Turn-based tactical combat set in the award-winning world of the Iron Kingdoms. Command your custom squad of steam-powered robots and elite warriors in raging battles dominated by magic and mechanika. Battle in online multiplayer and play the epic 21-mission single player campaign!
User reviews:
Overall:
Mixed (782 reviews) - 49% of the 782 user reviews for this game are positive.
Release Date: Nov 20, 2014

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Recent updates View all (38)

March 25

March Megapatch!

25 March 2016

Announcements
-Ranked Quickmatch updated! Each player now chooses 2 squads from the same faction before searching for an opponent. Both players can see each other's 2 squads, but the final chosen squad is a mystery until deployment.
-Introducing Casual Quickmatch! Enjoy faster, tighter matches with sets of pre-made 25-point lists and 3 new 30x30 maps.
-A Brand New Main Menu!
-Many more tutorial prompts added to give more detailed instructions for unique unit abilities.
-New Model for Cygnar Trenchers!
-Weapons now drop from destroyed units.
-Unit limit removed from Squad Selection. You may now have as many units as your points allow.
-Leaderboards have been reset.

Balance Changes
-No changes.

Fixed Bugs
-The Nomad warjack is now able to perform a Trample power attack.
-Fixed an issue where Rahn's Telekinesis could not be cast on the same unit twice.
-The Mage Hunter Strike Force ability Misdirection now correctly prevents a target from charging the Strike Force.
-Energizer no longer allows a Shadowbind-affected unit to move.
-Feora can now target herself to allocate focus gained by her Wild Fire feat.
-Fixed instances where Feora's Wild Fire feat would not remove Continuous Fire from friendly units and transfer it to enemy units reliably.
-Protectorate Cinerator's Relentless Advance will no longer expire at the enemy turn.
-Fixed an issue where pressing the Delete Key would end the deployment phase before units could be deployed.
-Fixed an instance where warjacks with McBain's Failsafe spell would get a full advance movement when affected by Energizer.
-Darius's Crane can no longer be used after running.
-Stun Strike no longer causes an Electro Leap.
-Sorscha's Fog of War spell no longer acts as a Cloud Effect.
-Fixed an issue where sprint would not be granted if the enemy was killed on a charge.
-The Greylord's Blizzard spell no longer blocks line of sight to targets inside the cloud.
-The Bile Thrall's Bile Spill ability no longer applies continuous corrosion automatically.
-The Bile Thrall's Wretched Rain now properly applies terror.
-Ashlynn's Roulette feat no longer makes her units immune to electrical attacks.
-Assault no longer ends the Vanguard's activation and prevents him from buying more attacks.
-Greygore Boomhowler's Call to Action should now make all eligible units stand up from knockdown.
-Rahn's Telekinesis no longer does damage under his Arcane Alignment feat.
-Rahn's Force Blast should now push all affected enemy units.
-Rahn Telekinesis now properly expires from affected units after the turn ends.
-The Manticore's Covering Fire can now be placed in areas affected by Sorscha's Fog of War.
-Rahn's Balance weapon now correctly does Beat Back.
-Energizer no longer lets units affected by Shadow Bind move.
-Failsafe no longer prevents units from being dragged by the Reaper's Harpoon.
-The Iron Litch Overseer's Cloak of Darkness spell no longer grants stealth to enemy warjacks.
-Track ability can no longer be used after performing an attack.
-The ARM Reduction from the Trencher Grenadier's Rifle Grenade now appears on affected unit's unit card.
-Headbutt Tooltip now clarifies that it cannot affect larger models.
-The Revenger Warjack now defaults to its Halberd as its first selected weapon instead of its Repulsor Shield.
-Siege's Breach Feat now expires at the end of his turn and does last the entire round.
-Darius's Pit Stop Feat now allows Darius to repair Warjacks that are not in his line of sight, as long as they are still base-to-base.
-The Marauder's Combo Smite can now be performed while under Karchev's Unearthly Rage.
-Ashlynn's Quickdraw now functions properly after the first instance it is used.
-The teleport action of Feora's Firestep is no longer affected by rough terrain.
-Players should no longer be missing any available resolution options.
-Thunderhead's Energy Pulse will now properly apply sustained attack to stealth units at 6 squares away.
-Flashing Blade is no longer available after running.
-Flashing Blade no longer consumes initial melee attacks.
-Vryos Perfect Execution now properly grants 2 focus when friendly faction units make kills.
-Severius's Divine Might feat will no longer block focus regeneration gained by other Warcaster feats.
-AOE attacks that scatter should no longer scatter over 6 squares.
-Jake's Positive Charge spell now properly gives bonuses to infantry units around the affected Warjack.
-Magnus can now upkeep spells on his Warjacks without any free focus remaining.
-Trainyard's Player 1 and 2 deployment zones switched.


Known Issues
-Spawning Darius's Half Jacks into an Remains-In-Play effect may crash the game or cause a stuck activation. Please avoid spawning Half-Jack within RIP effects.
-Enemy Cinerators in Mission 7 may become stuck if the player runs their army to the mine when the Mission begins.
-Framerate may drop or hang during the AI turn on Single Player and Skirmish Matches with heavy troop numbers or systems with minimum required hardware.
-Using assault on a target near cover may on rare occasions leave the UI hanging on a ranged attack button.
-The Free Strike Warning message may appear randomly if you cancel a movement that would incur a free strike and move a different unit.
-A warjack's model may not despawn if killed while knocked down.
-Boosted damage rolls on Thresher will affect all enemies instead of just the primary target.
-Quickwork does not activate on Ravyn after killing units with Thresher.
-Rahn cannot target himself with Telekinesis.
-The Targeting panel of Siege's Ground Pounder ability does not allow the player to boost the ability, but it can still be boosted with hot keys.
-Rare crash may occur on certain GPU/hardware configurations.
-There are currently no Hotkey settings in the Options Menu. Keybindings can still be set in the in-game options menu.
-Depth of Field setting currently does not function.
-If you experience a crash, please email us with the circumstance of the crash, your dxdiag file, and your warmachinegame.log file.
-Please check our Known Issues Mega List in the Bug Reports page on our forums for a full list of Known Issues.

And your patch notes video: https://www.youtube.com/watch?v=PGXHIqztnS0

7 comments Read more

January 12

WARMACHINE: Tactics price reduction and upcoming changes

The price of WARMACHINE: Tactics base game has permanently dropped to $19.99, with also a reduction in DLC price!

With our most recent December patch, players additionally have access to a ton of new units, a new multiplayer Trainyard map, visual and performance upgrades, and more.

We have another major patch underway that will bring with it huge improvements to our multiplayer matchmaking system - 2 list format ranked play and 25 point list casual quickmatch, as well as updated menus and the queueing capabilities, pre-game match information about your opponent, and an XP ranking system. This will all coincide with iniatives from our community team to further invigorate our competetive tournament play!

18 comments Read more

Reviews

“Overall, Warmachine: Tactics early access is a blast to play for new initiates or grizzled adepts alike. For those already introduced to the tabletop game, they will find an excellent translation of the miniature combat, but now with living, breathing characters destroying each other as opposed to being put back in their foam. Those that have not yet joined into the geekcraft of wargaming will find an enjoyable, challenging player-on-player experience that is pleasing to the ear and the eye alike.”
4/5 – Nerd Reactor

“Gameplay, overall, in Warmachine Tactics is a blast. It’s not without its minor flaws, but getting to get into the nitty gritty of each unit and doing cool things like combined attacks, casting spells with your warcaster, or slamming your opponent to the ground with a warjack are sheer joy.”
The Dread Gazebo

“"I feel like someone opened the Ark and I wasn't closing my eyes..."”
4.5/5 – Hot Pepper Gaming

About This Game

In WARMACHINE, the very earth shakes during fierce confrontations where six-ton constructs of iron and steel slam into each other with the devastating force of a locomotive, where lead-spewing cannons chew through armor plating as easily as flesh, and where bold heroes set the battlefield ablaze with a tempest of arcane magic as they forge the fates of their unyielding nations in the fires of destruction.

Take control of an elite battle mage known as a warcaster and his army of unstoppable warjacks and deadly soldiers in this intense and aggressive turn-based tactical combat game set in the award-winning, steam-powered world of the Iron Kingdoms.

WARMACHINE: Tactics is a next-generation turn-based tactical game developed with the Unreal 4 engine. Cutting-edge visuals, an immersive world setting, and squad customization features offer a rich multiplayer experience along with an extensive single-player campaign that will appeal to fans of revered tactical games like X-Com: Enemy Unknown and The Valkyria Chronicles.

Learn more about the WARMACHINE: Tactics and the Iron Kingdoms at: http://warmachinetactics.com


Features:
ONLINE MULTIPLAYER

• Four armies representing the four core factions of the Iron Kingdoms. Each army contains three Warcasters, multiple Warjacks, and multiple Warrior units!
• A point-based squad customization system that allows you to decide exactly what units and strategies you take into battle!
• Five multiplayer maps: Forest Ruins, Trenches At the Border, Swamp Bridges, Orgoth Ruins and Snowy Valley. New Multiplayer maps will release regularly, always for free!
• An epic single-player campaign featuring 21 missions and an engaging storyline that will immerse you in the world of the Iron Kingdoms!
• AI Skirmish Mode!

DEMO Features:
ONLINE MULTIPLAYER

• Four armies representing the four core factions of the Iron Kingdoms. Each army contains one warcaster, two Warjacks and multiple Warrior units!
• All available multiplayer maps!
• Three missions of our epic single player campaign!
• AI Skirmish Mode!

Join the fight, now!

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows Vista 32/64 bit
    • Processor: 2 Ghz Quadcore or Better
    • Memory: 4 GB RAM
    • Graphics: Intel HD4000
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 30 GB available space
    • Sound Card: Soundblaster Compatible
    Recommended:
    • OS: Windows 7 (SP1)/8 64bit
    • Processor: 2 Ghz Quadcore or Better
    • Memory: 8 GB RAM
    • Graphics: NVidia GTX 670/AMD Radeon or HD 7870 w/2GB VRAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 30 GB available space
    Minimum:
    • OS: 10.9.2
    • Processor: 2 Ghz Quadcore or Better
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5000
    • Network: Broadband Internet connection
    • Storage: 30 GB available space
    • Sound Card: Internal solution
    Recommended:
    • OS: 10.9.2
    • Processor: 2 Ghz Quadcore or Better
    • Memory: 8 GB RAM
    • Graphics: NVidia GeForce GTX 780M/AMD FirePro D300 w/2GB VRAM
    • Network: Broadband Internet connection
    • Storage: 30 GB available space
Helpful customer reviews
88 of 104 people (85%) found this review helpful
39.9 hrs on record
Posted: November 3, 2015
The game it self is fun and i really like to play it, the mechanics of the tabletop are nearly caught in the game, but what makes me really sad on this game are the politics of payment.
With the basegame you get four factions with 3 casters 3 light, 2 heavy jacks and 5 warriortypes to chose from.
Each other added faction or model has to be bought separatly.

In fact: I bought a fullprice game and got between 30% - 50% of a game and for the rest of the game i´m supposed to pay again and keep in mind it was a kickstarter-project so they already got money during development.

I have to say: It is a huge shame to see the pc adaption of a wonderful tabletop like warmachine end up like this.
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44 of 47 people (94%) found this review helpful
3 people found this review funny
38.8 hrs on record
Posted: February 18
The big problem with Warmachine Tactics is that I kept finding myself ask 'who thought this bit was a good idea?' while playing it. While there's a whole host of performance and mechanical issues with the game, the reason why I keep uninstalling it is because far too many design choices are simply self-defeating.

Here's a few of them:
-No saving in single player missions.
-seemingly unskippable cutscenes (which can easily last 5 minutes, making replaying a mission truly obnoxious).
-no way to leave multiplayer quick match without force quitting.
- the utterly bizarre decision to fill cutscenes with frozen characters. Descends into farce when the camera zooms into motionless characters' faces when delivering exposition.
-The conversion of the Warmachine ruleset into something where it feels like absurd effort has thrown at the simplest of enemies.

None of these seem to be design features that should have escaped QC, let alone early access. In particular, the unskippable, farcical cut-scenes smacks of a hole in the budget that got filled in an 'arty' fashion. Game balance feels truly out the window, simply because everything feels extraordinarily pillow-fisted, so massive effort has to be hurled at largely inconsequencial enemies.

The main gameplay feels like a kludgy, sticky mess where you often feel like you're fighting the controls more than the enemy. The AI is pants-on-head dumb, making Skirmish mode some what akin to shooting fish in a barrel. The conversion of the Warmachine ruleset often feels extraordinary restrictive and often poorly signalled (it is often hard to tell a unit's facing, which makes the facing rules a frequent pain). Knowledge of the tabletop game feels essential to making the game playable, yet the game doesn't clue you into the changes it's made to units' abilities so even that knowledge is often wrong. Mechanics and effects often feel wonky or unpredictable (I've watched an electro-leap leap to an enemy a screen away, which basically the opposite of what it's supposed to do). It often feels like the camera is deliberately annoying you, hiding itself behind terrain when you're trying to see what's going on.

Multiplayer feels extraordinarily hampered by a limited pallette of options as well as the aforementioned Quick Match issue. Frankly, I've gotten one game of multiplayer in the year I've owned the game. Apparently, multiplayer missions have flags and killboxes, but I've no idea what either looks like because the game doesn't seem to show them.

The core campaign is little better. It's your bog-standard 'discover macguffin, fight to macguffin, fight off people who want it, then destroy it' plot that seems to be the default RTS plot design and Sturgis might as well be called 'Arthas' for the originality in his contribution. Due to Jakes being as pillow-fisted as the rest of the units, the missions often feel like they've got a reversed difficulty level, with some of the toughest missions coming at the start and the late game missions feeling much easier. Again, the AI is dumb as a box of bricks, often letting you dictate the pace of missions because enemies often won't activate until you attack them (the sterling winner has to be a late mission, where the Butcher will gleefully run around in front of your guns like a headless chicken). Mission design itself often feels profoundly unfun, with many missions with multiple fronts, something that just doesn't work with the Warmachine game mechanics. The game often doesn't signal the arrival of enemy reinforcements, leading to you often just spotting reinforcements by accident halfway through a turn. I shouldn't have to play 'hunt the mechanithrall' at the start of the turn, but there's no better way to check you know what's going on. Missions often require you to keep a number of character units alive, but this often causes auto-wipes half-way through missions as they're profoundly squishy. Special marks have to go to the second longest running character in the campaign, known either as Sarge or 'Trencher Sergeant'. Looking identical to his fellow Trenchers, he's easy to lose to enemy attacks and suffers the indignity of never being given an actual name.

The unit selection feels a lot like someone went through the minature game, picked their favourite models and stuck them in. In particular, once you've unlocked Jakes' feat, it really doesn't feel like it works well with the rest of the Cygnaran army. It's a close combat buff, but there's only two melee infantry available and one of them already has all the buffs she hands out. There's also a paucity of repair units, which only makes the campaign harder. The 'alternate weapon' variants of infantry (like the Trencher Grenadier and Winter Guard Rocketeer) have almost identical (if there is a difference, I haven't noticed it) appearances, which means you often have no idea what the enemy troops are armed with until they fire it at you.

So the big question is 'can this be fixed?' I really don't think so. The game cries out for a complete overhaul of the mechanics, but that'll take ages and if it hasn't been done yet, I doubt it's ever going to happen. Fixing the awful cutscenes would cost a ton. Realistically, the only things that can be overhauled are the array of bugs and poor design choices. An option to save during missions and skip cutscenes would be a nice start to making this a lot more user friendly.

So in the end do I recommend this game? No. It simply never feels fun to play. While it has a few bright spots (a late game stealth mission is surprisingly fun for a stealth mission) the single player has a difficulty curve more akin to a roller-coaster, terrible cut-scenes and profoundly bad mission design. Skirmish mode is as challenging as beating a puppy and just as much fun. Multiplayer seems to be completely dead. It's a shame, but that's the truth.
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62 of 77 people (81%) found this review helpful
4 people found this review funny
5.7 hrs on record
Posted: December 4, 2015
It's just bad. How can it be this bad? Really, how can it?

Yes, it horribly mangles the Warmachine ruleset. Yes, its controls are counterintuitive, unresponsive, and poorly designed. Yes, its ugly. Yes, its boring and repetitive. But somehow, that doesn't even really sum it up... there's something more, something worse than the sum of its parts.

It's just a bad game, get Mordheim instead :/
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20 of 24 people (83%) found this review helpful
182.0 hrs on record
Posted: November 17, 2015
I play this game a lot more than i really should, becuase i love warmachine, but make no mistake this is a bad game.

The single play campign is good fun, a few 'bugs' spoil the experince (graphical problems, a cliche plot and awful AI, but the difficulty of the game offets this some what)

I'd also say there just isn't enough *stuff* faction wise, i know you can't have every single unit privateer ress has ever released, but it'd be nice if there where more units, as it is you can pay £5 (about 10 dollars) for two new units, which is fairly close to the price of buying an actual model -which is ridiculous as it only needs designed and programmed once, unlike a physical model-. I'd happily pay about 20-30 quid (40-60 dollars) for a books worth of stuff but the prices as they are need to be fixed, come on guys you're not GW.

The skirmish mission just plain awfull, the computer barely knows how to use anything, and regually skips terms even when there's a clear opurtunity to attack, i find myself making armies that I think the computer can use easily.

Having said that I play this game about 2-4 hours each week and it's okay, but really it feels like a beta,
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17 of 19 people (89%) found this review helpful
43.0 hrs on record
Posted: December 27, 2015
TLTR: 3/10. Bad UI. Bad gameplay. Bad board-game port. Bad graphics. Bad sound. Bad skirmish-mode. Bad campaign. Good not one thing I could find. I've been trying to force myself to play this game in the hopes of eventually liking it, but but I cannot find a single redeeming quality.

28. Des. 2015 - One year after release.
UI: Mouse-clicks need to hit the correct pixel to choose units, meaning I need to click 3-9 times every time I want to choose a new unit. UI is otherwise very clunky and dependent on on-display buttons to control your units, which slows down gameplay to a crawl. Plenty of UI glitches causing unit-control to fail and causing a turnover for my most powerful units.

General Gameplay: Developers chose an engine what was unable to handle the board-game. The result is a game uning the Warmashine brand without being Warmachine. Everything in this game is a poor look-alike. The difference in particular doesen't use the PC-medium to improve gameplay, rather being a result of poor development and decisions. The developers also doesen't have a clue, evident in the many many unelegant solutions for gameplay and presentation. They made mistakes I haven't seen in PC-games since the 90s.

Graphics and Sound: All the lines are too soft, affording the game a generic cartoonish look. The colors are way too vibrant. The music and sounds are very repetitive and I turned them off after playing for about an hour. I was getting a headache.

Skirmish and Multiplayer: The maps are very small, leaving no real room for manouvering. The game is so poor that the entire worldwide playerbase can be measured in two digits, making finding players for mm a chore.

Campaign: The missions are drawn-out and have an unappealing design. The dialogue make me cringe, and are partially unskippable. Cutsceenes are ugly, meaningless and unskippable. The mission objectives are very unclear (Example: Protect the train - but the train is 1/4 of the scenario graphics and there is no way of knowing which pixel you need to protect or how fast and under which conditions the enemy can harm it. Example: Move down the gorge - but the gorge have 3 directions and there is no way of knowing which way is "down".)
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