Starting Armies: How do the Factions of Warmachine play?

Startin Armies

Who can we use? What are they like? First of all have a look at my overview of the game as a whole.

This week I’m going to discuss how the armies of Warmachine play. That is what models they often play and what that feels like on the table so that you can make an informed choice as you start the game. Next week we will discuss the Factions of Hordes.

The Factions of Warmachine are varied and very well-balanced against each other, though some Factions have an easier time when playing their “typical” models against other Factions, again fielding typical models. The individual warcasters/warlocks also provide a huge variety of playstyles and armies that can be explored. However, ultimately, each Faction has a flavour and a certain approach, as well as distinctive feels and similarities throughout their suite of options.
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Nemesis: 13 – Cryx vs. Clocks, On Angels and Dennys


You cannot fight against the future. Time is on our side. W.E. Gladstone

Tick. Tock. Tick. Tock. Now we’ve seen the faction of the clock. Cyriss has been released to fanfare and fandom at Lock and Load. The limited release faction has been met with a mixture of feelings from Mweh the models won’t ever be released to Mweh they are going to break and end the game. I actually think they are startlingly well balanced. Since Gargantuans, Privateer Press has been kicking their game design and balance chops into overdrive, in my opinion. They are though, a battlegroup faction, with a bit of a melee bent. So they are, almost by definition, Cryx bait. This week I’m going to try to build lists that I think will have a solid Cryx game with them.
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