When I was a child, I loved playing
board games with my family (still do as a matter of fact). As a
result of this, board games were not uncommon as a Christmas present
in our household. Although most of them were fairly normal, at the
age of 8 I got a rather different one – Space Crusade by MB games.
Space Crusade was one of several MB
games that were licensed to use Games Workshop IP. The game was
essentially a simplified version of Space Hulk, using
Tactical/Devastator squads in place of Terminators and providing the
Aliens players with a horde of 'Chaos' characters that also included
Orks, Tyranids and 'androids'.
The very concept of this game was
rather outside of anything I'd played before and I couldn't make
heads or tails of the actual rules. In a touching display of fatherly
affection, my Dad stayed up all night figuring out how to play it.
Over the following years we played many campaigns, with him always
serving as the 'bad guys'. I loved it enough to get myself both
HeroQuest and Battle Masters in subsequent years, but Space Crusade
remained special.
The next big shift came in about 1993,
when I chanced across an 'Imperial Space Marine Squad' (known to some
veterans as the RT01 'Womble Marines') in a model shop. I bought two
10 man squads in quick succession for use as additional models in
Space Crusade (the term 'game balance' was as yet foreign to me).
More importantly, I was given a product catalogue for Games Workshop
and became aware of their main lines for the first time.
Despite my fondness for Space Crusade,
it was the Warhammer Fantasy boxed set that captured my imagination.
As luck would have it, I actually had enough money to make the huge
box mine. I'd been doggedly saving up my pocket money for a long time
with the intention of buying an original Star Wars AT-AT toy that I'd
found in a shop – after some consideration, I changed my target and
got myself a copy of Warhammer instead.
My Dad drew the line at the huge tomes
of rules that came in the box (it had taken him all night to learn
Space Crusade after all). Thankfully, several of my friends were
interested enough to start collecting armies and playing Warhammer
against me. I decided that financial constraints made it most
sensible to build on one of the two armies provided, so after reading
the background material for both I settled on the humorous Orcs and
Goblins.
My army grew and grew and our dining
room table was occupied for days at a time by huge battles.
Unfortunately the interests of my friends eventually declined, whilst
mine remained strong. This is pretty much typical for me – once I
get keen on something I very rarely go off it.
The box that started me off.
My lack of opponents prompted me to
attend the games held at my local Games Workshop store. Frankly,
these games usually sucked – I was only able to field one or two
units as part of a large team battle and the prohibition on
characters meant that my leaderless Greenskins typically routed as
soon as battle was joined. The staff also barred the models I brought
on some occasions because they were 'old models' or in one case
because the sides of the bases weren't painted. However, it was at
this store that I found an advert for the Worksop Wargames Society.
I loved the Society when I tried it out
and it rapidly became my most important weekly leisure activity. The
club introduced me to the wide array of games that existed beyond GW
– such as Magic: the Gathering. I'd already been briefly introduced
to D&D by a Warhammer opponent and the club offered a degree of
role-playing opportunities too. In hindsight the place was far from
perfect – there were no regular female members, the role-playing
standards were about what you'd expect from a group of teenage boys
and the keenest Warhammer player was a neo-Nazi and a bad loser. But
it was perhaps the first time I'd had a large group of friends,
especially one based on shared interests. The weekly schedule also
did a lot to structure my gaming into a real hobby activity, backed
up by the geek culture that the society provided.
Although the club did a lot to broaden
my gaming horizons, Warhammer remained my most commonly played game
with the possible exception of Necromunda. I was loyal to the
Greenskins until 1999, when a new-found adolescent fascination with
vampires happened to coincide with the emergence of the Vampire
Counts army. I immediately decided that I wanted to collect a Lahmian
force. Thankfully a combination of second hand models from club
members and customised spares allowed me to raise the army quite
cheaply. I was never very good with them – most battles consisted
of Lahmians reaping enemies worth a fraction of their own value while
the rest of their army got destroyed – but the implacable dead and
the mighty Vampiresses made a welcome change from the fractious
Greenskins and relatively puny Goblin lords.
A Lahmian Thrall and a Necromancer flanked by Grave Guard. Honest.
The thing that eventually caused my
Warhammer gaming to decline was my move to University after 2000.
This was in no way because I abandoned my interests in order to
pursue 'grown up' or fashionable activities exclusively. The Clubs
and Societies Fair in the first week was pretty much a welcome to
paradise and the Wargames and Roleplaying Society (WARPSoc) was the
best one that I joined.
WARPSoc has a focus toward role-playing
and the gender-diverse society offered a massively higher standard
than I'd experienced before. After a little hesitation I joined the
weekly LARP and found my love of role-playing being combined with my
lifelong appreciation of Medieval Re-enactment and sword-fighting
(the only competitive physical activity I excel at). This caused me
to focus more on RPGs, but I still loved the cerebral competitive
element of wargames too much to just give them up.
The real problem was that I didn't have
access to my parent's dining table any more. Unless the society
booked a location, it was almost impossible to secure an ideal
playing surface for a game of Warhammer. Even then, WARPSoc sessions
were usually a bit of a tight fit for an entire battle. By comparison
the swift and portable Magic: the Gathering was great for social play
around the campus, leading to Magic taking over. I attended the
Worksop club during the holidays for a while, but then moved to Wales
full time.
The final nail in the coffin was
provided by GW themselves. Their regular habit of publishing new
backward-incompatible editions of Warhammer meant that eventually my
rulebooks became obsolete. I couldn't prepare an army without
re-buying the army books and I couldn't fully understand the army
book without re-buying the core rules – creating an unappealing
level of investment for an occasional game and thus barring me from
play altogether.
WARPSoc is a wonderful group of people
and most of my close friends have come from the ranks of the society.
It provided me with a place where I could be different and still
belong and a gateway into the rest of the Alternative community. I
loved the society so much that on the day I handed in my Masters
Dissertation I went straight over to the Clubs and Societies Fair and
helped their stall get more new recruits. One of my signings was a
wonderful Christian girl who had been trying to weigh her genuine
desire to try out role-playing against the last echoes of the 1980s
D&D moral panic. We've just celebrated our seventh wedding
anniversary and we both game with members of WARPSoc every week.
Without Warhammer, I'd never have
joined the Worksop club or WARPSoc after it. I like to believe that
God's plan for me would have led certain things to happen in
different ways, so I can't say with certainty that my life would be
completely different if I'd bought that AT-AT instead. But it is fair
to say that my marriage, my social circle and my hobbies today all
owe a great deal to the day that I came home with a big red box full
of Elves and Goblins. I may not have played very often in the last
decade, but Warhammer Fantasy Battle has had a surprisingly important
place in my life.
The reason I recount this tale now is
that Warhammer Fantasy has come to an end as of this year.
Technically this demise took place across a series of 8th
Edition supplements called The End Times which started in 2014, but
I've only become aware of it now due to the highly public way in
which GW has chosen to mutilate the corpse.
In a large fanfare of publicity, GW has
unveiled a new Fantasy Battle game called Warhammer: Age of Sigmar.
This has been accompanied by a radical shift in their business model
– the game's core rules and all of the army lists for the existing
races have been placed online for free download.
Needless to say, I was very excited.
Just a few mouse clicks and I would possess up to date core rules, a
new army list for my Vampire Counts and even a list for my old
Greenskins! Being now in possession of a dining table of our very
own, Warhammer would become a thing that I could do again.
Then I read the rules.
In retrospect, my first comment after
doing this – that it was as if E. L. James had rewritten Star Wars
from the perspective of Jar Jar Binks – was slightly harsh. But
only slightly so. The game discards victory points in favour of a
'fight to the death' system which is nostalgic to me but clearly
favours killer models over clever tactical play. It discards points
values in favour of 'field whatever you like' – a system that me
and my friends tried exactly once and found too uneven to be worth
bothering with. It discards unit formations and manoeuvring rules in
favour of loose mobs moving in a fashion stolen from Warhammer
40,000. It ditches psychology and routing units in favour of
testosterone-fuelled brawls to the last man. The practice of rolling
a die to decide who moves first has been extended to every turn of
the game, meaning that whoever moves second must make tactical
decisions without knowing who will move next. I'm not sure that Age
of Sigmar is a bad game in itself, but it is so obviously inferior to
the preceding editions of Warhammer in every measurable way that it
makes no sense as a sequel from the same company.
Having read up on the subject, the sad
truth is that Age of Sigmar was never intended to be a true sequel to
8th edition. Games Workshop have always sold more Space
Marines than anything else, but reports suggest that the overall
sales of Warhammer 40,000 items had made Fantasy into a tiny portion
of their profits. With the large range of Fantasy models taking up as
much shelf space as their more profitable sci-fi rivals, GW decided
to scrap it and bring out a new second string that they hope will be
more popular.
This is why so many of the distinctive
and vaguely authentic-feeling rules of medieval battle have been
switched out for something that plainly resembles 40K. It is also the
reason that a new faction of obvious Space Marine knock-offs have
been prominently introduced in the first wave of new releases. More
subtly, it is why the game rules give these warriors a massive play
advantage over everyone else. There is no restriction on the number
of models you can deploy in Age of Sigmar, but a severely outnumbered
force is given a special potentially game-winning advantage.
Unfortunately the loss of the points value system means that one
powerful model is no longer considered equal to three or four weak
ones when it comes to counting heads. It is a fair bet that the
Stormcast Eternals will be the strongest troop type in play, meaning
that a player with a big enough box of them should be able to defeat
anyone by deploying the correct number of men. Presumably GW hopes
that Space Marine fans who try out the Eternals will love the instant
mastery of the game that this brings them.
Space Marine Commander Dante and an original new character from Age of Sigmar.
GW also seem to be basing their new
strategy on the knowledge that any fan-base is a pyramid. A small
group of really keen fans sit loftily above a far wider base of
people with a more casual interest. As a result they have decided to
lower the level of interest required to play the game in the first
place. On the one hand, the new rules make any form of serious and
rewarding competitive play impossible. On the other, they allow
anyone who buys (and assembles) a box of models to play a 'proper'
game anywhere without further preparation. Such tactics might knock
the tip off the pyramid, but if the base expands as planned GW will
make far more money.
The setting of Sigmar is also almost
entirely unrelated to Fantasy Battle. This is due to the story arc of
The End Times, which I have now read a synopsis of (apparently the
real thing would have set me back a lot of money). Basically every
conflict suddenly became decisive, with established characters,
population centres and even entire factions being wiped out with with
ridiculous rapidity. This is mostly just destructive, but new and
interesting things started to emerge from the havoc – like the Dark
Elf Malekith becoming king of the High Elves and the Vampire Counts
being recognised as legitimate Imperial nobility. The High Elf Mage
Teclis came up with a plan to stop Chaos - he would bind each of the
eight winds of magic into a person, creating divine beings that could
stand against Chaos on equal terms. Most of the non-Chaos races got
an Incarnate with several becoming embodiments of their own gods
along the way. The Incarnates rallied all of the good and evil races
into the most awesome alliance that the Warhammer World had ever seen
and went to challenge Archaon, who was trying to open the mother of
all Chaos gates in the ruins of Middenheim. They all lost, the new
Chaos rift destroyed the Old World and everyone in it died. The End.
Many players seem to have been hoping that GW would backtrack when 9th edition came out, declaring it to be just one vision of the end of the world. Until the last book, many hoped that the interesting new alliances and factions were actually going somewhere besides oblivion.
Unfortunately the new Age of Sigmar proceeds onwards from these events. Sigmar makes new planets with the help of a giant space dragon. The Incarnates become the gods of these worlds and spend an Age collecting Old World souls and sticking them in new bodies. The resurrected populations live in peace and harmony together for many generations until Chaos invades and conquers most of the planets. Sigmar invents magic Space Marines and leads the reconquest, which is the setting for the game. This means that the game takes place in a setting where everything the existing player base cared about has been destroyed, rather than being a simple reboot. It's also a bit weird for a new player compared to the pseudo-medieval setting we've seen in Fantasy.
Given all of this, you have to ask why
GW wrote Age of Sigmar versions of the old army lists in the first
place. Officially they wanted to 'give the old models a send off' but
I don't really buy that. If GW really wanted to leave players with
the ability to keep using the old models, they could simply have made
the 8th edition literature available as free downloads
instead. The only reason to provide the converted rules is to lure
their owners into trying Age of Sigmar, although I can't imagine that
actively inviting the direct comparison with Fantasy Battle will win
many fans. If I sound like I'm looking a gift horse in the mouth,
bear in mind that some of the new rules require the player to engage
in physical comedy while using the model. A GW rep has assured
everyone that this unprecedented move won't be something we seem more
of in the future, but was simply intended to make veteran players too
embarrassed to use the old models in public (no really). The old game
and the traditional armies haven't been given a decent send off,
they've been zombified as billboards in a manner so disrespectful
that my Lahmians would wrinkle their noses.
As a role-player, the apocalyptic
ending of the Old World ought to put me in mind of the World of
Darkness lines produced by White Wolf. After spending many years
producing an expanding range of modern horror games set against the
backdrop of impeding doom, White Wolf eventually brought their
products to a close with a slew of books that detailed the final
destruction of the World of Darkness. As soon as the dust settled,
however, White Wolf brought out a 'rebooted' range of WOD books that
essentially set about remaking the old games.
Who would DO that?
There are few things that say
'commercialism over art' more plainly than remaking your own
successful series the moment you've finished the first version. Many
WOD players saw no reason why they would ever want to involve
themselves in a line that was simply the same thing without the built
up setting elements that they had become invested in.
The reason that the new series managed
to thrive in this hostile environment is that it is really good.
White Wolf had patiently learned lessons from their previous round of
experiences and dedicated themselves to producing the highest quality
of product that they could using this knowledge. Most role-players
have their preferred incarnation of the World of Darkness, but
relatively few would deny that both versions are excellent products
within the wider marketplace.
Unfortunately, Games Workshop has not
taken the same high road. Age of Sigmar is not an evolved form of
Warhammer Fantasy Battle – it's an aggressively diminished parody
designed exclusively to appeal to the lowest common denominator, a
target identified by a vague perception of current popular gaming
choices.
As such, the role-playing event that
Age of Sigmar really reminds me of is Dungeons & Dragons 4th
Edition. Once the unquestioned leader of the fantasy RPG field, the
makers of D&D went wild with greed when they read about the
number of players that World of Warcraft had managed to hook. Seized
by the mad delusion that a huge slice of the Western population were
now keen fantasy role-players, Wizards engaged in a drastic re-write
of D&D that was intended almost exclusively to create a tabletop
simulation of playing WOW.
Unfortunately, the results of this
effort were far less fit for the purpose of running a D&D game
than version 3.5 had been. After a cursory investigation, many D&D
fans decided to stick with version that they already owned. Meanwhile
the vast armies of WOW fans proved less than interested in leaving
their gaming PCs to perform a substantially different activity with
whatever WOW-playing friends lived close enough to physically visit
their house. Wizards have since released the 5th Edition
of D&D, a tuned-up version of 3.5 that some have described as the
'we're sorry' version of the game.
There will never be a 'we're sorry'
version of Warhammer Fantasy Battle. GW ended the game line because
it wasn't making enough money – even if the new game fails they
have no reason to go back to the last struggling property. The time
has come to raise a mug of Bugman's XXXXXX and toast its passing. It
was a good game while it lasted and 31 years is an incredible run for
any 'living' game. So farewell, Warhammer Fantasy - you will be
missed.
Of course, the lack of an acceptable
current version of the rules might prompt more people to play with
the outdated versions that I still own. I may yet take the field
again...