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Good ol' days

I started playing Warhammer Fantasy Battle in 1991. At that time, the boxed set featured High Elves and a Goblin horde. Each race had access to nearly all monsters, including the weirdest ones like the Cockatrice, the Giant Scorpion or the Manticore, even if models were scarcely available. Flying monsters were able to "fligh high", meaning they were removed from the tabletop for a turn - gone in the sky - and returned a turn later, landing anywhere on the table. Of course, opponent's Monsters and riders could do the same to engage them in a dogfight, and if a rider's mount was killed there was no parachute!

Magic was very powerful those days, each Wizard being a proven fighter of his own and able to cast spells of devastating effects; some of them could easily dismantle a battle plan and several could win you the battle. For example, Purple Sun of Xereus, the most powerful spell from the Amethyst college, launched a 3" template in a 4D6" straight line; every model covered by the template during its move was turned to crystal (i.e. dead) on a D6 roll of 3+, with no armor save allowed and naturally regardless of remaining wounds or other trivial matters. If, like I did, you managed to get your Wizard at one end of the enemy line on turn one, which was easy with numerous teleport spells, the battle was quite over with a neat crystal line-up.

Your souls will be mine... A pleasant template from the Magic supplement.

Hopefully, each Wizard could still carry handy Dispel scrolls. Everyone had to struggle with the number of items each character was entitled to, from lowly Champions with up to one item to Wizard Lords with up to four. Since there was no point limit on a character equipment, a "tooled up character" was able to carry hundred of points worth of magic items. A powerful magic weapon around 75-100 pts, defensive measures (armor, amulets) at 50 pts a piece, and some utility equipment (to become a spell caster or a better spell caster, get anti-magic, etc.) at 25-50 a piece... You do the math. I was myself very fond of the Empire's Staff of Volans at a measly 75 pts, which made each spell cast with total power, oh my! But the staff's power weared off on a D6 roll of 1-2 after each use. So I suppose it was fair, wasn't it? Just kidding.

Strangely, the game was somehow balanced. Well, only "somehow", and that's why it was nicknamed "HeroHammer". But even when sinking half your army's budget in characters, which was the only limit then, Wizard and other heroes were canceling each other out. The only obvious problem is that gamers were fielding basic troops just because it was mandatory to do so, knowing they would have little or no impact over the final outcome. Lords, heroes, monsters, magic, and a pinch of field artillery decided Battle fate. Everyone was therefore spending the minimum amount of points in rank-and-file troopers, and usually the lowliest one so at least some regiment could look big. And if you lost your characters while your opponent still had some, you were quite doomed.

The game was incredibly fun despite those blatant excesses, but Games Workshop was well aware of the situation. A new magic add-on was thrown in, Warhammer Arcana, with plenty of items to cancel and limit overpowered characters. The Black Gem of Gnar removed two characters dueling from play (a lowly champion wielding it, and his tooled-up Chaos General on Dragon opponent, for example). Van Horstmann's Mirror swapped characteristics in duels; Naloer's Celestial Arrow was the fantasy equivalent of an Anti-Aircraft gun, causing D6 Strength 10 impacts on a high-flying monster on a successful shot from the ground. But there was more than just Anti-Aircraft; there was Nuke.

The Heart of Woe caused what seemed like a nuclear crater when the character wielding it was finally killed. It inflicted [model's strength + D6] strength auto-hits causing D6 wounds each, on every model in a radius of 1" per original wound of the wielder. On a wizard with 4 wounds, it meant every model within 4" was crippled. Warhammer 40,000 players will gleefully remember the vortex grenade, which was the same attempt to level uber-characters into piles of ashes. At least, they tried.

Any player recently involved in Warhammer Fantasy Battle is certainly shocked in awe and horror after reading to that point. But, as strange as it sounds, the game was incredibly fun and not too degenerate. For example, most magic items were making heroes better when fighting other heroes, not troops. There were very potent magic banners for regiments. And if everyone admitted that something was in excess and needed to be fixed, it wasn't seen as a critical measure. The game could be better, it was not plain wrong. Plenty of local house rules limited the amount of points spent in magic items, 10% of the budget for example - or restricted even more their choice, with one item up to 100 points, two up to 50, and others costing no more than 25. Or one item for the whole army. Or none at all. Such simple restrictions were enough to get back from HeroHammer to Warhammer.

Fast forward

For a number of personal reasons, I went under cryogenic sleep for a number of years, disbanding my Empire army. I woke up to Warhammer Fantasy again only in 2004, only to discover that the Fantasy Game I knew had changed beyond recognition... Mostly for the better, but also for the worse. Otherwise this article would not be a rant, would it?

In current Warhammer Fantasy Battle edition, characters are limited by their title (lord, hero) depending on the army size. No lord can show up if you field less than 2,000 pts. Since level 3 & 4 wizards are considered lords, it means that you may only field lowly apprentice in most cases - even if lords are available, you will certainly save those slots for real hitting power. Magic spells has been drastically reduced, the most direct damage a spell can do being 2D6 Strength 4 hits, this kind of stuff - hardly enough to cause a panic test in a bowmen unit. Character profiles have gone down. Prices have gone up. Monsters has been neutered and raised in price.

Wait, there's more! Now, every useful/intereresting/characterful unit of every race has been moved to a category called "rare" or "special", limiting the number of units of that type you can field no matter how much they cost. Bonded Monsters, i.e. without riders, have disappeared. Magic items are restricted heavily: all existing items have been arbitrarily distributed to be race-specific, resulting in fewer choices for each race as there are nearly no useful generic magic items left. Every character has hefty limits in points in what he can carry; usually no more than 50 pts total of magic items for heroes, 100 for lords. Champions can't have any at all. Since magic item costs have not been affected, most of them are forever beyond reach of the characters supposed to use them. Each army list describes the only monster mounts a character can ride, usually one or two choices instead of the twenty or so available in previous editions. Don't search for a Cockatrice or a Spider Queen, it's as if they never existed.

Just to summarize things up, here are the limitations before and after.
Before:

  • Number of characters was unrestricted, you could spend up to 50% of your budget in that category.
  • Each character could carry only a limited number of magic items.
  • Independent monsters were allowed.
  • Wide choice of monsters available as independent creatures or mounts.
    After:
  • Characters are restricted both in number and quality.
  • Character and Monster profiles have been downgraded.
  • Character and Monster prices have gone up.
  • Independent monsters are gone.
  • Monsters available as mount for characters are limited to one or two races for each army.
  • Amount of magic item spent on each character is heavily restricted.
  • Spell effects have been downgraded.
  • Rules for flying high have disappeared.
  • Magic items have been broken down in each army list, only handful remaining as "generic", resulting in fewer choices for each army.

    So, did we reach a reasonable balance? Unfortunately not. Characters have been downgraded so much they are a joke now. A tooled up character, with his trusty 50 pts magic sword, has 50% chances of winning a combat round against a lowly unit of skirmishers and probably costs more. You have to take characters to carry some dispel scrolls or have a general, but that's about it. And I'm not even sure about the scrolls.

    Problem is, if characters are not heroic anymore but here for support and command purposes, if magic is gone, if artillery / monsters / engines of destructions are banned or relegated to odd categories, well, if the whole game is about blocks of infantry and cavalry charging each other... Why is this game called Warhammer Fantasy Battle anymore? I didn't know I had switched to historical gaming. But the worst is certainly how bland and dull the game has become, compared to what it had been in the past.

    The Pendulum Theory

    click to enlarge

    1997 Edition of Warhammer Magic: a real add-on to expand the game!

    So, Warhammer became Warhammer Not-So-Fantasy Battle. At least, rules are clearer. But is HeroHammer gone for good? Fear not my friend! Games Workshop being Games Workshop, we all know they are unable to follow their own guidelines. As if different forces were struggling in the middle of the game development studio, and we could only detect that from their output.

    Hint: Gavin Thorpe joined the Fantasy team and started working on Dark Elves. Few months later, they were "fixed": among other things, their basic soldiers, M5 WS4 BS4 S3 T3 W1 I4 Ld8 along with a spear and light armor, were made available at 7 pts a piece. Yes, you read it right. One can also browse through Chaos army book to discover how Games Workshop can bend in favor of a pet army, but nothing new here.

    There is more, but one has to find it in the dreaded special character department. Special characters, the meat of every cheddar-lover player under the sky, have made their comeback and they are more powerful than ever. Most of them are utterly crap (Kislev characters for example) but there are some gold nuggets... Valten, hero of the Empire, which can't die unless you fail an unmodified Ld check (Ld9, take your time). Crom the Conqueror, lord of Chaos at only 230 pts and with more special dueling rules than there are entries in a cookbook. Mercenary armies can field Asarnil and his Dragon mount, which is astutely available for battles under the 2000 pts limit. And so on.

    Magic has also gone back in force. Black Magic is being described as the most powerful of all, while High Elves, mastering High Magic, were allowed discount on the price of their magic items...

    As usual, the trend gets more ugly as time passes by. For example, Bretonnia, one of the latest releases to date, allow full Pegasus-mounted knight armies. Elite units of monster riders with heavy cavalry profile, flying anywhere to boot!

    It's not really a problem if everyone gets his share or newer and more-powerful-than-ever units. The problem comes more from an attitude from Games Workshop that is less and less in touch with their official policy on that matter. Cheese and uber-characters are making their way to the tabletop once more and through the backdoor, while a lot of fun and diversity of previous editions has been deliberately removed in a bold and maybe excessive effort to settle issues in a clean manner.

    As usual, their ambivalent attitude may mislead good-intended players into thinking that the game is now fair while letting loose the evil side of power mongers. When both meet, who knows what can happen. But as long as members of Games Workshop design studio are unable to keep discipline among them, this kind of degenerative trend is unlikely to change.

    Fantasy has been sacrificed on the altar of game balance but this sacrifice seems to have been perpetrated in vain, and most of the fantasy is gone.

    published on 10 May 2004
    [2 comments]

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