I doubt it. But if those things on the front were POW 21 cannons with a 6″ spray, I would totally buy it.



Since there is a link between the Iron Kingdoms and steam locomotives, I often read posts on the Privateer Press forums about model railroading. Most of the time the questions deal with scale and cost of materials. Most of the time the other people responding are correct. However, not always. Please refer to this link which helps describe the scales.I have been involved in model railroading since before I was ten. So I have a little information that I can supply about the right size of model railroad models that work with WARMACHINE and HORDES miniatures.∞Take a few minutes and watch this video: Introduction by Michael Gross. Also, be aware of this website as it offers excellent information.∞

The Big Question: SO WHAT?!

First, please understand that model railroading is a hobby all on its own. It has folks who are passionate about their hobby in the same way you love playing WARMACHINE or HORDES. So understand that model railroad models are relative to war game miniatures. They are Big Boy Toys and can easily get expensive. Second, wrap your head around the idea that model railroaders and their hobby shops are an awesome resource for the miniature wargamer. These guys tend to be good at making terrain and scenery. So they can offer tips and tricks that you don’t know or understand yet. Also, model railroad hobby shops have a great supply of tools and materials you’ll need for WARMACHINE and HORDES. So make friends with the local model railroad geeks. You might find out that they like miniature wargaming as much as you do. So find your local hobby shop, and start networking! Click this link for even more information.

What is the difference between gauge and scale?

Gauge refers to the distance between the inside edges of the running, or outside, rails on a piece of track. The most popular gauge of track in the toy train hobby is O (pronounced “oh”), which measures 1.25 inches between the running rails. Scale refers to the ratio of a miniature train’s measurements compared to the dimensions of a full-sized, or prototype, train. For example, an O scale train has a 1:48 proportion to the real thing, meaning that 1 inch on the surface of the model equals 48 inches on the surface of the prototype train. Toy train manufacturers generally have not made trains that are completely to scale because doing so might increase production costs and leave the trains unable to negotiate the sharp curves on typical layouts. Increasingly, however, firms are making trains that deserve to be called scale models. Article about Scales and Gauges.

Keep in mind that S Scale and O Scale are a little easier to find (especially on eBay) and less expensive. S and O both work just fine with WARMACHINE and HORDES models in size ratios. (Although the Black 13th might work better with OO scale models … because they are so damn tiny.) G scale is big and although it is idealistically the best to use with WARMACHINE and HORDES best the Iron Kingdom locomotives are B-I-G …  BIG! … the price is much higher and availability of G scale models can be tough depending on where you live.


What should I look for in buying a model train?

Modelers should consider these elements: realism, running capabilities, and level of detail. Beyond that, you’d use the same considerations as deciding whether to buy a $1,000, a $50, or a $5 watch. Obviously, there should be more inherent quality and value in an expensive locomotive, but the mid-priced version is often an attractive and well-equipped alternative. It’s the inexplicably cheap one that warrants caution. Check out eBay. And if you just want to buy a little toy train that you can hack up, convert, and paint for playing WARMACHINE scenarios then check out your local DOLLAR STORE, DOLLAR TREE, K-MART, AND WAL-MART. Especially at Christmas time they tend to carry plastic toy trains that are an excellent scale, and right price for miniature wargamers.

What types of track are there?

Besides the obvious size differences between O and S gauge toy trains, O gauge track comes in a variety of measurements that allow hobbyists to create circles of track with different diameters and so operate trains of varying lengths and sizes. O-27 track means you can build a circle of track with a 27-inch diameter. Shorter locomotives with a few cars run best on this track. O-31, O-42, and O-54 track can be used on most average-sized layouts, while O-72 track creates the largest curves for longer locomotives and trains. Operators seeking realistic track can select from GarGraves (available in rigid sectional or “flexible” versions), the 21st Century Track system by Atlas O, and the Rite-Trax system from MTH (a modular system with pre-formed plastic roadbed).

Types of track
Types of track

Where can I buy this stuff online?

Well, again, I encourage you to find local sources of model railroad supplies. You probably have a local hobby shop in your area that maybe doesn’t carry Privateer Press stuff, but does stock model railroading supplies. Go there. Introduce yourself. Meet people, and support your local hobby shop.

But beyond that, you can always check out eBay as mentioned before. Then you can shop around on the following website that I often shop:


Walthers Online


Train Universe


In any case, there are a couple of fun scenarios out there for WARMACHINE using model trains. Find whichever type of model train is right for you, and have some fun with it. Convert it, kitbash it, and paint it up. When you get your model done, please come into the Privateer Press forums and post the finish product. I’d love to see it.

Have a good one!

Keep rollin’ sixes.


Quick References for Warmachine/Hordes MKII

Quick References for Warmachine/Hordes MKII.




We gather here in DuBois every week to play WARMACHINE and/or HORDES and have a little fun. Some of the guys choose to use this time as an opportunity to try out ideas for their new “smash you in the face” tournament list. Others want to playtest models in a friendly game before they buy them. However, others of us use this time to try out new lists that probably would not survive in a tournament but seem like they might a fun to run at least once. But in the end, we all manage to get together, rolls some dice, and have fun.

I have recently decided to start thinning out my miniature collection. Although I like all the shiny silver models shoved haphazardly into dark colored foam that clutter my junk room, I just need to cull the hoard a bit. This has led to me going through my unpainted miniatures first. I sorted through saying “I never use this” and “I don’t even know why I have that.” So this led me to begin sorting out the stuff that I can let go and pass on to some other frothing gamer who wants my sloppy seconds. As they say, one man’s junk is another’s treasure.

But it’s also led me to the realization that I in all the years I have been playing WARMACHINE, I have yet to play some of the most basic of Warcasters and Warlocks. So before ditching them, I decided to give a few of them a whirl and see if I’m missing something good.

It’s kind of like when I eyed up the swwet potato french fried at Burger King and thought “maybe those are awesome and I don’t realize it.”   Turns out I was wrong,

I wasn’t missing anything. Ick. Sweet potato french fries suck. Just sayin’

… Anyway …

So here’s my list of Warcasters to test out in the next few months:

  1. Ashlynn
  2. Captain Damiano
  3. Broadsides Bart
  4. Shae
  5. Fiona the Black
  6. Madhammer
  7. McBain
  8. Kara Sloan

I’ll keep you updated on how things are progressing. For now, I have a hungry 8 month old to feed. Until next time, keep rollin’ sixes!

TUTORIAL – Gatormen Posse Upgrade!

Gatormen spotted in Chaos Wastes. Knights mugged for weapons. News at 11.

So like many Blindwater Congregation players I have 2 full units of the Gatormen Posse. I finished my 1st squad doing nothing special and decided I wanted to spruce up my 2nd unit so I started to search the interwebs. I stumbled onto these SKORNE Gatormen Posse and then it hit me. I just happened to have a box of Warhammer Fantasy Battle Chaos Knights because I was looking for a different steed for my Khador Fenris solo. So I basically had a ton of pieces left over and wouldn’t you know, there were 10 shoulder pads and a bunch of weapon sprues I could use. You of course can substitute any of this with anything you think would look better for your own force.


  • Hobby Pliers
  • Hobby Knife
  • Hobby File
  • Pin Vice
  • Formula P3 Pinning Expansion (0.50mm) or equivalent
  • Epoxy, Green Stuff, or equivalent
  • Super glue


View original post 210 more words



Just checking in for a quick post.

My most recent game was at G.O.D. club night against Khador247. He was using The Butcher and I fielded Lt. Allister Caine with a full complement of his Theme Force of Gun Mages. Both units had The Dude (you get an extra Dude with the Theme Force!) and they were ‘jack marshalling Cyclones. Caine had two Stormclads in his battlegroup, mainly because I wanted to see how the combination worked out since they are monsters in melee but also have the nice ranged attack.

Long story short, the armies chewed each other apart, and in the end Caine was facing off against The Butcher, a Juggernaut, and Saxon Orrick. I did the obvious tactic of a little shooting, and then Teleporting. The Butcher chased Caine around for quite some time.

In the end, The Butcher’s high armor won out. The managed to chase Caine down and cut him down with Lola.

The game was a lot of fun, and I enjoyed using my first and honestly favorite Warcaster.




 Tonight we played a 35 point multi-player “King of the Hill” game. It was a battle of four armies. Protectorate of Menoth (eSeverius,) (Khador (Harkevich,) Skorne (Xerxis,) and Mercenaries (eMagnus) faced off. We decided to limit the game to five turns, and made it that the army with the most Control Points at the end would win the game.

I was playing Magnus the Warlord, and the Seeds of Sedition Theme Force. My army looked something like this:

  • eMagnus
  • Renegade x2
  • Mule
  • Nomad
  • Rangers
  • Sword Knights (min)
  • Saxon Orrik
  • Orin Widwinter
  • Kell Bailoch
  • Trencher Master Gunner

Protectorate took the hill first. A unit of Bastions strode on to the hill proudly. Skorne was on the hill next, contesting it with a full unit of Ferox. eMagnus and his Bad Seeds came next, taking the hill with a Mule. Khador never made it to the hill, choosing to hang back and drop bombs on the enemy instead.

The last turn was, of course, the most exciting. Severius had already done some damage to Harkevich. Using Fires of Communion, he converted a Manhunter and three Man-O-Wars. The combined might of these three managed to strike a death blow to Harevich, laying the Warcaster low on the battlefield.

Having lost a Nomad to a vicious onslaught from a Bronzeback Titan, Magnus was down a Warjack. Saxon had been beat into the ground by the same Bronzeback, and Orin was splattered by a Crusader. The Sword Knights had been burned alive by a Rekoner. And one of the Obliterator rockets had been spent on a second Bronzeback Titan, but not before it had charged in and killed the Ranger unit.

eMagnus allotted 2 Focus to the Renegade with the Obliterator rocket intact, 2 to the Mule on the hill, and he kept two for himself. The hill was contested by three remaining Bastions, and a single Cinerator. Destorying these models would give eMagnus the hill, and using his feat would seal the deal preventing Skorne from moving towards the hill.

Kell Bailoch activated first, taking a shot at a Bastion, but missed. Not a good start to the dice rolling. The Trencher Master Gunner moved up, using his Scattergun to spray two of the Bastions. Although he didn’t kill either, he managed to do enough damage to weaken them significantly. EMagnus moved towards the hill, used Killbox to prevent Skorne from coming towards the Merc army or the hill, and then cast Mobility. He then used his Scattergun to spray the same two Bastions that the Master Gunner had shot previously. Excellent damage rolls destroyed two of the three remaining Bastions. This left a Bastion and a Cinerator on the hill. Victory was within Magnus the Warlord’s grasp.

The Mule charged forward at the Cinerator, smashing it to mush with the Battle Mace. The Renegade charged the Bastion, and sawed the warrior to bits with the Shredder. With all the Protectorate warriors now dead, the hill was uncontested and belonged to Magnus the Warlord.

On the next turn, Skorne activated and under Magnus’s Feat could not move towards the hill, or move in order to attack the Mercenary Force. Even the Cannoneer was too far away to target any models on the hill. Unable to do anything to affect the outcome of the game, Skorne ended their turn giving a Control Point to Magnus the Warlord.

The game ended, and Magnus was once again victorious!

That win puts me at 5-1 with Seeds of Sedition. It was a fun game, but very grueling. Fighting on all sides makes for a very challenging game.

No Quarter Covers Lock & Load! (via nqmagazine)

No Quarter not only has a new blog on but will be using it to give coverage of Load & Load.

Can’t make it to Lock & Load? Not to worry. No Quarter Magazine has you covered. Your friendly neighborhood editor-in-chief will be providing exciting coverage of the entire event starting first thing Saturday morning. Check back here for tournament results, interviews with staff and players, and tons of pictures of all the action taking place at Lock & Load GameFest 2011! -Aeryn … Read More

via nqmagazine


Hippie Powers Man!
Image via Wikipedia

Have I mentioned that I really like the Seeds of Sedition theme force?

A few weeks back a club night, we were short one player. So two of us joined forces with 35 point armies against a third guy who used a 75 point army. We used Mercenaries (Damiano and eMagnus) against Khador (eButcher and Irusk.) Long story short, although many Steelheads and Sword Knights had to die to get the job done, we ended up winning the game. Damiano cornered Irusk and cut him down while The Warlord chased The Butcher into the woods to seal the madman’s doom.

Last week, I faced off against Circle Orboros. The Circle Orboros is an alliance of magic-wielding hippy druids and their constructs, chompy beasts, and the savage half-naked Tharn. They are fast and maneuverable, and hit hard on the charge.

I play Circle myself, so I knew the challenges that I would be facing. I had my army made ahead of time, but my opponent had the luxury of eyeing my stuff up and creating a list based on what I already had on the table. He chose Balder the Stonecleaver, mainly because of Solid Ground, as well as, the ability to make forests to block my LOS. He chose to use a few extra Warbeasts probably because he could easily see that I had two Heavies (Defender & Mangler) and three Lights, including two Renegades and a Talon.

The battle went a lot like I thought it would. He did everything he could to block my LOS and constantly kept up Solid Ground in order to defend against Obliterator shots from the Renegades.  By the time the fourth round came knocking, most of my army was pushing up daisies. I had a few scant Sword Knights left along with Saxon, a single Trencher Scattergunner, a Renegade minus the rocket, and Magnus the Warlord.

None of the models were in a good place to do anything to Baldur to end the game.

I knew I had to draw Baldur out. I activated Magnus, cast Mobility for a little added SPD and Pathfinder, and then moved into a nearby Forest template. I sat on the rest of my Focus to boost the power field. Crossing my fingers, I ended my turn.

My opponent took the bait, looking to end the game. And honestly by all mathematical odds, he should have won. However, Baldur used Rapid Growth, Forest Walk, and then attacked Magnus. He only managed to land one successful blow, and didn’t do as much damage as he would have liked. Following up for the assassination, a nearby Woldwarden charged in and attempted to smash The Warlord to bits … and missed. Swinging with the second fist … miss. One more swing, and a hit. With the damage roll Magnus managed to weather the attacks and survived with two health boxes remaining. At the end of the his turn, I notice that Baldur has no Fury remaining.

I start out with the Mechanical Arm. I score a hit, Knock Down, and a little damage. Then, Foecleaver X goes to work. Foecleaver X has Armor Piercing special attack along with Powerful Attack. So, eMagnus took two big swings, and sent that hippie straight to Hell. I actually assassinated Baldur with Focus left over!

I am really enjoying the Seeds of Sedition theme list. So far, I’m 4-0-0 with the list if I include the win from the multiplayer game. It offers some cool stuff from the Cygnar range without having to actually play Cygnar. I have always been a big fan of Magnus in any flavor, so this theme force included in No Quarter was a happy surprise.

Anyway, thanks for reading. Keep on playing, and keep rollin’ sixes.


Gorten and his 'Jacks

A few Thursdays ago, I played a game of WARMACHINE using Gorten against Bloody Barnabas. It was the first time that I faced the Blindwater Congregation, and honestly didn’t know what to expect. The Blindwater Congregation is the second Minion Pact to be introduced in Hordes MKII. Its prime features are the hateful Gatormen, but other amphibious races like the Bog Trogs, Anuras, and Thrullg.

My opponent arrived expecting to play a 35 point game, but we’ve kicked it up to 50 point games on Club Night. So he had to cobble together a few extra models to fill out his list. I believe he added another Gatorman Posse, and Wrongeye & Snapjaw. He may have added a second Frog-Man too, but I don’t remember exactly.

Bloody Barnabas is a bad-ass. His fluff text says “Bloody Barnabas is an aged gatorman warlock and a veteran of countless battles. In the wilds of western Immoren, only a gator of surpassing strength and tenacity could hope to reach his level of combat expertise.” That’s for sure. He has so many special abilities! I mean Counter Charge, Tough, Unyielding, and a sick feat that knocks almost everything on it’s can unless you’re amphibious.

Luckily, my Searforge weathered the battle pretty well. I was using Gorten’s Hammerfall Irregulars at Tier 4. I sent my Hammerfall Gun Corps to their ultimate demise against his Gatormen and Warbeasts. They held out fairly well, but basically acted as a short lived tarpit and speed bump. I had two units of them, both outfitted with their unit attachments. The Theme gave them a lot of added ability to get up field, and this paid off in the end.

Each unit of Hammerfalls had a Bokur attacked to them. I had to commit the Bokurs to making key strikes to finish off models. Both Bokur managed to land decisive blows and remove important models from the table. One finished off a Gatorman unit that refused to fall, and another landed the killing blow on a very stubborn Blackhide Wrastler. In the end though, they were sacrificed for their utility. After landing the important charges on the opposing models, they got murdered with extreme prejudice. Ah, such is the life of a Bokur trying to prove his mettle.

My Gunbunnies didn’t do a lot at first, but they did manage to get tied up with a full unit of Gatormen. Mainly because he didn’t want them sending sprays on the advancing Gatormen. The melee became one where neither the Gunnbunnies or the Gatormen could really do much to the other, so that unit of Gators was tied up for the majority of the game. Now I have to admit that I didn’t plan this out. It just happened that way and worked out for the game.

My Artillery Corps didn’t have many targets, so they weren’t very useful in this game. Since most of the things I would have liked to have shot at were usually Submerged, it was hard to rain down death on anything. They manged to pull off one hit on Barnabas the whole game.

Herne and Jonne were awesome in this game. I took the chance at getting them right up front on the left flank, and it paid off. They ended the career of a Croak Hunter who got a little too close, and then spent a couple of rounds making craters around Barnabas with the  Barrage Arquebus. For whatever reason, they became key to the end of the game. I’ll explain that in just a moment.

My Two Drillers stayed close to Gorten, and dished out as much damage as possible to his various Warbeasts. Those things have thick hides, and are hard to put down. Luckily, the Drillers can hit hard and have high ARM. Again, the slow moving Warjacks didn’t get into the fight until the end of the game but Driler #2 landed a solid blow that ultimately won me the game.

Driller #2 - Ready for Action

In the end, it came down to Gorten facing off Old West style with Bloody Barnabas. The sneaky Warlock moved up to the front of the battlefield and popped his feat. Now the entire game I had been playing it safe with an early casting of Solid Ground with followup upkeeps until that very round. I got careless and forgot to declare that I was upkeeping the spell. With Solid Ground down, nearly my entire remaining army ended up Knocked Down. Thankfully, my opponent had some really bad dice rolls and nothing terrible happened as a result of the Feat turn. And Barnabas was left with no remaining Fury. That’s always a beautiful sight to behold …

I had to dedicate some focus to getting my Warjacks and Warcaster back on their feet, but I still had enough to finish the game. Now keep in mind that during this whole game the dice rolling was madness. My opponent was rolling high the entire game, and I was rolling so many 1’s and 2’s that I thought I was suffering from some kind of curse. But then on the Feat turn, Lady Luck smiled on my. Like I said, he rolled terrible … and my dice were coming up all sixes!

Rollin' Sixes!

The Warlock assassination went something like this: A single valiant Highshield (the only one still on the table) pinged Barnabas for a damage point thanks to a high damage roll. Herne and Jonne took a shot at Barnabas, and landed a hit with boxcars. The resulting damage roll was high, and I started to believe that I may be able to pull this assassination run off after all. Activating Gorten, he moved up for a shot …

… at this point, we had to determine if Counter Charge would go off. My opponent was somewhat confused at first, thinking that the 6″ Counter Charge range went up to 8″ due to Barnabas having Reach. He shoved his model up without allowing for a discussion of the rules, and suddenly we had a touchy situation. Without the ability to measure exactly where Barnabas was when Gorten moved, my gut started to hurt a little. (I hate winning a game with the possibility of “cheating” looming over my head.”)   We were discussing the situation when suddenly my opponent remembered that you can’t charge when you’re SPD is affected, and his had a spell up that had beefed up his DEF but lowered his SPD.  So we agreed that the Counter Charge couldn’t go off no matter what, and we continued the game …

… anyway … Gorten moved up close enough to get off a shot at Barabas. We had already determined that before the Counter Charge issue. I rolled, and scored a hit with Both Barrells. Using my precious little Focus to boost the damage, it left Barnabas with only a few Damage Boxes left. To end the game, Gorten sent in Driller #2. The Warjack used its only Focus to charge. It landed a hit, and managed to do enough damage to root out that nasty Gator!

It was a good game, and a much needed win for me. Until that point, I had been on a 4 game losing streak with Kraye.

The game was a lot of fun, and the Blindwater Congregation proved to be a tough nut to crack.

That’s all for now.

Keep on rolin’ sixes!