Man O'War is game, unfortunately out of print, allowing
players to simulate naval battles set in the fantasy world of Warhammer.
As an admiral of an ocean-going warfleet you must command your ships -
squadrons of Ships of the Line and heavily armored Men O' War - in the
battle for supremacy of the high
seas.  | Driven by the winds of Chaos, a
Nurgle fleet ventures onto the waters of Ulthuan
shores. |
Since Man O'War is the naval translation of all
battles taking places among the races of Warhammer Fantasy, most of those
races are represented in the game: Empire, Bretonnia, High Elves, Dark
Elves, Orks, Skavens, Dwarves and Chaos Dwarves, Chaos powers and Norsca.
Undead fleets were introduced in issue #6 of the Citadel Journal, but no
miniature have ever been released for them, officially or not. Goblins
have no fleet of their own, although it's more than hinted that they are
part of the Ork fleet (notably because Ork fleet features
Doomdivers as anti-flier armament.) Wood Elves are deliberately
missing, since it was assumed that the Forest of Loren had no access to
the sea. There are other notable absents though, like Lizardmen or Ogre
Kingdoms; it's not because authors discarded the eventual seafaring skill
of those races, but simply because they did not exist as independent
factions at the time Man O'War product line was published. The Man
O'War rangeMan O'War is a project of Nigel Stillman, one of the
author of the first editions of Warhammer, the core wargame system of
Games Workshop. Mr Stillman had for long the project of taking battles to
the sea and Man O'War is the result of his attempt, with the help of Andy
Jones and Bill King. The game was originally published in 1993 and was
quickly followed by two expansions, Plague Fleet and Sea of Blood. It
seems that those add-ons have been designed at the same time than the
boxed set, only to be released later. The boxed set of Man O'War
contains main rulebook, templates, counters and scenery - in form of
islands and sand bank templates; in short, everything required for gaming
with the six starting lists (Empire, Bretonnians, High and Dark Elves,
Dwarves and Orks.) Miniature wise, the content is a bit below what gamers
usually expect from Games Workshop regarding a starter set: only twelve
plastic wargalleys are included, or four squadrons. This is clearly not
enough for an interesting games. Yet, those miniatures are useful because
they are quite versatile, allowing players to create the basis for an
Empire fleet, a Pirate fleet, and even Chaos fleets from them. Plague
Fleet introduces extra fleets essentially affiliated with the dark
powers. There is a universal Chaos fleet, four Chaos Power fleets (each
affiliated to a different Chaos God), Skaven fleet and Chaos Dwarf fleet,
along with all templates and counters required to manage those ships.
There are also a number of "chaos scenery" pieces figuring strange areas
of the sea where the alternate reality of Chaos affects the natural laws
of physics. Chaos powers come with their own special magic sytem, more
dangerous and powerful than the regular one available for other races. The
plague fleet rulebook introduces special scenarios taking place in the
dreaded Seas of Chaos. Sea of Blood introduces Sea Monsters,
Flying Units and additional ships for several of Man O'War fleets: Empire
Ironfists, Empire Hellhammers and Dwarf Dreadnought. The expansion also
introduces allies and the Norse fleet, a race basically designed to fight
mostly as an ally for another faction. The box contains no miniature but
plenty of templates and counters, namely those for the fleets described in
the core set. Sea of Blood includes gaming material for factions
introduced in Plague Fleet. Sea Monsters can be used by any army. On
the other hand, flyers are for every race except Norse and Skaven. Sea of
Blood pushes the bound of battle size by expanding the regular size of a
game from 1'000 pts to 1'300 pts, justifying this need as a necessity to
include flying units and anti-flier armament into a fleet roster. Indeed,
those three extra hundred points do a lot for the variety of the game,
allowing far more flexibility in fleet construction. It's of course
written that those extra points can be spent freely by each player; for
this reason, 1'300 point format quickly became a standard battle size for
Man O'War games, regardless to the presence of flying units in each
force.  | Contents of the boxed
set. | Along with the expansion boxes, all miniatures were
released over the years. Their packaging was sometimes strange; for
example, Slaanesh boxes included a single Hellslicer and a single
Hellrammer, while each ship had to be purchased in squadron of three in
the fleet list. Over time or depending on the country, some miniatures
were sold in boxes or in blisters. Yet, it's worth noticing that
all Man O'War miniatures have been available, contrary to other
games from the same publisher where players still have to make their own
conversions. Since each fleet comprises only a dozen miniatures from a few
different models, it's possible to achieve a complete collection of all
Man O'War fleets. The game has a great collector value, another reason
for its enduring popularity.The fallThe complete Man O'War
product line was discontined in 1995. Reasons are unclear - some claim
that the line did not sell well, while others argue that Games Workshop
had given Man O'War the usual lifespan allowed to side games. The latter
explanation seems plausible considering the life cycle of similar lines
before and after this period, like Necromunda, whose commercial success is
beyond doubt. Many hoped that the game would be revamped and released
again in forthcoming years, but the end of Man O'War arrived in the
middle of a policy shift from Games Workshop regarding side games, which
were increasingly seen as diversion from core games (Warhammer and
Warhammer 40'000) rather than introduction to them. This obviously
didn't pleaded in favor a new release of Man O'War, a game with its own
rule system and a unique scale. Perhaps that the reason Man O'War was
discontinued had nothing to do with management and policies but simply
with miniatures themselves. Apart from plastic wargalleys sold in the
boxed set, all Man O'War ships were exclusively cast in metal; many
included frail features and were often available only in squadrons,
meaning a high number of duplicates had to be cast. Therefore, it's
probable that molds worn out quickly. This explains why some miniatures
are especially valued on the secondhand market, like most vessels from the
Bretonnian fleet. Once the molds became unusable, little could be done but
to remove the product from sale. Earning money from miniature sales, Games
Workshop could not continue selling a game whose supply was
exhausted. (Note that a common misconception regarding miniature
casting is that new molds can be created again from the green stuff
sculpt; if it's theoretically possible, it's also very likely that the
green stuff prototype of a miniature is destroyed while creating the
master mold.) Naturally, those explanations refer to miniature
production technology in the 90s. Finally, rumor has it that Man O'War
won't be seen again because all computer files regarding the game has
been lost. According to this story, the accident occurred while Games
Workshop moved to new offices in Nottingham. Perhaps it was just a problem
of backup, or perhaps a mere lack of foreplanning in the move. It's
probably why Games Workshop is rather lenient regarding scanned versions
of rules, templates and counters that can be found on the
Internet. Games Workshop has a tradition of maintaining a shroud of
secrecy over its work; we'll propably never know the real reasons behind
the end of Man O'War even if plausible explanations are presented above.
It makes little difference after all those years. The only sure thing is
that it won't be published again from Games Workshop. Yet, it's not
because a game is not published anymore that it ceased to be fun playing
it; Man O'War still stays immensely popular, for good reasons. The
game systemMan O'War complexity is low, making it ideal for
newcomers and people searching for a game playable in a single
evening. A typical turn of Man O'War starts with an initiative roll,
which can also change wind direction if both players roll a tie. Then,
there is a magic phase, where each fleet wizard can try to cast a spell
and/or dispell one cast by his opponent. The rest of the turn is based on
unit activation: each admiral alternatively plays a squadron (three
smaller vessels) or a Man O'War (large units) then lets his opponent do
the same.  | An Imperial Wolfship
squadron. | During its activation, each ship moves then fires.
There are a number of movement modes: sail, steam, oars, magic, each one
bringing benefits and drawbacks. Sails are the fastest but require the
ship not to have head wind. Oars allow rear movement and spot turn, and so
on. Of course, most ships only have a single way of moving, but others are
less restricted in their movement modes.Once the movement of a ship is
completed, it can open fire on any enemy ship in its fire arcs. Each
vessel has a number of canon batteries in each location and roll that
number of dice against its target. Checking the target's location
template, it's easy to see where each salvo lands or misses; for largest
units, it's possible to aim high or low. The location eventually hit is
allowed a saving throw to avoid destruction. In case of damage, the
location is effectively lost, reducing the ship's abilities: it can lose
a mast, a cannon battery or its steam boiler, and so on. Further damage
can cause critical hits, ranging from the hilarious Captain's
Chart ("captain's secret rhum stash is hit...") to worse
consequences, like a blaze or a break below the waterline. A ship usually
sinks because of the cumulative effects of critical hits. Gunning down
enemy units is not the only way to eliminate opposing warships - a
boarding action is another possibility, albeit more dangerous for both
protagonists. In that case, crew from both ships fight back and forth
until one of them is destroyed or the winner of a round of assault decides
not to push his attack. If one crew is slaughtered, winners have no
problem scuttling the now abandoned enemy ship or taking it as a battle
prize. Men O'War and ship of the line squadrons are handled the same
way. Player alternate activations until all ships have been addressed. The
turn ends with a series of record keeping events, like management of
debris, blazes, etc. After that, both players are ready for the next turn.
Games ends when victory conditions of the scenario are met or when one
side is destroyed, surrenders or flees the battlefield. Critics of
Man O'WarMan O'War game system has both merits and
weaknesses. Rules are pretty much complete: nearly everything is
covered, from the magic system to crew experience, monsters, allies, shore
forts, special terrain and so on. The system is balanced enough to allow
groups of players to create their own special rules (for example ports,
strong currents, river battles...) as they see fit. Contrarily to other
Games Workshop games, turn is made through alternate unit activation and
not I-go-You-go system; this makes each turn interesting because each
player is involved fully in a turn instead of waiting his opponent to
finish all moves while only rolling for saves. The unit activation rule is
also great for battles with three or more players, with only few
alterations to core rules. The game is smooth and fast-paced. Only a
handful of dice are rolled at once and the number of factors they combine
is simply amazing: hit or miss, location hit, target saving throw,
consequence of damage, range... Game is pretty visual, with ship templates
ending full of blaze and damage counters. Piling those damage markers
gives a good impression of a battered ship! Yet, there are several
drawbacks. The game is quite random, and like many Games Workshop
publication, game balance is far from perfect: some fleets are a lot
stronger than others or have glaring weaknesses that can be exploited by
an unscrupulous player for an easy win. This is specially true with fleets
introduced in Plague Fleet expansion, where authors mutter than Chaos
fleet should be used in special scenarios. Unless a player is unusually
skilled or lucky, a Plague Fleet will crush a similar-sized fleet from
another set; to use an extreme example, a Norse fleet (geared towards
boarding actions) has nearly no chance of winning against a Slaanesh fleet
(geared towards killing enemy crew). It's not necessarily a problem as
long as all players are aware of this trait and accept it, but it makes
the game ill-suited for tournament play. On the other hand, some admirals
are always up to a challenge! Another criticism is related to fleet
management. Every ship has its own record template to record blazes,
damage, below the waterline hits and wound inflicted to the crew. If it
makes for a detailed game, the surface taken by all those cards and the
number of counters can become troublesome, if many ships are involved in
the sea battle. Moreover, remembering which ship corresponds to which
template can be difficult during the course of a game, where the
arrangement of miniatures can be very different from the layout of the
ship cards on the table. It is probably the reason why Man O'War is
impracticable for massive clashes, unless players can accomodate an extra
table for those ship cards and find a way to manage
everything.  | High Elf Eagleship. | To
avoid this issue, many players have scans of ship cards and print them at
reduced size as a disposable resource, or use a single one for reference
and mark damage for their fleet on a separate paper sheet. Not everyone is
annoyed by this situation though: with all the information stored on a
ship card, it's not necessary to browse through booklets, making the game
run smooth. Finally, the visual of each card makes the game ideally suited
for beginners and facilitates fleet composition. But this is clearly a
limiting factor for larger battles of Man O'War, and probably the reason
why only the most diehard fans of the game allow themselves to play
battles of 2'000 points per side or more. Man O'War isn't especially
suited to skirmish battles - a 1'300 point game gives a well sized fleet
- but proves impractical for massive clashes.Becoming an
admiralMany people still have an interest in Man O'War, despite
the game has been out of print for more than ten years. This endured
popularity is really a tribute to the game system and its excellent "fun
factor". There are, naturally, also new players who are eager to join but
turned off by the apparent difficulty of gathering rules and
miniatures. Yet, this daunting challenge might by exaggerated a lot.
Rule wise, there is no need to buy anything; Internet provides plenty of
websites allowing a free download of rulebooks, fleet lists, and scans of
original templates and counters (try the
Sea of Claws,
manowargame &
manowargameArchive,
dougram's
site, or this one for french versions.) This gaming material
is not even required for playing if both player know the game well or have
a copy of some tables. No need to print everything, except perhaps the
ship templates for easier reference, and a couple rulers (for ship going
about and cannon ranges.) But basically, to play Man O'War you only need
the miniatures. When the game was released, most ships where sold at
£4.99 for Men O'War, and £4.99 per squadron of smaller ships of the line
or £9.99 for squadrons of biggest ones. In the 90s, it was seen as
expensive even through Games Workshop standards, but despite those prices
Man O'War was probably the cheapest game in the publisher's catalog,
simply because few miniatures were required to build a fleet. Ironically,
the high prices of miniatures has since then exploded due to rarity and it
didn't even hindered the game's popularity - perhaps Games Workshop
could have charged even more for the miniatures! Those high prices are
explained by player demographics: it seems that there are more people
joining the game than people leaving it. Nowadays, it's still possible
to get Man O'War miniatures, and even boxed set and expansions for people
interesting in paper and cardboard. As usual, eBay
provides the bulk of this irregular supply; but there are other sources,
like BoardgameGeek or
Chaosorc, with a large amount of miniatures
available - but beware of the price tag. Using proxies is always possible,
but no metal substitutes exist for exotic races. And playing with
cardboard shapes is always a bit depressing... But some people achieve
impressing results from this material and toothpicks for masts. And there
are still suitable alternatives in the historical miniatures market, like
Valiant Enterprises or
Warrior
Miniatures. For this reason, launching oneself into Man O'War is not
difficult, just expensive. Yet, this cost should not be considered an
obstacle. Man O'War miniatures are much sought after: if fleets are
pricey to collect, they sell just as well. The market price of Man O'War
is perhaps the best testimony of the popularity of the game. More than a
drawback, consider that a guarantee that you won't be disappointed. created on 21 Mar 2007 |