nation.

Huge, lumbering "Steam Jack" robots are given a sort of semi artificial intelligence by a magical node called a "cortex" that animates it and allows it to function somewhat independently. When armed, they are known as "Warjacks" or 'Jacks for short and are deployed amidst the soldiers to wage wars on rival nations.

The limited cognitive capacity of 'jacks demands guidance and instructions however, so they are led by battle wizards known as "Warcasters". Every game of Warmachine revolves around the Warcasters. If your 'Caster is defeated, you lose the game.


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Far from the borders of the human nations there are other, less civilized factions. The resolute trollkin that refuse to succumb to human civilization, or the distant empire of the sadistic Skorne, to name a few.

These savage factions lack the level of industry to create the intricate Warjacks, so they rely on furious Warbeasts in stead. The battle wizards of these factions are called "Warlocks", and they harvest the wrath of their beasts to unleash their deadly spells.

More backstory

There is a wealth of more information about the world of Warmachine and Hordes, from short stories attached to the rulebook to full published paperback novels.

Unfortunately it is not within Warmachine University's Mission Statement to document all this "fluff". If you wish to learn more I suggest checking out the following sites:

You've just finished reading one of the articles in our Introduction series. The other articles are;

Once you've finished those, you may want to check out the Basic Training series.