What do I need to start playing WARMACHINE?
When I first took an interest in starting WARMACHINE, I googled the title of this post and was surprised that I couldn’t find a really good answer. There were a few how-to videos and some forum posts, but no definitive list of necessities. I’ve thought of writing this post for some time and it has occurred to me that there are different levels of “playing” WARMACHINE. There’s the minimum you need to just play a friendly battlebox game and then there’s what you need if you want to paint the models, and what if you really want to dig right in and get into the painting and the modelling and the basing and the fluff…
One of the greatest things about WARMACHINE is that you can get in at any level. The more interested you are, the deeper the rabbit hole goes, but for casual play it’s not deep at all. So I think this is more deserving of a series of posts, each going a little deeper than the last into what is needed for WARMACHINE.
So, really, what do you need to play WARMACHINE?
Tier 1
- A faction Battlegroup Box
- Exacto knife
- Super Glue
- Four d6s
- Tokens or beads
- A tape measure
- Dry-Erase marker
- Protective Card Sleeves
- A 4’x4′ flat playing surface
- Someone to play against
Faction Battlegroup Box
- Cryx are mostly undead and mechanical abominations that work for an all power Dragon, Lord Toruk, who may or may not be a god. They have a lot of tricks up their sleeves.
- More info: Battle College – Cryx
- Cygnar, the jewel of the Iron Kingdoms, have among the most technologically advance warjacks of all the Factions. They are big on ranged attacks and electricity.
- More info: Battle College – Cygnar
- Khador are brutal expansionists, looking always to expand the motherland at the expense of weaker nations. They believe in big, heavy hitting warjacks that can take a beating.
- More info: Battle College – Khador
- Protectorate of Menoth worship Menoth, the creator of man, and they like to burn heretics and non-believers.
- More info: Battle College – Protectorate of Menoth
Exacto Knife
Super Glue
d6s
Tape Measure
Dry-Erase Marker
Some models can take more than one point of damage before they are destroyed. In these cases the model’s card will have damage boxes that can be marked off to keep track of the accumulated damage. For models like Warjacks the damage boxes are in a special grid and which boxes are damaged determine how the machines are affected, such as not being able to run if the movement boxes are all damaged. The easiest way to keep track of this is by used dry-erase markers. These work best in conjunction with the protective card sleeves below, I myself have not tried writing and erasing directly on the card, so you’re on your own if you do.
Protective Card Sleeves (Clear)
You can protect your cards in a variety of ways. I prefer the individual protective sleeves as shown above. They are designed to be used for CCGs so they are more rugged than a standard card sleeve that might protect a baseball card. Make sure you get Clear! Many of them have solid colored backs and you need to be able to see both sides of the cards. You can also use the hard plastic sleeves, though they tend to be too loose fitting, resulting in a card that slides around possible mis-aligning your damage boxes from the marks you have made. The last option I’ve seen is to use full card sleeve pages that snap into a binder which provides good protection and keeps your cards organized, but won’t stack up as small or be re-arrangeable. And sometimes you need to show another player a card, it’s easier to not unsnap an entire page to hand to them.
Tokens
4’x4′ Flat Play Surface
Someone to Play Against
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