Hello all and welcome to The Theory Machine! This new blog is dedicated to providing high quality and first hand player information about three very popular and well-developed table-top steam-powered games; Warmachine, Hordes and Malifaux. I am your host Andrew Myers and I will be upgrading and fixing The Theory Machine in order to produce better examples of gaming awesomeness!
For those of you who aren't completely familiar with these games, here is a small introduction to each of them and why they are unique.
Warmachine is set in the world of Western Immoren where the clashing Iron Kingdoms meet on the battlefield. They appear with the devastating instrument of war called the Warjacks; multi-tonne smoke-belching, coal-driven, destructive semi-autonomous steam-powered constructs who are controlled by arcane magic-wielding war-mages called Warcasters. The many factions of Warmachine are:
Cygnar - The Crown Jewel of the Iron Kingdoms wield the most advanced technology in Western Immoren. Their soldiers are well-trained and well-armed, boasting strong electrical armaments and incredible ranged capabilities. The Warjacks of Cygnar are equipped with strong weapons and are ever-becoming the most advanced in the world. Cygnar is highly balanced and is a strong army to play for a combined arms approach.
Khador - The Motherland herself fights with an indomitable spirit that asserts itself in the strength and will of her soldiers. The Warjacks of Khador boast the strongest and thickest armor, creating walls of iron that advance with relentless resolve. Khadoran armies can conquer their foes through strength of numbers, unstoppable onslaughts of armor and even simply by outlasting their foes.
Cryx - The Nightmare Empire is commanded by the Dragonfather Toruk. His vision seeks to dominate all life under the sun and will not stop until he has the world in his grasp. The unending hordes of ghostly horrors spill forth, ravaging everything in their path. As the tides of the Dragonfather threaten to swallow the world, all of Western Immoren awaits in fear. Cryx plays a strong game using de-buffs and fast melee forces to overwhelm its enemies.
The Protectorate of Menoth - The followers and worshippers of the Creator of Man are as zealous to prove their faith as they are to test their steel. The holy crusades of the Menites march forward with protective layers of enchantment and buffs to bring out the full potential of Menoth's followers in battle. Soon, all will bow in reverence of the Lawgiver and know the True Law. The Protectorate utilizes many army-wide buffs and magic to protect, strengthen and overpower those who would stand against the Creator of Man.
The Retribtution of Scyrah - These elves fight to eliminate all human spellcasters from the world, believing their arcane misuses to be the reason for their gods' disappearances. They fight with a thirst for vengeance against those who would defile their remaining gods. The Retribution themselves play a very combined arms approach, with access to strong ranged talents especially.
Mercenaries - They fight for coin, country, coin, revenge, more coin and most importantly: coin. Most mercenaries, like the Steelhead Company, are happy to fight for anyone who can afford their skills. Others prefer to fight for their own reasons. No matter what, if you have the money, they have the guns, steel, warm bodies, utility and darn well everything else that you don't! Mercenaries are as varied as they come and have a great presence on any battlefield.
So there you have it, those are the factions of Warmachine that duke it out all over Western Immoren. Now, here's an introduction to the other side of that coin; Hordes. In Hordes, savage and ruthless Warbeasts tear the battlefield to bloody bits and the only force that can hold back those powers and ease the fury are the Warlocks who control them. Both games can be played against or with each other and represent the fight between civilization and nature. Here's a look at the Hordes factions.
Trollbloods - The United Kriels fight to carve out a homeland for themselves that they never had. Made up of Pygmy Trolls, Trollkins, Full-Blooded Trolls and the perilous Dire Trolls, the United Kriels are lead by leaders of their people who have risen up to defend their loved ones from death and destruction. The Trollbloods are a highly adaptive faction that can buff themselves to deal with any situation. The Trolls adapt by utilizing the weapons of their enemies, strengthen their own abilities in combat and even evolve to suit their environment or battlefield!
Circle Orboros - This cabal of druids worships the Devourer Wurm and believes that the advancing creep of civilization and technology with destroy the world itself. Dedicated to hit and run tactics, they don't usually try to make themselves known as a frontline force. They have been forced to come out of the shadows in recent events and must use the powers of stone, storm and beast to combat their enemies. The Circle fights by out-maneuvering their foes, suppressing their magic and taking them down bit by bit, just like a pack of ravening wolves.
Skorne - This imperial race has come from beyond the Bloodstone Marches in the east to conquer and acts with a militaristic and organized modus operandi. The Skorne are a formidable melee-based army that seeks to enslave all of Western Immoren. The Skorne have tempered and controlled the beasts of the Marches; four-armed and thick-bodied Titans, the lizard-like and terrifying Drakes, the one-eyed Cyclops who possess a strange foresight and a host of other monstrous creatures. The Skorne fight in an organized manner...until they unleash their full power upon you!
The Legion of Everblight - The dragon Everblight has been very productive in the north beyond Khador. He has made an army of dragonspawn that soullessly and coldly do his bidding. His heartstone, his athanc, is held within Thagrosh, an ogrun warped and empowered by Everblight. The Legion play with intense speed and grace of the battlefield. Their assaults strike with crippling effect and the gaping maws of the dragonspawn consume everything they can.
Minions - A new force has risen among the forces of Hordes and they are the Minions. Once similar to Mercenaries in that they once only supplemented an army, they now have two subfactions of their own. They are the Thornfall Alliance, the forces of the Farrow, lead by Lord Caver, Bringer of the Most Massive Destruction the Third, and the Blindwater Congregation, a cabal of the Gatormen and other swamp-dwelling creatures.
Those are the many factions of Warmachine and Hordes, both award-winning games that have been created and produced by Privateer Press Inc. I have been laying both games for several years now and just recently I have picked up a new game, a "new challenger" if you will.
Welcome to the the world of Malifaux. Produced and developed by Wyrd Miniatures Inc, Malifaux is set in an alternate Earth, where a portal called the Breach has opened and the world of Malifaux has been unlocked to the people of Earth for the first time. In this place of steampunk horrors, magic, monsters, Victorian-style mayhem and a touch of Old West for good flavor, we have the city of Malifaux. Without further ado, allow me to introduce you to the factions of Malifaux:
The Guild - These folk represent the Law in Malifaux and exert an iron-fisted control over the city, or what they desire to patrol at least. The Guild is highly concerned with the production of Soulstones, almost more than the safety of the citizens they swear to protect. They have strong melee and ranged abilities and have an Old West theme.
The Arcanists - This collaboration of spellcasters and magic-users work together to make magic and Soulstones more available to the people. The Arcanists are made up of representatives of the Miners and Steamfitters Union, The Order of the Chimera, the Cult of December and even a group of Showgirls. They have control over many elemental magics, and have a host of constructs and beasts at their disposal.
The Resurrectionists - These necromancers are concerned with looting the ruins and secrets of Malifaux for themselves. They command the undead and have incredible resiliency on the table-top. As the dead accumulate, they raise them to fight for their cause.
The Neverborn - These folk are supposedly the original inhabitants of Malifaux and have many connections to the world's ancient past. The Neverborn possess great speed and deadly melee ability, surging across the battlefield to raze the settlers who've entered their world.
The Outcasts - Sometimes some people don't associate as well with others and here are where the Outcasts come in. They can be recruited to fight with the other factions and can act as their own force as well. Living on the fringes of Malifaux means they out for their own interests.
Although I haven't been playing Malifaux for as long as I have Warmachine and Hordes, I love all three games and will do my best to operate The Theory Machine for optimized output of steampunk table-top awesome. Now you may have many questions and I'm sure one of them is, "There's all these factions, which ones do you play?", well...I play Khador and Mercenaries in Warmachine, Trollbloods and the Blindwater Congregation in Hordes and the Arcanists in Malifaux.
The Theory Machine has been calibrated and set to operate. Let's begin!
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