The folks at GameSalute.com got some pretty good video from the White Moon Dreams presentation of their upcoming Warmachine videogame and it's posted on YouTube:
Part One, character models:
Part Two, gameplay:
From the look of it this seems to be an IK God of War, which kicks ass in my book. There's no law that says that a turn based tabe-top game has to be done a RTS. I'm hoping that this presentation we saw via GenCon will be posted on White Moon Dream's YouTube channel.
So, the next wave of Warmachine character warjacks have been revealed one tweet at a time thanks to the guys at Brew City Gamers. And, it looks like folks in the the Cygnar Faction forums are not happy. Those who defend the new warjack say that Defenders were never meant for melee and everyone else says that the new jack is not worth the two extra points to field.
I've laid down a lot of hurt with Defender shock hammers in the past (including MKI games), so the idea that "something has gone wrong" if they end up in melee is just plain silly. I often "love tap" approaching enemies with the heavy barrels and then charge in for the kill stroke. Back when "everyone" on the Privateer forums said the Defender sucked I thought they were good and I owned two of them. As for Triumph the Insult-Comic Warjack (who may get a bow-tie and cigar) I can see the value of ignoring stealth but aside from that my feelings on it are "meh." I don't have a big'ol nerd-on for it, and at the same time I'm not putting hate on it before it gets a chance to prove itself.
On the other hand...
Don't get me started on the aesthetics of these new models in general. It's good to see that Privateer is looking out for us in terms of saving money, and a couple of "bitz" plus a card shouldn't cost us too much - but, I think character models should be more special. If this was just a cleaver way to give us a new FA:U 'jack on a pre-existing chassis then I'd be more excited for it.
I'm not really gonna comment yet on the other faction's new toys, because what I read in their communities didn't bug me. And, I would like to thank the Brew City Gamer guys for hooking us up with the intel from GenCon. Follow their tweets, and stay up to date: Brew City Gamers Twitter.
Description When multi-ton goliaths crash together on the battlefield even the most hardened infantry soldier has much to fear.
Special Rules Before the start of the game, divide the table in half with a line running west to east through the center of the table (use beads, dice, or other objects to show the devide). Heavy warjacks may trample without spending focus. Heavy warbeasts may trample without being forced.
Beginning Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones.
Victory Conditions A player wins if he ends his turn with two or more friendly warjack/warbeast models on his opponent's side of the centerline while none of his opponent's warjacks/warbeasts are on his side of the table, after the second round, or when the last opposing warlock/warcaster is destroyed or removed from play. Do not count wrecked or inert warjacks or wild warbeasts when determining whether or not a player has won the scenario.
UNDER FIRE – SCENARIO 2 (D6 ROLL OF 4-6)
Description A single well trained marksman can tie up an enemy advance. That advance can be halted altogether by a sniper in a secure location with a force to back him up.
Special Rules Each player places a tower centered on the front line of their deployment zone. The tower is a large based friendly FACTION model. The tower is DEF 7, ARM 18 and can suffer 20 points of damage before being destroyed. Destroying a tower is the only way to affect or destroy the marksman within it. At the end of each Control Phase, a player may activate his marksman and make two attacks (RAT 8, RNG 14, POW 12). Measure the range of each shot from the base of the tower. Each marksman may also fire once per round at an enemy model that ends its normal movement within 14" of the marksman's tower.
Beginning Determine deployment zones and turn order with a standard starting roll. Use standard deployment zones.
Victory Conditions A player wins when he destroys his opponent's sniper tower or when the last opposing warlock/warcaster is destroyed or removed from play.
So I uploaded my latest video to blip.tv as a test because I've been considering an alternative to YouTube. YouTube's got the popularity, but blip.tv gives me more options as a content creator and the streaming video quality is better. The file I uploaded to blip just seems sharper for some reason. Anyhow, if you guys can help me out by letting me know what you think I'd appreciate it.
On July 24th, 2010 we ran a small Steamroller Tournament here in Bakersfield, Ca. 35pts, 10 minute turns and three scenarios. Steamroller is the official tournament format for Warmachine and Hordes and we were using the latest revision of Steamroller 2010. Several factions were present for this tournament which included: Skorne, Cygnar, Khador, and Protectorate.