The following is not really a battle report, as such, mostly because there would be little of value in any such report. I have no real tactical or strategic insight to offer and I have yet to actually finish painting a viable force, and the fluff for Warmachine is unswervingly proscriptive (which, one could argue, completely empties my standard bag of tricks. Alas). Instead, I have included herein a short description of our first Warmachine game (with number two following next post, and an accompanying discussion of my impressions –apart from that it is impressive) as a small gesture that brings Warmachine into the accommodating folds of this blog.
Because all hope is not lost, and because I must give you something to ogle while reading, I have included throughout this post some WIP images of the fledgling faction of Protectorate madmen. You will note that this fellow has recovered nicely from his time in the Soylent Green. Moreover, I mentioned last time that in order to recover from my dearth of painting mojo, I have taken the liberty of copying inspiration rather than generating it myself. For this collection, I found a very timely and interesting paint scheme on BoLS from an article by Relasine. Timely. Interesting. Don't mind if I do.
Without missing a step, I have already grown rather fond of these zealots. The starter box includes High Something Kreoss, two light WJs, and one Heavy WJ -of whom I have already become particularly proud, not least of which includes the reason offered below.
The first game we played without terrain and with only a quirky assortment of “counts as” models representing nothing more (and nothing less) than what is included within the starter sets kindly donated by the AdpetiCon swagbag. Obviously, this was going to create a bizarre matchup by normal standards, but the idea was simply to learn the turns and to tease out the specific moments that were going to require a bit of extra attention.
I, for example, had some difficulty breaking a few 40K habits with regard to turn sequence –wanting to do all of my movement and then all of my shooting etc. Of course, by the end of the first game, this was sorted, and I would recommend a barebones game like this one as ideally suited for ironing out those wrinkles before putting any genuine effort into the game itself. I should also mention here that Joe is a superb, and superbly patient, teacher. I must have seemed a buffoon at times.
Ah yes. Game One. The day was looking bleak for the Protectorate –I left a Light Jack stranded on the flank and he got absolutely mobbed to two of those Cryxian dog-mandible-critters. The rest of my force was huddled together in hopes of making the best of what seemed a dire situation…
… until Keoss pitched up with his Feat ability and literally leveled the playing field; this Feat allowed my Heavy WJ to slip past Chris’s floored Jacks and unceremoniously pound his Caster’s face into the mud. It was grotesque… I mean glorious.
Still, if I am to be candid, I thought this a bit cheesy and even apologized for the victory afterward. That Feat is wildly powerful and tremendously upsetting to the normal flow of the game. I know that all Casters have a similar ability, but the bluster and bravado of this one power worries me slightly. Will all future games come down to its use? I suppose once one warms to the mechanism the intensity of such a boon might become less overwhelming, but at this early stage it seems like a silver bullet. I am concerned that this might stunt the game significantly. Hmmmmm.
See you next time for Game Two and more ruminations.