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Inquisitordredd
18-02-09, 12:36
PRIVATEER PRESS ANNOUNCES NEW EDITIONS OF WARMACHINE AND HORDES

Seattle WA. February 9, 2009—Privateer Press, Inc. is proud to announce the new Mk II edition rules for its WARMACHINE and HORDES tabletop games.

“In the past six years of WARMACHINE, the game has grown rapidly, and we feel the time has come to reevaluate and retool in preparation for the upcoming years of full metal combat. We have chosen to tighten the bolts on both the general game rules and the individual model rules to make every model as compelling as possible and to perfect the WARMACHINE experience,” stated Jason Soles, Privateer Press lead developer.

The public will get their first look at the WARMACHINE Mk II rules in April through an open field test, allowing players to become familiar with the changes while providing feedback that will assist Privateer Press in making final adjustments to WARMACHINE Mk II before going to press.

The WARMACHINE: Prime Mk II rulebook will be released to the public in early 2010. The new edition of HORDES will follow later in the year. All tournaments, leagues, and release events that make up Privateer Press organized play will adopt the new edition on its release.

More information regarding the WARMACHINE Mk II rules will be announced as it becomes available. This and other news items can be found at www.privateerpress.com (http://privateerpress.com/) and in the pages of No Quarter Magazine.

WARMACHINE Mk II FAQ. :rolleyes:
(http://privateerpress.com/WARMACHINE/mkII/)

doc
17-03-09, 12:12
MK2 info from issue 23 No quarter

Out of turn Movement and attacks have been limited.

Based on size of game Warcasters and Warlocks will be included for free.
Warcasters come with a variable no of warjack points.

Rough terrain no longer prevents charges.

Cards redesigned

Warjack Shields and Open fists increased in POW
All Factions have mechanics.
Warjack points costs changed to be more proportionate compared with units.

Unit members are in formation if the are within the unit leaders command range.
Most unit leaders have the same stats as thier troopers.
All units behave in a manner similar to Field Promotion

Reaper gains Reach
Necrotech gains Repair
Bane Knights loose Shadowshift for Vengance [Which is used on some non Cryx Models] which triggers in control phase.

Kharchev gets retooled to become more killy.
Winterguard squads can have three Rocketeers each.
Doom Reavers become cheaper.

Charger gains Powerful Attack
Defender Heavy Barrel increases POW.
Stormblades and Stormguard are immune to Electricity due to the new damage typing system.

Knights Exemplar become a 10 man unit, but don't jump to conclusions
Severous has Convert as an ability rather than a spell.
Flails gain Chain Weapon.

Release Schedule

April Field Test is not a playtest. Its looking for Typos and rules confusion and other final polish.

Jan 2010 Warmachine II and card Decks. Warmachine 2 has a new Warjack for each faction in it.

Followed by 5 Faction books, The Four familiar faces plus Mercenaries, Mercs includes seperate sections for Privateers and Rhul. Each has new models/units and a new warcaster.

Faction book order determined by Summer Rampage 2009.

these are just snippets not the entire change that will not be released till the begining of april i will post a link when i can
otherwise im liking some of the changes apart from my bane knights but hey cant win em all
DOC

doc
06-04-09, 12:06
the Mkii field test will be availiable at about 5pm (gmt) if everything works expect the server to die at about that time though so bear with ithttp://fieldtest.privateerpress.com/
the test runs untill the end of april any feedback can be posted on the forum on the above link.
if anyone is interested in trying the new rules out give me a shout and ill try to get over to you.

DOC

Inquisitordredd
08-04-09, 10:27
I shall give this a scan over. But of course anything that screws the cryx force I will whinge about :)

doc
08-04-09, 12:44
ok with the exception of a few issues the new rules are solid simple reworking of whats already there LOS is a major sticking point but feel that will change due to the overwhelming hatred of it by most players. Unit activation is also a bit odd but think that is a wording issue and will be addressed shortly

most factions havnt changed much some of the "activate in opponants turn" abilitys have been dropped or are now a simple system of at the end of the attackers activation ability x triggers and the nerf bat has been swung about a bit otherwise not bad.
let me know what you think

Edit LOS and unit activation/charging has been altered! clarificaions are on the way so do not stress over them too much i will link updates when i see them

Mozza Zoktavir
10-04-09, 04:08
Hmmm...Lets see.

I have been over the rules briefly and can see that the standardising of some abilities is definately the way forward. The symbols for the most part are clear and concise. The place wheere they fall down is the stars. There are at least three different star type icons. That needs to change.

As for army list changes they are again for the most part either very minor but balancing tweaks or clarification changes - which is good.

I feel however the nerf bat has been swung about a little too much in some places.

Butcher loses his spell that lets him make one melee attack at P+S24 Boo! And retribution neither of which ave been replaced with anything, leaving the butcher with only 4 spells WTF! Not very happy about that.

A bunch of Khadoran jacks have lost their head spikes too. With the berserker being quite badly nerfed.

Warjacks have had a pretty much accross the board MAT +1 which is good news for fighting Hordes, however the weapon systems are still in despite the waxings of PP - Which wont help at all.

Of course this last issue will hopefully be ironed out after Hordes has had it's overhaul, but at the moment there is still a huge disparity between the 2 systems.

This said, I am still very much looking forward to playetsting the rules set: Anyone who wishes to do the same let me know and I will e mail the pdf's through.

Mozza Zoktavir
13-04-09, 12:36
Have been through the rules and card sets a bit more thoroughly, although by no means exhaustively.

A lot of game slowing abilities have been ironed out, which should make the game flow a lot faster & smoother. Bane Knights & Risen for example now resolve their special abilities and appearnce respectively in the controlling players control phase.

A lot of units have been "balanced" and discrepensies of viability resolved. Overall the issue of Hordes induced "Power Creep" has been dealt with and all units are now worth the points paid for them.

"IMBA" units such as Pirate character units have been toned down and other units tuned up or points revised which is good.

This is not to dsay that all units have lots of abilities and are all the same - far from it.
It simply means that while a Winter Guardsmen is still a simple soldier his points reflect it when compared to a Doom Reaver or Assualt Kommando.

Whilst not perfect it is definately a step forward, even if it is badly timed.