Good ol' daysI 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 forwardFor 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 | 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] |