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Top 10 War Games

While I recognize the concept of a war game can be a great many things and such a list can probably vary dramatically, when I say war game I mean soldiers on a map, fighting over territory in the classic sense. So while games like Through The Ages have abstracted war concepts and something like Cosmic Encounter may technically be seen as a galactic war, to me this sort of game would not really qualify as the focus game is something other then war. For example Through The Ages is an empire building game and while war is an inevitable part of that, at the core of its game-play is the concept of building up your empire. I also excluded miniature games because I feel though certainly these games would qualify as war games, its kind of its own category deserving of its own list. Finally I excluded short (filler) games, again, not that I dislike or don’t play such games, but filler gamers are really their own category and though many can be about war even in the more serious sense, I believe most people who would look up “war games” are looking for something a bit more robust.

Ok lets get into this.

10. IKUSA, formally Shogun, Formally Samurai Swords

While many gamers consider dice chuckers like RISK to be beneath them, to me Ikusa has sufficient “extra’s” to make it a quality strategic game and would simultaneously please RISK players. The fact that it looks amazing on the table is just a cherry on top.

This 1980’s Milton Bradly big box classic has been on my shelf since I was a teenager and with only brief interruption I have always played with pretty much every gaming group I have had. Certainly at this stage in gaming history its a bit of a dated game, but I do believe it has aged a lot better then all of the other Milton Bradly classics and still holds up in particular as an alternative to the traditional dice chuckers like RISK.

Its a nostalgia thing to some degree for sure, though I do believe out of all the old 80’s classics which includes Axis and Allies, Fortress America, Stratego, RISK and Supremacy, this is the only one I still long to play today.

Its a classic take on the dice chucker, but it takes it up a notch or two by having unique armies that can be permanently removed from the game, strategic resource management to give the game a measure of planning beyond just where you attack and unique individual units for interesting ways to affect battle outcomes.

Of course the fact that its medieval japan (one of my favorite time periods and historical cultures) as well as looking absolutely amazing on the table helps it a great deal not to mention the childhood memories I have of the long summer days playing it with my friends. I love this game and this list would be incomplete without it, warts and all.

Recommendations: If you love medieval Japan in using western presumptions about the era (think samurai’s and ninja’s), in particular if your a fan of RISK, this game is for you.

9. Tide of Iron

It looks and feels like a heavy world war II tactical game, without that uncomfortable elitness required from most games in the genre or that silly need for ultra realism.

I love war games and I love tactical miniature games, but when it comes to tactical board games I find I don’t have the same affinity for them. In fact, Tide of Iron is, out of my considerable collection of games, the only tactical board game I actually own. I don’t know why that is exactly, but I suspect it has to do with the fact that so many tactical board games are based on World War II and since I have Tide of Iron and adore it, I find it difficult to seek out other games that cover the same subject on the same scale. I mean there are a metric ton of them out their from Conflict of Heroes to Advanced Squad Leader which all seem interesting, but I always fall back to the question, why do I need another one when I already have one I love?

My love for Tide of Iron comes from a childhood memory of playing war with little green men, which is essentially what Tides of Iron is. Scenario driven, Tide of Iron zooms in on the battlefield to the squad level where players control squads of soldiers, tanks, various artillery in a wide range of situations in a green vs. grey army men World War II battle.

It abstracts many high level concepts like bombing runs, long range artillery and various “tactics” on the battlefield with cards that give the game a sort of zoomed in and zoomed out level of play which makes the battles feel more authentic, while also having a very clever system for managing terrain that is easy to understand and teach, a common complexity in other games of this type that often focus too much on realism in my opinion.

Its an engaging game that I love to pull out and I have even on occasion made it my choice of solo plays. I can’t recall a time I introduced the game to someone who didn’t love it, in fact, its been a birthday present to a couple of friends over the years which says a lot, especially since they were not “gamer” buddies.

Great tactical experience, bit of a pain to setup but tons of scenarios available and can be scaled for different lengths, ranging from everything between a short 1 hour mini battle to a 4 hour major engagement. Great fun, simple mechanics, perfect for inducting new players into war gaming.

Recommendations: If you like World War II tactical games, but find many of them overcooked, Tide of Iron gets it just right here with a perfect balance between realism and ease of play.

8. Empire of the Sun

Empire of the Sun is a very complex game and is not recommended for the uninitiated.

Easily one of the most complex games I have ever played and certainly the most complex one on this list by a wide margin, Empire of the Sun approaches the war in the Pacific in such detail, such focus and such an unusual scale that it is truly a unique gem in the genre, in fact I would say the game is a genre onto itself. I actually don’t recommend this game to all but the most dedicated war game fan, but in terms of scale and subject matter, it is the unquestionable king of high level strategic war games.

Card driven similar to Paths of Glory and as likely to have a-historical outcomes as Paths of Glory, Empire of the sun simultaneously zooms out and plays on the high level strategic map, while zooming in to cover the history of the Pacific War in great detail.

Its a fantastic game, one I have Reviewed, worth a look but be sure you are ready, it can be quite overwhelming.

Recommendation: This is for the ambitious war gamer looking for the ultimate challenge. It takes time and dedication to learn to play it and ten times that to learn to play it well. Its a life style game, make sure you have a dedicated partner.

7. Paths of Glory

Paths of Glory is a classic in the historical war gaming communities and is the foundation game for card driven mechanics.

World War I is probably one of the less known or sought after topics, and though this is a relatively new addition to my collection I’m warming up to it very quickly thanks to its strategic depth. Paths of Glory falls into the card driven point to point high level strategy games which is almost a genre in on to itself but this classic is a classic for good reason as I have discovered.

Really intricate and detailed it does what I love most about historical war games of this type, it infuses the game with rich thematic history, but does not become scripted walking you through the war as it actually happened. In Paths of Glory you are going to change history in some of the most unpredictable and interesting ways and because its a card driven game with literally billions of possible outcomes its physically impossible for you to play enough games to have even a similar outcomes from game to game. Every game of Paths of Glory is going to be wildly different. Some history buffs might find the a-historical outcomes to be distracting but for me personally there is nothing I hate more then playing a war game where I’m just going through the motions to ensure my war turns out exactly as it did in history. I find games like that incredibly boring and they never make my shelf.

Paths of Glory is more than just a war game however because while you are certainly focused on winning the war on the battlefield, you must carefully manage your resources and supply lines and like in real history, wars are rarely won or lost becomes of the outcome of battles, but rather everything that happens before and after. The influx of key historical moments represented on cards can also create some incredibly complex puzzles to solve increasing the challenge on a wide range of scales. What happens if Italy fails to enter the war in a timely fashion, or the Russian Czars never fall or the US never enters the war? All of these things are possible and more in a wide range of combinations and timings, all driving you to play the game again and again.

Absolutely love this game and though the complexity level ranges somewhere between the mid to high range, I find that the rules are very well laid out and it really doesn’t take more than one play to really get it. People say the game takes about 8 hours to play and I would agree that is the case until you play with an opponent that already knows the rules. Then the game goes from an 8 hour game to a 3 hour game fairly easily as the flow of the game is very quick once you get the hang of things.

Recommendations: This is definitely a game for someone looking for a higher level of complexity and meeting to the game, if you like games like Twilight Struggle or Washington’s War, this game uses many of the same concepts. If you are a world war I history buff, this one should not be missed.

6. Washington’s Wars

Washington’s War looks a lot more complicated than it is, I would put this is the light rules category.

A Mark Herman card driven game, however unlike Empire of the Sun, Washington’s War is a relatively light game that is closer to the likes of Twilight Struggle in weight and scope. This is a game about card management, strategic positioning and timing but unlike Twilight Struggle there is no requirement of card memorization which makes it a lot more newbie friendly.

In fact it’s almost questionable whether this is an actual war game, just like Twilight Struggle it is technically a game about war and you have armies and battles, but really this is a strategy game that covers the revolutionary war from a very high level overview.

I put it on this list mainly because I believe very strongly that if you are going to play games like Twilight Struggle, Paths of Glory, or even Empire of the Sun, this is your starting point. Learn this game and the rest will be a lot easier for you to absorb and understand as its incredibly rules light for such a deep strategic experience yet it uses many of the same concepts and mechanics as the various more complex cousins.

One thing I love about Washington’s War is that the game is relatively quick, yet gives you that full, heavy war game feel. Its a rare treat to find an opponent as the Revolutionary war, much like World War I in Paths of Glory is something not everyone is really going to know, though unlike Paths of Glory, knowing the history of the Revolutionary War is really not going to be much help here, its a lot more abstracted and general in terms of card play.

In any case I adore Washington’s War, while many would claim that Empire of the Sun is Mark Hermans masterpiece (and it very well may be) I think of all his games, this is the most likely to make the table if for no other reason than that it takes all of 10 minutes to explain how to play and even a first timer will pick up the game and put up some serious competition which is really what puts this one over the top for me.

Recommendation: Great entry level war game and introduction to card driven war games. If you have interest in playing games like Twilight Struggle, Paths of Glory and Empire of the Sun (universally accepted classics in the historical war gaming genre), this is where you start.

5. Battle of Rokugan

Its a game that feels like a knife fight in a phone booth from round 1, one of the hidden gems in the Fantasy Flight Games library.

Easily one of the most underrated strategy war games to come out of fantasy flight in the last decade, Battle of Rokugan is a gem that fills that “I want a war game, but I don’t have 4 hours to play one” feel to it. This is my go to game whenever I have people over who see all my board games on the shelf and want to play one because “they love risk”.

I have never introduced this game to anyone who didn’t instantly love it and I have on a number of occassions pulled it out at partys with non-gamers who not only end up playing it and loving it, but wanting to instantly play it a second time.

Its fast and furious yet deeply strategic, somewhat asymmetrical and though very abstract, still fairly thematic war game straight to the point war game. Its just a great mechanism for presenting that full fledged war game feel with a very light touch.

I think what I like about it the most is how close the games always are, its rare that a winner can be determined before the final move of the final round and often the game ends with several people within 2-3 points of each other.

Great, deeply strategic game, yet simple to teach and learn. Perfect for that spur of the moment game night.

Recommendation: While it may not scratch that deep historical war game bug floating around in your system, this is a game that will hit the table with just about anyone with even a passing interesting in war games. Its a perfect replacement for RISK.

4. War of The Ring

There is nothing like the feeling of a epic scale game that captures a story, War of the Ring is the best of its kind.

My favorite game I never play, this dust collector however still deserves notice for two core reasons. First, it is the single most thematic game I have ever played, it is without reservation The Lord of the Rings in a box. Secondly, its a game that tells an alternative version of history, written through gameplay of what I believe to be one of the greatest fantasy stories in existence unless you count Star Wars.

Why don’t I play it. Its hard to say, its not a lack of desire, but more circumstance. Its a two player game that takes a good 4-5 hours to play for starters which is not that easy of a thing to pull of for a guy like me who has a dozen gaming friends who always want in on board game night. Though this isn’t really the only problem. The second kind of difficult thing with War of the Rings is that its a terrible game to teach. It requires intricate knowledge of the cards/events, board and an understanding of some of the strategy which can be quite high level and though the game is not really complex per say, it does have an element of randomness that doesn’t really mesh well with the length of the game. Its something that I find is a problem in a lot of games, randomness and long games are a really bad combo. Still when played by experienced players, War of the Rings luck can and is completely circumvented. Beneath its ulterior is a very deep strategy game.

I love this game, it tells a great story, it makes for a fun evening and with the right opponent it will make for a great game two man game night.

Recommendation: If you have a dedicated gaming partner, this is one worth learning and playing repeatedly as it gets better with time. Its a must have for Lord of the Rings fans.

3. Shogun (Dirk Henn version)

Most of Dirk Henns games are in the “not my thing” category, but Shogun is about as me as you can get.

Shogun has been on my top 10 best games of all time list as long as I have kept one. There is so much to love about this game. It combines deep strategic thinking and planning with the wacky and chaotic gameplay reminiscent of Galaxy Trucker. I will submit that this combination will not be for everyone, but to me, board gaming is about having fun and this game brings it in a way no other game I have ever played does.

Ok so its not a serious war game, that cube tower is just down right silly but I have never played this game at any table where when cubes go into the tower people aren’t shouting, cheering and standing up. Its a game that goes from silent contemplation to people laughing out-loud in a single round of play. Some games I love because they are deep and strategic, others I love because they have interesting and thoughtful mechanics, others still I love because they are silly or funny, but Shogun I love just because it combines all of it into a single game.

Its a game that is very easy to grasp, it will capture that casual “RISK” crowd, it has plenty to offer for more seasoned war gamers, yet its play time is relatively quick so it never overstays its welcome.

I would never dare to make a best of list without Shogun on it, it checks so many boxes it can be justified on just about any list but certainly on one with my favorite war games list. Love, love it.

Recommendations: Really and honestly I believe this game has universal appeal if you have an open mind, but my experience has been that some people love it, some people hate it.

2. Game of Thrones The Board Game

This is a game that is played in the minds of the players, the board and pieces are mostly distraction.

While I have much love for the 2nd edition card game as well, to me the board game is a representation of everything I love about war gaming. It is not only a high level strategic war game with asymmetrical factions in an awesome fantasy setting, but throws into it that classic “diplomacy” style betrayal of move and counter move politics. There are so many ways to screw opponents and get screwed by opponents that every turn of the game is a nail biting assessment of what if scenarios and I have rarely ever played this game with anyone where all the passion and raw human emotion a gaming group can muster doesn’t spill onto the table.

This is a very controversial game that may not work with some groups if for no other reason then its a requirement to lie and betray to win, which can create a lot of hostility at the table and create a huge disadvantage for the more casual gamer. Its a cruel game where the only way to win is to completely screw people over and much like the classic Diplomacy it can rub people the wrong way.

My gaming group loves it and every year we do a big game of Game of Thrones at our big board gaming weekend, its always the main event, but be weary, its a long, painful and very hostile game that will end less mature friendships. Adult Advisory on this one.

Recommendations: I would say if you can handle games like Diplomacy, you are going to love this one, but I always put a friendship advisory on this one, its a rough ride and a fairly complex game to boot.

1. Twilight Imperium

There is no doubt in my mind that this is the ultimate gaming experience available in the board game market period.

Easily one of my favorite science-fiction war games, while Twilight Imperium is a fairly complex game and in depth game, I’ve never had much trouble inducting new players. There is a lot of “common sense” rules in the game and even a casual observer can pick up the core concept of the game with ease. There are a lot of moving parts and a fairly multi plateau of strategy that can stump new players, so experience certainly makes a difference but I find a reasonably seasoned gamer doesn’t require more then a couple of turns for the light to come on and understand how to win.

In either case, while the focus of the game is a grand scale intergalactic war the game also features trading, politics, diplomacy and various types of resource management and careful strategic positioning. There is a lot more to it then simply fighting, yet most games are ultimately resolved through direct conflict and the winner is typically the person who created the best setup for himself going into that war.

Amazing game, but it is one of those 6 to 8 hour games that is always at its best with 6 players which can be a fairly difficult game to put together. Though I only play it roughly once a year or so, It’s always one of my favorite gaming get together’s. Its been on my shelf since 3rd edition, over a decade and now with the new streamlined 4th edition there is even more justification to get into this one.

I put it as number one on this list because to me, there is gaming, there is war gaming and then there is Twilight Imperium. It stands out as a unique experience that I have never seen any other game come even close to. Anything can and will happen in this game, no two games will ever resemble each other and you really can spend countless hours contemplating the endless possibilities in the depths of its strategy. This is without question in my mind THE best war game ever made.

D&D Theory: The Old School Complaint

I’ve spoken on a number of occasions about old school vs. new school D&D, the old school movement, the designs and theories behind classic and AD&D, but today I’m going to try to illustrate not so much why those movements exist, but what those movements complain about when it comes to modern versions of D&D. What their main beefs are with modern systems and why they continue to use the old systems despite considerable advancement in modern design of mechanics.

I think the conversation is appropriate because only a month ago we got yet another variation on modern version of D&D in Pathfinder 2.0. As I write this I’m only 1 day away from playing in my first session and I’m very excited to try out the new system. Unfortunately I also know what I’m walking into. Like most old school D&D players, while I can certainly enjoy modern versions of D&D (and I do very much so), I know that the experience will be lacking in certain areas and all of my complaints that I have about modern D&D will still be present in some capacity in this latest version of the game even from a courtesy reading.

What are the complaints of this old school gamer when it comes to modern versions of D&D? That’s what today’s article is all about.

Combat is dreadfully slow

Dungeons and Dragons has always been a game of heroic combat to a great degree. We make great fighters, powerful magic-users, stealthy back stabbing thieves and divine clerics and much more and all of these adventuring characters are built from the ground up to kick-ass and take monster names. D&D as a premise is about heroically taking our characters into danger, fighting monsters, finding treasure, exploring unique locations and living in the theatre of the mind through the eyes of our characters.

At its core it is a staple of D&D to fight, but it is not the point of the game as a whole. This rather odd discrepancy between “what the game is about” and “what you do often in the game” is a delicate formula that Dungeons and Dragons got right way back in AD&D and has been struggling with in every edition of the game ever since.

The simple fact is that a D&D combat should take about 10-20 minutes tops, maybe 30-45 if you are doing a big climatic boss battle. It should be fast, furious, dangerous, violent and over quickly. A 5 hour session of D&D could (not necessarily should) have 4-5 combats and the session should still be mostly role-playing. In other words, you do a lot of fighting and still the game is not focused on fighting.

This is a fundamental and important element of a game that is about exploration and that comes with 300+ page book of monsters.

My biggest complaint about modern D&D is that combat has been getting slower and more dissociated from the narrative (more on dissociation later) with each new edition up until about 5th edition (so between 2nd-4th edition including Pathfinder 1.0 it grew more and more sluggish).

4th edition Dungeons and Dragons was certainly the worst of the modern D&D games when it came to combat speed, an average fight being 2-4 hours, but Pathfinder, 5th edition D&D and certainly the new Pathfinder 2.0 are still fairly slow by comparison to classic versions of D&D like AD&D.

In our session 0 Pathfinder 2.0 game our GM ran a simulation combat. 5 players versus 6 goblins. It took the better part of of an hour and change, the average wait time for me between actions was 5-10 minutes. It suffices to say that comparatively this was certainly a huge improvement over say 3rd or 4th edition, or even Pathfinder 1.0, but still considerably slower then AD&D which would have wrapped up the entire fight in 10-15 minutes.

Now I will say this upfront. All of the modern D&D editions including 4th edition have very interesting, involved and well thought out mechanics. These aren’t bad games, or bad mechanics they are just slow and this lack of expediency is just one peg in the leg that holds the chair (game session) together.

It’s also important to note that as an old school gamer and I feel quite comfortable speaking on behalf of the OS movement that there is no opposition to making combat tactically interesting. In fact, most AD&D and Basic D&D players use either house rules or published material to enhance, improve and expand on the simplicity of the tactical elements of the core rules for their game. The balance between speed and interesting combat is a fragile one and will differ from group to group and DM to DM, but among old school gamers both simplicity and speed are typically more important to creating a deeper, more complex tactical game. Its a preference and a peg to the leg, but its certainly not the deal breaker.

The real issue most old school gamers have is that most of the rules weight added to make the tactical combat more interesting in modern games, comes in the form of dissociated mechanics and it’s here where modern and old school gamers really differ in what they want to see in the way of enhance tactical combat mechanics.

Dissociated Mechanics

To understand what Dissociated Mechanics are and really the RPG design theory behind it, you really have to do some research. This is a long, involved and complex subject which I won’t cover here beyond the sort of paraphrased version.

The short version is that in modern D&D (and many modern RPG’s), many mechanics (in some cases most mechanics) are there not as part of a role-playing mechanism, but as a game mechanic. In other words, the mechanic is not associated with the abstracted reality, from the perspective of the character. These mechanics are not associated with the decisions the character makes. They are dissociated, meaning, disconnected from the characters reality, in the hands of the player making decisions in a tactical mini game added for the purpose of creating tactical and character building options.

Disassociation of mechanics in RPG’s began about the same time PC versions of RPG’s and in particular MMORPG’s were born. The concept of balance, the concept of character progression and builds all triggered the shift in pencil and paper RPG’s. In a sense, modern RPG’s were designed for modern gamers which came to the table with PC and video game experiences. Their expectations were to have the same levers available in their pencil and paper RPG’s as they had in their PC and Video game equivalents. It may seem odd, since PC and Video game RPG’s were born from Pencil and Paper versions, but the digital versions of RPG’s evolved differently and then began to influence their ancestry, pushing their pencil and paper equivalents to adapt to them.

An example of a Dissociated Mechanic is the Combat Maneuvers mechanic for a 5th edition fighter. With this mechanic, the fighter gets “combat maneuver points” that can be spent on special combat actions. These points represent an abstraction of fatigue, concentration, knowledge and Will I suppose. You can do things like trip your enemy (causing them to go prone), rally an ally (giving them extra HP), or command another player (giving them an extra attack).

This mechanic is really not associated with the characters reality, aka, a dissociated mechanic. When the character rallies another character and gives them extra HP, it’s really such a heavy abstraction in on its own as it is, but on top of that, he can only do it 3 times before taking rest, or he can rally someone twice, but then only trip an enemy one time So to the character because he rallied someone, he can’t trip someone later.

If you start to see the picture here, you should realize that the combat maneuver points, the way they are applied, the abstracted mechanics they trigger are all disassociated from reality. It makes it more disassociated and really paints the picture when you start asking questions.

Why can’t a thief learn a combat maneuver? Is tripping someone that complicated? Is it not possible for a Paladin to rally his troops, or command fellow character to get an extra attack? Why does me rallying my team and commanding them, exhaust me and prevent me from tripping someone or getting a bonus attack. How are these things related to each other.

Now there is a term for this called suspension of disbelief that is often applied, I would argue incorrectly. Suspension of disbelief is to accept something as fact that is clearly invented fantasy. For example characters in a fantasy world know that orcs and dragons exist, that magic is real and gods actually come down from the heavens and influence mortal beings. These are facts for the fantasy world and require the players to have a suspension of disbelief to accept. It is not suspension of disbelief when we ask a player to accept that he is fatigued from commanding people, so he can’t make a riposte or a trip attack as a result. We are not asking their character to believe in magic or dragons, we are asking them to accept a mechanical construct applied to a game for the purposes of balance as real.

Modern D&D is full of dissociated mechanics and this is so because these mechanics were not created to represent character choices and decisions within the realm of a abstracted fantasy reality, they were added for classes to have interesting activatable abilities, for the purposes of balance and entertainment as part of a miniatures combat game. They are not only dissociated from the make believe reality of a fantasy world, but from the very premise of a role-playing game (aka, taking on a role of a character).

These disassociated mechanics are very disruptive to role-playing though modern players are not entirely aware of it because again, they are so accustomed to these mechanics existing in other games (namely PC and Video games) that it feels natural and normal to have them. Modern pencil and paper RPG players are more likely to discuss class builds, class balance and “what options are good picks or not”. To the modern gamer, this is part of the role-playing experience and though these mechanics are disassociated, modern gamers are not bothered by the disruption, though disrupt them it does.

To a modern player, choosing your race and class, your feats and skills and your spells are mechanical choices they expect to make. They expect progression, they expect balance, they expect lots and lots of options. In fact, the size of core rulebooks have grown substantially for many of these games. Pathfinder 2.0 for example weighs in at over 600+ pages, easily the largest RPG rulebook that has ever existed. This book is overflowing with character building options. One must ask the question why? Why do we need this many options for a game that is about playing a role in a game of collaborative storytelling?

Dissociated mechanics are partially the cause, or at least they compounded the issues that lead to increased length of combat. As more and more of a session is taken up by making tactical choices, with a plethora of activatable abilities, the slower the game is in combat and the more often the players are pulled out of their role in the role-playing game and pushed towards player centric top down decisions about which abilities to use, which resources to spend, what tactical choices they should make. None of which has anything to do with role-playing their character, thinking through their character or seeing the world through their character. These are, for all intents and purposes, mechanics designed for a game.

4th edition D&D for example was often accused in reviews of being too much like a board game or an MMORPG. This assessment while facetious, is not really that far from the truth as in many ways, because the game is built on so many dissociated mechanics (just like board games and PC games are), that its perfectly reasonable to get that sense from the game. In 4th edition D&D you spent most of your session using mechanics that would have no in game, in character logic to them.

Is it all bad?

The answer is no. While certainly things have changed a great deal since the AD&D days when associated mechanics were king, the RPG revolution has begun to revert from its PC game evolved roots back to the golden age thinking. This is happening very subtly, but slowly with each new iteration of D&D. We have seen the PC and Video game world have less and less influence and the old school world of RPG’s have more and more. Modern players have begun to evolve the pencil and paper RPG’s away from the digital rpg’s. and into their own thing. Now its not exactly an old school movement, but many ideas from old school games have found their way back into modern designs.

A good example in Pathfinder 2.0 is the skill system. Any AD&D player should find this system very familiar, it is almost an exact replica of Non-Weapon proficiencies.

Why has Pathfinder 2.0 brought back Non-Weapon Proficiencies? The answer is quite simple. The purpose of a skill system is to describe what your character can do, not necessary to define how the rules work. Its sort of like saying, here is a gauge, rather then, here is an applicable rule. Its to ensure that while a player runs his character, he understands what his abilities are from the perspective of his character.

For example if you are trained at swimming, you know you can swim. That is an in character understanding (an associated mechanic). Certainly there can be rules for swimming (Difficulties set for different conditions for example) but the important thing for the player and his character is to understand, hey I know how to do that and here is how good at it I am. Trained, expert etc..

The movement to more associated mechanics however isn’t just about reverting to old school mechanics, there are very modern versions of associated mechanics we have never seen in old school games, but still fit neatly into the ideology. This supports the idea that associated mechanics aren’t just an old school thing, modern gamers and designers are becoming very aware of it as well even if they don’t fully verbalize it.

For example the 2D20 Momentum and Threat mechanic is a great example. Here we have a very associated mechanic that is inspired by concepts of inspiration and stress, a gauge of a very relatable concept we have in our real lives. When a person is inspired, he becomes motivated and is more likely to succeed and ever exceed in tasks he is performing. Who hasn’t had that day at work when everything is falling into place, motivating you to push it further, that moment when we are on a roll.

Vice versus with threat, its a little like stress. We can feel our stress levels and they impact us negatively. The more stressed we are the less productive we are, the more mistakes we make, we lose sleep, we are less attentive when we drive. There is all sorts of impact on our lives from stress (aka threat).

This sort of mechanic is brilliant in representing something very relatable, yet it is very modern, an invention of an associated mechanic for the new age of role-playing games.

The move away from dissociated mechanics might not ever reach the same levels as AD&D which on a design level had a real aversion to it going so far as suggesting that even the use of dissociated house rules in your game is heresy. Still modern gamers are becoming more evolved role-players. More and more, players are becoming concerned with their stories, with their backgrounds, with the invention of character and the designers of these systems are responding by giving them the mechanical structure on which to base those inventions, which come in the form of associated mechanics.

In Pathfinder 2.0, I found it refreshing and far more natural to build a character, a really great sign that the system is moving in the right direction. The dissociations of choosing hyper abstract mechanical options have been minimized, replaced with mechanics designed to help match functionality to written backgrounds and give players narrative fuel. We already saw this greatly improved in 5th edition D&D and Pathfinder 2.0 has taken yet another step in that right direction. An almost full 180 from systems like 4th edition D&D which lived in the world of dissociated mechanics almost exclusively.

Conclusion

The conclusion is that while we still call the old school movement and game systems like AD&D old school, modern games are becoming more and more familiar to us old gonards. The distinction between new school and old school is becoming blurred, there are more and more commonalities between the two concepts and rules. I find some of us Gonards have a hard time making peace with that, as old school has other more mythical connotations, but I consider this sort of thing very judgy for the sake of being judgy. It’s just some hipster shit, that out of date “it was better in the olden days” mantra. The reality is that the bridge is being built and the question is if old school players can get their head out of their asses long enough to make the crossing. I have my doubts about that.

Role-playing has changed a great deal in the last 30 years, but in a way, its less a progression forward and more an evolution and refinement on the original material. Sure, there was a brief moment in time (about 10 years worth) when the influence of digital games on the pencil and paper games was disturbing, I will be the first to admit that I thought it was shit in, shit out at the time, but even from those periods of design some good came out of it. Perhaps it was a lesson on what not to do, but I like to think of it more along the lines of designers coming to grips about what was great about role-playing games at the table and how it differs from the digital experiences. It was an affirmation that us old Gonards were right all along, we fucking told you, you wouldn’t listen and so you spent 10 years getting your asses kicked. While I feel high and mighty, I welcome you back.

Mind you I love MMORPG’s and CRPG’s, Baldur’s Gate was one of my favorite games of all time and it was a very close approximation of the rules of AD&D. It just doesn’t work to run pencil and paper RPG’s in this manner and we shouldn’t try to make mechanics that allow you to so, its pointless and It just doesn’t work well.

Pencil and Paper RPG’s are also more than just one thing and the old school gonards like me have to really come to grips with that as well. There are a wider range of perfectly acceptable ways to play D&D and those players aren’t doing it wrong, they are doing it their way and doing it your own way IS always the right way. Designers are going to continue as they always have to cater to all walks of RPG life, which will include these ever widening styles of play.

I do however agree with the old school movement that D&D is its own thing, it is not to be fucked with. If you want to make a Forbidden Lands that has some unique spin on the RPG genre, go for it, but if you are going to put the D&D label on something, you will follow the rules, or we will make someone who does the king of RPG’s (like Paizo). There are sacred cows like associated mechanics that simply cannot be trifled with, else you will end up with commercial failures like 4th edition D&D. Note I said commercial failure, not design failure. 4e had its merits, it just wasn’t D&D because it failed to heed important lessons about what D&D should be, which includes a game about fast combat, associated mechanics and countless key tropes that are ingrained into the fan bases psyche If you want to include D&D players from all generations of the game, there are simply some design constructs that must be followed. Call them sacred cows if you will, but those are the terms, abide by them or suffer the consequences.

In my opinion the future looks bright for the old school movement and the modern gamers as well. Systems like Pathfinder 2.0 are clearly designed for a more seasoned group of players, but there is no mistaking its intention to include old school veteran’s of D&D and the old school movement within its walls. I look forward to this next edition of the game.

Exciting times ahead!

Playing to Win: League of Legends: Part I

While I don’t often talk about my PC gaming experiences on this blog, it is and always has been my intention for this to be an all exclusive gaming blog. Today we are going to talk about League of Legends, a 10 year old MOBA that is without question the king of kings when it comes to the genre. Currently according to statistics released by RIOT games, there are over 100 million active players each month and on average 7.5 million players online 24 hours a day, 7 days a week , 365 days a year. It is among the largest MOBA game communities in E-sports today and that means that if you are are game reading this article, statistically speaking, you either have, do or will at some point be a player.

Over the next couple of articles we are going to dive into League of Legends. I have been a player since League of Legends launched nearly 10 years ago and I have had a lot of personal success with the game and buckets of experience. I have really enjoyed my time despite the often harsh community that forms around the game and in this article series I have constructed countless tips, tricks and lots of tid-bits of information less commonly known by league players. Consider this your guide to League of Legends from an old dog, whether you’re new to the game or an old veteran trying to climb the ladder of success.

The Basics Don’t Change

First and perhaps the most important thing most League of Legends players overlook and ignore are the fundamentals (the basics) of the game. I think it serves every League of Legends player, new and old alike to familiarize (or re-familiarize) themselves and remember the core fundamentals of League of Legends road to successful play, so I will list them here first before we get any deeper into this guide.

You cannot win alone
No matter how good you are, no matter how well you play and no matter what you do in a match, its physically impossible for even the best player in the world, to beat, even the worst team in the world alone. Don’t let anyone ever fool you into thinking you can carry a game without your team or that somehow your fate is not intertwined with the rest of your team. This IS a team E-Sport from the core of its design and alone you will ALWAYS lose, period. You need your team, which means that they are on your side, they are your friends for the 30-45 minutes you are in a match together.

Note that there are 4 other players on your team, for the next 45 minutes, they are your only hope of winning this match.

You can play well and still lose
No matter how good you think you are (or actually are), no matter how well you play, there will always be people who play and are better than you. Make peace with it. This is a game of skill and your skill is your skill and everyone else’s skill is everyone else’s. You can’t expect players who are below your skill level to perform as good as you, nor can you expect to beat players who have higher skill then you. During matches you must accept your “real situation” as opposed to your “frustration situation” (more on those terms later).

No one ever wants to see this screen, but seeing it doesn’t mean you played badly. Globally players win/lose ratios are about 60/40, meaning the average players loses 40% of his games.

Statistics Don’t Matter, Focus Does
Your KD ratio, your win/loss record, your league rank or division, your farm.. forget about all of it, it’s totally and utterly irrelevant. The only thing that matters is your last game. Did you improve, did you discover something new about the champion that you just played, did you discover a new combo, did you make mistakes and were you able to identify them. If you are focused on your performance and strive to improve your actual play, your statistics will improve automatically. Don’t let the numbers get under your skin, focus on the matches, on your actions, on your real performance and strive to improve your play, your stats will improve as you do.

Play to your strengths, develop your weaknesses
There is a tradition among League of Legends players, which is to speak about what your good at. I’m a good ADC with Ashe, or I’m great top with Tremele. All great and good, every player should play to their strengths, but League of Legends is a game with well over 100 champions, not the 5 you play. Knowing what champions can do, is a key element to understanding how to deal with them in game or benefit from them if they are on your team. As such, one of the key fundamental approaches to the game is to always be developing the weakest part of your game. Do you suck at support? Well then that is where your focus should be. Why? Because it will make you even better when you play to your strengths and give you a far broader understanding of the game.

You will lose with your mouth before you lose with your hands
This is a big one. League of Legends is infamous for trash talk in game, in fact, to such a degree that RIOT themselves have done studies on player statistics and discovered what we all already know inherently. If you trash talk you will lose more games than if you don’t, in fact, 30% more. What that means is that when it comes to finding ways to improve your game, the most sure fire and direct way you can do that is to simply shut the fuck up. It’s that simple. Stop trash talking and you will win more games. It’s worth pointing out that if you statistically lose 30% more often, it is physically impossible for most players to win more games then they lose as the average win/loss record for a really great players is winning 70% of their games. So if you lose another 30% on top of that, you are flipped upside.

On top of increasing your chances of losing, trash talking will get you banned fairly quickly forcing you out of ranked play and back to starting with a 1st level account.

The Big Picture Strategy

Now that we have some of the basics outlined, it should be clear that most of the fundamentals have very little to do with strategy/tactics in game and more to do with mentality and approach to the game. Why is that? Simply put, when it comes to any sort of sport and League of Legends is a sport, E-Sport, but a sport non the less you must approach it like an athlete approaches his sport. Which is to say, you must focus on yourself. You cannot control what other people do, but you can control how you react to it and you can control your own approach to the game and this is the big picture and the point of the fundamentals listed above. More importantly however, is that the focus should be on practicing your craft, in this case, playing matches. Theory has its place but practice is everything which means that the Big Picture Strategy for League of Legends is Focus on yourself and practice.

That only leaves the question about how you should practice, after all, practice is a practical word, but to improve, you must have a strategy on how you practice. Simply playing a lot of games without direction will not improve your skills by much, in fact, what it will most likely do is result in you stalling your improvement as you develop habits. My advice to anyone, newbie and pro alike is to ensure, if you are going to apply strategy, it should be to the method and approach you use in how you practice, as opposed to what you practice, which brings me to the following list of 5 tips on how to practice.

Practice Tip 1: Focus on a personal goal
When it comes to practicing something, it’s about repetition and ensuring that what you are learning becomes less a thought and more a reflex, but it can be very easy to get bogged down by the complexity of the many things one must think about in a match to be successful. As such, its best to enter a match with a definitive goal in mind in what you want to accomplish/practice in a match and do that thing over and over until you have it down. For example, if you want to improve you warding skills, or you want to test some warding locations, then focus on that. Make the match about you putting down good wards for your team. Analyze the benefits and drawbacks of what worked, what didn’t and establish working routines, but don’t be afraid to challenge them.

Practice is all about improving on specific skills that make up the whole of the sport, warding for example is something every good player should be skilled out regardless of position. Practice makes perfect!

This is just an example, but the idea here is that you want to zero in on one thing and get it to a point that its automatic. So that in all future matches from that point forward, you don’t have to think about it, you just know what to do. When you get to that point, move on to the next thing you want to practice. Eventually you will see a lot of improvement in your play as you expand your expertise and you will find that many skills, enhance, other skills you will focus on later. You will find that as your skills stack, you win more matches, that’s a promise!

Practice Tip 2: Play Ranked ASAP
Pressure and competitiveness are an athletes best friend and so it is true for E-Sports, get into Ranked games ASAP and stay there. Many players will tell you the exact opposite, I disagree.

If you want to be a rockstar, you need to get on stage, its as simple as that. In ranked matches, when it comes to League of Legends, the pool of players, the effort people put in and the demands they place on themselves are much higher/bigger which leads to considerably better games. This is true for any stage in the divisions.

Playing ranked will put extra pressure on you to perform and pressure is a good thing. Regardless of what division you fall in, your goal is to move up to the next one.

I truly believe that simply by joining Ranked play, your game will improve much faster as a natural adjustment to a competitive environment and being surrounded by players that are a bit more serious about competing.

Practice Tip 3: Prepare your champions in advance
As a rule, any hero that you would potentially play you should have your core gear plan setup in the items section, runes setup for that specific champion and a core plan for your leveling progression. You don’t want to be inventing this stuff on the fly. This may be obvious, but you would be shocked how frequently people don’t do this and more importantly what a huge advantage it is to go into matches with a clear plan that clears your mind and allows you to focus on the game rather than on decisions and analysis of champion builds.

You should have alternatives as well, situational builds to counter certain types of situations. Its usually good to think about it in basic/general terms than in champion specific terms. In other words, instead of having an Anti-Malphite build, have a vs. melee or vs. magic build. As you get better you may improve upon this by getting more specific, but having a general plan is always preferable to no plan.

Practice Tip 4: Be a good sportsmen
It may seem strange to “practice” being a good sportsmen but given the statistical nature (30%) of losing games as a result of trash talking, it can be surmised that doing the opposite will shift the statistic the other way. In Other words, instead of trash talking, practice encouraging opponents and being a good sportsmen.

I truly believe that building up a teams confidence has many benefits and will more often result in teams playing better as it does the opposite when you tear your team down with trash talk. When a player does well, pat him on the back, if he makes a mistake, be quick with an encouraging comment. If you feel negative energy building up, focus on the positive. It may sound silly, but the mental state of a team constructed out of 5 strangers in an online game can shift wildly and I’m convinced it has massive impact on player performance, including your own. So be a good guy on the team, encourage your team and make it a habit by practicing it every match, every time.

Practice Tip 5: Know your place and own it
This is less a practice tip and more a general tip, but I’m putting it here because it really does require a paradigm shift for most people. This is one of the hardest hurdles that I find the overwhelming majority of League of Legend players can’t make peace with. Knowing their place in a match. I’m not talking about position, I’m talking about your skill level.

The most typical response you will get from players is that they belong in a higher rank then they currently are in nd the people they are playing with and against people who belong in a lower rank then they are. It’s an assumption that the matchmaking is terrible, the ranking system is broken and the entire infrastructure of determining which players your matched up with and against is giant mistake by Riot.

Embrace the fact that you are wrong on that. If you are in Iron II, Silver III, or Diamond I, it’s because that is where you belong. When you are Iron II and you are matched with a Bronze II, accept that this player has a higher skill set then you do. It might not reflect it in the current match, it might not reflect it on that matches K/D ratio, but it’s 100% true.

It’s vital to the success of your climb to accept where you are in the league and that you belong their. Your focus should be on improving and climbing, but you must do it with the clear mind and acceptance that based on your performance to this very moment, you are exactly where you belong.

Embrace that and your mental state will change, your approach and understanding of the game will shift and you will find yourself free of the frustrating burden of trying to prove yourself to everyone. The number one cause for tilting and players throwing games with bone head moves and the blame game that follows is the result of people resisting this premise. It’s physically not possible for you to improve as a player without taking this step. Wherever you are now, you will stay there until you deal with this mental block, that is a guarantee from a 10 year League of Legends veteran.

Ok that it’s for Part I, in Part II of the series we are going to get into more specifics.



First Night with Warmachine – Horde

For anyone who reads this blog with any regularity you know that while I have spent a great deal of time writing about board games, miniature games and role-playing games, at the end of the day, I’m a theme guy and I tend to want to play games (whatever they are) with a deep rich theme. I don’t think that makes me unique, in fact, more and more games these days are a departure from the straight “great game mechanics” to the world of “great story games” side of the theme scale. Simply put, people want story in their games and so do I.

When I did my Runewars: The Miniature Game first impression article a while back, the one place where I strongly felt the game let me down was in the theme and story setting of the game. I can summarize the theme/setting and story of Runewars as lackluster, predictable and generic. Without question one of the primary factors as to why my group lost interest in the game almost immediately, for me personally there were other issues, but this definitely didn’t help.

That said my more recent foray into Battletech was driven strictly on the basis that I loved the setting and theme of the game, thinking that I had outsmarted myself I dove head first. As it turned out I was as impressed by the story as disappointed in the games mechanics. The game floundered for me very quickly, despite this amazing setting which brings me to my point.

It’s easy to conclude from those two experiences that at the end of the day, in order for a good miniature game to be successful and attractive to me, it must have the best of both worlds, great story, great mechanic.

Twilight Imperium is, in a word, the best board gaming experience available in the market today for the veteran gamer. I have been searching for a miniature game cousin for a long time but am yet to find something that is a satisfying miniature game equivalent.

In comes Warmachine and Horde by Privateer Press. The promise of a game that has an imaginative and deeply detailed setting while simultaneously rumored to have a robust and high level tactical game mechanic. A friend and I couldn’t resist, we picked up a couple of starter sets, painted up some miniatures and played our first few games. This article is all about my first impressions of the Warmachine -Horde by Privateer Press.

The Trollbloods Rule

I think the first most notable impression the game made on me was that I instantly fell in love with one of the factions, which I think is really key for me (and I assume anyone) to make an attachment to a game that helps to identify the you behind the miniatures you will be spending hours lovingly painting and pushing around. The story of the Trollbloods, the mechanics of how they approached the battlefield, the amazing miniatures. It all just clicked for me instantly at least just based on what I saw and and initially read prior to even having painted any miniatures or played any games. I spent all of 2 minutes browsing the Privateer Press catalog before I zeroed in on them, they would be mine and I knew immediately.

This is the image that sold me on the Trollbloods, a mere taste of the amazing Horde faction. A hobbyist delight!

I think the most unique aspect of Warmachine and Horde is how each army is very distinctively visually different, reminiscent of Warhammer 40k. This is not in itself unique to miniature games, but what really attracted me was the attention to the detail of each individual unit. Inherently in many miniature games, once you choose your army, many of the miniatures are themed so closely together that the units kind of blend into one another unless you really know your own faction well. It wasn’t just about an army theme, but really about how each character and unit in the game had its own very distinct personality matched up with its own core advantages and mechanics to boot. I guess what I’m saying is that the factions have a lot of personality.

Now with the box set you don’t get much in the way of choice/selection, its just enough for a zero point game but because each unit (each model) is a distinct member of a team as well with his own abilities, powers and weapons, their is an association to the game that you get with it that you might not with say an army of indistinct Stormtroopers in Legion or the piles of Skeletons you get in Runewars. They aren’t just models, they aren’t just units, they are individuals that are part of a core strategy for the faction, or optional tactics that synergize not only with the units that come with your box set but potentially with any other very distinct unit in your faction. They are also distinctly unique miniatures you paint, so when you paint a Troll Bouncer, your going to paint that miniature one time rather than painting 20 exact copies of him. This makes the whole experience a lot more approachable from a hobby stand point rather than what you get with most miniature game, that tedious task of getting your army painted by painting the same skeleton model over and over again.

in the core set alone you had to paint a shocking 24 largely identical skeletons just to get half an army on the board. It’s painfully tedious and is in large part the reason I never got a fully painted army to the table. Sorry, it’s just too much of the same thing.

This idea of distinct units was really attractive to me, both because you ultimately didn’t have to assemble and paint Legions of exactly the same units that form squads, instead being able to lovingly paint these individuals, but also because it pushed you towards researching the game on a much deeper level right away. Synergies in the game don’t just come from combos, but rather from concepts, so you were theorizing and imagining the fights as well as the many options long before you get them to the table. It was in a way an experience closer to opening a booster pack of CCG cards, where even without playing you could see how the combos and synergies might unfold.

For example The Bouncer Warbeast in the Trollbloods has an ability that allows him to take the damage another unit would receive from a ranged attack. He is a kind of protector with a high Armor value allowing him to soak a lot of damage. This synergy can combo in a lot of different ways, but conceptually this unit is also incredibly tough, so you could ignore that ability and instead send him to the front lines where he could hold that line. Or you could make use of his Animus and simply make him a sort of spell battery as his Animus called Earth Blessing prevents a number of effects like being knocked down for example, which you might simply want for your Warlock to siphon so that he can avoid being easily assassinated through shutdown effects. Or you might use that ability to prevent terrible things from happening to more important units in your protection radius.

The Troll Bouncer has an armor rating of 19 with its shield and can take damage from any ranged hit for your units in a 3 inch radius making him a great guard to protect your more vulnerable assets on the table. Plus he looks amazing!

This might not all make sense to you if you don’t know the rules of the game, but the point I’m trying to make here is that this single unit has many different potential uses and that’s just one unit in your army (a single model). This model alone will change your approach, your style of play and how you manage your resources, as well as open up different tactics for you in response to your opponents actions. I love that a single unit can have this much impact on your game and open the door to so much theorycrafting, it’s wonderful to see how much diversity and mileage you get out of your models.

Now the drawback to this is of course complexity. With each unit having several abilities, effects and potential uses, even with only 4 units at the table (A Warlock and 3 Light Warbeasts in my case) in our first game, the experience was rather overwhelming. I’m sure it gets easier over time but with the average cost of a unit being around 6-15 points and a battlegroup with a value of ZERO points consists of a Warlock and 3 Light Warbeast you can imagine how high the complexity can become if you play a standard 75 point game. A game at 75 points might have anywhere from 10-20 unique units, each with several unique abilities to keep track of. It’s a bit daunting to even imagine how complicated the game can become, which comes with all sorts of interrelated benefits and drawbacks. Intimidating to be sure, but the flexibility and sheer options are outstanding in particular if you consider that there are 14 factions in the game each with several dozen unique units to choose from. The combinations are near infinite.

The point I guess is that this is a very heavy game, a true miniature war game unabashed by claiming the “for veterans” branding it definitely deserves. Now it doesn’t market itself that way, but it surely is. I have played many miniature games in my day and this one certainly ranks up their in the complexity of strategy, tactics and rules. Which brings us to the next impression and topic.

The Complexity of the Core Rules

When it comes to miniature games, most of them rank pretty high in the complexity of rules, at least when compared to other types of tabletop games. So when I say the game is pretty complex, it’s a comparison to other miniature games. For me personally as a gaming veteran this is not a drawback, I like a robust ruleset, it’s only a drawback if the rules are unclear or lead to irreconcilable situations (aka, rules that don’t cover the majority of potential situation that could come up) and if you actually try to achieve that, you won’t be able to create a game without a heavy ruleset. So to me, a heavy ruleset in a miniature game simply means that the publisher of the game took the time to be super clear about what the rules really are. It’s far worse to have a simple rule set that leaves you hanging at the table all the time without an explanation, then a 300 page rulebook that covers everything.

The question than becomes, how practical is the ruleset. Having a clear, concise and deliberate rulebook is great, but are the rules easy to remember. Will you be able to keep it all in your head as you apply the rules to list building and table tactics?

I definitely don’t think Warmachine/Horde is for the weak of heart or the amature miniature gamer, lets just at least say that. This is not a introduction to the hobby game, this is a graduation gift for the seasoned veteran. Is that a bad thing? I suppose it depends on how you evaluate games. For me personally, if a game endeavours to be a long game for example, you don’t give it negative marks for being long (see Twilight Imperium the board game as an example). You can’t say “this game sucks because their is too much luck involved” when rating Yahtzee, a game about rolling dice and hoping you get lucky.

As a miniature gamer I’m no stranger to thick rulebooks, but even as far as miniature games go, Warmachine/Horde lays it on pretty thick. This is a game with a learning curve and you have to brace yourself for it.

It’s the same with Warmachine/Horde, it’s a deeply tactical, heavy ruleset that endeavours to challenge seasoned miniature gamers. With that acknowledgement and goal, Warmachine/Horde rules in my book are excellent.

The clarity, efficiency and organization of the rulebook is bloody pitch perfect, this is not a game where you will run into a situation and not find in the book how to resolve it. You might not be able to remember every detail of the rules (which is an issue, more on that later) or you might get the rules wrong at the table (highly likely at the beginning). Suffice to say, rules referencing is something you will do with regularity until you reach an expert level of familiarity I would imagine, but unlike many miniature games, you won’t find yourself trying to interpret how to resolve a situation based on vague rules. It should be noted that when I watch battle reports online, after having become more familiar with the games over several readings of the book and a few plays under my belt I would say 90% of the people I have watched play, even the experts, are doing a stuff wrong quite regularly. This at least illustrates the complexity of the game, a lot of attention to detail is required to get it right.

Now the miniature game hobby is called a hobby because as much fun as the game is to play, much of the activity of a miniature player revolves around the preparation to play, which brings us to the next topic.

List Building and Miniatures

When it comes to Warmachine, List building is a thing, but less so in the modern sense that we see in a lot of games today. While certainly every miniatures statistics, special powers and unique application is something you will consider, from what I have seen so far in the game it appears any unit and pretty much any combination of units is viable. There are very few distinctly bad units or what is more common, outdated units. Match “fairness” will certainly vary depending on how two opposing lists match up, circumstances of the scenario, player skill etc.. which we definitely witnessed in the games we had, but individually when you assess any given unit you can clearly see a use for it in the game and in a potential army list. You might argue with your friends about how good a unit is or isn’t, I imagine units always appear stronger when facing them rather then using them but I found very few units that I looked at and went “Ok these guys suck balls, I would never use them”. Every unit has that “ah ok, I see what I can do with him” kind of feeling which really strengthens the games overall presence in our group as we very often find many of the miniature games to have some, often many units that we look and disregard as “unusable shit”.

The design of the game is such that you can really pick units based on aesthetics to create your army and come up with a reasonbly viable force. That is not to say that synergy is not important, it is, (probably more important in competitive play) but warmachine/Horde seems to be more the type of game that it’s virtually impossible to conceive it as a whole. What I mean is like some of the larger games like Warhammer 40k and unlike games like X-Wing and Armada for example, in Warmachine there are so many factions, so many unique units and so many possible combination that trying to establish a list that is “ready for anything” is a monumental task that I think would take some pretty serious experience. Warmachine is definitely one of those games that you could potentially play for years and never face certain factions and the bulk of the units that are available.

The fact that Warmachine/Hordes has cards for each unit for easy reference is a blessing but when you have a 75 point army in play, you are effectively going to have a deck of cards to represent it all. Becoming an expert player that remembers what all units for all factions can do is physically not possible for most people.

Unless you have some clear idea about what you might be facing, your list building is largely focused on your own army strategy rather than a response strategy. There are just too damn many units to do it any other way. There are of course some staple units in certain army (looking at you Dire Troll) but beyond that there is no telling what a player might or might not throw into an army you will face.

More than that though, most units stand on their own two feet. Add a Troll Bouncer to your army and any other choices you make are largely irrelevant, his abilities and synergy is universal and will be useful regardless of what else is in the army and your opponents army. Tactics will determine how you will use him and this will change from game to game, but he will be useful regardless. What that boils down to is that you can go into the product catalogue for your faction, pick a model you will enjoy painting and seeing on the table and you are certain to find a use for him in whatever army you currently have. In a sense the pressure is a bit lessened on focusing on purchasing and acquiring units based on abilities.

This approach to me is a lot more fun, at least as compared to some of the more modern games I have tried. For example in Runewars when I was running my Skeleton army, I knew I absolutely had to have 1 or 2 Skeleton Archer formations in every army list I built, it was just mandatory as a key synergy to the faction was practically based entirely on this unit. Grant it Warmachine has 10+ years on Runewars and so that may one day change for it, but suffice to say I love the idea of picking models on aesthetics and not having to worry too much about whether they would be a good addition to my army mechanically or not. Barring a couple of redundant units here and there, from what I can see, any unit is viable and has a place in your collection and while synergizing with other units, can be seen an independent addition thanks to all units having these multirole layouts.

Now it’s fair to say that this is just perception at this stage in my experience with the game, I could be completely wrong here. It will take a great many games to really get down to the nitty gritty of this game.

Rules Lawyering Is A Must

This is a game with a pretty robust ruleset and while I tip my hat to the clarity of the rulebook, in practice at the table you must apply these rules correctly and in Warmachine like most miniature games this is absolutely vital to maintain the intended balance of the game.

I played my first three games and lost miserably resulting in a bit frustration. I felt that with the Trollbloods battlegroup of 3 light warbeasts I just I had no chance against the Cygnar forces who had 2 light and a 1 heavy. I wasn’t just getting beaten, in one of our games I was crushed by round 2 with zero chance of making a comeback.

Then I came home and read up the rules and boom, realized that I had forgotten a couple of things, one rule in particular I was completely ignoring, a rule that would have turned that 2nd round crushing defeat into a potential victory.

This is where I think a game like Warmachine and many other complex miniature games have an inherent flaw, in that, the rules must be followed 100% and you really have to remember all the little intricacies of what your army can do, what individual units can do and what the exceptions to the rules and sub-rules are to the letter or you can end up coming up very short, in particular if your opponent is tapping into all of these resources. As such, if you are like me and have trouble remembering a lot of rules, abilities and special circumstantial possibilities in the moment, you can find yourself losing a lot of games that can be summarized in “I should have or could have” talk at the end of the match.

For example in my case I forgot that I could heal my units with Fury from my Warlock to remove the disabled effects of having all of your damage boxes in a single zone marked. You may be reading this and not fully grasping the impact here but let me tell you that this is HUGE. It’s the difference between night and day and this one very simple option/rule you have can make the difference between losing horribly and winning overwhelmingly. As such being a stickler for the rules is absolutely vital to maintain the integrity and balance of the game.

That said and simply put I don’t want nor enjoy being a rules lawyer to my opponent in general, I’m a social player, I want to get together with a friend, roll some dice, drink a beer and relax but I also don’t want to play a grossly unbalanced game that frustrate me. I want the rules to be simple enough that we don’t need to read the exact wording of every card, rule, sub-rule and indexed FAQ clarification to have a good balanced game, but in complex games that just isn’t a thing. You really need to know this stuff, which means the learning curve for Warmachine/Horde is pretty considerable. In fact, in my perspective this is one of the most complex miniature games I have ever played to date.

In short, forget a simple thing and it could cost you the whole game. In a game this complex, that is a very harsh reality and simply speaks to the fact that this game is exclusively for hardened veterans of the miniature game genre and rules lawyering is a necessity to ensure the integrity of the game.

Balance of The Battle Boxes

For anyone doing research on the game this may be a repeated opinion and information as it is one of the most common complaints about introductions to the game of Warmachine and Horde but I believe and fully agree with the internet consensus that the battle boxes are not particularly well balanced against each other. In fact, I would argue further and say that virtually no effort was made at all to create balanced starter sets. It’s not a commentary on the balance of the game, I certainly am in no position to speak on that in this article, but you don’t have to be an expert in the game to note the pretty staggering flaws in the match ups of these starter sets.

I’m not going to waste text here describing the issues, you can pretty much google every discussion on battle boxes anywhere on the internet and find the complaints. Suffice to say the balance of the boxes is a problem and I had the unfortunate luck of playing the Trollbloods which are at the top of the list as being considered one of the worst by a wide margin. In fact as I researched strategies and tactics to be deployed hoping to get some information from experts who know the game well and I found a grand total of ZERO information on the topic with one exception. This Article Here which was quite literally the only good advice on how to potentially succeed with the Trollblood starter box. The rest basically suggested that you not participate in zero point matches at all which I found very disappointing.

Now that is very disappointing and frustrating, playing a game you always lose is not fun and might even deflate your interest in the whole endeavour. However it’s worth pointing out two core things about the battle boxes and miniature games in general.

Generally games miniature games and it is clear to me it is the case with Warmachine/Horde is that they don’t balance the game on a unit level. What that means is that if you take a 10 point units from Cryx and compare it to a 10 point unit from Trollbloods, you aren’t going to get two units that are of equal strength or value.

What you will find is that each of those units in the scope of the army serves an important purpose and those 10 points can be escalated to be worth far more than the single unit’s abilities might suggest.

Take for example the Cryx Slayer Warjack (see picture below). You don’t have to be a mathematician to realize that the Slayer is superior in every single possible way to the Axer. He moves faster, is stronger, is more likely to hit, has a higher defense, has more hit points, gets more attacks, has more options and arguably has a better special ability. There would seem to be no conceivable way you could argue that the Axer is a better buy for 10 points than the Slayer.

This heavy warjack comes in the starter Battlebox for the Cryx, he is mean and bread for a fight. Not something you ever want to go toe to toe with.
The Troll Axer is no push over, but much of his strength is built into his synergy and purpose, rather than straight stats.

Yet I will make that argument and here is why. The Axer serves a core purpose in the Trollbeast army and with synergies from the Trollbloods army is a far bigger threat than the Heavy Warjack could ever be. There are several reasons here.

First the Animus. Remember that your Animus can be cast on your Warlock, which means that your Warlock has an extra spell (Rush) that he can use for himself. Giving your Warlock Pathfinder and 2 extra move is HUGE. Secondly the Troll Axer has the ability to hit as many units as he has in his 2 inch radius with a single attack. Now in a one on one fight this might not be useful but he can charge into a unit of many and potentially wipe it out with that single attack. He also has a smaller base, which is a big advantage as he can slip past units easier and fit into smaller zones while still threatening a 2 inch radius. Further more with Pulverizer he could get his POW to 16 just like the Slayer has by default, but with a Dire Troll could get that up to a POW 19!

Suffice to say, circumstances matter, synergies matter and if the Trollblood was cheaper, in the scope of the Trollblood army synergies he would be grossly unbalanced despite the fact that in a tit-for-tat comparison its no contest, clearly the slayer is superior.

The problem is that in a Battlebox fight, most of the purpose of the Axer and the synergies of the army serve no purpose and its here that there is a mismatch and the core reason for the complaints about balance of the core boxes. For example there are not grouped units for the Axer to attack, there is Dire Troll to bump his strength and while you could put pulverize on him to make his stronger, in the Trollblood Battlebox its far better to put those spells on your Impaler who can make a powerful attack from range.

I guess the point here is that the balance issues for the battle boxes are just circumstantial in a small zero point fight and it’s here where tit-for-tat comparison have greater impact, as the whole of the different armies synergies don’t have the same impact on the game as they would if you were playing say a 25 point game.

That doesn’t really alleviate the burden that comes with learning to play the game with an army at a disadvantage and so I do understand and sympathize with the complaints, in particular as a Trollblood player who gets the shit end of the stick in the deal. That said the point of playing zero point Battle Box games is to learn to play the game and in a way, trying to figure out how I could win despite the disadvantage has lead me to digging deeper into the rules, into my battle box synergies and in trying to come up with a strategy that might give me a fighting chance. In a way, being at a disadvantage as frustrating as it may be, is probably doing more good in getting me to understand the game then bad.

The Conclusion: The Advice on Trollbloods

First impression articles are always filled with poorly informed opinions and badly constructed theory crafting, it’s just the nature of being a noob and trying to assess something you simply don’t have enough experience with to do so intelligently. Any time I have ever done articles like this in the past, when I go back to them a year later I cringe at my own ignorance. None the less, I think first impression articles are always the most important to read when I’m researching the game because its more relatable. Discussions about 75 point games and high level faction tacticals are completely meaningless at this stage. As such in my conclusion, rather than saying anything more than that I love the miniatures and I love the ruleset so far, I’m going to offer some specific advice based on my limited exposure to my Trollblood Box set seeing as there seems to be such a shortage on the internet of such advice when I was trying to find some. Remember I’m a noob!

First thing you need to realize is that Ragnor is your workhorse. Everything in this battlebox hinges on using him well and if you stand any hope of winning any zero point games, it will be by using this guy to his maximum potential.

Your first play is to always get Ragnors pulverizer (+2 damage) spell out on your Impaler and to set up your line so that your Bouncer can protect everyone from range (within 3 inches) with his animus on to ensure that at very worse he will be facing ranged damage with a 19 ARM. Done right you have little to fear from any ranged attacks and you could further bolster your ranged defenses on the guys in the front by using the very cheap Earth’s Sanctuary to gain cover if you can’t find any on the table.

Get your Impaler in range of your enemy making sure to be out of charging range of anying using Far Strike (total 12 range) and soften him enemies up with a POW 15 attack. In subsequent rounds make use of the Impaler at ranged and use Ragnor Shockwave to both slow your opponents advance and cause some additional damage. Remember keep him out of charge range and remember about weapon reaches and any movement boosting spells. Don’t let players trick you, you can’t calculate SPD+3, you need to account for weapon ranges.

What your ultimately trying to do with your force is set your Axer and Bouncer up for a charge so that you can one shot one of your enemies warjacks or warbeasts, preferably the biggest threat on the board by using Ragnors Shockwave to first knock them down and then charge in with the Axer and Bouncer (preferably with one or both having pulverizer on them).

In a zero point game the first 1-3 rounds are critical. It pretty much works out that if you can take out one of your enemy warjacks/warbeasts before he does any serious damage you have your shot to win. It’s not a guarantee in particular in scenarios with control zones where you will be forced to engage perhaps before you really want to, but by and large the Impaler’s spear attack and Ragnors Shockwave are two of the most useful ranged attacks that I have seen in any of the box sets. You may think because you are Trollbloods you should boldly charge into battle and this is probably true of the army as a whole, but in the zero point game you are definitely not doing that until your enemy is softened up a bit.

In general you can assume that any Heavy Warjacks or Warbeasts will one shot any one of your warbeasts, even the bouncer. So you don’t want to be in a melee with your Light Warbeasts with these guys unless they are severely crippled in some way so that you could survive a volley. Ultimately I don’t think you can win without taking great risk in the end game as you will need a fully charged (6 Fury) Ragnor to at some point charge in and bring his immense melee strength into the fight. Remember that in most cases you will be facing Heavies and you have none, so timing is key. Also remember that often with Warjacks, crippling two can be better than killing 1 and leaving the other unharmed. You just need to survive the volley’s when you are in melee.

The main thing to avoid is facing a fully operation heavy warjack with Focus on him in a melee. Your warbeast won’t stand up to any heavies and even most light warjacks/warbeasts will make short work of them with full focus. You have a good ARM but very few hit points so your light warbeasts are easy to kill. You have to really make use of your ranged attacks and the bouncers defense against ranged attacks and pay close attention to the ranges so that you can get the charge. Your a threat from range so it will be on your opponent to close the gap.

Oh and don’t be afraid to heal and regenerate, in particular when your units get any of their spheres disabled.

This strategy is not perfect and certainly guarantees nothing. With good positioning, some decent die rolls and well time charges, while the odds are stacked against you, you definitely have a shot at a win.

A Guide to Battletech: Part III

At this point I have talked about several books and assuming your following the guide, you are roughly caught up to where I am myself. Now I’m by no stretch of the imagination an expert in all things Battletech, in fact, for all intents and purpose I’m a complete wet behind the ears noob. That said, I firmly believe the best guides come from novices, as experts and long time vets can very easily overlook the fact that as new players, we really don’t know jack shit and you can make no assumptions of any kind about what we may or may not have come across or experienced in the game.

With that in mind the question for this guide is where does one go next. At this point we have experienced the core set, we have familiarized ourselves with the rules and the universe, we have experienced some parts of the campaign rules, tech bits about mech creation and are delving deeper into the nitty gritty of the game. If you think I was confused when I started, from this point things really become very fuzzy as the fork in the road has many paths to choose from.

From what I have gathered however there is a core question when approaching the game of Battletech that you have to answer which can and will close many of these paths.

The question is, do you want to get into the combined forces gameplay or do you plan to stick with Battemech vs. Battlemech games exclusively.

To answer that question you have to understand what it means. There is a book you have probably already considered getting called Battletech: Total Warefare. This book includes many of the rules you have already available to you in the Battletech Manual, however it also includes the rules for many other types of units in the Battletech universe including things you may already have seen mentioned in other books like tanks, infantry units, battlesuits, pretty much everything from flying saucers to a guy on the ground with a rifle. These units can be incorporated into your matches/scenarios & campaigns to create a more full fledged science-fiction warfare experience and a great deal of the source books available for the game make the assumption that this is something you have done.

Without question one of the most essential books in the Battletech line up may be the one to avoid as it’s a major departure from the core reason to play Battletech, giant robots!

If however you choose to go the purely mech vs. mech route and desire to skip all the existential stuff, it does take a few of the source books off the table as again, quite a few source books in Battletech work under the assumption that you are using the Battletech: Total Warefare rules.

I will from this point in the guide talk about some of the books available in general and note any books that do or don’t make this assumption.

Exploring Battletech Source Books

I truly believe that setting information enhances the experience of Battletech more than any rulebook and while I think many of the core rulebooks which expand the game are great, there is kind of a point of saturation which can cause you to lose focus about why we all love Battletech to begin with. Giant robots fighting it out in a exhaustively detailed science-fiction setting. It’s not just about rules and in fact, because the game is extremely long even when using the most basic rules, adding more complex rules that require more reference can really bog down the experience. Setting books however are just that, fluff and Battletech has some really good stuff.

My favorite books so far, the ones that I love to read and put a grin on my face and inspire me to play the game are the Historicals, in particular some of the origin stories about the Battletech universe. My favorite reads so far are the Historical Liberation of Terra I & II books. While applicable in game terms as a book to be used for the creation of campaigns, this really is largely a fluff book, one that speaks to the origins of the Battletech universe, those early year wars that set the stage for the universe. Its like watching episode I of Star Wars and seeing how it all started. I don’t know if the vets would agree with me, this certainly is a preference thing but if your like me and you love setting source books, these are really great. Definitely lots of information here to run entire campaigns around, though I would argue, you read it just to read it like a good book. The Historical Reunification War is another great example of these types of book (haven’t read it but I’m excited to, it appears to be along the same lines as the Terra books). These books don’t really make any major assumptions in terms of the depth or level of rules you use, in fact, it doesn’t even fully commit to whether you are using Alpha Strike or the Battletech Boardgame.

Without question the Historical volumes of which there are several, are some of the most fun fluff reads for the game. Even if you don’t play Battletech and just like the universe these are worth buying.

If you have gone the Battletech: Total Warefare route, one series of books I can recommend is the Turning Point books. These are a kind of campaign book which sets the stage of key moments in the Battletech history and puts you behind the drivers seat of larger forces with very specific campaign scenarios. Very detailed information outlines the story behind the conflicts and each has unique challenges for players, all under the belt of a Campaign Operations style structure but all the math is done for you including unit selection if you would like. You get your army, you get your background information and you get your campaign missions. Its all very self contained reminiscent of the starter books, but on a larger scale including all of the various forces described in the Total Warefare book. What I like about these more than anything is that they are short and to the point and largely self sufficient, making them easy to absorb. I really wish they made more of these types of books for strictly Battlemech battles, but it’s worth pointing out that it would not be too tough to adapt these scenarios to be just that, in fact they sort of intend you to as part of the setup can be to create random forces on each side using a random creation table or build them using one of the point system approaches (tonnage, credits etc.). You could simply omit any units that are not mechs for the turning point campaign, though, its clear that doing so may create some oddities with some scenarios which have been balanced with specific forces in mind. Unless your a cannon nut however this isn’t a big issue.

The turning point books are without question the best bang for your buck in terms of giving you a great reason to play, aka, campaigns.

These books use the Chaos rules Track system, which at this point should be fairly familiar to you. Each series is set in a different era so while you could stick to the Succession Era, with these books you could easily explore other eras of the game. Now like many source books this one includes plenty of references to map sheets you may or more likely may not have. Its an unfortunate part of these books that they don’t include the maps you need to play the scenarios, one really wishes they would. You will have to seek them out on your own or use proxies.

I can’t really recommend (or not recommend) any specific books, though their layouts appear to be the same and Catalyst Games has offered a free one as well as some previews of some the ones you can buy. Its worth noting that these books are dirt cheap for what you get at 5 bucks a pop, probably the most value you for the buck of any of the source books as they save you the obscene amount of time it would take to create your own campaigns. One thing that is not fully self-contained is that you will need record sheets for the units you will use, but these are relatively easy to come by for free with the 3rd party software and internet at your finger tips.

The next books I would not recommend though must be mentioned because arguably I think the Battletech community would recommend it are the Technical Readout books. These books are a resource for fluff detail on all of the units of a particular era, giving both the background information and the point of the book of identifying which units are available to be used in a particular era. It makes sense that you need this information but there are online resources that provide the same thing in searchable database and personally I found that as a fluff/setting resource they where kind of generic. Its interesting enough to read about the history of your favorite mech, but I didn’t really see them as either necessary or particularly useful books as either setting books or rules books. They where kind of meh to me, but I will admit this is all opinion and zero fact, It seems to me at least that in large part the community for Battletech considers them a very necessary books to own for the game.

The Conclusion

I think Battletech is a great game, a nostalgic trip down memory lane of a game that has lived almost unchanged for 35 years. There is a ton of resources available to the game and one could easily get lost in endless source material, in particular the back story of the game that is about as elaborate as any I have seen.

Sadly however despite this being a very fun experience of exploring an old game with fresh eyes there are many issues with Battletech that make it difficult to recommend.

The first and perhaps biggest issue with Battletech is that its origins as a game made in the 80’s with minimal updates really show through in light of modern game design and modern miniatures game. This is a fairly hefty ruleset built around a tactical game that is ultimately very simple and relatively shallow. Its like playing checkers with a 300 page rulebook, a complicated game, but that complication does not result in a deeper tactical experience, just a very complicated resolution of the rules.

There are many great concepts in the game, in particular the zoomed in cockpit experience, location based damage models and a fairly interesting manipulation of dice roll modifiers via positions and actions taken. The weight of the rules to resolve these concepts however are too demanding with far too many sub-rules and exception based rules creating a metric ton of bookkeeping and administration. The really big offender and result of all this is that the game just takes too long to play, in particular in how it compares to the tactical depth of the game. The average play time of even the most basic Lance vs. Lance game (4 mechs vs. 4 mechs) will take in excess of 4+ hours to resolve and this is just the starting point for the game.

To me personally this is explains why the game lives in relative obscurity despite being based on a fairly noteworthy franchise. Gamers and science-fictions generally know about Battletech, this is not some niche setting, this is a well known and beloved universe. It’s unfortunate that the core game on which the whole thing is founded on is rather lackluster at least in comparison to modern games.

So what is a gamer to do, what is the recommendation here? The answer to me is fairly straightforward. Buy the Box Set and try it. Its a relatively cheap game to get into and you can make a pretty good assessment from this core set alone to determine whether or not its a game for you. I personally think, as has been the case for years, that modern games will look at this game and note that while based on a wonderful setting with some great concepts and ideas going into the mechanic, it is unfortunately a game terminally stuck in the 80’s. What this game needs more than anything if it is to compete and really join the miniature table top game world is a serious revision focused on modernizing the rule set, not necessarily to simplify the game, but to streamline it and most importantly greatly expedite gameplay.

There are some great alternatives to Battletech that I can recommend, first and foremost is Warmachine. Many of the great concepts and ideas that have gone into Battletech appear in Warmachine which is a far more modern and tactically rich game that is also about giant robots. Grant it, its a very different setting but I would argue just as rich and interesting as Battletech.

If you want giant robots, Warmachine has plenty and you will find their models to blow anything ever made for Battletech out of the water. It’s a superior game in every conceivable way and its no slouch when it comes to rules depth. It’s modern, but it’s modern for high level gamers.

Dust Tactics is another game that features giant robots in a alternative universe tactical war game, also an amazing and very modern design that is far more tactically interesting with half the rules weight of Battletech.

At the end of the day, like any miniatures game, the gamer must choose and you would be doing yourself a disservice if you did not investigate Battletech as a option for your table top, but from one gamer to another, as cool as the concept is and as wonderful as the setting is, Battletech: The Game of Armored combat gets a pass from me. It just doesn’t have the modern nuts and bolts I’m looking for in a game and it’s long play time that offers too little tactical depth results in a game that doesn’t have a good time investment vs. tactical depth ratio.