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Warmachine; A Beginner's Guide
#11
After playing against simon's retribution and seeing some tactic posts online I have an idea of how they work.

RETRIBUTION OF SCYRAH
Retribution is a newcomer to the conflict engaging the iron kingdoms, having spent generations secluded in their own nation with very little contact with the outside world.
Hailing from the region of Ios, Iosans are a race of elves who suffered a terrible cataclysm in the past, not mush is written in human history about this event as they were more concerned with their own disputes. Shortly after, Ios cut off all ties with the outside world and closed its borders. Very little was seen of the Iosans bar the few travelling mercenaries, but they would say nothing about their homeland to outsiders.
Recent events have seen a change in this with reports from all factions of their forces being engaged by heavily armed Iosan forces being supported by what appears to be Warjacks of unknown design. Why these attacks have occured is unknown nor to what end the Iosans are hoping to achieve.

Retribution is the newest force released by privateer press and as such is still quite small compared to the other factions, having a choice of only 6 warcasters and 11 warjacks, though they have a good choice of units and solos.

Play wise Retribution is primarily about the "alpha strike" needing to hit the enemy fast and hard before they have a chance to react, as they're not able to take the damage in return. To help with getting the first strike, a lot of retribution units have the advantage of stealth, and are very good at damaging warjacks and warcasters making them excellent at performing assassination runs, ignoring/avoiding most of the enemy force and going straight for the warcaster.

Retribution warjacks are called myrmidons and have a unique ability in their force generator, a shield of force surrounding the myrmidon protecting them from direct damage forcing the enemy to disable the forcefield before harming the myrmidon. For offense, the myrmidons are able to focus this force in some way to create devastating waves of concentrated force either to blast the enemy from range or tear them apart up close.

Units of note are the mage hunter strike force, excellent troops designed to disrupt and destroy enemy warjacks and warcasters with ease. Houseguard halberdiers and houseguard riflemen are the armies standard melee and ranged units, and the dawnguard are the heavy shocktroops of the army.

Solos of the retribution fill very specialised roles, with the mage hunter assassin almost guaranteed to kill whatever is unfortunate to be its chosen target, man or machine. Then theres the ghost sniper, picking off selected targets to cause disruption amongst the enemy units.

Retribution warcasters are very anti magic, with spells and abilities geared towards punishing enemy magic casters either through nullifying the spells, causing damage or increasing their own power. Though this isn't their only strategy, it is an important one and can be vital for getting the edge over their opponent

As a whole retribution is an army with individual components that work well on their own, not requiring support from other parts of the army to get the job done (though it always helps and is never a bad thing) and can be a dangerous threat in any situation.


MERCENARIES
The mercenary faction is exactly that, men, women, dwarves, trolls and even one or two elves who will fight for coin joining other factions for the promise of payment.

There is a wide variety of units and solos with various abilities that will work for the main five factions, though most have restrictions as to what faction they will work for due to personal reasons, being wanted by the local law etc. Many units have abilities that the main factions would otherwise not have access to, making them valuable though untrustworthy allies.

Mercenaries can be used as a faction in their own right, with access to their own warcasters and warjacks. These forces are assembled under a contract which dictates which mercenaries you can use for the force, for example a force constructed under a highborn syndicate contract can only contain models that will work for cygnar, whereas the four star syndicate can include mercenaries that will work for cryx or khador.

Alternatively a mercenary warcaster can join a faction warcaster in battles using multiple warcasters, in this case the mercenary warcaster and his personal battlegroup of mercenary warjacks can add an edge to a faction army that could help it to victory.

Within the mercenary faction is a subtype of mercenaries called privateers. Yep, you can play an army of pirates, YARRRRR!.....
Ahem, sorry about that. anyway, privateer mercenaries can be used as normal mercenaries or within their own special contract called the Talion charter. This makes mercenaries an interesting and versatile faction

WARHAMMER/AGE OF SIGMAR:  khorne warriors of chaos
WARMACHINE: Khador, mercenaries 
BOLT ACTION 51st highlander division (in progress)
KILL TEAM: Adeptus mechanicus


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Messages In This Thread
Warmachine; A Beginner's Guide - by Etched Oracle - 12-04-2011, 02:40 PM
RE: Warmachine; A Beginner's Guide - by Stuart - 13-04-2011, 12:02 PM
RE: Warmachine; A Beginner's Guide - by stygmatyr - 14-04-2011, 02:07 AM
RE: Warmachine; A Beginner's Guide - by Stuart - 04-05-2011, 09:35 PM
RE: Warmachine; A Beginner's Guide - by stygmatyr - 05-05-2011, 02:00 AM
RE: Warmachine; A Beginner's Guide - by Gareth - 08-05-2011, 03:00 PM
RE: Warmachine; A Beginner's Guide - by stygmatyr - 08-05-2011, 04:55 PM
RE: Warmachine; A Beginner's Guide - by Stuart - 10-05-2011, 11:10 AM
RE: Warmachine; A Beginner's Guide - by stygmatyr - 11-05-2011, 06:37 PM
RE: Warmachine; A Beginner's Guide - by stygmatyr - 01-07-2011, 09:51 PM
RE: Warmachine; A Beginner's Guide - by Gareth - 03-07-2011, 12:40 PM

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