Last Sunday, my son Nick and I played a game of Warhammer for the first time in around eight years. His Orc horde faced off against the men of Hochland, in a 2500 point battle using Warhammer 7th edition rules and army lists.
For a good twelve years from about 1999, Nick, his brother Will and I were obsessed with the worlds of Warhammer and 40K. Like GW’s new releases, we tended to alternate our games between Old World and Far Future. I had a soft spot for the Empire and Imperial Guard and Nick and Will both liked the Orcs - and Orks.
After about 2010 our GW games trailed off as the boys grew up and Nick began to share my interest in historical gaming. When we have occasionally returned to GW, we played 40K or Epic as these seemed easier to pick up after a break. This Christmas, however, we decided it would be fun to revisit the Old World. We agreed to revise the rules and army books and met up for the game last weekend.
We had started Warhammer with the 5th edition and played through to the 8th. While we must have played more games of 6th edition than any other, Number 7 was our favourite, especially for magic. 8th edition made changes that favoured immense, unwieldy units and created new terrain rules that just felt silly to us. It also had fewer possible combinations in magic and other items than the earlier editions.
I’m not sure how the GW player community would classify 7th edition. From what I read, I don’t think it, or any of the editions we played, are early enough to qualify as ‘Oldhammer’. Whatever the label, 7th was our choice for the reunion bash.
And bash is the word. Nick chose numbers and filled his centre with black orcs and boys, with goblins on both flanks, a giant on his far left and wolf riders, spider riders and a squig herd on his right. I had a smaller force, with 20 knights and two spear blocks on the right, a steam tank, pistoliers and 20 swordsmen on the left and two great cannon in the centre with handgunners between them. My plan was to hold him on the left and centre and swing my right around to roll up his line. Nick’s plan was to break my centre and skirmish on the right, while blocking on the left with 40 night goblins and the giant. He had two shamans, while I had one wizard and Luther Huss, who I took as my army general.
The game started well for me. Early on my cannon dealt some serious damage to the black orcs and actually broke them. But they rallied quickly and got back into the action. I then misfired both of my great cannon, with each losing two rounds of fire at a crucial stage of the orc advance. Nick had his share of bad luck too, when his goblin fanatics failed to wound a single human but caused spectacular damage to their own unit and then knocked three wounds off his giant. How we laughed.
To cut to the chase, Nick’s boys completely crushed my centre. My right had some success against the night goblins but this performance was frankly a poor return on the points invested in my units. Nick’s right didn’t get going until late in the game, partly due to animosity. I conceded after turn five, having no troops at all in my centre, only a couple of units on my right and the steam tank soldiering on alone on the left. There was no coming back from the Orc sledgehammer.
That was such fun. We had forgotten the humour in Warhammer: fanatics, squig riders and squabbling orcs add up to some memorable moments. We agreed that we had both forgotten how to make best use of our troops and our army lists (especially mine) could have been more thoughtful. For example, I forgot to buy a dispel scroll for my wizard, which is an item I used never to leave home without. I also invested a lot of points in the two units of knights that I then kept out of the main action. That, frankly, was a waste. I was a bit unlucky with my two cannon misfires but that wasn’t why my centre folded: I had been daft to place so few troops there.
We agreed afterwards that we will play a few more games with the same rules and the same two races this year, so we can relearn how to use our armies. It was challenging and even more fun than I had expected to be back in the Old World.
It has become a habit when our sons are home over Christmas to play a Games Workshop game. While we still have all our figures and rulebooks, this is about the only time we get them onto the table these days. Last year we played some 40K so our first plan this time was to fight a Warhammer Fantasy battle. However, we soon realised that we lacked the time to relearn the rules, create our army lists, drag the figures out from their various hiding places and play a game to its conclusion. So instead we decided on a game of Space Hulk.
We have a copy of the 3rd edition, which includes some lovely animated figures and high quality components but is basically still the original game. We selected the Decoy scenario in which the Space Marines has to pass through the map and exit as many figures as possible from the far side. When no more terminators are left on the map alive, the Space Marine player rolls one D6 and must score less than or equal to the number of terminators successfully exited. Easy.
The start was indeed easy for my terminators, with the help of overwatch and some good fields of fire. Nick’s initial approach was to charge at me down the corridors, hoping my overwatching defenders would eventually jam their weapons and allow his surviving genestealers to make it to close combat. He abandoned this after a few turns, however, as I was able to blow his models away long before they got near. His next tactic was to lurk out of sight and position his genestealers behind doors that I would have to pass through to complete my mission. This was far more effective and forced me to attacks at very close range. This time, the consequences of a bolt pistol jamming were messy, especially when Nick attacked from several places in his turn, leaving me with too few of my precious command points left to clear every jam.
As my squad approached the exit square, the number of genestealers in their path racked up and my losses began to rise. By the end, five brothers had been sliced and diced by alien claws. But Nick had refined his tactics too late and I got four terminators off the table. The final turn saw one last Marine a single move away from the exit square, but exposed to an assault from the rear. A genestealer reached him with one action point left and made its attack, with the odds in its favour. However, the terminator rolled a six, which meant he survived and could turn to fight back next turn. But he decided, not unreasonably, that rather than turn to face the alien, he would hightail it off the board. So the game ended with five terminator survivors. I rolled my victory die, needing anything but a 6, and took the win.
The game was great fun and reminded us of the strengths of these clean, well-designed rules. The choices facing both players are challenging and the sense of jeapordy is really strong, especially for the Space Marine player.
While I did a basic paint job on the terminators when we bought this game, I could never get around to the genestealers. With the availability of GW’s contrast paints I might give it a go in 2020.
Meanwhile, Nick has taken the Orc army book home to devise a 2000 point Warhammer army, while I will produce one for the Empire, and we will get together in the New Year for our Warhammer fix.