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system analysis: Wargame system analysis

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  • Wargames - Warhammer 40.000 Ed7 from Games Workshop - Wargame system analysis

    image © Games Workshop

    Warhammer 40.000 is wargame that tries to realistically simulate warfare in a high magic futuristic fantasy setting. It is produced by Games Workshop for their Warhammer 40.000 setting.

    This is the system analysis of the 7th edition of the rules.

  • Wargames - Afterlife Ed1 v1.3 from Anvil Industry - Wargame system analysis

     

    The Afterlife is a futuristic miniatures wargame, produced by Anvil Industry.

    * * *

    Rules

    Anvil Industry: Afterlife - Rulebook Ed1 (PDF) (2014.10.11)

    Anvil Industry: Afterlife - Rulebook Ed1 v1.3 (PDF) (2016.05.31)

    * * *

    Players

    The player: Unclear, but most likely the Commander of the force. The units are unaware of their surroundings, and players have to play it this way.

    Player skills required

    • Dexterity: You have to move your miniatures.
    • Guessing distances: You can pre-measure distances before moving, but you need to guess distances for every other action.
    • Planning: Although you don't have to plan your moves ahead, you'll do better if you do.

    Number of players: The game doesn't state how many players can play the game. At least 2 is needed. There is nothing in the rules that would limit the number of players.

    Powers: Various. The players can choose a force from a list. At the moment there are the Council, Republic and the Renegade forces. Unless both players happen to choose the same force, they will be different.

    Units:Various - The players can choose different units to create their forces. Unless both players happen to choose the same force and the same units, they will be different. As the game stands now, every main force has different units, but the Renegade list is made up so you can select units from any list.

    Their abilities are assymmetric, some units are stronger than others.

    Choosing units: Various - Force organisation slots with points. The players can choose various units to create their forces. They have a number of points to spend, and they have to adhere to the force organisation charts. This means you might have to spend points on units you don't need to get units you want in your force.

    * * *

    Playing area

    Playing area: Variable. There are no rules about setting up the playing area.

    Playing area features: Realistic.

    Terrain scale: Probably 1:1.

    Heights: Depends on model size.

    * * *

    Playing pieces

    The game uses 1:56 scale (often called 28mm or 32mm scale) miniatures.

    Units: Single miniature groups

    Miniature group coherency: 3 inches (7,5 cm). If the unit has models that are out of this distance, the unit can still move, but can't attack.

    Playing pieces: Actor - the miniature represents the unit as a real actor. The size of the miniature matters.

    Playing piece ratio: 1 / 1. Every miniature represents a single actor.

    Unit detail: Detailed. Every model has a set of statistics. If the model takes damage, it becomes casualty. Only vehicles and mechs have more than one damage.

    Other pieces

    • Tokens: Activation markers. Health markers.

    * * *

    Play styles

    Abstractness: Realistic approach.

    Cooperativeness: Competitive.

    Immersion: Probably Immersive.

    You can pre-measure distances before moving, but it can be rationalised with measuring devices used by the actors. However, you cannot measure distances before firing, and the same measuring device could be effective even then.

    The wound allocation system is non-immersive, although efficient. It wasn't distracting enough to get me out of the immersion, but it's tricky balance.

    * * *

    Rules

    Randomness of the game: Some / Very.

    Random effects:

    • Dice (d10).
    • Multiple dice, but single dice for every actor: When you roll for a test, you roll only one die for every actor. You only roll more than one dice for an actor in special cases.
    • Exploding dice?

    Randomness type: Linear.

    Risk management: Some. You have to consider the chances of your possible actions.

    Resource management: None

    * * *

    Turn structure

    Player activation: Taking turns, one player after the other After one of the players activated all of their units, the remaining units of his opponent can be activated at a 50% chance test.

    Duration of a turn: Unclear, but from the amount of action it can't be too long - probably 5-10 seconds.

    Actions by the player: Not based on dexterity.

    Taking actions: Taking action with a single unit at a time.

    Time for actions: No time limit.

    * * *

    Actions

    Taking actions

    Actions: When you activate a unit, you can move it, then you can take an attack with it.

    Moving

    Movement: Set distances. Distances are given in inches (1 inch = ca. 25mm)

    Measuring distances: You can pre-measure distances before you decide where you move. Otherwise you have to state your action and measure after that. You can agree with your opponent about pre-measuring everything.

    Moving units: If you move a unit, you can decide for every model to stay, to move or to run.

    Attacking

    You can only attack units you have already detected. Enemy units start the game hidden.

    Attack: The members of the attacking unit attack the target unit. Every model in the attacking unit rolls an attack test. If the roll plus the attack modifier of the unit equals or exceeds the target's defense, there's a hit. Then you roll a test for every hit, and if the roll plus the damage modifier of the weapon equals or exceeds the target's toughness, there's a wound.

    Melee attacks can target units up to 2 inches away.

    Wound allocation: By the commanding player. Wounds have to be allocated to models in line of sight of attackers. Then first you have to give wound to already damaged multi-wound units, then to models not in cover. If members of the unit have different toughness values, first you have to allocate wounds for models you've used the toughness value in the attack tests. Wounds from melee attacks first have to be allocated to units in base contact with the attackers.

    Cover: If the model is in cover, when a wound is allocated to it, you can test for cover save to nullify the wound. Thick vegetation gives 30%, a concrete barricade gives 40%, a reinforced bunker gives 50% chance.

    There's no difference between soft and hard cover.

    Firing into friendly units: Not allowed.

    Counterattack: Before resolving an attack, the commanding player of the target unit may opt to react. In that case the involved units roll a reaction test. If the target unit rolls 3 points higher than the attacking unit, they attack simultaneously. This means that the target gets their full number of attacks, before removing casualties at the end. The reaction roll is lowered by 3 for every time the unit chooses to react in the same turn. If the attacker uses silenced weapons, it gets +2 to the reaction test.

    Blast templates: The game doesn't use templates, but still require the players to measure the 6 inch radius of a fragmenting blast. The text even points this out as an intended feature instead of oversight.

    Fragmenting attacks: The attacking player nominates a target model to be the center of the fragmenting blast.

    Blast attacks: The attacking player nominates a point to be the center of the black attack.

    * * *

    Theme: Combat.

    Language dependency: Rulebook.

    * * *

    Line of Sight: An actor can see another if you can draw a line between the main body of both. Being able to see an arm is not enough. Models from the same unit as the viewer do not block line of sight.

    As long as at least one model of the targeting unit has line of sight to one model in the target unit, your unit has line of sight.

    Drawing a line between models. Only the main body counts.

    Line of Sight blocking:

    Friendly models in the viewer's unit do not block line of sight.

    Scenarios: There is only one example scenario in the rulebook.

     

    * * *

    Possible improvements

    Allow pre-measurement: The game itself is mostly immersive, but the rule about measuring gets in the way. I'd allow the player to pre-measure everything, as they most likely have gadgets for that, and stick to not allowing pre-measuring only for units who lack these equipments. As there are only combatant units in the game, I suppose this would allow just about everybody to pre-measure. Allowing this doesn't detract from the game, so it would be an overall improvement.

    Immersive wounding: I'm not sure the game really needs this, but it could be an improvement for those who wish totally immersive play experience. The problem is that immersive wounding would be time consuming, and all those tests could still get immersive people out of the immersion. If there would be an easy way that wouldn't involve players rolling and calculating - maybe creating a phone app to handle this? - I'd go for that. However, I feel the system as it is now still works fine.

    More scenarios: There should be a couple more scenarios to have a chance to play different games.

    Hitting and wound allocation with different toughness: The system doesn't handle this situation well. So, either the attacking system should be changed, or there shouldn't be units with more than one toughness value.

    Blast templates: Add templates to the game to make it easier to see where a fragmentating blast might hit.

    Use the same targeting mechanics for fragmenting and blast attacks: The game uses two different system for practically the same thing - for blast attacks, you can use any point as your target, for fragmenting attacks, you have to choose an enemy model. I can't really see the point of this distinction - using the blast rules for both would give similar results, and if the attacking player wishes to use an enemy model as the blast center, so be it.

    Reactions against silenced weapons: As the rules stand now, the attacking unit gets +2 to their reaction tests if they use silenced weapons - however, it's actually the targeted unit that has worse chances to react if they can't see their opponents. So first, it should be -2 to the reaction test of the target unit. Then second, it should work as this if the attacking unit is not close to them to see their intention (there's a rule of 12 inches for being hidden, I'd use this distance as it's already established), and they are attacking the target unit for the first time. If there's already an extended firefight between the two, an attack, even a silenced one won't be a surprise.

    Use activation by pulling tokens from a cup: If one of the forces have more members, it's likely to lose some of the activations because of the rolls needed. I think those rolls are there so the other player wouldn't have to wait a lot for a round to end. The same could be achieved if there would be a cup, and an activation token marked with the symbol of the force (or a chosen colour) would be put in it for every unit in the force. When the game begins, one of the players pulls one token. The owner of that token gets an activation, and after the action, he pulls out the next token.

    * * *

    Comparisons

    Deadzone Ed1 & Deadzone Ed2: The system is not as detailed as Deadzone, but I feel it has enough detail to make the game work. There's way less dice rolling than in Deadzone. A basic Afterlife unit has only 1 wound, and when it loses that, it becomes casualty, so you don't have to handle wounded models.

     

    * * *

    Sources & tutorials

    Afterlife official website

    Anvil Industry: Afterlife Ed1 v1.3 Rulebook (PDF)

    Afterlife Facebook page

    Reviews

    Narric: Afterlife - Sci-Fi Tabletop Wargame: Review article.

    Mark (atbzimark) (for Tabletop Gamers UK): Learning Curve Chapter 14: Review article about Afterlife, with a sample force list, and an optional rule.

    Mark (atbzimark) (for Tabletop Gamers UK): Learning Curve: Bit Six: Review article about Afterlife.

    Mark (atbzimark) (for Tabletop Gamers UK): Learning Curve: Afterlife Volumes Review: Review article about Afterlife.

    Russell Goodwin (Fifty)(on DakkaDakka) [AFTERLIFE] Discussion Thread - Rulebook review, FAQs and very brief battle report: Review article, with playtest thoughts and rule suggestions.

    * * *
    Have you played the Afterlife miniatures wargame from Anvil Industry? How do you like it? Would you recommend them to others? Tell your opinion in the comments!

     

  • Wargames - Deadzone Ed2 from Mantic Games - Wargame system analysis

    Deadzone Ed2 is a mostly abstract miniatures wargame, set in the futuristic setting of the Warpath universe, produced by Mantic Games.

    Designer: Jake Thornton

    Company: Mantic Games

    Rules

    Mantic Games: Deadzone Ed2 free rules (PDF) - the errata is not applied to these rules, you should note them for yourself

    Mantic Games: Deadzone Ed2 rulebook errata & FAQ v1.0 (PDF) (2016.06.02)

    * * *

    Players

    The player: Abstract player, leading one force.

    Player skills required

    • Dexterity: You have to move your miniatures.
    • Planning: Although you don't have to plan your moves ahead, you'll do better if you do.

    Number of players: 2. As it stands now, most of the rules would support more than 2 players, but the model placement rules would get in the way.

    Powers:Various - The players can choose different forces from a list (Asterians, Forge Fathers, GCPS & Enforcers, Nameless, Plague, Rebs). Unless both players happen to choose the same force, they will be different.

    Units:Various - The players can choose different units to create their forces. Unless both players happen to choose the same force and the same units, they will be different. As the game stands now, every force has different units.

    Their abilities are assymmetric, some units are stronger than others.

    Choosing units: Various - Force organisation slots with points. The players can choose various units to create their forces. They have a number of points to spend, and they have to adhere to the force organisation charts. This means you might have to spend points on units you don't need to get units you want in your force.

    * * *

    Playing area

    Playing area: Variable. Beyond the size of the area (8x8 tiles), there are no rules for setting up the playing area.

    Playing area size: The basic size in the rules is 8x8 tiles.

    Playing area openness: Mostly closed. The playing area is considered a solid wall that blocks all movement. Some scenarios allow moving in or out in the indicated cubes places.

    Playing area features: Realistic.

    Terrain scale: Abstract, but close to 1:1 scale. The game uses 3x3x3 inch (7,5x7,5x7,5cm) cubes as a terrain unit. In this cube, 4 models fit from each side. This means that when 4 models enter from one side, a fifth model can't join them because it's full, but 4 models from the opposing side can still enter because there's enough room for them. There's one catch though that clashes with the abstractness - those four enemy models can enter only if they would fit physically. If the player positions his 4 models cleverly among the scenery, he can prevent their entry.

    Heights: Depends on model size.

    * * *

    Playing pieces

    The game uses 1:56 scale (often called 28mm or 32mm scale) miniatures.

    Units: Single miniature

    Playing pieces: Actor - the miniature represents the unit as a real actor. The size of the miniature matters.

    Playing piece ratio: 1 / 1. Every miniature represents a single actor.

    Unit detail: Very detailed. Every model has a set of statistics. They can take more than one damage, and they can be healed.

    Other pieces

    • Tokens: Activation markers. Health markers. Equipment markers.

     

    * * *

    Play styles

    Abstractness: Realistic approach, with abstract elements.

    Cooperativeness: Competitive.

    Immersion: Non immersive. Players have access to strategy dice, that allows them to enhance abilities of their units, or reroll tests. The playing area and movement is abstract.

    * * *

    Rules

    Randomness of the game: Some / Very.

    Random effects:

    • Dice (d8).
    • Multiple dice: When you roll for a test, you roll multiple dice, even if it involves only one actor. The basic roll is with 3 dice.
    • Exploding dice?

    Randomness type: Linear.

    Risk management: Heavy. The players get tactical resoures (strategy dice) every turn. Some of these can help in risky situations - rerolls, bonus actions. If the player gets such resources, it can tip the balance to his favour, but still won't guarantee automatic success.

    Resource management: The players get tactical resources (strategy dice) every turn that can be spent on adventages. Some units can be equipped with resources that can be used. The models can get resources when they find loot markers.

    * * *

    Turn structure

    Player activation: Taking turns, one after the other, unless one player uses a special ability to activate another model.

    Duration of a turn: Unclear, but not very long. Probably a few seconds.

    Actions by the player: Not based on dexterity.

    Taking actions: Taking action with a single miniature.

    Time for actions: No time limit.

    * * *

    Movement: Movement grid (square). The exact location of the miniature in the grid matters. The game uses 3x3x3 inch (7,5x7,5x7,5cm) cubes as a movement unit.

    Line of Sight:

    LoS from eye: The LoS is drawn from the eye of the viewing model.

    Target miniature: Every part of the target model counts, including the base of the model. The pose of the model and the base itself matters in the game.

    Cover area: If there is a cover in the area, the whole area is considered to give cover.

    * * *

    Theme: Combat.

    Language dependency: Rules, army lists.

    * * *

    Possible improvements

    Wording: There's not enough emphasis in the rules about the need for 3 dice when rolling tests. Even though it might make the text longer, put it everywhere when a test is mentioned.

    Abstractness: At the moment two philosophies clash in the game - the realistic approach used in most miniatures wargame, and an attempt for an efficient system, that is abstacting the game. As no matter how you tweak the system you won't be able to satisfy the tastes of people who are looking for simulation or immersion, going for a totally abstact approach could improve the game.

    • Change the line of sight: As it stands now, line of sight is based on drawing a line between the models. This approach favours models that are crouching. The range of models, however, have models posing heroically, and some assault marauders stand 10cm high because their jet pack smoke is modelled under them. These marauder models would be seen by anybody on the whole field, even when they try to lie low.
    • Change the way models are allowed in a cube: As it stands now, 4 human-sized models can enter from both sides, if they can fit physically there. I'd say you should allow overlapping bases. It won't really hurt the game, and it gets rid of the optimising.

    Model allowance in a cube: The only thing that's in the way of a game with more than 2 players is the number of models allowed in a cube. If you could change it, you could have 3 or even more forces in a battle. I'd try something along the lines of 8 models allowed in a cube, but models with phyisical contact with models inside a cube could join a close assault. I haven't tried that yet, though.

    Resolving casualties: As of now, casualties are treated as if they get immediate and extensive medical care, even if your force is not victorious. It seems very civilised of the victorious forces to treat their fallen opponents as if they were their own, and then send them to their respective armies. It's very nice of Enforcers to not only leave their Plague prisoners alive, but giving them another chance, or of the Plague to leave their hostages uninfected. In the end, there's only 12,5% chance of a casualty being dead and being lost from your force.

    One more pressing problem is that the models with lasting injuries can play in the next game, but the ones without remaining injuries get 80% chance of missing their next game. I can't really see the logic behind this.

    It's interesting that the casualty system in Deadzone Ed1 works better in my opinion. You had to pay resources to try heal your gravely wounded models, and it was only then, when you had to roll on the casualty table. In Ed1 there's no mention of missing the next battle.

    * * *

    Sources & tutorials

    Reviews

     

    Changes between editions - Ed1 & Ed2

    Dave (from Mantic Blog): Deadzone: What’s New in 2nd Edition?: Article.

    * * *
    Have you played the Deadzone miniatures wargame from Mantic Games? How do you like it? Would you recommend them to others? Tell your opinion in the comments!

     

  • Wargames - Chess - Wargame system analysis

    Aliens vs Predator Chess from Scenery World Workshopimage © Scenery World Workshop

    Article updated: 2016.12.05

    Chess is a game of abstract warfare.

    * * *

    Wargame: Chess

    Current edition: Chess (19th century)

    Rules: Chess (19th century)

    Previous editions: Chaturanga (ca. 300-500), Chess (ca. 600), Chess (1475-1500)

    Setting: Earth (expansions offer play in other settings)

    Company: Public domain

    Designer: Unknown

    Aliens vs Predator Chess from Scenery World Workshopimage © Scenery World Workshop

    * * *

    Analysis

    Players

    Abstact player: The player uses the pieces to win an abstact battle.

    Player skills required:

    • Dexterity: You need to be able to coordinate your hands to move your pieces, while you don't topple other pieces. Also, you have to be able to touch the piece you intend to use.
      Even if you have a disability in this area, it won't cause a problem unless you are playing with chess clocks, and even then the only problem is finding out the bonus time you'll need to play the game
    • Planning: You need to plan your moves ahead.
      If you have a disability in planning, you'll have to rely on memorising your moves. If your opponent also knows your strategy, he can use planning, and get an adventage over you.
    • Memory: You can either plan your games during playtime, or memorise moves you (or other clever players) have planned ahead.
      If you cannot memorise moves, you can still play the game, but people with better memory will have an adventage over you.

    Number of players: 2

    Powers: Same. Both sides get the same pieces. The pieces have various abilities. The only difference is that the light side starts. Winning the game depends on your playing skills.

    Unit abilities: Various, asymmetric. There are several unit types. The Pawns are the least powerful, the Queen is the most useful. Most units attack at the end of their movement, and they cannot leap over other pieces.

    • Pawn: Limited movement direction (towards opponent). Short movement (1 or 2 squares). Can't move forward to occupied square. Attacks diagonally. Can be promoted to an officer of same colour if it reaches board edge.
    • Rook: Long movement in straight directions.
    • Knight: Short movement (L shape). Can leap over other pieces.
    • Bishop: Long movement in diagonal directions.
    • Queen: Long movement in any direction.
    • King: Short movement (1 square). In a castling action the king can take place beside an anmoved rook that's in his own starting area.

    Choosing units: Fixed. The players get 8x Pawn, 2x Rook, 2x Knight, 2x Bishop, 1x Queen, 1x King.

    Playing area

    Playing area: Fixed. 8x8 board.

    Playing area features: Abstract - black and white squares. Affects setup. Doesn't affect gameplay.

    Terrain scale: None. The playing board is an abstract representation of a battlefield that is not in scale with the miniatures.

    Heights: None. It's irrelevant in Chess.

    Playing pieces

    Units: Single miniatures. Every playing piece is a single unit.

    Playing pieces: Unit type. The pieces depict the type of the unit.

    Playing piece ratio: Unspecified. As the pieces represent an army, a single piece is more than likely represent 100 or 1000 soldiers.

    Play styles

    Abstractness: Abstract. Although you could compare the rules to reality, they do not try to simulate reality.

    Cooperativeness: Competitve. Both players try to win, defeating the other player.

    Rules

    Randomness: None. There are no random effects in the game, everything is based on player skill.

    Risk management: None.

    Spending resources: None.

    Turn structure

    Player activation: Taking turns.

    Duration of a turn: Abstract. There is no indication.

    Actions by the player: Partly based on dexterity. If you touch a figure by mistake, you have to move with it, but your move is not final until you take your hands off the figure.

    Taking actions: Taking action with a single unit. The active player has to move a piece to complete his turn. Castling is a rule that allows moving two pieces in as one action.

    Time for actions: Unlimited. Unless a chess clock is used for competitions, than it's fixed time gameplay.

    Movement: Movement grid (square). The game is played on a 8x8 square grid.

    Theme: Combat.

    * * *

    Gaming Nexus reviews

    * * *

    Sources & tutorials

    Chess WikiPedia article

    History of chess WikiPedia article

    * * *

    Buying the product - Chess

    * * *
    Have you played Chess? How do you like it? Would you recommend them to others? Tell your opinion in the comments!

     

  • Wargames - Wargame system analysis

    This is the basis for the system analysis documents of the Gaming Nexus.

  • Wargames - Warhammer Fantasy Battles Ed1-Ed8 from Games Workshop - Wargame system analysis

     
    image © Games Workshop

    Warhammer Fantasy Battles is wargame that tries to realistically simulate warfare in a high magic fantasy setting. It is produced by Games Workshop for their Warhammer Fantasy setting.

     

    * * *

    Wargame: Warhammer Fantasy Battles

    Last edition: Warhammer Fantasy Battles Ed8 (2010-2015)

    Rules: Warhammer Fantasy Battles Ed8

    Previous editions: Warhammer Fantasy Battles Ed1 (1983-1984), Warhammer Fantasy Battles Ed2 (1984-1987), Warhammer Fantasy Battles Ed3 (1987-1992), Warhammer Fantasy Battles Ed4 (1992-1996), Warhammer Fantasy Battles Ed5 (1996-2000), Warhammer Fantasy Battles Ed6 (2000-2006), Warhammer Fantasy Battles Ed7 (2006-2010)

    Predecessor: Reaper Ed2 (1981)

    Successor wargames: Warhammer 40.000 Ed1 (1988), Warhammer: Age of Sigmar Ed1 (2015-2016-)

    Setting: Warhammer Fantasy

    Company: Games Workshop

    Designer:

    Ed1: Bryan Ansell, Richard Halliwell, Rick Priestley

    Ed7: Alessio Cavatore

    * * *

    Players: 2 (2+ with modifications), Player abilitiess: Various, Possibly different, Units: Single miniatures grouped in squads

    Turn structure: Taking turns, moving whole armies, Movement: Set distances,

    Playing time: 90+ min, depending on the size of the battle, Play style: Tries to be Realistic, Competitive, Theme: Combat, Language dependency: Rulebook, army lists, cards

    Features: Competitive, Miniatures, Random effects (dice)

    * * *

    Playing pieces

    The game uses 1:56 scale (often called 28mm or 32mm scale) miniatures.

     

     

    * * *

    Terrain

    Ed8: Added random terrain generation.

    Scenarios

    Ed8: Added some scenarios.

    Line of sight

    Ed8: Added True line of sight, so if you can draw line of sight between models in real life, they have line if sight.

     

    * * *

    Movement

    Moving a fixed distance: If you move your unit, they walk the distance stated in their statistics.

    Ed8 added random charge distance

    Moving a random distrance: If your units charge, they have to roll a test (2d6 to create a bell curve) to see how far they can get. Although it's realistic, the randomness often frustrates gamers who prefer abstract rules.

    The same rule was added to Warhammer 40.000 Ed6.

    Measuring distances:

    Ed7

    Measuring distances - after declared action: You need to guess some distances, before you declare actions (artillery, charge). Then you can measure the distance to find out how effectively can you achieve your stated goal. It's realistic if you play army commanders, but can cause frustrations when you miss your goals because you were bad at guessing.

    Ed8

    Measuring distances - any time:

    * * *

    Building armies

    Army structure (slots): You have an army structure you have to adhere to. There are slots you can fill with different unit types.

    Ed8:

    Army structure (percentage): From the amount of Army points, you have different amounts to spend on different unit types.

    Units

    Casualty removal: If the unit takes wounds, you have to remove miniatures from to unit as casualties. This makes the size of the units smaller after taking damage.

    * * *

    Changes between editions - Ed6 & Ed7

     

    Changes between editions - Ed7 & Ed8

     

    * * *

    Sources & tutorials

    Warhammer Fantasy Battle WikiPedia article

    Games Workshop: Warhammer - Age of Sigmar: Official website.

     

    * * *
    Have you played the Warhammer Fantasy Battles miniatures wargame from Games Workshop? How do you like it? Would you recommend them to others? Tell your opinion in the comments!

     

  • Wargames - Warhammer 40.000 from Games Workshop - Wargame system analysis

    image © Games Workshop

    Warhammer 40.000 is wargame that tries to realistically simulate warfare in a high magic futuristic fantasy setting. It is produced by Games Workshop for their Warhammer 40.000 setting.

  • Wargames - Kings of War Ed1-Ed2 from Mantic Games - Wargame system analysis

    Kings of War

    Kings of War is an easy to learn, easy to play abstract wargame in a fantasy setting. It is produced by Mantic Games, for their Mantica setting.

    * * *

    Wargame: Kings of War

    Current edition: Kings of War Ed2 (2015-2016-)

    Rules: Kings of War Ed2

    Previous editions: Kings of War Ed1 (2010-2015)

    Setting: Mantica

    Company: Mantic Games

    Designer: Alessio Cavatore

    Players: 2 (2+ with modifications), Powers: Various, Possibly different, Units: Fixed footprint

    Turn structure: Taking turns, moving whole armies, Movement: Set distances,

    Playing time: 30-90 min, depending on the size of the battle, Play style: Abstract, Competitive, Theme: Combat, Language dependency: Rulebook, army lists

    Features: Competitive, Miniatures, Random effects (dice)

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