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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.

First Night With: Masters of the Universe – Battleground

If I had to sum up my entire childhood in one word, it would be… HE-MAN! Nostalgia is a powerful thing, but let’s be honest—trying to recapture the magic of our youth often leads to crushing disappointment. I’ve walked this road before, diving into old franchises through games, and while a few hits (looking at you, Star Trek: Fleet Captains) have blown me away, most experiences remind me that some things are best left as cherished memories.

The Masters of the Universe toys were more than just my childhood, they were very much my introduction into the world of fantasy that would culminate with Dungeons and Dragons. In a way, it paved the way for my love for fantasy and science fiction.

Enter Masters of the Universe: Battleground. I approached it with cautious optimism—expecting “meh,” hoping for “fun,” but what I got was an absolute knockout of awesomeness. Holy crap, this game surpassed my wildest expectations!

Now, let me be clear—this is just my gut reaction after a single playthrough, specifically the “learning” starter game. I didn’t think I’d have much of an opinion after such a brief introduction, but Masters of the Universe: Battleground is bursting with nostalgic goodness and mechanical brilliance.

The miniature replication here is fantastic, with clear tributes by fans for fans. Every character in the starter kit was instantly recognizable and it was clear that the point of the game is to tap into the 80’s kid still living inside you.

First off, the game looks fantastic on the table. The miniatures are high-quality, the plastic terrain—while basic—is functional, and the grid board sets the perfect stage for battle. It’s not the kind of visual feast that will blow your mind, but it’s more than enough to put a smile on this old He-Man fan’s face. However, where this game really shines is in its gameplay.

What I expected to be a simple, nostalgia-driven experience turned out to be a streamlined, deeply tactical, and combo-heavy battle of wits. Tough decisions, nuanced moves, and strategic planning take center stage. The mechanics clicked effortlessly from the get-go, offering a multitude of options and interactions that scream replayability. It all comes together to deliver an authentic, action-packed He-Man cartoon showdown.

Between the exploding dice, card-driven play, and clever dice manipulation using mana and special powers, every moment felt like a thrilling push-your-luck gamble. There are no guarantees, but the game gives you plenty of tools to tip the odds in your favor. The heroes feel powerful, but far from invincible—you need to position them carefully and make the most of their unique abilities.

The starter set is chock-full of content, it’s quite astonishing what they squeezed into a miniature game under a 100 dollars. There is no question that this is the best bang for your buck I have ever seen in a published game. I don’t know how they did it, but ordinarily, with a kick-starter like this, I would expect to pay in excess of 200 dollars for a set like this.

Precision is key in Battleground, and while we were a bit sloppy in our first game, by the final round, my gaming partner and I were already buzzing with excitement over the possibilities. We couldn’t stop talking about what we should have done, what we could do next time, and the sheer potential of the list-building system.

While playing the base starter game was fun, this is a game that is all about list building. The structure here is super clear and straightforward, but there is a ton of combos not only in the interaction between various equipment and powers but also between the different heroes. I love the fact that it’s crystal clear what everything is for, it’s one of those miniature games that doesn’t obscure the advantages and disadvantages in the minutia of the rules, it’s all very plain to the eye.

The real kicker? I wanted to play again. Immediately. And that’s always a good sign. In fact, I found myself eagerly browsing expansions the moment I got home. What I expected to be a one-and-done experience turned into something I suspect will see a lot of table time in the near future.

So, if you’re a fellow child of the ’80s—or just someone looking for a solid tactical game—Masters of the Universe: Battleground might just surprise you. It certainly did for me.

Hidden Gems: Warcrow Adventures

Miniature gaming, role-playing games, and board games are becoming more and more difficult to neatly categorize these days as we see more and more cross-over hybrids. Warcrow Adventures, the latest take on the adventure game genre from Corvus Belli has been my gaming group’s latest obsession, and for good reason as this hybrid adventure game has a lot to offer.

Warcrow Adventures is based on the new miniature war game of the same name (Warcrow), using the same setting background and actual miniatures for the miniature game. An app-assisted story-driven dungeon crawler, players take on the roles of adventures using the classic Dungeons and Dragons formula in which they follow along a branching storyline, make decisions, fight monsters, find treasure, and level up!

Corvus Belli, has an outstanding reputation for producing fantastic miniatures and Warcrow is no exception. Dynamic poses, highly detailed, and a good chunky size all contribute to the wonderful quality of these mini’s.

This game borrows from quite a few different gaming genres, but the attraction is the D&D DNA-inspired treadmill. It boasts a lot of very streamlined mechanics that are deceptively simple yet impactful. Every choice you make in the game, every task you complete, and every interaction you have unveils part of a unique story while creating hurdles for you to jump through in a pretty challenging risk vs. reward structure.

I will be doing a full review of Warcrow Adventures once my group completes the adventure, but beware that this is very much a legacy-style adventure game that will take many sessions to complete.

App-assisted games are becoming more and more common and the production values of these apps are improving with each new generation. Warcrow Adventures app delivers fantastic voice-overs, a simpler interface, and a very organized structure that makes it easy to use at the table.

Already now however I can tell you that if you are a fan of adventure games, if you love Dungeons and Dragons, this is an outstanding platform for bringing that classic dungeon crawl feeling to the table.

The hybrid nature of the game, being part miniature game also offers the opportunity for everyone to do some hobby painting. Know that these are not “board game pieces”, these are actual, fully detailed miniatures, and well worth your time to paint. In fact, every miniature in Warcrow Adventures is getting a full profile and will be used in the Warcrow miniatures war game so if you are already collecting and playing Warcrow the miniature game, the adventure game has the side benefit of giving you new units for that game as well.

The Warcrow miniature game on which Warcrow Adventures is based has also indoctrinated itself into my gaming club largely based on the already well-established reputation of our beloved Infinity (the other Corvus Belli miniature game we play). We just can’t help it, one look at these amazing miniatures and you know you just need to own some!

My group immediately got to work painting these mini’s and not only has it built up the excitement to play Warcrow Adventures, but it’s got us all buzzing about Warcrow the miniature game as well the setting itself. If there was ever a setting that deserved to be an RPG, this is it!

In either case, whether you do or don’t get into the miniature game, Warcrow Adventures as a stand-alone product is already proving to be a great time, Corvus Belli has done a fantastic job building an atmosphere with its amazing setting and building a story I think any role-player would enjoy sinking their teeth into.

I’m no master miniature painter, but great minis inspire great paint jobs and I have to say, I’m pretty proud of this one!

Look for a full review shortly, but for now, if you are on the fence about Warcrow Adventures, I can tell you here and now, it’s a fantastic package!