Talking Tactics In Warmachine – Where To Begin?
March 20, 2015 by crew
Warmachine is a deeply tactical game...
It's fast, furious and highly competitive. For a beginner, entirely new to wargames, it can be extremely unforgiving. I am constantly learning and relearning rules each and every time I play.
I am writing this at my local club, hovering over a game of Khador vs Minions. I find it an enjoyable thing to watch games but, often, I am hoping I will learn by osmosis. I watch players confidently line up their army and accurately execute their rounds, in a seemingly expert dance of war.
Today I want to talk about tactics.
I feel like I am often witness to tactics, rather than the employer. One of the biggest stresses, for me, is deployment. Knowing where to place your key models and their support, how to protect your caster, thinking about your first turn and your intended placement can be overwhelming. It is something that I still struggle with. I am sure I have lost games based on my ill thought out front line. The idea of tactics in general is something I have struggled to implement in my infancy in this game.
So what can I do?
Studying The Cards
Knowing your models is key. Whenever I am having a hard time gaming, I return to my cards. It is my greatest advice to new players and advice that has served me well. Rereading my stat cards nearly always gives me new ideas. Even something as simple as spotting the word 'unit' in the wording of an offensive spell that I previously only used on single models. I often became preoccupied with the disabling of an enemy warjack in early games as (psychologically) they are the biggest thing on the table.
Knowing your cards is a great way of spotting complementary tactics across your army and knowing this is the best way to improve how you deploy and how you advance. Of course, the very best way to improve your knowledge of your cards is to play more games.
One way to change a game of Warmachine is to include terrain and one of the many fun official scenarios that Privateer Press publish in their Steamroller Tournament rules pack. Scenarios combine zones, flags and/or objectives to conquer in order to start scoring control points against each other. It also greatly encourages each army into the middle of the table for an aggressive skirmish, rather than a long winded game of hide and seek.
Removing your opponents objective in order to prevent them from ever scoring control points can become an important part of your tactics. So I'm told anyway. I would give my Mechanithralls right arm to take out my opponents objective just once!
The best I have managed in a game is to control an enemy zone whilst dominating my own for a scenario win (woo!) but so far, my enemies objectives have remained quite comfortable. Dominating a flag or zone involves the use of your Warcaster and this is where a protection tactic needs to be employed. It can be risky and in most games I have played, it's slightly redundant due to the amount of enemy models contesting flags.
I feel like most games of Warmachine could be made much more interesting (read: harder) with the use of terrain. Many tournament tables are so devoid of terrain that the few pieces that are laid down are almost pointless. A short wall here, a small hill there. I enjoy the tactical advantage of a big wood thank you very much. Of course, the best way to get used to scenarios and improving your tactics is to play more games.
I'll tell you what else I love. Death Clock.
Time Waits For No One!
Playing against a clock is something that I never thought I would love. As if Warmachine isn't frantic and stressful enough, you now want me to play quicker? Good luck getting me to agree to that, Warmachine maniacs! Except here I am, preaching the wonders of the clock.
My first game against the clock ended in possibly the closest and most fun, and definitely funny, game I have ever played. I fully believe the clock actually removes stress! It makes crazy things happen and I truly think it's a better game for it! Plus, you can cram way more games into a club night!
There are two ways to play against the clock in Warmachine. Death Clock and Timed Turns. Timed Turns rules varies depending on the points size of the game. For example 35pt games usually mean each player must complete their turns in seven minutes. Once per game, if you wish, you can extend one round. Death Clock allots a fixed time to each player in which to finish the game.
If you haven't played against a clock yet, I demand to know why! I throw wholehearted recommendations in your general direction!
If you are new to Warmachine, one mechanic you might have yet to master is the game changing rule known as The Feat. Each Warcaster comes equipped with this powerful once-per-game spell. I have had great trouble figuring out the best time to use this power, often forgetting it entirely in an attempt to save it for a last minute all out desperate attempt to turn the game around. As I have matured in the game I have come a A) definitely not forget to Feat and B) Feat when I can use it to create the most damage, often much earlier in the game than I originally used to.
Around turn two armies are often in each other's faces, ready to spar. My Warcaster, The Great, Beautiful, and Lovely Warwitch Deneghra, has a Feat named The Withering. The Withering, when placed well and cast at the right moment, can take -2 from pretty much every enemy stat for a whole round. If this is cast early on in my turn, I can use it to batter my opponent in my round, as well as crippling their round too. Ain't she a beaut?
Of course, the easiest and best way to get your head around when to Feat is to, wait for it, play more games.
Go For The Throat!
Assassination is arguably the most satisfying and exciting way to end the game and is a great way of involving nearly all the tactics discussed here and more. In order to inflict a successful assassination it helps to have a keen eye for weaknesses in your opponents defences and a thorough understanding of your army and cards. Spotting opportunities to employ your knowledge in an assassination run is a skill in itself, one I have yet to wholly master.
I have a 'Plan B,' a model that I love, that I protect as fiercely as I protect my caster. Together, they have nailed many an enemy to the wall in desperate circumstances. However, sometimes assassination is not possible and all you can do is employ damage control. All too often I have seen the odds stacked against me and I have given in too early. Lately, I have started not trusting my opponent to finish the game as cleanly as they would like and I've tried to remove as many models from the table as I can, using everything I have.
Sometimes, just sometimes, my caster has survived the inevitable attempt on her life and gone on to claim a victory! Leaving your opponent with no support can be as crippling as damage on the 'caster themselves. I have definitely matured as a player. Probably because I played more games.
...So What Did We Learn?
I'm going to finish this on a transparent note. I have, so far, managed to ignore most of my own advice here and have learned by error. The thing that keeps me going in Warmachine is playing what I love. I think this is the greatest (and at risk of being the fluffiest) tactic. I appreciate (nearly) every person who has bent over my game and given me advice. I even recently learned what 'meta' means.
However, the best way I have learned how to play my army comes down to two pieces of advice: own your mistakes and play what you love. Yes, I might not have the best units, the most effective solos, the best combination of infantry and heavies, but I have fallen madly in love with Mechanithralls and that's OK.
Oh, and play more... Nah, you get my point.
Do you love talking tactics? How did you learn and evolve your own tips and tricks?
What do you think?
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"One of the biggest stresses, for me, is deployment. Knowing where to place your key models and their support, how to protect your caster, thinking about your first turn and your intended placement can be overwhelming. It is something that I still struggle with..."
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"My first game against the clock ended in possibly the closest and most fun, and definitely funny, game I have ever played"
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…I still deploy badly. I don’t think I’ve ever played a game of Warmachine or Hordes where I’ve worked out how best to deploy. I tend to just stuck the Warjacks near enough to their ‘caster and go from there!
…although I have learned not to put them directly in front of a ‘Caster so they can’t be smashed ontop of them. Not the best idea!
BoW Ben
Oh man, I get in a right flap deploying.
I try to think about it, I try different things but I always end up tripping over my own army! I think it comes largely from still being a little too protective of my models? For example, I know my unit is fast and that’s their strength, but I don’t want them to die!
Y’know, since I’ve got a mechanical faction, I find that I don’t have that as much…
With Cyriss I don’t mind losing my dudes, the same goes for Infinity. I’ve got a droid army, they can all die, and I’m cool with it, but as soon as I’ve got something fleshy, I’m like , “STEVE, NOOOOOO! DON’T LEAVE ME!!” before gently wrapping the newly dead corpse in toilet roll and placing him gently, silently, back into the foam casing.
*bows head in a moment of silence*
I wish I didn’t have it! It’s those bloody mechanithralls, so lovable, so hard working. And they’re undead?! So, what do I care? That’s some powerful psychology right there. Especially if you’ve invested hours in assembling/painting/naming the model/s in question.
My Slayer, man… when that goes, I GO!
How are you getting on with CoC? 🙂
I’m starting afresh this year. So far, I’m doing alright, 1 game 1 draw 😀 It was only a draw because I had to leave, but it’s a draw :p I’ll take that, so far I’m unbeaten in 2015 😉
i might try and get another game in tomorrow. I love the CoC, their chemistry, it’s awesome <3
I like this articles because I have not played Warmachine yet. I like the models, or at least some, but the game mechanics and the lack of terrain discourage me the most. But reading about it makes me ponder, maybe I should give it a try…
Oooh yes you should try it! I hope my love for it comes through in my writing! The mechanics are, above all else, fun and you *can* add any terrain really, it’s just the uber-awesome tournament players that tend to keep it sparse. If you can find some friends who want to start with you, you can play it however you like! Casual games are my favourite 😀
Thanks for another article! I too have learned to love the clock, it adds an extra dimension to the game that I just haven’t seen in other wargames.
I also couldn’t agree more about the need to learn your cards. And your opponents cards. I found that I got better at this game when I started learning about what my opponent’s models could do as much as I knew what my stuff could do. One of the master strokes of Warmachine is that spells and abilities will have the same name and wording across all factions making it easy to at-a-glance understand what you’re looking at. The Warmachine army app, War Room, is invaluable for this.
@kamaron, welcome sir! If you want to see more about how Warmachine works, the company that make it (Privateer Press) have a YouTube channel with, amongst others, recent videos explaining how the basic rules work. If you’re a visual/auditory learner then they’re brilliant.
@dcam321 You’re very welcome! Thanks for reading!
Sound advice, Know Your Enemy >:D We have all the faction books, but I struggle to retain all the information I need from MY cards, nevermind my opponents! I do, however, play Khador a lot and so I am definitely learning more and more how to play against them! And I love that about the spells. I do have War Room actually, so I could definitely stand to use this more with regards to poking around in the other faction decks. How did you commit all his to memory?
Thank you so much for your comment and advice 🙂
It’s a fair question of how to commit it all to memory, there’s definitely a lot to memorise! I guess just try and learn a bit from each game, a new unit or model’s rules. Other than that, any spare time on the bus or train, look up a few cards. Bless smartphones.
@dcam321 I’ve had War Room installed on my phone for a looooong time, and my friend told me today he has every faction deck for it! Bless smartphones indeed! I’ll be using that to nosey at the enemy cards for sure. It’s all going in slowly…
Great read mate!
Thanks so much! 😀
The Withering is too much fun to forget using. The look on your opens face when Denegra moves forward, unloads that beauty and then follow it up with a Slayer charge through terrain because of Ghost Walk… It’s a thing of beauty.
Sadly that’s about the only tactical move I have, lol.
Aside from “umm… Charge!”
Great read!
I will take your advice and play more. Perhaps this time I will beat eStryker and avoid his rampaging charge of death feat. *fingers crossed*
Ah man. Pulling that off is the best feeling ever! 😀
Fingers crossed for you dude 🙂 more games more games more games!
I used to to have trouble with deployment as well. I would often have models blocked by other models which would end up messing up my order of activation for the first turn, and given that you are often engaged by the enemy on the second that would not leave any time to repair my battle line & plan.
I ended up hearing a suggestion on a podcast by a top player that you practice your deployment and first turn with each of your armies on your own. A process known as unpacking. I found that practicing this way greatly improved my early game (the rest of my game still needs major improvement :-)). I now rarely jam my own models and found it vital when playing armies that have numerous medium based infantry.
Casters or solos might want to activate after other parts of the army so getting your deployment right in relation to your order of activation is vital or you may find key support solos and units left far behind from where you need them.
I do stress that it is important to practice for each caster you play. For example Vyros1 or Magnus2 both want to activate before their warjacks to have Mobility up and running so you have to resist the natural inclination to deploy them defensively behind their jacks, which is still a good ploy for most other casters.
@paddycorkman Oooh thank you! I have not heard of unpacking, that sounds like exactly what I need to do! Can you remember the podcast at all? A wonderful thing that has happened since I posted this article is that people have been recommending podcasts to me, via Twitter, that are geared towards the beginner and novice players! Chain Attack has some great ones, a whole series in fact, so I’ll be making my way through them! 🙂
I have actually just today bought my first second caster 😉 I am finally cheating on pDenny with eSkarre! Aaaargh I feel guilty! But excited 😀
So I’ll have to relearn to deploy all over again with her, since it’ll feature Satyxis and they have advance deployment, something I haven’t really had the chance to practise before!
Thanks so much for your comment ^_^
I found very early on that the tactic of charging your warcaster up the centre is very rarely the best option. It tends to leave them splatted!
Yes! Luckily I have gotten better at extended Denny’s angry circle of hell by sacrificing arc nodes – if they survive, then all the better!
However, do you ever have games where you barely use your caster at all (in combat I mean) and that makes you sad? Sometimes I think she deserves to get up there and get her sword out 😀
I agree completely sometimes casters just need to let off steam (ahem) and get properly stuck in so they don’t risk dying of boredom 😛
Thanks for the great article.
Aw, you’re so welcome 😀
Great to hear someone like yourself coming in from such a humble and positive angle! It’s really inspiring!
Warmahordes is really deep and very satisfying if you like tactical challenges.
I’m not a veteran warmahordes player by any means but I have played table top wargames for quite some time and I can try to offer some general advice on tactics, one of my absolute favorite aspects/topics of the hobby.
First – know the role of each piece in your army.
Is it a cheap unit of Pawns to be used for blocking, contesting and jamming? Is it a Striker with high damage threat but low survivability? Is it a support/backline piece that needs to be protected? Is it a fast, flexible piece that can play on a flank or is it slow and thus needs to go in the center to be useful? Know the limitations of your pieces and what needs to support what.
As you can probably see, this shows roughly how they should be deployed in a vacum. I often practice deploy with a pen on a post it note when I have an idle moment.
Second – know the scenario
Where are the objective and zones? What are my initial goals in relation to them? Which pieces can have the best chance of success to hold/contest them. Will I deploy my caster to score defensively or offensively? Do I hold anything in reserve to respond to mid-late game developments? Is my pieces with high damage output deployed so that they can easily/safely threaten to put damage on the enemy objective?
Third – know your opponent
As stated before – know what your opponents things can do.
If you can, deploy second, especially when playing new opponents/factions. Try to see what he/she is prioritizing and either counter that or deny that setup. Try to give you favorable matchups across the table.
Fourth – Terrain
well, this can vary hugely. But as a general rule of thumb, do a quick analysis of where lines of sight can be drawn across the middle third of the table. This is where the main action will happen. Try to determine if you want to threaten, occupy or ignore these spaces.
I could go on and on for ages but here are maybe some general things that is hopefully helpful. What do you guys think of the relevance of these things?
@icecaller oh my, thank you so much for all your advice! So much to think about. I definitely read it at the right time – we’re on the cusp of a weekend and I have some games planned! Ooh so inspiring to run these questions through my head.
The most alarming thing from your post is that I don’t really know the answers yet – which says a LOT. Of course, I know what my models do *roughly* but that doesn’t quite translate to ‘what are they best at!?’ yet! At least, not in my mind! A different scenario could throw up an entirely new reason to use them for example.
Now then, someone really early on gave me the advice ‘always take the first turn if you win the roll off,’ and well… it’s not really working out for me! I want to come across as intimidating… but hah, I can NOT back this up with my gameplay yet. I think this is why I’m struggling to deploy…I put so much unnecessary pressure on myself to get it right first time! Reacting to my opponents line up sounds so much more helpful – at least until I’m competent with my army 🙂
For some ungodly reason that is yet to become apparent, I have scored a ticket to the Welsh Masters! I’m going to have to fast track all my training!!! ARGH!
Any advice is so welcomed! If you feel you could go on for ages, I fully invite you to 😀
Thanks so much!