Late 606 AR. Kommander Zoktavir – the Butcher of Khardov – has become even more feared than before, even amongst his own troops. Elsewhere, Lord Commander Coleman Stryker has convened with the king during a secret meeting, Hierarch Garrick Voyle still leads the One Faith of Menoth as staunchly as before, and Skarre Ravenmane is as loyal to Lich Lord Terminus as ever. All of these warcasters, priests and leaders have learned, though. They have grown, gained experience. And wars still continue to ravage the Iron Kingdoms…
Warmachine: Superiority is the fourth book in the Warmachine series, following Prime, Escalation and Apotheosis. The stories which ran through these three books are continued here, but, even more importantly, some new rules and a lot of new and renewed models are presented.
Mechanics
Superiority finally presents a long-awaited new troop type: cavalry. The cavalry formation is introduced, as well as several special rules. Cavalry models are able to ignore intervening models with smaller bases and can combine their movement and action in a ride-by attack. After the combat action is finished, the cavalry miniature is able to finish its movement, but that is not all. When charging, cavalry models that have moved at least 3” make impact attacks with their mounts if they contact other models along the way. This makes them fearsome foes indeed, even though the mounts’ STR stats aren’t added to their POW when resolving damage. However, these models have high ARM scores and multiple damage points, making them well worth the cost.
Dragoons begin the game mounted, but are able to dismount. This usually leaves them a lot more vulnerable, but it does add some interesting tactical options. Also, dragoons behave far more realistically than cavalry models in many other wargames, since usually such minis are treated as single figures.
Superiority also revisits the rules on attachments (one or more models that can be added to certain units), epic warcasters (warcasters who have changed tactics, abilities and weaknesses by gaining more battle experience) and mercenaries. There’s not much in the way of crunch here, as most of the rules are found in the individual descriptions. Contracts (mercenary army lists) have previously appeared in the Privateer Press magazine No Quarter and four of them are presented here: the Four Star Syndicate (a shadowy, cutthroat organization), the Highborn Covenant (an effort by Lael exiled nobles to fight the Khadoran occupation), the Seaforge Commission (which is made up of Rhulic and Ogrun mercenaries) and Magnus’ Agenda (led by – of course – the enigmatic Magnus).
Factions
All of the standard factions, as well as the mercenaries, are presented in a similar way. There’s a short story introducing each one, followed by stats for (in most cases) one epic warcaster, one light warjack, one heavy warjack, two (infantry) units, one cavalry unit and four solos and/or attachments. Also included are pictures of the new models, an expansive discussion on the army structure (including a nice one-page diagram), and several battlegroups.
Cygnaran troops are given more direct firepower, with Epic Captain Allister Caine toting two Spellstorm Pistols and sporting a small array of spells and special abilities to enhance their effectiveness. The Grenadier light warjack has a grenade launcher that can ignore intervening models and with which it can make one additional attack without spending a focus point for each Trencher model in base-to-base contact, up to a maximum of two. If you’re fighting a Grenadier, you’ll want to kill off the Trenchers… fast. Its bigger cousin, the Hammersmith, can make an additional attack with its hammers and is able to push back other models. The rangers have some interesting special abilities, while the storm lances cavalry units are equipped with deadly electro lances. And then there’s the Stormguard (touting nexus generators and voltaic halberds), the long gunners (who are able to use suppressing fire), trencher officers, trencher grenade porters, and solo Captain Finn.
The Protectorate of Menoth includes Epic Feora, Protector of the Flame, and that title is to be taken quite literally. The dervish is a light warjack that can make chain attacks and combo strikes with its twin swords, while the Castigator’s Flame Fists can set other models on fire. The Daughters of the Flame are very dangerous opponents, as they (amongst other things) can move through other models, are able to deploy in advance and can use an assassination attack. This special ability allows them to combine their attacks to a deadly effect. The vengeful Exemplar Venger cavalry models use blessed lances that ignore certain spell effects, much the same as the Exemplar Errants’ blessed crossbows do. This faction includes three solos and the Temple Flameguard Officer attachment.
Epic Kommander Orsus Zoktavir (‘the Butcher’) of the Khador has a lot of abilities revolving around rage and the ability to dish out a massive amount of damage. The Spriggan – a heavy warjack – is surprisingly agile, as it can move through any small-based models, at the same time making trample attacks. It also has two grenade launchers, an assault shield and a war lance. The Khador cavalry unit – the Iron Fang Uhlans – have a very versatile set of special abilities, such as the ability to make melee attacks with their mounts, form a defensive line, or move across rough terrain and obstacles without penalty. Three units are presented: the fearless Man-O-War Demolition Corps, the carbine-armed Assault Kommandos and the Winter Guard Field Gun Crew. There are two attachments (one unit attachment and one weapon attachment) and two solos here as well.
The Cryx now have an Epic Skarre, Queen of the Broken Coast, and the pirate theme set by Skarre is continued with the Black Ogrun boarding party (infantry) and the Satyrix Raider Sea Witches (unit attachments). The Helldiver (a bonejack) can borrow and leaves 5” sinkholes and the Harrower helljack is a fearsome, amphibious soul reaver that is able to cross all kinds of terrain easily. The ghostly Bane Knights look great alongside the Captain Rengrave solo model (think Pirates of the Carribean meets Sandman here, folks). Soulhunter cavalry minis (their low ARM is balanced by self-repair abilities) look like degenerate centaurs, while the Brute Thralls can catch target models in their iron grip. Finally, Bane Lord Tartarus – a centuries-old general – is presented.
The mercenaries include warcaster Ashlynn d’Elyse (a former member of the Royal High Guard), the sadistic Durgen Madhammer (who uses several kinds of specialized ammunition), Magnus the Warlord and his Mechanikal Arm, the Grundback Blaster and Wroughthammer Rockram Rhulic mercenary light warjacks, the Vanguard light warjack (which is equipped with a cool-looking shield gun and a guisarme), the Mule heavy warjack, three more units and four more solos.
It should be evident that most of the factions are pretty specialised: Cygnaran troops excel in firepower, the Protectorate of Menoth models are deadly close combatants, the Khadorans have good manoeuvrability and the Cryx are a versatile lot that depends on its soul-reaping abilities. As for the mercenaries: their abilities vary wildly, as they should.
Look & Feel
The art is – again – superb, and care has been taken to mirror each faction’s uniqueness in its illustrations. What’s more, most of the models are beautifully sculpted and the pictures presented here are excellent.
Even though some of the models have appeared before, most of the minis are new. The short stories are fun to read and set the tone for each faction, drawing the reader into the setting. Superiority is more of an army book than anything else, though, and players should probably buy this book if they’re considering to purchase some of the new models. Still, even if no extra money is going to be spent, Superiority may be bought for the art, its value as the fourth instalment in a series, or its short stories.
Dirk Vandereyken
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