Reviewed by Daniel Greenberg
Warhammer is a comprehensive fantasy miniatures rules system designed to handle combat ranging from individuals to battalions. This second edition of Warhammer is clear, welldetailed, and much revised from the first edition. The combat system covers a wide range of options and still plays smoothly. The rule books are illustrated with numerous diagrams that clarify the complexities of mass combat, for example troop movement and battle facings. The rules cover magic, monsters, and races in sufficient detail to make it very familiar to fantasy gainers. It can be played on its own or modified for use with virtually any current fantasy role-playing game. The game consists of three books Combat, Battle Magic, and Battle Bestiary, a page of cardboard characters, and a sheet of collected tables. The Combat Book contains basic rules, advanced rules, and a brief section of expert rules. The basic game is the heart of the system, with rules for troop characteristics, movement, attacks, and psychological factors. The advanced rules deal with one of the more unique features of the game: a point system for creating varied characters and troops fairly. It also has a section on special effects like war engines, standards, leaders, buildings, champions, alcoholism, flying creatures, and more. The expert rules section gives a brief explanation about waging campaigns instead of unconnected battles. The Battle Magic Book describes the use of wizards, the magic system, spells, runes, and magic artifacts. it also contains a twelve-page pullout Warhammer scenario called The Magnificent Sven. The Battle Bestiaty is a compilation of the Warhammer races, monsters, and empires. It functions as an encyclopedia of the Warhammer world, including a map, time line, and brief histories. Included are 18 color, cardboard figures designed for use with the Magnificent Sven scenario. The counters are sturdy and usable, but are no substitute for the look and feel of playing with metal miniatures. The garne is a solid, enjoyable package. At its base level it delivers a serviceahle set of rules for ,vaging good clean monster slayings on a broad scale. It really begins to come alive when the advanced rules are added. Warhammer is at its best in an imaginative scenario with extremely varied armies and exotic terrain. It is especially effective once the heroes and champions are personalized and do things like engage in personal duels. This gives the game real flavor and makes each play session unique. Many miniatures rules suffer from being ponderous and impenetrable. The new Warhammer avoids this by taking a light, witty approach to the garne. This is not to say it is trivial or silly, but rather it is fast paced with a sense of fun. Warhammer takes a lighter approach, and the game is surprisingly addictive as a result. Unlike older systems that had little room for change or became dangerously unbalanced when tampered with, Wariiammer A lows alterationand innovation. The designers encourage the creation of new races and special rules. There is a lot of game to he exhausted before that is necessary, however. For those who can't resist tinkering, the point system is a great help and keeps the sides fairly balanced. The game strongly recommends that a referee or Gamemaster be used. This is a good idea, since there are numerous minor details that are not completely spelled out in the rules. The rules play cleanly with sufficient examples of play to illustrate most of the complexities of the rules. One addition that would make the game much more approachable is an extensive sample of play. By taking a simple skirmish and detailing the die rolls and some strategy options, the authors could have made the rules much more accessible, especially for beginners. The game's strongest point is its variety of tactical choices. The section on formations and combat maneuvers is large enough to make the play of the game more dependent on skill than the throw of the dice; still, some truly odd things can happen. Magic also tends to turn the tide of battle, especially the war-oriented Element magic. Another plus is the variety and style of the monsters and races. Rather than have one generic set of statistics for each race, the rules include profiles for several types at different levels of ability. The magic system is varied and interesting, but uninspired. Overall, it works and is flexible. It's not hard to integrate other magic systems into it, even systems that don't use spell points. The outline of a world provided in the game is a good starting place for campaign gamers. The world is a fantasyEarth analog, so it ' is easy to get a feel for the lie of the land. The game works well when adapted to existing role-playing game rules. Warhammer is recommended to anyone who wants a workable fantasy miniatures system. It is not brilliant, but it works. More War Game Reviews
Game Review: Rome and the Barbarians Game Review: Warhammer: Fantasy Battle Rules, Second Edition Game Review: Lebensraum: The Campaign in the East, 1941-1945 Game Review: Pax Brittanica: The Colonial Era from 1880 to The Great War Back to Table of Contents -- Game News #7 To Game News List of Issues To MagWeb Master Magazine List © Copyright 1985 by Dana Lombardy. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |