Warmachine - Journeyman League
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Warmachine - Journeyman League

A slow-grow league for old and new Warmachine Players

By Critical Hit Games

Location

Critical Hit Games

2909 Emmorton Road Abingdon, MD 21009

About this event

  • 6 hours

Overview

Over a four-week period, players will grow a Warmachine force as they gain familiarity with the rules and experience with the models in their chosen army.

Each week is structured around a new scenario designed to teach players specific aspects of the game. As players complete weekly scenarios, they will earn commendations for their achievement and at the end will receive an award. 


Commendations & Rewards

Participants in the league are encouraged to play two matches per week, ideally against different opponents. With each match played, players earn a commendation recognizing their advancement in expanding their force and learning the new aspects of the game. If someone misses a week or a commendation, it is always acceptable for them to make up the game and receive their commendation at a later time. 


The Journeyman League kit consists of four universal widgets. The universal widgets should be made available to players on league nights during the four-week league and awarded to players who achieve at least six out of eight possible commendations during the course of the league.



WEEK 1 - BASIC TRAINING

Players will learn the basics of play using a Leader and a pair of Cohort models w/ preconfigured spell racks and load outs. By the end of the match, players should understand the phases of a turn, how to allocate focus, moving through rough terrain and over obstacles, using cover, charging, and power attacks.

FORCE COMPOSITION: 30 POINTS

  • 1 Leader
  • 2 Warjacks (Load Outs Preconfigured)
  • Spell Racks: (Preconfigured)
  • No Command Cards Used

OVERVIEW

Players earn points by navigating the terrain elements on the battlefield while performing basic combat actions.

SETUP

Players roll a d6 to determine who goes first, then they take turns placing four pieces of terrain each. Each Player must place at least one piece of rough terrain and one piece of terrain that can provide cover.


The First player deploys 6” from their chosen table edge.

The second player deploys 11” from their chosen table edge.

SCORING

Players earn points for destroying their opponent’s models:

  • Heavy Cohort Model - 3 points
  • Light Cohort Model - 2 points
  • No points are scored for destroying the opponents Leader model

A player can score 1 point for completing any of the following items, but each item can only be scored once per match:

  • Moving a model through rough terrain
  • Moving a model over an obstacle
  • Placing a model in cover
  • Charging an enemy model
  • Boosting an attack or damage roll
  • Casting a spell
  • Executing a power attack

VICTORY

The first player who has 9 points at the end of any round wins.

At the end of five rounds, if no player has scored 9 points, the player with the most points wins.



WEEK 2 - TACTICS & STRATEGY

Players expand their force with a solo and unit and learn the strategic benefits of command cards, unlock the secret of spell channeling, and experience the power of feats, all while continuing to gain experience in the basics of combat. 

FORCE COMPOSITION: 30 POINTS

  • 1 Leader
  • 1-2 Warjacks: Customizable
  • 1 Unit
  • 1 Solo
  • Spell Rack: Preconfigured
  • Command Cards: Preconfigured

OVERVIEW

Players earn points by executing power attacks, moving through rough terrain or over obstacles, finding cover, and eliminating their opponent’s warjacks.

SETUP

Players roll a d6 to determine who goes first, then they take turns placing four pieces of terrain each. Each Player must place at least one piece of elevated terrain.


The First player deploys 6” from their chosen table edge.

The second player deploys 11” from their chosen table edge.

SCORING

Players earn points for destroying their opponent’s models:

  • Heavy Cohort Model - 3 points
  • Light Cohort Model - 2 points
  • Entire Unit - 2 points
  • Solo - 1 point
  • No points are scored for destroying the opponents Leader model

A player can score 1 point for completing any of the following items, but each item can only be scored once per match:

  • Aiming a ranged attack
  • Gaining a defense bonus from elevation
  • Disengaging from melee
  • Charging an enemy model with a unit
  • Channeling a spell through an arc node
  • Using a Command Card
  • Executing a power attack
  • Running a warjack
  • Use a Leader’s Feat

VICTORY

The first player who has 9 points at the end of any round wins.

At the end of five rounds, if no player has scored 9 points, the player with the most points wins.

WEEK 3 - COMMAND & CONTROL

Players expand their force with an additional unit, command attachments, customize their spell rack and warjack loadouts before fighting strategic locations on the battlefield. 

FORCE COMPOSITION: 50 POINTS

  • 1 Leader
  • 1-2 Warjacks
  • 1-2 Units
  • 1-2 Command Attachments
  • 1 Solo
  • Spell Rack: Customizable
  • Command Cards: Preconfigured

OVERVIEW

Players earn points by securing terrain objectives on the battlefield.

SETUP

Place three terrain objectives on the battlefield as shown on the map below. A terrain objective should be about 3”-5” across so it is large enough to position multiple models around it or on top of it. Hills, buildings, and ruins make excellent terrain objectives, but anything can be used so long as models can be placed next to or on top of it.


Players roll a d6 to determine who goes first, then they take turns placing four pieces of terrain each. 


The First player deploys 6” from their chosen table edge.

The second player deploys 11” from their chosen table edge.

SPECIAL RULES

A terrain objective is secured when a player has two or more models within 1” of the terrain objective uncontested. 


A terrain objective is contested if both players have at least one model within 1” of the terrain objective when scoring would occur. A terrain objective is uncontested if only one player has models within 1” of the terrain objective when scoring would occur.

SCORING

Players gain 1 point at the end of each turn for each terrain objective they have secured.


Players gain 3 points at the end of a turn if they secure a terrain objective that was secured by their opponent at the beginning of the active player’s turn. 


A player can score 1 point for completing any of the following, but each can only be scored once per match:

  • Damaging the opponent’s Leader Model
  • Reducing damage to a Leader by spending focus
  • Healing a Leader by spending focus

VICTORY

The first player who has 7 points at the end of any round wins. At the end of five rounds, if no player has scored 7 points, the player with the most points wins.


WEEK 4 - FULL FORCE

Players compose a full 50 point force with no restrictions and then battle for glory as they experience, for the first time, the vulnerability of their Leader.

FORCE COMPOSITION: 50 POINTS

  • Leader
  • No Model Restrictions
  • Warjacks: Customizable
  • Spell Racks: Customizable
  • Command Cards: Customizable

OVERVIEW

Players earn points by capturing small objectives and securing terrain objectives on the battlefield with additional points gained the longer they can keep those objectives secured.

SETUP

Place two terrain objectives on the battlefield as shown on the map below. A terrain objective should be about 3” - 5” across so it is large enough to position multiple models around it or on top of it. Hills, buildings, and ruins make excellent terrain objectives, but anything can be used so long as models can be placed next to or on top of it.


Place three small objectives on the battlefield as shown on the map below. Small objectives should be about 1” - 2” across. Barrels, crates, and treasure chests make excellent small objectives, but you can use anything of the appropriate size to represent small objectives.


Players roll a d6 to determine who goes first, then they take turns placing four pieces of terrain each. 


The First player deploys 6” from their chosen table edge.

The second player deploys 11” from their chosen table edge.

SPECIAL RULES

A terrain objective is secured when a player has two or more models within 1” of the terrain objective uncontested. 


A terrain objective is contested if both players have at least one model within 1” of the terrain objective when scoring would occur. A terrain objective is uncontested if only one player has models within 1” of the terrain objective when scoring would occur.

SCORING

Players gain 1 point at the end of each turn for each terrain objective they have secured.


Players gain 3 points at the end of a turn if they secure a terrain objective that was secured by their opponent at the beginning of the active player’s turn. 


At the beginning of any player’s turn, if they are securing a small objective, they gain 2 points and the small objective is removed from the map.


A player gains 3 points if they destroy their opponent’s Leader.

VICTORY

The first player who has 7 points at the end of any round wins.


At the end of five rounds or at the end of any turn in which one player no longer has a Leader, if no player has scored 7 points, the player with the most points wins.