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Warcry – What’s all the Shout About?

Introduction

Games Workshop released Warcry a few months ago, and it is our habit to let the commotion calm down a little before throwing our own review into the arena.

Warcry is the latest skirmish game from Games Workshop, set somewhere in the vast expanse of a world gripped by Chaos, where warbands of cultist, warriors and beasts battle for control, fame, glory and the attention of the ruinous Gods of Chaos.

Don’t confuse Warcry (the topic of this article) with WarCry, a collectable card game set in the Warhammer Fantasy setting (Sabertooth Games, 2003).

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What are Skirmish Games?

For those not in the know, skirmish scale games involve small teams of miniatures played on smaller wargaming tables. This is compared to much larger armies of potentially hundreds of miniatures over wargaming tables that will fill most people’s living room. The idea behind skirmish games is that they usually involve more tactical thinking, with a focus on in-depth actions or sequences of events for individual miniatures in the game. It’s a bit like micro-managing a battlefield. Skirmish games are generally perceived as faster to play, ideal for those who have lives beyond the armchair general.

Lore

Warcry takes place in or around a portion of land known as the Eightpoints, the seat of Archaon the Everchosen (one of a handful of characters still around from the shift from Warhammer Fantasy Battles to Age of Sigmar – controversial article here). The lore is fresh, but a little ropy at the moment – that said, it doesn’t need to be grandiose, we’re playing a game where warbands slaughter each other and that’s the simple message.

warcry war cry Games Workshop tabletop games fantasy battles age of sigmar

Game Mechanics

From what we can tell from playing a number of games, the rules are quite straightforward, even for beginners. Arguably you could introduce a young player to this game without much of a problem. 10+ years would be fine (give or take) depending on their ability to understand turn sequences and planning ahead. There’s very little mathematics, and what there is, is quite straight forward.

Setup

Players create their warbands using information cards, representing their miniatures. Each card comes with an image for reference with an associated points value and attributes. Attributes include the number of attack dice they roll, the damage they can cause and how far they move in inches, along with symbols to show what special abilities they can call upon (more on these later).

When each warband totals 1000 points (anywhere from 3 to 15 miniatures) the players can determine the terrain, the goal of the skirmish and any twists to the mission parameters. Once these are set up, the players divide their warband into smaller groups, some of which will be reinforcements for the second or later turns.

The terrain setup, mission type and twist are all randomly generated. If you have bought the complete box set you’ll have some nice card decks to do this for you, or if you purchased just the rule book you can roll dice to determine the setup.

The missions are usually pretty clear and straightforward, with deployment of the miniatures normally split up between an initial group with 1 or 2 reinforcement forces. Often these are on opposite sides of the battlefield, forcing the players to get stuck in very quickly or risk losing the game.

Starting the Game & Turn Sequence

Each player keeps a pool of six dice, with a further dice acting a ‘wild dice’ (more on this later). The purpose of these dice is to allow the player to perform special functions with their miniatures. These abilities require multiples of the same number to permit use of these special functions, often a double, triple or even quadruple.

warcry war cry Games Workshop tabletop games fantasy battles age of sigmar

For example, a special ability that adds bonuses to an attack action may require a double. It doesn’t matter what the number on the dice is – it could be a double 1 or a double 6. Some abilities require a triple or even quadruple score, which are obviously rare and unlikely to be rolled but possess much more significant power. A few of these abilities use the number on the dice that score a multiple.

Special abilities are usually faction-specific, although we noticed that some abilities are the same just by a different name. There are several universal abilities which any faction can use, found in the rule book. Oddly, some of these are more powerful than the faction specific ones.

A strange but interesting mechanic of the game is determining the initiative sequence, that is, who will go first that turn. The dice pool is rolled at the start of each turn. The player with the most single dice rolls acts first. So, if you roll an amazing dice pool of a series of multiples, you forfeit taking the first turn.

The wild dice mentioned earlier comes into play here. You can use it to seize the initiative or risk it to score a multiple dice result… or save it to add to your next turn. A player can bide their time and on the final turn potentially at 3 to 4 more dice to their initiative roll. This game is all about the small gambles.

warcry war cry Games Workshop tabletop games fantasy battles age of sigmar

Activation & Actions

Players take it in turns, activating a single model, with the winner of the initiative roll going first. A model always has two activations, which can be used to move, attack, rest or wait (a bit like waiting in readiness). Only when a model has finished their two actions, does the other player gets to activate one of their own models. This goes back and forth until all models have activated, which ends the turn.

This brings in a nice tactical feel and eliminates the one sided crush an unfortunate player may feel from other tabletop wargames. It brings its own challenges however, since the ability to plan further ahead and be able to adapt that plan to unforeseen circumstances will greatly help win the game.

Wounds & Casualties

Models in Warcry have many more wounds than they do in larger tabletop fantasy battles. This simulates the more personal scope of fighting. Generally larger or more expensive models have more wounds, but even a simple thrall has 8 wounds, which is usually enough to survive a couple of turns.

Models can rest to recover wounds, but some missions forbid this, making those games brutally fast and efficient!

There is no armour save attribute as such in Warcry, instead toughness is the primary “defence” attribute. A simple table tells the attacking player what they need to roll on each dice; if your strength matches the toughness, you need to roll a 4 or more to successfully wound your target, if it is lower you need 5 or more, and if it is higher you need 3 or more. Rolls of a 6 are always considered a critical hit, dealing more damage.

Most attacks cause 1 or 2 wounds on a successful hit, whereas an attack dice that rolled a 6 causes 2 to 3 times that damage, known as a critical hit. The element of random damage rolls is taken away, meaning players can predict the level of attrition their warriors can endure.

warcry war cry Games Workshop tabletop games fantasy battles age of sigmar

Game Duration

The game recommends 40 minutes give or take. We found this about right, although missions are much faster due to very simplified goal, such as nominating a model, which is the target of the other warband attention to win.

Experienced players could probably zip through a game in 20-30 minutes, but some missions are very tactical and time to mentally plan eat into this.

Each scenario is limited to 3-5 turns, so each game ends regardless of the kill count, assuming you do not wipe your enemy out – but slaughter doesn’t always win you the game.

What’s Different?

To those familiar with tabletop war games, particularly those from Games Workshop, Warcry is a little different. The general mechanical system of tabletop war games is a pool of dice that are rolled to determine attacks that hit, then wound and then a roll to determine if the targets armour saves their lives. These pools of dice are often ever decreasing as only some will score hits, even fewer will score wounds and a few may succeed in rolling a miniatures save. As you can imagine, the process takes a little longer for large scale battles.

Warcry has gone further to reduce the dice rolling, even for the fewer miniatures involved. Now a miniature rolls to attack and wound with the same dice, with a required score based on the strength of the attack and toughness of the target.

Although there is a section in the rule book that supplies rules for campaigns, Warcry is not a reskinned version of Mordheim – it simply doesn’t have the complexities and intricacies of that beloved skirmish game. Who knows, maybe Games Workshop will publish future rule sets to make it closer to the original?

warcry war cry Games Workshop tabletop games fantasy battles age of sigmar

Game Feel

Warcry is a brilliant little game. Its simplicity and speed of play gives you a wonderful sense of satisfaction. No need for a lengthy setup, no need for hours of tortuous game play, no losing before you’ve taken your first turn!

The small scale and game setting / lore keeps the focus on gritty combat, and the feel this provides is kind of cinematic. I get impressions of dark and gritty anti heroes fighting in rain slick ruins of slate ala “Iron Clad” style (film, 2011). This is good, as games that instill emotion beyond prideful victory gives us more reason to play it and keep playing it.

The tactical choices of the variety of mission goals appear balanced, if a little contrived: the deployment zones make it hard to avoid combat, and you can lose a game if you keep VIP models too far out of the way, even if they’re meant to survive to win the game. Not such a bad thing, but we’re feeling this is a manufactured response from Games Workshop – you’ll see the same kind of missions and quests in just about all of their recent games. Meh, you can play the game anyway you like.

That said, working out a tactic that has to develop each turn is closer to real-time battlefield tactics than any full scale tabletop war game. Several games we’ve had to clutch at our faces and rock back and forth trying to figure out how we can win and the tension is palpable. For us, this is great.

The lack of variety in the choice of your warband composition takes away the “math-hammer” aspect of most battle systems by Games Workshop. A massive plus if you play for a games theme, vibes and narrative, but not great if you want specific structure to your warband. There’s an excessive amount of name generating lore in the core rule book, which frankly seems a bit of a waste of paper and money…

Games Workshop, stop padding out your books with this nonsense, we know how to make up names!

Costs

We need to say this right now: The core rule book is NOT everything you need to play the game. Not even close. What annoyed me the most was that the rule book contains no stats for characters or models… it doesn’t even explicitly say that you need to buy these elsewhere.

No, to play the game, you need to have a minimum of 1 rule book and 2 gangs, or if you’re lucky and your Age of Sigmar faction has them, add two card sets with the abilities and attributes for the gangs.

That needed to be said, because we think it is bloody cheeky of Games Workshop. Effective at getting you to spend money no doubt, but even Kill Team (the science fiction version of Warcry) provides all the stats and attributes you need to play the core elements of the game.

Boxed set, £100: with terrain, play mat, 2 war bands, a rule book, dice, cards. A lot of stuff, but how much are you going to play?

Rulebook on it’s own: £25 but you get no cards for any warband, which will set you back an extra £5 for a regular age of Sigmar faction, or…

A boxed warband: £30 which includes the miniatures and game cards. Some players have reported that not all boxed warband add up to the 1000 point limit – keep this in mind when you’re assembling your warband, particularly for tournaments where the miniatures equipment must be represented exactly as on the warband list.

Minimum spend without glues etc, £35 – £55. That’s quite a bit of 10 miniatures and some card, but if you’re into your gaming it’s not a huge outset.

Best Advice – buy from a 3rd party where ever you can.

That said, we’re already seeing expansions coming out for Warcry. So as previously mentioned, the GW Sale M.O suggests extensive additional content, and likely if you don’t keep up, you’ll find yourself at a disadvantage..!

warcry war cry Games Workshop tabletop games fantasy battles age of sigmar

Final Thoughts

We like it, but we’re open about liking games generally. If you’re already into Games Workshop products, you’ll like it because it’s a little different (and the miniatures are, as always, amazing).

If you’re looking for a fast way into the tabletop hobby this is a great start, but it’s going to cost you at least ££85 starting from nothing to get into it. That said, the complete box set gives you everything apart from the glue for £15 more.

Definitely worth a group share if you chip in with friends, but then you’ll need more gangs or one of the £5 card sets.

What Gives?

It seems that despite all its good points, Warcry is fitting nicely into the Games Workshop sale modus operandi, in that the basic game is very simple, leaving questions such as to the details of the warbands, or lack of special rules or “Why didn’t they just…?”

This is because we should be expecting expansions to the game to include all these wonderful things. This is great if you love the game and want to see more, but the sale M.O. means if you want to stay up to date you’re going to have to fork out more of your precious pennies. Veteran players will hear an echoing voice telling them to “pay to win…

This leads me to the small card sets you can purchase for some pf the current factions in Age of Sigmar, Games Workshops mainstream fantasy battles game. These card sets allow you to use your faction in Warcry, such as the Idoneth Deepkin. Great, but again we’re paying for content we don’t need, such as all the special abilities in several different languages. You can’t even sell on these cards, because there’s one for each language, and each miniature card is entirely pictorial. Games Workshop, stop making us buy stuff that we’re going to throw into our recycling.

We’ve recently learned a rumour that these card sets will not be continued. This forces a choice on players: buy a box set of a faction you won’t use in any other game, or just don’t get involved and avoid playing Warcry. What gives? Comment below if you’ve got any ideas what this means!

Finally, we’re already seeing more content coming for Warcry in the form of monster hunting and mercenaries. Seems GW are already using the same methods to promote Kill Team. Expect more soon…

That’s it for now, we’ll go into more detail of the campaign mechanics of Warcry another time, but for now, thanks for reading and we hope this has given you something to think about before buying into Warcry!

Ferris, CC.

Terrain Ideas here, with UK supply suggestions here.

(All miniature images taken from Games Workshop, 14/9/19)

Apocalypse, Warhammer 40,000 – First Impressions

Ever wanted to recreate the crazy and intense battes of the art of Warhammer 40,000 Universe on your tabletop and still be playable? Well, we’re told Warhammer 40,000: Apocalypse is the game that can help you do just that… assuming you have enough miniatures of course!

Recently Warhammer 40,000: Apocalypse was released and with it a tonne of new hype and excitement that we expect from the community of the world’s best marketed distributor of fantasy & science fiction wargaming miniatures, Games Workshop.

In this article we’re going to take a look at Warhammer 40,000: Apocalypse to see what all the hype is about and what the actual gameplay is like. We’ll address some questions regarding its accessibility to players and outline how hard or easy it is to play. Finally, we’ll look at the costs involved and whether the game is worth the effort and financial commitment to regular players.

warhammer 40,000 apocalypse tabletop war game Games Workshop

History

It turns out that Apocalypse isn’t a new thing at all; way back toward the end of fourth edition of Warhammer 40K (circa 2007) Apocalypse was first released. It was then updated a year later and then again in 2013. I was busy during much for this time, and totally missed anything to do with it!

What is Warhammer 40,000: Apocalypse?

It’s pretty simple if you’re familiar with tabletop wargaming, but if you’re not, here’s the low-down:

Apocalypse is a game system that emulates large battlefields of miniatures and models set in a dark and gritty futuristic science fiction setting. Unlike the regular Warhammer 40,000 game, the system is designed to allow for a huge number of models to be placed on large gaming tables.

The differences between regular Warhammer 40,000 and Apocalypse are a little subtle to new gamers. The games run in a very similar fashion, in that each player takes turns to move and attack with portions of their armies. Armies are drawn up using a points system, with better “veteran” or command type models costing more points than regular or less experienced models. A typical game of Warhammer 40,000 can range from 1000-2000 points. For Apocalypse, the potential points values of the armies can exceed 5000 points or more, depending on the physical size of the gaming table.

warhammer 40,000 apocalypse tabletop war game Games Workshop

What are the Key Differences between Warhammer 40,000 & Apocalypse

Playing a game of Warhammer 40,000 can take several hours, not including the time taken to draw up a points compliant battle force or army. To be fair, few tabletop wargames are quick to setup, and often entire afternoons or evenings are required to play. Looking at these new rules, it seems that a small game of Apocalypse should take no more than a 1-2 hours.

Apocalypse only uses the alternative points system called power level to draw up an army list. This version takes out much of the detailed choices of picking and choosing a force to play. So the footwork to setup a game is reduced in one aspect, but perhaps more if you take into account the much larger forces required to play.

If we’re to believe the game runs faster as detachments of units, instead of individual units or character models, then we can assume that the game has the potential to be very quick for smaller sized as well.

warhammer 40,000 apocalypse tabletop war game Games Workshop

Six and twelve sided dice are used to determine when units successfully attack and wound their targets. Interestingly we think power playing antics are removed here, because the game is about huge battles where the individual models do not necessarily make much difference. Thus, most units possess only 2 wounds, which is unheard of for regular Warhammer 40,000 where commanders and huge aliens may have 5 wounds or more all to themselves (now, a commander character has a single wound, as we discovered during our play test).

T wound a successfully hit  target, each unit has a required number to roll on a dice, which is found on the unit data sheet. Cutting out all of the extra work from Warhammer 40,000, the data cards give two very important weapon statistics: Strength Against Personel (SAP) and Strength Against Tanks (SAT). These represent the number you need to roll (or above) to successfully wound your target. Even the smallest weapon has the potential to cause damage to a tank… it’s just very unlikely… or 1 in 12 chance, perhaps!

Players will have to be careful where they place their comanders and warlords (commanders who are specifically character models), otherwise their detchment may find itself without leadership, potentially suffering more losses.

warhammer 40,000 apocalypse tabletop war game Games Workshop

Orders are a way of telling your detachments what to do. They are given in secret at the start of the turn sequence with facedown tokens (to whole detachments instead of to units and characters, one at a time). This implies a level of forward thinking is required by the player to second guess their opponents, and practice their poker face. Where one unit goes, the others in the detachment must follow.

Wounds are given in the form of blast markers, which may increase in size the more a unit receives, for example, two minor blast markers go up to one large. Interestingly however, damage is not calculated until the final phase of the turn sequence, meaning both players get to take actions and execute their plans before wiping each other out in sequence – this is a HUGE selling to point to regular players who have ever experienced defeat before even taking a turn! Units are permitted a save and, if at the end of the damage phase, they have more blast markers than wounds, they are removed from the battle as losses.

The game system looks promising. Are we perhaps going to see more of this style of game system from Games Workshop? I suspect that a similar version for Age of Sigmar, Games Workshop’s fantasy tabletop wargame, would sell pretty well…

All gaming elements so far suggest fast-paced action and a balanced gaming system…

aspect warrior warhammer warhammer40K

So, is it?

We set up a small game power level of 101 (don’t ask us why!), which equates to somewhere in the region of 2000-2500 points. This isn’t the scale that Apocalypse is designed for, however we felt it’s probably a good size to learn the core concepts of the game and see how smoothly it runs. We had in mind that if all goes well, we could ramp up the power level to somewhere in the region 200 or more another time.

Setup. Play. Findings.

Marines Force:

  • Battalion 3 units of Intercessors lead by a Primaris Lieutenant with a Redemptor Dreadnought.
  • Spearhead detachment of 3 units of Hellblasters and 1 unit of Aggressors lead by a Primaris Captain.
  • 2 Auxillary super heavy detachments; a Knight Errant and an Armiger Warglave.

Ork Force:

  • Battalion of 5 units of Ork Boyz lead by a Big Mek with a Shock-attack-gun
  • Spearhead of 2 units of Flashgitz and a unit of Killakans lead by Captain Badrukk.
  • Auxillary Superheavy stompa, Da Hunger of Gork.

As the marine player, I had in my force 3 warlords: the big mech, the captain and the leutenant. This was important for assets, which are cards drawn at the start of each turn depending on the number of warlords in your force. Three cards (to a hand size of 10 maximum) seemed like a good thing.

warhammer 40,000 apocalypse games workshop tabletop war game miniatures citadel

Setup Time

It took us mere minutes to setup up the game board and deploy our detachments. Since detachments have to always be within 12 inches of their commander, the choices are limited by the space you have on the board. We used Games Workshop’s Battle Board, 4 pieces by 2 (about 8ft by 4ft) with a heavy scattering of scenery from some KillTeam box sets.

Playing Time

Starting, including all the rules checks and doublechecks, it took us 2 hours to play a game with a power level of 101. If this was regular Warhammer 40,000 it would equate to a game of 2500 points, which would have taken double that time, in my humble opinion. Once we are comfortable with the rules however, I think we could have compressed this game into an hour if we pushed it.

This timing is important, as not all players are capable of devoting 4-5 hours for a game (family, work and life get in the way!)

warhammer 40,000 apocalypse games workshop tabletop war game miniatures citadel

Frequency of rules checks

Not as frequent as we initially thought. There was some discussion and checking up on close-quarter fighting and shooting, along with some clarification on the separate rules for large targets (apparently on the order to Charge gartangs and the like are allowed to shoot as well as use melee weapons). But otherwise we got on OK.

Game Feel

Quite good. It took a while to get out of the regular Warhammer 40,000 mindset.

Having won 4 out of 5 initiative rolls, I’m not convinced it’s such a great advantage, which is good because theres nothing worse than getting out maneuvered twice in a row! The players take it in turns to activate detachments meaning the initiative is only gained from certain parts of the battlefield – essentially I got to shoot first, which isn’t a great advantage as all damage and moral checks are carried out AFTER all detachments have been activated. But this doesn’t mean the mechanics is useless. Sometimes moving closer or ruther away can be usefull if you move a unit out of enemy range, wasting their Aim order!

Fooling your opponent can be a great feeling: at one point the relentless green horde was getting closer, and the marines had done a good job of aiming and shooting in previous turns. In the following round I expected the Orks to be in charge range so I gave the detachment the order to move… falling back and reorganizing the firing line was not expected and gained the marines a further turn of rapid fire next time around.

A minor bad point: If a unit misses, all the models in the unit miss if they share the same weapon type! Several times the Hellblasters were useless, by missing completely. However, if we had less but bigger units the marine units would gain 2 dice instead of 1 to roll to hit. Must remember that next time!

Battle Results

The marines won, but only after taking a pasting. It felt one sided until the gargantuan was destroyed. Even then, the Dreadnought was not very effective at taking out infantry with its huge load of automatic weapons. May have to see if Games Workshop errata some of the stats!

Blast markers are not the end of the world, but for infantry a large blast marker means they use a single 6-sided dice to roll for their save. This means marines, the tough human monsters in implacable armour have a 1 in 6 chance of surviving, even it was a hail of Gretchin shot! It did make them feel paper thin, but then it was likely worse for the Ork boyz! Balanced still, so not a negative point as such.

And I had a stack of useless asset cards applicable only to the destroyed Knight Errant!

Quick to Learn?

As regular gamers, Warhammer 40,000 Apocalypse is very quick to learn. To master the game may take a couple of attempts but we found that second guessing your opponents choice of orders brings a level of cunning that you don’t often get to see in tabletop war games. If you’ve ever played Fantasy Flight’s X-Wing, you’ll get what we mean… sometimes you second guess too far! However, the anticipation and excitement has certainly been more frequent in the Apocalypse games we played.

Accessibility for Players

We found the game is very reminiscent of the old Epic scale Warhammer 40,000, only at the 28mm scale, which means if you want to harness the power of this quick to learn game, you’ll get the most out of it with a lot of miniatures. HOWEVER we’ve found it’s actually very fun to play with smaller forces as it cuts out a lot of the shenanigans you can get from some less reputable players. For smaller games, it also makes each game VERY quick.

So, accessible to new players? Only if you can borrow a lot of miniatures, otherwise quite good fun and impressive if you’re trying to get a friend into the hobby.

To regular players? Yeah, its not bad (see Cost & Worth below).

warhammer 40,000 apocalypse tabletop war game Games Workshop

Cost & Worth

Warhammer 40,000: Apocalypse will set you back £60 in the UK. This buys you the rulebook, six and twelve sided dice and some 300 command cards. You also get 6 sheets of tokens which act as your blast markers and issued orders. We’re going to say this now: for essentially paper and card, this seems overpriced. Dice are cheaper than a bag of chips online, even twelve-sided ones, and massed produced card isn’t going to break the bank. So purely on a boxed goods scale, you’re not getting much if you compare it to say, a regular adventure board game complete with miniatures.

That said, if you’re the sort of player who has spent hundreds of pounds creating a large battle force of miniatures bought from Games Workshop, this isn’t exactly going to break your bank either. Personally, I think GW could have gone down the same route as they did with Age of Sigmar and provide the basic rules for free with optional physical purchases, but I’m not here to make money.

 

 

That said, the data cards required to play your chosen forces are actually free to download, so you don’t need to go out and buy any army specific literature to play.

If you have a gaming gang or group, £60 spread across 4 players is only £15 each… some people drink that in an evening! And to be fair, playing this game with mulitple allied forces could be quite good fun as friendly players can take charge of a detachment each.

As for the worth. If you have a lot of miniatures already and want to use absolutely all of them at the same time, or perhaps you and a few friends want to play a game pitting 2 vs 2 players, this is likely to be a good choice because the game is much quicker. It’s much more tactical from a birds eye view too, perfect to play if you’re into hushed combat analysis and poker faces around the gaming table.

To Conclude

We think the game is good, but not amazing. It addresses some of the issues that slow down the regular Warhammer 40,000 game system and honestly, if you have the miniatures to make it up, it would be ideal to play as an introduction for interested friends. That said, it’s quite an investment by nature of the huge amount of miniatures and models required to play, but as we point out, you can play it on a much smaller scale if required.

So, I say this, as I say about most Games Workshop products: If you’re already a fan this game will be worth playing, especially if shared across a gaming group. If you’re not into the hobby yet, this is an easier sytem to learn but with much more outlay financially.

Otherwise, this game system is a step forward for Games Workshop!

Now, if they could just address the high pricing issue… 😉

Ferris, CC
If you’re interested in creating your own terrain, I’ve got a few links to some how-to articles, Part 1, Part 2, Part 3, along with an article on where to get materials and tools for terrain building (more beneficial if you’re based in the UK but helpful for the US, Canada and most of Europe).

You can find me @FerrisWrites for Twitter,

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(All images borrowed from Games Workshop and Out of print products, unless otherwise stated.)

The 9th Age Part 2: A World of Story, A World of War

We kick off part two of our 9th Age review just after the release of the “legendary” version of the “Warriors of the Dark Gods” faction and by the gods, it’s packed full of cool stuff. This is great timing as we’re going to be looking at the background, theme and lore of the 9th Age (you can find part one, here).

In this Article

  • We shall briefly look at the world composition and history of the 9th Age,
  • Introduce some of the darker themes,
  • Take a look at a couple of the factions, comparing them to similar factions from Games Workshop’s old Warhammer Fantasy Battles,
  • Finally, we’ll look into the new Warriors of the Dark Gods faction book to see just what the 9th Age team are capable of.

The Written Lore

Before I begin, it’s worth mentioning the writing style of the lore and setting of the 9th Age. Rather than being a single monotonous view point, the style instead portrays the world through personal accounts, letters and journals, detailing the wonders and horrors of the 9th Age. Some of the characters are recurring throughout the texts providing successive layers to their often woeful stories. This style of writing was common during the early decades of the last century but dropped out of favour with the advancement of film and TV.

Pick up any fictional book from that early era and you’ll see what I mean: H.P Lovecraft (Cthulhu mythos), H.G Wells (War of the Worlds), Mary Shelly (Frankenstein / The Modern Prometheus), all use this style of writing. It’s effective because it puts the reader next to the author and immediately draws our attention. The reader knows from the outset that the account is first hand, likely to be believable. In my opinion, a well executed literary move by the 9th Age writers.

The World of the 9th Age

Dark & Gritty? We shall see. What I think stands out from the history is the poetic style. The 9th Age history is presented to us in several verses, similar to something we would find in a bible or viking saga. They call it the “World Hymn,” found on a tapestry thought to be ancient in years, perhaps a copy of a similar, older Dwarven text. The Hymn details the previous ages in allegory, of how the ancient lizards races once ruled the world, and how a comet gave the first sign to rebel and break free.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Perhaps because it is still early days the world seems to be breathing and growing slowly. The groundwork seems to be there and we’re likely to see more content as each faction receives its legendary faction book. We must remember that the 9th Age is designed with tournaments in mind but with all the effort into creating such a beautiful world, are we asking too much to hope that there will at some point be a narrative story arc? Maybe we might one day see the “Storm of Father Chaos” as a campaign?

Indeed in the executive board mission statement it is made very clear that they believe the background is critical for players to access and fully enjoy the 9th Age. They’ve given the Background Team powers to oversee the story development, so expect to see full on Legendary versions for each faction over the coming years… and if they’re anything like Warriors of the Dark Gods, we’re all in for a great deal (free, totally free!)

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Perusing one of the 9th Age forums recently suggested by Ghiznuk (a member of the Translation Team Russian), I gained an insight into the world setting development. In it, Ghiznuk explains how the world map is designed and how it must permit different factions to have a reliable narrative reasoning for encountering one another. It’s such a simple idea but one that never seemed to be fully realised in Warhammer Fantasy Battles.An example: the Highborn Elves were once part of a huge empire which has since crumbled, leaving countless outposts in the form of harbors and ports scattered across the world. These elves are a mighty naval force and thus have strong trading routes, allowing factions to encounter them.

An example: the Highborn Elves were once part of a huge empire which has since crumbled, leaving countless outposts in the form of harbors and ports scattered across the world. These elves are a mighty naval force and thus have strong trading routes, allowing factions to encounter them.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

I think it is fair to say that in their mission to gather and develop more players, the 9th Age teams are performing a herculean effort to produce something of quality – the fact that this is essentially volunteer work towards something created by and for the community makes it more remarkable. If the last two paragraphs haven’t given you enough to believe in it, I guess you’ll just have to read on…

Killing for Fun, or with Purpose

It came to my attention on one of many frequented sub-reddits that a few people are put off by the fact that the 9th Age was, as they understood it, designed purely for tournament players. I can see where this misconception came from. One redditor went as far as to say that they wished the game had some sort of scenarios to make the game-play more engaging, much like Age of Sigmar does now (you pretty much HAVE to play Age of Sigmar as a scenario). It did not take me long to find what I was looking for…

The 9th Age Scenario Supplement!

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

With a book of 18 scenarios, there’s plenty of scope to create a series of skirmishes or mammoth battles with a purpose beyond simple annihilation. Each game can be randomly generated with some dice rolls, or picked from a list to create narrative campaigns. Problem solved!

A Note on Equal Representation

Reading all the different snippets of background out there, we get the impression that female characters are more represented than in Games Workshop, even by their current standards. There’s little reason that GW can’t rectify this quickly, but it seems to be going at a slow pace for them currently. Not so for the 9th Age! This is great, and I’m certain the inclusivity will encourage players of all identities.

Moving onward, I think it is time we had a spotlight review on some of the factions. I chose these two factions because they are my favourite themes; noble elves and efficient troops of the empire!

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Factions Spotlight

I should point out that the background lore for most of the factions is pretty slim at the moment. The exceptions to this are Demon Legions, Sylvan Elves, Undying Dynasties and the newly released Warriors of the Dark Gods (which I’ll take a deeper look at later). For the time being, most of the background is contained within snippets of accounts and journals scattered throughout the 9th Age website or contained within the above mentioned faction books. There is an effort to get everything into one easy to access source, fully translated, but community driven projects on this scale can take time. As mentioned previously, there is a concerted push to achieve this grand goal!

Still, even with these little taster pieces, the nature of the different factions should be familiar to those who possessed an interest in the Warhammer Fantasy brand. Even if you’ve never played the tabletop war-game, some of you will be familiar through digital or role-playing games such as the Total War series or Warhammer Fantasy Role-playing Game (recently published again by Cubicle 7).

I’ll admit that my Warhammer lore is a little rusty, but if you get a chance, leave a comment after reading this and let me know if you’re getting a similar feeling with any of the factions currently in the 9th Age!

Highborn Elves

Look and Feel

The Highborn Elves are similar to the middle-era of Warhammer Fantasy Battles. In a nutshell they are:

  • A civilisation in retreat,
  • A nation of naval traditions with settlements all over the world,
  • Highly trained troops who are quick to strike,
  • Heavily armoured or mixed lightly armoured
  • An adaptable force, with giant dragons, powerful or swift cavalry & multipurpose infantry,
  • Brimming with high magical potential
  • Disciplined troops, less likely to behave poorly and let you down!

History

There are a tonne of similarities with the Elves of the Warhammer world and the 9th Age, which is pleasing to see because there’s such a rich and noble history involved. From the snippets of information we have we can glean that the Highborn are in retreat, very Tolkien-esque. We are told that they’re divided into three hence the factions symbol of 3 spheres, each representing an elemental theme such as wind, waves and fire.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

For ease, I’ve copied the brief history snippets for you to read here.

“The white isles of Celeda Ablan, home of the Highborn Elves, are said to be a truly awe inspiring sight. They are guarded by fleets of the finest ships to set sail, and phalanxes of Elves blessed with the natural grace and skill of their people. Led by Princes borne aloft on terrifying dragons, the Highborn have ever maintained a proud and aloof manner, yet they are capable of fighting with the same savagery their cousins display.”

“Although they have the greatest naval power the world has seen, the Highborn Elves have retreated from many of their former conquests. Despite this, they continue to hold outposts on coastlines across the globe. The fall of the Highborn’s appointed Raj, ruling over the Sagarika Kingdoms in their name, marked the extent of their decline. Yet even with increasing resources diverted to combat the Dread Elf threat, they still dominate the seas and the resulting trade.”

“In the mists of time, they rebelled against the enigmatic Saurians to become guardians of much of the world, while the ancestors of the Dwarves held the rest. Once they were a single race, yet their united rule could not endure. Even these most graceful of beings are not immune to in-fighting or betrayal. The details are veiled in allegory and myth, but it is clear a great schism rent the Elven peoples asunder, resulting in the three powers we see today.”

Note that these small parcels of information hint or mention other factions, such as their cousins, the Dread Elves and the human Sagarika Kingdoms (which we learn in other sources was sponsored by the Elves to help overthrow the rule of the Ogre Khans!)

Game Abilities

Martial discipline is a key faction ability which gives the elves some staying power. What they lack in physical resistance they make up with strong training. This ability allows the player to roll two dice instead of one, and choose the lowest (best) score for tests of leadership.

Unlike most elves in fantasy worlds, there doesn’t seem to be a huge physical weakness to them. The Resilience characteristic determines how “easily the model withstands blows” much like the toughness characteristic in Warhammer Fantasy. Compared to humans troops, Highborn troops are just as resilient however, their commanders are weaker, retaining a resilience of 3 compared to 4 for humans.

Their agility is great – in the 9th Age models with a higher agility score attack first. What I loved about the High Elves from Warhammer Fantasy was their speed but I didn’t agree with the “always strike first” rule as it seemed too forced. In 9th Age elves are fast not because of a rule, but because of their profile: a typical Highborn elf has an agility score of 5 compared to a normal human warrior who has a score of 3, making elves super agile.

I punched a simple army into BattleScribe and assuming it’s up-to-date, I was amazed that Citizen Spears (a regular unit of spear-men for the Highborn Elves faction) were even more agile in certain circumstances.

I’ll explain…

In the 9th Age, weapons all possess special rules. For spears this means they provide fighting in extra ranks (which Citizen Spears do already, so there’s plenty of attacks there), they provide a bonus to penetrating their targets armour (+1) and assuming they unit did not charge, are engaged and not flanked, grant a further bonus to agility and armour penetration. This amounts to an agility of 7, armour penetration of +2 and if they’re fighting in 3 ranks of 5, you’re looking at 15 attacks – sounds like a very effective greek-styled phalanx.

It seems that simple (basic) units are capable troops and are not just there to provide filler units to your armies. I got excited when I played around with the BattleScribe app and so purchased some Oathmark Elves – you get 30 miniatures in a box for around £25, so £50 essentially gets you 3 units of mixed spears, bows or hand weapons (I’ll review them another time).

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Empire of Sonnstahl

Look and Feel

The Empire of Sonnstahl echoes the Empire from the old Warhammer world, as you would expect. It is:

  • Blocks of trained state troops,
  • Gothic knights riding heavily armoured horses,
  • Battle mages and War Priests,
  • Cannons and siege engines galore,
  • Works best when units are used together as a whole.

History

Replace the bearded Sigmar with Sunna, a female goddess who united the human tribes, and you’ve pretty much got the gist of the Sonnstahl Empire (Sonnstahl, as we learn below, is the name of Sunnas sword).

Throughout the snippets we get the idea that the Sonnstahl Empire, while lacking the extensive age and focus of the elder races, makes up its shortfalls in dedication and record keeping. It really is an interesting and refreshing idea that humans are able to record and pass down their learnings so that each successive generation is better prepared and able to learn more. It really gives the human faction a great feel.

“A nation founded upon the exploits of Sunna, goddess given flesh, our ally has developed far from its early days. The tribes Sunna unified have endured together, never forgetting her memory and glory, symbolised by her eponymous sword Sonnstahl. The core of human supremacy in Vetia, with Destrian wealth now united through marriage with its grand armies and economy, there is no limit to the Empire’s ambition.”

“But, to command such a diverse nation, an Emperor must not simply conquer in battle, he or she must compete in the political arena, navigating the treacherous currents of rival families and churches, to unite the nation against its enemies. A true seat of learning, with magic and technology refined into effective weapons, the Empire has become a master of many trades and has begun extending its grasp to foreign lands.”

Game Abilities

The Empire has a great feeling of tradition to it. Much like in Warhammer, the main human faction is designed with cooperation in mind. What individuals lack in raw brute strength, they make up in battlefield tactics and cunning.

Detachments allow for support units to respond on behalf of their parents units, meaning they can counter charge, shoot or support those units in trouble. This low-level mastery gives the Empire faction a strong sense of unity and training which marries well with the “state troop” feel it possesses. Lines of missile troops supporting blocks of eavy infantry has nice historical feel to it, which will appeal to history buffs, while allowing the fantasy element to smooth over a need for absolute accuracy.

Generals and Commanders of the Empire can also issue “Orders” once per turn. These play into the feel of the troops, as orders allow units to move faster, embolden them against losses or near defeat, make shooting units more accurate or brace a unit against an incoming charge. Multiple characters who can give orders stack up so long as the order isn’t the same, so in theory a stout line of missile troops and spears troops could effectively gain the accurate rule and fight in extra ranks which feels nice thematically.

An example of the above is a simple army list created with BattleScribe:

1 Commander, with bits and pieces.

15 Imperials Guard with greatswords (think, WFB “Greatswords”) as a parent unit, with a magical banner, the “Banner of Unity.”

2 units of 10 handgunners, both as support units.

This combination means that if the Commander issues an order to the Imperial Guard unit, the banner allows a further free order to be given to a support unit, effectively providing a chain of command across the units. They make ideal rank and file strategies when you start to add in extra commanders capable of giving orders.

Dark Lore – the Lore of Badass

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

So, the bit that’s really caught my attention and imagination this week: Warriors of the Dark Gods!

Warriors of the Dark Gods

This faction book is packed. I mean, seriously stuffed with stories and lore generating the background of the world effortlessly. It is a piece of art in its own right, with writers and artists packing in their hard work to create something that exceeds the stuff we see written by the likes of Games Workshop. I’ve said it before in previous articles, but for a group of people working for nothing, this is exceptional. It feels more like Warhammer Fantasy Battles than Warhammer Fantasy Battles! If this is what we’re to expect for all of the factions in the 9th Age, then we are to be truly blessed with something amazing.

Even the artwork is superb, but for me, the art looks REAL. It hasn’t just been banged out by a Wacom tablet and stylus, no, these artists have spent a great deal of time on their art and it really shows! (I have nothing against digital artists, I just expect more from the likes of GW who are funded by their sales!)

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

We are treated with 80 pages of storytelling, lore and fantastic artwork before we even get to the game mechanics section, of which there are nearly 30 pages of army choices and stat lines, completed with a quick reference guide to make consulting your stats easy. And don’t forget, you can simply download the “slim” version of the army book, which contains only the game mechanic components.

At the beginning of the book we are given a story of the trials of commander Ilarion Yanovich, whose frontier town becomes surrounded by raiders. Yanovich is visited each night by one of seven envoys from each camp, enticing him to their dark gods. In this story, we are given insights into the dark gods and how their warriors behave. The temptations and trials are reminiscent of Dante’s Inferno, with each envoy representing what we would call a sin. Yanovich appears throughout the stories, each snippet exploring the newer peaks of his plight.

The artwork here is amazing: tall, robust warrior figures in heavy plated armour representing each of the envoys. Take a look at the images below (courtesy of the 9th Age book). I can certainly feel the nostalgia rising in the artwork. Some examples carry a 90’s style I’ve missed so much, emulated so well that they could have passed the high standard of golden age of Games Workshop and the White Dwarf magazine. It is probably unfair to keep comparing the 9th Age with a well established setting, but the creative talents behind the 9th Age have managed to not just copy the art, but perfect it further.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Moving on: as we read further we get an idea of how the world was made, of the Mother & Father who make up the twin worlds and of the veil, a hair’s breadth barrier between the two worlds. Mother is law and Father Chaos is the opposite. We’ve learned now that there are seven dark gods, but also an extra layer to the hierarchy, with Father Chaos acting as the Overlord.

The story of Anaba by a mysterious sorcerer further defines the pantheon, describing the symbol of the dark gods, an eight-pointed star. The longest point of the star symbolising Father Chaos. In the lore, it is said that Father’s plans underpin the plans of the seven. We also learn that those dark gods fashioned themselves on the sins of mortals.

The richness of this cosmic lore could go on and on, but I can’t stress enough how much you will learn about the 9th Age from this.

I could go on, but this article is already over 3K words and it is late in the night!

Join us for the next part, where we will undertake to create some armies of the 9th Age and battle it out over several scenarios to get an actual feel for the game. We will cover:

  • Choosing and creating our armed forces,
  • Create a narrative mini-campaign using the scenarios supplement,
  • A brief overview of the battles, with some analysis,

Then we will answer some questions, such as:

  • How long does it take to setup a game,
  • How long does it take to play a game,
  • How much it costs (potentially)
  • Is it accessible to new players and how easy was it to learn.

Join us, and we’ll see if we can’t convince you to try it for yourself!

(All images borrowed from the 9th Age website library, unless otherwise stated. 11/7/19)

Ferris, for the Creator Consortium

@FerrisWrites for Twitter

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Controversial article on why we game Age of Sigmar a second chance.

Building Terrain for tabletop war games? Part One, Two, Three & Four!

The 9th Age: A New Warhammer Fantasy Battles?

A month ago I wrote an article on why I was giving Age of Sigmar (AoS) a second look. The response was brilliant – we managed 9K hits with a variety of reader interaction. Some of that interaction was, understandably, hateful. I addressed the comments, which seemed to suggest I was being paid to paint Games Workshop (GW) in a brilliant light.

In the same section of comments however, I was approached by Piteglio, founder of Veil of the Ages, one of many 9th Age supporting companies. I was asked, assuming I was impartial, whether I would review the 9th Age, a community created by not-for-profit groups of tabletop war-gaming fans.

The 9th Age website has just been published with its new, atmospheric and well presented website, so it makes sense to take a look and see what all the fuss is about.

So, welcome to what will be a 3 part series reviewing the 9th Age. In the first part I’m going to be looking at the game association as a whole, discovering its foundations and ethos. I’ll also be looking at the rules and judging them for how accessible they are to veteran and new war-gaming players.

In the later articles of this series, I’ll be looking into the theme and world lore and taking a look at some of the army lists available. My focus there will be comparing Games Workshop’s old High Elves to the Highborn Elves of 9th age, and the old Empire to that of the Sohnstal Empire.

Finally, I’ll get a few games under my belt and draw some comparisons to the old Warhammer Fantasy Battles in the last episode. This should be the culmination of the mini-series and maybe somewhere along the way I’ll convince you to try a few games for yourself!

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

What is 9th Age

In some western cultures, if you cannot find exactly what you’re looking for, you should have a go at making it yourself – this is the core of the foundation of the 9th Age. When GW shut down their much loved Warhammer Fantasy Battles the gaming community around it had an emotional time. When Games Workshop introduced Age of Sigmar many of the players felt aggrieved, and to some degree I agree with them.

To challenge the absence of a much loved tabletop war-game, a small group of self-motivated players decided to revive their fondness of WFB by creating something of their own. 9th Age was born.

In a nutshell, The 9th Age is:

  • a tactical, rank and file tabletop battle emulation in a pseudo-medieval fantasy world,
  • maintained by hundreds of passionate players from all over the world,
  • totally free to get your hands on the rule-books and supplements, forever!
  • designed with precision for tournament gamers, yet easy to access for casual and narrative.

Initial Misconception

When I first heard of 9th Age, we played Warhammer and Dungeons & Dragons (among other games). When we realised that the 8th Edition WFB was going to be the last, we started looking for something alternative. One housemate stumbled upon 9th Age. 

The documents and rules were still in their infancy and there was a quick series of changes which made us feel the game was not yet stable. We dropped 9th Age and investigated different ideas (or in fact, kept playing 8th edition WFB).

Looking back, we should have realised that 9th Age was still in its infancy and going through a series of developmental changes, some of which I suspect was hindered by in depth balancing and potentially some copyright laws.

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

So, who are 9th Age?

The 9th Age was created and developed by 6 competitive fantasy battle enthusiasts, coming from 5 countries around the globe. That was 2015, now 270 members work towards developing the 9th Age across 29 countries. That’s pretty staggering.

What is most remarkable is that this association of like minded enthusiasts work for free. No one, at any level, earns money or fame for their hard work. There is no formal company and members are not expected to work to hard deadlines. Of course, some of them have experience in their particular areas, but as a whole, the association is free running, headed by an executive board who put the whole lot into one efficient package.

Why is this important, I hear you ask?

Unlike like most war-games, 9th Age is not run for profit – they don’t even supply miniatures for the game they created and develop which, importantly for the players of this game, means the tabletop war-game is balanced: there is no need to create better or tougher armies to sell alongside newly released miniatures. No power creep here (looking at you, Games Workshop!) It also inspired a huge run of small independent miniature model companies, creating a staggering amount of new and unique looking tabletop miniatures.

Best of all, it means the army book / army lists are inspired by the background, the world setting. Imagine, a world rich in lore and strife with well represented armies and politics? Seems too good to be true doesn’t? Well, it took a number of years for Warhammer Fantasy Battles to develop its own rich lore, so why can’t 9th Age? In fact, 9th Age has more people working on it than probably ever entered the boardrooms of Games Workshop HQ (uncited opinion).

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

Armies & Factions

Enough about who and what, let’s take a look at the game itself! I’ll address some of the questions I have or have been asked:

Can I play my favorite fantasy army?

Yup. Totally.

Currently 9th Age have 16 “army books” to play with. Each one is free and available from the 9th Age download page. They are currently all black and white, and mostly easy-print PDF documents with a couple of more detailed files as optional downloads. Did I mention they were free? Check out the Sylvan Elves full colour PDF – its big, but there is some seriously good artwork and background information there!

The list of available army lists include (in no particular order):

  1. Daemon Legions
  2. Sylvan Elves
  3. Undying Dynasties
  4. Warriors of the Dark Gods
  5. Beast Herds
  6. Dread Elves
  7. Dwarven Holds
  8. Empire of Sonnstahl (think state troops)
  9. Highborn Elves
  10. Infernal Dwarves
  11. Kingdom of Equitaine (think knights & peasants)
  12. Ogre Khans
  13. Orcs & Goblins
  14. Saurian Ancients (think lizard nations)
  15. The Vermin Swarm (think rats, rats everywhere)
  16. Vampire Covenant

On top of this list, there’s also the Asklanders and the Makhar which are supplementary armies (currently I believe they are under review). There’s also a quick guide to playing your first game, spell cards, printable terrain and an arcane compendium among other helpful and totally free downloads to get you started. Finally, you can get everything in one solid document, but I wouldn’t recommend you print it out…

Are the different armies up to date or will they change quickly?

With the exception of the last two (Asklanders & Makhar) all of the books are up to date. More importantly, they will not be changed for around 4-5 years, meaning tournament players can rely on stability and casual players benefit from being able to collect and use only what they want.

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

Game Mechanics

So this is for me where the nostalgia really started to kick in. You remember when you first picked up a book for Warhammer Fantasy Battles and you had no idea how it worked, but you had the feeling that you were holding something esoteric and world changing?

That’s what I got from perusing the game mechanics. From what I could tell, everything was there that a much younger (90’s) version of myself became totally enthralled in. Armies are built based on a points system (or an amount of gold, if like me you prefer a more narrative theme), with elite troops costing more than standard troops. The design of the army starts around the leader and their entourage, with a percentage of your points allowed for certain types of troops.

The commander type characters are faceless compared to Warhammer, because the 9th Age tries to keep them realistic. They even point this out in their design statement: characters should be “folklore heroic” and not literal monsters of the battle field, something which unbalanced the later editions of Warhammer Fantasy Battles.

How hard /easy is it to learn?

This is a good question. If you are or were a player of Warhammer Fantasy Battles, you will feel totally at home. 9th Age harkens to the days where Warhammer Fantasy Battles was still balanced and made sense to the majority of its players. With the exception of names and phrases in the rule-book, I would argue 9th Age holds all the robust parts of Warhammer, with some better modifications for clarity and brevity on the tabletop. And of course, the game follows a clear turn / round system which most tabletop gamers will be comfortable with.

For totally new players, it can be quite a steep learning curve, but then so too were most tabletop war games of the time (with the exception of games like Age of Sigmar Skirmish, which I believe is a great introductory game to tabletop war-gaming). If you’re totally new to war-gaming, I suggest you read the next section.

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

How accessible to new players is it?

Fortunately, there is a 9th Age beginners quick-guide, which talks you through the basics in easy to digest chunks. All you need is some paper, pencils, measuring rule and dice to get your started. This really appealed to me because you don’t need to spend any money before you start the game. You could set a game up on your bedroom floor or kitchen table with some cut-out squares and some random items to act as terrain. So long as you label your paper and cut them to the right size to represent units, you’ve not got anything to hold you back.

Running alongside the quick start guide there are some example army lists which you can print out and use. All the choices are made for you, so if you don’t know how to create a balanced army, you can use these. It’s a bit like using pre-made characters in Dungeons & Dragons – everything you need is there.

So you really don’t need to spend time buying, gluing and painting anything until you’re absolutely sure you want to get involved. It also means you get to try out different army compositions or entirely new factions. For me, this is great because there was nothing worse than buying into a Warhammer army and then realising they were completely under powered and your chances of success were limited based on your poorly informed decision!

I may need help creating one those army lists…

It has been pointed out in the comments that the 9th Age is fully compatible with BattleScribe (we reviewed Battle Scribe a while ago, here). BattleScribe is community driven and contains data for just about every tabletop game that requires army building lists. If you’re new to war-gaming, check it out, it’ll make you 9th Age army lists much quicker and likely more accurate too (and you can export and print out those lists for ease, with all the data you need).

Is it a tournament game or a casual game?

It seems, from what I can tell, to be a game designed for both. As I mentioned previously tournament players will enjoy the precision of the game, while not locking out new or casual players. You can play small games and large games wherever you are.

Where can I buy miniatures for 9th Age?

The other great thing about 9th Age is that you can use whatever miniatures you like, so long as they fit the scale, which is around 28mm miniatures. As I mentioned earlier, there is a tonne of new businesses creating miniatures in the glowing wake of 9th Age’s comet. I’ll link you to their community created list of potential sellers and distributors.

Their online magazine also has a spot-light for gamer’s armies, in which it shows how some players mix and match from different model companies to create their own unique looking forces. That said, if you have a preferred supplier of miniatures, then feel free to buy solely from them. That’s the great thing, you don’t have to buy from a monopolized supplier – you get to shop around to fit your own budget. This is doubly so for old Warhammer players, since you’ve already got your armies so you don’t need to get more!

Auf deutch, mo poppet, grazie!

English not your first language? Don’t worry – I forgot to mention that the 9th Age is translated in several languages, including:

English, French, German, Spanish, Italian and Polish…

With work being carried out for translations into Chinese (presumably Mandarin), Russian, Serbian and potentially Korean. Again, this is staggering because all this work is being done for free – it’s amazing what people can do when they share their passion for something.

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

Final Thoughts

  • So far I’m getting a good vibe from 9th Age.
  • It feels much more robust than it did several years ago.
  • There is a tonne of intra- and inter-faction choices, meaning you can build an army up that fits your play style or preferred narrative theme.
  • It’s completely free, and despite this, has a very solid feeling to it, which promises fair, balanced and a fun gaming experience.
  • It seems to have the finesse for tournament or competitive players.
  • It’s accessible to brand new players
  • The quick start guide is easy to follow and you’ll be playing your first game(s) within an hour if you put your heads together.

So, will the 9th Age still have me keen to learn more? Do the factions suitably feel like the much loved armies of our youth? What does the game actually play like, how long and quickly can you pick it up..?

That’s it for part one! If you’ve got any questions for the next article, where we’ll be looking at the world lore and the factions in more detail, leave a comment and I’ll try to address them as much as I can!

Here’s a sneak peek to some of the Lore we’ll be covering…

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

All questions for part two and three. I’ll keep you posted!

If you’re interested in creating your own terrain, I’ve got a few links to some how-to articles, Part 1, Part 2, Part 3, along with an article on where to get materials and tools for terrain building (more beneficial if you’re based in the UK but helpful for the US, Canada and most of Europe).

You can find me @FerrisWrites for Twitter,

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Controversial Age of Sigmar article here Give Sigmar a Chance: Why I’m giving Games Workshops ‘Age of Sigmar’ a Second Look…!

Veil of the Ages 9th Age wargaming

And finally, as a thank you for providing information and a bit of impetus to keep writing, I’ll provide links to Veil of the Ages by Piteglio! 😉

Veil of the AgesSuccessful Kickstarter, Facebook group!

 

 

 

(All images taken from The 9th Age website and forum, they do not belong to the Creator Consortium or their writers and contributors, July 5, 2019)

Give Sigmar a Chance: Why I’m giving Games Workshops ‘Age of Sigmar’ a Second Look…

Age of Sigmar is a tabletop war-game set in a fantasy world created by Games Workshop (GW). The game involves miniatures to represent warriors and monsters, with dices rolls used to represent the fray of battle as two or more players strive to defeat their opponents.

Warhammer Fantasy Battles (WFB) was the precursor to Age of Sigmar, and its development into the newer game was fraught with poor decision making and knee jerk reactions, with an unhealthy dose of corporate foolery.

I was a long time fan of Warhammer in its earlier and middle life. It was something I grew up with. Its strong sense of fantasy and rich lore was inspiring to a young boy, teenager and adult. As a nerd, it was a binding force among friends that ran alongside games like Dungeons & Dragons. It was a large part of our youth.

I took time out from Warhammer and GW they fell out of favour with me for many reasons. So when I heard about the new Age of Sigmar I was hopeful for a balanced and fun game. I felt let down and the following history tale feels like a terrible loss to something I held very dearly.

But I’m giving GW a second chance, and I’ll explain why later.

First, some history…

warhammer games workshop fantasy battles oldhammer tabletop game miniatures

The Lore Unflinching

Since its inception in 1983, Warhammer Fantasy Battle has been rich in its setting, abundant history and legends combined with inspiring artwork and grandiose tales. It was for the most part, a thing of beauty, the likes of which no other company had managed to create. WFB ran until 2010, with 27 years of added legends and story, enriching its own lore within each incarnation, eventually ploughing itself into an 8th and final edition.

However, a common complaint is that the story of the world never really advanced. Most of the rich storytelling, the history of the world, had already taken place. Global political and natural events had already shaped the world, from the war between Elves and Dwarves to the cataclysms that shaped the geography. With the exception of the incursions forces of Chaos (the ultimate big bad guys of the setting) very little else changed, and for 27 years humanity and its allies stood on the brink of extermination and extinction… yet was never quite defeated or victorious.

Arguably there’s a difference between the campaign world and the larger written fiction world: Despite gaps in the world, the GW development team failed to seize and advanced certain narrative arcs or historical campaigns, such as the War of the Beard, pitching Elves and Dwarves into a war that lasted years, creating offshoots of each nation / faction. Despite having untapped regions on the world map, it seemed that GW prematurely ran out of geographical room, never actually filling out all the regions in detail. The missed opportunities were vast.

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A Lore Uncopyrighted

WFB was expanded in the 80’s and as such borrowed much of its history and cultural ideas from Lord of the Rings which saw a rise in popularity and profile during that decade. Warhammer was generally considered a variant of many different stories and world settings at a time when copyrighting the name of a species wasn’t ever considered.

This borrowing of cultures and ideas meant that other, smaller companies were able to borrow in turn from GW. Being a large and successful company, GW didn’t like that idea. The prime example of this is the novel “Spots the Space Marinewhich GW wanted removed for copyright reasons. Owning ‘Space Marine’ for themselves was apparently critical to their business model.

When you considered how much GW borrowed from other media, you realise that much of their content was not their own. Copyrighting that content and cornering the market to their benefit was not possible with the old WFB lore. They would have to change everything… which Age of Sigmar does; the heart warming Elves, Dwarves, Goblins and Orcs were replaced with Aelves, Duardin, Grots and Orruk. It’s also hard to copyright historical figures and names, looking at you Bretonnian players!

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Compounding the Fractures

For new players, starting a game of Warhammer can be costly, with players investing their time and precious money into buying miniatures, paints, brushes, terrain boards and books to create their armies. If you just look at the price of the miniatures, you can spend hundreds of your precious monies before you’ve assembled anything. So when a game loses its appeal to old gamers, and new gamers can’t afford to start playing, sales begin drop and any company is likely to worry. But GW didn’t seem to learn with each new edition of WFB…

The 6th Edition of WFB was considered ‘alright’ in its early days for game balance. It still had its problems, much like any game. Unfortunately it was the start of the fall, where the final few Army Books published showed an increase in the power creep (where successive armies would be significantly tougher and cheaper to purchase in-game). Matching armies to play a fair game was harder and players started to emulate the winners creating a stale gaming style. Spending hundreds of pounds on an impressive army didn’t guarantee a satisfactory win/lose ratio.

7th Edition compounded on 6th edition and was the point in time when the famous (probably misquote) “We’re a miniature company not a games company” by the CEO of that time, Kirby. This was considered the primary unbalanced version of the game. This was also the time of the GW store changes, where a single member of staff was expected to run the store. This lead to an end of local store tournaments and a reliance on local independent gaming stores to do the hard work, which they were not prepared to do.

8th Edition simply added on top of this again, removing some parts of the game that required skill and understanding and replaced them with unbalanced armies and rules in totality.

 

Mat Ward held the creative reigns during these times of troubles and was supposedly responsible for the power creep of factions – most of the army supplement books were under his name which unfortunately lead to a loss in popularity. This lower-quality “modelling business” seems to have driven a core of players away, especially when GW tried to claim gamers only made up 20% of their sales (maybe they included digital games and fiction in those sales numbers, who knows). Still, 20% is a huge chunk of your market and not to be sniffed at.

The messiah Jedi to bring balance should have been 9th Edition and was rumoured to be an amazing game of fortitude and fun. However, some internet folks believe that this dropped the sales of the 8th edition as players saved their cash ready to spend it all in a glorious fit of nerd-frenzy… GW scrapped most of what 9th edition could have been. Frankly, GW had failed its panic test and bottled it, doing something so knee jerk worthy that many of their core fans and players simply stared in disbelief.

They killed it all off.

In an act of terrible corporate zeal, it was deemed unworthy and so all of it had to burn, apparently.

Warhammer 40K, the Expanding Galaxy

On the other hand, GW’s Warhammer 40,000 (40K) storyline moved onwards in the grim darkness of the 41st millenium. Players still flocked to it and it seemed always popular. Everyone loves “Spess Ma-reens!” So while WFB fell, GW put their time and effort into 40K. This lead to more delays and lethargy in creating content for WFB, hammering further nails into its coffin.

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Birth of the Mortal Realms, the Age of Sigmar

It was expected that 9th edition was going to mend itself, bandage its blood spouting wounds, stick on an eye patch and throw itself back into the fight for the old world with a grizzled low growl. But with the panicked reaction from a slump in sales, GW rushed ahead with Age of Sigmar and dumped the Old World. The lore and world history of WFB was abolished, the relics and lessons of the Old World were forgotten and the new world, the world of Mortal Realms was born.

Many fans were outraged (I mean, it is the internet) and a solid core of supporting players felt abandoned and ignored. No doubt many miniatures ended up in the bin, or left to fend for themselves Toy Story style in a box of Barbie dolls… or likely ended up on eBay.

Warhammer now looked like something from Magic the Gathering, minus the charm.

So why, after the loss of something held very dear, am I giving Age of Sigmar and Games Workshop another chance?

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Age of Sigmar

The new game is very accessible and despite frankly large problems, holds promise. The core rules are completely free and readily available online to print out yourselves.

Now you can play the game as a narrative (discard point values for armies) or you can carry out matched play, where you decide on the points values for your forces. This means you can tailor games for competitions or story driven wars.

A Battle Narrative

The revived and quick to learn rules have given GW a chance at another shot to regain the glory of the old days – quite simply it’s a shame they had to destroy everything the fans loved about the setting (but all is not lost). Games are now played in scenarios. This put me off originally, because I love a good ruck in the mud with swords and death, but actually, scenarios allows me to play a relatively weak force (High Elves, who are now Swifthawk Riders) against an incredibly overpowered force (such as the Beastclaw Raiders) and hopefully run rings around them, because no army is able to be perfect in a randomly determined scenario.

Embers of the Old World

Thankfully, GW are still publishing fiction related to the Old World. They’ve even gone back further and re-released fiction before the time of Karl Franz (the emperor with the big hammer at WFB peak). Third parties such as Cubicle 7 have brought fresh life to the Old World with a renewed and updated version of the Warhammer Fantasy Roleplaying Game (we had a peek early on here…) and God’s bless the Creative Assembly for sticking with the Old World in their very successful Total War: Warhammer series (which merges two of my favourite things wonderfully).

And finally… Gotrek Gurnison lives! The doom-seeking Slayer wandered out of the time warping Chaos Wastes of the Old World to bring some good old fashioned Slayer perspective in Realm Slayer. Gotrek quests through the Mortal Realms to find his manling sidekick, Felix Jaeger, who may have been reincarnated as a Stormcast Eternal! This is a great tale that sets the scene for Age of Sigmar and throws us veteran players a much desired connection to the World that Once was.

Gotrek Gurnison Felix Jaeger troll salay beast slayer everything slayer

So, like with the new Star Wars movies – the new stuff doesn’t invalidate the old stuff – you can still read and watch the old stories and enjoy them for what they are. You can do the same for Warhammer.

GW took a huge gamble which seems to have paid off.

At least for now…

Absolutely Final Bit

If you keep up to date with the acts of GW and their Age of sigmar game, you may want to take a look at this petition that is over five years old. If you read it you’ll see that most of what the petition was asking for has actually been met by the GW. Shame they never actually replied to the petition…

https://www.change.org/p/games-workshop-limited-refocus-your-business-model-on-the-sale-of-a-game-and-support-of-a-gaming-community-vice-the-pure-sale-of-collectible-miniatures

That about wraps it up for now! Thanks for reading, and as ever, your comments and discussion are always welcome. perhaps you know something we don’t and would like to share your thoughts?

@FerrisWrites for Twitter and our Facebook page.

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Tabletop War-Game Terrain & Scenery Part Three: Putting it all Together

In the last few weeks I’ve gone over some of the techniques for making battlefield terrain. The focus has been on buildings and structures and this week we’re going to finish that theme off by bringing it all together. I promised some multistory buildings too. Read on to see more of the good stuff and how I achieved the beginnings of some great results!

What am I doing?

I decided to make everything so that it would fit on convenient 15 x 15 cm tiles. This was so that I could orientate the same tiles to create different looking terrain, whether I’m playing Age of Sigmar, AoS Skirmish, Frostgrave or even some Dungeons & Dragons.

Similar tiles can be used to create urban scenery in Warhammer 40,000, which I’ll cover at some point in the future.

wargame wargames terrain building modelling warhammer 40K age of sigmar AOS miniatures frostgrave

I also upgraded my hot-wire cutter. It was a little more expensive, in the £50-60 region, but the arm doesn’t flex, the wire doesn’t bend and it heats up consistently making its ability to cut through foam much better! Alarmingly, the wire does glow bright orange, which was a little disconcerting at first!

So how did I do, what did I do, and how did I do it? Read on…

A trial run…

I decided to test my formula for creating tabletop scenery with an unsuspecting volunteer. I quickly ran down the basic steps of creating the terrain piece, introduced the volunteer to a hot glue gun and Styrofoam, hefted a tonne of miniature bricks onto the table and allowed that person to run away with their imagination. This is the outcome so far (note, it still needs painting).

 

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As you can see, it really doesn’t take much to get stuck in and have a go. Once again, there wasn’t a huge amount of planning involved in the creation of this quaint little tower – imagination provided the blueprints and away they went!

The Tile Set Blueprints

OK, so creating as many 15 x 15 cm tiles as required. To make my life easier, I got hold of some 1 cm thick black Styrofoam. It was an eBay purchase and cost me about £16 but may be cheaper in other parts of the world. Why did I buy these? It’s quite difficult to thin down thick Styrofoam on account of the wobbly nature of the hot-wire cutter.

So, not everything needs be to broken or derelict, no, there needs to be more so I’m going to build some complete structures which fit on the 15 cm tiles; watchtowers, tall walls, dead-ends, bell towers, warehouses, pig pens, shambolic defensive positions – you name it!

Because each tile is essentially 6 x 6 inches, I can fit four in a single square foot. Multiply this by four and you’ve got yourself an interchangeable, customisable and modular tabletop terrain system. I’ll go to town on some bigger open plazas with ruined columns etc in the future (to make it easier and give any missile troops a chance).

Footpaths & Plazas

From a design point of view, I’d like to build some footpaths, essentially narrow death traps that must be risked to get to different places on the map.  Here are some images of the test pieces I worked on. It can take time to get it right, so give yourself an open mind when you’re trying out ideas – you won’t put pressure on yourself and get worked up by perceived ‘failures’ at the end of your crafting session.

 

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The dirt footpaths are 5 x 15 cm. By applying a lot of pressure with some scrunched up tin foil to the centre of the Styrofoam piece, and lighter touches to the outer quarters I was able to create the impression that the path had been used for many years. I cut some 0.5 x 0.5 x 15 slithers of foam and cut them up, weathering and aging them with the foil to look like curb pieces.

In the future when I attempt larger roads, I will use the ‘crazy pathing’ idea and simply trim the pieces down to compensate for the curb. I’ll also impress the foam in places to make it look like carts had been through, wearing down the road over the years.

The roads should be at least 10 cm wide and up to 30 cm long (the extent of my purchased Styrofoam sheets) – they will look good running through the centre of the board, or alongside the boards on bigger battle arenas. Details are important here, so I need to think about how I’m going to decorate the pieces to make them believable.

It sounds easy, but it’s actually very hard to make simple open spaces and retain the feeling of interest and wonder. Because there’s likely no focal point to grab the eye, it needs to have a few extra details to keep the area ‘alive’ and quirky.

I’ve decided on a single gallows with some stakes rammed into the ground to keep people away from ‘justice’ being served…

wargame wargames terrain building modelling warhammer 40K age of sigmar AOS miniatures frostgrave

I added some ‘crazy pathing’ for a bit more variety, weathering the whole lot with the tin foil method. To make the pathing stones I cut foam strips 2 x 2 cm then went over the corners, freehand cutting in irregular ways. I then cut the stones from the end of the strips at 0.5 cm, creating odd and mismatched but flat stones. In hindsight, I should have cut these narrow than 0.5 cm, maybe half that again to 0.25 cm.

Texture is also important, so I’ll likely be using some of the rolling pins from Green Stuff World. An example of my trial run with these can be found in the images below…

 

 

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Ramping It Up!

Finally, I decided to have a go at the multistory building idea.

I wanted to make this bigger, but I also wanted to be able to use different parts of it at different times. To achieve this, I started with 4 tiles to make a jumbo tile and began building a wall which would interconnect. I added a ruined wall around the edges of the jumbo tile, leaving plenty of gaps and debris for cover and interesting features.

wargame wargames terrain building modelling warhammer 40K age of sigmar AOS miniatures frostgrave

I then started to make a second story of brickwork, which I could lock or lay in place and built this up a few times. Finally, I made a third story set of brickwork, but this time to accommodate half a roof.

The roof in these pieces was made from foam board, which is light and tough. I cut out rows of packing card (the sort of thin card your Amazon books are delivered in). Each row was 2 cm high with a cut  1 cm deep every 1 cm along the row. I then just cut and hacked out pieces to create the impression of roof slates. This was time consuming, but quite rewarding. You can see some of the details in the image below.

wargame wargames terrain building modelling warhammer 40K age of sigmar AOS miniatures frostgrave

Finally, here’s a series of images showing you how to connect together.

 

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OK, so its not complete yet (I mean, I did just complete an entire week of a UK LARP event!) So I’ll post some images next week.

That’s it for now, and the end of this miniseries for terrain and scenery. If you’ve learnt anything, or if you have some advice and tips of your own, please leave a message in the comments below.

There will be more on tabletop terrain in the future, but for now, I really want to get these pieces finished and have them lined up for some gaming!

Good luck, and have fun!

Ferris

Part One…

Part Two…

Twitter @FerrisWrites or @TheCConsortium

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BattleScribe: The Only Army List Builder you’ll need for Warhammer 40,000 & Other War games (Opinion)

I first mentioned BattleScribe in this article, briefly and frankly I think it deserves far more than a mere mention. So here it is, my closer look at the free army builder for nearly every war game out there!

I’m a lazy gamer when it comes to war games. Often I forget to bring or just haven’t bought the hard copies of the books that I really do need to play the game. Often I just borrow those belonging to my friends, and more often than not they never see them again for several years as they gather dust.

warhammer 40000 40k fantasy battlescribe army list army builder armylist armybuilder gamesworkshop games workshop

But now, I’ve found something amazing. Something so great that it will blast the dust away from my bookshelf, shoot laser beams from the eyes of my wraithlord and generally add the power of the god-emperor on his relic throne to every aspect of my wargaming.

I’m talking about BattleScribe and I’m talking about Games Workshop’s Warhammer 40,000.

I’ll point out that BattleScribe doesn’t just do Warhammer and Warhammer 40,000 stuff. It covers just about every war game currently out there. The data is maintained by the community, so it’s fairly balanced and as far as we can tell, canon (if that’s even possible for anything Games Workshop?)

Just a few games that jump up as popular, to give you an idea of the coverage:

  • A song of Ice & fire: Tabletop Miniature Game (which I kickstarted but yet to play)
  • AvP: Unleashed
  • Battletech
  • Bolt Action
  • Star Wars Armada, X-Wing & Legion
  • Firestorm
  • Fantasy Battles (the 9th Age guys!)
  • Infinity
  • Halo games
  • Harry potter games
  • Warmachine Hordes
  • Warhammer – all of it, from just about every age and era!

There’s something for just about everyone.

Now, I can’t say that I’ve used much in the way of similar programs, but the ones I have seen are poorly maintained, have hidden pay schemes for some or all content or just don’t have the scope to cover everything war gaming.

But BattleScribe has it all. I’m just getting started. Can you tell?

Features

I lied a bit – there are parts of BattleScribe that you can pay for. But this really doesn’t diminish the value of the program if you use only the free version. I think that after a couple of uses you may be tempted to even throw some spare money their way as a thanks for making your life much easier.

Pros

  • I’m terrible at flicking through the book and understanding how armies come together, detachments and points values, layers of this and that, the colour of the banner under a martian moon, etc. This feisty little program does all that for me – it even tells me if there’s something missing, if I’ve over spent on points, how many command points I have, what I need to eat for breakfast the week before (actually, my mother does that but she’s just as thorough too).
  • You want that list but can’t stand squinting at a screen like a cyberpunk mole? Yeah me too – BattleScribe can export your files as text and HTML. I believe the phone app for android also does PDF. So you can print out your army list, with options for including rules, points values etc.
  • You can share the data using URLs and they can be linked to Dropbox – I don’t ever have to pack a book ever again!
  • You can use BattleScribe on just about any modern platform, from desktops to phones, all makes, and versions.
  • Finally, according to their website you can update and edit files if you spot mistakes.

Cons

  • Using the Android App, it can be a bit fiddly when you first use it, and it does take a little bit of time to learn how it functions and how to edit your choices, such as war gear, detachments and commanders etc. Once you pick this up, and it is fairly intuitive, you’ll be fine. I still didn’t fully understand army detachments and specialist forces, so it took a bit of extra reading – it won’t tell you what things actually are until you select them, then it tells you what is missing. It was a bit of trial and error on coffee break.
  • The data files are community driven – there’s a tonne of slimy teenagers and Dorito dusted nerds out there who may want to fudge the rules a little bit. Those errors you friend found… yeah they may have just been a few tweeks to fit the “theme” of their army.

There are extra features for paying customers, mostly nice fluffy stuff like saving and customising units with names, quick views, some dice tools for when you don’t have any dice or math skills and of course, removing adverts, which I have to say, always sounds worth it.

So what does it all look like?

Well I had a bit of a fiddle and worked an army list which I think is legal, according to BattleScribe.

Here is an example of the output from PDF form, as you can see it lists everything I need to know about the unit. Other than a copy of the rules (which are brief now, thanks to GW’s overhaul) I’m covered.

BattleScribe Example Wraith Lord

You’ll notice that some of the Characteristics are labelled “Characteristic 1” etc. These follow a logical order of the stat line. It’s not really a bad point or a con, but worth mentioning in case you don’t realise in a rush.

The overall PDF has each unit nicely sectioned to set pages, so there’s very little run over. I suspect for something really powerful, like, I dunno, a Chaos character (?) the list may go on for quite a bit, but you’ll have to play around.

Here’s the whole PDF for you to look at. It’s not my final list, but I guess it’s pretty close!

Wraithhost Spearhead (HTML)

warhammer 40000 40k fantasy battlescribe army list army builder armylist armybuilder gamesworkshop games workshop

Finally, the link you’ve all been waiting for for BattleScribe.

So there you have it! Let me know what you think about the BattleScribe and maybe pass them a little donation if you like the work they’ve done!

J.D. Ferris, CC

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Title Art taken from Warhammer Art (I bought a copy) – you can find the poster for sale here.