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Download - Mega Miniatures

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BASICS<br />

IK: Warmachine Prime is<br />

Privateer Press’ entry into the<br />

tabletop miniature warfare,<br />

specifically skirmish level,<br />

genre. The rulebook is a 200page<br />

soft-cover manual that<br />

details the background of the<br />

world, combat rules, army<br />

lists for four factions,<br />

scenarios and more. It has a<br />

full color cover with an<br />

interior on high quality glossy<br />

paper with black & white<br />

artwork and some color<br />

photographs. The game of<br />

Warmachine pits bands of<br />

giant clockwork, coal, and<br />

steam driven mechanical<br />

monstrosities, called<br />

Warjacks, along with their<br />

commanders, spell casting warriors called Warcasters, units of troopers and<br />

other specialized individuals against their enemies on (usually) 4’ x 4’<br />

battlefields. It’s a rough and tumble game where you can stop your opponent’s<br />

advance cold in its tracks or plow right through the enemy lines like they were<br />

barely even there.<br />

INSIDE<br />

The interior of the book is visually stunning. Even though most of the interior is<br />

black and white it just looks magnificent. The color photographs (of IK:<br />

Warmachine figures painted by the talented hand of Mike McVey and others)<br />

are clear and they are a great guide for painting your own figures. All of the text<br />

is easy on the eyes, charts and diagrams are easy to follow, and the art is great.<br />

Oh, I said that already.<br />

The background presented paints a great picture of the Iron Kingdoms world and<br />

if you’ve played Dungeons and Dragons using either the Monsternomicon or<br />

any of the Iron Kingdoms adventures it’s the same world and will only serve to<br />

make you want the full-blown Iron Kingdoms campaign guide to come out.<br />

ARMY LISTS<br />

The four factions presented inside (Cygnar, Menoth, Cryx, and Khador) each<br />

benefit from unique specialty troops and each has strengths and weaknesses, but<br />

none of them is left out in the cold.<br />

Cryx are the bad undead mo-fo’s of the game and while they are lacking in<br />

ranged combat when compared to the others their heavy Warjacks (Helljacks)<br />

are just unholy terrors and the army has the ability to raise mechanical-undead<br />

from the ruins of trashed ‘jacks.<br />

Khador come from frozen wastelands and excel at brutal up-close and personal<br />

combat and massively armored ‘jacks, and even some troops. Longer ranged<br />

capabilities than Cryx, but not overwhelming.<br />

Menoth are religious zealots with a decent balance of melee to missile troops,<br />

including guys that throw firebombs (Ah, a holy hand grenade!) and have the<br />

most powerful magic user in the game, so far.<br />

Cygnar has a very nice compliment of ranged troops, but they are not slackers<br />

when it comes to hand-to-hand combat. Probably the easiest army for a brand<br />

new player to start off with.<br />

There are also independent troops that will hire themselves out to various armies<br />

(not all of them will work for anyone though) but curiously missing is the<br />

Mercenary Light Irregular Warjack that was available for purchase before the<br />

book came out. I wonder what happened to it. Hopefully, it will be available<br />

again soon and dropped into the game.<br />

54<br />

GAME PLAY<br />

After assembling your forces it’s time to beat some ass. Every roll of the game<br />

revolves around d6’s and an occasional d3. Each round, or turn, is broken up<br />

into phases (Maintenance, Control, and Activation) where each player resolves<br />

all of his phases before play moves to the other player(s). Rounds are “all my<br />

stuff” then “all your stuff”.<br />

In the maintenance phase you resolve any spells or effects that wear off and<br />

make the pansies that are running away run farther. During the Control phase<br />

your Warcaster receives a new allotment of focus points which he or she can<br />

then distribute to the Warjacks within his control area, use them to power spells<br />

that require upkeep, or increase his resilience to damage (always a good thing).<br />

During the activation phase everything comes to life and lays into the enemy.<br />

Warjacks and independent characters activate individually, but units must be<br />

activated as a group, but while each squad member can perform their own<br />

actions there are benefits to be had by having a unit perform a special action<br />

(often unique to that specific unit type) from which they will all benefit.<br />

Movement is pretty straightforward with advancing, running, and charging<br />

being normal options (You can get into hand-to-hand combat without charging,<br />

but you get bonuses for slamming into your opponent while on the run. Units<br />

need to receive an order to charge from their leader so if he gets greased their<br />

combat effectiveness drops, but does not evaporate.). Line of sight is resolved<br />

in an easy manner with ‘normal’ sized models not giving away their position<br />

just because the model might have a honkin’ big sword, but the big burly<br />

Warjacks will have a line drawn to them much more easily. Movement for units<br />

is also a bit different from individuals in that they have formations (Skirmish,<br />

Open, and Closed) which can all have an affect on how you will use them on the<br />

field of battle and which special abilities you can use. As an example, the<br />

monstrous Khador Man-O-War Shocktroopers have a special ability called<br />

‘Shield Wall’ that gives them a bonus to their armor if they are in Closed (base<br />

to base contact) formation. It’s a very cool ability but will limit their mobility<br />

somewhat and it must come in the form of an order from the unit leader and if<br />

he gets killed, well you know the drill.<br />

Combat (missile and melee) is taken care of by first rolling to hit (2d6 + the<br />

relevant stat) and comparing the result to your target’s Defense value. If you<br />

meet or exceed it you have hit. Now you roll for damage (2d6 + a variable<br />

depending on what weapon you are using) and if you exceed, not just meet, their<br />

Armor stat you cause one point of damage for each point you’re over their<br />

Armor. Now, to take the hit. Models either have no Damage rating (regular<br />

troops that are dead on their first hit so there’s nothing to keep track of), a<br />

simple number (characters that can take multiple hits) or a damage grid<br />

(Warjacks) whose systems slowly (or sometimes quickly) degrade as they take a<br />

pounding. All in all, it’s really not too much to keep track of.<br />

Characters are very special for a couple of reasons. First, they can take<br />

significantly more damage than grunt troops, but many of them are Warcasters<br />

with spell-casting abilities. Warcasters each also have a unique Feat which they<br />

can perform once per battle and it is equivalent to opening the whole can of<br />

whoop-ass! On the down side to Warcasters is that if they become incapacitated<br />

all of the Warjacks under their control just kind of sit there and do an awesome<br />

impression of a statue. Bottom line is that a Warcaster is man enough to get into<br />

the thick of thing but you need to make damn sure that he’ll be walking out.<br />

VALUE<br />

At just twenty bucks IK: Warmachine Prime is not only an outstanding value,<br />

but it’s also a great game for the price. The production quality of the book is<br />

absolutely top-notch and I was surprised that it did not cost at least a few dollars<br />

more, which it could pretty easily command. The game mechanics are simple<br />

and easy to pick up and the game itself will lead to brutal conflicts soon into the<br />

game with huge clashes of metal giants and brave warriors.<br />

If I was looking for something in the way of an improvement it would be to have<br />

the templates on cardstock (and in color) instead of the glossy paper that the rest<br />

of the book is printed on. Will I get over it? Oh hell yeah, right when I’m<br />

putting the boots to my opponent as I have a feeling that I’ll be getting a lot of<br />

mileage out of IK: Warmachine Prime. Absolute top recommendation here, go<br />

forth and purchase!

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