What is Warmachine & Hordes?

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Warmachine & Hordes (WMH) 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 and 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, heres a few more key differences:

Well-written rules

This game was largely designed for rules first, immersion second. The rules are very "structured" with everything occurring at specific steps in a sequence. Players don't get bogged down in arguments about how the rules work in ambiguous situations; instead those situations hardly ever arise. In other words, WMH has some of the "cleanest" gameplay available of all the different miniature games on the market.

Friendly cutthroat players

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.

Most players will bend over backwards to accommodate your skill level, you just have to be upfront with them. They'll be more than willing to play a more casual list, a smaller point size, and/or walk you through games to teach you strategy.

Power of your leader

Your army is led by either a warcaster or a warlock, and these are some of the most powerful models in the game. They have better stats, can cast multiple spells, use special abilities, and be absolute monsters in melee.

On the other hand - if they die, you instantly lose the game.

If this was a game of chess, they'd be like a king and a queen put together.

Models die quickly

Everything in this game hits hard, and nothing is particularly durable. Sure a tougher model can survive multiple hits, but if your opponent decides to kill it and commits enough resources to that goal, then they probably will kill you in a single turn. Once again this is comparable to chess, in that you are "trading pieces" each turn.

As opposed to games like 40k where you roll a bucket of dice to make attacks, and only a single Space Marine gets taken off the table (if you're lucky).

Game size

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.

Games are played on a 4 foot by 4 foot (1200mm by 1200mm) board. There is two normal game formats:

  • Steamroller (75 points) with about 20-30 models per player; and
  • Brawlmachine (25 points) with about 10-15 models per player

Steamroller is normally played with a 120 minute limit, and Brawlmachine with a 75 minute limit. Games often end much early 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 article was written in August 2020 to reflect the state of Warhammer40k (WH40k) after the release of the 9th edition and compares it with the 3rd edition of Warmachine & Hordes (WMH).   [Show/Hide]

    Game Mechanics    

  • Gameplay modes
    • WH40k offers 3 ways to play game: Matched (armies are balanced), Open (armies include anything you feel like playing with), and Narrative (armies start balanced, then are changed to "suit the story")
    • WMH offers 2 ways: Matched and Narrative. Narrative is rarely played. Narrative WMH is much less 'freestyle' than WH40k.
    • WH40k has a "Combat Patrol" system for players with smaller armies and/or tables.
    • WMH has no official equivalent, but there is a fan-made Brawlmachine format for playing with smaller armies
    • See also "Competitive format" below
  • Player turns, deployment, and scenario scoring
    • Both systems use the same "I go, with my entire army, then you go."
    • WH40k usually uses symmetrical deployment, and scenario points can be scored from Turn 1 onwards.
    • WMH gives the second player the choice of table sides, a larger deployment area, and the first chance to score scenario points.
  • Attacks and Dice rolling
    • WH40k has you attack with all weapons in a unit all at once. You can end up rolling 40 dice at once. Any casualties you inflict are distributed among the target unit.
    • WMH has you attack with a single weapon, at a single model. If you kill a model, it is the one you wanted to. This allows you to scalpel out board positions that you want to control.
    • In WH40k each attack is represented by a single die and the chance of rolling low/high (1 and 6) are exactly the same as rolling average (3 or 4). The only way you have to influence odds is to roll more dice and/or have rerolls.
    • In WMH each attack is represented by at least two dice and this makes very low/high rolls (2 and 12) much less likely than average rolls (7). You can influence odds by choosing which rolls to buff (11+ to hit; not worth buffing to a 9+. But a 8+ to hit buffed to a 6+ to hit? Huge improvement for the exact same buff!)
    • To-Hit and To-Damage
      • In 40k, rolling to hit is based on the attacker's accuracy only.
      • In WMH, rolling to hit is based on the attacker's accuracy versus the target's defence.
      • In both systems, rolling to wound is based on the attacker's strength vs the target's toughness.
      • In 40k, the defender nearly always gets a saving throw and/or invulnerable save.
      • In WMH, the defender hardly ever has a saving throw.
      • In 40k models, killed models are immediately removed.
      • In WMH, a killed model goes through 3 stages (disabled, boxed, destroyed) and various special effects can trigger at each step.
  • Game Round
    • In 40k you have a "Command Phase" to resolve things that happen between turns, that was only introduced in 9th edition.
    • In WMH it has always had a "Maintenance Phase" and a "Control Phase". Also, each Phase has a numbered sequence telling you which order to resolve things in.
    • In 40k you will move your entire army, then shoot your entire army, then melee your entire army.
    • In WMH you choose a single model or unit to activate, and for that model/unit you will do all its movement and attacks before activating the next model.
    In WMH models will often interact with each other - perhaps getting in/out of each other's way, or casting buffs on each other. Thus choosing which one you move or buff first can affect the rest of your turn.
  • Line of sight & Terrain
    • WH40k uses mostly "True LOS" where any part of your physical model can see any part of an enemy model. This rule is tweaked for some types of terrain.
    • WMH uses "Abstract LOS" where LOS is drawn from the circular base your model stands on, regardless of the pose of the model or how much it overhangs the base.
    • WH40k terrain rules were created with the real LOS in mind. Most of the terrain features offer a positive modifier to your saving throw but some may affect hit rolls and some may straight up block line of sight, even if you could physically see the model.
    • WMH terrain is more simplistic. They affect a model's speed and modifiers to hit.

    Armies, list building, and books    

  • WH40k you can fully customise the wargear your models use by paying extra points.
  • WMH cannot customise wargear at all. A model will have a points cost, and an equipment list, and neither can be changed.
  • WH40k documents costs and upgrades in a book, called a codex. There is one codex per army. The codex will say how much a unit costs, its basic stats, and a list of upgrades it can have. Because equipment upgrades are normally shared across multiple units, the upgrades will often be separated into a different part of the book (called the armoury).
  • WMH documents all the stats, weapons, and special rules that a model has on a single playing card, or sometimes two cards for powerful models. You can download these playing cards for free.
  • WH40k has an army composition requirement: it places each unit into a Detachment Type based on their "role" (HQ, Troops, Elite, Fast Attack, Etc) and the number of each Detachment you can bring is limited, and based on the total game size.
  • WMH divides models into types (Warjack, Solo, Unit, Etc) but there are no "roles". You could have a Fast Cavalry solo, or a Fast Cavalry unit for instance. Since "roles" are not defined, there is no limit on repeating them. However some kinds of model are limited to 2 or 3 of that particular model (their Field Allowance). So you might be limited to 2 Cavalry Greylord Outriders, but then add 2 more Cavalry Iron Fang Uhlans, and then a Cavalry Fenris, etc.

    Competitive format    

  • WH40k has no "official" tournament format, however the entire 9th edition itself was created with strong reliance on the community-based tournament initiatives (WTC, AdeptiCon, etc.), so the current state of the matched play technically counts as one.
    • Scoring is based on a system of Primary and Secondary objectives. You can choose some of them.
    • Games last for 5 rounds
    • Winner is determined by the player with the most victory points
    • Players can earn tournament points with "soft" scoring, and it is officially encouraged by the game's designer. Painting your army to a prescribed "Battle Ready" level awards you 10 out of the total 100 possible points in each match.
    • WH40k has no strict rule for time limit: earlier only the total time of the battle was limited without regard to the "player time" limit, leading to all sorts of abuse with deliberate slow gaming. The more up to date limitations put a time constraint on both players: when the player runs out of time, he can only react to the opponent's action (by making a saving throw, etc.) but not losing the game automatically.
  • WMH has an official tournament format, called Steamroller, that is updated annually.
    • You can bring two lists, and choose which you use after seeing your opponent's lists. This means there is less chance you'll be matched against an army that completely stomps on your army, and thus you have a better chance of a "fair fight".
    • Scoring is based on controlling areas of the table only.
    • Games last for 7 rounds max. Games can end earlier if one player wins by scenario (gets 5 more scenario points than their opponent), or assassination (kills the enemy warcaster), or deathclock (their timer runs out).
    • If neither player wins before 7 rounds are elapsed, there is 4 levels of tie-breakers to determine the winner
    • There is no "soft" scoring.
    • Games are played with a time limit per player using a chess clock. Each player has a clock, but it only counts down during your own turn. If you're taking more time per turn than your opponent is, then your clock will run out first and you auto-lose. It's called the "Deathclock".

Where should I start & What do I need?

This content has been moved to a separate article: Where Should I Start?

Is Warmachine & Hordes the game for you?

Here are some reasons why people love/hate Warmachine & Hordes (WMH). Some people think these are an upside, other people think the exact same thing is a downside, so we'll try to be neutral.

Plethora of model options

PP's policy is to never make models obsolete (☆); all the models they've released for WMH since 2003 still have rules for the current edition. As a consequence of nearly two decades of new releases, though, there is a huge range of playable models.
(☆) Editor's Note: This policy changed with the release of the 4th Edition in 2022. On the other hand they promised they'd update the pre-2022 models, so it's still a kinda-true policy ... I guess?
Firstly this means that no matter what models you buy, you can use them in a game now (and probably forever, if the policy doesn't change). However some models are better than others, and if you buy stuff without researching it you can potentially end up with an army of duds. However-however in the current edition the models have been grouped into Theme Forces, and if you keep your purchases within one theme force you're unlikely to get a total dud collection.
Secondly, learning what your models can do, let alone learning what tricks your opponent's models can spring on you, is a Herculean task of reading and memorization. Once again this is alleviated with the Theme Forces, as models within a Theme Force tend to be similar to each other.

Precise measuring & pre-measuring

In WMH you can measure anything at any time (pre-measuring).
Most players play very "tight" with their measurements, and expect their opponents to be the same. For example if you have 10" range and the target is 10.1" away, then you're out of range. Then, since I can pre-measure your max range before I move my models, I can precisely place my models just outside your attack range.
The first few game rounds are very much about maneuvering for position and only putting models in range that you're prepared to sacrifice, a bit like pawns in a game of chess.
All this maneuvering and measuring movement/ranges precisely can be very time-consuming, especially with some "bonus move" abilities that give models multiple small moves of just 1" or 2" at a time.

2-D terrain vs 3-D terrain

Even within the WMH community, the use of terrain is a divisive topic.
Some players prefer 2D terrain because a) it's easier to transport, and b) it doesn't get in the way of the precise measuring mentioned above.
Other players prefer 3D terrain because a) 2D tables look terrible, and b) 3D games are more likely to attract the attention of potential new players.

Addition & Subtraction

Warmachine uses a 2d6 system. Your accuracy plus two dice plus buffs minus penalties must beat the target's defence.
Depending on who is shooting your accuracy changes, depending on the target the defence changes, depending on what terrain they are standing near and/or what spells have been cast changes the modifiers. So you're constantly doing maths to figure out what you need on the dice to actually hit.
Unlike a 1d6 system, there are "critical probabilities" where applying the right buff at the right time can swing the odds heavily in your favour (more so than if you applied the same buff to a non-critical probability). Knowing where/when you need buffs adds another tactical element to the gameplay.

Alternating Turns vs Alternating Activations

In Warmachine you get to activate your entire army, then wait while your opponent activates their entire army. In comparison to other games where you activate one unit, then your opponent does one, then back to you.
There are no "saving throws" in Warmachine so, depending on your army, there can be very little to do during your opponent's turn. On the other hand certain armies have lots to do during the opponent's turn.

Model quality

The early stuff, 2000 to 2006, is showing its age aesthetically but the models themselves are fine.
The middle stuff, roughly 2010 to 2015, is when PP tried different manufacturers and/or materials. A lot of what was produced around this time was just not great, made out of low-quality plastic and/or with mold lines in difficult-to-clean places.
The current stuff, 2016 onwards (though notably excluding the original Grymkin models from 2017), is made in-house out of resin & white metal. This stuff is of exceptional quality, in particular PP does resin better than most other miniature makers.
If you purchase a new model with missing parts or broken/miscast parts then PP will replace it for free, worldwide. (Secondhand sales need not apply)

Model material

PP models come in five materials: white metal, resin, hard plastic (HIPS), and soft plastic (PVC), and "rubber" plastic.
White metal is a soft metal, and is not pewter (which tends to contain lead) like old-school metal models from the 80s. Metal holds detail extremely well, basically doesn't suffer wear (although the paint job certainly will), and is the heaviest material of the four. Metal takes primer & paint well, but the underlying hardness has a bad habit of causing unvarnished paint to chip when the model is banged by anything hard (such as a another metal model).
Resin is the lightest material, and holds detail almost as well as white metal. However resin is difficult & laborious to produce, and has a risk of warping while it cures. It tends to be limited to the large pieces (such as torsos) or pieces which lack thin structural elements.
Hard plastic is the stuff that comes on dark grey sprues, the same as what Games Workshop uses for a lot of their range. It can be laborious to cut out, clean, and assemble but maintains high detail. PP sub-contracted the production of hard plastic models overseas, but that went ... poorly around 2020, and they lost a lot of their ability to sell those models.
Soft plastic everyone hates. It doesn't hold detail well, it is hard to get rid of moldlines, it doesn't glue well, and the thinner pieces can be noticeably bendy. Luckily it is fell out of use from about 2015 (barring the Grymkin 2017 models).
Rubber plastic is comparable to what plastic army men are made of. It's super cheap, and reserved for their "loss leader" sets (such as the 2016 starter box sets).

Competitiveness

We covered this in "What makes Warmachine & Horses different," above.

Constant game updates

In addition to a steady stream of new models, the game developers also "patch" old models with rule revisions every 3 months or so. Only about a dozen or so models are "patched" at a time.
These constant updates keeps the game fresher and helps older models not fall completely out of power balance with newer releases. They can also fix/clarify broken rules interactions.
These constant changes can be off-putting to people who want to take the game casually, and don't want to "study" the changes every few months.
Since the developers don't have nearly enough time to go through all the old models, their can be a bit of player resentment over old models that "missed out" on getting an update.

Playing on the clock

WMH tournaments are always played with a clock, and many players use a clock for casual/practice games too.
WMH uses a "Death Clock" format, similar to chess, where each player starts the game with 60 minutes, and it slowly ticks down during their turn (and is paused during the opponent's turn). This lets a player take a long time on any part of the game they want to; in comparison to, say, having six turns each with an identical 10 minute limit.
Playing on the clock can be off-putting - it can be stressful. It is suggested that beginners don't play on the clock.
Playing on the clock has advantages:
When you have a limited time before the game club closes, playing on a clock ensures you get an entire game in.
Players can't adopt the strategy of spamming the table with models and winning through sheer quantity. Not unless they practice a lot with making quick decisions and then moving lots of models quickly (but still with precise movements, as described above).
Tournament players can't "game the clock" by stalling on their turn until the tournament round is almost over (which can happen in timed, but non-deathclock games). Instead if they stall, they're burning their own clock.
Playing on a clock gives dynamics to the game. Instead of spending 5 minutes staring at the table agonising over what is the "best" strategy for your turn, you're forced to just ... have your turn.

The Fantasy Setting

Warmachine

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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.

Hordes

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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:

See Also



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.