Showing posts with label Warhammer. Show all posts
Showing posts with label Warhammer. Show all posts

Sunday, December 03, 2023

Imperial Phase

I have the new Epic 2023 box and although I haven't played it yet -- ye gods, teeny tiny multi-part miniatures! How am I supposed to put those together at my age?! -- I have impressions of the first variety.
  • In terms of rules, it is pretty much second edition Space Marine/Titan Legions, which is good, as Space Marine 2 is the best wargame Games Workshop ever made. Fact.
  • Titans are simplified. I won't miss the aiming minigame, but the old location-based damage charts were fun. You can't blow their arms or legs off any more. (sad face)
  • Titans do still have huge reactor meltdowns when they die, and that's ace.
  • The terrain rules are new and very weird. They are a mixture of excessive detail (every inch of the board is one of about five different terrain types, which you have to track and have their own rules and modifiers) and odd abstractness (you may be able to draw clear and unobstructed line of sight to a model but if it's "within" certain terrain your models can't see it). There's also what looks like an orphaned reference to roads giving a movement boost, but no associated rules, which may be a case of earlydraughtitis, or just ambiguous writing; who knows?
  • Speaking of inches, everything is measured in them. This will make Jacob Rees-Mogg and the Brexiteers happy, and is better than that strange Pentagon-Circle-Triangle-Square thing GW did in Kill Team, but anything other than centimetres for Epic is abhorrent.
  • I'm not sure the Space Wombles can legally field all their models in the box, unless I've misunderstood the army building rules, which is very possible.
  • The rulebook could have been 100 pages thinner with the exact same content, but I think that's a battle we lost a long time ago.
  • The order counters are terrible. They are thin, cheap, and nasty, with none of the hefty girth of the 2e counters. Expect to see a swathe of variants on Etsy within days.
That all may seem overwhelmingly negative, but the core rules of the game are solid, and the miniatures are great, and I am keen to give it a try... as soon as I get someone younger and more nimble to construct the models. More on that if/when it happens.

OH! And drop pods are rubbish now. Back in the 1990s, you would literally drop the markers on to the table and hope for the best. Now they are relegated to a deployment special rule. Cowards.

Friday, June 09, 2023

Vintage Bugman's

Blood Bowl and Warhammer enthusiasts will know well the name Bugman. The leader of a mercenary band one day, a Blood Bowl player-coach another day, and the seldom-seen proprietor of an out of the way Nottingham pub, Bugman and his brews have been part of Games Workshop from the earliest of days.

They've also been part of Dungeons & Dragons, sort of, as can be seen in 1985's White Dwarf #67.


That's from "A Murder at Flaxton", an adventure for AD&D1, by Michael Heaton. I'm fairly sure the art is by the legendary -- and recently retired -- John Blanche.

Is the adventure set in the Warhammer World? Beyond the picture there's nothing else to suggest it is, but there's nothing that rules it out either. If you choose to believe that it is, then this may be the earliest Warhammer Fantasy Roleplay (sort of) adventure in print.

Thursday, May 14, 2020

Hardly Everchosen

I stumbled across this art today:


(I discovered that it's from a 2015 Age of Sigmar book and I can't tell you who the artist is because in 2015 Games Workshop wasn't big on giving credit to individual staff members.)

What struck me about the picture was how different it is to the standard GW house style, which tends to be more painterly. Actual drawings have very much gone out of fashion in Nottingham, so I was surprised but happy to see eight pages of this at the beginning of the book.

Alas, it's presented as a flashback and the final page blends from this style into your bog-standard GW painting, so there's a sense that it's literally "only a dream", but it's still nice to see a different style of art appear in a modern GW product. Maybe there are more that I have missed.

Monday, October 28, 2019

The Book of Dreams



I have fond memories of sitting on the sitting room floor and leafing through the back section -- always the last few pages, with the toys and games -- of the Argos catalogue and making a list of all the wonderful things I wanted for Chrimble that year. I imagine that, wherever you are, you have a local equivalent.

Someone has done a wonderful, nostalgic, thing and scanned and uploaded the Argos catalogues of years past. Look at this page from 1993's catalogue:


Battle Masters! Dungeons and Dragons! The Legend of Zagor! Warhammer Fantasy Battle! Games Workshop, Fighting Fantasy, and D&D all in one festive season!

It's interesting that Battle Masters was more expensive than its "grown up" cousin Warhammer; I suppose that's because it had more miniatures in the box, even if they weren't quite as good as the proper ones.

(By 1994's catalogue Battle Masters is gone, Warhammer has gone up by £5, and is joined by the second edition of Warhammer 40,000.)

The big surprise is that D&D is only a tenner, not least because this is the Big Black Box edition that came in a, um, big black box, with the rules, a big dungeon map, a GM screen, cardboard miniatures, and probably a bunch of other stuff too. This version of the game only covered up to fifth level -- the Rules Cyclopedia took you the rest of the way -- but that's still a bargain.

Was 1993 the geekiest Chrimble ever?

Tuesday, November 22, 2016

Not So Grim and Perilous

Comics writer and professional Gavin Norman impersonator Kieron Gillen rambles here about the aesthetic of Warhammer, how the original Warhammer setting is probably racist, and how Games Workshop may not be the Evil Empire it is often portrayed as, and -- to be fair -- was for a good number of years.

It's worth reading, but the first bit jumped out at me because it's something I've been saying for years: yes, the Warhammer games are all about the GrimDark™ but that this is supposed to be funny, because, by gosh, how could it not be? It's so over the top that I cannot understand how anyone takes it seriously.

Warhammer Fantasy Roleplay characters are rat catchers and students pushed into fighting the legions of Chaos by bad luck and poor judgement. Is that not self-evidently funny? Both Warhammer 40,000 and Warhammer Fantasy Age Battle of Sigmar are full of puns and ridiculous names; one of the Space Marine primarchs -- the most super duper of the super duper genetic soldiers -- is called Lionel. You can stick a random 80's trash fantasy novel apostrophe in there but it's still not a name that evokes the image of a hardened killer of alien scum.

The other, more famous, KG sort of blames the Americans, which I don't think is quite fair, but the obfuscation of the essential joke at the heart of the Warhammers does seem to have gone hand in hand with Games Workshop's global success. I don't begrudge the world these less comedic versions of the franchises -- and as Coop says here, Games Workshop has done its fair share to move away from the humour -- because if what you like about 40K is that everything is festooned with skulls, then good for you.




I don't think I'm trying to make a point. What I'm not saying is that anyone is doing Warhammer wrong. I think what I am saying is that to me there's an essential humour at the heart of the game lines -- even more so in some of the spin-offs like Blood Bowl and WFRP -- and it always baffled me that few people seemed to recognise it, so it is good to see someone of Gillen's profile also pick up on it. It's simple validation, I suppose.

Saturday, October 10, 2015

Rolling in the Old World

My opponent has three dice and needs to roll fours, fives or sixes to hit my armies. Each six counts as a hit and allows him to roll another die.


Ah.

No matter, I still have a good chance of scoring a couple of hits on my four dice.


This sort of thing is why, if you want to win at a board game, you choose me as your opponent.

Saturday, July 04, 2015

In the Grim Darkness of 2015 There Is Only (Edition) War

In a bold move that is quite uncharacteristic of a company that has made a business plan of biennial releases of nigh-identical rulesets, Games Workshop yesterday rebooted its Warhammer fantasy wargame as Warhammer: Age of Sigmar and the reaction has been fascinating. I'm used to seeing edition wars in role-playing game conversations -- well, in conversations about Dungeons and Dragons for the most part -- but GW gamers tend to grumble a bit about new editions then buy everything anyway; those that don't go and play older editions or other games and leave the discussion. This time it's been a bit different.

Early on there were rumours that the game would be using circular bases as standard, although the square bases of the previous editions would remain legal. This seemed to be the worst news ever according to a lot of the online fans although I couldn't see that it would make much difference, but then I haven't played since about 1998 so I may have missed a particular subtlety.

The bulk of the rules for the new game were released yesterday and confirmed that yes, circular bases were in, so I imagine that there has been much gnashing of teeth and pulling of hair around the world. The rules do seem to be somewhat incomplete; the basic game mechanics seem to be there and GW has released free rules updates for its existing model range for the new game, but there does seem to be a gap in terms of how the models work in the new game.

With the Age of Sigmar boxed set the expectation seems to be that you have enough rules material to use the contents of the box; here are the rules for twenty chaos warriors because twenty chaos warriors came with the game. Fair enough, that makes sense. It gets more complicated once you look outside the box, at existing armies; if you want to use your orcs -- or Orruks™ as they are called now -- then you have rules for them, but how many units of orc boyz can you field? How many troll mobs can you bring to a battle? That bit isn't clear and it seems to be driving the fans insane.

My assumption is that at some point a standalone rulebook will be released and army building mechanics will be included, but perhaps GW should have given some idea of how it would work, or provided a basic version; as it stands they've left players of older armies with just enough information that they know they haven't been abandoned but not enough to know how to play the new game, and I can understand why that's frustrating, but perhaps not to the level of the frothing mania I've seen online in the past couple of days.

Perhaps the oddest revelation of the past few hours is that the rules contain stuff like this:



This sort of thing is common in board gaming -- "the player with the pointiest ears goes first" --and was also a frequent occurrence in the days when Warhammer was called Warhammer Fantasy Battle. These days there are remnants of this approach in the animosity rules for orcs or the way goblin fanatics work, but in general the sense of humour and fun has been ground out of GW games over the years so it is a surprise to see it return, and in a major release. It's been a nasty surprise for the same sort of people who think circular bases are the work of Satan Slaanesh, but it's a pleasant surprise for me, as I miss the days when ork vehicles really would go faster if you painted them red.

I find myself quite optimistic about this new edition of the game. The idea seems to be simpler rules and smaller and more affordable armies and as someone who got priced out of Warhammer in the previous century, that's a move I welcome. The release of free rules is something to be applauded even if everyone else has been doing it for a while and there is a certain level of bravery in such a sweeping reboot of the ruleset from such a conservative company, and I feel that should be encouraged.

Yes, it is a shame that the old setting is gone, but the game world GW has been pushing for the last couple of decades isn't the one in which I've been playing so I'm not too bothered. If I were a fan of the previous edition of the rules I could be miffed that they've been scrapped but if I were such an adherent, there's nothing stopping me from playing an older edition.

This looks like a version of Warhammer that I can not only afford but that looks fun to play, and so I find myself interested in the game for the first time in a couple of decades. I don't know what GW considers to be the criteria for a successful product launch, but it works for me.

Saturday, March 01, 2014

March Madness 31 Day Obscure Game Blogging Challenge Ex Plus Alpha

I didn't get involved in the February Dungeons and Dragons blog event meme thing because I didn't want to clog up the blog -- blogclog? -- with half-hearted recollections of a game with which I have little connection. Then someone pointed out Tedenkhamen's non-D&D version and so here we are.

You're getting it in one big chunk because I don't think you need me wittering on at you every day for a month.

1 What was the first roleplaying game other than D&D you played? Was it before or after you had played D&D? 

The first role-playing game I played was the multiplayer version of Fighting Fantasy. I remember my friend Gareth introducing me to the book and I think we ran through a fight using the rules but I don't know if we got any further than that. I didn't play Dungeons and Dragons for the first time until a good five or six years after that, although I was aware of the game.

2 In what system was the first character you played in an RPG other than D&D? How was playing it different from playing a D&D character?

I'm pretty sure we used the sample characters from the example of play -- Armstrong, Bigneck and Crystal -- in that first FF not-game so I'm not sure that counts. If not then the first character I created would have been Mister Majeika, an ork street samurai in Shadowrun. At the time I still hadn't played D&D but Majeika was an ork on a motorbike and he had a submachine gun so I like to think that I had some sort of nascent awareness of the differences.

3 Which game had the least or most enjoyable character generation?

I did not like Traveller: The New Era at all but I enjoyed the way characters entered the game complete with this little biography telling the player where they'd been and what they'd done. I haven't played any other versions of Traveller -- not because TNE put me off but because no one I know plays it -- but I understand that they all take a similar approach.

4 What other roleplaying author besides Gygax impressed you with their writing?

I'm not that impressed with Gygax's writing to be honest but perhaps I've not read enough of the classics to appreciate his prose. +Chris Hogan's Small But Vicious Dog is a delight to read and I'd love to see more role-playing books follow his lead and move away from the technical manual style that seems to dominate the hobby.

5 What other old school game should have become as big as D&D but didn’t? Why do you think so?

This is a tricky one but given the fact that Star Wars turned up at around the same time as the role-playing hobby was taking off I'm surprised that Traveller didn't become more popular. It is popular, I know that, but it seems like it should have been able to capitalise somehow on Star Wars and so rival D&D in popularity.

6 What non-D&D monster do you think is as iconic as D&D ones like hook horrors or flumphs, and why do you think so?

It may be a bit of a cheat but I'm going with Cthulhu and I'd say he's more iconic than most D&D monsters. More so than the flumph anyway.

7 What fantasy RPG other than D&D have you enjoyed most? Why?

I love Warhammer Fantasy Roleplay. I like the simplicity of the system and the wonderful career-based character development, but it's the sense of humour that I like the most. I know a lot of people consider it to be dark fantasy or even horror but I see it as a comedic game, sort of Blackadder does D&D.

8 What spy RPG have you enjoyed most? Give details. 

I haven't played any spy games, at least not in the strictest sense. I enjoyed aspects of the first edition of Conspiracy X but I'm not sure that counts. Cold City and Hot War are excellent games that both involve espionage to a certain extent but I don't think they could be called spy games either. I really want to play Night's Black Agents.

9 What superhero RPG have you enjoyed most? Why?

My superhero gaming experience consists of one session of the 1980's Marvel rpg so I suppose by default that's my answer. In fairness it was good fun; I played Death's Head in a team with Deadpool, Cable, and the Human Torch and we nuked St. Petersburg. It was an accident. Sort of.

10 What science fiction RPG have you enjoyed most? Give details.

I enjoyed running Rogue Trader even if the campaign spluttered to a halt. I had great fun playing Shadowrun in my teens -- see 2 -- if the presence of magic, elves, and dragons doesn't discount it. That said, Rogue Trader has elves, orcs, and magic too.

11 What post-apocalyptic RPG have you enjoyed most? Why?

I know it's one of the classic genres but I don't think I've ever played a post-apocalyptic role-playing game. I did play Twilight 2000 a couple of times but the GM was using the rules to run an X-Files pastiche so that probably doesn't count.

12 What humorous RPG have you enjoyed most? Give details.

See 7.

13 What horror RPG have you enjoyed most? Why?

I love Call of Cthulhu more than any other role-playing game. I first played it some time after being introduced to Shadowrun and Star Wars and it was so different; we were playing normal people with no special abilities -- beyond an aptitude for accounting or natural history -- investigating a haunted house. It opened my eyes to the possibilities of the hobby and to this day it's the only game that's scared me and the only game with which I've scared players. I also consider it to be one of the most heroic rpgs; you play librarians pitting themselves against nigh-omnipotent alien space gods that they cannot hope to defeat but they try anyway.

14 What historical or cultural RPG have you enjoyed most? Give details.

I can't say that I've played any such game. Call of Cthulhu is historical but the alien space gods probably disqualify it.

15 What pseudo or alternate history RPG have you enjoyed most? Why?

Again, I'm not sure I've played one of these unless Call of Cthulhu counts. This exercise is making it look like I've only ever played about five games in my entire life.

16 Which RPG besides D&D has the best magic system? Give details.

I wouldn't say D&D has a good magic system, let alone "the best" but that's not an answer. I like the way that magic in WFRP2 is so unpredictable and even the smallest spell has a chance of going wrong and causing a mutation or summoning a major daemon; it's also a nice simple spellcasting system based on rolling a small pool of dice and adding up the numbers. Easy.

My favourite magic system though is probably that of Shadowrun circa the second edition. I like the little details; spellcasting is limited by the caster's toughness and so a mage can be exhausted or even killed if she pushes herself too far.; spells leave a trace in the astral plane so can be tracked back to their casters; urban shamans can conjure spirits made out of rubbish; it's packed full of fun ideas but they've all been thought out and make sense within the context, or as much as magic can make sense anyway.

17 Which RPG has the best high tech rules? Why?

Technology in rpgs tends to translate to "stuff to buy" in my experience and I don't really care about equipment lists. I will say that if a game has construction rules -- for starships, vehicles, robots, and so on -- then it has an above average chance of winning me over.

18 What is the crunchiest RPG you have played? Was it enjoyable?

Traveller: The New Era had rules for calculating the effect the gravity of various planets would have on the range and damage of bullets fired upon said planets. An admirable attention to detail but in no way enjoyable.

19 What is the fluffiest RPG you have played? Was it enjoyable?

I assume this means the rpg with the most setting and fewest rules. Fighting Fantasy uses 2d6 for everything and has a wealth of setting information if you count the fifty-odd gamebooks. Was it enjoyable? Read on, Macduff.

20 Which setting have you enjoyed most? Why?

This is tricky. My favourite rpgs each have their own settings -- Call of Cthulhu has umpteen -- but I can't say that I have any particular attachment to them divorced from their associated rulesets. That said, Cthulhu Invictus is amazing but who doesn't like Romans?



If I do have a favourite setting then it is probably Titan, the world of the Fighting Fantasy books; I haven't played a game set in Jackson and Livingstone's jumbled patchwork world in many years now, but I spent many happy hours bashing GOBLINS there and I'd love to return one day.

21 What is the narrowest genre RPG you have ever played? How was it?

I'm not sure what this question is getting at. What's a narrow genre? I suppose it's referring to something like Pendragon where you all play male, English knights in Arthurian Britain and there's not a lot of wiggle room; the game doesn't support Sir Cedric of Slough going dungeon crawling or getting in a boat and sailing off to discover America, or of being Lady Cedric instead.

If that is what the question is getting at then Pendragon -- despite its narrow focus, or perhaps because of it -- is an excellent game and is in my top five rpgs.

22 What is the most gonzo kitchen sink RPG you ever played? How was it?

One of my great regrets is that I've never played Rifts, a game which must be near the pinnacle of gonzo gaming. I have played Feng Shui though, and that's not only bonkers but also a great deal of fun.

23 What is the most broken game that you tried and were unable to play?

I recall trying to play the Mutant Chronicles rpg once. We gave up and drank cheap whiskey instead.

24 What is the most broken game that you tried and loved to play, warts and all?

It is clear that the first edition of Advanced Fighting Fantasy had almost no playtesting whatsoever but even so I remember running and playing a long campaign using the rules that was bonkers and brilliant and only stopped when the rules couldn't support it any more.

25 Which game has the sleekest, most modern engine?

I think this may be two questions masquerading as one. I find Chaosium's d100 system to be quite sleek as it's intuitive and light and gets out of the way but it also originates in the late 1970's so is not in any way modern.

26 What IP (=Intellectual Property, be it book, movie or comic) that doesn’t have an RPG deserves it? Why?

I am astounded -- astounded, I say -- that there isn't a series of Final Fantasy tabletop rpgs. It seems like such an obvious thing to do. I'm no fan of the franchise but I'm also surprised that there's no Harry Potter game.

27 What RPG based on an IP did you enjoy most? Give details.

See 7.

28 What free RPG did you enjoy most? Give details.

I don't think I've played a free rpg. I've got a few and they're stacked on the shelf ready to be played but the opportunity has never arisen. When it does I'd like to give Lady Blackbird a try.

29 What OSR product have you enjoyed most? Explain how.

This is an odd question. I'm not supposed to be talking about D&D in these answers -- it's the whole point of the exercise after all -- but the OSR is dominated by D&D so I'm not sure what to say here. If people in the OSR are producing swathes of material for WFRP, Shadowrun, Call of Cthulhu, and Pendragon, they haven't told me, the blackguards.

30 Which non-D&D supplemental product should everyone know about? Give details.

I really want to say Vornheim here because it's one of the most useful and innovative rpg products I've ever seen but it is sort of D&D focused. Instead I will go for the d1000 random mutation tables from either the old Realms of Chaos books or the more recent Tome of Corruption; both are for Warhammer but can be used with any game with just a bit of work and they're so much fun to use.

31 What out-of-print RPG would you most like to see back in publication? Why?

This is perhaps a bit of a cheat as it's D&D-derived but Dragonlance: Fifth Age was a fun and promising game that got sucked into the demise of TSR and I would love to see a new edition with the Dragonlance stuff left behind.