3.13.2011

Beginner's Guide to List Building

Today, I'll be talking a little bit about general guidelines when writing a list.  Whether playing a game with your friends or preparing for an upcoming tournament, list building is an important part of Warmachine and Hordes.

I have long believed that every model/unit in the Warmahordes lineup is good, feasible, and viable.  Some, however, are better than others, but every model/unit can be powerful in the right hands.  However, combining models effectively in a list can help them be more powerful than they normally would be.

First off, here's a couple of tips to help you start list building.  If you have an iPhone or Android OS phone, iBodger is THE app for Warmahordes.  However, if you don't have either of the phones, you could go to Forward Kommander online to do your list building.

Warcaster/Warlock


While the caster you use is a decision that's all up to you, the warcaster/warlock brings the most amount of personality to your army list.  I tell a lot of people who are new to the game that, just by switching out your caster, you change the way the whole army plays.

When starting to build a list, I strongly suggest starting by choosing the caster you would like to use.  This is just based on preference, desire, challenge, etc.

Fleshing Out Weaknesses and Filling Upkeep Slots


At this point, there's generally two things I try to do at the same time.  First, I think of what the caster would be weak to, and try to cover up that weakness with other things in the army.

For example, pKreuger is widely known for his ability to clear out infantry.  With his feat and his spells, there's no shortage of anti-infantry.  Some things he would have trouble with would be 'jack/beast spam (aka heavy ARM), anti-magic, and enemy upkeeps.  A few options that Circle has to deal with this is: any warpwolf (for heavy ARM), Lord of the Feast/Totem Hunter (for killing the anti-magic solos), and Druids (for preventing the army from being targeted by spells).

Second, I try and provide a target for all of the friendly upkeep spells the caster has.  For example, Absylonia has three friendly upkeep spells (which she can upkeep for free if they are on a warbeast in her battlegroup).  Two of those three upkeeps can only be put on warbeasts.  As for Carnivore, you can put it on a warbeast or a unit, if you like.  So, I would put Forced Evolution on an Angelius, Playing God on a Carnivean, and Carnivore on a Scythean.

Things to Prepare For


Heavy ARM - Generally, this means taking a heavy warbeast/warjack that is good at killing other heavies.  This is pretty simple, as every faction has this.

Infantry - This means you should have something that can clear multiple infantry models per turn.  There are plethora things that can do this.  Whether it's a solo that has infantry killing power (Lord of the Feast comes to mind), or a large group of infantry, or a 'jack/beast with capable AOEs/sprays.

Stealth/High DEF - Blast damage, things that auto hit, slamming things through them.  Sprays get around stealth, as well as Eyeless Sight.  Generally, high DEF and stealth models have low, low ARM.

Incorporeal - Some model with magical weapon or a magic ability is good enough to take care of these guys.  Some factions are lucky enough to have a model that can give out magical weapon.

Things to Take
While not everything listed below are required, they are general strategies that can be deployed.

Tarpit - A tarpit is a unit that is capable of a couple of things.  First, they can take a lot of punishment.  Second, they block charge lanes.  Third, and least important of the three, is deal damage.

Softeners - These are models that deal a little damage to warjacks/warbeasts, casters, heavy infantry on their way up to engaging in melee.  Most of the time, this means a unit of people with ranged attacks.  This could also mean artillery.

Finisher - Generally, a finisher is the model that kills the caster.  While you won't be playing caster kill every game because of scenarios, finishers have a very high chance of getting the caster kill, if you can get them in range.

Flanker - A flanker would most of the time be a cavalry model, but it could be anything with really good mobility.  Generally, a flanker should be able to get on the extreme flank of your opponents army and pressure your opponent to move in a certain direction.  They could possibly score a caster kill, but that's not their main purpose.  They force your opponent to devote forces (away from their main force) to kill the flanker, or move away from it (and hopefully closer to your finishers).


Well, I think that's all for now.  Thanks for reading, and feel free to post comments!

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