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Warmachine: High Command – The Big Guns» Forums » Reviews

Subject: Hauling out The Big Guns rss

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fightcitymayor
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"This is a really weird game, and you’ll find that most people will not want to play this."
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It is refreshing when an expandable game releases a set where the name tells you exactly what's inside. In this case, what you're getting are indeed more Big Guns. In a nutshell, this first expansion for Warmachine High Command will bring each faction 2 new Warjacks, 2 new artillery units, and 1 new Warcaster. The warjacks and artillery units each weigh in at 5x (although each grouping of 5x is spread out in different quantities among the 6 different detachment colors) which brings us to the only real change for this set: The Pips.



No, not those Pips! Each card has a small box below the pic that lets you know the max amount of that unit you can toss into your deck. This is so you don't buy multiple copies of this set and try to load up with an overload of 1 particular unit. It was done to maintain balance in the game, which is an admirable inclusion that hopefully results in closer games with fewer blowouts attributable to stacking overpowered cards. As for what differs from the Core Set, well there are new abilities on the cards, but mechanically nothing changes. If you knew the rules before, then you know them now. Again, nice to be able to enhance the base game without having to toss in a bunch of new rules to learn.

So that's the idea of this set: Flesh out the Core Set with more units to contour and sub in for the units you already know and love (or love to hate.) If you have the Core Set and enjoy it, then I would certainly recommend this affordable expansion which gives you 84 new options for your faction decks. Nothing here screams "BROKEN!" and it is clear that attention has been paid to keeping the factions evenly competitive. Here are the new cards, faction-by-faction:

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Cygnar (21)
5x Avenger (Warjack)
5x Hunter (Warjack)
5x Arcane Tempest Gun Mages
5x Trencher Heavy Artillery Team
1x Lt. Allister Caine (Warcaster)

Orange gains 2x Arcane Tempest Gun Mages and 1x Trencher Heavy Artillery Team to complement their rank-and-file.
Since the Orange detachment already had access to 3 different Warjacks, then the additional Warrior options are welcome.

Yellow gets 1x Avenger to bring the Warjack options to 3, whilst also getting 3x Trencher Heavy Artillery Team.

Green gets 3x Hunter and 1x Trencher Heavy Artillery Team for a color that already has quite a few Trencher units.

Blue gets 2x Hunter and 1x Avenger, which brings you up to 4 different options for Blue warjacks.

Purple just gets 3x Arcane Tempest Gun Mages who bring a nice ability (Rune Shot) to pick one of two different Special Abilities during each Attack.

Red is where the biggest guns live, so it makes sense they get 3x Avenger, who instantly become Cygnar's biggest Warjack with the ability (Quake) to force enemies to discard once it gets destroyed.

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Protectorate Of Menoth (21)
5x Redeemer (Warjack)
5x Vanquisher (Warjack)
5x Deliverer Skyhammers
5x Deliverer Sunburst Detachment
1x The High Reclaimer (Warcaster)

Orange gets 2x Redeemers and 2x Deliverer Skyhammers, giving Orange 3 Warjack options and the new Deliverers sub-type that lets you destroy a 2-health enemy card after your attack.

Yellow gets the most help, with 3x Redeemers and 2x Deliverer Sunburst Detachment, which means a choice of 4 different Warjacks in the color along with a useful duo of artillery.

Green gets 2x Deliverer Skyhammers and 1x Deliverer Sunburst Detachment for recon option.

Blue gets 2x Vanquishers to help out the Veteran-centric detachment rank.

Purple collects 1x Deliverer Skyhammer and 2x Deliverer Sunburst Detachment.

Red is where 3x Vanquishers land, giving Red a useful (albeit expensive) 2VP option.

The High Reclaimer has a useful ability to bring a 3-health (or less) Warrior from your discard pile along with him during his Rush.

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Khador (21)
5x Berserker (Warjack)
5x Decimator (Warjack)
5x Man-O-War Bombardier Korps
5x Winter Guard Artillery Korps
1x Koldun Kommander Aleksandra Zerkova (Warcaster)

Orange starts off with 3x Beserker, a chunky cheap option that unfortunately blows up after all enemies are gone, and 1x Winter Guard Artillery Korps.

Yellow sports more Warriors in the form of 2x Winter Guard Artillery Korps and 1x Man-O-War Bombardier Korps.

Green, a color with limited Warjack options, gets 2x Berserkers and 2x Winter Guard Artillery Korps.

Blue loads up with 3x Man-O-War Bombardier Korps, helpful in that it continues the helpful and unique Khador tradition of 2VP Warriors.

Purple hauls 3x Decimators into battle, serving as a nice one-Warjack-wrecking-crew with the ability to double its Power if alone.

Red samples from the most powerful of Khador's forces with 2x Decimators and 1x Man-O-War Bombardier Korps.

Zerkova is a fragile Warcaster, but brings the ability to zap any card at an Attack back to its owner's hand.

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Cryx (21)
5x Defiler (Warjack)
5x Leviathan (Warjack)
5x Revenant Cannon Crew
5x Revenant Rifle Crew
1x Lord Exhumator Scaverous

Orange starts off with 2x Defilers, providing another Warjack option at the Recruit level, and 2x Revenant Rifle Crew that allow you to return Revenant cards to your hand after killing enemies.

Yellow slots in with 1x Revenant Rifle Crew and 3x Revenant Cannon Crew who also provide easy movement shenanigans by moving Revenants to a location from your hand for free if you manage to knock out some enemy units.

Green stocks up on 3x Defilers to add another 3-war-cost Warjack to Green's stable of low-cost, low-impact ranks.

Blue is home to the first 2x Leviathans.

Purple welcomes an even split of 2x Revenant Cannon Crew and 2x Revenant Rifle Crew.

Red gets the bulk of the 3x Leviathans, who bring a somewhat low Rush cost of 7 but with similar stats as the Core Set's Desecrator.

Lord Exhumator Scaverous is like a walking coupon that lets you reduce the Purchase or Rush price of your cards by 1.

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Darth James
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I have seriously considered pulling the trigger on High Command expansions multiple times in the past, and each time I talk myself out of it. I think we feel a little too ambivalent about the core game to justify purchasing expansions, and nothing I've read about the expansions seem like they shake up the core game too much.

Maybe when they introduce a campaign mode or something similar, we'll jump on that.
 
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fightcitymayor
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EvilPandaPirate wrote:
...and nothing I've read about the expansions seem like they shake up the core game too much.
I think Privateer Press has done a fine balancing act with the expansions so far, given that W:HC is a deckbuilder and not a CCG/LCG. When doing these 84-card small expansions it becomes necessary to not toss in anything that totally busts the game, but still gives you options within the existing framework of the deckbuilder. So you're right, if the Core Set wasn't to your liking, then don't expect expansions to totally transform the game, as they are more for increasing your existing options.

At GenCon this year, PP is set to introduce a brand new W:HC Core Set featuring 4 new factions: Retribution of Scyrah, Convergence of Cyriss, Highborn Covenant, and the Four Star Syndicate. They also are slated to release the first W:HC Campaign Pack, Invasion of Sul, that provides all new locations & Winds Of War cards to totally change the flavor of games.

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Darth James
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fightcitymayor wrote:
EvilPandaPirate wrote:
...and nothing I've read about the expansions seem like they shake up the core game too much.
I think Privateer Press has done a fine balancing act with the expansions so far, given that W:HC is a deckbuilder and not a CCG/LCG. When doing these 84-card small expansions it becomes necessary to not toss in anything that totally busts the game, but still gives you options within the existing framework of the deckbuilder. So you're right, if the Core Set wasn't to your liking, then don't expect expansions to totally transform the game, as they are more for increasing your existing options.

At GenCon this year, PP is set to introduce a brand new W:HC Core Set featuring 4 new factions: Retribution of Scyrah, Convergence of Cyriss, Highborn Covenant, and the Four Star Syndicate. They also are slated to release the first W:HC Campaign Pack, Invasion of Sul, that provides all new locations & Winds Of War cards to totally change the flavor of games.



Thank you for this information, especially the bolded part. I think we will wait to buy any expansions until the campaigns become available. We really want to like the game, in spite of its flaws.
 
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