I count myself lucky to have lived through the golden age of tabletop role-playing—the glorious trifecta of the ‘80s, ‘90s, and 2000s. It was a time of wild imagination and fearless design. From the old-school grit of 1st Edition Dungeons & Dragons to the brooding elegance of White Wolf’s World of Darkness, from the sleek reinvention of the d20 system to the rebellious birth of the OSR—those years were, in a word, glorious.
But I was there for the hard times, too. The day TSR gasped its final breath. The strange, gamey detour of 4th Edition. And the day we lost Gary Gygax, the original Dungeon Master, the man who kicked off this beautiful madness in the first place.
It’s been a hell of a ride—but today isn’t about D&D’s past.
Today, we’re talking about the future. Specifically, the way this community—scrappy, brilliant, and unrelenting—is seizing the reins and dragging Dungeons & Dragons forward, not with bloated corporate rulebooks, but with raw creativity. Today we are talking OSR games!
Because while Wizards of the Coast seems hellbent on tarnishing the game’s legacy with one corporate faceplant after another, the real torchbearers are out here in the trenches, putting out some of the most exciting, innovative, and downright fun material the hobby’s seen in years.
So yes, we’ll throw a little well-earned shade at Wizards of the Coast. That’s dessert. But the real feast? It’s the creators. The OSR authors, artists, and designers who are resurrecting the heart of D&D with zines, hacks, modules, and games that feel like they’re alive. This is a love letter to them—and a look at the bold, weird, and wonderful future they’re building for all of us.
Let’s get into it!
What Is The OSR Really?
Let’s get some discourse out of the way for those less informed. Once upon a time, this was a pretty straightforward question. The OSR—Old School Renaissance (or Revival, depending on who you ask)—was a movement of grognards and die-hards who loved the old-school D&D systems so much, they used the Open Game License (spawned in the 3rd Edition era) to breathe new life into them. They published retro-clones, retooled classics, and sprinkled in house rules like spice on a well-worn stew.
But that was just the beginning.
Today, the OSR has evolved into something bigger, weirder, and far more powerful. It’s still about preserving the spirit of the old ways—sure. But more than that, it’s become a sandbox for unfiltered creativity. It’s where designers and dungeon masters throw off the shackles of corporate oversight, social media discourse, and sanitized storytelling. No HR departments, no focus groups, no trend-chasing. Just pure, undiluted game design.
Think of it like the indie film scene: raw, passionate, and often a little rough around the edges—but in the best possible way. The OSR is where the Tarantinos and Lynches of tabletop design hang their weird little hats, crafting games that are as bold and bloody as they are beautiful.
In a word? It’s a movement.
But more than that—it’s themovement that’s shaping the future of tabletop gaming. And, oddly enough, because of Wizards of the Coast’s seemingly inescapable inability to get out of their own way, it’s also very much the future of Dungeons & Dragons itself.
The True Catalyst – Relevance
You might look at the endless headlines—Wizards of the Coast tripping over its own feet, again and again—and think, “Ah, there it is. That’s why the community is turning away”. Sure, their shameless blunders haven’t exactly earned them any goodwill, but that’s not really the whole story.
The truth is, fans are oddly loyal. Painfully loyal. People love Dungeons & Dragons—even when they don’t love the people making it. Even when they can’t stand the current edition. There’s this almost irrational tolerance in the community. As long as Wizards of the Coasts keeps evolving their game, their first love, people are willing to grit their teeth and smile through the nonsense.
So no, the shift we’re seeing isn’t just a reaction to Wizards screwing up—though they’ve done plenty of that.
Dungeons and Dragons 2024 edition is now fully released. To quote Padme, “so this is how liberty dies, with thunderous applause”. Yes, I’m being a bit dramatic!
The real problem…. the one that haunts Hasbro boardrooms like a slow, creeping death… is relevance.
You see, for all its drama and divisiveness, every edition of D&D up until now brought something new. Something big. Each version was both an evolution and a revolution. First and Second Edition laid the foundation for the OSR and that gritty old-school feel. Third Edition gave us tactical depth and rules mastery not to mention the OGL, spawning entire empires like Pathfinder and Castle & Crusades. Even Fourth Edition, the black sheep, gave rise to bold designs like 13th Age and, more recently, MCDM’s Draw Steel. Fifth Edition opened the floodgates to mainstream success and spin-offs as well, but it also gave birth to Critical Role, which opened up millions of creative minds to the world of storytelling possibilities.
Love them or hate them, every edition mattered.
Until now.
Enter the 2024 Edition. D&D’s big 50-year celebration. A chance to show the world that the game still has teeth and that Wizards of the Coast still leads the most prolific franchise in gaming.
And what do we get? A rebrand. A soft reboot. A product that feels neither evolutionary nor revolutionary—just… there. Polished, sure. But also sanitized, safe, and stifled by corporate oversight and performative politics. It’s a game trying to be all things to all people, and in doing so, has managed to feel like nothing at all.
It landed with a whimper. A shrug. A yawn and we are all left holding this hefty, overpriced book wondering… is this it?
Unlike during the Fourth Edition era, when choices were limited and OSR was still in its scrappy youth, the landscape has changed. The OSR has exploded into a kaleidoscope of systems, zines, hacks, and heart-pounding one-shots. What was once a trickle is now a flood. If anything, we’ve gone from too few options to so many that you’ll need a torchbearer just to navigate the shelves.
But, enough prelude. You’re caught up. That’s what’s happening in D&D, a whole lot of nothing and the OSR is here to save the day.
I have made a list like the following before. see this article back in 2021, but here are five more awesome OSR games paving the way for the future of tabletop RPG’s.
Shadowdark
I knew, without a flicker of doubt, that when I reached this point in the article, Shadowdark had to take the lead. From the wildly imaginative mind of Kelsey Dionne, founder of The Arcane Library, Shadowdark isn’t just an OSR game, it’s the answer to the question: What if classic Dungeons & Dragons were designed today, with modern sensibilities but old-school soul?
This game doesn’t merely pay homage to the golden age of RPGs; it resurrects it, reforged in the fires of streamlined design and accessible play. It’s a masterclass in how to respect the past without being shackled by it. Everything about Shadowdark screams purpose- it’s a true dungeon crawler, built from the torchlight up to emphasize danger, tension, and immersive play.
And yet, it’s more than that.
It’s intuitive to run, brilliantly supported by Kelsey and her team, and evolving fast. The game’s Kickstarter success is the stuff of legends, raising over a million dollars in a single day for its upcoming expansion. That’s not just popularity; that’s momentum. And with that momentum comes growth. The system that began as a love letter to torchlit corridors and lurking horrors is now expanding into a full-fledged, grimdark world rich with lore, cultures, monsters, and mystery.
I’m super psyched for this one, it’s very high on my must play list, and I’m certain I’m not the only one if that Kickstarter is any indication.
Mörk Borg
Designed by Pelle Nilsson & Johan Nohr, two guys from my neck of the woods (Sweden), this one falls into the category of a little bit creepy, a little bit gonzo style RPG. While the game is rules light, it has a considerable amount of crunch to it’s combat with a rather viceral doom metal approach to its world design.
In essence, you’re playing in a world that is ending, living out your last days in a brutal and nihilistic setting that forgives your sins but shows you no quarter. It’s full of amazing art and takes a very direct, pick-up-and-play approach that doesn’t feel “one-shotty” thanks to having meat on the bones where it counts and an awesome, addictive grimdark world. Read all about it HERE.
Castles and Crusades
Imagine what would happen if Gary Gygax made a 3rd edition of Dungeons and Dragons using modern game design techniques, that in a word is Castles & Crusades. A game that takes all of the modern mechanics and streamlining of 3rd edition but with 1st and 2nd edition AD&D sensibilities. That is what the work of Stephen Chenault and his brother Davis Chenault from Troll Lord Games gave us. A true and pure gift.
Castles & Crusades is a reasonably crunchy, yet distinctively Dungeons and Dragons in what I think is probably one of the truest and most honest attempts to re-write Dungeons and Dragons edition history. In so many ways, this is the real 3rd edition of Dungeons and Dragons. Everything you think D&D is, is in here but without all the nonsense Wizards of the Coast put us through in the last few editions of the game. Pure, unfiltered Dungeons and Dragons!
The amazing thing is that it’s a free game, you can get it here and check it out yourself.
Dolmenwood
I have talked a lot in the past about Old School Essentials, having run the game for the better part of 3 years in a single campaign. It is an awesome system that is essentially a Dungeons and Dragons construction kit, but also, when you get right down to it, it is effectively classic B/X 1st edition D&D.
Dolmenwood takes that base and builds upon it an entire setting with a very focused playstyle geared towards exploration of the world but also of an underlining history and story of the setting. Gavin Norman, the creator of both Old School Essentials and Dolmenwood, is probably one of my favorite OSR designers because he has an uncanny sense of order and organization, understanding the base principle of creating content and systems for the practical exercise that is playing a tabletop game.
Bringing that same approach that made Old School Essentials such a pure joy to run and applying it to a setting is exactly what I hoped to find when my Kickstarter PDF’s arrived. This is an excessively easy game to prepare, a vast setting with tremendous attention to detail that is easy to access thanks to this amazing organization and, most of all, absolutely inspiring writing.
I can’t wait to run this game for my friends because I know that this sort of attention to story and detail is exactly what my players crave. They love stories that break expectations, that are based on the characterization of a unique world, and most of all, they love long campaigns that they can lose themselves to.
Hyperborea
Of all the games on this list, Hyperborea is perhaps the most likely to have had an affair with old school 1st edition Dungeons and Dragons. There is clear Dungeons and Dragons DNA burned deeply into this game, and perhaps not surprising given it comes from the creative mind of Jeff Talanian, a known Gygax collaborator.
This game is heavily influenced by Appendix N, the famed list of pulp fiction upon which Dungeons and Dragons was based, but it’s clear from the setting design that Robert E. Howard’s Conan was among the author’s favorite.
You live in a decaying civilization where magic has gone terribly wrong in what I can only describe as a savage mix between Mad Max and High Fantasy. Grim, moody, and overflowing with danger, in Hyperborea, life is cheap, and your characters are less heroes and more survivors as you navigate your way through the primeval denizens that populate this setting. It’s a fantastic game with a big focus on the creation of unique fantasy characters that will undoubtedly break the expectations of even the most veteran tabletop groups.
Conclusion
Ok that’s it for today, hopefully, you found something on this list to explore. There is no question that there are far more games that deserve mention here; trimming this list down to five took considerable restraint. Perhaps I will do another one of these in the near future.
It was Wednesday…on Wednesday, which means it was Warcrow night once again as Warcrow March Madness continues!
I originally considered writing another detailed after-action report, much like my last article. But as I continue working on parts 2 (Miniatures) and 3 (Gameplay) of this review, I found myself less fixated on the play-by-play of my latest match and more enthralled by the bigger picture that is the miniature game Warcrow. Instead of diving into the nitty-gritty tactical breakdowns, I want to step back and reflect on what’s hitting for me in Warcrow—and what is not based on this last session.
The Miniatures
The deeper I go into Warcrow, the more admiration I gain for the miniatures. With each session, my appreciation for their craftsmanship and artistry grows. These aren’t just game pieces (obviously); they’re stunning, dynamic sculptures brimming with character and detail. To be expected from a miniature game, but not all miniature games make such a grand effort.
As my gaming group steadily brings their miniatures to life with paint, the battlefield is transforming before my eyes. Gone are the stark, gray figures of an unpainted army—now, vibrant colors and intricate details are emerging, adding a whole new dimension to the experience. It’s inspiring, to say the least. In fact, seeing the work of my fellow gamers has sparked an itch in me to finally dive into painting my own force.
I have to admit, I have been hesitant to start, partially intimidated by the level of detail of these miniatures, but perhaps also a bit undecided about the paint schemes and approach I want to take. It’s part of the process for me personally, but I find that the best way to get excited about painting is to play and Wednesday’s session I think was the push I needed.
I’ll be showcasing my personal painting progress in the next part of this review (which, fingers crossed, should be out next week). But before that, I have to take a moment to highlight the incredible work my friends have already done.
For a miniature gamer, setting up some beautifully painted miniatures like this for a photo-op is one of the joys in life. To see an army coming together is very satisfying. These guys look amazing on the table.Here is another one from a different angle.
The First Chink In The Armor
For any miniatures game, the figures are tiny works of art that we meticulously build, paint, and cherish. Naturally, protecting them is a top priority. We treat these plastic warriors like priceless relics, handling them with care and storing them with caution. But no matter how careful you are, one universal truth remains: at some point, you’re going to drop one.
And that’s exactly what happened tonight. Almost as if fate had scripted it, this accidental drop led me straight to a crucial question I would have had to address in my review anyway: How durable are Warcrow miniatures? Unfortunately, the answer—spoiler alert—is not very durable at all.
I’ve handled my fair share of miniatures over the years so I have a basis for comparison, and I’ve dropped plenty in the process (curse these sausage fingers). But what I witnessed tonight was something else entirely. One of our orc miniatures took a minor tumble—barely a foot and some change of the ground, a distance that would unlikely result in damage in most plastics—and the results were rather distressing. The model didn’t just chip or crack; it nearly shattered. The sword flew in one direction, and the arm quite literally broke and flew off in another, leaving us scouring the floor for ten minutes to recover the pieces. These weren’t just connection point breaks, these were actual cracks in the plastic.
Now, I get it—miniatures are delicate. We’re used to gluing the occasional broken limb back on. But Warcrow minis seem to take fragility to a whole new level. In a word, Warcrow miniatures are about as fragile as glass. If you drop it, it’s going to break.
This lack of durability is a disappointing flaw in an otherwise gorgeous product. Miniatures in a wargame need to withstand at least the occasional mishap, and Warcrow’s plastic seems to have little room for error. If you plan on playing with these figures, consider extra precautions such as avoiding adding extra weight to the bases in hopes of slowing the acceleration towards terminal velocity and oblivion.
The War Of Tricks In Warcrow
With disaster averted (thanks to a well-timed intervention from the holy elixir of miniature wargaming—super glue), it was finally time to hit the table. I stuck with my tried-and-true list from last Wednesday: The Hegemony of Embersig, led by the indomitable Drago The Anvil. Why? Because familiarity breeds confidence—and let’s be real, Drago is an absolute badass and so far as Warcrow is concerned I am not.
Commanders in Warcrow aren’t just decorative centerpieces; they’re the backbone of your army, influencing both mechanics and morale. Drago is no exception. His global willpower boost keeps my forces steady, and he’s no slouch in combat either.
This time, I faced off against the Scions of Yaldabaoth again, but with a vastly different list than my previous encounter. Gone were the regeneration-heavy swarms; instead, my opponent brought a more aggressive, tricksy force—one loaded with unpredictable mechanics. And that’s precisely what I want to talk about today.
“Trickiness” might not be an official term in wargaming, but it fits Warcrow like a glove. This isn’t a game where success boils down to raw numbers—where my unit’s attack power simply contends with yours. No, Warcrow is about clever positioning, debilitating effects, and outmaneuvering your opponent at every turn.
Every unit is unique, bringing more to the table than just stats and weaponry. Sure, there are more “standard” units like Bucklermen, but that’s not the norm. Most units come with distinct mechanics that demand strategic deployment. This means you’re not just lining up soldiers and rolling dice to see who wins—Warcrow is about using each unit’s quirks to maximum effect.
One of the things that attracts me to Star Wars Shatter Point besides my love for Star Wars, is that it too has that tricksiness aspect to it. I find that the more I play modern miniature games like Shatterpoint and Warcrow, the more I see the flaws of more traditional war games which can and often do boil down to your ability to roll dice well.
Holding objectives is a core element of Warcrow, but don’t expect a simple game of “park a unit and claim the point.” Objectives are hard to reach, harder to hold, and require some serious tactical footwork. I found in my match that I considered myself lucky when I scored points at all. When I outscored my opponent in a round, I knew I had truly outplayed them. It was not dice gods, but my brain working overtime that made it happen and I appreciate the game making this high-functioning idiot feel smart
I found that in our match the game naturally built toward a breaking point, which I think is going to turn out to be true about most games of Warcrow. At some stage towards the end of the match, one side inevitably wears down and outmaneuvers the other, with flanks collapsing, and the score diverging. Until then, the matches in Warcrow are tense, grinding battles of attrition—almost reminiscent of trench warfare, where every inch of the battlefield is fiercely contested. But again, less so because of actual melee’s and more like Jedi’s showing off their force powers in a display of fancy tricks on the field of battle.
This is something crucial to understand about Warcrow I think. Many of us dive into wargaming for the thrill of chucking handfuls of dice, unleashing devastation, and watching miniatures explode in a glorious spectacle of destruction (myself included). But Warcrow isn’t that kind of game. It’s deliberate, methodical, and deeply tactical—closer to chess than a war. I think it’s the general approach of modern game design.
Warhammer 40k is an example of a true war game. There are important individuals on the field and sure, plenty of units have special abilities too, but primarily this is a game of killing as much as you can. It’s a war and its resolved with dice!
In fact, rolling dice in Warcrow is often not about damage at all. Instead, dice rolls tend to more frequently be made to activate unique abilities, spells, or tactical effects that influence the battlefield in far more meaningful ways than simply punching an enemy model. Sure, charging into a fight and throwing hands is satisfying and certainly a part of Warcrow, but the true power of your army lies in leveraging debuffs, control effects, and positional advantages. The goal isn’t to kill so much as it is to position and score on objectives
In many miniature games, every unit is essentially an instrument of destruction. Warcrow flips that on its head. Here, your army is a finely tuned machine of unique and interesting effects, where victory isn’t dictated by who has the bigger gun, but by who makes the smarter play. I know I’m going to sound like the Monopoly guy, but it’s a more sophisticated miniature game for gentlemen and scholars.
Conclusion
This week’s game further opened my eyes to the possibilities within the design space of Warcrow. There is quite a bit to explore and I can see even now as I assess and think about the game, I still feel like a complete newbie. There are a lot of layers yet to peel back, but Warcrow Madness is not over yet. In fact, I fully suspect that Warcrow April Madness is going to be a thing.
Last night, our gaming group dove headfirst into our new Warcrow routine, which is lovingly called Warcrow Wednesday. I took my first crack at an actual game of Warcrow taking a break from my extended deep dive into the lore the last couple of weeks. As one might expect with the novelty of a new game I was super excited to play and now to write about it afterwards. While it was well past my bedtime, I thought a quick after-action report and a first impressions article were in order while everything was relatively fresh in my mind.
Our battlefield was a mix of ruins with one raised platform smack in the center of the table and a river flowing off to the left. Most of the important fighting took place over the central objective at least until the final moments of the battle.
I’m not going to mince words here, from a sheer fun factor and gaming experience perspective Warcrow blew the bloody doors off the hinges. Don’t get me wrong, I have no idea if it’s a good game from an objective standpoint or whether it’s balanced or any of that. That sort of more detailed assessment is going to take a lot of games and some serious deep diving into the gameplay to figure out which will be the focus of my final article and review for the game. That said, just from a, did I enjoy myself perspective, my reflex reaction is… it was awesome!
There are a number of reasons that shape this first impression, but on a high-overview level, the game was intuitive, highly tactical, tight as nails, and awesomely cinematic.
Diving In
We didn’t ease in with a simplified tutorial or starter game and we probably should have just to get a feel for the game, but my gaming crew is made up of seasoned gamers and even though it was my first go at Warcrow, we just jumped straight into building full warbands and playing a full game.
I took command of the Hegemony of Embersig, while my opponent unleashed the Scions of Yaldabaoth, a twisted horde of undead monstrosities.
My warband was a wild mix of units. I had the Bucklermen, a sort of mainline unit that I realized would have the primary mission of holding objectives and holding the battle line with their exceptional defense capabilities. Aggressors powered by a War Surgeon were geared towards a more assertive direct assault though they would end up playing a much smaller role in the fighting than I initially planned for them.
My Aggressors were clearly destined for great things, they are a powerful unit capable of dishing out serious damage, but in my first game, I found them to be completely out of position pretty much always, a mistake I won’t make again.
I had twin elves (whose names escape me), that are designed to work together, one mage and the other a sort of protector. I’m fairly sure I did not leverage these characters to their fullest potential, but they would turn out to play a major role in the battle just the same thanks largely to the mage’s battlefield control magic and his twin brother’s very impressive battle stats.
I had a dwarf with deployable robots that didn’t do much most of the battle but became fairly significant towards the end game as my opponent and I fought to control and score on objectives in the final round.
I had a mage named Frostfire Herald who I intended to be sort of my “sneak into the backline and steal enemy objectives guy”, as he was quite fast but he ended up spending the entire fight just watching the fight from the bleachers. I just had too many priorities in the main battle, this mage’s secondary mission was a luxury I just couldn’t afford.
The army was led by Drago the Anvil, whose passive abilities were critical to my success though he managed to pitch in considerably in the fighting in all three rounds.
I had a couple of other characters in there as well, honestly, it’s hard to remember them all, but all and all, compared to my component I think I had almost twice as many units as he did.
Which brings me to one of my first great discoveries in Warcrow. There are no initiative “issues” in the game and weird advantages because you have more units than your opponent. Each player gets 5 activations per round regardless of how many units you have and while there are benefits and drawbacks to having more or less units, it didn’t unbalance the gameplay either way. I can tell you from tons of experience that initiative and army size balance are major problems in almost every miniature game I have ever played, it was nice to have that complaint eliminated in Warcrow.
Both my opponent and I took a pretty straightforward, “go up the middle” strategy, partially because the center objective was the only objective reachable by either of us in the first round, but also because the terrain sort of created a funnel towards the middle. It was a setup for what would become a major fight over the center.
The game’s character/unit design made everything excessively intuitive, despite the depth of abilities and mechanics of each unit and character. Warcrow presents information clearly and efficiently—iconography, abilities, and unit roles all feel transparent. The only issue I had was that the font on the cards was so bloody tiny that even with my brand-new super glasses I had to strain pretty hard to read the cards.
You know when a modern iPhone can’t take a clear picture, it’s too bloody small. Unless you have perfect 20/20 vision, reading these cards is going to be a pain.
Sure, I missed tactical opportunities and I’m certain I did not use my units to their full potential just by the fact that I was so new to the game, but I had no trouble understanding what each unit did, what their role in the game was and/or how to use them.
The only exception in our deployment was this guy who decided to go on the right flank and threaten my home objectives. It would prove to be a critical decision for my opponent as it worked as a major distraction for me. I had to deal with this threat, there was no ignoring it.
I think the game is very well organized and the structure of the turns flowed smoothly. It only took me a couple of activations to get a sense of the mechanics and my units, all of which drove the game forward. I immediately found myself looking for combos and making key tactical decisions without a lot of questions or confusion. The game went from setup and rules explanations to legitimately good gameplay in a matter of about an hour.
High Octane
What struck me most wasn’t just the clarity—it was the intensity of the gameplay. From the very first activation, every decision felt critical. Warcrow doesn’t have downtime; there’s no point where the game drags or loses momentum. Every action, every move, every ability used matters.
When we finished the deployment and it was time to make the first moves, one thing you realize right away is that the entire game has this tense time pressure. 15 moves, that’s all you get and the game is over! You gotta make it count.
Mathematically, each player gets 15 activations across three scoring rounds regardless of how many units you field—which means there’s zero room for wasted moves. This is a game about efficiency and optimization, where every decision carries weight. It never felt like I was just “going through the motions” or had spare time—each round felt like the final act of a high-stakes battle and there was never an activation in which the decision of what I must do was easy. There were drawbacks and benefits, risks and rewards for every action.
In a word the entire game was rather stressful and tense, it never let up.
Cinematic Feel
When we first started playing I had the sense that the game was very tactical, very regimented, and that it would not have that cinematic flavor of games like Warhammer 40k or Battletech. I was expecting a larger focus on mechanical execution, something you might see in games like Star Wars Shatterpoint or Star Wars Armada. What I didn’t expect is for the game to unfold in a cinematic way. Despite the game’s mechanically tight gameplay, it created a lot of great moments that felt like they were right out of an action movie.
At one point, my commander charged a grotesque, multi-mouthed abomination—only to get slapped across the battlefield and dumped into a river. It was a disaster. It was awesome and just felt great. It not only instantly changed my priorities and altered the face of the battle, but I felt a sense of urgency to get payback. I know there were objectives to control and points to score but my commander had just gotten knocked down on his ass and I needed payback! Win or lose as long as I got the chance to choke the life out of that multi-mouthed bastard, I was satisfied, and taking him down with a massive counterattack a couple of activations later felt so satisfying!
Warhammer 40k has a lot of flaws as a game, but no one will ever convince me that it’s not epic and cinematic game, driven by narrative and lore. That foundation is key to the success of the game and while I know people play it competitively, I’ve never understood why as it makes a very poor competitive game. 40k is a narrative and cinematic game first and foremost. GW, the makers of Warhammer 40k have never been able to convince their own audience of that despite decades of trying.
Feel-good moments like that weren’t rare. The dice told their own story despite any tactical shenanigans and it was very clear to me that while there are very tight competitive mechanics here, the experience was going to be shaped by events and twists that weren’t fully in my control. Last-minute heroics, epic successes and failures, clever moves, and sneaky tactics, are all part of this game.
It’s not just a well-crafted game—it’s a battlefield alive with tension, strategy, and moments you’ll remember long after the dice have settled which is exactly what I’m looking for in a game. There is a good reason why games like 40k are so popular. We spend so much time preparing and painting our mini’s, lovingly giving them personalities in our minds and what we want is for them to do something awesome on the battlefield rather than just being part of a cold mechanic. Warcrow achieves this in much the same way as some of my favorite miniature games, but it does it with well-governed and structured mechanics. You get the best of both worlds, a strong competitive mechanic and a great cinematic feel.
The Relief
I have to say that I’m super relieved. My biggest fear of taking on a big game review like this aside from the potential of being disappointed by the lore is playing a new miniature game for the first time and discovering that I hate it. I know it’s weird, but I hate reviewing games I don’t like and I’m always preparing myself for disappointment so to find out after the first play that the game is good and fun, is like a big pressure release.
As a huge fan of the Masters of the Universe franchise, when I sat down to play the miniature game for the first time I was super nervous because I wanted it to be good desperatetly. Discovering that it was a great game was such a relief!
Now I can relax and sort of enjoy the experience, write my articles and know that while I’m sure I’ll find a few flaws here and there, overall, it’s going to be a positive experience and I don’t have to worry.
Conclusion
While the lore is great and the first impression was exceptional, it still remains to be seen whether this game has the legs for a long-term experience. It’s very difficult to see it through a lens of novelty and games can be exceptionally deceptive. There have been plenty of games I was super excited for after the first play that would come to disappoint me, so while I’m relieved that the initial experience was great, its time now to start deep diving into this game to see if it has that lasting appeal and long term replayability.
Ultimately our game was a 6-6 draw. We fought bitterly to the end with lots of movement shenanigans in the final moments. I mostly blame the wizard lurking in the shadows, he was supposed to be my secret weapon but managed to achieve a grand total of zero. I wish I was more aggressive with him, I think it would have put me over the edge.
To me while lore is a major precursor, the truth is that I can enjoy the lore of a game and not play it that much, case in point, Warhammer 40k. I play it a few times a year, but most of my time with 40k is spent reading books, painting miniatures and just enjoying the atmosphere. Whether I play the game or not is not that big of a deal.
To really nail “it” a game has to have that ineffable addictive quality that makes you obsess about list building and coming up with new strategies and all that fun stuff.
Next, I plan to build some minis and do some painting to see how that side of the game works, but from this point forward I will be simultaneously trying to get as many games in as I can in preparation for that all-important gameplay review. We are just about in the middle of March so there is still plenty of Warcrow March Madness to go!
This month, my local gaming club has fully embraced Warcrow, not just because I’ve been covering it here, but because the excitement is genuinely electric. Everyone is diving in—discussing strategies, assembling miniatures, painting their forces, and, of course, battling it out on the tabletop. The buzz is undeniable!
Since we’re in full Warcrow March Madness mode, I thought it would be the perfect time to share some snapshots of all the action—games in progress, beautifully painted minis, and the passion fueling this new adventure. Enjoy the collage!
Every club, no matter where you go has that one guy who has all the terrain! This is a pre-battle setup and a small taste of the sort of battlefield setups we are seeing for Warcrow. Collections are growing rapidly and there is a lot of high quality painting taking place. Much of these collections are subsidized by Warcrow the Adventure game which our group is also into.We already have one player fully committed to The Northern Tribes, but Warcrow is kind of unique in that players aren’t really “picking an army and sticking to it”. I suspect we are going to have players that have warbands more than one different faction per player.While the factions are still being released, if you have bought into the Wascrow Adventure game you have out of the box a pretty large Scions of Yaldabaoth force.The Scions come with some gorgeous models with tons of big scary monsters. It’s going to be exciting to see a full painted force on the table of these monstrosities.Even grey and unpainted these miniatures look amazing and it’s not hard to imagine what they will look like once everyone is fielding painted armies!It is common in our little gaming club to post your work in progress to both inspire and impress, if this is any indication of the sort of painting we are going to see for Warcrow, it’s going to look amazing when it all comes together.
Warcrow fever has officially gripped my gaming group—we’ve even declared Wednesdays as Warcrow Game Day! The excitement is palpable, the dice are rolling!
As I dive into the second part of my review—The Miniatures—I’m also taking every opportunity to get some games in for the final segment: The Gameplay. And I have to say, right now, we’re in that golden honeymoon phase—where everything feels fresh, exciting, and full of potential.
But as a veteran gamer with four decades under my belt, I know this feeling well. That initial surge of enthusiasm is intoxicating, but it can rapidly fade. The real test is what comes after the novelty wears off. Will Warcrow settle into our gaming routine and become a permanent fixture, or will it be just another passing storm?
Some games stick, some games don’t—and the reasons are often unpredictable. A Song of Ice and Fire was a mainstay for quite a while, but CMON’s lackluster support slowly eroded our interest. We loved Star Wars: Armada, but its rigid design meant that list-building often determined the winner before the first maneuver dial was set. Even Warhammer 40k, with all its clunky mechanics, endures—not because it’s a flawless game, far from it, but because its deep lore and immersive hobby elements keep players coming back for more.
Star Wars Armada is one of the games I miss the most. It wasn’t perfect, but it was Star Wars Capital Ship combat and frankly, that just speaks to me. It’s just unfortunate that the game is so static, that list building is such a make it or break component of gameplay.
So where does Warcrow fit into all this? It’s too soon to say. Games live and die by their long-term appeal, the community, and the support they receive as well as the ineffable x-factor that some games just have. But one thing’s for sure—our group is giving Warcrow a real chance to prove itself. And if I had to bet, I’d say its stunning miniatures and intriguing lore will be the key to keeping the fire burning.
Time will tell, but for now, Warcrow Game Day is in full swing, and we’re loving every moment of it.
The world of miniature wargaming has never been more competitive than it is right now in 2025. New contenders enter the battlefield every year, each vying for a place on our war tables. Warcrow, the latest tactical skirmish game from renowned miniature maker Corvus Belli, already a veteran of the business, is eager to carve out a new niche in this ever-expanding hobby in the realm of fantasy.
As part of Warcrow March Madness,I will do a massive, three-part deep-dive review of Warcrow, including this first part focused on the lore of the game.
Lore for me personally, is one of the most important elements of a good miniature game. I can forgive weak miniatures, I can even forgive weak gameplay to a certain point, but if you don’t have good lore, the other two will not save you. This is why starting with the lore book when reviewing Warcrow is such a fundamentally critical part of this review and of the process of adopting a new miniature game for me.
Each of the three pillars of a good miniature game (Lore, Miniatures, Gameplay) will receive its own dedicated section in the review and individual scores, culminating in a final verdict in the final conclusive article.
We begin with the lore—focusing on the core rulebook, not for its mechanics (we will cover that during the gameplay section), but for the worldbuilding, themes, and storytelling that supplements the game. Then, in part II, we will have a look at the miniatures (hobby) and components of the game. I’ll dive into the miniatures themselves—scrutinizing the quality, artistry, and overall build-and-paint experience. Finally, we (my gaming club and I) will put the gameplay to the test, running Warcrow through its paces to see how it fares in the vast and competitive ocean of miniature wargaming.
A new game, a fresh challenge—let’s get to it.
First Impressions
When my package from Corvus Belli arrived, one thing immediately stood out—the Warcrow core rulebook. I knew that lore would be the first and perhaps the most important pillar of this review, so seeing a big centerpiece like this was a positive sign. If I was going to get excited about this game, the setting needed to hook me from the start. Lore isn’t just important—it’s the beating heart of a great wargame and frankly, it’s a deal breaker with me when it comes to the long-term adoption of a miniature game, a game must succeed here! The best way to deliver it? A hefty, art-laden, glossy tome that sparks the imagination and makes you want to dive in is a pretty good start.
I’ve always been upfront about why I love Warhammer 40k. It’s not because of the rules, but because of the rich, sprawling universe behind it. 40k thrives on its lore—its epic backstory, its deep history, and the sheer volume of high-quality books that fuel the experience. Without them, I doubt I’d ever have picked up a single model. In many ways, the stories behind the game, are the real game. They create the emotional investment that keeps me coming back for more.
My friends and I are already playing the Warcrow Adventure Game so I had already become a little familiar with the setting before I started looking into Warcrow the miniature game.
So when I cracked open the Warcrow core rulebook and saw Corvus Belli making this massive effort and commitment to worldbuilding, I was immediately excited and impressed. This book isn’t just a rulebook—it’s an invitation into a new world.
In a word, Warcrow had me at hello. More specifically, at…
“Lindwurm is being ripped apart.”
Art, Layout, and Content
Before we dive into the substance of this book, let’s take a moment to appreciate its presentation—because Warcrow’s core rulebook wasn’t written to be a manual; its purpose is a starting point to a grander, lore-driven experience.
From cover to cover, this book is a visual feast. The art direction is immersive and consistent, blending stunning art, and painted miniatures with richly detailed maps that breathe life into this imagined world. This is a fully realized setting book. While its primary focus is on factions, militaries, and the conflicts that define them (as expected for a miniature wargame), it also sneaks in the kind of deep world-building that could just as easily serve as the foundation for an RPG.
And that’s where Warcrow sets itself apart from previous fantasy war game efforts my group has tried. This book isn’t just for tabletop generals—it’s a lore reference brimming with answers to the kinds of world-building questions that storytellers, story lovers and role-players crave. Who holds power? What organizations shape each faction? Who are the famous heroes? How does the justice system work in this world? While not all of this information is necessary for the battlefield, it enriches the setting, making it feel like more than just a backdrop for wargaming—it feels like a living, breathing world with room to grow.
More importantly, it shows that Corvus Belli understands its audience and perhaps better to say, their responsibility to their audience. Miniature wargamers and role-players don’t just overlap—they’re often one and the same. The best tabletop settings thrive when they invite players to engage beyond the battlefield, and Warcrow does just that. Case in point: Warcrow: The Adventure Game is already out (which my group is currently exploring), and I wouldn’t be surprised if a full-fledged RPG set in this universe is under discussion. This book feels like the first step in something much bigger—perhaps even a world that will expand with novels, army books, and more.
Having nice art in a lore book for a miniature game is great, but what we want to see is the miniatures and Corvus Belli has done a great job of maximizing this approach in the book. You can say whatever you like about the game, the books, and the setting, but there is no way you can look at minis like this and not be blown away. They are stunning!
It’s also worth noting that the actual rules of the game only take up about 60 pages of this 360+ page book. And for those who just want the rules? They’re available online for free (HERE). That alone deserves a round of applause. Corvus Belli clearly understands the difference between simply publishing a miniature game and crafting a miniature game experience. Yes, we need free, accessible rules, the obvious is obvious—but we also need this.
This book is a love letter to Warcrow’s world, a statement of intent that this setting is here to stay. And honestly? That’s exactly what I want from a game like this. In fact, I would go so far as to say that if you want to capture a miniature war gaming audience that predominantly cut its teeth on 40+ years of Games Workshop products like Warhammer 40k, Warhammer Old World, and Warhammer: Age of Sigmar, doing it this way is a requirement. It’s a fantastic way to kick off a miniature war game.
The Battlefield Connection
One common criticism that I have with many miniature games and one I thought I was going to have to make with Warcrow is the lack of meaningful, lore-driven battle scenarios. In Warcrow the core book offers only three general scenarios (Take Positions, Consolidated Progress, and Fog of Death), but this is misleading and acts only as a small sample of what is possible and what is intended for the game. You have to explore beyond this book to get that understanding, so I will say it probably would have been a good idea to be more explicit about this intention in the core book.
I was, and you will be too, pleasantly surprised after opening the Winds of the North starter box that inside was an introductory booklet with a story-driven mini-campaign. The introductory set offers a 3-part battle scenario in which the two armies (The Hegemony of Embersig and The Northern Tribes) fight it out using story-inspired battles with unique objectives, mechanics, and even post-game stories. This was an awesome indicator of not only what we can expect from Warcrow so far as battle scenarios go hinting to potential campaigns or scenario books, but also what is possible within this design space. It’s exactly what I wanted to find within the pages of the core book and while it wasn’t there I was glad to see that Corvus Belli understood that something like this was needed. I can’t wait to try these scenarios and I can’t wait to see what Corvus Belli comes up with in future releases!
Seeing Warcrow take this approach and make it a standard part of the game is music to my ears!
When a miniature game lacks granularity in the types of battle scenarios and dynamics in battle scenarios available, the result is that you end up having a great introduction to the game as a sort of demo or learning-to-play experience, but once you dive deeper into the game, you find diverse experiences are absent. Shatterpoint is a prime example of this, if you have played it 3-4 times, you have seen everything you’re going to see as far as battle scenarios go, there just isn’t much to explore. It gets boring fast and good mechanics aren’t going to save you from that!
Factions
A great miniature wargame lives and dies by the strength of its factions. The best ones offer a diverse range of playstyles, ensuring that every player can find a faction that resonates with them—one that becomes their battlefield identity. There is a lot more to it than that of course, but generally speaking, most players are going to pick a faction based on aesthetic and lore.
In Warcrow, choosing your faction is both an exciting and difficult decision. Your choice isn’t just about gameplay (perhaps not at all)—it’s about theme, aesthetics, miniatures, and lore, all of which the book explores in meticulous detail. Corvus Belli has done an excellent job of fleshing out each faction, providing players with rich descriptions that make it easy to discern the different sides. And with multiple compelling factions to choose from, there’s something here for everyone.
What truly sets Warcrow apart in my opinion is the sheer depth and richness of its faction lore. These aren’t just generic fantasy archetypes or brief write-ups—each faction is a fully realized nation with its own culture, history, and agenda. And notably, every single one of them has a grudge against someone else, ensuring that Warcrow is a powder keg of conflict waiting to ignite, fuel for building stories around your Warcrow matches. Even within a faction, there is potential for civil war stories and internal strife.
At the same time, Warcrow leaves plenty of space for creative players to put their own spin on things. The writing doesn’t just present rigid lore—it invites expansion, making room for homebrew sub-factions, personal interpretations, and player-driven storytelling. It’s reminiscent of Warhammer 40K’s Space Marine chapters—what’s in the book is just the beginning. The real potential lies in what player’s imaginations bring to the table. The writing even drops subtle hints and unanswered questions, suggesting that there’s more to this world than what’s on the page. I would imagine it as a way to set up for either future factions or sub-factions they might release later.
The Warcrow Adventure game has given us some advanced insight into the miniatures for all the factions, it’s clear from both the advertisement art and the cartoon style of the miniatures that the intent is for them to be bright and colorful, rather than grimdark. I love the look, but I have to admit, I’m a bit intimidated by the prospect of painting these miniatures.
I initially considered doing a detailed write-up of each faction’s lore, but after drafting one, I realized something: it felt like a terrible spoiler. A huge part of this book’s magic is the discovery of the lore—that feeling of unraveling a world piece by piece through a great read. So instead, I’ll keep things reasonably vague and focus on each faction’s aesthetic appeal, leaving the deeper mysteries for you to uncover yourself.
What I will say is this: Warcrow delivers a flawless execution of a lore book. I devoured every inch of it, and I do not doubt that any fantasy fan will fall in love with this world. It’s a fabulous read from cover to cover, deep with potential for further exploration.
Is It a Generic Fantasy?
I want to address a common criticism I’ve encountered in the course of my research of this game. Many comments proclaim Lindwurm a “generic fantasy.”
I simultaneously agree and wholeheartedly disagree. It’s evident that the creators of this setting understand the delicate balance required in fantasy world-building: adhering to certain tropes to maintain familiarity without veering into the realm of the overly bizarre. Tropes and clichés serve as foundational elements in this fantasy, providing an essential aesthetic that resonates with audiences and some solid footing so that the fantasy does not transition to silliness. The inclusion of classic archetypes like Elves, Dwarves, and Orcs doesn’t render a world generic; rather, it demonstrates an understanding of the genre’s core appeal. Omitting these elements could alienate fans who seek the comfort of these familiar motifs—a fact consistently evidenced since Tolkien’s creation of Middle-earth. I for one am glad that Corvus Belli understood this about their audience and worked within the confines of expectations. It does however make it easy to simply say, yes, there are Elves, Dwarves, and Orcs, it most certainly is a Tolkenisque, traditional fantasy world. But is it generic?
I’m a bit traumatized after my experience with Runewars, a fantasy miniature game that was released back in 2017. I was equally excited about that game, but where Runewars failed catastrophically was in the presentation of the world. It was also described by most reviewers as an uninspired and “generic fantasy” and arguably one of the key reasons the game failed to take off.
We have seen how some fantasy settings try to distinguish themselves and stray from the norms, Age of Sigmar immediately comes to mind where there is so much bizarre stuff, I find it disconnects me from the setting, leaving it, despite all of the creativity written into it, rather flat and uninspired in the arena of lore. There is fantasy and then there is Gonzo. Perhaps that is unfair, perhaps expanding the premise of fantasy beyond Tolkien’s tropes is something we should see more of, but the reality is that writers and games do this all the time. You haven’t heard of them, because they haven’t been successful which underlines the reality that in the absence of these established tropes lays obscurity. If you want to make a successful miniature game, you have to understand how this works and I’m glad that Corvus Belli did, even if it does come off as a bit generic sometimes.
That said, Warcrow fantasy puts a twist on just about everything bucking expectations and even traditions in a few places just enough to make it interesting. These factions while representing familiar aesthetics are anything but predictable or generic in my opinion. The Northern Tribes for example might look like typical D&D Orcs, but they are neither evil, savage or cruel. They are in fact free thinkers, just, honest, and honorable. This doesn’t mean the trope is broken outright, but clearly, the writers understand that when you create a new setting there is a difference between breaking expectation and smashing it for smashing its sake. There is a kind of respect for established fantasy in the writing, one might argue it is a miniature game setting written by fantasy fans for fantasy fans. As a whole, it just feels good to read.
I would argue – generic? -no, familiar? – yes
The Hegemony of Embersig
The Hegemony of Embersig is an army of diversity and it endeavors to be a versatile and adaptable faction, a sort of jack of all trades but master of none.
The Hegemony of Embersig marches under the black and gold banners of the Black Legion—the ironclad military arm of the Hegemony and the force you’ll command on the battlefield if you choose this faction. This army is a fascinating fusion of Human, Elven, and Dwarven influences, offering a rich, multicultural aesthetic that stands apart from more homogenous factions.
Visually, the Hegemony’s army strikes a perfect balance between industrial grit and old-world grandeur. Imagine a touch of steampunk woven into a tapestry of imperial and Victorian-era design—something that immediately reminded me of Dishonored (a classic PC game). It’s a look that feels both refined and battle-worn, familiar yet original.
I think I would best describe the Hegemony as a sort of new expansionist empire trying to find its legs forming from three different troubled cultures. It’s a cool concept and I think it works well in the confines of the history of Lindwurm, making it a faction ripe for conflict and a perfect fit for a war game.
The Hegemony is one of the two factions featured in the Winds From The North two-player starter set, which serves as the foundation for this review. While I have only peeked behind the curtain at this point (quite intentionally), the faction’s art, lore, and overall vibe already have me hooked. If I sound a bit biased, well… it’s probably because I am, I’m fairly sure this is going to be the faction I paint.
Aesthetically, this faction is a winner, and I think it’s a brilliant choice for a starter army. The black and gold color scheme is striking, I expect easy to paint, and will look fantastic on the tabletop—what more could you ask for?
The Northern Tribes
The Northern Tribes look to be all about getting into melee combat and bringing the pain, likely sacrificing its defense in the process. A cliche it might be, but it will suit a lot of players, especially those who just want to get down to the business of chucking dice and dealing damage!
The second faction in the Winds From The North two-player starter set, the Northern Tribes, is essentially the game’s “Orc faction.”
Complaints about the inclusion of generic fantasy tropes aside, Warcrow nails it with the Northern Tribes, aka, the Orc Army. Their aesthetic is a fantastic blend of Viking and savage barbarian influences, which feels like a natural place for Orcs. But instead of the usual grim, muddy tones, these warriors burst with color—serene blues and greens that evoke a sense of wild beauty. It’s a visual style that clearly pulls inspiration from beloved franchises like World of Warcraft while still bringing in fresh, original ideas, like the fearsome skin-changers.
These Orcs don’t just look strong; they feel like brutal, larger-than-life warriors bred for war. Massive weapons, thick pelts, and bone-laden armor make them stand out on the battlefield, and I’m practically biting my tongue trying not to gush over their lore. The write-up on the Northern Tribes was so good, that I read it twice, they are Orcs, but these are not Orcs you might assume they are from the pictures. There is depth to this culture and to their ambitions. In a sense, one might read this lore and fully conclude convincingly that these are the good guys!
This faction looks like it will be an aggressive, in-your-face force and it’s easy to see why they were chosen as one of the flagship forces for the starter set. You always need a nice, strong, melee faction in every miniature game and it’s a good call to include it in the starter set, as I find the traditional “beat ’em up” faction is popular with miniature war gamers.
The Syenann
If you are interested in running the Syennan, you won’t have to wait long as this faction is currently being released and will be available for purchase any day now.
The Sÿenann is the quintessential wood elf faction in Warcrow, deeply connected to nature and embodying classic archetypes like Rangers and Druids. Renowned for their speed and agility, they are described as “the most lethal warriors in all of Lindwurm.”
Their aesthetic features nature-inspired elements, with deep greens, browns and subtle yellows, complemented by unique natural enhancements such as wings, elaborate cloaks, and a nature-infused magical aesthetic with minimalistic attire. The faction boasts a deep connection to magic as one might expect from an elf faction, so I think it’s reasonable to expect to see some serious spell-casting and trickery out of these guys.
The faction is organized into sub-factions or lineages, suggesting the potential for unique color schemes and specialized units in the future, including several distinct leaders representing these groups. As the faction develops, I anticipate that their forces will incorporate beasts of the natural world into their army, but that is just my prediction and maybe a subtle hint for Corvus Bellii! Reflecting the intrinsic connection between nature and the animal kingdom in fantasy settings, the Syenann so very obviously fit this troupe and I hope they don’t attempt to break expectations here, we want this… we need this, give me an elf riding a bear or something bad-ass like that!
While details are trickling out about this pending release, it’s plausible to expect the Sÿenann to excel in archery, emphasizing fast movement, effective ranged attacks, and guerrilla tactics based on the lore and the imagery. While their design and lore make them another staple fantasy troupe, like all of the other factions in Warcrow, many twists and turns in their lore make them substantially more interesting than just “The Wood Elves” of Warcrow, despite their clear role as such.
Scions of Yaldabaoth
Every miniature game needs an indisputable bad guy faction and Scions of Yaldabaoth are that and much more. The miniatures are already available if you are playing the Warcrow Adventure game and it’s expected the factions-faction cards are coming soon.
Once the proud rulers of an elven empire that dominated Lindrum, the Scions of Yaldabaoth have clawed their way back from the brink of oblivion. Crushed, broken, and thought long dead, they rise from the ashes—not as saviors, but as nightmares. Fueled by dark sorcery and the whispers of ancient, forbidden power, they seek not just vengeance but total domination. If Warcrow has a true villain faction, the Scions wear that mantle with pride.
But they are far more than just the “evil” faction. Like the Hegemony, the Scions of Yaldabaoth are a diverse and terrifying force, a grotesque coalition of corrupted beings. Their ranks twist and contort with fallen Elves, enslaved Orcs, tormented Goblins, and all manner of unspeakable monstrosities—some once-living, others barely clinging to existence, and many more that defy classification altogether. This is not just a horde of the undead; it is a nightmarish carnival of the damned.
For anyone claiming Warcrow is just another generic fantasy wargame, the Scions stand as a defiant counterpoint. Their aesthetic, lore, and sheer thematic weight make them one of the most unique factions in the game. They are deeply entwined with The Fog, a pervasive, malevolent force that both fuels their dark magic and looms over the entire setting of Lindrum. It is corruption, it is power, and it is mystery—a force that will almost certainly shape the unfolding narrative of Warcrow in ways we have yet to fully comprehend.
As for how they will play? That remains to be seen in full, but the hints we’ve gathered so far suggest a force defined by overwhelming magical prowess, devastating monstrous units, and an endless tide of nightmarish minions. Expect to see elite, supernatural warriors commanding swarms of skeletons, cursed beings, and abominations drawn from the depths of The Fog itself.
Like all Warcrow factions, the Scions offer rich opportunities for sub-factions, specialized warbands, and legendary figures. We’ve already met some of their most terrifying champions in the Warcrow Adventures board game, where they serve as the primary antagonists in the core campaign. If that’s any indication of what’s to come, this faction is going to be an absolute force to be reckoned with.
And the miniatures? Simply stunning. One of our group members has already begun painting his Scions warband, and it would be an outright crime not to showcase his work. Expect to see these horrors hitting the tabletop soon—and expect them to leave a lasting mark on the battlefield.
For fans of dark fantasy, villainous armies, and eldritch corruption, the Scions of Yaldabaoth are shaping up to be the faction to watch.
Feudom
When it comes to fantasy worlds, there are unspoken rules to follow and one of them is that you need to have a standard, human, medieval kingdom faction. Generic? Boring? Predictable? Maybe, but I would argue necessary.
Among the factions of Warcrow, Feudom remains the most enigmatic—less shrouded in mystery than simply lacking in revealed details. Yet from what we can gather from the lore, Feudom stands as the quintessential Empire of Man faction. Chivalry, faith, and the rigid order of medieval society define their place in Lindrum. If Feudom had an aesthetic, it would be one of polished steel, pristine banners, and the unwavering march of soldiers into battle.
Of all the factions, Feudom is the one most often criticized for being “generic,” and while I understand the sentiment, I’d argue that a knight riding a griffon is hardly mundane. That said, there’s no denying that at first glance, the faction leans heavily into well-trodden fantasy tropes. Heavily armored warriors, noble lords, and battle-proud clerics wielding the authority of the divine—these are the standard bearers of classic fantasy. If you were to take their miniatures and place them alongside knights from any number of wargames, you might struggle to tell the difference were it not for the outstanding quality of Warcrow models.
That said, Feudom’s strength may lie not in its originality, but in its execution. The faction’s design isn’t about breaking the mold—it’s about perfecting it. The models exude refinement, with dynamic action poses that breathe life into what could have been just another row of stoic warriors. Where other factions revel in corruption, sorcery, or monstrous excess, Feudom stands as a bulwark of human ambition, discipline, and unwavering martial tradition.
One of the most promising aspects of Feudom is its internal diversity. The Duchy of Levanesse, the Lands of Losna, and the County of Landry are just a few that bring distinct medieval and imperial influences, each with their own heraldry, colors, and cultural flavor. For hobbyists, this opens up a wealth of creative opportunities—painting and customizing armies based on these different regions allows for a deeply personalized force, even within the constraints of a traditional aesthetic.
At the end of the day, Feudom is a faction that needed to exist. In a game as rich in dark fantasy, corruption, and eldritch horror as Warcrow, a stalwart human empire serves as the natural counterbalance and a nod to human centricity. They are the shining steel in a world threatened by darkness, the disciplined legions standing firm against the unnatural, exotic, unusual, and “inhuman”. And while they may be the most traditional faction, that doesn’t mean they won’t play a pivotal role in Warcrow’s evolving narrative. In fact, it’s probably likely that the timing of their release has to do with the incoming lore expansion.
They may not be the flashiest, but they are the foundation, though I have to say it was a wise choice that this was not one of the launch factions. While we need traditional human warriors in a fantasy game, it has been done so many times in so many games, that it would have been rather predictable to do so.
Mounthaven
Mountahaven Dwarves are not exactly fighting the argument that Warcrow is a generic fantasy game. But the artistic style, well-written lore, and attention to detail that fans of fantasy Dwarves love found in this book are all a nod to fans. Mounthaven dwarves were written for fans by fans, that much is clear.
Deep beneath the surface of Lindwurm, in halls carved from unyielding stone, the dwarves of Mounthaven have been watching. Waiting. Plotting. For millennia, their forges have burned, their scholars have chronicled the shifting tides of history, and their seers have studied the arcane rhythms of the world. Unlike the other factions that scramble for power in the present, the dwarves of Mounthaven play the long game—a grand strategy woven across centuries, with one singular goal: dominion.
Mounthaven dwarves are masters of industry, magic, and war, a people who blend traditional craftsmanship with arcane precision and technological ingenuity. They see the world as something to be understood, harnessed, and ultimately ruled. For them, the great cycles of magic are not mysteries to be feared, but tools to be wielded. Theirs is an empire not of fleeting conquest but of inevitability.
Now, let’s be clear—Mounthaven dwarves are not here to reinvent the wheel, nor do they need to. To say they are just another dwarf faction would be a disservice to the rich culture and storytelling effort behind them. Are they bearded, resilient, and clad in heavy armor? Of course. Do they wield axes, hammers, and shields with unwavering discipline? Absolutely. But within that familiar framework, they carve out their own identity.
Their aesthetic leans heavily into the fusion of magic and machinery, much like the dwarves of World of Warcraft or Warhammer, but with their own meticulous edge. Their culture is one of relentless refinement, where knowledge is as valuable as steel, and no resource—be it magical or material—is left unexploited.
While they may be one of the last factions to arrive in Warcrow’s release cycle, Mounthaven is not an afterthought. If anything, their late arrival only reinforces the notion that they have been preparing for this moment all along. And when they finally emerge from their subterranean citadels, they will not come as upstart conquerors—but as the rightful architects of Lindwurm’s future.
If you love fantasy dwarves, Mounthaven will give you everything you could want.
Other factions and sub-factions
There is no question in my mind that buried in the lore and the various myths and stories in this book are all setups for a wide range of potential sub-factions and even faction combinations. You have to remember that this is not an army-level game, this is a tactical skirmish scale game and in that, we can expect a more dynamic and flexible structure built into the faction and sub-faction army construction.
My guess is that we are going to see a lot of things we can even begin to anticipate at this point and that is a wonderful feeling when getting into a new miniature game. I won’t speculate, but I do have high hopes for expansion.
Conclusion
The Warcrow Core book is an exceptional setting book, ripe with fantastic stories, a mixture of classic tropes, and plenty of new unique fantasy. Its quality of writing is undeniable and there is no question in my mind that the world of Lindwurm has the potential to one day become a household name.
This book however is just the beginning, a mere tip of an exciting iceberg. It’s very easy to get excited by the hype and novelty of a new game with a new setting, but there is a long road between a great start like this book and the established longevity of a fantasy setting that can stand the test of time. It remains to be seen if Corvus Belli can create a franchise out of Warcrow that can stand the test of time. There is still much work to be done.
The criticism that Warcrows world of Lindwurm is a generic fantasy I think is unfair but not entirely inaccurate. You have your Elves, your dwarves, your undead, and your human empire, and while each has a distinct personality, this is not a fantasy world that will subvert your expectations or challenge classic fantasy tropes. It is very much a traditional fantasy world with inspiration drawn from established modern fantasy franchises. If you are looking for something truly original, Lindwurm may disappoint you.
I would argue that what Corvus Belli has done here is to create a fantasy setting that is fresh and interesting, but wisely uses established and beloved tropes that ensure that the people who play these games get what they want. It has its twists and turns to ensure you are drawn into the setting, but it also doesn’t chuck decades of established fantasy tropes out of the window just for the sake of originality, and to me, this is a good thing, not something for which the game should be criticized.
The Verdict
Final Score: 4.5 out of 5 Stars!
Pros: From the quality of the book itself to the art, to the writing and organization of the book, it’s nearly pitch-perfect.
Cons: This book has a very clear audience, it’s for fans of established fantasy tropes and traditional fantasy which it does very well. It will not however subvert your expectations.
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