Wtf?
I know these games by title and type but I did not know mechanics specifics. They seem very close* to what I am trying to design at the moment -or rather what I am trying to design seems close to this. Still not exactly the same but a very similar thinking. I have to check them out.
*I also have gone the way of the 2d6 mechanic and a focus idea but from what you are describing here focus implementation seems different in my design.
Well then, you should definitely check them out. I would suggest both games because each one implements their resouces in a slightly different way (Focus <> Fury). What I found interesting is that the game is very cinematic because of the dynamic values (boosting). Since Focus/Fury are parceled out in every game, every game is quite different.
A unit without Focus/Fury acts the same (as is expected). However, a unit with Focus/Fury hits harder, more often, activates special abilities, and is granted more attack actions. A simple analogy would be chess. What if players were allowed to "spend Focus/Fury" for moving one additional square? A pawn would be able to take two pieces in a single turn. What happens is the game is harder to predict. The results vary based on Focus/Fury spent vs points unspent. There is a flat defensive bonus for points unspent. Remember the 2D6 system greatly rewards even small modifiers (Bell Curve) so by not spending you can deflect anticipated attacks and counter against an opponent whose attacks are static.
I realize I'm speaking in generalities but I don't want to breach any IP constraints. I suppose a simple example might be required to make some sense. I'll try and keep it generic.
Warjack Big, Slow and Strong vs Warjack Small, Fast and Weak
Fast attacks strong
1) MAT (Melee Attack) 4 vs DEF (Defense) 10 - since attacks are made with 2D6 the chances are quite high (72.2%) that Fast will roll a 6 or higher to hit.
2) Damage - Slow has a high ARM (Armor) value of 20. In the game, armor varies greatly because weapons are composed of two stats that add damage and the game favors aggression (damage is likely to occur). All damage over armor is taken point by point, unlike some games where any hit produces a static value of one wound. Fast has an average Melee Damage of 12 meaning it will not cause much damage on Slow even on a maximum roll (4pts). Fast would want to boost the damage roll otherwise there's a 73% chance that Fast won't cause a single point of damage. By boosting (rolling 3D6 to damage) Fast will increase the likelihood and amount of damage caused on slow.
The boosting attack dice also increases chance for critical hits. A critical hit in the game is any double. That means most critical hits will occur about 1:12 (because all 1's auto miss and rolling double 2's or double 3's is below mean so it usually doesn't hit; except in the Example of Slow v Fast). This is important because many attacks have critcal effects such as slowing, immobilizing, sustained attacks, or armor piercing (to name a few).
My examples won't do either of these games justice. I recommend checking out both games since each handles their resource in a slightly different way. If I had to go with the "Better Game" it would be Hordes. I love WM but Hordes is the newer game which worked out a few of the "kinks" in WM. By "kinks" I mean resources are better generated and distributed. Also, it has rules for surplus that WM lacks, and which can be volatile (kinda adds a new twist).