Bonus Content – Geoff dabbles in Warmachine

What!? You have already listened to Episode 55 and want MORE IC's!? You're in luck.

Geoff took the time to play a game of Warmachine as you may have already heard on Episode 55. Our show however is specifically about Warhammer 40k and we have no intention of changing that format. But as Geoff, Carl and Zach talked about his experience prior to recording, we thought it would be interesting for people to hear his impressions about it and how Geoff felt it stacked up to Warhammer 40k.

This is about 25 more minutes of The Independent Characters - because you demanded more!

You can get it right here:

EPISODE 55 BONUS CONTENT

4 Responses

  1. That is an interesting take on the boosting system for warmachine/hordes. To me, it actually has an opposite effect. Yes adding a die adds additional potential combinations that can be rolled but it also can increase the probability to roll a target number or make a roll that would normally have a slim percentage of success more likely to succeed. For example if I need to roll a 10 on 2D6 + my ability score in order to hit, I have a 16.7% chance to roll a 10 or better. However by being able to boost the roll to 3D6, I have 62.5% chance of rolling a 10 or better. This works out the same for roll damage, where the boost allows for a better possibility to do some damage is some cases or more damage in other cases. While battle box games can be fun, I think they are a poor gauge of the overall game. Very rarely are you going to see players in larger point games play with a high percentage of there army being only jacks. Jacks can take damage and dish it out very well in most cases however require support from infantry and/or solos to be successful. Also crippling a system (filling in all its hit boxes) only totally knocks out cortex, arcnodes, and a couple of special systems not many jack have in warmachine. When a system become cripple, that system works to a less effect. In the case of the Right and Left arm systems, the roll one less die for attack and damage rolls. Crippled Movement means the jack and not run or charge and has its base defense drop to a 7 (the target number to hit the jack). Warbeast in Hordes or similar but instead of having systems they have 3 branches on their life spirals, Body, Mind, and Spirit. If all the damage boxes in Body are filled, roll one less die for Damage; Mind, on less die to attack; Spirit, the beast can not be forced to boost or make power attacks, run, or charge. @Zack - Not sure what you situation is and your time and availability to give WM/H a try again, but from an old vet like you I suggest you give it another go. I took 2 years off from just before the beginning of the playtest of MK2 till just after the last of the new MK2 Faction books were released. After that I slowly took my time getting back in and only really became an active player again a few months before Wrath's release last spring/summer. While the MK2 stuff is a bit simpler then MK1 stuff was, and not everything works the same as before, if you ease yourself in and don't worry about what every single piece does like you had to in MK1, the game is pretty good. It is different, and for the most part things are a bit less powerful by themselves then they were at the end of MK1, every unit and model has a purposed now and it is a bit less rock, paper, scissors then it was at the end of MK1. Also thanks to GWs price hikes and some other factors like lots of old metal models being replaced my new plastic minis the is a boom of new players giving the game a try. Just my 2 cents guys, I'd love to discuss it more and or discuss Dust Warfare with you guys (love that game, just know that it is a first edition game so there are a few minor rules inconsistencies that the recent FAQ and a few house rules can clean up nicely). -jay
  2. That is an interesting take on the boosting system for warmachine/hordes. To me, it actually has an opposite effect. Yes adding a die adds additional potential combinations that can be rolled but it also can increase the probability to roll a target number or make a roll that would normally have a slim percentage of success more likely to succeed. For example if I need to roll a 10 on 2D6 + my ability score in order to hit, I have a 16.7% chance to roll a 10 or better. However by being able to boost the roll to 3D6, I have 62.5% chance of rolling a 10 or better. This works out the same for roll damage, where the boost allows for a better possibility to do some damage is some cases or more damage in other cases. While battle box games can be fun, I think they are a poor gauge of the overall game. Very rarely are you going to see players in larger point games play with a high percentage of there army being only jacks. Jacks can take damage and dish it out very well in most cases however require support from infantry and/or solos to be successful. Also crippling a system (filling in all its hit boxes) only totally knocks out cortex, arcnodes, and a couple of special systems not many jack have in warmachine. When a system become cripple, that system works to a less effect. In the case of the Right and Left arm systems, the roll one less die for attack and damage rolls. Crippled Movement means the jack and not run or charge and has its base defense drop to a 7 (the target number to hit the jack). Warbeast in Hordes or similar but instead of having systems they have 3 branches on their life spirals, Body, Mind, and Spirit. If all the damage boxes in Body are filled, roll one less die for Damage; Mind, on less die to attack; Spirit, the beast can not be forced to boost or make power attacks, run, or charge. @Zack - Not sure what you situation is and your time and availability to give WM/H a try again, but from an old vet like you I suggest you give it another go. I took 2 years off from just before the beginning of the playtest of MK2 till just after the last of the new MK2 Faction books were released. After that I slowly took my time getting back in and only really became an active player again a few months before Wrath's release last spring/summer. While the MK2 stuff is a bit simpler then MK1 stuff was, and not everything works the same as before, if you ease yourself in and don't worry about what every single piece does like you had to in MK1, the game is pretty good. It is different, and for the most part things are a bit less powerful by themselves then they were at the end of MK1, every unit and model has a purposed now and it is a bit less rock, paper, scissors then it was at the end of MK1. Also thanks to GWs price hikes and some other factors like lots of old metal models being replaced my new plastic minis the is a boom of new players giving the game a try. Just my 2 cents guys, I'd love to discuss it more and or discuss Dust Warfare with you guys (love that game, just know that it is a first edition game so there are a few minor rules inconsistencies that the recent FAQ and a few house rules can clean up nicely). -jay
  3. Richard Rush
    And that's actually why I kinda hate Warmachine/Hordes: I think it's a neat game at the battle box level, but it quickly ramps up to something that isn't very good.
  4. I actually really don't like the smaller game. They are passable I guess. But I prefer the game at 50pts or more. This format is definitely not skirmish (Which in recently years is a format I have found I really don't enjoy that much) but it is not all out large army level engagements like 2k games of 40k. I have come to call it a Conflict level game and is about equivalent to a 1500pt game of 40k 5th ed.

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