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February 16, 2011 by dignity
Andy and Vishal have a look in to getting a sneaky bit of extra movement to help your Warjacks in to close combat.
Wasn’t so keen on warmachine, but the more vids I see the better it looks. Looks like some games could be really fast? Plus the combo mechanic can be very powerful. Thanks guys.
Another of the over looked little moves in warmachine that can be used to come up with the crazy casterkill chain reactions that made me want to get into warmachine in the first place
Yeah, it’s the model interactions that make Warmachine great. Having other options besides move, shoot, close-combat every turn is what makes it an exciting and unpredictable game. Some of it is pretty situational, but coming up with your own combo, on the fly can be pretty satisfying.
well feel free to send any you can come up with in to us guys, if its good and we use it you’ll get a shout out in the vid.
Seems decent enough tactic.There are ways to boost strength as well to increase odds of success on strength check. Use it to push jack into lake/river? Although slam would probably be better for that.
There is one thing I don’t get: How could your ironclad loose his hammer? Are you stuck with the Mk1 rule when broken systems also meant lost weapons or is that a special of the bombard?
I think he meant functionally lost, as in not a reliable assassination tool. A crippled weapon system means 1d6 on your attack and damage roll, and no special attacks. No one is going to get a kill with that.
I think its a special rule as in the models arm fell off or the weapon fell off. They just didn’t have time to reglue it back on. I could be wrong but that what it sounded like.
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