Monday 24 April 2017

Shadow War: Armageddon - Building an Ork Boyz Kill Team

I know I haven't put up any new reviews on my site for a little while. I apologise for that, but I've been far too distracted with Shadow War: Armageddon to think about anything else. I'll try to rectify that in the next few days, but for now, I'm just going to keep banging on about this game. Sorry if it's getting old. Indulge me for a while...

So, Games Workshop have just announced the preorders for the Shadow War: Armageddon rules book. It's an updated version (yeah, really) of the book that came in the starter box (which they aren't reprinting). This is great news for anybody who already has a lot of miniatures and terrain. Probably not such great news for anyone looking for an easy way into the game, as they are facing a hefty price tag by the time they've purchased the rules, some terrain, and some miniatures.

Anybody lucky enough to get a copy of the starter set, probably isn't going to worry too much about the new rules book either. The extra content comprises rules for extra kill teams that Games Workshop already made available for free download, and they didn't even bother making the new edition a hardback, which would have definitely encouraged me to plonk another £25 on top of what I have already spent.

Anyway, I digress. In fact, I've digressed to the point where I realise I've completely forgotten my point. Bear with me a moment...

Thursday 20 April 2017

Shadow War: Armageddon - Building a Space Marine Scout Kill Team

Considering the amount of Games Workshop products I cover on my blog, it probably looks like I'm a miniatures gamer at heart; but I still consider myself a boardgamer first and foremost. I do paint, and I do occasionally play tabletop skirmish games such as (the sadly discontinued) Anima Tactics, but I'm usually more at home with something "complete": A game in a box.

That being said, Shadow War: Armageddon is my kind of jam.

Of course, it's not really surprising. I loved Necromunda back in the day, and as an iteration of that system, Shadow War is a fantastic slice of grimdark fun. It excels in so many ways at so many things; and includes lots of stuff I really enjoy about games in general.

I'm not sure I've ever mentioned this, but when I was a kid one of my favourite things to do was create characters for game systems. I made countless heroes for Advanced HeroQuest, and spent hours creating generals for Warhammer Fantasy Battle. I even used to create characters for roleplaying games I never played. Many of my creations never saw battle, but that wasn't really the point. The creation was key.

It's no wonder I became a writer.

Throughout my life, the things that have often "spoken" to me let me tap into that same creativity, such as video games where you create a party of heroes, equip them with weapons, and develop them over time. One of my favourite things in Warhammer Quest: Silver Tower is learning new skills and gradually evolving the way in which my hero fights.

And now there's Shadow War.

Tuesday 11 April 2017

Shadow War: Armageddon - Scoping Out the Landscape

When I purchased my copy of Shadow War: Armageddon, I wasn't planning on writing a series of articles. However, the nature of the beast means that's exactly what's ended up happening. The launch of the game comes with a hell of a lot of baggage, and I felt it was all a bit too much to squeeze into a review. So, the other day I talked about the bloody mess of Armageddon's launch. Today, I'm going to talk about Armageddon's terrain.

For many people, the terrain is going to be the most important thing about the game. I certainly believe it's the most important thing about the game as far as Games Workshop is concerned. And I'll say this now: It's lovely.

It's huge, surprisingly heavy, imposing, incredibly detailed, and you can put it together in almost limitless combinations.

It's hard not to be impressed by it all: The gantries stand 5 inches tall; there's a furnace that's 4 inches across. And there's loads of it:

Shadow War: Armageddon scenery


It's terrain to get excited about. And I never get excited about terrain.

Saturday 8 April 2017

Shadow War: Armageddon - Look At What You Could Have Won

This is a warning: What follows is not an unboxing or a review. It's a healthy dose of personal opinion by somebody with an inflated sense of self-importance. I will be reviewing the game at a later date; but by posting this article first, I can focus my review on the actual game and not the shit show surrounding its launch.

Space Hulk, Dreadfleet, and Shadow War: Armageddon


So, here I am with my brand new copy of Shadow War: Armageddon. I should be excited. I kinda am excited.

But I'm a bit depressed too.

For anyone who hasn't been keeping up with current events, Armageddon is a revamped version of Games Workshop's classic game of gang warfare, Necromunda. It was hyped to heck and back, and went up for preorder at 10am on April 1st.

It sold out at 10:10am.

And it wasn't an April Fools joke.

Review - Gangs of Commorragh

Published by Games Workshop
For 2 players, aged 12 to adult


Gangs of Commorragh


Sometimes it's tough being a Games Workshop supporter. I've never known a company move so quickly. They move so damned fast this isn't even the introduction I had planned when I started putting my notes together for the high-octane, high-speed, high-flying, high... er... scoring Gangs of Commorragh.

The original introduction is already out of date.

In fact, this revised introduction is also out of date. More on that in a moment.