Warmachine Superiority: the nuts and bolts
Almost overshadowed by the furious gaming frenzy inspired by the recent release of HORDES, Warmachine: Superiority has recently hit the shelves.
The fourth rulebook release for Privateer Press’ has been much anticipated over the last couple of months and here may be the reasons why.
PP’s most recent offering continues in the same vein as their previous releases. The first thing that strikes you is that the 208 pages of Superiority have once again raised the standard of production. The book features lavish full colour artwork, photography and text throughout and is a joy simply to skim through.
The rules and background content follows PP’s rigorously high standard format and breakdowns as follows:
New rules
Epic warcasters, elite cadres and unit attachments have been covered in previous publications.
Mercenary contracts have been published through PP’s hobby magazine No Quarter but are included here “officially”. Two new army lists, known as contracts, have been added to give the mercenary faction more depth including traitor units for Magnus.
This just leaves the most eagerly awaited development to Warmachine since it’s initial release, cavalry.
Rumours have been rife and much expected of the unit type and PP seem to have delivered, at least at first glance. The cavalry charge was expected, whilst the ride-by attack and dragoon rules are welcome additions that should add tactical flexibility. The big thing that struck me however was the relatively high ARM and multiple damage points of each rider. These guys won’t go down easy, though expect your opponent to try really, really hard!
The most interesting new ability I’ve found is that of Field Promotion. Put simply, solos with this ability can replace those all important unit leaders. Nice.
New units
Continuing the progressive arms race that PP continues to mastermind so well, each faction receives the following:
- An epic warcaster.
- A heavy warjack.
- A light warjack.
- Two infantry units.
- A cavalry unit.
- A total of four unit attachments solos or character solos.
The really nice thing for me is that all of the unit attachments are for units from Prime. This gives a new lease of life to old favourites and should have seasoned players reconsidering unit choices previously retired.
Once again, a good number of the new ’Jacks and units have been previously seen in the pages of No Quarter but the majority are brand new and shiny. For each faction the new flavours break down like this.
Cygnar:
It should be no surprise that the forces of the royal swan receive more in the way of direct firepower.
Epic Caine and solo Maxwell Finn toting his chain gun bring with them unit attachments for the trenchers and long gunners. The new grenadier light warjack “may make one additional attack without spending a focus point for each trencher in base-to-base contact with it, up to a maximum of two.” To further maximise their fire a unit of Rangers have the ability to mark priority targets.
Lightning based technology continues to be developed by the royal workshops. The Stormgaurd bring their voltaic halberds into within melee range, whilst the mounted Storm Lances definitely live up to their name.
Menoth:
The fire and the flame brought up close and personal.
Epic Feora leads the Castigator and a plethora of melee based units into the fray.
As deadly as they are pure, the Daughters of the Flame specialise in assassination with a combined melee attack that adds to damage caused rather than the P+S of their strikes.
The Flamegaurd gain an officer and standard whilst the Venger cavalry are built purely for combat.
The menite solos are particularly interesting including the potentially double edged passages of the Covenant of Menoth. Fulfil the prophecy and reap the tactical reward, fall short and feel the pain.
Khador:
Led by epic Zokitavir (aka the butcher) the khadoran reinforcements incorporate a surprising level of subtlety.
The Spriggan, the Demo Corp and the Uhlan cavalry are all built in the traditional manner of the hard and heavy implacable advance.
The Assault Kommandos are reminiscent of WWI trench raiders with gas bombs and specially treated armour.
The winter guard receive the greatest support, which many may believe has been long required. The officer and standard along with the rocketeer attachments add direct punch whilst the character solo Grigorovich offers a wide variety of benefits.
Add in a Man-o-War dragoon, the only one so far, and that covers men in red.
Cryx:
Epic Skarre brings with her a variety of different new troops with something for everyone.
Having said that Bane Lord Tartarus and the Bane Knights give you possible undead knight armies.
The pirate theme is enhanced further with Black Ogrun crew, complete with harpoons and solo Captain Redgrave who I’m sure will become the undead captain Jack Sparrow!
Satyxis Raiders gain an attachment, as is only fair to complement Skarre, as do the ever popular Mechanithralls and what a beast the Brute Thrall is!
The Soulhunter cavalry continue the popular “soul token” theme with self-repair abilities to counteract their relatively low cryxian ARM.
Mercenaries:
There’s more here to write home about than you may have thought.
Epic Magnus leads the way with his new “Agenda” force which can include traitor trenchers or long gunners.
The new rhulic warcaster Durgen Madhammer brings two new rhulic ‘Jacks with him whilst Kell Bailoch looks like a big game hunter of a solo.
More than anything, with Superiority mercenaries really do become fully viable as there own faction as well as offering variety of options for your regular faction.
Background
As usual, a privateer produced rulebook would be nothing without the stories and other source material that makes the Iron Kingdoms such a rich and varied gaming environment.
The accompanying fiction continues the story arcs of the previous three books which have been a unique signature of Warmachine. Though not always fully appreciated by the majority of gamers, these are excellent pieces of fiction by themselves.
No campaign system or new scenarios this time around but something new instead.
Military structure charts and background to selected battlegroups from each faction hopefully demonstrate the potential for themed forces.
As much as this is unlikely to catch on for tournament army lists it would be great to see more heavily themed forces.
Conclusion
The arms race continues with the same “layered” effect that continues to introduce new and exciting options into a very solid gaming system. The introduction of unit attachments for so many veteran units is inspired and provides renewed interest for new and old players alike.
Once again, another quality release from privateer press.
