I Played a Mobile “Wargame” for a Full Month.

So a while ago I purchased a White Dwarf magazine from my local hobby shop. I used to read White Dwarf quite a bit, but fell off the wagon years ago as the magazine degraded into a flashy catalogue and I got busy with other things. This issue caught my eye because it included a dozen Warhammer PC game codes. I’ve got a few of the more prominent ones, but I thought it would be interesting to see what the good and bad of digital Warhammer games are these days and maybe squeeze a few reviews out of the deal.

One that immediately tripped me up as I went to redeem it was Warhammer: Chaos and Conquest. This was a mobile wargame in the tradition of Clash of Clans. Something I vowed, as someone who respects video games, to never willingly engage in. But here it was, a code for some free stuff to get you off the ground. A morbid curiosity grew in me, followed by a crafty rationalization to convince myself this would be a good idea. Why don’t I play using what this code gives me and see how long I can last?

The experiment opened my eyes to a sad reality. But I’ll get to that.

How Does Warhammer: Chaos and Conquest Play?

So there isn’t really much game here. The general gameplay loop revolves around timers. You want a high power score. In order to get a high power score, you’re going to need soldiers and defences for your fortress. This is accomplished by acquiring resources, constructing buildings, researching new skills, and training soldiers. It sounds pretty typical for a strategy game, but in Warhammer: Chaos and Conquest, as in most other mobile wargames, there is no real strategy involved. Each building linearly increases in value and power as it levels up. Some allow you to gain more resources, some to recruit more troops, some to let you scout farther or faster. None of these things require choice as there is room for it all in your base.

The true enemy is time. Every build requires resources and time. Some of the early timers are easy. 10 minutes here, 30 minutes there. But by the time I finally hit my limit, I was waiting a full week to finish researching tier three units. Of course, you can always pay real money to reduce timers.

Combat is another simple numbers game. There are plenty of AI ‘armies’ dotted around the world map that you can attack, but combat consists of selecting an army, a general to lead it that hopefully makes good use of your troops, and sending them on their way. Units do damage to each other, you earn some items for your trouble, and the army marches back.

PVP is where these games flourish, but the tragic part is that it will always come down to the player with higher power winning. There is no tactical choice to be made. I never lost a fight against a human player, mostly because I never engaged unless I had far superior power, but really, my safety came down to the true meat of these mobile wargames, clans.

The Social Trap of Mobile Wargames

Warhammer: Chaos and Conquest, like most similar games, heavily encourages players to join a clan. This helps reduce timers, allows players to share some resources, and creates a sense of community. The community aspect is frightening in its ability to quickly ground down players on the fence about spending. Each server wide event shows exactly how much help each member is contributing to a victory, and is quick to show relative power levels. Those who spend some money to help out and top off a win for their clan are greeted with praise by their fellows. Those who do not are, in my experience, just kind of ignored.

PVP being a clan versus clan thing also helps to inflame players and goad them towards spending money. Several times in my month I saw enemies from different clans swear across the open chat to out buy each other in an effort to win personal or clan glory. I also saw players spending in order to act as protectors for their weaker clan mates. It was almost baffling until I realized just how important these games could be to certain people.

The Vicious Necessity of Mobile Games

I tried to chat a lot with my clanmates while I played. Mostly about the limited strategies we could employ to improve our lot, but also about their lives. More of them than I expected were playing this because they couldn’t really do anything else. Several spoke openly about disabilities preventing them from playing other games or engaging in other hobbies. Others spoke of this game as their escape from a difficult world, using the easy mechanics and linear progression for a sense of satisfaction and fun, and even other seemed to have little else besides the game to spend their time and money on.

It made me more than a little sad, but also, I think, helped me understand why these games are they way they are. Yes they exist to bilk money out of their players at an absurd rate, but I also see that this connection of real money to in game prowess helps those who cannot find that power elsewhere to feel good about themselves. Is it an actual solution to real life problems? I don’t really think so. But I understand it now. For some, spending money on these kinds of games and participating in a community is an important part of their lives that fulfills them in a way they can’t or aren’t getting elsewhere. I’m willing to bet that if the real money component wasn’t part of the equation, there wouldn’t be the same sense of real impact.

For the record, almost everyone I spoke to while playing the game said they had a budget they were keeping to, though I suspect some were pushing it. I know these games do everything they can to get players to fork over cash, and I really do wish there were some better ways for people to get at that same sense of community. But for some, this seems like all they can do, and I can’t fault them for that.

I took all images from Steam. Don’t spend money on this game if you can avoid it.

Age of Sigmar 3.0: A Test Game

My friend and I decided to finally take the plunge and try out the game that replaced Warhammer all those years ago: Age of Sigmar. A lot has changed both in terms of rules and in terms of the game’s background lore, and wading back into Age of Sigmar for it’s 3rd edition release was actually a lot more fun than I had anticipated.

As a brief reminder of my tabletop qualifications, I’ve been a steady player of Warhammer Fantasy since my 12 year old self managed to scrap together enough for a 6th edition starter set. My friends and I all slowly chipped away at armies using our middling-at-best understanding of the rules and a lot of proxy-hammer to have a grand old time romping around the Old World. We’ve stuck with miniature wargaming, dipping into 40k, historical, and skirmish games all while continuing to build and play to Warhammer Fantasy. Until Games Workshop destroyed it.

Since Warhammer died and we took a bit of a break, we’ve been playing (when not COVID restricted) One Page Rule’s Age of Fantasy Regiments, which I’ve said numerous times on this blog and elsewhere is my favorite game system ever. But now that things are open and a new edition of Age of Sigmar just dropped, we thought we’d give it a shot.

The Realm of Ghur

The Age of Sigmar

Our battle, as per the 2021 General’s Handbook, takes place in the feral plains of Guhr, a realm suffused with wild magic and a vicious will to survive. Our battle plan (read: scenario) was “Savage Gains” rolled from a list in that same handbook. While we both anticipated a grueling weight-lifting competition, instead we found a fairly standard ‘control the enemy’s objective’ scenario with a little twist. Objectives were worth more the further into enemy territory you went, and on the 3rd turn of 5, the player going second was able to remove a single objective, denying remaining points.

Our armies, my wife’s wonderfully painted Warriors of Chaos and my friend’s High Elves (Now Slaves to Darkness and Lumineth Realm Lords in Age of Sigmar parlance) were arrayed across the beautiful and Guhr appropriate table at our local gaming store Game Knight League, ready to fight.

The Lumineth host before the lines met.

The Battle

Earning the first turn, The Lumineth Realm Lords calmly organized their detachments. Archers, spearmen, and the dreaded blade masters maintained a tight formation while they move to secure key junctures of the rapidly flowing rivers that cut through this region’s mountains. Their leaders, wizards all, cast wards of protection and accuracy on their soldiers, only minorly bothered by the tug of Chaos at the edge of their minds. On the far flank, a lone Hero emerged from the undergrowth to deny passage to any Chaos warriors who might try to get the drop on his allies. Spying only a pathetic Chaos Spawn, the Hero swiftly put it out of its misery with several well placed arrows. Back on the other side of the battlefield, archers opened fire. Sensing the oncoming taint of corruption, arrows loosed at high arcs towards unseen targets. Drawn to the immense power of a Demon Prince of Nurgle, several shafts found their mark, but it was not enough to bring down the beast, who quickly healed himself using his dark god’s power.

Bolstered by the laughter of their dark god, the more mobile forces of Nurgle charged across the rivers, Chariots crashing through the water and demonic steeds leaping the gap to come down with thunderous weight on the other bank. Seeing an unholy speed that belied the gross bulk of the warriors approaching them, the Blade Lords holding the center repositioned themselves at the edge of a tangled wood, blocking the path to their home objective and dominating a pass between two mighty peaks.

Two key river junctures on the left and right, with a mountain pass in the middle, made up the battlefield

The lone Hero, satisfied at having removed the taint of the Chaos spawn from the realm, almost didn’t hear the wingbeats that brought a second Demon Prince of Nurgle hurtling out of the sky to land almost on top of him. Far away, The main host of Nurgle advanced, drawing closer to the arranged elven warriors, the sky about them darkened with a plague of flies. Lumineth archer showed their skill as arrows filled the sky and managed, beyond all reason, to navigate the clouds of flies that surrounded the oncoming horde to find gaps in armour and slits in visors. The horde was slowed, but not stopped.

Eventually arrows could do no more and the mighty hosts clashed. Chariots crashed into steady ranks, wreaking bloody havoc before being brought down by pin point accurate blades and spears. The Spearmen of the Realm Lords, emboldened by their leader’s magic, were a glowing engine of death. Dozens of hulking warriors and even a demon prince fell before their efficient onslaught. It took the might of the Putrid BlightKings, scions of Nurgle’s Will, to turn the tide. As the spear elves slowly began to fall before weight of the advance, the weeping of the Scinari Cathallar took the pain of his fellow realm lords and weaponized it, turning their suffering and sorrow into pure energy that wracked the brains of the assaulting Chaos Warriors. When the dust settled and the flies were silenced, none but Fecula, Sorceress of Nurgle remained on that bloody field.

Warriors of Chaos and Lumineth Spearmen and Blade Lords move to meet on the critical juncture, a now desolate plain that will forever be known as the field of flies

A mountain away, The advanced forces of Nurgle’s host were struggling. The Blade Lords used the forest to their advantage, striking out at the Chaos Kngihts as they blundered through the gigantic trees. Even farther afield, The Lone Hero dueled with the Demon Prince over control of a key ford. He put up a valiant fight but could not contain the fury of the beast. Eventually, a triumphant and bubbly laugh signaled the Demon’s victory, and the capture of the ford. The triumph was short lived, as the Hero had managed to stall the beast long enough. The battle had shifted and the ford he died beside was no longer strategically critical.

While their soldiers butchered each other on the wide plain that would evermore be known as the field of flies, The Chaos Lord confronted the Leader of the Lumineth. It was he who Nurgle had told his champion to slaughter, and so he did swifty, the sorcerer no match for the god touched warrior. His success was met with a great boon, as Nurgle saw fit to bless him with Demonhood, elevating him beyond mortality.

It was clear that the elves were in danger of losing the field of flies and therefore the key river junction. Leaving some Blade Masters to hold their flank against whatever forces might come, the archers and remaining Blade Masters repositioned themselves to take back the field. The newly minted Demon Prince, arrogant in his new form, dove upon them alone, intent on finishing the puny elves and taking the pass for his god.

A Great Demon of Nurgle

His hubris would be his undoing, as the combined might of the remaining archers was more than enough to send his newly twisted soul into the void of Chaos. This left only a handfull of BlightKings and a Demon Prince alive on the field. Though the BlightKings pulled their weight in the final moments of the battle, they were brought down, leaving the Lumineth Realm Lords in control of the key remaining juncture and their own home area.

Though the Field of Flies will remain rotten for generations, the three key mountain passes remain in the hands of the forces of Order, the Lumineth earning a sizable, if costly, victory over the forces of Chaos.

Demon Prince and Lumineth Realm Lord

Game Review

Age of Sigmar is fun! At first we were both overwhelmed with the sheer number of special rules we had to look up. I’m sure we both missed some here and there. But the management of Command Points, Hero Abilities, and combat activations made every turn feel important and full of meaningfully tactical decisions.

The victory conditions, tied to objectives instead of merely killing opposing forces, kept the game up in the air until the final couple of turns when in quickly became apparent that I wouldn’t be able to overcome the Lumineth lead.

Lumineth Realm Lords

The most important part was that the game was entertaining and led to a lot of fun emergent narratives. The duel between Demon Prince and Lone Hero. The Sad-ening of my warriors killing most of the unit, and the overeager Demon Prince spawning out of my general only to be shot down with his hubris. It helped that we had mostly painted armies and a beautiful battlefield, but I’m more than ready to hop into a new Age of Sigmar Army. It was a great night out, and isn’t that the point of tabletop wargaming?

Warhammer 40k Battlesector Preview Impressions

I’ve recently had the pleasure of taking the preview of Warhammer 40k Battlesector out for a spin and thought I’d spend a little time going through what I liked and didn’t like, to hopefully give you prospective Primaris Space Marines out there something crunchy to think about (just don’t tell your Chapter Librarian, this might count as heretical thinking.)

The Story So Far: Warhammer Ham Cooked Right

I had access to a tutorial designed to show me the ropes and two missions from the 20 mission single player campaign. Each mission took part during a different part of the story, so I can’t comment on the narrative much at this point. Suffice it to say that the snippets I did get to experience are exactly as ’40k’ as I expected them to be. Be ready for large men talking loudly at each other in angry voices about their emperor, their duty, killing things, and all the usual goodness that goes with it. Tack on some Blood Angel specific lore, like dealing with a perpetual closeness to heresy, the thirst for blood they’re always lamenting, and the dire straits of this particular Tyranid infestation and you’ve got yourself some top of the line grimdark content. Just don’t be expecting any serious science fiction. Warhammer has always been over the top and the games are best when they embrace the silliness of the universe with a straight face. Battlesector, so far, does this, and I’m happy with it. I don’t expect I’ll be remembering this story for years after I’m done, but I might be concerned if I did, truth be told.

Warhammer 40k Battlesector: How Does It Play?

This is a tactical game where players take control of a suspiciously tabletop accurate ‘army’ and try to accomplish objectives in a turn based, action point driven combat system. It’s nice to see armies broken up into their roles like the tabletop game, with Landspeeders classed as Fast Attack and so forth. Each unit has an ability bar with movement, attack, and special options that are all hot keyed. It’s immediately intuitive. Each unit has a set number of movement points and action points and can spend them in any order to position themselves, activate free actions, or attack with action points.

I love that the user interface offers statistics and damage information on top of clearly indicating what it will cost to get a unit to do what you want it to. You can move extra spaces, for instance, but doing so uses up action points and the map highlights these extra spaces in red. After a few turns it became very easy to maneuver units without having to check for any hidden numbers, something I find important in a fast paced wargame like this. There are tactical considerations, like overwatch, extra damage from rear attacks, and a lovely fog of war system that brings in sound as a hint for where enemies might be coming from.

So the core is fun, fast paced, and easy to get your head around, but I have some minor worries about what was not shown during this preview. Since the main enemy this time around are the Tyranids, a swarming race of alien bug types, your Primaris Space Marines are always going to be outnumbered, and the AI’s primary method of engagement will be to rush your positions. Thematically it works fine, but I’m hoping to see how intelligently the AI handles the sometimes complex tactical situations it faces. Enemy AI is definitely capable enough to prioritize damaging weak units, but I did catch it occasionally targeting something farther away from an important objective because it was wounded, rather than meaningfully try to stop me from accomplishing my goals.

It remains something to keep an eye on. If there are non-Tyranid enemies in the final game I’d expect them to act more intelligently, but I won’t be able to tell until we get there.

Objective and Unit variety were also pretty good for a preview. The Tyranids have some standard troopers yes, but battlefield controlling Venomthropes create poison clouds that obscure shooting and inflict damage in an area and flying Gargoyles shake things up. For the Space Marines, jump pack equipped assault troops complement the heavy and slow aggressors, and Land Speeders act as squishy recon. I was happy with what I saw and am really looking forward to customizing an army during the campaign.

Final Thoughts

I was pleasantly surprised by what I saw in this preview, and I’m expecting great things from Black Lab Games if they continue down this path. The only thing that caused me any concern was the tactical responses of the enemy AI, and I’m worried how much the ‘Tyranids are swarm aliens’ will be used to cover up unresponsive AI. Holding off hordes of aliens is fun, don’t get me wrong, but I want to see that there will be variety in the encounter types available in the full game. For fans through, this is shaping up to be a no brainer. Fun 40k narrative, fast paced tactical gameplay with clear UI, beautiful models on grimdark battlefields.

I had a lot of fun, and I’m not just saying that because the inquisitor behind me is reading what I type…(help!)

-Joe Fonseca

Let’s Talk About Wargames received a preview key from Slitherine Games for the purposes of this Impressions Piece

Also: Apologies to those looking forward to youtube coverage. I disastrously lost my footage twice over, including the rest of the footage used in the battle already started on our channel. A new system might be in order and has been requested from the machine cults on Mars.

Warhammer 40k: Battlesector’s Space Marines

Battlesector, a new turn based wargame from Black Lab Games and Slitherine set in the grim darkness of the dark grimness of the far future of Warhammer 40k, is fast approaching. With it comes the digitization of a good chunk of the new forms of Space Marine goodness that have been gracing tabletops for a few years now. Here’s a primer on all the best new forms of battlefield destruction for the uninitiated.

Now, I’m an old school 40k player. My Plague Marines are mono-posed pickelhaube sporting statues sized about 3 times too small for the current battlefields of the 41st millennium. So, I’m a little behind the times. Back in my day, Cadia was a planet, Necrons were 1 dimensional terminators, and Abadon the Dispoiler was attempting his 13th crusade for only the second or third time. (Who remembers?) But, and I say this with as much seriousness as anyone can when they’re discussing ‘roided-out space Nazis and their poor diplomatic choices: I. Love. Warhammer.

Warhammer was one of my first fantasy worlds. As a grade schooler fresh out of a showing of Fellowship of the Ring in theatre, I saw a shiny starter set for Games Workshop’s Lord of the Rings game in a hobby storefront. Entering saw me bowled over by the colour, the character, the majesty of Warhammer in a way that I think only grade-schoolers can feel. There were rat monsters, hulking armoured warriors covered in spikes, resplendent elves and dirty humans. It was awesome. Then I found the sci-fi section and was blown away again. Orcs, in space? Yes please. So began a life-long interest in the hobby and the silly fantasy worlds of warhammer and 40k. They are silly, extremely so, but silly in the best way. So, for those who have no idea what I’m talking about but are interested in what looks like an excellent upcoming tactical wargamer, prepare to get educated, straight from the publisher:

Primaris Space Marines in Battlesector

The Primaris Space Marines are a new breed of the Adeptus Astartes, genetically-engineered super warriors and defenders of the Imperium. They have been developed in secret by Archmagos Dominus Belisarius Cawl, on Mars, on order of Primarch Roboute Guilliman. They are bigger, more resilient, more powerful and are faster compared to the original Astartes.

Inceptors

Inceptors fill the role of spearhead troops. They hit the enemy in one sudden and overwhelming blow, leaving them reeling as follow-up waves of Space Marines drive home the attack. It can use its Jump Pack to move rapidly across the battlefield and leaping above obstacles, and even use its ability Death from Above to jump and dive into an enemy, dealing armor-piercing splash damage. They can be armed with either Assault Bolters or Plasma Exterminators.

Aggressors

Clad in heavy Gravis armour, Aggressor Squads advance on the foe as walking fortresses of ceramite.  An elite unit with a squad size of 3 of heavily armed and armored Primaris Space Marines, they are capable of unleashing devastating fire on their enemies with their ability Hail of Fire. They are armed with either Boltstorm Gauntlets or Flamestorm Gauntlets, and Fragstorm Launchers.

Furioso Dreadnought:

The Furioso Dreadnought is death incarnate, a towering war machine whose fearsome weaponry is guided by a pilot buried deep within its shell. It is capable of using its Frag Cannon to fire 3 grenades in a single turn and Furioso Fists for powerful melee attacks. It will explode on death, dealing ample damage to all nearby units. It can be armed with either a Storm Bolter, a Heavy Flamer or a Meltagun.

Techmarine

Primaris Techmarines stride selflessly through oncoming fire to soothe the machine spirits of wounded war engines, deftly peeling back damaged armour plates to repair burnt-out cabling and bending warped panels back into shape with their servo-arms and mechadendrites. He is capable of invoking the Omnissiah’s help to heal mechanical units and vehicles, increase the armor of nearby units and even buff a single nearby mechanical unit by giving it more accuracy and damage through their Invoke the Machine Spirit unique ability. He is armed with a Bolt Pistol and a Power Axe.

Librarian

Through many years of learning and practice, a Librarian is a potent Space Marine Psyker capable of channeling the Warp. He can use the Wings of Sanguinius, and temporarily grow blood wings which will allow him to leap across the battlefield. Through Vision of Angelic Fury he can terrorize all enemies within a certain radius, and even conjure and throw a Blood Lance which will damage all enemies on a straight line. He is armed with a Bolt pistol and a Force sword.

Seems a lot has changed since my days on the tabletop battlefields of Warhammer, but I’m actually really interested to see how these new units shake up the gameplay of Battlesector. I’m a fan of Armageddon and Gladius, but both were a little more couched in the lore that I remember, so this is a whole new can of space worms for me. What do you think of the new lore direction and the new units?

Warhammer 40,000 Battlesector will be available on PC in May 2021, and on Xbox/PlayStation some weeks later.

Warhammer Rising Part 2: Mustering, Planning, & Points Counting

Last time on the blog I announced my intention to fix my old Warhammer Fantasy High Elves and get them ready for Age of Fantasy: Regiments. I’ve finally sat down and given the whole set a good once over, sorting out exactly what I have that fits with the ruleset and what kind of work lies before me.

Full Disclosure: I have been commissioned to write narrative work for One Page Rules. I don’t receive anything from people using the site or downloading anything, nor have I been asked to write this. I just honestly love the system and wish more people would find it!

From Warhammer 7th Ed. to One Page Rules

When I put this army together and partially painted it as a bright eyed and easily distracted youngster, the name of everyone’s game was Warhammer Fantasy Battles, 7th Edition. As we go through each until, you’ll see what kind of havoc that set wreaked on unit composition loadouts.

Thankfully some years back I was given the opportunity to review the excellent One Page Rules, which started life as a way to play Warhammer Fantasy and Warhammer 40k without the massive and unnecessary rules bloat. I absolutely fell in the love with the system, and thankfully so did my regular wargaming group. Rules wise, we’ve since switched wholesale away from old man Warhammer and into One Page Rules.

I seriously recommend checking OPR out if you’re interested in a tactically interesting but rules-light version of the Warhammer classics.

High Elves: How Many Points Do I Have?

As a first step to this daunting task, I went looking through the OPR High Elves Army list (itself only one page, thankfully) and tried to sort out exactly what I have that fits with the army. I’m specifically gearing this army towards the Age of Fantasy: Regiments game so that I can keep the feeling of the old games alive. I’ve always been more of a fan of squared off regiments than free moving units. All the point values and unit rules I’m using are freely available here under ‘Army Books.’

Princes & Mages: High Elf Royalty

The Leadership of any army is a good place to start. At some point, too distant to remember, I acquired the High Elves from the Island of Blood starter set. No doubt I had hoped to put this project in motion much earlier, but time makes fools of us all. No matter. The second best time is now, right?

First off I’ve got a pristine and unpainted Elf Prince on Griffon with Lance. That comes out to 175 points and should be a formidable force on the battlefield. Since he’s going to end up a centerpiece, I’m going to leave the painting to my much more talented wife (Detailed look at her amazing Nurgle Chaos Army coming soon!)

Beside that is a High Elf Prince on Horse, also with a lance. The discerning can see my young self’s attempt a freehanding an owl on the shield. I believe I’ll keep that exactly as is after regluing. the plastic has held up quite well so very few touchups are needed.

Next is the Island of Blood Mage, a beautiful sculpt and again untouched. He comes to 60 points with Level 2 Magic. Will be shoving him towards my wife’s paintbrush too!

Lastly, and the most funny, is my attempt at pulling one over on Games Workshop. The kit that came with the Prince on Horse could either create a mounted or foot version, but not both. Butchering a Dark Elf Spearman got me this abomination. I’m going to run him as a Phoenix Prince, with no upgrades for 70 points.

Infantry and Elite Forces

The core of any force is the infantry. In Warhammer 7th Ed. that means bringing out literally the least amount of basic soldiers you could get away with. My Spearmen were organized in a unit of 15 which allowed every spearman to fight to the front, striking first.

In Age of Fantasy Spearmen are classed as Warriors and come in groups of 10. I’d love to be able to run 20, which means fixing up a few of the unpainted models in the back. A block of 20 with spears will hold their own and only come in at 285 points. If I manage to find a pile more Spearmen somewhere, I’d love to put together a second unit, but I’m not counting on it.

Archers work best as small units that add activations and long range, in my experience. So I’ve broken down my Archers into units of 5 without any command. These come in at 195 points total.

Also from Island of Blood, Sword Masters become Elites, with a full command come in at 185 points. The Seaguard are now simply Guardians, and they thankfully max out at 10 per unit, so they’re going to become the core of my ranged force. They come in at 185 points as well. Bows are expensive.

Elites with Lion Cloaks (My weirdly untouched White Lions) operate the same way as Sword Masters with Lion Cloaks adding stealth for some protection from ranged attacks. These lovely models seriously need some paint. They’ll be in a unit of 10 unless I can find 5 more somewhere. They come in at 205 points.

Cavalry, Artillery, & Chariots

The Island of Blood Light Cavalry are in as good shape as the rest of the set, so there’s nothing to do but paint them. They’ll cost 135 points for all the goodies like bows and lances. My SIlver Helms, on the other hand, suffered from Warhammer 7th Ed. It was easy enough to throw a character in alongside 6 horsemen and call it a day. Thankfully Age of Fantasy keeps everything to the same frontage, so Heavy Cavalry units will come in 5 or 10 strong. As I have 6 painted and only needing minor repair out of 8 total, they’re going to function as a unit of 5 until I can find some extras. At 5 strong they cost 155 points. At 10 they’re 260.

Chariots are good fun, and Having 3 running around the battlefield rarely gets old. As you can see, they’re in quite different states of disrepair. They might be one of the first projects I work on, as long as I can find a proper chariot base for the second Lion Chariot. They come to 170 each for the Lions, and 150 for the Horse Chariot.

Finally we get to the artillery. I have 2 Bolt Throwers, one of which is modeled with extra shots and the other without. Taking one of each costs 85 and 55 points. They’re definitely useful and small enough, so they might find the painting table after the chariots are fixed.

Conclusion: I’ve Got My Work Cut Out For Me

That was a lot to cover, but I’m glad I went through the effort of sorting them out. With every unit on the table filled out, I’ve got myself over 3,000 points for Age of Fantasy: Regiments. Now I’ve got a goal to hopefully have everything done and painted by the time restrictions are lifted and everyone is vaccinated. Time to get to work!

Warhammer Rising Part 1: A Classic High Elf Build for One Page Rules

We haven’t really talked very much about tabletop miniature content on Let’s Talk About Wargames, but we really should be. I started my wargaming career as a bright eyed youngster along two paths. One was dreamily watching Shogun: Total War‘s armies march about at 20FPS on the family Windows 98. The other was staring into the display cabinets at the local Games Workshop.

Tabletop wargaming is every bit as integral to the wider hobby as the other avenues of play, but the amount of time, effort, space, and money requried to make good on it might put some interested players off of the whole thing.

Getting Started with Tabletop Wargames?

Luckily there are some individuals and groups putting in the effort to make tabletop gaming more accessible. I’d particularly like to shout out the following:

Little Wars TV have been working to make historical tabletop wargaming easy to dive into with tutorial builds, a free ‘Dark Ages’ skirmish ruleset, and a series of excellent battle reports with historical commentary.

One Page Rules offers a myriad of fantasy and science fiction rulesets that fit on a single page, are easy to play, and remain model-agnostic. (Full Disclosure- I have been previously commissioned to write Narrative campaigns for OPR. Something I was eager to do because I love the system so much)

A Horror Unearthed: Unpainted Minis!

My wife and I recently helped my parents clean up their storage space and made a troubling discovery. Our Warhammer miniatures, which we had put away at the end of Undergrad and were believed lost to time and space, were just hanging out this whole time down in the basement.

Sacha’s army of Nurgle Chaos Warriors was almost perfectly intact and as beautifully painted as I remembered. My Orcs and Goblins were in a similar state, though less well done and less complete (there are always more goblins to paint).

Beneath them both, however, were the remnants of my high school High Elf army. Realizing that we don’t already have enough projects on the go (we do) Sacha and I decided that we were going to work on building, repairing, and painting this army to conform to One Page Rules’ Age of Fantasy: Regiments, which for my money is the best fantasy miniature game modeled after the classic Warhammer Fantasy.

High Elves Always Have a Plan

So how to go about doing it? Well first things first, we need to figure out exactly what we have as it lines up with Age of Fantasy: Regiments. From there we’ll need to know what models we need to acquire or remove to create properly sized units.

Then we need to get building and fixing. A lot of damage happened to these poor guys as they languished in boxes. I’m primarily the builder here, and Sacha is the excellent painter. Once we know what is what, it’s time to go through and glue, pin, greens tuff, and magnetize everybody. I’ll probably post some mini tutorials on these topics as I tackle them, with pictures.

The last step, once everyone is put together, is painting them up. Sacha has taken on the task of painting the monsters, heroes, and other big flashy stuff, and I’m going to be handling the rank and file.

More to Come: Historical and Fantasy Tabletop Game Coverage

As we work through this project, I’ll be posting regular updates and starting to trickle out more content related to tabletop miniature wargames, both historical, fantasy, and sci-fi. There’s a lot to cover but I’m a big fan (and more importantly a glutton for punishment.)

See you along the way!

Joe