Planning Ahead: A Second Faction

I have determined that I truly love Warma-Hordes. Why do you ask? Because I cannot stop thinking about it. Even after I quit for those past 6 months, I kept thinking about it, plotting, planning, thinking. I do it while I am at work, browsing the offical boards and The Iron Agenda Network, devouring every scrap of info that I can find.

And it has come to my attention that I want a second faction. Yes, already. You may think me crazy, but here me out.

I have ADHD, or Attention Defecit Hyperactivity Disorder. Basically it is very hard for me to focus on any one thing unless it interests me, and even then eventually, in general, my interest will wane and I will move on to something else. Honestly, I am surprised that Warma-Hordes has kept my interest for over a year now. I think its because I have finally found a game that can keep me coming back, over and over (much like Magic the Gathering does) in that it provides me with a constant variety of options.

However, I am also finding that I really like more then just the Motherland. yea, thats right, I said it…I like more then just Khador.

So I have decided that I want to plan ahead and get a second faction, just a 15 point force for em, so I can have 2 different offerings or options. Lets go over what I like and get you guys, the readers, to give me some feedback on what I should do.

Factions I Like:

Mercs – I still have a thing for mercs. But I would end up playing Pirates because I like the theme they have.

Thornfall Alliance – They are giant pigs of doom! DOOM! Only thing here is I would want to see ALL the minion stuff before committing.

Skorne – Yea thats right. The Skorne. After reading their fluff in the original hordes primal book, and they seeing how their models actually look and play, I have a bit of a thing for them. In all honesty this would be the easiest to pick up since there is a Battlebox available for them.

PoM – Menoth has always interested me, fluff wise and playstyle. Its a very synergistic style of play, with alot riding on the support units. The casters are also all cool.

So, those are the 4 factions I have a thing for beyond my now beloved Khador. Skorn and PoM would be the 2 easiest to pick up honestly, because I could just pick up a Battlebox and go to town. Thornfall and Mercs would be the more costly option.

What do you all think? Should I go with Skorne to get some Hordes action? Or should I stick to the power of Focus and play with PoM? Or perhaps I should branch out to Mercs and Thornfall?

I am curious as to your thoughts and opinions.


Khador vs Mercs: The Debate still Rages!

Well I say the debate rages but in reality its not much of a debate for you all. Looking at the 12 votes I have gotten thus far, the Mercs are sitting at 8 and Khador at 4. Hilariously, the release date for the Merc book has been announced (hint, its July 7th) and that means there are 2 more weeks to vote.

For those curious, here is the poll again:

Now, if I recall correctly, this poll is mostly an opinion thing. In the end the choice will be mine, and I am really leaning towards the Khador stuff (Oh Butcher of Khardov and Starkov, you guys look so awesome) and the new plastic kit is pretty cool.

Honestly though, the prices for the Plastic Battleboxes are not different from the original counterparts (which is strange). $50 for a box of pewter made sense to me. The same price however for a box of plastic does not. And that bothers me. It doesn’t help that regardless of the Army if and when I do go back to little dudes and not just Vassal, I won’t be getting the Battle box. I intended in fact to just get a 15 point starter and go from there.

So in a few weeks (prolly the end of next week, July 2nd when I get paid) I will make my decision on which army to go with and I will get the book, or in the case of the Merc book preorder it. Anyone out there willing to setup a match with me via Vassal once I get the book so I can test out a 15 point Mangled Metal list? If so just comment here with your availability and we will work something out :)

In other news – New Trollblood Warlock Green was shown! He looks actually pretty awesome (and the gun is HUGE).

Check him out! (Click the picture to read the article about him)

His name is “Captain Gunnbjorn” which just oozes awesome. And the gun…jeebus that gun is scary. Wonder what he can do. Ranged is an obvious thing. I am assuming that gun is prolly an AOE 4 or so (its just so farking large) but I wonder how he will mesh with the standard Trollblood tricks.

Well guys thats all for today! For blood, coin, and the Motherland!

Gamer ADD – Or “Darnit WARMACHINE!”

So, I am once again fighting the pull. In my last post I mentioned that I was considering playing Warmachine again, this time on Vassal only. You are probably wondering why I would even bother since I “quit” before. Well, let me break it down.

Since I quit, I had a large number of people tell me I shouldn’t, that I should just take a break and come back. That kinda tugged at me and I have not forgotten it.

I have still been getting the No Quarter magazines and I still read them, and what I am seeing I like.

The game store I frequented for this was very warm when I went to do the Brushfire demo (including getting a hug from one of the players, which was VERY random).

However, I am still not sure if I want to invest money again into playing. I will admit, I was not happy with the Mk2 Trolls, and Hordes in general. I have issues with the fury mechanic, but I won’t get into that here.

Now, several times, Owen of FarFarAway has mentioned that I have “Gamer ADD”, and I finally explained something to him and I will explain it here.

I have actual Attention Defeceit Hyperactivity Disorder, or ADHD. I have had it since I was a small child, and used to be on Meds for it. So yea, my attention tends to shift from game to game. Its nothing unusual for me personally, its just the way I am. Frankly, the fact that even when I AM NOT PLAYING WARMACHINE I want to play it makes me amused in a way.

So, here is the “plan” as it were. I want to play Warmachine again, but I don’t want to invest money right this minute. So my plan is to purchase a Forces of Warmachine book for the faction I am interested in, and play solely on Vassal against anyone who is interested.

The two factions I am interested in are Khador, and Mercenaries. You all know how I feel about Mercs (I did enough articles on them) and Khador just have always been something I have wanted.

I leave it to you all to suggest which faction I would like, and then if you want leave a comment as to why you feel that one is the one I should go for. I intend to take these votes into account when I finally decide.

Here is the poll!

Finally, I will close this poll the day that the Forces of Warmachine: Mercs comes out (or when I catch that it did)

So let me know folks.

Shae vs Vyross – 15 Points

So last night me and Gday had a Mangled Metal match, and it was a blast. I am not used to playing a force with any form of mobility, but I did make some mistakes, which were correctable. For example: Storm Rager can only be cast on a WARRIOR model and I had it on a jack. Silly me, but we simply added 2 damage (the jack had only taken 1 hit) and gave me a focus back as I had upkept it. We also had a bit of a confusion as to whether or not a building as an Obstruction. The reason this came up was the spell Veil of Mists which allows you to move through obstructions. Turns out we could either declare the building a structure or obstruction. We went with the obstruction.

So, what did we each run? I ran, by suggestion from Jme of Warpainter, the following:

Phinneus Shae:
– Freebooter
– Freebooter
– Freebooter
– Buccaneer

Silly list right? 3 Heavies? Yea I thought so too. But oddly enough they helped deal with my opponent. Gday ran the following filthy elves:

– Griffin
– Hydra
– Manticore

2 heavies and a light, and Vyros. First time for Gday to run Vyros, and the first time I have ever faced him. I had no idea what Vyros could really do, or the Manticore, but thankfully Gday answered my questions. The Hydra and Manticore are no joke in melee let me tell you. The Griffin took down the Buccaneer before it could do anything, which means either I have no idea how to use that little guy or its as worthless as I first thought. Going to have to work on it.

I ended up having to use my feat early when he pressed in, getting the jacks that I was trying to flank with into range so they could defend Shae. I was trying to work my way around the building in the picture attached, but he pressed forward to cause me to retract my movement. I also completely forgot to allocate focus to get those 2 Freebooters to run around the building. Silly me and the focus mechanic.

He actually only fired a few shots. Most of our fight was in melee, with him doing the most damage to my jacks. As you can see from the image, he tore my jacks apart.

However, Shae with Storm Rager proved the Equal of Vyros. Vyros got a charge in, and with Flank did a massive amount of damage. He took his second attack and…MISSED! That left Shae with 5 boxes left. In order to win, I would need to leave the melee range of the Manticore and risk a freestrike, but with a DEF 17 ARM 21 (thanks to 5 FOC and Storm Rager) I risked it. I was able to kill Vyross in 2 strikes of my sword.

What did I learn? Shae is tough to hit. Plain and simple. The Freebooter that trashed the Griffin did it thanks to getting a Headbutt off and then using its remaining 2 FOC to buy additional autohitting attacks. I did forget that the Headbutt does get a damage roll with a POW equal to the strength of the attacking model, which would have been a POW 11 vs ARM 18. May not have done much but could have. The Freebooters are awesome. I am thinking when I get ready to expand to 25 I may end up with something like this:

Phinneus Shae
– Freebooter
– Freebooter
– Buccaneer
Min Sea Dog Crew
– 3 Sea Dog Rifleman
First Mate Hawk
Commodore Cannon and Crew
Lord Rockbottom

That would let me give the Sea Dog’s tough and rolling 3 dice against warrior models, and Shae would give them ALL boosted charges. Furthermore, I could cast Storm Rager on Hawk, making her MAT 9 ARM 15 PS 11 Weapon Master, which is pretty nice. The 3 Rifleman gives me a CRA Option and the Commodore Cannon is well, the cannon. This is all based on how my list fared and how I like Shae vs Bart so far. I need to play Shae a few more times at the MM level I think.

Bart vs Kaelyssa – 15 Points

So a few nights ago me and AstrayPenguin of Yellow Dice had a Vassal Game. We had chatted via AIM for a while and finally got around to having a match, and it was alot of fun, albiet a bit slow due to no skype. Get your Mic fixed Penguin hehe.

Anyway! I ran the following, and in retrospect I really should not have.

Broadside Bart
– Mariner
– Mariner
– Buccaneer

Here is why I should NOT have used that. 2 Mariners with 1 Warrior Model means they have to stay near me to fire. Otherwise, they are just gonna be melee jacks and I have a slight better choice in the Freebooters for that. In fact what I should have run was the following:

Broadside Bart
– Mariner
– Freebooter
– Freebooter

Thats 3 heavy jacks, only 1 that needs to the help to fire and 2 melee jacks with 2 attacks each.

Penguin ran the following Kaelyssa nonsense:

– Griffin
– Hydra
– Hydra

When I saw that I shuddered. 2 Hydra’s, blah. That was going to be rough. Also I knew Kaelyssa could pull some crazy stuff. Now this game I had a chance of winning, but poor rolls caused me grief. The best part was when I crushed his Griffin with a Mariner.

Round 1:

We both advanced, and he dumped focus on both Hydra and 1 on the Griffin. I just had each jack run, knowing that hitting the Hydra would just make them worse. In retrospect I should have fired at them, as I could have cracked their ARM (18) with my POW 14. He ran his Griffin and moved into the forest. I also used Batten Down the Hatches.

Round 2:

He took a few shots, and I believe he feated here so I could not shoot him. He had gotten his Griffin into melee with both my Mariners as well, so it would not have mattered unless I trashed the jack. He also moved up his Hydra and took a few shots at Bart, and hit and did some damage. I took a few shots at the jack in melee with my Mariners and did some damage, but not enough to take it out. I moved my Buccaneer into melee with both Hydras (thanks reach!) so they could not shoot anymore. And then I popped MY feat, and Battened those Hatches down again.

Round 3:

Not a whole lot happened. He couldnt move his Hydra without them getting knocked over, and the Griffin was making attacks at -3.
Kaelyssa moved out and took a shot though and ended up hitting the Griffin with an Arcantrik Bolt making it stationary. Pretty sure she missed her other shots. My Mariners trashed the Griffin thanks to it being stationary, and I took a shot with Broadside at Kaelyssa with the second Mariner. Missed and forgot to deviate this one (DOH!). I also cast Batten Down the Hatches and used my Buccaneer to try to hurt one of the Hydra.

Round 4:

I don’t remember much of what happened save for LOTS of throwing. He threw my jacks around like rag dolls, took a shot or two with Kaelyssa and put more damage on Bart. I took 2 shots at Kaelyssa with the Mariner who could and ended up only doing about 6 damage to her thanks to a deviated AOE. My Buccaneer did nothing.

Round 5:

He killed me. Plain and simple :P And I failed Bart’s tough roll. Once again more throwing shennagins happened as well.

Overall I realized the issue was the fact that I had only 2 heavies. The buccaneer is not the best jack I could have taken and I really
should have had 2 Freebooters. Next time I play a 15 point game against anyone I am gonna try out a list that Mael suggested. Shae, 3 Freebooters, and a Buccaneer. Oh yea. That list will be silly. Just imagine, put Storm Rager on either a jack or Shae, and put Phantom on either Shae or a different jack. Then, just cast Coup de Main to get the drop on my enemy.

I will get those 3 heavies in their face before they can BLINK.

I will say I enjoyed how tough Bart made my jacks, but he really does want Heavies with him. I was a bit afraid to get him into melee, and maybe I should have. He is MAT 7 PS 14 after all, which has a slightly better chance to hit Kaelyssa and her blasted DEF 16 then my jacks did (unless they aimed). After doing my write up about Shae though…I am really starting to like how he looks. So thats why the next game will be 15 point Mangled Metal with Shae. And following Gday’s advice I am planning my 15 point list so that I can simply add 10 more points and make it a 25 point list. IE a List to Grow with.

The Talion Charter: Warcaster Theory

So, after Gdaybloke posted his “Thoughts on Theorymachine” I figured I might as well post what he suggested to me. Now, after some thoughts I decided to go with Pirates, the Talion Charter, for my Merc Mk2 Warmachine faction. At least to start of course. I eventually want to get a Magnus force, a Searforge Force, and even a 4 Star and Highborn force. Thankfully I can buy models that work with multiple contracts. But enough of that. This post is all about the 3 Talion Charter Casters: Capt Bartolo, Capt Shae, and Fiona the Black.

Captain Bartolo Montador:

This is my caster of choice. When I think Warmachine I think Warjacks. Unlike alot of players who still prefer to only take 1 or 2 jacks and then stuff their lists with Infantry (at least in my Meta), I like Jacks. Much as the same that I like beasts (but find them harder to stuff into lists). Bart here is the pirates “Jack Caster”, with spells that boost his jacks in a couple of ways. Now wait, you say! What do you mean? Well I am talking about his spells Broadside and Batten Down the Hatches. Now most people seem to focus only on Broadside, because its part of his nickname, Broadside Bart. Broadside lets each of your Jacks with a ranged attack fire, ignoring their ROF. This lets you get an extra shot with your jacks, and alot of people focus on this spell. However, ignoring his OTHER Jack Buff is just silly. Batten Down the Hatches gives each member of his battlegroup (so him and his jacks) +3 ARM at the cost of -2 DEF. Given that most pirate heavies are DEF 12 / ARM 17, this is a huge boost, putting them up to Khador ARM levels. I mean, a change from DEF 12 to 10 is nothing major, most things now a days can hit a 12 (I play Trolls, trust me I know this) but ARM 20 is darn hard to crack. Especially given how many boxes a heavy jack has.

Next up is Bart himself. He is a melee caster. He has a ranged weapon, which is a spray at POW 12, but you really want to get into melee with the man. He has a good MAT and solid defensive scores (DEF 15 / ARM 16) which under Batten Down the Hatches becomes DEF 13 / ARM 19 so if you know he is gonna get hit by something you might as well use this. His sword is a solid PS 14, and with his Blood Quenched special he can get really strong really fast if he can kill a few targets, and with Overtake you know he can bounce around killing people. Finally he is Tough, which I like (Troll player!) and has roughly 17 damage boxes, with 5 Warjack Points.

Finally, the feat. Bart’s feat is just straight up good. Any enemy that ENDS their advance inside his CTRL area is knocked down, and all attacks made by enemies in his CTRL area suffer -3 to their rolls. I did some asking on the forums, and apparently the knock down happens BEFORE a charge attack, so if you use his feat you can prevent a charge, as they would get the movement and then at the end of the advance get knocked on their rears. With a 12in CTRL area that gonna effect alot of stuff, and since its an Aura and not a Pulse it will follow him. Good for defense, or offense (You can use it and cover part of the enemy, forcing them to move out or stand still.

So what do you want to take with Bart? Well a Mariner is an obvious choice if you are staying in the pirate theme. You can get a few shots off (2 a turn) at RNG 15 POW 14 AOE 3, which is nothing to sneeze at, and then when its time get that bad boy into melee and watch as his tear things apart with his POW 17 Thresher Anchor. You could also take a Freebooter or two, giving you a couple of jacks that in Melee are DEF 10 ARM 20, with 2 attacks each at POW 14. A Buccaneer if you have the points is not bad either, as you can get 2 shots off with his Net Gun, possibly knocking down 2 models. Beyond that, any infantry support is fine, and the usual pirate ones should be taken (Sea Dogs, Hawk, ect)

All in all Bart is my favorite caster right now by looks, and hopefully once I get him into practice I will be happy with him as well.

Captain Phinneaus Shae:

Ah Shae. There is one main reason to take Shae: The Commodore Cannon. Actually there are plenty of reasons to use Shae but that is one of the big ones hehe. Shae appears to me at first blush to be a combined arms caster. He brings a bit of buffs to both Jacks and Infantry. The Talion Charters middle of the road caster. Now the big thing here is that Shae can ONLY be used with the Talion charter. Whereas Fiona and Bart can be used for a few contracts. Shae is a pirate plain and simple. Lets start with Shae’s feat this time. Its called Godspeed, and its very straightforward. It lets every model in his CTRL area move 3 inches ignoring free strikes. Once again, this is offensive OR Defensive. What do I mean? Well lets say last turn you charged with your Sea Dogs and did some damage, and they survived the retaliation. Well, you feat, move them back 3 inches, and then when you activate them you charge AGAIN and BAM, 3 inches moved, charge bonus granted. See? Or you can just use it to jump 3 more inches across the battlefield, or use it to bounce around a target to get at something squishier behind it. With something like Hawk for example, she can charge 10 inches, and if you give her 3 more inches to work with in a turn that’s a crazy threat range.

Couple more fun things about Shae. He is a melee caster again, and he does it well. Firstly, if Shae is knocked down you do NOT get bonuses against him. You still have the beat his DEF thanks to Groundwork. Also, he has Swashbuckler, which lets him attack each enemy in his melee range in a 360 degree arc. This means if he gets surrounded you can beat the tar out of each target. His sword has Beatback, meaning if he hits someone he can move them an inch and move an inch as well, allowing him to bounce around like a crazy person. He has 6 Warjack points, and DEF 17 with ARM 14. He is a bit harder to hit (really hard if you think about it) but if you do hit him its gonna hurt. This can be mitigated by using his own spell Storm Rager on him, which would give him +2 ARM (Along with +2 MAT and STR).

Now Shae has a few different spells, and they are all solid. Coup de Main lets everyone in his CTRL area gain +2in Movement and can charge for free. For 3 FOC this is expensive but its something you can use to close the distance faster and save FOC for boosting attack and damage rolls as needed. Blow the Man Down is a POW 15 attack spell with a cost of 3 FOC, and if the model is HIT, not damage, its knocked down. You can use that to setup some decent assassinations but its cost is a bit high. Storm Rager is an Upkeep and one from the look of it that you should be casting turn 1 and keeping up on a target, as it grants +2 STR / MAT / ARM and makes the target immune to CRA / CMA. That’s an crazy boost and you could even cast it on Shae himself to make him even more of a monster. I would probably use it on someone like Hawk or Braddigan though to make them more dangerous. Phantasm is another Upkeep that makes RNG attacks targeting the unit/model to suffer -5 RNG which helps keep them alive. Finally Veil of Mists is another fun spell, but once again with a cost of 3 FOC. It lets you put a 4 inch AOE anywhere completely within Shae’s CTRL area (which is 12). This AOE is a cloud effect that does not block LOS for friendly models, and if they move into it they gain Pathfinder and can move thru obstructions and other models if they have enough movement to pass them. You can use this to setup tricky charges and whatnot and get through rough terrain quickly as well. My big issue here is with all these awesome spells and only 6 FOC (and 2 upkeeps that you WILL want up) how are you going to manage his focus? I mean you cast both upkeeps turn 1 for a total of 4 FOC, and then each turn after that you will only have 4 FOC to work with. That’s one of his other spells, or you can allocate some to his Jacks.

Now, if I was taking Shae I would probably take 2 jacks (because of the FOC issue), and then infantry. I would also take the Commodore Cannon. That single cannon is amazing and should not be skipped when taking Shae. Plain and simple.

Fiona the Black:

Finally we have Fiona the Black, the only female Pirate Caster, and what I consider to be the closest to an infantry caster that the pirates have. She is also the primary Spellcaster, as you do not want to get this girl into melee. She is DEF 16 ARM 15, FOC 7 and 15 boxes. She also has 6 War Jack points. We are going to start with her feat, which is a pretty solid feat. All enemies in her CTRL area roll 1 less attack and damage die for 1 whole round. This, coupled with her 14in CTRL area makes you have 1 turn of hard to kill models. At first glance Fiona looks like a support caster, best used in 2 caster games, and in some cases I think that’s true. But I also think that she can stand on her own as well, it just takes proper management of her spell list, which is where her power lies. Before I get into that let me talk about her 2 special abilities. One is Cultists, where you designate a single unit of Sea Dogs (and apparently anything marked as a Sea Dog unit applies) and if she starts her turn within 1 inch of someone in that unit she gets an extra FOC, giving her 8 that turn. That’s huge. My suggestion? Sea Dog Deck Gun. It doesn’t have to move, and its ranged, letting her stand back near her cultists. Second is Whiplash. Miss her with a spell attack and the attacker gets automatically hit, and if its an AOE its centered on the attacker. With a DEF 16 she can cause some issues.

Ok, so her spell list, what makes her unique and dangerous. We are gonna start at the top with her spell Affliction. This spell makes every unit who attacks the target model or unit Anatomical Precision against it. Put this on a high armor target and you are gonna be assured to do at least 1 point of damage per attack against it. Its an upkeep as well. The RNG is short (RNG 8) but her other spells make up for it. Next up is Influence, which lets her take control of a enemy model and have it make a normal attack against someone in range. You can use this to have her smack infantry with each other. Now what makes Influence useful is the cost – 1 FOC. You can basically spam this spell and have a unit of infantry, if you are lucky, chew itself up. After Influence you have Nonokrion Brand, which allows the unit or model its cast on ignore intervening models when making ranged attacks. It also makes its weapon a magic attack. How is this useful? Put it on a Mariner, which is RNG 15. You can now fire straight down the line and if the enemy caster is within 15in its no longer safe. And you KNOW that 14in is your CTRL area. See how that works? All of a sudden you can have a wall of protection with Fiona and a ranged unit or model and still get shots off.

Up next you have her spell Roth’s Mercy. Now this is one of the spells in the game that kinda confuses me. I mean, I get it, I think. With the rules for field promoting the only use I can see of this spell is protecting UA / WA of a unit, as they become part of the unit. What Roth’s Mercy does is let YOU decide which model is destroyed in a unit when a model is destroyed. I can also see a use of this on multiwound infantry. For example: You have a full health model and one with 1 box left. The Full one gets hit and would be destroyed, you then just sacrifice the one that only has one box left, thus making all the extra damage dealt useless. After Roth’s Mercy comes her primary attack spell, Soulfire. Its cost is 2 FOC, but if you kill something with it you get a FOC back. Its only POW 12 though, so yet again its an infantry clearer. You can use this and Influence to clear out infantry pretty handily. Finally you have her spell Telgesh mark, and this is what makes all her spells come together. Telgesh Mark makes the target act as an Arc Node. Now its not a full arc node but the wording of the spell makes the target follow the RULES of an Arc Node. So now you can use her 14in CTRL area and really get those spells out there.

Overall, Fiona really favors a mix of stuff, but most of her spells work kind of strange. I am still not sure exactly how she works, but reading about her makes me think she needs protection and a ranged option or two for the Nonokrion Brand spell.

So there you have it. The three Privateer Casters. I hope this post has shed some light on my thoughts and feelings of each of them. You can blame Gday for this post as well! I am also taking suggestions all the time for what I should post or what you would like to see, so if you got something please let me know.

Ponderings, Musings, and Plans

First off, to Alex Smith of Khador Red. Sorry I missed the game on Sunday, I was busy cleaning house and completely blanked out my friend. My apologies. We will have a game, just gotta make sure I plan around it this time. The holidays have not been kind to me.

Ok now that my public apology is out of the way: I am really starting to get excited about starting a mercs force. Why you ask? Variety. Variety is the spice of life, and for me, its very important. I have ADHD, no bones about it, used to be on meds for it and the whole nine yards. For the most part I control it well, and I am actually surprised with myself that Warmachine/Hordes has held my interest for so long. Usually I lose interest in this sort of thing by now. Also, due to my ADHD, I tend to lose focus on things (like painting, BLAST YOU) and whatnot. Furthermore, things that have little variety will eventually lose interest to me and I stop liking them.

Like Trolls right now. What you say? What am I talking about?! MADNESS! Well let me explain.

I find myself trying to come up with troll lists that will be workable and I find myself constantly taking the same units. Champs, Kriel Warriors, KSB + Elder, Chronicler, Fell Caller. Beast wise its always an Axer and a heavy, usually the Mauler. That’s if I am fielding Madrak, Calandra, or Grissel. If I field Hoarluk its always an Axer and Mulg, and a second light. Then either Champs or Warriors, Fell Caller, Chronicler, and possibly another support unit. If I use Grim I see Thumper Cannons, Impalers, and a Blizter. Once again with Champs or Warriors, Fell Caller, Chronicler, and KSB.

Notice a trend? I do. Now, my friend Gdaybloke suggested trying out the Pyg units and other things like that, but to be honest I don’t really like the Pygs (sorry guys!). So I am left with the same core of units constantly, only changing out really my caster and beasts. However when I look at the other Horde armies I find roughly the same predicament. And when I look at the non Merc forces of Warmachine I find the same sort of thing. A core group of units that you always take, and then change out the jacks and casters. In fact, if you take Menoth for example I almost ALWAYS know what I am facing. Choir, Covenant, Avatar, and then build from there. My meta usually involves Bastions, Zealots, and then a few more light jacks. In fact this lack of variety is why I decided against Khador (which is now per the Mk2 Prime book pronounced KAY-DOR. Ha! I have been saying it right this whole time!). With Khador I like the following: Butcher, The jacks, and the Man o War units and Great Bears. That’s it. That’s all. Not a whole lot to work with right?

SO where does that leave me? Mercs. The casters are varied, the contracts are interesting, the Jacks are pretty varied, but where they really shine are the units and solos. There are SO MANY Options, all of which seem solid, and can be combined in a variety of ways. This is what I like. Variety. Sure, they are not the most competitive in the world but at least I won’t be shoehorned into taking the same darn stuff all the time. Like infantry for example. Depending on the contract I could take Idrians (Magnus), Forge Guard, Sea Dogs, or Steelhead. All have their place, and all are varied. That is awesome. And then there are the solos, character units, ect.

Now my pondering stems from the following. Do I keep my Trolls, or trade them on Bartertown for Mercs? Just to sort my thoughts, here are my pros and cons of trading and keeping:

Keeping the Trolls PROS:
– Have a second faction around, a hordes faction
– I do enjoy my Trollish pals
– A little more variety (and we all know how much I like this, having both a Warmachine and Hordes faction)

Keeping the Trolls CONS:
– Having to purchase more units to get the core (Kriel Warriors, Mulg)
– Always having to field the same core units to get the faction working
– Slower acquisition of the Mercs due to purchasing more units for Trolls

Trading the Trolls PROS:
– Freeing up space on my table/storage
– Getting rid of something I have not been playing
– Building up the Mercs faster

Trading the Trolls CONS:
– Losing out on a faction that I do enjoy (just not right now)
– Going down to 1 faction period, granted its a big faction
– Less variety (just Warmachine, no Hordes)

See how this can put me in a quandary? Its not like the original quandary of Cygnar vs Trolls, as I do like my Trolls. I am just bored with em. Now Gday suggests I keep at least 35 points of Trolls, but hilariously I only really have 35 points of Trolls hehe. On the plus side I do have Brun and Lug for if / when I build a Seaforge Force. So what do you all think I should do? Should I trade in the Trolls for some new wheels, or should I just slowly build up the Mercs and keep my Trolls in reserve? I will say I am leaning towards trading them in (as it will end up cheaper on my wallet).

Now, on to my plans for the Mercs right now. I already have a deal on Bartertown for this Friday, to get Broadside Bart and McNaile. I am debating switching McNaile and Hawk in my 15 point planned list, or possibly have both and just switch them depending on who I face. If I face something that can negate my shooting I will use Hawk, if not, McNaile as he can boost the RAT of my jacks to make em more accurate. I also was going to through my hat in for AlexSmiths painting challenge with my Mercs, but I have one issue: No idea how to paint flesh. None. I don’t even think I have the colors for it! I have decided however on a basic color scheme, and yet again its gonna be purple.

Other then the Forge Guard, I want my guys clothing to be Purple. Trim or highlights in Gold, and of course Metal to be well metal. I think it will look awesome and pirate-y!

Finally, I got ahold of the P3 Core Techniques DVD, and I am going to write a review of it shortly. I figure I should be a perfect test subject as I am exactly what the DVD is targeting: Painting Noobs. I shall let you know how I feel about it in the next couple of days. And wow, this post got long fast. I need to stop writing books hehe.