It has been about 11 months since my return to Warhammer 40k with the rise of 10th edition. I wrote THIS article about it and I thought it was about time to do an update!
First, let me just get the basics out of the way here. I have spent a lot more time building and painting my army over the last year than I have spent playing the game. This is not unusual for me, miniature games, especially big army games that take several hours to play like Warhammer 40k are not going to be a regular mainstay of my gaming life. In short, as I think Warhammer 40k is intended to be enjoyed, its a hobby first, game second kind of a game and I’m fine with that.
With that, let’s have a look at what I have painted and why I painted it! I’m a proud papa!
The Screamer-Killer was one of the early additions to my army because it was an awesome big monster model that was super fun to paint, its rules were simple to understand and it is a terrifying unit feared by my opponents. Its death scream ability triggers Battle-Shock tests and while Battle-Shock itself is not a super reliable weapon in 40k, it can be super clutch when you are rushing an opponent protecting an objective.
I’m proud of the paint job but it was very early in my efforts and I was still learning the nuances of the paint scheme I was trying to create, so it has some issues, but I think he still came out looking great on the table.
Von Ryan’s Leapers, while inevitably doomed in pretty much every match, have become a mainstay of every list I run because they are fast-moving and fairly deadly, thanks to Fight First. They are also a Vanguard unit with Infiltrators and Stealth, which combines amazingly with my favorite Detachment, Vanguard Onslaught. For a 70-point investment (based on current cost), I think they are a great value and I find they always earn their keep on the battlefield.
Deathleaper is unquestionably one of my favorite models in my collection, and I love how he turned out. As I use Vanguard Onslaught as my detachment most of the time, I choose Deathleaper as my Warlord almost every time. Not for strategic reasons, but because it feels bad-ass! This unit has so much juice for the bargain price of 80 points. Fight-first, infiltrators, lone operative, and stealth alone make him nearly impossible to take down until I choose to put him in harm’s way. His Fear of the Unsean ability comes in handy but it’s really this unit’s base stats and the fact that he is a vanguard unit that makes this an auto-add in every list. The fact that he looks amazing on the table is just a sugar-coated bonus.
Mawloc is the pride and joy of my collection, I love the model, I love his abilities and recently as if GamesWorkshop read my mind, this unit also became a Vanguard unit fitting in perfectly with my preferred detachment. It is a unit tailor-made for my playstyle as I love making my opponent sweat, knowing there is a huge monster in reserve just waiting for the most opportune to simply appear on the battlefield. I love the way he turned out and its size and scale make’s him stand out in my collection.
There are plenty of other models in my collection, my army has become quite robust, but it suffices to say that the Tyranids have turned out to be as much fun to paint and play with as I had hoped they would be when I first bought into the army last year.
The Gaming Experience (10th Edition Rules)
There’s something uniquely enigmatic about Warhammer 40K when it comes to the gaming experience—particularly in how its philosophy and rule structure shape the way it plays. Compared to other modern miniature games, many of its mechanics feel almost archaic, relics of an older design philosophy that Games Workshop stubbornly clings to.
Take the initiative system, for example—an eternal point of debate among players. The traditional “I take my whole turn, then you take yours” approach feels static, lacking the dynamism of modern games that utilize alternating activations or more fluid initiative sequences. In this era of game design, Warhammer 40K stands almost alone in preserving this rigid format, and it’s hard to argue that it’s for the better.
Another oddity is Games Workshop’s resistance to digital support. If you want access to army lists, you have to purchase a physical codex and then register it with the digital app before you can even view the content. This means that unless you’re willing to spend a small fortune, much of the game remains locked behind paywalls. You can’t even research potential armies properly without financial commitment—an absurd barrier, considering codex purchases are something players typically make after deciding on an army, not before.
This lack of accessibility doesn’t just hinder the gameplay experience; it stifles exploration. Do I want to play Space Marines? Who knows? There’s no easy way to find out without buying a book I may not even need. It’s an arbitrary system that makes no sense—until you realize the goal isn’t player convenience but driving sales through forced investment.
Then there’s the game itself, which can be wildly anticlimactic. The initiative system plays a role in this, but so does the sheer unpredictability of the game. Sometimes, half the battle is out of your control. Whole units can get wiped off the board before you even activate them. Reserves may never arrive. Secondary objectives can be physically impossible to achieve depending on mission pairings. The combination of randomness, rigid mechanics, and sometimes downright unfair scenarios can lead to frustratingly unsatisfying matches.
And yet, these complaints are nothing new. Players have been airing these same grievances for decades. Warhammer 40K has evolved in many ways, but its core issues remain unchanged. You’d think that, at some point, someone at Games Workshop would acknowledge these longstanding problems and address them. But here we are, 30 years later, with the same debates raging on.
Despite all of this, Warhammer 40K remains an undeniably fun experience. The setting is rich, immersive, and perfectly aligned with the game’s themes and aesthetics. The models, painstakingly painted over weeks, months, or even years, take center stage in battles that feel larger than life. The thrill of rolling dice, the chaos of unexpected twists, the sheer spectacle of it all—it’s a wargame that creates lasting memories.
At its core, Warhammer 40K is about the joy of pushing models around a table and chucking dice, and it does this with remarkable attention to detail. Units are distinct and flavorful, each with its own personality. Everyone knows the difference between a Tyranid Screamer-Killer and a Mawloc—not just visually but mechanically as well.
This is where the magic lies. So much of the hobby is about the preparation—assembling, painting, theorycrafting—that by the time the game actually begins, the frustrations fade into the background. For a few hours, you forget all the reasons you’re annoyed with Games Workshop and Warhammer 40K, lost in the simple joy of waging war with miniatures.
I could list endless complaints about Games Workshop, but for all its flaws, the truth remains: my Tyranid army is the crown jewel of my collection. And no matter how many times I grumble about the game, nothing quite matches the excitement of preparing for a 40K battle. I can’t fully explain it, but there’s a kind of magic in this game that makes up for its many… imperfections.
The Excitement and Disappointment of Updates
I’ve grumbled about Games Workshop before, but I have to give credit where it’s due—they’re doing a fantastic job maintaining the game. Constant tweaks and balance adjustments keep it fresh, exciting, and as fair as possible.
I’m not saying they’re nailing it every time, but know this, Games Workshop: I see what you’re doing, and it’s appreciated.
That said, it can be a real pain in the neck. The updates come thick and fast, and keeping up is no small feat—especially if, like me, you like to keep your books meticulously updated. I’ve scribbled and glued so many notes into my codex that it now resembles a 30-year-old high school textbook.
Despite this nuisance, it’s thrilling to watch the game evolve. Each adjustment opens up new list-building opportunities. Sometimes a unit you once dismissed as too expensive or too weak gets a buff, and suddenly it becomes a game-changer. Warhammer 40K is a living, breathing game that’s constantly reinventing itself, so every match brings fresh considerations and new strategies.
I absolutely love this aspect of 40K, even if I do grumble about the upkeep. Sure, sometimes I just want to play without all the legwork of updating my game, but when you love something, watching it be nurtured beats the alternative of neglect—a fate too many miniature games suffer from.
Conclusion After A Year of 10th Edition
What can I say? It’s the same old Warhammer 40K—both timeless and, at times, infuriating, yet as fun as ever.
I’m not ashamed to admit it: I love Warhammer 40K because it’s fun. I know that as a game reviewer with my own blog, I should be critical, objective, and candid. But the truth is, 40K is a hobby and a game I genuinely enjoy. Whether it meets modern mechanical standards or if GW’s practices seem a bit shady, these issues pale in comparison to the sheer joy I experience. In the end, I love playing 40K, and that’s the only opinion that truly matters.
The question is why? Why and how does Warhammer 40k have this unique quality to both kind of suck and also be the game I’m always the most excited to play. That is the million-dollar question, quite literally because it is the most popular miniature game out there, yet ask any player and they will complain about it endlessly.
I think the answer is that it has an ineffable quality. There is no way to reason or logic your way into an explanation that wouldn’t fall apart on even the tiniest amount of scrutiny, but I think many games are like this. Advanced Dungeons and Dragons and Magic: The Gathering comes to mind immediately and at least for me, fall into the same category.
It just is, how or why, I honestly can’t explain but if you ask me today, right now, what game I want to play, it would be 40k over any other miniature game. In fact, it would be AD&D over any role-playing game and to an extent, Magic: The Gathering over any other collectible card game (although here I might make a case for Star Wars Unlimited because it too has a kind of ineffable quality to it).
Suffice it to say, I have no answers, I can only tell you that Warhammer 40k is awesome while it sucks, and I wouldn’t have it any other way. I think at some point in the future I will need to do an article on this ineffable quality of some of these classic franchises where we might try to identify how or why this happens, but, for now, Warhammer 40k continues to be a thing in my gaming sphere.
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.
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!
It happened by accident—at least, that’s what I tell myself—but the truth is, I own a lot of miniature games. I’ve painted and played so many that it’s a little scary! I don’t even want to think about how much time and money I’ve sunk into this hobby, especially not around my wife! In today’s article, I’ll take all that hard-earned experience and try to put it to good use by offering some advice on finding the perfect miniature game for you, with a few recommendations sprinkled in.
Let’s dive right in!
The Three Categories Of Miniature Gaming
Most miniature games can be sorted into three broad categories—though many games blur the lines between them. These categories are: hobby-focused games (sometimes called lore-heavy games), mechanics-focused games (often competitive in nature), and narratively focused games (driven by storytelling and immersion).
Now, every game publisher will tell you their game does everything, and technically, they’re not wrong—but the reality is, most games lean heavily into one category more than the others, often to an extreme. Knowing what kind of game you’re getting into and understanding how the community that plays that game sees it is a big part of the key to picking the right game for yourself.
Categorization is key because all miniature games are marketed in a visually exciting way because they ARE visually exciting. If you pick a game like Star Wars: Shatterpoint, you likely have certain expectations and imagery about what the experience might be like (player expectations), but Shatterpoint is a highly mechanized game designed for competitive play, about playing King of the Hill on generic objectives. It’s closer to being a board game than being a miniature game, falling heavily into the Mechanic-Focused category.
Let’s break down these categories for clarity.
Hobby-focused games
Hobby-focused games are all about the experience—stunning miniatures, immersive lore, and endless collection opportunities. Here, the gameplay often takes a backseat to the joy of building, painting, and diving deep into the game’s rich world.
These games are usually supported by expansive novels, army books, special terrain, and a constant stream of new releases. They demand a serious investment—not just in time, but in cold hard cash. Hobby-focused games are easily the most expensive, often costing two to four times more than other types.
A prime example? Warhammer 40k by Games Workshop. To even get started, you’ll need at least a 1,000-point army (2,000 points being standard), translating to anywhere from 50 to 100 models. Before you can even think about playing, you’re looking at hundreds—if not thousands—of dollars spent on miniatures, terrain, rulebooks, and accessories.
While most miniature games can be classified as a hobby to some degree as you will often be assembling and painting miniatures, there is a distinct difference between miniature games being a hobby and a game being hobby-focused. Warhammer: Underworld for example aims to get you playing the game right away with easy-to-assemble miniatures that have colored plastic with a game that is played on a hex board with all the accessories (cards, tokens etc..) included in the box. You can play a full game like Underworld a few hours after you open the box, it is not a hobby-focused game even though you will get the opportunity to paint some miniatures and experience the miniature gaming hobby element inherent in all miniature games.
When all is said and done, you’ll likely spend over $500 and 100+ hours before experiencing the full game of Warhammer 40k as it is intended to be played. No ad will tell you this, and hardcore fans might argue otherwise, but trust me—after 35+ years in the hobby, I’ve yet to meet anyone who’s done it for less.
Warhammer 40k is a hobby-focused game, you will spend just shy of 100 dollars to get into the starter set and after assembling and painting these miniatures you will discover that what you have purchased is not even close to the full game. You are still hundreds of dollars and hours away from experiencing Warhammer 40k from this point. In fact, the starter set doesn’t even teach you the real game, it gives you a sort of “sub-game” of the real thing. Warhammer 40k assumes a lot about what you will spend in terms of dollars and hours preparing to play a full game.
The trick is that this is exactly what Hobby-Focused games are designed to be and it’s what fans of such games want. If it was easy and fast, it would not have the same appeal. To hobby-focused gamers, this long road is seen as an opportunity, not a drawback.
But here’s the thing—fans of hobby games love this level of commitment. The journey of collecting and painting is the whole point. You’re never done, and that’s exactly the appeal. To fans of these hobby-focused games, the journey is the juice.
Mechanics-Focused Games
If hobby games are about immersion, mechanics-focused games are about playing—and playing now. These games prioritize tight, balanced rules over deep lore or hobby elements, often designed for competitive tournament play.
Many of these games require little to no hobby work at all. most come with pre-painted miniatures, easy-to-assemble miniatures and/or low model counts, making them much more accessible for casual or competitive players.
Examples? Star Wars: X-Wing and Star Wars: Armada, with streamlined mechanics and pre-painted minis that let you jump straight into the action. Even hybrid games like Star Wars: Shatterpoint leans into this category, focusing on accessible, tactical gameplay with minimal prep.
Most mechanic-focused games are going to try very hard to make the hobby parts of miniature gaming as painless as possible, even going so far as offering pre-constructed, pre-painted miniatures. The goal of a mechanic-focused game is not only to get you playing right away but more specifically to get you competing right away. Star Wars: X-Wing is a prime example of a game that took this to the furthest extreme. You need roughly 3-6 models, everything is pre-painted and assembled, and essentially you are ready to sign up for tournaments after the unboxing.
Side Note: Star Wars X-Wing has been discontinued by the publisher, but don’t fret, miniature games never truly die and X-Wing is no exception. Communities keep these games alive and there were so many products produced for X-Wing that there are more miniatures available for purchase today than there ever was when the game was still being published.
Mechanics-focused games often feel closer to board games than traditional miniature games, with precise, clearly defined rules that leave no room for “eyeballing it.” These games are generally much cheaper to get to the table while getting the intended full gaming experience.
Narratively Focused Games
Narratively focused games sit on the opposite end of the spectrum from mechanics-driven ones. These games aim to capture a feeling—bringing iconic franchises, historical moments, or unique settings to life in a cinematic way.
Balance and precision take a back seat to storytelling and thematic immersion. Instead of symmetrical matchups, expect scenario-driven play that tries to replicate key moments—whether they’re historical battles or epic fantasy showdowns.
Bolt Action is a fantastic example of a narratively driven game that hybrids a bit into the hobby-focused element. The point of Bolt Action is to create (or use) scenarios that depict historical battles, but the game is not about simulation or exacting rules, it’s about creating the atmosphere of a great action-war movie. It’s about the sensation at the table, the atmosphere of the setting, and quick execution. The extra effort to put together a nicely painted army and building nice terrain is to quench that creative appetite, though I would still argue it leans far more into the narratively driven games rather than the hobby-focused games.
Two great examples of Narrative-focused games are The Middle-Earth Strategy Battle Game and Bolt Action. MESBG tries to replicate the lord of the Rings movies, while Bolt Action tries to replicate a movie version of historical World War II battles. In both cases, the games exaggerate the cinematic fantasy to bring the feel and style of their chosen setting to the table.
Understanding Your Interest In Miniature Games
Now that we’ve established a way to categorize games, the next step is figuring out how to use this information to guide your decision and ultimately select the right game for you.
You might already have a gut feeling based on the categories we’ve outlined, leaning more towards one over the others. Preferences are often instinctive and valid, but it’s important to remember that while most games lean toward a particular focus, they usually incorporate elements from all three categories. Even games with a clear identity—like Warhammer 40k being hobby-focused—venture into narrative and mechanics to some extent.
Choosing the right game is about balancing your interests with realistic expectations. To help narrow down your options, consider these three key factors:
Time & Money?
It’s easy to be drawn to what excites you most, but miniature games require a significant investment of both time and money.
Games generally fall into three price categories:
Cheap: Around $60-$100, comparable to the cost of a typical board game.
Standard: Ranging from $150-$250 for a full experience.
Expensive (a.k.a. “Go F* Yourself”)**: $500+ for the complete experience.
The BattleTech Alpha Strike box set is an outstanding value for a game, coming in on the “cheap” category, this box set costs about 90 dollars US and quite literally comes with more than what you need to play a full game. You can buy this box set, never buy any more stuff for Battletech, and play the game forever. This kind of value is rare in the miniature market, but if you love giant robot battles, you can’t do better than this.
Price is not the only consideration however, Battletech can take upwards of 6+ hours to play a single game, so you have to ask yourself that question too. Will you ever have time to play a 6+ hour game?
It’s worth noting that you can spend more or less on any game. For example, you could grab an intro set for Warhammer 40k at $50, but that won’t give you the full experience Games Workshop intends. On the flip side, a core set for Battletech at $90 can offer a well-rounded experience, though diving deeper could cost thousands.
Time commitment follows a similar pattern. You might grab an X-Wing starter set and be playing within minutes, while something like Warhammer Old World could demand 60+ hours of assembly and painting before your first match.
Infinity is a fantastic example of a game that respects your wallet and your time but still offers a very robust gaming experience with extreme collection and expansion opportunities. They do this through masterful design, ensuring that the game is every bit as exciting and fun on a smaller scale with simplified rules as it is with large scale and nearly bottomless rules expansion. A small game from a basic starter kit can cost less than 50 bucks to get into and offer a game session as short as 45 minutes, to larger scale and elaborate battles with deep rules that can cost hundreds of dollars to collect and create play times exceeding 5+ hours.
Some gamers (this one included) love games that have varying scales like this, it makes collection (acquisition) easier and you get to play as you collect, build, and expand. In my eyes, Infinity is one of the best miniature games out there, especially when it comes to respecting your time and money!
Many games market “quick start” options, but the reality is that each game has a clear overhead. Take the time to research what’s truly required to enjoy the full experience and compare it with your available resources.
Miniature Games are a group activity
No matter what game you choose, remember that miniature games are fundamentally social. While they can be enjoyed as a solo hobby (through collecting and painting), the core experience revolves around playing with others. Most games require at least two players, but the best experiences often come from being part of an active community.
Don’t have any friends to play miniature games with but you still want to get into it? Don’t worry, Warcrow Adventures has your back! Ok, I’m going to say this up front, games like Warcrow Adventures (just like any game) are always more fun when you have friends to share them with. But if you want to get into miniature games and you are living in isolation or simply don’t have anyone around to play with, Warcrow Adventures offers a fantastic game that can be played completely solo. It offers fantastic miniatures for you to paint and enjoy the hobby part of miniature gaming with expansion opportunity and because the game’s miniatures are directly connected to Warcrow the miniatures game, you could potentially in the future expand your collection to that game as well.
That said, I still think the best option is to find some friends to play games with, community is just a huge part of this hobby and often it almost doesn’t matter what miniature game you play, as long as you have people to play it with.
Before diving in, make sure your chosen game has a local presence. There’s nothing worse than investing time and money into a game you never get to play because no one else in your area is into it. Online communities can help bridge gaps, but nothing beats in-person matches and events. After all, if you’re going to invest time and money into building an army for a game, playing some digitized version of it is going to be very anticlimactic, don’t expect that sort of thing to fill any voids.
Competative or Casual
Some games are designed with competition in mind, while others lean into a more relaxed, narrative-driven approach. While this often aligns with a game’s core category, community culture can shift things in unexpected ways.
Take Warhammer 40k, for example—designed as a hobby-focused game, yet many local communities treat it as a highly competitive experience. Conversely, Star Wars: X-Wing, built for competition, has embraced the mantra “Fly Casual,” encouraging players to focus on enjoying the thematic experience rather than strict competitive play despite its clear design goals.
These community-driven shifts can be confusing for new players, so it’s crucial to research how a game is actually played in your area rather than relying solely on its marketing or official design.
The concept of the current state of the game as seen through the eyes of the community should be an important consideration when selecting your game. Marketing is one thing, game state is an altogether different thing. Take Warmachine for example. A few years back I would have recommended this game without hesitation, it was once, a fantastic game. Today I wouldn’t wish it on my worst enemy. Privateer Press has done a very poor job taking care of this game and it’s in terrible shape right now, unlikely to survive going forward. It’s a real mess!
It’s also worth noting that any game has a “current state” defined by the opinions of the community which defines the mood of the community. This is an important pulse to have your finger on, because the rules and governance of a game by it’s publisher can have a tremendous amount of impact on the game and the gaming community. It’s important to know that being negative gets more clicks, so look for positive feedback on any game you’re considering, but beware that every game has a “this game sucks” anti-fan club on social media.
The Miniature Games – Overviews!
I have already offered a bit of insight on a few games in the article, but I will do a few more here just to give you some ideas and inspiration for your own research, that said, here comes the golden advice.
DO YOUR OWN RESEARCH! This is so critical to the process, before you whip out that credit card you should know everything there is to know about a game. Don’t go into miniature games likely, even the most basic game is going to demand a lot more from you than a typical board game, so miniature games should never be an impulse buy!
Star Wars Legion
It’s truly a rare gamer that I run into that doesn’t love Star Wars on some level and it’s natural for gamers to gravitate towards familiar franchises. As such, Star Wars Legion always comes up in conversations about miniature games because it is, in a nutshell, Star Wars on a grand scale.
In Star Wars Legion you are going to have mass battles on large battlefields with Jedi’s, AT-AT walkers and the countless troops each with their own personality from the Star Wars universe. Visually, it’s every kid’s dream to play Star Wars on this scale.
That said you have to be weary here. This hybrid game, has a heavy hobby element requirement, it’s quite expensive to get a full game on the table and the game state right now is a bit confusing.
It’s a great game, but be sure to check on the status of this game thoroughly and do some calculations. Once it’s all said and done you will spend a solid 300-400 dollars to get a complete army with many hours of hobby time to pull it all together. It requires a commitment!
Marvel Crisis Protocal
Like Star Wars Legion, the Marvel Universe has been popularized in recent years by the never-ending influx of Marvel movies, so gravitating towards a miniature game with all of your favorite superheroes is perfectly natural.
What you have to know about Marvel Crisis Protocol is that it’s a very structured mechanic-focused game with a very stern competitive style and objective-oriented game. This is not a narrative-focused game at all, it plays more like a board game than a miniature game. The scenarios in the game are just “adjective” driven excuses for what amounts to a game about holding objectives (positions) on the board.
It’s a fun and fantastic game, but be sure you match your expectations with the actual gameplay.
Wings of Glory
Speaking of managing expectations, let’s talk about Wings of Glory. As an avid historical war gamer, I love a good heavy war simulation, so one look at Wings of Glory and it is easy to get excited.
The important thing to know about Wings of Glory is that it’s not a simulation at all, in fact, this is the UNO of miniature games, one that can be taught to children. It does not take itself seriously, there is no hobby element (everything is pre-painted) and it’s not designed for narrative-focused play.
This is a very simple dog-fighting game, with board game-like mechanics. It’s light, fast and super fun, but this is not the historical simulator you might hope it would be.
Ok that’s it for today guys, I hope you found the article useful, good luck out there!
When I put 2024 down on digital paper, I feel like I live in the future. It’s hard to believe it’s 2024 and even harder to believe the year is almost over.
I would make the argument that it’s been a great year for gaming but frankly, my gaming life has been full of ups and downs this year, and tons of really surprising results. While there has been some great gaming this year, had you shown me this highlight reel at the start of the year, I would not have believed it.
There is a lot of games to talk about so sit back and enjoy, it’s going to be a serious wall of text today!
Hegemony: Lead Your Class To Victory
It’s a tough learning curve, but unquestionably one of the most unique games I have played in a long time.
This was among my favorite discoveries in 2024, even though it was technically released in 2023. It’s a robust and very crunchy Euro with a lot of psychology built into it and a fair amount of cut-throat competition. It’s not something I would recommend for everyone, but for groups like mine who love to argue and play “take that” games, it’s right up our alley. The interesting part about this game is how all of these asymmetrical mechanics come together. Testing this game must have been a real hell because there is so much interaction, and so many game states possible, it’s kind of crazy.
This one came out for the first time at our big board gaming weekend in the summer, and it was a smash hit with everyone, we talked about it endlessly afterward and everyone agreed it needed to be played repeatedly! That was the first and last time we played this game.
This is not a reflection on the quality of the game but more of a reflection of its length and its harsh learning curve. It took us a solid 7 hours for our first game. Like Through The Ages which I will talk about a little later, it’s just a long, complex game and it’s a bit of a pain in the ass to teach. It also has one of those rule sets where every single micro rule and the order it’s executed in, is a gaming-breakingly important thing, meaning, play one tiny rule wrong and the entire face of the game changes. So playing the EXACT rules to the letter in this hyper-crunchy game is critical to a fair gaming experience, but because of its complexity, it’s easy to get them wrong. This creates this unusual quandary where you need to put together a dedicated, crack-squad willing to invest in learning the game on their own so that everyone at the table is efficient and knows how everything works. Without that, you end up with a 3-hour game that takes 7 hours to play.
It’s a great game but man, it’s tough to build up the will to play it.
Part engine builder, part thought experiment, Hegemony is an exceptionally unique game design that I think if you and your gaming group are hardcore, veteran board gamers that love that Euro crunch, this is a must-own. Easily a candidate for the best game I played all year. That said, it’s not very approachable and I think most tables will find that it’s a bit too much.
Warhammer 40k got a 10th edition
Way back in the 6th edition days, I was a huge Warhammer 40k player. We played a lot, I had two armies (Tyranids and Necrons) and I did the entire hobby thing from A to Z. I honestly never in a million years would have guessed that in 2024 we would be going back to it, I thought I was done with 40k forever. It’s return to our gaming groups consciousness is one of the wildest events of the year.
The game fell out of favor in my group over a decade ago, replaced by modern miniature games that focused on stronger gameplay and in many cases like Star Wars X-Wing and Star Wars Armada, cut the entire hobby part out of the game with pre-constructed and pre-painted miniatures. This became the norm in my group and even when we did buy into more hobby-centric games, we usually played those with unpainted miniatures like Songs of Ice and Fire for example or they were isolated to small parts of our group as the case was with Bolt Action for example. In either case, the choice of miniature game was always heavily influenced by gameplay quality over “hobby focus”.
Warhammer 40k and the entire hobby part of the miniature gaming hobby made a big comeback when the 10th edition dropped last year. In 2024, shockingly, there was a lot of both, gaming and hobby in the 40k universe in my group. I rebuilt my Tyranid army and several members of our group who had never experienced 40k bought into the game for the first time. It became a thing.
I’m pretty proud of my Tyranids, this towering giant took over 20 hours to complete. When people say Warhammer 40k is a hobby, this is no joke and it’s good to keep in mind that it’s a pretty expensive hobby at that.
What I can say about Warhammer 40k is that it’s still a pretty shitty game from a mechanics perspective. Especially compared to modern-designed miniature games that focus on strong gameplay. I think anyone who plays 40k knows that the mechanics of the game are there to facilitate the hobby part of the game and playing it is just something fun you do when you and your friends get together to show off your miniatures. As a game, it leaves a lot to desire.
Warhammer 40k is almost a role-playing sort of experience. You work on your army, read the manuals and codexes, do your list building, and absorb other content like the animated series and the novels. It’s sort of a story-driven, hobby where the game is just a thing you “participate” in to complete the circle. If you’re looking for a good competitive miniature game, pretty much anything else is better, but so far as the hobby goes, GW makes the miniatures; no question about it.
It’s a lot of fun but in more ways than one, 40k is more of a robust activity than a game and I think as long as you can accept that and not get frustrated by the crazy imbalances and mechanical weirdness, it really is a fun activity.
I will say however that 10th edition is probably the best version of the game mechanically in all the years I have played 40k. Still not good by any stretch of the imagination but a vast improvement over previous editions and GamesWorkshop has gone to great lengths to try to keep the game as balanced as they can. A+ for effort even if the final grade, is a C- and I’m being very generous here.
If you’re thinking about Warhammer 40k, I think it’s important to know that you do not get into 40k for the game. You get into it for the fantasy storytelling, the art, the books, the animated series and most importantly the hobby of building and painting miniatures. That is what 40k is first and foremost and it does a fantastic job of it. The game is an afterthought. It’s fun too, don’t get me wrong, but it’s not what I would call “mechanically good” fun, more like we get to play with the toys we made kind of fun.
Empire Of The Sun
Empire of the Sun is a grid-based, card-driven historical war game that covers the entire Pacific War. A more complete game has never existed.
I play Empire of the Sun as a matter of habit every year, not to suggest I don’t enjoy it, I do, in fact, it’s an addiction that must be fed but this year, it exploded. I played a ton of games, probably more this year alone than the previous 4-5 years combined thanks to a fantastic online community.
I do not generally recommend Empire Of The Sun to most people. This is a highly complex historical war game with an extreme level of simulation and deep strategic interactions. It is not for the faint of heart and all I can say is that as a gamer you should know if a historical chit-game is for you or not. This is a very specific, very niche style of game that is or is not in your wheelhouse.
That said, I can’t think of a game on my yearly playlist that I look forward to more than Empire of the Sun. Each year when it comes out, I know I’m about to experience a masterpiece, and this game never disappointments. I typically play it with online opponents as it can be very difficult to play this one in a single sitting with a live opponent. In fact, even online, a typical game of Empire of the Sun can take the better part of a month to finish even if you do live sessions of 3-4 hours at a time on a weekly basis. It is a 12+ hour game for most partners and can take considerably more than that if you suffer from analysis paralysis, which is something this game infects you with if you don’t already suffer from the condition.
Mark Herman is one of my favorite game designers because he makes games that he loves to play and it shows in his designs. A true master of his craft, but like all masters, it takes some soul searching to understand the how and why of his designs. There is a personal connection you build with his games that will have you digging far beyond just the mechanics and design of the game, you will find yourself watching Pacific War documentaries, reading history books and imagining what the world must have been for people in the Pacific War. This is not just a game, it’s an exercise for the brain and it’s good for you!
If that doesn’t appeal to you, avoid this one, it’s for the historical buffs and no one else.
Through The Ages: A New Story of Civilization
Through The Ages has been near the top of my all-time favorite games for a long time, but I’m very careful and picky about who I pull it out with. Pick the wrong people and you are looking at a 6-12 hour game that will suck the soul right out of your body.
This long-time favorite and staple of my collection usually collects a lot of dust because it’s just a very long and robust game, that can be dreadfully slow when playing with new or inexperienced gamers.
Fortunately this year I managed to get it to the table a couple of times with some veterans and not only was it a pleasant experience, but with some great competition it was lightning fast which proves two things. First, it doesn’t have to be a long game, this game can be played in under 3 hours with experienced players who know what they’re doing and two, it’s still one of the most competitive games on my shelf, with brutally tight end games.
I will warn you that this game normally takes 3-4 people the better part of 6 to 8 hours to play and can take upwards of 12+ hours to complete. Yeah, I’m not joking here, so be prepared for some long games when learning this one. People who suffer from analysis paralysis will be in hell and drag this game out endlessly, if that sounds like you, this is one to avoid. You need to be thinking ahead and making key decisions so that you’re your turn is nice and fast, executed with precision, that is the only way to get this game’s excessive length down.
I will say that so far as Civilization builders go, meaning games that give you that Sid Meier Civ feel, this is one of the best around.
For those out there looking for a similar gaming experience but want a larger group and shorter game, Nations is a pretty decent substitute and fits the same niche playstyle. It’s a great game in its own right, but some argue it’s a very “ugly” looking game.
This is a classic civilization builder, its tight competitive nature, unique dynamic card-driven gameplay, and diverse interactions make this one of the best of its kind. There is a reason this game has been at the top of BBG lists for decades! But yeah, you need to find the right people to play with, this is not a “let’s just play with anyone” kind of game, not unless you’re ready to spend an entire day playing it.
Sekigahara: The Unification of Japan
Stratego was one of the earliest gaming experiences I had as a kid and this game definitely reminds me of those days.
I was very late to the party with this 2011 release, but Sekigahara is a well-established war game in the community, sitting pretty in the number 6 spot among war games on BBG and 207 overall. That is pretty impressive for a dry block-based historical war game based on medieval Japanese warfare. I bought into this one and managed to get it to the table a few times this year and color me impressed.
There is a solid and obvious reason for this popularity. This is an extraordinary game combining tactical and strategic dudes on a map war game that is card-driven. The core feature of the game is the hidden unit concept built into blocks that make up game units similar to classic games like Stratego which gives this game a great “feel” at the table. I think the bulk of the games fun factor has to be this idea of setting up your units and board positions, with a strategic plan based on the minimal information you have about enemy positions and strengths.
It’s a very clean, yet tense competitive war game that is easy to understand but difficult to master. I’m not at all surprised about its status among war gamers but I do think that even at 207 on the overall list which is quite high for a historical war game, this one is grossly underrated. This is one of the most unique titles I have seen in quite a while, I can’t believe I’m only just now discovering it. This is one of those games you can introduce to anyone, there is nothing complicated about it at all. It’s a kind of chess-like atmosphere with a fun theme.
Very highly recommended for pretty much anyone interested in competitive two-player war games.
Underwater Cities
Very streamlined game with a fantastic theme, dynamic mechanics, and that easy to learn – impossible to master core that elevates it above the competition.
I’m a big fan of Terraforming Mars, I play it a lot and there are a few games that I can point to and say “If you like Terraforming Mars, you should try…..”. Well, Underwater Cities is that game.
It’s not exactly a duplication or replication of the mechanics, but it scratches a similar itch with its dynamic engine-building – card-driven gameplay. Also, like Terraforming Mars, you can’t just play this game once and feel satisfied, you will find yourself obsessing about how to play it more efficiently, how to make each card play more effectively and above all else trying to find that “killer” strategy in a game that is far too dynamic to ever definitely resolve.
This is not a puzzle that can be solved as is the case with so many Euro-style games, the sand is constantly shifting under your feet and you have to adapt and overcome using a unique approach in each game, with a surprising amount of game states. It’s what I love about Terraforming Mars and it’s what I love about Underwater Cities.
Fantastic game that looks amazing on the table, it’s easy to teach but impossible to master. It’s what Euro gamers crave, a fresh take on a familiar engine building formula. If you haven’t tried it yet, this 2018 release should be at the top of your list.
Everdell
This cute game about animals living in the forest has some teeth. Lots of potential!
I only played it once for the first time this year and still, it made a very strong impression on me. This rather simple resource management, worker placement and card management game is exceedingly thinky. There are clear strategies driven by a wide range of dynamics in the game that create a great sense of competitiveness while being very straightforward from a mechanics perspective. Very tight scoring and a bit of a race between engine building and scoring. The entire game runs like a well-oiled machine, clearly the result of thorough playtesting. I see a lot of potential for replayability here, but at this stage, given that I have only played it once, that is hard to say.
What I can say is that despite a single play, this is on my “stuff to keep an eye on” as I see a lot of potential in this one. The accolades and popularity of this game are warranted.
Eclipse: The Second Dawn For The Galaxy
It’s a hit-or-miss experience, for such an expensive game I would not recommend it over far better games like Twilight Imperium. It’s not a bad game, it’s just not good enough for the price tag
This is a game I keep going back and forth on and I think a big part of the reason for it is that the gaming experience itself can be hit or miss from session to session. Sometimes it plays like a tight, 4x strategy game with battles, technology and lots of sneaky and tricky moves (exactly what you hope for). All the stuff you hope to get out of a 4x civ builder. Other times it’s just this horrifically boring and predictable Euro where essentially nothing interesting happens and someone wins by default in about the most anticlimatic way a board game can end.
I hold to it to account for its supposed claim that it’s “a better” or “lighter” Twilight Imperium, it’s not, it’s not even in the same league. In the infamous words of Will Smith, “Keep my Twilight Imperium’s name out of your mouth!”, a Twilight Imperium anything, this game is not.
That said I do love the aesthetic and the game is well-designed even if the experience can land flat. I would argue it’s way too expensive to recommend just to see for yourself if you can live with this unpredictable result, in fact, I would go further and say, don’t buy this game if you’re looking for a 4x experience because it does a poor job of it. This is more for Euro gamers who want a space theme and even there, be ready for some disappointing end games.
Imperial Struggle
Easily one of the best games in my collection, I just wish it hit the table more often!
I managed to squeeze in only three games of Imperial Struggle this year to my sad disappointment and frankly, I just wish someone made a digital version of this game already like they did for Twilight Struggle because I so desperately want to make this a nightly thing for me. I love this game but it’s kind of a pain to get to the table. This might end up being the game that I decided to digitalize myself just for my own purposes, but I’m just not sure my programming skills are up to the challenge. This game has a lot of moving parts.
It’s a fairly robust game in terms of complexity and strategic thinking and while the well is super deep, it’s sometimes a bit anti-climatic as the game can and often feels like it ends prematurely. Now I know that this is because of skill level differences, this is one of those games like Dune (Rex) where quite literally what you do in round 1 might end the game right then and there. Normally with some experience that is never going to happen but, yeah, this game has some very subtle nuances that can create exciting, long and tight games, or just these horrific early crushing defeats.
It ranks as one of my favorite games of all time, I think it is a worthy contender for the lifestyle game list but I just feel like I don’t play it often enough to be certain of that.
If you like Twilight Struggle, it doesn’t necessarily mean you are going to love this game even if these two games have a lot in common and are from the same creator. Twilight Struggle is more of a card game while Imperial Struggle is more of an action economy game. They are both from the influence area control genre, but not quite the same experience.
That said I still hold that Imperial Struggle is the better game… there I said it.
Great Western Trail
This is my modern-day Monopoly, I’m happy to play it anytime and with anyone. It’s just a fun, laid-back time, win or lose it’s always entertaining.
Great Western Trail continues to hit my “must play it” list periodically and I think I ended up playing it 5 or 6 times in person and a whole bunch more on BoardGameArena (online). In fact, I have 113 lifetime plays so far in this game and honestly, I’m not even remotely done with it yet. I crave it with regularity.
Why? Well, I think the biggest boon of this game is that it’s just a very clever mechanic and it’s kind of unique compared to most Euros. The unique engine building and heavier interaction between players, make this a Euro you don’t feel like you’re playing solo. It just works and it’s fun. Sometimes a good game is difficult to explain but I put this game in the same sort of ranking world as I would put Monopoly. To me, this is a family game. Sure it’s a bit more complex and has a few moving parts, but it has those types of rules that you just kind of remember after a few plays and they stick with you.
I have not gotten a chance yet to try some of the new versions of the game, there are two in total now, Argentina and New Zealand. They look interesting and are on my 2025 list of stuff to play.
Raiders Of The North Sea
Very fast worker placement game, great for a quickie, yet it has that robust, satisfying worker placement Euro feel. Great art too, I love looking at this game.
My daughter likes this one a lot, not to say I don’t but because of her we ended up playing it many-many times this year and it sort of became a thing.
As a whole, this game is a pretty straightforward worker placement game and one of the simpler ones from the Shem Philips line of games which includes stuff like Paladins of the West Kingdom, Viscounts of the West Kingdom, Architects of the West Kingdom and a bunch more. Good games all, I have tried most of them at this point but I still find Raiders of the North Sea, the first of the series I ever tried to be the most approachable and fun.
It’s a kind of combination of resource management, worker placement, and quasi-race. The race part is mostly because it is a pretty fast game that ends a lot quicker than you think. My daughter and I go like 30-45 minutes tops, so whatever your strategy is, there isn’t time to refocus or adapt, you have to ride it out and see what happens.
Most games are quite tight, generally, you’re going win this one by a hair unless you drop the ball so it’s always fun. Every move counts.
Great game, like Great Western Trail, it is a simple family game, very streamlined, and easy to understand the strategies behind it.
Star Wars Unlimited
One of the best CCG’s to come out in a very long time. Not quite a replacement for Star Wars Destiny in my opinion, but I’m kind of biased, I loved that dice mechanic. Still, so far as CCG’s go, this one is so tight, so clever, I’m not at all surprised at its success so far.
There is no question that Star Wars Unlimited stole the show this year. It’s been one of the biggest rises and most played games of the year in my group. I have so far collected all three expansions for the game and I don’t see any slowdown in my group. We love this one.
I would say it’s probably the first collectible card game since Lord of the Rings the Living Card game that I have felt comfortable just buying into it Blind. Star Wars Destiny turned out to be a big disappointment, more on that in a minute. Legend of the Five Rings was discontinued and Game Of Thrones the card game just never took off in my group. This is the first in a long time I think has some hope for becoming a Magic: The Gathering-type game where it becomes a filler for all occasions and a lifestyle choice in our group.
Very well balanced so far, with clever dueling mechanics and they are very wisely making each expansion a kind of mechanically isolated thing so that there is a kind of deck reset every time one comes out. This is great for our group as we all love deck building and it’s nice to have to sort of “re-think” strategy each time a new expansion comes out. It revitalizes the game each time a new expansion comes out and get’s us excited about getting together to play.
Love it so far, really hoping this one sticks the landing long term.
Now I want to say a thing or two about Star Wars Destiny, Star Wars Unlimited ugly stepbrother. I recently made a Top 10 Collectable Card game list where Star Wars Destiny landed in the number 5 spot, but its position on this list is mainly because the game is discontinued and because it was a CCG and it should not have been. Star Wars Destiny should have been using the Living Card Game format FFG is kind of famous for and had they done that, I think it would be Destiny not Unlimited we are talking about today. I personally think that Destiny is a much better game, but it was so poorly managed that it sort of self-destructed. It was a real bummer. Thank god that Unlimited came along and filled this gap.
Other Worthy Mentions
The above is a very inconclusive list, I played a lot more than what is here, but this article is about highlights and I think that covers the bulk of the standouts for me. There were several other games I will quickly mention here for posterity that received table time this year.
Terraforming Mars is always on my agenda each year, we played it several times this year and it continues to be the masterpiece from 2016 that just keeps on giving. It’s as good as it always has been and the expansions for this one do improve the game in so many ways, really refreshing the entire experience. I put this one on my lifestyle games list, it’s a staple of my gaming life these days and it’s one of my default recommendations to all board game fans.
War Room got played as it always does on my birthday (and hopefully always will). Love this one, but it’s 12+ hour monster that I find once a year is plenty. I never recommend it, it’s a niche game, but from my perspective, it’s one of the best games ever made. So a bit of a quandary. Let’s just say you have to be a “type” to appreciate a game like this. I suggest checking out my full review on this one.
Lord of the Rings the living card game naturally hit the table repeatedly as it always does for me each year, another lifestyle game I play regularly, mostly solo. I put this one into kind of a niche category as well because I find it’s sort of an all-or-nothing game. Either you collect everything and go full-on crazy, or skip it entirely. The same way I feel about most collectible card games. For a Lord of the Rings fan however, this is one of the best games ever made. I wrote a revised article in 2023 that surprisingly has become one of the most visited articles on the blog.
Lord of the Rings The Living Card game is 10 years old, but if the hits on this site are any indication it’s currently more popular than it has ever been in the past. This may be the result of 2nd edition being released in 2023.
Things on the agenda for 2025
2025 is looking very exciting already, there is a lineup on my shelf of games that are going to get played come hell or high water, and a few I still need to pick up (or am waiting to show up).
Dolmen Wood
I kick-started this old-school adventure RPG based on 1st edition B/X (Old School Essentials) rules. I’m a big fan of the designer Gavin Norman, he does a lot of great writing and design that speaks to me in a rather unique way.
Dolmen Wood is essentially a self-contained RPG and campaign, based largely on fairy tale lore and old myths. As a kick-starter I already have the game in PDF form in my possession and the books will arrive later this year.
If you love Dungeons and Dragons from the 80, this is a nostalgic trip down memory lane, except that it’s designed to be extremely approachable, and episodic all wrapped up in a fleshed-out open world. It’s easily among the best RPG content I have ever read and I’m eagerly anticipating its arrival.
Arcs
Arcs is a 2024 release designed by Cole Wehrle who is quickly becoming one of the big stand-outs in the board gaming world. He is responsible for instant classics like Root, John Company, Oath and Pax Pamir.
He has a unique eye for Asymmetrical game design which is definitely in my wheelhouse, but more than that, I think he knows how to bring a theme to life.
This one combines trick-taking and the 4x genre, which I will admit is a strange combo, but it’s another thing that I love about Wehrle designs. They are always a bit off, but always in a good way. I’m hoping it is going to live up to the hype but given the reputation of this designer, I go into it with confidence.
The Middle-Earth Strategy Battle Game
The Battle of Osgiliath is a really cool set that comes with lots of mini’s and terrain. While there are some more modern miniatures here for certain hero characters, most of the sculpts are really old and kind of crappy. They are not the GW quality you are probably used to if you are a modern miniature game fan.
I talked about this one briefly in a recent Hidden Gems article, but my hope is that this year, MESBG becomes something that I can expand on and sink my teeth into.
The claim to fame for MESBG is that it’s one the best rule sets GW has ever put out. I don’t know if that is really true or not, and honestly I don’t really care that much. It does seem to be the most common mantra among miniature-gaming fans which is great and all but as a Lord of the Rings fan, I just want to paint and play with some Middle Earth mini’s.
My issue with this game is that I came into it too late and right now as I paint up some of the miniatures of this game based on the Osgiliath box set, while I’m excited to get it to the table, I’m not really that impressed with the quality of the mini’s. This is an age thing, some of these sculpts are the better part of 10+ years old, but this is why now is a great time to get excited about this game.
In 2025 we can expect GW to be putting out new sculpts for this game and the obvious hope is that they go back and “refresh” the lines most key armies. I’m hoping we get new sculpts for the entire Fellowship and other key heroes/villains and I really hope we see new Orcs, Goblins, Rohan and Gondor troops. A lot of these old sculpts are really crappy by today’s standard and while I’m really excited, I don’t want to paint shitty miniatures. So here is hoping GW throttles up and gives us some new mini’s!
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