22 August, 2016

First Impressions - Warmachine Mk.3

After spending far too long discussing different types of resin and automobile based anecdotes at our weekly meeting, we decided it was probably a good idea to actually do something. That something turned out to be our first game of Warmachine under the new Mk3 rules.


I cautiously climbed onto the shiny new bicycle; it looked a lot like the old bicycle, sure the handlebars were spaced differently and the wheels we're slightly bigger, but my feet sat on the peddles much more comfortably and some of the scary metallic clunking sounds we're no longer present. Still, you turn the pedals and the bicycle goes just the same as before. Oh, and this one has a shiny new bell that makes the most wonderful sounds.

This is what a new bicycle looks like, right?

OK, enough stupid metaphors.

I'm continuing under the caveat that you the reader has at least some knowledge of Warmachine Mk.2. If not, then please remain in your seat, you've walked into the wrong lecture -  It's too embarrassing to leave half way through and you never know, you might learn something.


Elliot and I put together lists using Privateer Press' War Room app that we're essentially the old Mk.2 Protectorate of Menoth and Convergence of Cyriss starter battlegroups. In old money they would have totalled around 11 points, but under Mk.3 coinage they came to 0 and 1 points respectively.

This not insignificant change in points is due to two factors: an overall percentage increase in models across the game, accompanied by a large increase in each Warcaster's Warjack points pool. My chosen Warcaster Forge Master Syntherion jumped from (+6) Warjack points to (+27)!

I shan't go into too many details of how the game progressed, rather comment on some of the new rules / changes.



'Power Up'. This is a small change with a huge impact. Any Warjack with an active cortex now generates a single point of focus for itself at the start of the turn if within the Warcaster's control area. This frees up a Warcaster's focus pool, especially in the first and second turns. By generating their own focus, Warjacks are able to run by themselves, allowing the Warcaster to cast many more spells (especially upkeeps). In later turns Warjacks suddenly become much more dangerous, that free focus point can translate into boosted / extra / power attacks. This change is excellent. Warjacks are a much scarier opposition than they we're in Mk.2.

I myself was unable to benefit from this change; Convergence Warjacks use their own particular unique method of sharing focus between other Warjacks so they remained almost unchanged since Mk.2 in this respect, except for the removal of the limit on the number of focus that can be shared per activation.



'Pre-Measuring'. Truly the Marmite or wargaming; you either love it or hate it. Warmachine Mk.2 always had a dirty affair with pre-measuring; you could measure your Warcaster's control area at 'any time'. The 'any time' wording would lead to some strange goings on with the tape measure, this change clears any of that up. No more wasted shots because you were 3mm out of range, no more guessing how wide that gap is, no more trigonometry. OK, I don't think anyone actually did that last one but you get the point. Some would argue this change lowers the skill barrier, and maybe it does, but then I never played at the level where such a thing mattered.



'Power Field'. In Mk.2 a Warcaster could 'camp' on their focus pool, any unspent focus points would translate into one point of additional armour. This meant that even a modest (6) focus Warcaster could sit on all six points and gain an additional 6 armour, effectively reducing all incoming attacks by 6 damage. Damage prevented in this way could easily reach upwards of twenty points in one turn.

Mk.3 changes the way the Power Field works. A Warcaster must now spend a focus point to reduce the damage of in incoming attack by 5. The player is now presented with a dichotomy; do I prevent that 4 damage attack, or take 4 damage assuming the next attack will deal more damage? An inherent risk is involved; that next attack might not even hit you! Any change that leads to more interesting choices is a good change.


A number of other little changes were encountered during our game:

Melee weapons now possess their own range stat, with Warjacks generally having a 1" range on their melee attacks (double the 0.5" range in Mk.2). This removes the need for the 'Reach' special rule.

Wreck markers are no longer a thing, bringing Warmachine in line with the behaviour of Hordes' Warbeasts in this respect. While cinematic, I found wrecks would often become an annoyance.

'Rate of Fire' now actually means rate of fire. Your gun says two shots; you get to fire two shots. No need to buy more shots by spending focus. The old Mk.2 rate of fire rules are now included as it's own special rule on certain weapons, called 'Reload'.


Just from dipping my toes in the proverbial Mk.3 pool it looks to be a vast improvement over Mk.2.

Elliot had this to say after the game:

"My summary would be that they have improved on an already rock solid rules set allowing for more fluid learning and smoother running games. I would need more time and games to give a more in depth comment. Also, I want my bloody Trolls and Nelly the Elephants."

I'd say I share this view; we need to play some more (bigger) games to cement our opinions. I however don't want Nelly the Elephants; I want more clockwork robots. Differing tastes you see.

Thanks to Elliot for taking some of the pictures for this post.


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