In a change from my usual go-to genres and periods, I’ve been given the opportunity to try out Steve Danes Furioso rules from Alternate Armies. Pegged as a simple system at heart, they look like [...] The post Furioso – Rules for Renaissance War Gaming appeared first on Tabletop Games UK.
The companion book to Armies of The Lord of the Rings, this book is understandably a bit thinner.Because while the movies where just as long, the sourcebook was only a fraction of Tolkien's masterwork after all.Coming in at 160 pages (that's 80 less then it's companion tome), it does feature the same style and structure, filled with pages of gorgeous movie stills and miniature pictures.The largest section of the book is once again for the army lists of course, as it features 20 lists for you to play, divided into 13 Good and 7 Evil lists. Now mind you, two of those are one figure lists though. Wanderers in The Wild allows you to take Thrain the Broken only, while the Desolator of The North features only our beloved (and magnificent model) Smaug.Now, this book also features two of the strongest lists in the game, with on the one hand The Iron Hills dwarves of Dain (the chariot alone takes 4 pages of rules!!!) which are little tanks that can deal a lot of punishment, and on the other hand the Azog's
The first of the companion books that came out last year for the Middle-Earth Strategy Battle Game 6th edition, this comprehensive book contains all the armies from the Lord of the Rings part of the game.For those looking for Dale, Gundabad or other Hobbit armies, they will be featured in a future article...But this big boy then. Coming in at 240 pages, this is one hefty volume filled with great movie scene pictures on the one hand, and pictures of painted models on the other.It is divided in two main lists, the Good section and the Evil section, each containing a heap of forces inside, for a total of 16 Good and 11 Evil lists. While I do plan on eventually getting at least a 400 point force for each and every one of them minimum, not all of them are instant "wants" to expand upon.But there is more to this book. It contains an (updated) Allies matrix like the main rulebook, but it also has a section on Narrative play scenarios, ranging from The Last Alliance over Ambush at Ithilien all the w
f you revel in the prospect of running an army of Chaos Knights, then by all means, jump into the Chaos Knights Codex with both feet. Just don't be expecting it to be a rich and fully-fleshed experience as with other armies. [...] The post Warhammer 40,000: Chaos Knights Codex Review appeared first on Tabletop Games UK.
Covering both casual and competitive play, the General's Handbook 2019 is by no means a bad purchase. It includes a wealth of battle plans, scenarios and new ways to enjoy Games Workshop's fantastical wargame. This coupled with the support for organising events as well as the encouragement for decent etiquette makes the supplement feel like a welcome release. Some parts may not quite hit home, but it succeeds enough that I'd advise not going to your Age of Sigmar games without it. [...] The post Age of Sigmar: General’s Handbook 2019 – Review appeared first on Tabletop Games UK.
The 6th edition of the Lord of the Rings game that Games Workshop released, and after years I jumped back on the bandwagon.As people know, in every hobby I practiced, be it wargames or Lego, I always hover to the Tolkien side of the things, as I'm a real lover of his works. And it was no amazement that even with a VERY limited base at the club, I never the less went all in again last summer when the game was re-released.In the early days, I played the first three editions, which was basically the book that came with each new movie of Peter Jackson back then. I skipped the 4th and 5th edition, as I wasn't present in the hobby anymore, but now blessed with a GF who likes (fantasy) wargaming, I'm getting those games in, initially with Battle Companies but slowly expanding the forces and he sizes of our games. And I will be playing in some FHL tournaments later this year!The book contains of course no extended fluff section as other Games Workshop rulebooks, due to the fact that the story has be
It has arrived, the second edition of the Mordheim like, skirmish variant of the The Lord of the Rings game, Battle Companies.Further building on the first edition (not counting the ancient White Dwarf ruleset), it has more warbands and scenarios then the previous book, being almost a third thicker as well.The book, after the Introduction, starts with the rules on mustering your warband, and the aftermath sequence that takes place once your game has ended.In this sequence, heroes and warriors can advance to get better stats and skills, and here the first change is clear. Now the Heroes, instead of rolling on a generic table, can follow a chosen Path, like that of a Warrior, a Knight or even a Sorcerer, as the differentiate the bands even further.Next we get the Armoury section, where all the special gear can be bought with the use of the Influence points (aka, the game currency) that your warband amasses, as well as Wanderers and Creatures that can be added to bolster your ranks.We then arrive at the la
In this review, we are taking a look at the Age of Sigmar mini-Battletome that came with the Wrath and Rapture box set, putting Slaanesh and Khorne deamons against each other.And like the 40k variant, it contains everything to include the forces of the boxed set into your bigger games.The book is split up in two sections for the armies, one for the Khorne forces, and one for Slaanesh, both coming with a unique leader, some Battleline forces and some supporting units. Of course, warscrolls are included for each of the units, as well as rules to summon more forces to the table.The whole force included in the box can be taken as a seperate Warscroll Batallion, adding a few special bonusses to your force.Also included is a mini-campaign of a few linked narrative scenarios, where the forces of Slaanesh do their best to wrestle a relic from the hands of the Blood God.And of course, the final part is the points values for the models in order to include them, as said above, in your forces.This small booklet is
Simply put, it feels as though Vigilus Ablaze sets out and accomplishes most of its goals. Whatever happens after the events of this story, this is one book I'm not too disgruntled to be carrying around to most of my games. I foresee it getting plenty of use as it brings further life to my games. [...] The post Warhammer 40,000: Vigilus Ablaze – Review appeared first on Tabletop Games UK.
The latest 8th edition codexI've read front to back, though I must admit this is not one of my armies, but actually Noshi's force in the making.One always says one picks an army to go with one's character traits... so now you know why I always sleep with one eye open xDThe Drukhari are an ancient and technologically advanced race that feeds on the suffering of others. Their ancestors ruled the stars long before mankind first ventured outward from Terra, and over long millenia the ennui of their vast lifespans led them to ever greater acts of depravity and violence. Now, from the nightmare city of Commaragh nestled in the black heart of the webway, the Drukhari launch their raids on the worlds of realspace, slaughtering to sustain their withered souls and gathering up slaves to take back to their morbid torture chambers...The Drukhari are not a force for the faint hearted, preferring mobility and alpha strikes over the long war protected by heavy armour and vehicles. They are a force build ar
A new year, a new Chapter Approved book for Warhammer 40k... and a new book to haul along. But heck, that's a personal gripe, so let's see what it brings... and it is including a list highly anticipated by the 40k community.The book starts with an introduction and an explanation of ways to play 40k, the basic stuff really, but I will be going over the parts seperatly as such due to this.Open PlayThe way to play 40k on a basic bring along and plunk down manner, these often have the fun rules like last years build your own Land Raider. And this year, it continues in that manner.First off there are rules for building your Looted Wagons again as in the old days, so Orc players can rejoice. The other entry is one to make your own Custom characters, so it's understandable that this is in this section to prevent matched play abuse.Narrative PlayThe story driven way of playing 40k, this is the way to go for those wanting to see their armies evolve and their tales made on the tabletop.The first set of
Perhaps the best discovery in recent times to play games with, as even Noshi picked up an intrest.Battle Companies is the skirmish ruleset for games set in the world of Tolkien, and it has a minimal entry level to be able to be played.Note: You WILL need the basic Rulebook (which frankly can be of any edition, as there are no edition specific additional rules in this one) and the Army books for the stats and gear (which actually can be of any edition as well, as long as you agree with your opponent). Every player selects a warband (with a few additional ones having appeared in White Dwarf, about every faction has been covered), whom usually range between 4 to 10 figures each.This small force can grow and get more experience (or suffer casualties!) through the various scenarios you play. Basically, Mordheim in Middle Earth... which is a good thing.Now, the nature of the MESBG rules make these little skirmishes games that last about an hour, but require some serious thinking. Unlike the other GW sys
"...whether you're pleased about it or not, should you wish to jump into the Underhive, now is surely the best time." [...] The post Neromunda: The Rulebook We Wanted? appeared first on Tabletop Games UK.
After the bland book of the 4th edition, we jump again 5 years forward and into 6th for this glorious book.And it was the very first Codex Games Workshop ever released with a hard cover!Printed in colour, this 104 page tome contained a whole host of new units for the forces of Chaos, with Dark Apostle's, Heldrake's, Maulerfiend's and of course the venerable Cultist. Truly a whole new arsenal to play with if you are a follower of the Dark Gods.While we would still have to wait for 8th to have the Legions come back in all their uniqueness, this book did do a good job of allowing you to tune your forces due to very extensive Mark options and effects.It did suffer in the end when newer books arrived of the "latest codex wins" syndrome, but that is something that is appearing even now in the current edition. Heck, the Primaris fanboys are getting an updated codex Space Marines soon even! But we, followers of Chaos, are a very adaptive bunch and the forces in 6th could hold their own, albeit at ti
For 5 years we waited until our beloved ruinous powers appeared in 4th edition, after the most excellent "3.5" codex from 2002.And then we got this...The 4th edition Codex was a meagre beast in my opinion. Sure, you could field a highly effective army, but for fluff, you had to rely on painting alone.Because out where the Legions and their specific quirks and traits. All you got for this version was a "vanilla" list where you could slot in the cults marines, but nothing more.While it did contain a lot of background material, a large part "new" from the previous ones (mind you, the 40k story remained as good as stagnant until the current 8th edition), it well, just felt a like a boring book with just a heap of generic force statistics and points to play with. Surely, it was an effective army back in the days, but heck... bland.It followed the still in use format though, being first fluff, then an oversight with explanation what each unit is about, and then the actual army list.In between you