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Copy/Paste of the ClashMachine test rules in order to try different layout/text-editing.
ClashMachine
Clashmachine is a fifty point variation of Warmachine and Hordes. It has unique army construction rules, scenario elements unique to the format, and guidance on terrain that supercedes Steamroller recommendations.
Army Construction:
Clashmachine armies are fifty point Warmachine armies that follow most standard army construction rules, with the following changes.
The field allowance of most models (see point 2) becomes FA: 2.
For weapon attachments, this means that two separate units may field up to 3 of the same weapon attachment.
For models that can only be brought in multiples, such as Crabbits, FA:2 means bringing two cards worth of models. For Crabbits, this means that a player can pay 14 points for four Crabbits, as they are only available as 2 models for 7 points.
The FA:2 limit supersedes theme force benefits and requisition slots that allow a player to bring more than two of a model with extremely limited exceptions.
A player may field a maximum of: (This means that at most, a player may have four huge based models in one list.)
Scenario Elements:
Clashmachine uses two new types of scenario elements - a six inch square zone and a six inch diameter circular zone.
The following table lists the type of scenario elements used in Clashmachine and the model types that can score them. For the purposes of this document:
Battlegroup Commander refers to Warlocks, Warcasters, and Infernal Masters
War Machines refers to Warjacks, Warbeasts, Monstrosities and Horrors
Scenario Element | Scoring Model Type |
12 inch Circle Zone | Units, Battlegroup Commanders |
6 inch Circle Zones | Solos, Units, Battlegroup Commanders |
12 by 6 inch Rectangle Zones | War Machines, Battle Engines, Battlegroup Commanders |
6 inch Square Zones | War Machines, Battle Engines, Battlegroup Commanders |
Changes to Scoring:
A model/unit may only control one scenario element at a time. Contesting functions identically to the baseline Steamroller rules.
Units control a zone as long as one or more members of the unit that is in formation and within the zone. Battlegroup Commander units control a zone as long as the unit leader is within the zone.
Terrain Recommendations and Scatter Terrain:
Clashmachine is intended to be played with between 10 and 12 pieces of full size terrain and between 4 and 8 pieces of scatter terrain. Follow Steamroller terrain types and guidelines for placement when setting up a Clashmachine table with full size terrain.
The rules for Scatter Terrain are as follows:
Scatter Terrain is terrain that is approximately one square inch to four square inches in surface area.
Scatter terrain is considered to have a height of 1” regardless of its physical size.
Scatter terrain may not be placed within 2” of any piece of restricted terrain.
Scatter terrain provides cover identically to an obstacle, including the penalty to melee attacks made across it.
While advancing, models treat scatter terrain as open ground.
If a Huge Based model ends its movement overlapping a piece of scatter terrain, remove that terrain piece from the battlefield. It is not replaced for the duration of the game.
Large based and smaller models may not end their movement overlapping a piece of scatter terrain.
Win Conditions, Scoring Timing, and Game Length:
A game of Clashmachine consists of five rounds. Scoring happens identically to Steamroller, with the first points being scored on the second players second turn.
A player wins a game of Clashmachine if any of the following happen:
At any point they have five or more Control Points in excess of their opponent’s Control Points total.
The opponent’s Battlegroup Commander is destroyed.
They have the most Control Points at the end of the fifth round of play.
Other
Some random name suggestions:
ClashMachine
ScatterMachine
TeraMachine
DoomMachine
TerrainMachine
JungleMachine
GurkhaMAchine
Battlegroup Commander
Commander
Leader
Caster
War-Boss
War Machines
War/Stompers
Giants
Monsters
Hulks
Rooks