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WMH-Quickstart Guide

The Warmachine Quick Start Guide introduces players to tactical combat, focusing on essential rules and gameplay mechanics for a streamlined experience. It provides step-by-step instructions for building an army using the Warmachine App, selecting factions, and preparing for a match. The guide also outlines deployment zones, setup, and the first turn of gameplay, emphasizing strategic decision-making and scenario objectives for victory.

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Michael Kearney
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0% found this document useful (0 votes)
227 views13 pages

WMH-Quickstart Guide

The Warmachine Quick Start Guide introduces players to tactical combat, focusing on essential rules and gameplay mechanics for a streamlined experience. It provides step-by-step instructions for building an army using the Warmachine App, selecting factions, and preparing for a match. The guide also outlines deployment zones, setup, and the first turn of gameplay, emphasizing strategic decision-making and scenario objectives for victory.

Uploaded by

Michael Kearney
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TWO PLAYER QUICK START GUIDE

Welcome to Warmachine—a dynamic world of intense tactical combat,


where mighty warcasters lead mechanical creations known as warjacks
and their forces into battle. In this game, you’ll command a unique
army, use devastating spells, and outwit your opponents with strategic
moves and powerful attacks. With richly detailed miniatures and a deep,
evolving storyline, Warmachine brings battles to life on the tabletop.

To help you jump into the action, we’ve included this Quick Start Guide.
This guide is designed to get you playing right away by focusing on the
essentials of the game: rules, mechanics, and the basic flow of a turn. A
Quick Start Guide is a streamlined introduction that lets you skip the
more complex details at first, so you can start enjoying the game without
being overwhelmed.

Here’s how this guide works: we’ll walk you through the first round of a
game, which will include a turn of gameplay for both sides, explaining
each phase as we go. Once you’ve seen the basics in action, you’ll be ready
to start playing full games on your own. After the walkthrough, you’ll
have a solid grasp of the core mechanics and be able to dive deeper into
the rules at your own pace.

You’re about to experience the thrill of tactical combat and discover why
this game is a favorite among strategy enthusiasts. Grab your miniatures,
read through the first steps, and jump into your first turn of Warmachine.
Let’s get started!

ARMY BUILD GUIDE

For first time users on the Warmachine App, here is a quick instruction
guide to get your first army list into the app and onto the table.

STEP 1: LAUNCH THE WARMACHINE APP ON YOUR DEVICE

Open the Warmachine App on your mobile or desktop device. If you


haven’t downloaded it yet, head to the App Store (iOS) or Google Play
Store (Android), or download it for desktop by following this link to get
the app installed.
STEP 2: SELECT “BUILD A FORCE” FROM THE MAIN MENU STEP 5: SELECT YOUR FACTION

It’s time to choose a faction. From the list of available factions, select
Cygnar Storm Legion or Khador Winter Korps depending on which
faction you would like to play.

STEP 3: SELECT “CREATE FORCE” STEP 6: SELECT “QUICK START”

STEP 4: SELECT “PRIME”

Make sure to name your force so you can easily access it later! Once a
faction is chosen, tap the “Quick Start” button to highlight the option.
Then click “Accept” at the bottom.
STEP 7: ADD MODELS TO YOUR ARMY LIST

Now it’s time to start building your force! Use the “+” on the right-hand
side of a model entry to add it to the list. Choose the appropriate options
below for your selected faction:

For Cygnar Storm Legion, add the following models to your army: For Khador Winter Korps, add the following models to your army:

Warcaster: Warcaster:
• Major Allister Caine • Kapitan Zahara Vilkul
Warjack: Warjack:
• Deuce • Razor
Solo: Solo:
• Captain Bastian Falk • Sergeant Goran Lazarenko, the Jackal
Unit: Unit:
• The Black 13th • The Hounds

STEP 8: SELECT YOUR WARCASTER’S SPELLS STEP 8: SELECT YOUR WARCASTER’S SPELLS

To customize your warcaster’s abilities, and to follow along with this To customize your warcaster’s abilities, and to follow along with this
Quick Start Guide, you’ll need to adjust his spells: Quick Start Guide, you’ll need to adjust his spells:

1. Locate Major Allister Caine in your list of selected models. 1. Locate Kapitan Zahara Vilkul in your list of selected models.
2. Press the Settings Cog next to his name to edit his spells. 2. Press the Settings Cog next to her name to edit her spells.
3. Deselect Chain Lightning by tapping/clicking it. (This spell 3. Deselect Fog of War and Freezing Grip by tapping/clicking it.
will no longer be highlighted) (This spell will no longer be highlighted)
4. Select Deflection by tapping/clicking it. (This spell will now 4. Select Iron Flesh and Superiority by tapping/clicking it.
be highlighted) (This spell will now be highlighted)

Once completed your army list will look like the following: Once completed your army list will look like the following:
STEP 9: SAVE YOUR LIST 3. Choose the force you just built (Cygnar Storm Legion or Khador
Winter Korps) from the list.

You’re almost ready to play! Save your list now:

• Select the back arrow in the top left corner to save your force list
for future use.

STEP 10: CLICK “PLAY,” CREATE MATCH, AND START


THE GAME

Now that your force is built, it’s time to hit the battlefield!

1. Tap “Play” on the main menu.

4. Tap “Start Match” to initiate your battle.

• If you’re using the desktop version of the app, and would like to
print a pdf of your list. Simply follow these steps:
1. Select the printer Icon in the upper right corner.
2. Select what information you would like to see (for beginners
we recommend selecting the “Expanded” version).
3. This will then generate a printable PDF version of your
active list.

Your app is now ready for you to face off against your opponent in your
first Warmachine match. Good luck!

2. Select “Create Match” to begin a new game.


SETUP DEPLOYMENT ZONES

To get started with your Warmachine demo game, gather the following • First Player’s Deployment Zone: The first player has a 6-inch deployment
materials: zone from their edge of the table.

Tape Measure for measuring movement and range • Second Player’s Deployment Zone: The second player has an 11-inch
Dice six-sided, typically a set of 6-8 dice deployment zone, giving them more room to spread out their forces.
is sufficient
Generic Tokens such as Focus, Damage, or other — Normal Deployment —
condition markers
Wall Terrain included within the sprues of the Khador Player Deploys First: Since the Khador player is taking the first
Two Player Starter Set turn in this demo, they will deploy their forces first. The Khador player
Water Terrain included within the sprues of the will deploy their models within their 6-inch deployment zone.
Two Player Starter Set
Assembled Two Player • Vilkul (Warcaster)
Starter Set Models • Razor (Warjack)
• Hounds (Unit)

TABLE SETUP Cygnar Player Deploys Second: The Cygnar player will deploy their
forces second, within their 11-inch deployment zone.

• Caine (Warcaster)
• Deuce (Warjack)
• Black 13th (Unit)

— Advanced Deployment —

Advanced Deployment is a special rule in Warmachine that allows certain


models to be placed on the battlefield before the game begins, outside of
their regular deployment zones. Models with the Advanced Deployment
rule can be placed up to an additional 3” beyond the normal deployment
zone, within 9” of the back table edge for Player 1 (Khador) and 14” from
the back table edge for Player 2(Cygnar). Models are placed after normal
deployment in the same order.

• Khador Player Advance deploys first, and will deploy its advanced
deployment model now.
◆ Sergeant Lazarenko (Advanced Deploy)

• Cygnar will deploy its Advanced deployment second.


◆ Bastian Falk (Advanced Deploy)

After deployment, you are ready to begin the game! Each player will take
turns moving, attacking, and using spells and abilities to outmaneuver
the other. We’ll walk you through the first round in the demo, helping
you learn the key mechanics. Enjoy your battle!
Set up your playing area on a 3’ x 3’ table. The size doesn’t need to be exact,
but it’s important to have enough room for your miniatures and terrain
features. For the demo game, arrange the following terrain on the table:

• Blue Bubble - Shallow Water: Place these in two locations on the


table. In this walkthrough we are placing the water approximately 14”
from the back of the table edge, and 14” from the right side of each
deployment zone.

• Red Brick - Wall: Position two wall templates on the table. In this
walkthrough we have placed them approximately 16” from the back
table edge, and 12” inches from the left side of each deployment zone.

You don’t need to measure the terrain precisely, but try to place it in a way
that creates interesting strategic choices for both players. The goal is to
create a playing field that allows for tactical decision-making, with walls
providing cover and shallow water influencing movement.
OVERVIEW OF WARMACHINE TACTICS MODEL ACTIVATIONS: KHADOR’S FIRST TURN

AND WINNING A GAME


1. Vilkul (Warcaster) Activation

Warmachine is a tactical miniatures game where players control powerful


warcasters and their armies to achieve victory. While combat is central, the
game is best played with scenarios which provide specific objectives and
challenges that force players to engage with each other. Winning is often
about scoring more scenario points than your opponent by controlling
flags, completing objectives, and managing battlefield positions. However,
if you manage to destroy your opponent’s warcaster (usually the leader of
their army), you win the game immediately. Each scenario offers unique
challenges, making each game different and requiring players to balance
offense, defense, and strategic objectives to succeed.

For this beginner’s scenario we will use the walls as scenario terrain. To
score a piece of scenario terrain, a player must have 2 models within 2” of
the terrain feature and their opponent’s models can contest the objective
while within 3” of the terrain feature.

A player who has 3 or more control points than their opponent after
scoring on their opponent’s turn immediately wins.

Vilkul is a key piece in your army, so we’re activating her first. She has
BATTLE BEGINS several powerful spells that can support her army and improve the
performance of her units, so it’s important to make use of those right
away. While we are activating the warcaster first, it is not a requirement,
as models can be activated in any order during your turn.
START OF KHADOR’S FIRST TURN
• Casting Spells:
◆ Superiority: Vilkul casts Superiority on Razor, her warjack.
1. Vilkul’s Focus Allocation: At the start of Khador’s first turn, Vilkul, This spell improves Razor’s SPD (speed) MAT (melee attack)
the warcaster, receives 6 focus points (equal to their ARC statline). This and DEF (defense), and prevents Razor from being knocked
is standard for warcasters in Warmachine—they gain a set number of down. This makes Razor much more effective in both combat
focus points at the beginning of each turn. These points can be used for and maneuvering.
casting spells, boosting attacks, or allocating to warjacks. Focus refills ◆ Iron Flesh: Vilkul casts Iron Flesh on the Hounds, boosting
at the start of every turn, so Vilkul’s focus is reset to full and ready to their ARM (Armor) and giving the unit Resistance: Blast. This
be spent on her actions. spell makes the Hounds tougher to damage.

2. Razor Powers Up: Razor, Vilkul’s warjack, powers up at the start of • Feat: In Warmachine, a feat is a special, powerful ability that is unique to
the turn, which means it automatically receives 1 focus point. This is a each Warcaster. Feats are one of the most important tactical elements
standard rule for warjacks in Warmachine—they begin each turn with in the game, as they allow the player to significantly influence the
1 focus point due to the Power Up rule. This focus point is essential battlefield for a single turn and often turn the tide of battle. A feat can
for enabling Razor to perform special actions, boost attacks, or boost only be used once per game, so use it when it seems most advantageous.
damage rolls during its activation. Vilkul uses her feat to place cloud effects ahead of her units.

3. Focus Allocation: Vilkul now has the option to allocate additional In Warmachine, a cloud creates an area of concealment, meaning
focus points to Razor to enhance its performance during the turn. enemy models cannot draw line of sight through the cloud if standing
Any warjack can have up to a maximum of 3 focus. For example, she outside of the effect. If a model can’t see a target, it can’t attack that
could give Razor additional focus to boost its attacks or to ensure it target unless it has a special rule allowing it to ignore the cloud effect.
has enough focus for special abilities. For this turn, Vilkul chooses not Models inside of the cloud receive +2 DEF bonus while completely
to allocate any additional focus to the Razor warjack. The Razor will inside a feature that offers concealment from an opponent’s ranged
only have the 1 focus point from its Power Up, and Vilkul will keep and arcane attacks. Vilkul places these clouds to protect her units
her focus points for other actions or spells. and hide them from enemy ranged attacks as they move up the board.

• Movement: After casting her spells, Vilkul performs a run, which


allows her to move her full movement value of SPD 5 plus an
additional 5”. Vilkul runs behind the nearby wall, positioning herself
behind it for protection. As a model within 1” of a terrain feature
that offers cover gives a +4 DEF bonus against ranged and arcane
attacks. A run is a special type of movement where the model moves
with increased speed to cover greater distance but activation ends
after their movement.
2. Razor (Warjack) Activation 4. Sergeant Lazarenko Activation

Lastly, we activate Sergeant Lazarenko, who was deployed with Advanced


Deployment earlier in the turn.

• Movement: Lazarenko runs up near Razor, positioning himself


close to the action. He doesn’t engage in any attacks this turn since
he ran, but his movement places him within striking distance for
future turns, supporting Razor and providing another potential
threat to the opponents models.

Next, we activate Razor, Vilkul’s warjack. Razor has been improved by


the Superiority spell, making it a stronger threat in combat, but also
faster with +2 SPD.

• Movement: Razor spends 1 point of focus to perform a run to


catch up to Vilkul. It moves as far as it can, but since it’s running, it
can’t make any attacks this turn. Razor is currently placed outside
the protection of the wall and will be exposed to enemy fire if
the opponent has ranged units with abilities that can see through
the clouds.

3. The Hounds (Unit) Activation

KHADOR FIRST TURN: END OF THE TURN

At the end of the turn in Warmachine, certain effects and game rules come
into play. One of the most important aspects to remember is scenario
scoring, which happens at the end of each player’s turn (including your
opponent’s turn). This phase is crucial, as it can have a significant impact
on the victory conditions of a game.
In this demo, the walls on the battlefield are designated as objective terrain,
which plays a role in scenario scoring. Both players can score points by
controlling these objective terrain pieces, which are usually associated
with specific victory conditions.

• Khador Scoring: At the end of Khador’s turn, the Khador player


has at least 2 models (the Hounds and Lazarenko) within 2 inches
Now, we activate The Hounds, a unit of infantry. In Warmachine, of the wall (objective terrain). Because of this, Khador scores 1
all models in a unit activate at the same time, so all of the Hounds victory point.
will act together. • How Scoring Works: The Khador player will continue to score
1 victory point every turn (including during the Cygnar player’s
• Movement: The Hounds run forward to catch up with Vilkul and turn), as long as:
Razor, choosing one model to move and then placing the unit within ◆ Khador has at least 2 models within 3” of the wall.
2” of the model placed. For this unit they are all placed touching base ◆ The Cygnar player has no contesting models within 3” of
to base with each other. the wall (i.e., the wall is not “contested” by the Cygnar player).
• Shield Wall: The Hounds have the Shield Wall special rule, which • This creates a situation where Khador controls the objective terrain
allows them to make a defensive formation. When they end their and can score on it as long as they maintain their positioning. If the
movement base to base with another model in the unit, they gain +2 Cygnar player manages to place models within 3 inches of the wall,
ARM. This makes them more resistant to damage, as they prepare the Khador control of the wall could be contested, preventing scoring
to face enemy attacks. until the Cygnar player is pushed out or defeated.
SUMMARY OF KHADOR’S FIRST TURN ACTIVATIONS: • Focus from Accumulator:
◆ Deuce has a special rule known as Accumulator [Gun Mage].
• Vilkul (Warcaster) casts Superiority on Razor and Iron Flesh on When this model begins its activation within 3” of one or more
the Hounds, then uses her feat to place clouds for concealment. She friendly Gun Mage models, this model gains 1 focus point. Since
runs behind the nearby wall for protection. Deuce is activating within 3” of a friendly Gun Mage model, it
• Razor runs to catch up to Vilkul but stays outside the protection gains an additional point of focus bringing its total to its allocation
of the wall. limit of 3 focus.
• The Hounds activate as a unit, running up the board and positioning • Full Advance:
themselves base-to-base behind the wall, gaining the Shield Wall ◆ Deuce moves forward with a normal advance of up to its full SPD
bonus for increased armor. 6”. After the advance, Deuce is now within 12 inches of Razor,
• Sergeant Lazarenko runs up near Razor, preparing to support in which happens to be the range on the Spellstorm Cannon.
future turns. • Truesight
◆ Deuce has the Truesight special rule, which allows it to see through
These activations set up the Khador forces for a strong defensive position, Vilkul’s clouds. This is a crucial ability, as Vilkul placed clouds
with support from spells, clouds, and unit formation. Now, it’s time for earlier to block line of sight. Normally, clouds obscure vision and
the Cygnar player to activate their forces! protect models from ranged attacks, but Deuce can shoot right
through them because of this special rule. Since it can see the
START OF CYGNAR’S FIRST TURN Razor warjack now, Deuce will target it for a ranged attack from
its Spellstorm Cannon.
1. Caine’s Focus Allocation: At the start of Cygnar’s first turn, Caine (the
warcaster) receives 6 focus points. (equal to their ARC statline). This — First Attack —
is standard for warcasters in Warmachine—they gain a set number of
focus points at the beginning of each turn. These points can be used for Choosing Shot Type - Beat Back:
casting spells, boosting attacks, or allocating to warjacks. Focus refills Deuce has the ability to choose a shot type for each ranged attack
at the start of every turn, so Caine’s focus is reset to full and ready to it makes with its Spellstorm Cannon, which determines what
be spent on his actions. happens if the attack hits. For this shot, we’ll choose Beat Back,
which allows Deuce to push Razor back 1” after a successful hit,
2. Deuce Powers Up: Next, Deuce, Caine’s warjack, Powers Up. This then for Deuce to follow-up and advance 1”.
means it automatically receives 1 focus point at the start of the turn. This
is a standard rule for warjacks, any warjack with a functional Cortex, • Ranged Attack Rolls
is allocated a focus point to fuel their actions during their activation. ◆ Deuce targets Razor and prepares to make a ranged attack.
◆ Deuce spends 1 focus point to use its Powerful Attack ability,
3. Allocating Focus: Caine now has the option to allocate some of his 6 which reads as: When attacking with this weapon, this model can
focus points to his warjacks to help them perform better. In this case, spend 1 focus point to boost all attack and damage rolls for the
Caine decides to allocate 1 focus point to Deuce. By doing this, he attack. This will leave Deuce with 2 focus points.
ensures that Deuce has 2 focus points—1 from the power-up and 1 ◆ Now it’s time to roll to see if it is a successful attack.
from Caine’s allocation—giving Deuce the ability to make additional ◆ Attack Roll Example:
attacks, boost attack/damage rolls, or perform special abilities during ■ Deuce has RAT 7 and Razor’s DEF 12.
its activation. ■ Each attack and damage roll starts with two d6 dice. When it
is boosted, add one additional dice to that roll.
MODEL ACTIVATIONS: CYGNARS’S FIRST TURN a. This attack is boosted from the Powerful Attack ability,
so we have 3d6 total.
1. Deuce Activation b. Rolling the dice, we get an 8 (1+3+4) by adding all three
dice faces together.
c. To determine if we hit, we add our RAT 7 to the dice
total of 8 for a total of 15 and compare that to the DEF
12 of the model we’re attacking. Since the roll meets or
exceeds this number, the attack is successful.
• Damage Roll
◆ After hitting, we move to the damage roll.
◆ Deuce rolls for damage using 2d6 plus an additional damage dice
from the Powerful Attack ability.
◆ We roll a 4 total on the 3d6 (1+1+2), then add the POW of the
weapon (14) to our dice roll for a total of 18.
◆ Razor has ARM 18, so we subtract Razor’s armor from
the damage:
■ 18 damage - 18 ARM equals 0 Damage, which means that
no damage is taken by the Razor. However, the attack did
successfully hit, so the enemy is pushed 1” directly away.
Now, Deuce can advance 1” per the Beat Back attack type
that was chosen.
Deuce is a ranged powerhouse for Cygnar, with multiple abilities that
make it one of the most feared warjacks on the battlefield. Deuce will
activate in the following order:
• Reload: Notice that each of the warjack’s systems are located in the damage grid.
◆ There are some models that feature the Reload ability on their Once all of the boxes for each system are filled in, that system becomes
ranged weapons. Deuce can spend another focus point to reload crippled. When a system is crippled, it becomes unusable or reduced in
its weapon and make a second ranged attack, which is a key its ability to perform.
feature of Deuce’s offensive capabilities. This leaves Deuce with
1 point of focus left. • Left (L) and Right (R) arm systems roll one less dice for damage
and attack rolls when crippled.
— Second Attack — • Movement (M), when crippled, means that a warjack is
automatically hit by melee attacks and has its base DEF reduced
Choosing Shot Type - Decrepitation: to 5.
For the second attack, we choose the Decrepitation as the shot • Cortex*(C), when crippled, means that a warjack no longer
type. This adds an additional d6 to damage rolls against construct receives a point of focus during power up, and cannot be allocated
models, such as Razor. focus from its controlling warcaster.
Deuce pays 1 more focus for Powerful Attack to boost the attack • Some warjacks have Head systems (H) or Generators (G). When
and damage roll again. Deuce is now out of focus, so it’s all up to these systems are knocked out, they can no longer use special
this attack to get some damage on Razor. abilities associated with their systems.

• Second Attack Roll: 2. Caine Activation


◆ Deuce rolls a 15 on the 3d6 (4+6+5.), again adding in the RAT 7
for a total of 22. Compare this attack roll to the Razor’s DEF 15
and the attack is successful.

• Damage Roll:
◆ Now it’s time to roll damage. Starting with 2d6 for the basic attack,
we add a d6 for the boosted damage roll from Powerful Attack,
then add the extra damage dice from the Decrepitation shot type
for Razor being a construct.
◆ We roll 4d6, and get a total of 15 on those dice, then add that to
the POW 14 stat of the weapon, to get a total of 29.
◆ Razor’s has a base ARM 19, Razor has a Shield on its left arm,
which grants an additional +2 ARM bonus, while that system is
still not crippled. Which means we subtract ARM 21 from the
29, which results in 8 Damage being dealt to Razor.

• Marking Damage:
◆ To determine where the 8 damage will go, roll 1 more d6 to
determine the column where damage will be marked from. If
we roll a 3 for the column we begin marking the damage in the Caine is a powerful warcaster with many offensive abilities, but he can’t
3 column starting at the top all the way to the bottom. Once a attack through the clouds due to the lack of Truesight.
column is full, begin filling in the column to the right of it. If
damage is done to the 6 column, once full, begin to mark in • No Attacks:
damage column 1. After marking 11 damage in the 3 column it ◆ Since Caine doesn’t have Truesight, he can’t target anything
should look like this: through the clouds. Instead, he’ll focus on support abilities
this turn.

• Casting Deflection:
◆ Caine casts Deflection, a spell that grants friendly models
within the caster’s control area +2 DEF bonus against ranged and
arcane attacks.

• Running Behind the Wall:


◆ After casting his spell, Caine runs behind the wall to gain the
cover advantage for being within 1” of a terrain feature that
gives this benefit.
3. Falk Activation 3. The Black 13th Activation

Falk is a skilled marksman who also doesn’t have Truesight, but he can
still use the clouds to his advantage.

• Full Advance Through Difficult Terrain:


◆ Falk advances through shallow water (which counts as difficult
terrain). A model moving through difficult terrain suffers a
movement penalty of -2 SPD. Because Falk has Pathfinder, he
ignores the movement penalty from the water and moves through
it without slowing down.
◆ He moves into one of the clouds Vilkul placed earlier. This grants
Falk concealment and the ability to see out from inside of the cloud.
• Shooting Out of the Cloud:
◆ Falk is now inside the cloud but can see out of the cloud’s
concealment (though it still grants some cover for him).
• Shooting at Vilkul:
◆ Falk targets Vilkul, using his ranged weapon Magelock Scattergun
to make an attack.
◆ Attack Roll:
■ Falk rolls to hit Vilkul, using his Magelock Scattergun. Now, The Black 13th are a unit of powerful Cygnar gun mages that have the
Falk must choose an Attack Type. For this shot, Falk chooses advantage of Truesight, which allows them to shoot through the clouds.
the Decrepitation attack type.
■ Falk rolls an 8, adding in the RAT 7 for a total of 15, and • Truesight: Like Deuce, the Black 13th have Truesight, which allows
equals Vilkul’s DEF 15 which succeeds in a successful hit. them to see through clouds or other obstructions. This ability is granted
◆ Damage Roll: by Glover, and if Glover is destroyed or removed from play, the Black
■ Faulk rolls 2d6 for damage and gets a 4, which is then added 13th will lose this benefit.
to the POW 12 of the weapon for a total of 16. • Movement: The Black 13th moves up to 6 inches to secure the objective
■ Vilkul has ARM 15, so we subtract 15 from 16, resulting in terrain wall, positioning themselves strategically to contest or dominate
1 damage. the area. Remember that units move together, with one model advancing
• Cover: and the rest of the unit being placed within 2” of the model that moved.
◆ Normally, the wall would provide +4 DEF to Vilkul for cover, • Shooting: Once in position, any models in range of Razor and Lazarenko
but since Falk is using a spray attack, noted by the SP on will take shots. Ryan is too far away to shoot, so they will make no attacks.
the weapon range (spray attacks ignore concealment, cover, Those in range will choose the Brutal Damage shot type for their attacks
stealth, and intervening models), the +4 DEF bonus from cover to maximize damage potential.
doesn’t apply. ◆ Shooting at Vilkul:
• Marking Damage: ■ Glover is in range and targets Vilkul, using his Dual Magelock
◆ Since warcasters don’t have grids, there is no need to roll a column pistol to make his attacks.
dice, but instead just fill in boxes equal to the damage taken. ◆ First Attack Roll:
• Power Field: ■ Glover rolls to hit Vikul. On his first shot he rolls 2d6 and
◆ Vilkul, being a warcaster model, has a unique rule known as Power gets a 6 (3+3)
Field. Warcasters with this rule can spend 1 point of focus per ■ Since Glover has RAT 7 and rolled a 6, he has a total of 13
damage roll on attack targeting themselves, to reduce damage for his attack. This is less than Vilkul’s DEF 15, so the attack
taken by 5 damage. The model is still considered to have suffered will miss.
damage even if the damage is reduced to 0. However, since the ◆ Second Attack Roll:
damage is only 1 point, Vikul elects not to use this ability. ■ Glover’s Gun has a ROF (rate of fire) 2 and gets to make a
second attack. Glover chooses to do Brutal Damage again
for its Attack Type.
■ Glover rolls 2d6 to hit and rolls an 8 on the dice (5+3). Adding
the RAT 7, the total becomes 15 which equals or exceeds
Vilkuls DEF 15, so the attack hits.
■ Damage Roll:
• Glover rolls 2d6 + 1d6 for Brutal Damage attack type
for a total of 3d6 damage. The Cygnar player rolls 11
(5+2+6) on the dice and when added to the POW 10 of
the weapon, makes a total of 21.
• Vilkul has ARM 15, so we subtract 15 from the roll of
21. Vilkul would take 6 total damage.
• Vilkul still has 2 points of focus from the previous turn.
Vilkul elects to use their Power Field ability by spending
1 point of focus. This allows Vilkul to prevent 5 damage
from this attack, taking 1 point of damage.
• Shooting at Razor:
◆ Since Ryan was unable to shoot, and Glover has already taken
some shots on Vilkul, Watts will try their luck on Razor.
• Attack Roll:
◆ Watts will also choose the Brutal Damage Attack Type, when
making their attack on Razor.
◆ Rolling 2d6, Watts rolls 11 (5+6) on the dice and adds their RAT
7 for a total of 18. This exceeds Razor’s DEF 11, so the attack
hits successfully.
• Damage Roll:
◆ Since Watts chose Brutal Damage, they add an additional dice to
the damage roll, totalling 3d6.
◆ Watts rolls a total of 12 (5+3+4) on the dice and adds that to the
POW 10 of the weapon for a total of 22 damage.
◆ Razor’s base ARM is 19. However, it has a Shield which adds +2
ARM for a total of ARM 21.
◆ To total the damage we subtract the ARM 21 from the damage
roll of 22, for a total of 1 point of damage.
◆ Next, we roll a column location to determine where the damage
goes. The Cygnar player rolls a 6, so 1 damage will be marked
in the first available space in the 6 column. Combined with the
damage from the earlier attack, Razor’s damage grid should now
look like this:

CYGNARS FIRST TURN: END OF THE TURN

As we move into the end phase of the turn, both players will have the
opportunity to score Control Points based on their control of objective
terrain and contest the objectives.

Control Points Scoring

1. Khador Player:
• The Khador player controls the wall located nearest to their original
deployment zone.
• Since Falk was unable to get close enough to contest the wall (a model
can contest within 3” the scenario terrain), Khador scores 1 Control
Point for having at least 2 models (the Hounds and Lazarenko)
within 2 inches of the objective terrain.
• As a result, Khador moves up to 2 Control Points and takes the lead
on the scenario..

2. Cygnar Player:
• The Cygnar player has 2 models (The Black 13th and Major Allister
Caine) within 2 inches of the wall on their original deployment
◆ With the damage filled in and The Black 13’s activation completed, side of the table, so they score 1 Control Point for controlling this
we move onto scoring for the Cygnar player’s turn. terrain piece.
• As a result, Cygnar scores 1 Control Point, bringing them to 1
Control Point for the turn.
END OF THE DEMO ROUND

This is where the Quickstart Guide ends, providing you with a structured
introduction to the first turn of a Warmachine game, including basic rules
for activations, attacking, scoring, and strategic play.

At this point, you’ve learned how to manage focus, move models, make
attacks, mark damage, and score Control Points through the objectives
on the battlefield.

Now, it’s up to you and your opponent! You can continue playing through
additional turns to experience how the game develops.

• The game can be won in multiple ways, including achieving a scenario


victory by controlling more objectives or destroying the enemy’s
warcaster (like Caine or Vilkul).
• Players can continue to make strategic decisions, like positioning
models for better attacks, using special abilities, and choosing when
to push for scenario points or combat victories.

Feel free to play out more turns to see how the Cygnar and Khador forces
clash, and explore the tactical depth of Warmachine. Keep an eye on the
control points, because managing objectives is a crucial part of winning.

Thanks for following along with the demo, and good luck on the battlefield!

MORE INFORMATION – RECOMMENDED NEXT STEPS

Now that you have a feel for the basics of Warmachine, you might want
to dive deeper into the game’s rules to enhance your gameplay. We
recommend checking out the Warmachine MKIV Rules located in the
app for continued reading. The app provides a comprehensive guide to
all the rules you’ll need, and there are several key topics to explore to
help you understand the game even more. Here are a few suggestions to
try out in your demo game:

◆ Melee Attacks - Melee Range


◆ Melee Attacks - Disengaging
◆ Movement - Aim
◆ Movement - Charge
◆ Ranged Attacks - Concealment and Cover
◆ Special Combat Situations - Knockdown
◆ Focus Manipulation - Focus: Shake Effect

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