Warcrow: The Miniature Game Core Book

Warcrow March Madness Continues!

The world of miniature wargaming has never been more competitive than it is right now in 2025. New contenders enter the battlefield every year, each vying for a place on our war tables. Warcrow, the latest tactical skirmish game from renowned miniature maker Corvus Belli, already a veteran of the business, is eager to carve out a new niche in this ever-expanding hobby in the realm of fantasy.

As part of Warcrow March Madness, I will do a massive, three-part deep-dive review of Warcrow, including this first part focused on the lore of the game.

Lore for me personally, is one of the most important elements of a good miniature game. I can forgive weak miniatures, I can even forgive weak gameplay to a certain point, but if you don’t have good lore, the other two will not save you. This is why starting with the lore book when reviewing Warcrow is such a fundamentally critical part of this review and of the process of adopting a new miniature game for me.

Each of the three pillars of a good miniature game (Lore, Miniatures, Gameplay) will receive its own dedicated section in the review and individual scores, culminating in a final verdict in the final conclusive article.

We begin with the lore—focusing on the core rulebook, not for its mechanics (we will cover that during the gameplay section), but for the worldbuilding, themes, and storytelling that supplements the game. Then, in part II, we will have a look at the miniatures (hobby) and components of the game. I’ll dive into the miniatures themselves—scrutinizing the quality, artistry, and overall build-and-paint experience. Finally, we (my gaming club and I) will put the gameplay to the test, running Warcrow through its paces to see how it fares in the vast and competitive ocean of miniature wargaming.

A new game, a fresh challenge—let’s get to it.

First Impressions

When my package from Corvus Belli arrived, one thing immediately stood out—the Warcrow core rulebook. I knew that lore would be the first and perhaps the most important pillar of this review, so seeing a big centerpiece like this was a positive sign. If I was going to get excited about this game, the setting needed to hook me from the start. Lore isn’t just important—it’s the beating heart of a great wargame and frankly, it’s a deal breaker with me when it comes to the long-term adoption of a miniature game, a game must succeed here! The best way to deliver it? A hefty, art-laden, glossy tome that sparks the imagination and makes you want to dive in is a pretty good start.

I’ve always been upfront about why I love Warhammer 40k. It’s not because of the rules, but because of the rich, sprawling universe behind it. 40k thrives on its lore—its epic backstory, its deep history, and the sheer volume of high-quality books that fuel the experience. Without them, I doubt I’d ever have picked up a single model. In many ways, the stories behind the game, are the real game. They create the emotional investment that keeps me coming back for more.

My friends and I are already playing the Warcrow Adventure Game so I had already become a little familiar with the setting before I started looking into Warcrow the miniature game.

So when I cracked open the Warcrow core rulebook and saw Corvus Belli making this massive effort and commitment to worldbuilding, I was immediately excited and impressed. This book isn’t just a rulebook—it’s an invitation into a new world.

In a word, Warcrow had me at hello. More specifically, at…

“Lindwurm is being ripped apart.”

Art, Layout, and Content

Before we dive into the substance of this book, let’s take a moment to appreciate its presentation—because Warcrow’s core rulebook wasn’t written to be a manual; its purpose is a starting point to a grander, lore-driven experience.

From cover to cover, this book is a visual feast. The art direction is immersive and consistent, blending stunning art, and painted miniatures with richly detailed maps that breathe life into this imagined world. This is a fully realized setting book. While its primary focus is on factions, militaries, and the conflicts that define them (as expected for a miniature wargame), it also sneaks in the kind of deep world-building that could just as easily serve as the foundation for an RPG.

And that’s where Warcrow sets itself apart from previous fantasy war game efforts my group has tried. This book isn’t just for tabletop generals—it’s a lore reference brimming with answers to the kinds of world-building questions that storytellers, story lovers and role-players crave. Who holds power? What organizations shape each faction? Who are the famous heroes? How does the justice system work in this world? While not all of this information is necessary for the battlefield, it enriches the setting, making it feel like more than just a backdrop for wargaming—it feels like a living, breathing world with room to grow.

More importantly, it shows that Corvus Belli understands its audience and perhaps better to say, their responsibility to their audience. Miniature wargamers and role-players don’t just overlap—they’re often one and the same. The best tabletop settings thrive when they invite players to engage beyond the battlefield, and Warcrow does just that. Case in point: Warcrow: The Adventure Game is already out (which my group is currently exploring), and I wouldn’t be surprised if a full-fledged RPG set in this universe is under discussion. This book feels like the first step in something much bigger—perhaps even a world that will expand with novels, army books, and more.

Having nice art in a lore book for a miniature game is great, but what we want to see is the miniatures and Corvus Belli has done a great job of maximizing this approach in the book. You can say whatever you like about the game, the books, and the setting, but there is no way you can look at minis like this and not be blown away. They are stunning!

It’s also worth noting that the actual rules of the game only take up about 60 pages of this 360+ page book. And for those who just want the rules? They’re available online for free (HERE). That alone deserves a round of applause. Corvus Belli clearly understands the difference between simply publishing a miniature game and crafting a miniature game experience. Yes, we need free, accessible rules, the obvious is obvious—but we also need this.

This book is a love letter to Warcrow’s world, a statement of intent that this setting is here to stay. And honestly? That’s exactly what I want from a game like this. In fact, I would go so far as to say that if you want to capture a miniature war gaming audience that predominantly cut its teeth on 40+ years of Games Workshop products like Warhammer 40k, Warhammer Old World, and Warhammer: Age of Sigmar, doing it this way is a requirement. It’s a fantastic way to kick off a miniature war game.

The Battlefield Connection

One common criticism that I have with many miniature games and one I thought I was going to have to make with Warcrow is the lack of meaningful, lore-driven battle scenarios. In Warcrow the core book offers only three general scenarios (Take Positions, Consolidated Progress, and Fog of Death), but this is misleading and acts only as a small sample of what is possible and what is intended for the game. You have to explore beyond this book to get that understanding, so I will say it probably would have been a good idea to be more explicit about this intention in the core book.

I was, and you will be too, pleasantly surprised after opening the Winds of the North starter box that inside was an introductory booklet with a story-driven mini-campaign. The introductory set offers a 3-part battle scenario in which the two armies (The Hegemony of Embersig and The Northern Tribes) fight it out using story-inspired battles with unique objectives, mechanics, and even post-game stories. This was an awesome indicator of not only what we can expect from Warcrow so far as battle scenarios go hinting to potential campaigns or scenario books, but also what is possible within this design space. It’s exactly what I wanted to find within the pages of the core book and while it wasn’t there I was glad to see that Corvus Belli understood that something like this was needed. I can’t wait to try these scenarios and I can’t wait to see what Corvus Belli comes up with in future releases!

Seeing Warcrow take this approach and make it a standard part of the game is music to my ears!

When a miniature game lacks granularity in the types of battle scenarios and dynamics in battle scenarios available, the result is that you end up having a great introduction to the game as a sort of demo or learning-to-play experience, but once you dive deeper into the game, you find diverse experiences are absent. Shatterpoint is a prime example of this, if you have played it 3-4 times, you have seen everything you’re going to see as far as battle scenarios go, there just isn’t much to explore. It gets boring fast and good mechanics aren’t going to save you from that!

Factions

A great miniature wargame lives and dies by the strength of its factions. The best ones offer a diverse range of playstyles, ensuring that every player can find a faction that resonates with them—one that becomes their battlefield identity. There is a lot more to it than that of course, but generally speaking, most players are going to pick a faction based on aesthetic and lore.

In Warcrow, choosing your faction is both an exciting and difficult decision. Your choice isn’t just about gameplay (perhaps not at all)—it’s about theme, aesthetics, miniatures, and lore, all of which the book explores in meticulous detail. Corvus Belli has done an excellent job of fleshing out each faction, providing players with rich descriptions that make it easy to discern the different sides. And with multiple compelling factions to choose from, there’s something here for everyone.

What truly sets Warcrow apart in my opinion is the sheer depth and richness of its faction lore. These aren’t just generic fantasy archetypes or brief write-ups—each faction is a fully realized nation with its own culture, history, and agenda. And notably, every single one of them has a grudge against someone else, ensuring that Warcrow is a powder keg of conflict waiting to ignite, fuel for building stories around your Warcrow matches. Even within a faction, there is potential for civil war stories and internal strife.

At the same time, Warcrow leaves plenty of space for creative players to put their own spin on things. The writing doesn’t just present rigid lore—it invites expansion, making room for homebrew sub-factions, personal interpretations, and player-driven storytelling. It’s reminiscent of Warhammer 40K’s Space Marine chapters—what’s in the book is just the beginning. The real potential lies in what player’s imaginations bring to the table. The writing even drops subtle hints and unanswered questions, suggesting that there’s more to this world than what’s on the page. I would imagine it as a way to set up for either future factions or sub-factions they might release later.

The Warcrow Adventure game has given us some advanced insight into the miniatures for all the factions, it’s clear from both the advertisement art and the cartoon style of the miniatures that the intent is for them to be bright and colorful, rather than grimdark. I love the look, but I have to admit, I’m a bit intimidated by the prospect of painting these miniatures.

I initially considered doing a detailed write-up of each faction’s lore, but after drafting one, I realized something: it felt like a terrible spoiler. A huge part of this book’s magic is the discovery of the lore—that feeling of unraveling a world piece by piece through a great read. So instead, I’ll keep things reasonably vague and focus on each faction’s aesthetic appeal, leaving the deeper mysteries for you to uncover yourself.

What I will say is this: Warcrow delivers a flawless execution of a lore book. I devoured every inch of it, and I do not doubt that any fantasy fan will fall in love with this world. It’s a fabulous read from cover to cover, deep with potential for further exploration.

Is It a Generic Fantasy?

I want to address a common criticism I’ve encountered in the course of my research of this game. Many comments proclaim Lindwurm a “generic fantasy.”

I simultaneously agree and wholeheartedly disagree. It’s evident that the creators of this setting understand the delicate balance required in fantasy world-building: adhering to certain tropes to maintain familiarity without veering into the realm of the overly bizarre. Tropes and clichés serve as foundational elements in this fantasy, providing an essential aesthetic that resonates with audiences and some solid footing so that the fantasy does not transition to silliness. The inclusion of classic archetypes like Elves, Dwarves, and Orcs doesn’t render a world generic; rather, it demonstrates an understanding of the genre’s core appeal. Omitting these elements could alienate fans who seek the comfort of these familiar motifs—a fact consistently evidenced since Tolkien’s creation of Middle-earth. I for one am glad that Corvus Belli understood this about their audience and worked within the confines of expectations. It does however make it easy to simply say, yes, there are Elves, Dwarves, and Orcs, it most certainly is a Tolkenisque, traditional fantasy world. But is it generic?

I’m a bit traumatized after my experience with Runewars, a fantasy miniature game that was released back in 2017. I was equally excited about that game, but where Runewars failed catastrophically was in the presentation of the world. It was also described by most reviewers as an uninspired and “generic fantasy” and arguably one of the key reasons the game failed to take off.

We have seen how some fantasy settings try to distinguish themselves and stray from the norms, Age of Sigmar immediately comes to mind where there is so much bizarre stuff, I find it disconnects me from the setting, leaving it, despite all of the creativity written into it, rather flat and uninspired in the arena of lore. There is fantasy and then there is Gonzo. Perhaps that is unfair, perhaps expanding the premise of fantasy beyond Tolkien’s tropes is something we should see more of, but the reality is that writers and games do this all the time. You haven’t heard of them, because they haven’t been successful which underlines the reality that in the absence of these established tropes lays obscurity. If you want to make a successful miniature game, you have to understand how this works and I’m glad that Corvus Belli did, even if it does come off as a bit generic sometimes.

That said, Warcrow fantasy puts a twist on just about everything bucking expectations and even traditions in a few places just enough to make it interesting. These factions while representing familiar aesthetics are anything but predictable or generic in my opinion. The Northern Tribes for example might look like typical D&D Orcs, but they are neither evil, savage or cruel. They are in fact free thinkers, just, honest, and honorable. This doesn’t mean the trope is broken outright, but clearly, the writers understand that when you create a new setting there is a difference between breaking expectation and smashing it for smashing its sake. There is a kind of respect for established fantasy in the writing, one might argue it is a miniature game setting written by fantasy fans for fantasy fans. As a whole, it just feels good to read.

I would argue – generic? -no, familiar? – yes

The Hegemony of Embersig

The Hegemony of Embersig is an army of diversity and it endeavors to be a versatile and adaptable faction, a sort of jack of all trades but master of none.

The Hegemony of Embersig marches under the black and gold banners of the Black Legion—the ironclad military arm of the Hegemony and the force you’ll command on the battlefield if you choose this faction. This army is a fascinating fusion of Human, Elven, and Dwarven influences, offering a rich, multicultural aesthetic that stands apart from more homogenous factions.

Visually, the Hegemony’s army strikes a perfect balance between industrial grit and old-world grandeur. Imagine a touch of steampunk woven into a tapestry of imperial and Victorian-era design—something that immediately reminded me of Dishonored (a classic PC game). It’s a look that feels both refined and battle-worn, familiar yet original.

I think I would best describe the Hegemony as a sort of new expansionist empire trying to find its legs forming from three different troubled cultures. It’s a cool concept and I think it works well in the confines of the history of Lindwurm, making it a faction ripe for conflict and a perfect fit for a war game.

The Hegemony is one of the two factions featured in the Winds From The North two-player starter set, which serves as the foundation for this review. While I have only peeked behind the curtain at this point (quite intentionally), the faction’s art, lore, and overall vibe already have me hooked. If I sound a bit biased, well… it’s probably because I am, I’m fairly sure this is going to be the faction I paint.

Aesthetically, this faction is a winner, and I think it’s a brilliant choice for a starter army. The black and gold color scheme is striking, I expect easy to paint, and will look fantastic on the tabletop—what more could you ask for?

The Northern Tribes

The Northern Tribes look to be all about getting into melee combat and bringing the pain, likely sacrificing its defense in the process. A cliche it might be, but it will suit a lot of players, especially those who just want to get down to the business of chucking dice and dealing damage!

The second faction in the Winds From The North two-player starter set, the Northern Tribes, is essentially the game’s “Orc faction.”

Complaints about the inclusion of generic fantasy tropes aside, Warcrow nails it with the Northern Tribes, aka, the Orc Army. Their aesthetic is a fantastic blend of Viking and savage barbarian influences, which feels like a natural place for Orcs. But instead of the usual grim, muddy tones, these warriors burst with color—serene blues and greens that evoke a sense of wild beauty. It’s a visual style that clearly pulls inspiration from beloved franchises like World of Warcraft while still bringing in fresh, original ideas, like the fearsome skin-changers.

These Orcs don’t just look strong; they feel like brutal, larger-than-life warriors bred for war. Massive weapons, thick pelts, and bone-laden armor make them stand out on the battlefield, and I’m practically biting my tongue trying not to gush over their lore. The write-up on the Northern Tribes was so good, that I read it twice, they are Orcs, but these are not Orcs you might assume they are from the pictures. There is depth to this culture and to their ambitions. In a sense, one might read this lore and fully conclude convincingly that these are the good guys!

This faction looks like it will be an aggressive, in-your-face force and it’s easy to see why they were chosen as one of the flagship forces for the starter set. You always need a nice, strong, melee faction in every miniature game and it’s a good call to include it in the starter set, as I find the traditional “beat ’em up” faction is popular with miniature war gamers.

The Syenann

If you are interested in running the Syennan, you won’t have to wait long as this faction is currently being released and will be available for purchase any day now.

The Sÿenann is the quintessential wood elf faction in Warcrow, deeply connected to nature and embodying classic archetypes like Rangers and Druids. Renowned for their speed and agility, they are described as “the most lethal warriors in all of Lindwurm.”

Their aesthetic features nature-inspired elements, with deep greens, browns and subtle yellows, complemented by unique natural enhancements such as wings, elaborate cloaks, and a nature-infused magical aesthetic with minimalistic attire. The faction boasts a deep connection to magic as one might expect from an elf faction, so I think it’s reasonable to expect to see some serious spell-casting and trickery out of these guys.

The faction is organized into sub-factions or lineages, suggesting the potential for unique color schemes and specialized units in the future, including several distinct leaders representing these groups. As the faction develops, I anticipate that their forces will incorporate beasts of the natural world into their army, but that is just my prediction and maybe a subtle hint for Corvus Bellii! Reflecting the intrinsic connection between nature and the animal kingdom in fantasy settings, the Syenann so very obviously fit this troupe and I hope they don’t attempt to break expectations here, we want this… we need this, give me an elf riding a bear or something bad-ass like that!

While details are trickling out about this pending release, it’s plausible to expect the Sÿenann to excel in archery, emphasizing fast movement, effective ranged attacks, and guerrilla tactics based on the lore and the imagery. While their design and lore make them another staple fantasy troupe, like all of the other factions in Warcrow, many twists and turns in their lore make them substantially more interesting than just “The Wood Elves” of Warcrow, despite their clear role as such.

Scions of Yaldabaoth

Every miniature game needs an indisputable bad guy faction and Scions of Yaldabaoth are that and much more. The miniatures are already available if you are playing the Warcrow Adventure game and it’s expected the factions-faction cards are coming soon.

Once the proud rulers of an elven empire that dominated Lindrum, the Scions of Yaldabaoth have clawed their way back from the brink of oblivion. Crushed, broken, and thought long dead, they rise from the ashes—not as saviors, but as nightmares. Fueled by dark sorcery and the whispers of ancient, forbidden power, they seek not just vengeance but total domination. If Warcrow has a true villain faction, the Scions wear that mantle with pride.

But they are far more than just the “evil” faction. Like the Hegemony, the Scions of Yaldabaoth are a diverse and terrifying force, a grotesque coalition of corrupted beings. Their ranks twist and contort with fallen Elves, enslaved Orcs, tormented Goblins, and all manner of unspeakable monstrosities—some once-living, others barely clinging to existence, and many more that defy classification altogether. This is not just a horde of the undead; it is a nightmarish carnival of the damned.

For anyone claiming Warcrow is just another generic fantasy wargame, the Scions stand as a defiant counterpoint. Their aesthetic, lore, and sheer thematic weight make them one of the most unique factions in the game. They are deeply entwined with The Fog, a pervasive, malevolent force that both fuels their dark magic and looms over the entire setting of Lindrum. It is corruption, it is power, and it is mystery—a force that will almost certainly shape the unfolding narrative of Warcrow in ways we have yet to fully comprehend.

As for how they will play? That remains to be seen in full, but the hints we’ve gathered so far suggest a force defined by overwhelming magical prowess, devastating monstrous units, and an endless tide of nightmarish minions. Expect to see elite, supernatural warriors commanding swarms of skeletons, cursed beings, and abominations drawn from the depths of The Fog itself.

Like all Warcrow factions, the Scions offer rich opportunities for sub-factions, specialized warbands, and legendary figures. We’ve already met some of their most terrifying champions in the Warcrow Adventures board game, where they serve as the primary antagonists in the core campaign. If that’s any indication of what’s to come, this faction is going to be an absolute force to be reckoned with.

And the miniatures? Simply stunning. One of our group members has already begun painting his Scions warband, and it would be an outright crime not to showcase his work. Expect to see these horrors hitting the tabletop soon—and expect them to leave a lasting mark on the battlefield.

For fans of dark fantasy, villainous armies, and eldritch corruption, the Scions of Yaldabaoth are shaping up to be the faction to watch.

Feudom

When it comes to fantasy worlds, there are unspoken rules to follow and one of them is that you need to have a standard, human, medieval kingdom faction. Generic? Boring? Predictable? Maybe, but I would argue necessary.

Among the factions of Warcrow, Feudom remains the most enigmatic—less shrouded in mystery than simply lacking in revealed details. Yet from what we can gather from the lore, Feudom stands as the quintessential Empire of Man faction. Chivalry, faith, and the rigid order of medieval society define their place in Lindrum. If Feudom had an aesthetic, it would be one of polished steel, pristine banners, and the unwavering march of soldiers into battle.

Of all the factions, Feudom is the one most often criticized for being “generic,” and while I understand the sentiment, I’d argue that a knight riding a griffon is hardly mundane. That said, there’s no denying that at first glance, the faction leans heavily into well-trodden fantasy tropes. Heavily armored warriors, noble lords, and battle-proud clerics wielding the authority of the divine—these are the standard bearers of classic fantasy. If you were to take their miniatures and place them alongside knights from any number of wargames, you might struggle to tell the difference were it not for the outstanding quality of Warcrow models.

That said, Feudom’s strength may lie not in its originality, but in its execution. The faction’s design isn’t about breaking the mold—it’s about perfecting it. The models exude refinement, with dynamic action poses that breathe life into what could have been just another row of stoic warriors. Where other factions revel in corruption, sorcery, or monstrous excess, Feudom stands as a bulwark of human ambition, discipline, and unwavering martial tradition.

One of the most promising aspects of Feudom is its internal diversity. The Duchy of Levanesse, the Lands of Losna, and the County of Landry are just a few that bring distinct medieval and imperial influences, each with their own heraldry, colors, and cultural flavor. For hobbyists, this opens up a wealth of creative opportunities—painting and customizing armies based on these different regions allows for a deeply personalized force, even within the constraints of a traditional aesthetic.

At the end of the day, Feudom is a faction that needed to exist. In a game as rich in dark fantasy, corruption, and eldritch horror as Warcrow, a stalwart human empire serves as the natural counterbalance and a nod to human centricity. They are the shining steel in a world threatened by darkness, the disciplined legions standing firm against the unnatural, exotic, unusual, and “inhuman”. And while they may be the most traditional faction, that doesn’t mean they won’t play a pivotal role in Warcrow’s evolving narrative. In fact, it’s probably likely that the timing of their release has to do with the incoming lore expansion.

They may not be the flashiest, but they are the foundation, though I have to say it was a wise choice that this was not one of the launch factions. While we need traditional human warriors in a fantasy game, it has been done so many times in so many games, that it would have been rather predictable to do so.

Mounthaven

Mountahaven Dwarves are not exactly fighting the argument that Warcrow is a generic fantasy game. But the artistic style, well-written lore, and attention to detail that fans of fantasy Dwarves love found in this book are all a nod to fans. Mounthaven dwarves were written for fans by fans, that much is clear.

Deep beneath the surface of Lindwurm, in halls carved from unyielding stone, the dwarves of Mounthaven have been watching. Waiting. Plotting. For millennia, their forges have burned, their scholars have chronicled the shifting tides of history, and their seers have studied the arcane rhythms of the world. Unlike the other factions that scramble for power in the present, the dwarves of Mounthaven play the long game—a grand strategy woven across centuries, with one singular goal: dominion.

Mounthaven dwarves are masters of industry, magic, and war, a people who blend traditional craftsmanship with arcane precision and technological ingenuity. They see the world as something to be understood, harnessed, and ultimately ruled. For them, the great cycles of magic are not mysteries to be feared, but tools to be wielded. Theirs is an empire not of fleeting conquest but of inevitability.

Now, let’s be clear—Mounthaven dwarves are not here to reinvent the wheel, nor do they need to. To say they are just another dwarf faction would be a disservice to the rich culture and storytelling effort behind them. Are they bearded, resilient, and clad in heavy armor? Of course. Do they wield axes, hammers, and shields with unwavering discipline? Absolutely. But within that familiar framework, they carve out their own identity.

Their aesthetic leans heavily into the fusion of magic and machinery, much like the dwarves of World of Warcraft or Warhammer, but with their own meticulous edge. Their culture is one of relentless refinement, where knowledge is as valuable as steel, and no resource—be it magical or material—is left unexploited.

While they may be one of the last factions to arrive in Warcrow’s release cycle, Mounthaven is not an afterthought. If anything, their late arrival only reinforces the notion that they have been preparing for this moment all along. And when they finally emerge from their subterranean citadels, they will not come as upstart conquerors—but as the rightful architects of Lindwurm’s future.

If you love fantasy dwarves, Mounthaven will give you everything you could want.

Other factions and sub-factions

There is no question in my mind that buried in the lore and the various myths and stories in this book are all setups for a wide range of potential sub-factions and even faction combinations. You have to remember that this is not an army-level game, this is a tactical skirmish scale game and in that, we can expect a more dynamic and flexible structure built into the faction and sub-faction army construction.

My guess is that we are going to see a lot of things we can even begin to anticipate at this point and that is a wonderful feeling when getting into a new miniature game. I won’t speculate, but I do have high hopes for expansion.

Conclusion

The Warcrow Core book is an exceptional setting book, ripe with fantastic stories, a mixture of classic tropes, and plenty of new unique fantasy. Its quality of writing is undeniable and there is no question in my mind that the world of Lindwurm has the potential to one day become a household name.

This book however is just the beginning, a mere tip of an exciting iceberg. It’s very easy to get excited by the hype and novelty of a new game with a new setting, but there is a long road between a great start like this book and the established longevity of a fantasy setting that can stand the test of time. It remains to be seen if Corvus Belli can create a franchise out of Warcrow that can stand the test of time. There is still much work to be done.

The criticism that Warcrows world of Lindwurm is a generic fantasy I think is unfair but not entirely inaccurate. You have your Elves, your dwarves, your undead, and your human empire, and while each has a distinct personality, this is not a fantasy world that will subvert your expectations or challenge classic fantasy tropes. It is very much a traditional fantasy world with inspiration drawn from established modern fantasy franchises. If you are looking for something truly original, Lindwurm may disappoint you.

I would argue that what Corvus Belli has done here is to create a fantasy setting that is fresh and interesting, but wisely uses established and beloved tropes that ensure that the people who play these games get what they want. It has its twists and turns to ensure you are drawn into the setting, but it also doesn’t chuck decades of established fantasy tropes out of the window just for the sake of originality, and to me, this is a good thing, not something for which the game should be criticized.

The Verdict

Final Score: 4.5 out of 5 Stars!

Pros: From the quality of the book itself to the art, to the writing and organization of the book, it’s nearly pitch-perfect.

Cons: This book has a very clear audience, it’s for fans of established fantasy tropes and traditional fantasy which it does very well. It will not however subvert your expectations.

Warcrow March Madness!

The time has finally come! I’ve been counting the days to March 1st for two grand reasons. First, I’m embarking on a much-needed, well-earned one-week vacation—because even warriors must rest. But far more importantly, this blog for the entire month of March is going to be fully devoted to Warcrow, Corvus Belli’s latest foray into the realm of miniature warfare. That’s right, war gamers—March is Warcrow Month!

Warcrow Adventures gave us a taste of the setting, mechanics, and miniatures that would pave the way to the miniature war game. All I can say as first impressions go, these miniatures are impressive!
What is Warcrow? Who are Corvus Belli? And Why Should You Care?

If you’re familiar with the legendary skirmish game Infinity, then you already know that Corvus Belli, the Spanish masterminds behind it, are among the best in the business. If you don’t know that…well now you do!

Corvus Belli’s reputation is built on the quality of its products and stellar game design, especially its Infinity miniature war game that boasts outstanding artistry and some of the richest war game mechanics you’ll find anywhere. I would personally argue few miniature lines can compete with giants like Games Workshop, but Corvus Belli I think would be on the shortlist in such a competition.

Where Infinity brought us into the high-tech, cyberpunk future, Warcrow, Corvus Belli’s latest venture plunges us into the heart of a brand-new fantasy world—the world of Lindwurm. This isn’t just a skirmish game; it’s the gateway to an entire setting, filled with breathtaking miniatures, deep lore, and even a cooperative adventure game that introduces the setting in all its mystical glory.

Infinity is no slouch in the artistry of miniature and miniature war gaming. I mean come on, a bear marine swinging a war hammer, that is badass!

This is a big deal because when it comes to the fantasy genre in miniature war gaming, while there is a lot of selection available if you look a little closer at what is happening in the miniature game business you will realize that it’s actually pretty slim pickings out there. You have GW’s Old World which is essentially an old relic unnecessarily revived and their gonzo fantasy Age of Sigmar, I would argue a watered-down version of Warhammer 40k. Beyond that, you have a whole bunch of games that are already dead or dying as products. Strictly speaking, in the fantasy space there is not much to hang your hat on, so for Corvus Belli to step up and deal themselves into this market, given their reputation for quality products, it’s a big deal.

While infinity minis are mostly metal, Warcrow is exclusively plastic miniatures. This is a big plus in my book, I’m not going to go so far as to say I hate painting metal miniatures, but plastic has so many advantages and none of the drawbacks of metal.
How Did We Get Here?

From the moment Warcrow was announced, my local gaming group has been enthralled. We dipped our toes into the world with Warcrow: The Adventure Game, and from the first dice roll, we were hooked. The evocative setting, the stunning miniatures, the whisper of forgotten magic—it all coalesced into something special. That passion has only grown, leading us to this moment—the full release of the skirmish game itself and an opportunity for a fresh start in a new, modern miniature war game.

When a game generates this much hype in a group of seasoned hobbyists like us, you know something magical is brewing. Not only has it fueled our get-togethers and gaming nights, but it has also ignited a fire in me as a blogger.

Hype is great, but long-term support matters more. Our club once embraced A Song of Ice & Fire the miniature game, only to be let down by CMON’s poor management of the game. For a game to thrive beyond the excitement of novelty, the company must nurture it well after the initial buzz fades.
A Sponsored Review

One of the unique privileges of running this blog is having a voice in the community. Every so often, that voice catches the attention of game companies looking for exposure, sending review copies in hopes of coverage. While I appreciate the offers, I always remind my readers and would-be sponsors that I’m not a professional critic, nor is this blog a business. I write purely out of love for the hobby, driven by an insatiable need to spill my thoughts onto the page.

This is usually enough to discourage would-be sponsors but Corvus Belli is a very different kind of company and they very politely insisted. I believe this is because Corvus Belli is a company that doesn’t just want hype, they want to ingratiate themselves with gaming groups and clubs, serving the culture and fans just like you and me. Corvus Belli is a company made up of gamers, making a game out of the sheer love of the hobby and it shows.

Thanks to Corvus Belli’s support, the local gaming club is already putting miniatures on the table, building the momentum that we will need for successful adoption by our members. Even as I write, this battle is taking place!

That’s why Warcrow Month is happening, I feel very privileged to have a great company like Corvus Belli sponsor our local gaming scene, and seeing how excited everyone around here is for Warcrow, I accepted their very generous offer of providing review copies and I’m happy to make a big show of it in my local scene and on this blog.

Warcrow March – Overview

For the entire month of March, this blog will be dedicated to Warcrow—from the thrill of unboxing to a final verdict on Winds of the North and the various supplements released so far. Expect battle reports, deep dives, and plenty of tactical musings as we journey through the world of Lindwurm.

My first mission this week is to review the core rulebook, though I have to come clean I have cheated and already read it cover to cover. I couldn’t wait. First impression! sooooo good….

But this isn’t just my adventure. In a rare and welcome twist, members of my local gaming club are volunteering to join the writing expedition! Some of them will be penning their own articles on this blog, sharing firsthand experiences and insights. This means you won’t just get one perspective—you’ll witness a full-fledged campaign of discovery as we put Warcrow through its paces.

Now, let’s be clear: we’re excited, but we’re also gamers—and gamers are a critical bunch, especially my rambunctious crew. No promises of favoritism have been made to Corvus Belli. This is not a sales pitch. We’re here to test the game, explore its strengths and weaknesses, and see if Warcrow truly delivers on its promise.

I’m super excited, let’s do this!

On The Table: Tyranids and War

It seems this blog has been overrun by the tendrils of the Great Devourer, but can you blame me? Right now, my time is consumed by Warhammer 40K—reading, painting, playing, and of course, scheming. The Tyranid Hive Mind has sunk its claws into my thoughts, and today I want to share my experiences piloting this ravenous xenos swarm over the past month.

The Growing Hunger: My Tyranid Army

My Tyranid force has been gestating for quite some time, but I’m finally at the point where I consider it battle-ready. With approximately 3,000 points amassed, I have more than enough chitinous horrors to field a devastating army. Of that, I have 1,200 points fully painted—my initial goal, now achieved. Victory, however, is fleeting, and there are always more biomorphs to birth from the spawning vats.

It’s worth noting that I am a casual player—one of the many who enjoy Warhammer 40K outside the cutthroat world of competitive tournaments. My local gaming group shares this philosophy; we play for the spectacle, the narrative, and the thrill of the dice roll rather than a rigorous adherence to the tournament meta. Some of our armies might not even be fully legal by the cold scrutiny of Matched Play, but we don’t care. We field what we think is cool, and we revel in the carnage that follows.

Warhammer 40K tournaments and competitive play are an alien concept to me; I find them as bizarre as competitive D&D or speed reading. I feel like people are missing the point of the activity. Not to disparage those who play competitively—I just don’t get the attraction

That said, there are some things I’ve observed while commanding the Hive Mind that contrast with the prevailing wisdom of the online discourse. Consider this a perspective from the battlefield trenches rather than the sterile halls of theory-crafting.

The Devourer Hungers: Tyranids Are Strong—Perhaps Too Strong

If you look at the cold data, Tyranids boast a modest 51% win rate in tournaments—decent but not overwhelmingly dominant. And yet, in my hands, they feel far more oppressive than those numbers would suggest.

This isn’t just about strong stat lines or army synergies. It’s about the sheer aggressive, suffocating nature of the Tyranid swarm. When I craft my lists with even a modicum of min/max intent, I find myself creating something monstrous—not just in lore but on the tabletop itself. If I truly optimize my lists to prey upon my opponents’ weaknesses, the ensuing games can become one-sided massacres rather than balanced engagements.

Take, for example, the Vanguard Onslaught detachment—an absolute nightmare for any force unprepared for early-game aggression. This build emphasizes hyper-lethal infiltration tactics with units like Genestealers, Von Ryan’s Leapers, Deathleaper, Lictors, and Mawlocs. These creatures are cheap, fast, and capable of flooding my opponent’s deployment zone on turn one. If I seize the initiative, I can eliminate entire units before they even get the chance to act. This level of pressure fundamentally alters the flow of the game, forcing my opponent into damage control rather than strategic play.

The Broodlord on a tactical surfboard is a decent unit, but when paired with the vanguard onslaught detachment and a unit of genestealers, the combination is lethal. Finding such optimized combinations is easy, but resisting the urge to spam them to create killer lists is hard.

Even in the best-case scenario for my opponent, my initial wave is just the beginning. Those early sacrifices are a blip on the Hive Mind’s tactical awareness—mere biomass expended for board control. The true monsters lurk in the shadows of my deployment zone, ready to emerge once the enemy’s cohesion has been shattered. And by that point, I’m often so far ahead in points that the rest of the battle is merely a formality.

I believe most if not all armies in Warhammer 40k have the potential to create that killer list and you have to be careful when exercising this type of optimization.

This leads me to my first major realization:

Lesson One: The Pitfalls of Min-Maxing in Casual Play

One of the most common complaints about Warhammer 40K is how it can feel uncompetitive—where games devolve into brutal, one-sided affairs that aren’t enjoyable for either player.

This is hardly unique to Warhammer. I’ve played many games that, while well-designed, can be easily “broken” by min/max tactics. Dungeons & Dragons, for example, allows for highly optimized characters that can trivialize encounters, just as Magic: The Gathering has decks that can steamroll casual playgroups. Warhammer 40K is no different. Its asymmetrical, complex game design means that if you want to push the mechanics to their limit, you can—and if your opponent isn’t operating on the same level, the game will feel unfair and frustrating.

And so, the simple solution: Don’t do that.

There is a lot of youtube content dedicated to narrative play and lore, in fact, it’s mostly that. I believe the reason for that is that most players are seeking “the story experience” inherent in Warhammer 40k. It’s instinctual for gamers however to want to play to win, driving the game down a road of optimization and the inevitable and often incurable discovery that the game is easily broken.

If you’re playing in a casual environment, recognize the expectations of your gaming group. If people are building for fun rather than optimization, then bringing hyper-efficient, min/maxed lists is going to drain the joy out of the experience. The game isn’t “broken”; it’s just not designed for that kind of play at every level. Adjust accordingly, and Warhammer 40K remains the grimdark battlefield it was meant to be—one where the struggle is thrilling, the battles are memorable, and the dice gods decide the fate of the Imperium.

Tyranids at 2,000 points

Another realization I’ve had—one that was strongly reinforced by my recent battles—is that 2,000 points is simply too much.

For comparison, I recently played a 1,000-point battle against an Aeldari player in my group, and it was an absolute blast. The game took about three to three and a half hours, featuring dramatic momentum shifts, tactical plays, and the thrilling uncertainty of victory until the very end. It felt right—tense, engaging, and well-paced.

Then, I played a 2,000-point game against a combined Adepta Sororitas and Deathwatch army, and it was an entirely different beast. The match dragged on for nearly seven hours—a grueling, exhausting endeavor. While I certainly enjoyed it, there was no additional benefit to the experience—no grander strategic depth or heightened excitement. It was simply the same game, but twice as long.

Lesson Two: 1,000 – 1,200 Is the Sweet Spot

The verdict, at least for me, is crystal clear: Warhammer 40K is not a 2,000-point game. It shines at 1,000 points, perhaps 1,200 if you want a bit more heft. Even for truly epic engagements, 1,500 points should be the absolute cap. I have zero interest in ever playing a 2,000-point match again.

At 1,000 points, list-building is more of a challenge. You can’t just pile in every overpowered unit to create an unbreakable force. You’re forced to make tough choices, include suboptimal units, and rely on actual battlefield tactics rather than just raw power. The result? A game that emphasizes execution over list optimization.

At 1,000 points you are going to fill a table with units, but you are going to have to make a lot of concessions, which is true not just about Tyranids but any army. Baseline units become a lot more relevant and you are going to have to pull from your codex units you might not even consider otherwise.

I won’t go as far as saying Warhammer 40K is better at 1,000 points, but it is certainly more challenging—and in my experience, that makes for a far more rewarding game.

Conclusion

My recent gaming experiences with Warhammer 40K have been enlightening—not because the game itself has changed, but because my perspective on gaming has evolved.

I’ve come to realize that Warhammer 40K, much like Dungeons & Dragons and Magic: The Gathering, is a far better game than I sometimes give it credit for. My past critiques often stemmed from failing to distinguish between playing for fun and playing purely to win.

Warhammer 40K can be a miserable experience if you exploit its easily abusable mechanics—just as D&D can be ruined by power-gaming and Magic: The Gathering can be broken with over-optimized decks. If you go out of your way to highlight a game’s flaws, you’ll find them. But if you approach it with a more relaxed, narrative-driven mindset, the game truly shines.

This, I believe, is the secret to Warhammer 40K’s enduring success. Many miniature games are designed with a clear win/loss structure in mind—similar to board games. But Warhammer 40K belongs to a different tier of games, where the experience itself is what truly matters. D&D is about storytelling, Magic: The Gathering is about deck-building creativity, and Warhammer 40K is about immersing yourself in an epic, cinematic sci-fi conflict.

Youtube is filled with people making content about how to make the best D&D character builds, building the most killer Magic: The Gathering decks, or creating the perfect X army list in 40k. In my humble opinion, these sorts of approaches to the game are self-defeating because the same people that create this content, also create the “D&D is broken” content.

Yes, it’s a wargame where victory matters, but winning isn’t the point. It’s about the lore, the unpredictable turns of battle, and the sheer spectacle of massive armies clashing on the tabletop. When you embrace that, the game transforms into something far greater than just another competitive wargame—it becomes an experience.

And with that realization, I find myself more enamored with Warhammer 40K than ever before. It’s as if I’ve finally discovered the game for what it was meant to be, and I was simply missing the point before. This revelation has been nothing short of eye-opening.

The Hive Mind is always hungry—but now, so am I… for more battles, more stories, and more unforgettable moments on the battlefield.

Rules Lawyer – Warhammer 40k 10th edition: Understanding The Benefits of Cover

One of the most confusing rules in Warhammer 40k, 10th edition, is The Benefits of Cover rule, specifically how you resolve wounds and today we are going to tackle that problem. We are going to use logic, our understanding of the English language, and everything that has ever been said about it officially in the rules to try and get it right…. hopefully…. maybe…

Ok so disclosure time, strictly speaking, while I take a crack at it here from rules as written perspective, the truth is that I’m uncertain that this is the way the rules were intended to work. Intention and rules as written, don’t always align.

Ok… let’s get into it.

Here it is from the horse’s mouth, the rules for the Benefit of Cover.

Visibility and Cover

Ok first thing is first, we need to understand the language difference between the concept of Visibility and Cover.

Visibility is about ranged shooting for the most part, though other rules also use visibility in different ways. The rule is quite simple, if you can draw a line of sight from one unit to another unit, you have visibility. Now there are categories of visibility.

There is Model Visibility and there is Unit Visibility. It’s mostly a distinction without much of a difference to a shooting unit, if you can see any model in a unit, you have unit visibility. It’s that simple and I don’t think anyone has any confusion about that.

Here is the BIG catch. When shooting we talk about Unit Visibility to determine the target, which as already pointed out is what you have if you’re shooting a unit you can see any model or part of a model in a unit, at which point you have unit visibility aka, a target.

Cover does not ever use the word unit at any point. It always references the Model. This is important to establish in order to understand the rest of the logic and language of the benefit of cover rules. The concept of the unit has nothing to do with the benefits of cover, only models matter to the benefit of cover rules!

Gaining The Benefits of Cover

The when of it is pretty self-explanatory with one key caveat that I will repeat many times. You gain the benefits of cover for a MODEL by being obscured in different ways by terrain. Crates and Rubble, Barricades and Fuel Pipes, Battlefield Debris, and so on, all have their own rules for WHEN you gain the benefit of cover, but again, the rules are quite specific that benefits of cover are allocated to models, never units. This is the key to the execution of the rule.

Making Wound Saves and Benefits of Cover

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0.

Pretty straightforward, but again, the key here is the model. So let’s talk about Allocating Attacks.

Ok so this happens before the opponent makes a wound save for a model in the targeted unit (an important distinction) they must CHOOSE at this point, which model will take the wound (s).

At this stage, you select which MODEL will be removed as a result of a failed wound save.

Now remember that while we often roll buckets of dice representing multiple shots and multiple attacks etc… when rolling for wounds, a distinction between models must be made. In the same way, you have units with leaders and characters who might have different statistics, you need to decipher who is taking which wounds and that may change what sort of dice results you need for success or failure.

Benefits of Cover fall into this same category and function under the same rules, its model specific. More important is the saving throw rules here, which again, are on a per-model basis are super clear.

Here you can see that the allocation was already completed, so we know which model will be affected by a wound and now the player rolls the save and if the save fails, that model is removed. You can’t pick other models, it’s not a choice, you must remove the model that was allocated for the attack.

Examples and Putting It All Together

let’s do a full example to illustrate how wounds are allocated, how we roll wounds, and how we divide them when some models in a unit have the benefits of cover and some don’t.

Image 1

In Image 1 Unit A has rolled 7 wounds on Unit B. In Unit B, three models have the benefit of cover and two models do not. How do you resolve the wounds in this situation?

To begin with, the defender gets to allocate the wounds. The defender can put the wounds all on the models that have the benefit of cover. However, since there is only 3 of them, you cannot just roll 7 dice (7 saves). The reason is that once three models have been killed, the rest of the models in the unit no longer have the benefit of cover.

So you would have to first roll 3 saves and see how many survive. Let’s imagine, 2 of them failed and 1 of them succeeded on the save. Two models must be removed and since the defender chose the models in cover to take the wounds, they MUST remove from those models first.

Why? Because the allocation and wound roll is done on a model basis, one model at a time and benefits of cover is also per model. We are taking a shortcut by rolling 3 wounds at a time because the models that have been allocated to take the wounds share the same statistic and have the benefit of cover. The player could not now, change their mind and remove a different set of models (those not gaining the benefit of cover). The player must remove those that do have the benefit of cover because that was the allocation.

This is the common mistake players make and get wrong with this rule. It’s the same as having a special character in a unit. You can’t have the special character with a better save take all the wounds, but then remove other models of the unit with worse saves as sacrificial lambs. A wound is allocated to a specific model in a unit, you roll the die for that model, and if that model fails its save, that model is removed.

Image 2

In image 2 we continue with resolving the same scenario. Originally there were 7 wounds, but 3 have been allocated and resolved, resulting in 2 models being removed from unit B, but we have 4 wounds left to resolve.

The player of Unit B again gets to do the allocation, so naturally, they choose the model in cover to get the benefit of a cover bonus to their save. This time, they must roll 1 die at a time, until either they make 4 saves, or they fail one. Let’s imagine that they save 2, but fail the 3rd roll. Again, now the model that was allocated to the wound must be removed.

Image 3

Finishing off the example, we have resolved 6 of the 7 wounds. We have one left to allocate and now we must allocate it to models in unit B that do not have the benefits of cover, as there are no more models left in unit B to which a wound could be allocated that have the benefit of cover. They will have a worse save.

Conclusion

Is this a good rule? I think it’s a bit finicky but honestly, I have no idea. What I’m certain about is that I have executed this example exactly how the rules instruct you to resolve the benefits of cover. It’s a bit slow, as you have to divide up and make separate rolls for models that have the benefit of cover vs. those that don’t, but it is what it is.

And yes there can be situations where you might have to roll a single die over and over again until you fail for example when 19 of the 20 models in a unit don’t have benefits of cover, but one does and you have 10 wounds to allocate. Naturally, you want to try to make as many of those rolls with the benefits of cover as you can, to leverage that quirky little advantage, but eventually… probably that model will die and then you can chuck the rest of the dice for models without the benefit of cover.

Very often cover doesn’t matter in the event you have units with a 2+ or +3 save, but if you want to play by the rules as written, I believe that this is it.

I hope that alleviates some confusion among players out there, it sure as shit, confused the hell out of me.

In Theory: Making Warhammer 40k Better

When I sat down to write my last article—an update on my renewed relationship with Warhammer 40K since it came back into my gaming rotation last year—I found myself reflecting on the challenges I’ve had with the game. I started wondering: Could I fix some of these issues myself? Maybe through house rules, borrowed mechanics from other systems, or even a fresh approach to gameplay?

That question led me down a rabbit hole of research, where I started noticing patterns between my own table habits and the frustrations they created. But what really surprised me was the solution. It didn’t require complex rule tweaks, homebrew mechanics, or drastic changes. With just a few small shifts—nothing outside the official rules—I suddenly found myself realizing that having a much smoother, more enjoyable Warhammer 40K experience was a matter of setup rather than rules changes.

It was a lightbulb moment, and naturally, it led to another 40K article. So today, let’s dig into the question: How can we make our 40K experience better?

The Issues With Warhammer 40k

Now, let me be clear—I’m not claiming these are the issues with Warhammer 40K, just my issues with the game. That’s an important distinction. I can only speak from my own experience, though I suspect plenty of players might relate.

For me, the challenges boil down to three key areas—each interconnected and deeply tied to the game’s history and Games Workshop’s business practices. These are: Battle Size, Gotcha Rules, and Terrain Count.

Let’s break them down.

The Battle Size Problem

My first major issue with Warhammer 40K today is the battlefield itself—specifically, how claustrophobic battles feel and how terrain and distances lack real strategic impact.

Marketing shots like this are great because they show off the amazing miniatures from the Warhammer 40k universe, we love it, but if your actual games looks like this, it’s going to be a very boring “shoot out” with no strategy, tactics or relevant gameplay. It just becomes a dice-chucking roll-off where the best dice odds are most likely to win. That’s not a miniature game, that’s Yahtzee!

There are three key reasons for this, and to understand why it feels so different to me compared to how it’s supposed to, you have to consider how much the game has changed since the last time I played seriously (back in 6th Edition) compared to today (10th Edition).

The Battlefield Has Shrunk

First, the battlefield has physically gotten smaller. The standard play area used to be 6×4 feet. Today, the recommended size is 44” x 60”—a reduction of 4 inches on the short side and a full foot on the long side.

The adoption of a 44×60 table has become this presumption about what is standard going so far as people creating guides on how to convert your 6×4 table into a 44×66 table. The obvious decision to shrink the minimum table size is a marketing ploy so that GW can tell you “hey – you can play 40k on a kitchen table”, but the reality is that this is the absolute most minimum space you can play on and a minimum sized table create a minimum sized experience. 6×4 is still the standard table size for 40k, don’t let anyone tell you differently!

Now, here’s something I didn’t even realize until I saw it in a YouTube video pointing it out: 44” x 60” is not the standard table size—it’s the minimum table size. There’s no official rule stating that this is the “proper” or “official” battlefield size, only that it’s the absolute smallest table you’re allowed to play on. You can, and arguably should, play on a larger surface.

But the battlefield itself isn’t the only reason for the cramped feeling.

Army Sizes Have Increased

The second issue is army size. Over the years, the cost of fielding a Warhammer 40K army (in terms of points, not money) has steadily decreased. The changes from edition to edition may have been subtle, but when you compare 6th Edition to 10th Edition, the difference is staggering.

Take Hormagaunts, a staple of any Tyranid army. Back in 6th Edition, each model cost 10 points, meaning a unit of 10 was 100 points, and 20 would set you back 200 points. Today? A unit of 10 Hormagaunts costs just 65 points—nearly a 35% reduction.

And it’s not just direct cost but indirect cost as well. Consider Zoanthropes—back in the day, a single Zoanthrope cost 34 points, so a squad of three was 102 points. That might sound close to today’s cost (100 points for three), but in 6th Edition, you also had to pay an additional 25 points per model if you wanted to equip them with Warp Blast, effectively doubling their cost. Now? That ability is free.

This a modern Tyranid at roughly 1,000 points. It’s a pretty big army and is going to take several hours to resolve a battle with this many units.

This kind of points compression is consistent across every faction and every unit. If you add it all up, a typical 2,000-point army from 6th Edition is roughly equivalent to a 1,000-point army in today’s game. In other words, players are fielding twice as many models as they used to—and on a smaller battlefield to boot, adding to the claustrophobic feeling of the battlefield.

And here’s another thing: Back in 6th Edition, 2,000 points wasn’t even the standard game size, there was no standard size or even recommendation—point size was presumed to be between 500-2,000 points, and 2,000 points was considered a large, long game. In fact most missions published were well below the 2,000-point mark. Looking at tournaments and other events from the era as well, most games were played at between 1,000-1,500 points, with 2,000 points being seen as “a major event”. If you adjust for today’s point scaling, that would mean a 750-850-point game would provide a similar amount of miniatures on the table.

Army Construction Rules Are Looser

The final factor is the way armies are built. In older editions, list-building was more restrictive—you had to follow a structure with minimums and maximums for different unit types:

  • HQ (Leaders)
  • Troops (Core units)
  • Elites (Special forces)
  • Fast Attack (Speedy units)
  • Heavy Support (Big guns)

You couldn’t just spam your strongest units or cheese the system with hyper-optimized lists. You had to build a more balanced force. Today, those restrictions have been loosened significantly, allowing for much more extreme list-building strategies.

So why did all of this happen?

Spoiler alert: It’s because Games Workshop wants to sell more models. I get it—it’s a business. But when you look at how these changes impact the game, and more importantly, if you simply acknowledge that this is happening, the solution is surprisingly simple.

I get it, Games Workshop is in the business of selling miniatures, but the thing is that even if you can afford a huge army, most of us are looking for a game that can be played in a reasonable amount of time. More models, mean longer games. With the constant increase in model count and army size, Warhammer 40k is quickly reaching the 5-6 hour mark to complete a game that is about 2-3 hours too long and there is a marked reduction in the quality of the games rather than an improvement.

How to Fix It

Fixing this issue—and getting a much better gaming experience—is surprisingly simple. After making a few adjustments, I was shocked at how much more enjoyable my Warhammer 40K games became. Here’s what worked for me:

Play on a 6×4 table (or larger).
A bigger battlefield changes everything. With more room to maneuver, units are spread out properly, and movement becomes a real tactical factor rather than an afterthought. It makes the game feel more strategic and immersive—as it should be!

Play at 1,000-1,200 points.
Lowering the point cap drastically improves the game in three key ways:

  1. Less to track – With fewer models and abilities in play, it’s easier for both you and your opponent to understand what each army can do. No more “gotcha” moments because you forgot a rule buried in a sea of datasheets.
  2. Faster games – Cutting back on unit bloat speeds up turns, making for a smoother and more dynamic experience.
  3. Better use of terrain and maneuvering – With fewer models and a larger table, movement actually matters. Cover becomes important, flanking is viable, and armies don’t feel crammed together from turn one.

Limit non-Battleline units to one copy max.
This was the hardest change to implement—but also one of the most effective. Limiting non-Battleline units (i.e., elites, vehicles, monsters, and specialist units) to one per army prevents spamming, one of the most common balance-breaking issues in the game.

  • Want a Rhino? You get one.
  • A unit of Zoanthropes? Just one squad.
  • No doubling (or tripling) up on power units for maximum efficiency.

This forces players to diversify their lists, leading to more balanced, engaging, and fair battles. It also eliminates “cheese lists” that rely on stacking the same overpowered unit, making games more tactical and less about who can break the system better.

Making these small adjustments completely changed my 40K experience—for the better. If you’re feeling the same frustration I was, give them a shot. You might be surprised at just how much of a difference they make.

The “Gotcha!” Problem – A Paywall on Knowledge

One of the most frustrating aspects of Warhammer 40K today isn’t the game itself—it’s Games Workshop’s business model. Specifically, the way they lock critical game knowledge behind an expensive paywall.

If you want to fully understand how the game works, you need to know what every army can do. But legally, the only way to access that information is by buying every single codex—a ridiculous and financially unrealistic expectation for most players.

Sure, buying the codex for your own army makes sense. But unless you’re willing to spend a small fortune on all the other codexes, you’ll always be flying blind against other factions. And that lack of information leads to one of Warhammer 40K’s biggest gameplay issues:

The “Gotcha!” Problem

Picture this: You make a strategic move, thinking you’re about to pull off a clever play—only for your opponent to drop a totally unexpected army rule, stratagem, or unit ability that completely shuts you down.

You wouldn’t have made that move if you had all the information. But because key mechanics are locked behind expensive rulebooks, you’re left playing a guessing game—one that your opponent already knows the answers to.

Now, some might argue, “Well, you should know the rules to the game.” And they’d be right—if the rules were actually available. But Games Workshop intentionally hides them behind a massive paywall, forcing players to buy their way into understanding the game.

The Impact on Gameplay and Community

This leads to a terrible gameplay experience and fosters a toxic play environment where veteran players can easily take advantage of newer or casual players. The result?

  • Unfair, one-sided games
  • Frustration for new or casual players
  • A shrinking player base as people give up on the game

In fact, I know plenty of people who refuse to play Warhammer 40K solely because of this issue. And the worst part? The game itself isn’t the problem—it’s Games Workshop’s sketchy business practice that creates this artificial barrier to entry.

The sad thing about 40k 10th edition is that it was a considerably better game before the Codexes dropped because at the start you had much better visibility of the rules of the game thanks to the release of digital indexes for all the armies. As codexes were released, the indexes were removed, slowly resulting in more and more hidden information. Today, players are flying blind!

The reality of Games Workshop rules for Warhammer 40k is that to get a complete set of rules today for competitive play it will cost you around 600 dollars and that covers you for approximately 3 years. That is neither a reasonable nor honest service level.

How to Fix It

The options here are quite limited and I’m just going to answer this question with a simple quote and leave it at that.

Piracy is the act of honest people solving a problem in response to dishonest people. Provide a reasonably priced service and you will discover that most people are honest, fail to do so and you will discover that there is no such thing as an honest person.

Do with that what you will.

The final issue—and one of the easiest to fix—is terrain count.

Warhammer 40K doesn’t provide particularly strong guidance on how much terrain a battlefield should have, nor does it offer clear recommendations for placement. The game defines different terrain types, and there’s an example battlefield in the rulebook, but when it comes time to set up for an actual game, most players are left guessing.

The Problem: Too Little, Too Symmetrical

In my experience, the most common issue is not enough terrain. And even when terrain is placed, players tend to mirror the layout in an attempt to be fair. While this seems reasonable, the result is often a static, predictable battlefield where terrain has limited impact on gameplay.

Terrain is a big barrier to entry, another major paywall to miniature games and Games Workshop makes the most expensive terrain by a margin so big you can expect to pay 3-4 times as much for official terrain. Thanks to 3d printing however and plenty of companies out their making quality pre-painted terrain, it’s getting cheaper every day to field sufficient terrain for Warhammer 40k.

The worst-case scenario? A game that feels like a shooting gallery, where units just line up and fire at each other with nothing breaking sightlines or forcing tactical movement. This kills the strategic depth that terrain is supposed to bring to the game.

How to Fix

After experimenting with different setups, I’ve learned a few simple terrain fixes that dramatically improve gameplay. The key is making sure you have enough terrain and placing it properly.

Use More Terrain – A well-designed battlefield should be at least 25-30% covered in terrain, meaning that you roughly need 20-25 pieces. This ensures that movement, positioning, and cover actually matter.

Ditch Symmetry – Real battlefields aren’t symmetrical. Instead of mirroring terrain, create natural-looking battlefields with varied sightlines and areas of strategic importance.

Mix Terrain Types – Include a variety of line-of-sight blocking structures, dense cover, and elevated positions to make movement and positioning just as important as firepower. Be sure to use all the different types of terrain, there should be a strong mixture and it’s often better to have more pieces rather than large blockers. You need some of those two, but you want to make sure that the benefits of cover shots are far more common than clear shots. In fact I would argue unless 80%-90% of shots are with the benefit of cover, you don’t have enough terrain.

Invest in Terrain – If you don’t have enough terrain, it’s worth investing in some—or better yet, making your own. Terrain can be kitbashed from other games or built cheaply using household materials. More is always better.

Conclusion

Let’s be clear—miniature wargames are inherently imperfect. No amount of tweaking will guarantee a perfect experience every time. There will always be anticlimactic moments, disappointing dice rolls, and the occasional frustrating matchup. But at its core, Warhammer 40K is a fun, cinematic, and immersive game, and with the right approach, you can make sure the good games far outweigh the bad.

One of the biggest keys to improving your experience in my opinion is separating game design from business decisions. Warhammer 40K isn’t just a game—it’s a product, and Games Workshop makes choices that prioritize sales over gameplay, for which I do not fault them. Still, many of the issues that make the game feel frustrating—cramped battlefields, bloated army sizes, and gotcha mechanics—aren’t necessarily the result of bad game design, but rather business-driven design. Recognizing this distinction empowers you to take control of your own gaming experience and fix the experience. You don’t have to go down the shallow road of listening to Games Workshop advertisement-based decisions about how the game should be played. They want to sell you as much crap as possible, but you don’t have to be a fool and buy into it. Beneath the exterior is a very good game and simply taking the reigns of control is sufficient to have a vastly improved gaming experience.

At the end of the day, Warhammer 40K is your game, your table, and your experience. Fewer units on the battlefield, a larger play area, smarter terrain placement, and limiting army spam may not align with Games Workshop’s profit goals, but they absolutely make the game better. The goal isn’t to feed a corporation’s bottom line—it’s to create fun, balanced, and rewarding battles for you and your friends.

I hope you found this guide helpful – Happy wargaming!

Dedicated To All Things Gaming