WMH-Quickstart Guide
WMH-Quickstart Guide
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!
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.
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.
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.
• Select the back arrow in the top left corner to save your force list
for future use.
Now that your force is built, it’s time to hit the battlefield!
• 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!
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 —
• Khador Player Advance deploys first, and will deploy its advanced
deployment model now.
◆ Sergeant Lazarenko (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:
• 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
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.
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.
• 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.
Falk is a skilled marksman who also doesn’t have Truesight, but he can
still use the clouds to his advantage.
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.
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.
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!
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: