White Dwarf

Magazine Review

Reviewed by Jonathan Aird

As all of us who are old enough to remember know, White Dwarf long ago stopped being the premier fantasy gaming magazine and became, instead, a "monthly gaming supplement" and "miniatures catalogue" exclusively for Games Workshop products. Which basically means - if you don't play one (or preferably more ) of their games then there's not going to be a great deal in the magazine for you. However, over the last couple of years there have been a number of special issues with complete (or near complete) games with which to tempt the occasional purchaser. I'll give a quick description of the games and any other generic interest articles in the issue and leave it to you to decide whether they sound good enough to be worth mounting a raid on your local Games Workshop store to pick up some back issues.

WHITE DWARF 215, November 1997. This issue has "Full Tilt", a set of jousting/tournament rules to add on to the Warhammer game system. This uses the normal Warhammer combat system, but adds rules for "special ploys" and skills for individual knights. Card scenery - two tents, a couple of tables, the tilt and a grandstand - are also supplied, and make up into quite useful pieces of tabletop decoration (especially the tents). The game's not bad, but you do need Warhammer. Other Articles of interest: not a great deal, but a "campaign tree" of linked scenarios and an experience system for the Epic 40,000 game has some interesting ideas.

WHITE DWARF 223, July 1998. The Free game is "Brewhouse Bash" - an "ork bar room brawl", complete with board and counters. This is a light hearted skirmish with all the things you'd expect of a "Hollywood" style bar fight - thrown chairs, broken bottles and heroic leaps from the balcony. Each Ork in the brawl gets a special ability such as "I'm dead 'ard, me!" (hard to knock down) or "Weep like a weedy grot" (puts his opponent off by cowering in the corner). I said it was light hearted ! The game is quick moving, and you'll soon come up with extra things to do - good fun for 1/2 an hour or so.Other Articles of interest: most of the rest of the magazine is promoting the Warhammer Siege and Introduction to Wargaming books. A piece on making jungle style terrain is quite good - useful for anyone with Aztec figures, as it is this area from which inspiration has been taken.

WHITE DWARF 225, September 1998. This contains a complete set of spaceship combat rules, complete with cardboard ships, weapon counters, and descriptions of four spaceships. These are very good, giving a well balanced game. They proved quite popular, so much so that an expanded set is to be released as a boxed game. Other Articles of interest : there are several pieces on making fortified strongholds for various fantasy races, which show that there's a lot that can be achieved with cheap materials and a fair bit of effort !

WHITE DWARF 229, January 1999. The free complete game this time is "Arena of Blood", which is a science fiction gladiatorial skirmish, supplied with counters and a poster sized board. Arena of Blood pits high jumping teams of Dark elf gladiators against each other in a fast and fun game - probably the best game in the magazine so far. If "Bommerz ovar da Sulphur River" was worth putting in a box, I'm amazed that this didn't make it as well! Other Articles of interest: most of the issue is devoted to plugging new figure releases for Warhammer and Warhammer 40K (well, it is the Christmas issue).


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