Showing posts with label Warhammer 40K. Show all posts
Showing posts with label Warhammer 40K. Show all posts

Tuesday, 8 May 2012

Big Game Hunting - Free RPG Day 2012

I hope everyone enjoyed Free Comic Book Day 2012! It was a huge success for Proud Lion this year - I'm very grateful to everyone who helped out and all of you for coming down and making it something special.


That's not the end of this year's freebies though! Coming in June we have Free RPG Day 2012. Keep your eyes peeled for more details in the coming weeks. For now, all I'll say for definite is keep Saturday 16th June free in your schedules!


Offerings this year will include a Battletech/Shadowrun Quickstart RPG flipbook; a Warhammer 40K Roleplay Only War Adventure called Eleventh Hour; a Pathfinder Adventure called Dawn of the Scarlet Sun; and a D&D 4E Adventure called Dead in the Eye.

We have a few items left from Free RPG Day 2011. If you'd like a free Quickstart RPG book, ask me next time your in and I'll see what we've still got.


Many thanks to our regular contributor Todd Marsh for the pictures for Free RPG Day 2012.

Ben Fardon is determined to put the finishing touches to the gaming bar in the coming fortnight.

Tuesday, 21 February 2012

Big Game Hunting - Rogue Trader

Published by Fantasy Flight, Rogue Trader and its supplements (plus its predecessor Dark Heresy and its supplements, plus various subsequent sister-RPGs) are an entertaining and often hilarious sci-fi game where mayhem ensues, out amongst the stats. Or, perhaps, it’s just the campaign I’m involved in…

Background: Rogue Trader is an ‘offshoot’ of sorts of Warhammer 40K, which is a popular tabletop war gaming game. I can’t think of a roleplayer that I know that hasn’t played one of Games Workshop’s games, even unwittingly, so the background is pretty much immersed in gaming pop culture. Rogue Trader takes an element of that – specifically the ‘little guy’ concept and sticks you out amongst the stars, against the backdrop of the history as your GM knows and interprets it.


As to whether it’s important – if you want to play a space game, no. The background is only important to understand why it’s difficult to get your hands on tech (which can be accepted at face value) and why there are things that you really need to watch out for (but again, geek and gaming pop culture covers most of that). Background DOES make it richer, especially if you’re using character types from the expansion books.

Mechanics: Character generation isn’t complicated – it’s dice rolling (d100 aka 2 x d10) and applying those rolls to a basic set of stats, then designing your character - which increases or decreases your stats, gives you talents, etc. My favourite part of it is there’s a map of sorts that takes you to your ultimate role in the game – so there’s only certain things the Rogue Trader can have versus what the Astropath has. It’s interesting enough that you weigh stuff off. Then, your GM gives you XP and you put customisations onto your character, again, based on your overall character. What it gives is robust characters that can do what they need to – but it does also lead to a bit of a character ‘lock’ of sorts.


The add-on books and sister-RPGs (and there are lots of them – including Death Watch) add additional character types, extra levelling ‘stuff’ and more background. Along with all new ways for your GM to really insert the proverbial chainsword.

Gameplay: Overall, I’d say Rogue trader is a great game. I’ve really enjoyed it so far. We’re in the middle of the second iteration of a very long term campaign. It’s not so restrictive that you can’t do what you want and respond to something in your own way, but it’s not so open that you can completely wreck your chances of survival – most of the time. There are some really irritating aspects of the game, but I think most of it is personal preference.

While Rogue Trader isn’t where I started playing this version of the games (I’ve played Dark Heresy), I have to say that Rogue Trader is the one that really stands out for me. I’ve got a wonderful GM (my other half), and I think that’s really made the difference to the game.

This week... Kai screwed up. Book is running late and she’s really not enjoying being an author. She has a plan though (and next week she’s reviewing Battlestar Galactica).

Thursday, 22 April 2010

Big Game Hunting - Horus Heresy, the initial review


On Monday night, I finally got Horus Heresy to the table. Here are my initial impressions based on that evening's gaming.

It took us a while to assemble the figures and hero stands, sort out the various cards in to their respective decks and identify the numerous tokens. Once that was done, I delved into the rulebook and discovered that we were recommended to try the first of the six scenarios to start with. This reflects the original Horus Heresy game more than the others. Being someone who remembers the old game fondly, this was fine by me! As I had assembled most of the Imperial forces I opted to play as humanity and try to turn back the Chaos traitors.


Other scenarios seems to deviate from the established story history of the Warhammer 40K universe and add more random set ups, but that's fine. It's great to see Fantasy Flight giving the game more value by adding these extra scenarios. And at £75.00 retail, extra value is essential.

The set up did reveal the first problem of the game. It is probably the only thing that I didn't like, so let's tackle it now. The plastic fortification areas of the board simply aren't big enough to hold the miniatures required!

Horus Heresy keeps the stacking limit concept from the original game. Back in 1993, this referred to the fact that the various forces of the Imperial and Chaos were represented by cardboard counters. These would be stacked one on top of another, with a limit of six units per faction per area on the board. Any more than that would cause the excess to be crushed and discarded at the end of the turn. In narrative terms this was supposed to represent the crushing attrition that comes from a battlefield swamped in infantry and war machines.

This stacking limit was increased to three inside fortified areas, making battles inside the factories, fortresses and the palace tighter and much more tense. This has been retained, and thus during set up I was instructed to place three Space Marine units and a hero plus a laser turret in the right most section of the palace (the Forbidden Fortress). The hero stands and laser turrets don't count towards the stacking limit, so that's fine. However here's the problem! They don't all fit in that tiny area of the plastic fortification! In the end I just about made them balance, but they would tumble out of that area periodically during our first few turns.

I had kept the cardboard sections that are punched out of the board to make room for the plastic parts, so in future games we may keep that off to one side and put excess miniatures there to show which section they should be in. If the Chaos forces had stormed that section we could have had three units each plus heroes in there! It would never work. So that was disappointing.

Having set up, my opponent got two extra phases before the game truly began. First the corruption phase, then the orbital bombardment phase. Both of these phases are resolved using the Bombardment Deck. Using the smaller Fantasy Flight cards, this deck resolves four different things in the game which is a nice streamlined touch.

For corruption, the Chaos player chooses an Imperial Army or Imperial Tank unit and turns over the top card. If there's an Imperial Eagle at the bottom of the card, then they stay loyal to the Emperor. If there's a Chaos Star instead then the unit turns traitor and becomes part of the Chaos forces. The Chaos player has spare bases for rank one and two units. The Imperial unit is removed from it's grey base and placed on a identical black base.

This is a nice touch, but it does also feel unnecessarily expensive. In the 1993 game, units where represented with cardboard tokens and the Imperial Army and Imperial Tank counters were double sided, representing loyal or traitor.

It is at this point I began to wonder if a hybrid between miniatures and counters would have been better for this new version of the game. I would have preferred to see plastic miniatures for the heroes (possibly in 35mm so they could be used in Warhammer 40K games too) and the larger units like the Titans and the Thunderhawk Gunships. Infantry would have been better represented with tokens, making them easier to fit in the board sections and hopefully making the price slightly lower. But never mind, this game has wonderful production values even if it is at points form over function.

I lost several units during the corruption phase. In this scenario, Chaos had 12 chances. Thankfully, I only had a few treacherous units in my army this time. This was followed by four orbital bombardments, again resolved using the Bombardment Deck. The Chaos player gets to choose whether it's a Precise or Reckless strike, then turn over the top card of the deck. Precise strikes do less damage but are more likely to hit. Reckless strikes can be devastating but rarely hit.

My opponent concentrated most of his corruption and bombardment on my forces at the spaceports. Victory in Horus Heresy comes in one of several ways. Chaos can win by killing the Emperor, though he's in the heavily fortified and defended palace location. The Imperial player can win by killing Warmaster Horus, though he's in the fortified inner sanctum of the Warmaster's barge which is difficult to reach.


The Imperial player can also win by waiting. The game features an initiative track, which I'll come to later. But if Chaos hasn't won by the time the game reaches the end of this track, the Emperor's forces automatically win as reinforcements arrive to turn the tide. Finally, both sides can win by holding all four spaceports but this victory condition only applies from about halfway through the game.

So by corrupting and shelling the two spaceports that were still loyal to me, my opponent gave himself a good chance at victory. It was a smart tactical decision. We were now ready to begin the game and constructed the event card deck as detailed in our scenario. We then shuffled our three faction card decks. Each player gets two combat decks, one for heroes and one for their units. There is also an order deck each. The order deck has a default starting hand for each player which must be separated from the deck. From that hand our scenario instructed the Chaos player is able to seed four of the Drop Pod or Port Landing order cards on the strategic map.

The strategic map is to the right of the playing map and features areas for each of the regions of the board. When the initiative track shows that it is a player's turn, that players starts with the action step. This allows a player to play an order directly or seed an order on the tactical map. Orders played directly usually have a higher initiative cost advancing the player's initiative marker and often changing the initiative to their opponent. However they do take effect immediately.

Orders placed on the strategic map cost just one point of initiative and can be executed later for just one further initiative. This can only be done after initiative has changed to your opponent and changed back to you. So really a balance must be struck. Some order cards grant bonuses if played from the strategic map and at one point in the game, this allowed me to rally my forces after a devastating assault on one of the spaceports.

Combat in this new Horus Heresy is card driven. You count up the value of the units in the combat (ranging from one to four) on your side and divide by two, rounding up. You then draw that many combat cards. You also get two additional hero combat cards per hero you have in that combat too (less if they are wounded). The defending player then chooses whether to start as the active or passive player and then combat ensues. There are multiple iterations of combat and the iteration number is the number of cards the active player can play to attack or counter-attack. So initially you play one card, but in later iterations you can create some interesting combos dealing damaged and having special effects too.

Damage is soaked by the passive player discarded combat cards with shield icons on them. Excess damage is assigned to the enemy units by the active player. Units take damage equal to their rank value. There are damage counters that clip onto the back of the units for partially damaged units. The combat iteration then advances and the active player becomes passive and vice versa.

It's a great combat system. Rather than relying on arbitrary dice rolls, it allows some tactics and combos giving even tiny forces a fighting chance. We both really liked this element of the game.

The orders take a while to get your head around, but I can already see that different players will find different styles and it certainly feels like it captures the feeling of commanding a varied army fighting on numerous fronts. Once an area has been engaged in an order, it is marked with a token and cannot be used again until one of the refresh phases is reached on the initiative track. This simple touch means you can't aim to win or lose just based on a couple of key areas. You have to spread your efforts among the map.

Our major battle was fought around the spaceport in the Vulcanus Region. My opponent had already weakened my forces with his orbital bombardments and had World Eaters Chaos Space Marines and their Primarch, Angron in an adjacent region.

He then landed additional Chaos Space Marines and a Thunderhawk Gunship in another area. I'd already moved forces to bolster the area following the bombardment, hoping that would act as a deterrent. Instead it meant I was simply unable to respond as he launched a crushing assault.

The Thunderhawk Gunship made a strafing run, destroying an already damaged Titan. This was another thing resolved with the versatile bombardment deck. One of his cards also enabled him to make another corruption check and another Imperial Tank unit turned traitor, though it was hard to blame them in the face of such overwhelming odds.

However, I wasn't completely out. I had a movement order on the strategic map that allowed me to move to an already activated area if played from in this way. Suddenly the importance of the strategic map became clear as I moved all of my heroes and units from that region to repel the Chaos rebellion. Whenever initiative changes from one player to the next, you fight coexistence battles wherever Imperial and Chaos forces occupy the same area. With my two heroes, I was able to drive the Chaos Space Marines out of the spaceport and slaughter Angron. But having committed most of my forces to reclaiming that area, I was potentially overextended had we carried on.

We only got about one third of the way through the game in our first go, but both of us were eager to give it a full game soon. Be warned though, this isn't a game for an evening, you really need a lazy Sunday for this or the chance to leave the game set up and play over several nights. You certainly will get value for money in terms of gameplay, even though I still think maybe less miniatures and more counters would have been a better and more economical approach.


It does create a tense wargame though and keeps enough of the elements I loved about Horus Heresy back in the 1993 to feel like a satisfactory update of that game. The use of original artwork throughout the rulebook and the scenario book have appealed to my sense of nostalgia too. The initiative track and the strategic map will force players to plan their tactics, rewarding planning but without sacrificing the chance to react when needed. I really like this aspect of it, as it creates a games that is both measured and considered as well as furious and immediate. Most wargames tend to be one or the other in my experience.

There are some inconsistencies when compared to the Warhammer 40,000 universe, but Fantasy Flight acknowledge this with a simple sidebar in the rulebook. It's a nice touch. IF you want a look at the rules, a pdf of the rulebook can be downloaded here.

It's by no means a simple game or a gateway game. And it really isn't a cheap game. But for Warhammer 40,000 fans and for gamers who remember when Games Workshop wasn't a child-friendly, money-grabbing shell of it's former self, this is as essential a purchase as the recent limited edition reissue of Space Hulk. Shiny.

Wednesday, 14 April 2010

Big Game Hunting - Horus Heresy, Unboxed

The shiny new Horus Heresy has arrived in store!

I loved this game in it's original iteration back in 1993. Designed by Jervis Johnson, it was a counter based tactical wargame that recreated the battle between the Emperor and Warmaster Horus - a legendary conflict in the Warhammer 40,000 universe.

These days Games Workshop focus on their table top miniature games and have licensed Fantasy Flight to produce card and board games based on this products. Some of this has taken the form of representing existing Games Workshop games such as Talisman and Chaos Marauders. Original new games are also popping up like the Warhammer Fantasy Invasion LCG and Chaos In The Old World.

These have all been fairly excellent games, so I was excited when they announced Horus Heresy was next. However when I saw the $100 price tag I was a little concerned. Sure, it looked beautiful. But that would work out around £70 over here based on recent Fantasy Flight imports.


Well, it has come in at £75. It's a lot of money. But I still wanted one. And it occurred to that other gamers might like to see what they will get for their money. So here's a first for Proud Lion, an unboxing video.


I will follow this up at a later date with a review based on our first game. I'm really looking forward to giving this sucker a go!

In the meantime, Horus heresy is in stock at Proud Lion right now, and don't forget that we do pricematch our online competitors on board games.