Review: Warhammer Graphic Novels

Games Workshop announced last year that they would be republishing three of the most cherished Warhammer Fantasy graphic novel compilations. Of course I immediately got hold of three of all three and gave them a read. The three lucky enough to get selected were Condemned by Fire, Forge of War, and Crown of Destruction. Below is my look at each in turn.

Condemned by Fire

Rapier and Pistol in the Grim World of Warhammer

The graphic novel was written by Dan Abnett.  I’d never actually had the pleasure of giving it a read, which is strange, seen as I absolutely love Warhammer’s witch hunters. The basic plot sees Magnus Gault, a witch hunter of the Order of the Silver Hammer tracking down a heretic called Magister. Now, anyone who follows this blog will now that I love witch hunters. So this one had to be good. The blasphemous wretch is hunting eventually seeks refuge in a forgotten village called Loughville which Magnus is warned is the site of some foul sorcerous evil. Being the hardened witch hunter, he decides to go to Loughville to finish off Magister, only to realise that the place has been taken over by worshippers of Nurgle, the father of Decay. Magister has been killed by their unholy diseases and they attempt to inflict the same fate on Gault. He breaks free and through guile and wit overcomes them and sees them all blown to pieces. He then realisesBLPROCESSED-condemned-5.jpg that the chaos taint was spread in the water. This causes him to then begin tracking the river back to its source. The story then becomes and episodic adventure with Gault moving from place to place overcoming enemies using his rapier, pistol and sheer Sigmarite faith. He meets two companions along the way. The first Franz Vogel, an imperial Greatsword of the Averland province. The second is Vargni Valnirsson, a dwarf. While I really enjoyed watching Vogel and Gault beat up various enemies together, I feel that Vargni was introduced too late in the book for me to feel any significant attachment to him. The plot is reasonably predictable as is to be expected of anything to do with Warhammer. It does however, allow itself a few twists and turns, including who is behind the taint in the river (hint: it isn’t followers of chaos!) and some various details pertaining to specific characters.

The primary artists, Ian Edginton and Rahsan Ekedal, really evoke a real sense of the dark and brooding nature of the Warhammer world with their bright and crisp artwork. When Franz Vogel tells his story, we’re treated to a different artist which really allows us to experience that micro-story in a different and original way. The explosions and fighting are visceral, violent and vibrant, something which does the book credit. Overall I would recommend this republication of Condemned by Fire to anyone who likes Warhammer Fantasy and misses the Old World. I hope that this might signal a return of fantasy novels by Black library. I won’t however  hold my breath just yet.

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Review: Dragon Rampant

Dragon Rampant, The Definitive Pick-up-and-Play Fantasy Wargame

Overview

So a few weeks ago I got hold of a copy of Dragon Rampant, the fantasy battle rules by Osprey Publishing. The game was released in 2015 and the rules were written by Daniel Mersey, the same delightful chap who did Lion Rampant, the historical medieval rules by Osprey. Anyone coming from Lion Rampant will quickly be at home here as much of the rules are the same. However, Dragon Rampant adds a great deal of fantasy flavour, as to be expected. The book is a fairly slim, approachable volume weighing in at 64 pages. The book itself is clearly laid out (though not indexed) with some stunning artwork. The art really is wonderful, as is usually the case with Osprey. It retails from Osprey themselves for £11.99. Within you will find rules for how to run a battle, as well as the usual wargame stuff; how to handle terrain, how to form cohesive units from your vast collection of miniatures. What is important however is that the rules are generic and allow you to build your own unit types, permitting you the use of any models in your collection. The game generally favours fun over competitiveness, with luck playing a rather large amount in activation of units.

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One of the gorgeous full-page pieces of art by RU-MOR, one of three illustrators to work on the book

Mechanics

The game uses d6’s and I can tell you, you will never need more than twelve at once, which is a nice change of pace from games where you find you run out of dice and have to start rerolling the ones you’ve already used. When it is your turn, you select one unit that has not been activated yet and choose one of three actions, ‘move’, ‘shoot’ or ‘attack’. To represent the line of command, as well as the unit’s individual discipline, you must roll two dice to determine whether the unit follows your command. If it does, then you carry out the activation as normal, if it doesn’t, it ends your turn. In the games we played I approached this mechanic tentatively, expecting to not like the loss of control it inevitably means. However, once we started playing I realised it was great! IT makes the game move faster because it’s always flipping between whose turn it is. It keeps everyone playing involved in the game and is much more inclusive than a true I-GO-U-GO setup. Another unpredictability in the usage of unit’s is the ‘Wild Charge’ mechanic.  Units with this special rule must attempt to charge the enemy if they are within range. It creates some very interesting emergent gameplay and makes the game feel like you as commander have to be more reactive rather than calculating every move with utmost delicacy. In this sense I feel as though Dragon Rampant is the most ‘real’ fantasy wargame I’ve ever played. I feel more like a commander having to send out his orders and react to the unexpected tides of battle. It feels more like a battle and less like chess.

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Review: Runebound

The third edition of Runebound hit stores in Decemeber last year. It is an adventure boardgame by Fantasy Flight Games and is very much marketed at the ‘Adventure-in-a-box’ style game. I think I should start by stating that I have never player any other edition of Runebound so I only have this one to go off. Whether that makes me ill-informed or more impartial is up to you. Straight away, as soon as the lid comes off the box you can sense the production value of the game, something that folks who know Fantasy Flight will be used to. The cards, the board and the miniatures are all beautiful. Though I’d like to just mention that Fantasy Flight have seemed to have switched from putting standard rulebooks in their games to two volumes; a ‘learn-to-play’ guide and a ‘rules reference’. I’m not sure what the reason for this was, I imagine it has something to do with making the rules easier to understand for a new player but I have found this new way of doing things (both in Runebound and other FFG titles) to be unintuitive. I find myself, or my friends, spend half the time asking which book the answer to an obscure rules question is in rather than playing. I’d be interested to hear other people’s views on this and if others have found this newer system more useful and why.

In Runebound each player assumes control of one of six characters and must travel the realm of Terrinoth collecting items and becoming more powerful. Each character is significantly different from the others and my only gripe is that there aren’t more of them. It’s a game that, in terms of appeal and atmosphere, is very similar to Talisman, for me at least. When you factor in that in a six player game you have no choice in who you play it feels worse than it probably should. I was expecting more characters and it’s a shame they’re a bit scarce. The board itself is divided into hexes and uses custom dice to determine how far a character may travel each turn by rolling a number of movement dice equal to the characters movement score and then allocating them as they see fit to terrain tiles on the board. This is where Runebound shines, and where for me it becomes praise worthy game. I enjoy the fact that the encounter decks are split into three different types; combat, exploration and social and it give me a real sense of adventure. Some of the encounters are very interesting, becoming a permanent fixture on the board and the fact that these draw decks are modified by the rules of the game’s scenario. We had one game where, as the vile dragonlord Margath was slowly building his power (the first of two scenarios that ship with the game) that a heretical cult of dragon worshippers set up shop in one of the outlying towns of Terrinoth. This changed how we played because anyone entering the town was subject to the cults wroth and as result we avoided the place like the plague.

Another element that I really enjoy about Runebound is the semi-co-operative elements to it (I have a serious love for anything that lets me quest with my friends). There is only one winner to the game, but to achieve that goal the player must work with others otherwise everyone loses. In the first scenario is ‘The Ascendance of Margath’ in which the aforementioned Margath the dragnlord is getting ready to slither out of his hiding place in the Mountains of Despair and attack the city of Tamalir. The game involved players getting ready for a final showdown when the dragon finally rears his ugly head. Continue reading “Review: Runebound”

Review: Frostgrave

Overview

Frostgrave is a miniature wargame released by Osprey Publishing that hit stores in July 2015. It allows players to create a warband of up to ten models that will act as a motley crew exploring the ruins of the city of Felstad, known colloquially as Frostgrave. Immediately it creates an atmosphere suspiciously similar to that of Mordheim and it’s hard to not see that as an inspiration. The city was frozen in magical ice following some great magical disaster, but now it’s thawing out. Each player controls a wizard which he creates and outfits with spells. The wizard can (and usually does) take an apprentice and both of them, unlike the other minions in the warband, can gain experience from casting spells, recovering treasure and killing enemies. The game is by Joseph A. McCullough, a
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