Monday, January 7, 2013

Learning to swim - a guide for new players

If you intend to play Blindwater as a faction, my first piece of advice would be "run for you life, and don't look back". Minions are the weakest faction in the game. You've heard it plenty of times before, and it won't always be the case, but playing Gators is like strapping a rabid hungry monkey to your leg and wondering why you're having trouble walking and losing so much blood. If you intend to carry on, however....

EDIT 08/2015 - Blindwater has received some really good releases since this guide was first written - Jaga Jaga, the Sacral Vault and Croak Raiders, all of which are excellent and cover Blindwater's bad matchup vs weapon master infantry swarm and provide a decent ranged game. Gators still lack a few things but in my opinion are about middle of the pack in terms of competitiveness thanks to its strong warlocks and very strong individual pieces.

"Faction" Summary

In the style of the threads on PP beginner forums:

Blindwater Melee: Gatormans excel at eating things, which is difficult to do at a distance. The backbone of any good Blindwater list is the Gatorman Posse, who are arguably the best medium-based infantry in the game. Durable, hard-hitting, and tactically adaptable, Gatorman Posse are an elite melee force to be reckoned with. Like the Posse, most models in the faction boast two or more base attacks which helps them make up for their lower table numbers.

Blindwater Ranged: Being primarily a melee faction, ranged has historically been the weakest point of the faction. But this has changed a lot with the introduction of Croak Raiders, one of the best ranged units in the game, and the Sacral Vault, which provides accurate shooting on top of its support capabilities. The Spitter warbeast also boasts a great boostable gun..

Blindwater Magic: The general theme here is that of voodoo, shady swamps and blood magic. This translates into excellent resilience for both our warlocks and their army, while also leeching life force (both enemy and friendly) to bolster their units or impede the opponent in some way. Blindwater forces are also often accompanied to battle by Witch Doctors who use sacrificial magic to manipulate the veil between life and death.

Blindwater Warlocks: Blindwater's warlocks are on the whole much more powerful than the average warlock and carry the faction on their backs in order to make up for lower list synergies. The general theme of our warlocks is durability and a good mix between troop buffing and battlegroup spells, with a strategic theme of denying enemy ranged combat or excelling in a grindy attrition fight.

Blindwater Warbeasts: Blindwater's beasts are based around the theme of the swamp - amphibious creatures who like it rough and dirty, such as monstrous oversized alligators, turtles and octopuses. Although rather unimpressive in terms of their combat stats, our beasts generally have great animi (Rise, Spiny Growth, Elasticity, Submerge) bring a lot of tactical utility with their myriad of combat abilities and multiple open fists.

General Advice


This is some general advice for any new players to Warmachine, and for veteran players wishing to pick up another faction:

1. Start small, build up. I see a lot of complete noobcakes wanting to rush straight to 35 or 50pts so they can "play proper games". Maybe this is a holdover from WHFB and 40k, where you had to invest a couple of hundred bucks off the bat to get to 500pts to play bare minimum games, but Warmahordes thankfully doesn't work that way. Although games are much better around 50pts, you can still have a meaningful and challenging game at 15/25pts using only battlegroups. That's the beauty of the system, it scales very well.

Thus I recommend starting at 15pts, and building up to 25pts, 35pts and 50pts over a period of at least a month but more likely 4-5 months (depending on how much free time you have). This gives new players time to get familiar with core mechanics like focus/fury, power attacks, activation order and gloating, and gives experienced players time to adjust to their new faction's intricacies and feel out where they would like to expand.

2. Don't over analyze - go with your gut.
In my experience, and in my observation of other players, too much rationalization and agonizing over the 'right' faction and caster will just lead to more pseudo-rationalism and frustration down the line. You are better off choosing a faction or caster that you think is cool, playing a few proxy or Vassal games with it, and sticking with that choice if it feels right. The best faction decisions I've made have come about this way (eButcher + Blindwater).

Having said that, you also have to accept that realities do not usually match expectations, hence the importance of trial.
If I chose my faction by theme alone, I would be playing Khador without a doubt - wolves, (slavic) women, winter and war. Also bears. That is my inner calling, as I identify Central Europe as my spiritual homeland. Also axes and melee are way more awesome than guns, and tanks are better than DPS.
However, that is not actually how Khador plays. Khador probably would not take any jacks at all if it weren't for warjack points, Khador's focus mechanic is boring (except with Butcher2), and you spam small-based infantry. That is not how I like to play Warmahordes.
Another example, my second faction in Mk1 was Protectorate of Menoth, purely because I really liked Kreoss2 and the Testament of Menoth in the fluff and art. Unfortunately, both their playstyles in Mk2 are about as exciting as watching a dog lick its balls for an hour. I got frustrated for a few months, having spent quite a bit of time and money on the faction before deciding to move on (1).

If you play Blindwater for a while and realize playing an underpowered grindy faction with almost no releases each release cycle is not for you, cut your losses and play something else.




3. Play some trial games.
The best way to assess your decision is to put it in play on the table. I wouldn't recommend any experienced players to buy into a new faction without having played a few games on the table to see how you like the playstyle. Proxy at will.

4. Read and re-read your special rules, then put them into practice.
Once you've got your army assembled, read the cards over and over. Play some games and try out special abilities, even if it's not the most tactically brilliant choice at the time. Every turn is an opportunity to learn. The best way to remember anything is to put it into practice. I have an informed opinion of Boneswarm being really bad since it has failed me on so many vivid occasions. I would not have this knowledge and total lack of respect for its rules had I not played it several times! Likewise, I used to hate on Croak Hunters until I started using them as backline counter-chargers and lane clearers, now I think they are a worthwhile addition to almost any list that can spare the points.

5. Paint your models.
I have a personal guideline that I don't buy any new models unless I've painted everything I already own. This not only leads to a more personal and pretty collection, but will also keep your costs down and keep your purchases focused!


Where do we start?


At the time of writing, we have five warlocks: Barnabas, Calaban, Maelok, Jaga-Jaga and Rask.

I would recommend that you initially avoid Calaban at all costs, since I think he is as well designed as the highway system in Auckland combined with a healthy dose of mind-altering substances, and will probably just serve to frustrate you with his Skornergy. But then again, if he sets your heart aflutter, go for it.
Maelok is quite straight forward and effective but works much better with multiple Posses than beasts (ie. higher point levels). Rask and Jaga-Jaga would both be good at low points levels though - Rask is a very solid caster and probably the most powerful in faction although I would not recommend for low points learning games as he can just hard win a lot of matchups (easy wins are not the best learning experience). Jaga-Jaga is a more passive, support-oriented warlock and would also work well at low points games, despite her feat not doing anything if no infantry is present.



Barnabas would be my pick for your first caster. He is very tough, has a great spell list for low points games, and his feat can be used for the simple and effective pop 'n' drop strategy (feat, KD enemy caster. KD stuff screening caster, shoot/spell DEF 5 caster to death). Barnabas' main weakness (at all levels) is his inability to crack high ARM, but at lower points games you are unlikely to see Gargossals and being unable to kill high ARM models will force you to use your Swamp Pits and power attacks, hence learning more.

To start with, you want to get a solid core of warbeasts:

15 pts

  • Warlock (+6)
  • Blackhide Wrastler (9)
  • Ironback Spitter (8)
  • Bull Snapper (3)
  • +1 pt

You can fill the last point with a Feralgeist or Swamp Gobbers, both models you will find very useful later on, or just play a point short if you wish to play Mangled Metal/Tooth and Claw games.

This list provides you with a solid core to build on for any warlock you might choose to play in the future, and a good selection of animi.You can read more about the specific models by clicking on the tactica link to your right.

Expanding your force

15 -> 25pts:

  1. One full Gatorman Posse (9pts)
  2. Feralgeist or Swamp Gobbers (whatever you didn't take in your 15pts list)

Gatorman Posse are AMAZING and are the backbone of the Blindwater Congregation. A full unit is a must if you intend to play Blindwater, and you will take at least one in pretty much every list (2).

25-> 35pts:

This is where it gets interesting!

  • If you want to play Maelok, Barnabas or Jaga-Jaga:
  1. A second full Posse unit (9pts)
  2. Replacing the Swamp Gobbers+Feralgeist with a Witch Doctor or Totem Hunter (-2, +3 = 1pt)
Both Maelok and Barnabas actively make Posse better. Maelok wants them to grind and Revive, Barnabas buffs them with Iron Flesh and Swamp Pits. Jaga-Jaga on the other hand allows Posses to excel by eliminating enemy buffs and terrain considerations. The Witch Doctor is good choice for troop support and utility, the Totem Hunter is a great solo assassin and board controller but takes a little skill to use effectively.

  • If you want to play Calaban:
  1. Swamp Horror (8pts) OR Max Croak Raiders (8pts)
  2. Replacing either the Swamp Gobbers and Feralgeist with a 3pt solo (Witch Doctor is a good choice, as is the Totem Hunter). (-1 + 3 = 2pts)
Calaban doesn't get as much from a second Posse as his fellow Gator warlocks in my experience. He does make the Swamp Horror into a MAT 8 beast however, and can afford to push beasts a little harder with his Fury of 7.

  • If you want to play Rask:
  1. A second full Posse and sub in 2pts for a Totem Hunter,  OR
  2. Swamp Shamblers (6pts), Totem Hunter (3pts), and switch out Feralgeist/Gobbers for a Croak Hunter. (1pt)
Rask can do amazing thing for Gatormans, usually giving them a devastating alpha-strike. However, Swamp Shamblers give you a little attrition which Rask otherwise lacks and also provides him with bodies for his Call to Sacrifice ability, making him ridiculously hard to assassinate. They suck in melee but the Bokor can do some serious damage to a heavy target given enough Shamblers to feed him. Bog Trog Ambushers are also decent as Sacrifice fodder, because with Fury they are very legit counter-chargers late game.

35 -> 50pts

By now you should have a good feel for the faction and a good chunk of games under your belt, so will know what you want to add in to cover your weaknesses or enhance your strengths. Here are some suggestions, in no particular order:

- Wrong Eye + Snapjaw: This pair are a complete package. Highly independent, good utility (especially against Hordes), hard hitting, very survivable. A good choice with any caster.
- Another Gatorman Posse: Three full Posses at 50pts might seem excessive, but they really are that good. I will almost always run Maelok with 3 Posses at 50pts, and will usually take 3 with Barnabas as well since neither of them are great ARM crackers, so you might as well maximize your advantage.
- Bog Trog Ambushers: these little guys are great at dealing with support staff or providing extra threat vectors since we lack ranged power. I don't usually take them below 50pts, but at 50 they shine.
- Another Snapper and some 3pt solos: Snappers are awesome, and solos are useful. The Thrullg comes into serious consideration here as well.
- Add in some beasts: Rask absolutely loves Swamp Horrors for example - I prefer to run him with a Wrastler, a Swamp Horror and WE+Snapjaw at 50pts. Jaga-Jaga and Barnabas might also appreciate another Spitter instead of a Wrastler, depending on your matchups.
- An army of frogs: goes great with your bask of crocodiles. Croak Hunters are decidedly mediocre combat solos, but in pairs and threes they can almost pull their weight.
- Sacral Vault: This thing is ridiculously good. Get one.
- Croak Raiders: One of the few signs of power creep in the game, these guys are just better than they should be. They don't directly synergize that well with Blindwater stuff, but they do benefit from our buffs and feats!

And that's that!

Those are my recommendations for anyone intending to start playing Gatormans - if you have any criticisms, suggestions, or wish to correct my grammar and/or stylisms, feel free to leave a comment below, or send me a PM on the Privateer boards (Yertle4).

Updated Oct 2014 - Sacral Vault and Jaga-Jaga notes.




(1) I moved on to Skorne near the end days of Mk1, since I liked the challenge of not having pathfinder anywhere, and playing badass melee armies. Then Metamorphosis came out and Skorne got ridiculous amounts of pathfinder, along with one of the most broken warlocks ever made, then Mk2 playtest came out and flipped the faction on its head. I was out.
(2) Unless you are playing the Rask tier for some drunken fun. Maelok and Barnabas usually take 3 Posse.

7 comments:

  1. Nice read-up and not too long. Concise my friend. Now go play with some sheep ;p

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  2. That cliche is inaccurate by about 20 years. Besides, I live in Auckland, not Australia or New Zealand.

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  3. thanks for this a friend just started hordes and bought three armies so we have been playing with those. But i have always wanted to paint up some lizards so i decided i wanted to do a blindwater congregation army and had no idea where to start. This helped me alot... To bad the 15pt army costs over $100 so will take a bit to get.

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    1. Glad it's been helpful :)
      Just like all Warmahordes armies, the biggest hit to the wallet is the first BG investment (those negative WB points hurt a bit) but the nice thing with Blindwater is you'll probably be using stuff you buy at the start almost every game (unless it's a Boneswarm). The new plastic Gators should help with the cost a little too.

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  4. thanks for this a friend just started hordes and bought three armies so we have been playing with those. But i have always wanted to paint up some lizards so i decided i wanted to do a blindwater congregation army and had no idea where to start. This helped me alot... To bad the 15pt army costs over $100 so will take a bit to get.

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  5. So are you playing Gators now, Skorne? Both? Something else's?

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    1. Still playing just Gators. I just like to complain about how Skorne takes the "same" stuff but better regularly. The only other faction I have seriously considered apart from Skorne (around Gargantuans release) was CoC, but the terrible plastic sculpts killed that quick.

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