You only have to flick through the book and take a look at the new templates and other kit to get the message: Warhammer Fantasy Battle is no longer stuck in the corner while 40k gets all the glory. It’s telling that the flash animation that pops up on the Games Workshop website to advertise the new game does little more than show you lots of the pages – this book sells itself. It’s a thing of lavish beauty, and there isn’t a single section that doesn’t disappoint. Of course, I’m more than a little biased – I sweated over every part, drove the designers to distraction with hundreds of changes and corrections, and reworked the order dozens of times as pages were cut and added. You wouldn’t believe what a nightmare it was getting that big fold-out of the Siege of Volganof in the right place. It was well worth everyone’s effort. The Design Studio can be justly proud of this tome – I certainly am.

But enough gushing, and down to the serious business of gameplay. For all the stunning art and photography, this is a rulebook, and will ultimately be judged on what it does to the Warhammer battles on your tabletop. Incidentally, you may notice that official Games Workshop coverage tends to avoid making disparaging comments about the previous version. I, on the other hand, have no need for such omissions!

You’ll soon realise that this is a huge shift. In terms of the amount of change, it blows away the unadventurous 7th Ed whose most exciting new feature was changing ranks from 4 to 5 models. 8th makes dozens of changes that each has more impact. I don’t think it’s exaggerating to say that this is the biggest development for the Warhammer game since the invention of army lists.

How does it play?

Overall, the new system feels much more meaty, hard-fought and involving. Chess-like manoeuvring with teeny units and winning because you know the mechanics best are considerably less prevalent. It is less of an abstract, thinking man’s wargame and a big step nearer to Warhammer 40,000, where you win by killing lots of stuff. Don’t get me wrong, it is still the more tactical and more challenging game, but it also feels like a desperate, bloody fight with decent sized regiments in a warp-twisted, magical environment.

Bloody rules

More things get killed in the new game. A lot more. And I don’t mean units run down and destroyed, I’m talking about chopping someone in the head with an axe with a proper attack. Gone are the days of ‘I killed one, you did nothing back.’ The fact that at least two ranks get to attack (or shoot) and that casualties don’t stop the rear ranks fighting back, drastically ramps up the number of dice flying around. However, the biggest change here is the Steadfast rule, which effectively makes you Stubborn if you have more ranks than the enemy. This means that big units stick around and combats go on for longer (entailing more death), allowing in turn the chance for reinforcements to charge in and increase the kill-count still further. Trust me – it’s much more fun this way.

The end of charge/break/win

A common tactic (possibly the core tactic) in Warhammer has always been to take your fast-moving, heavy-hitting uber unit, and slam it into an enemy so hard that breaking them is pretty much a foregone conclusion, then running them down, shattering the enemy battle line and getting your own unit out of arc to avoid counter-charges. Competitive players quickly learn to calculate the likely outcome, and the game will often be won and lost in that single turn. This kind of thing is now much harder to predict and to pull off. For a start, the random charge move means you can rarely guarantee you’ll get in, and if you charge a unit with lots more ranks, it doesn’t matter how much combat res you get – they’ll still be testing on their base Leadership. Then, if they pass, they’ll likely have counter-charges ready to slam into you.

Of course, the favourite counter-measure to those uber units was to place a small, worthless sacrificial unit in their path, set at a bizarre angle so the chargers would have to align and then be left in an unrealistically vulnerable facing, or chase them off and be left equally out of position. This annoying and gamey practice has been largely negated because you can now reform after winning a combat if you don’t pursue.

These two shifts in the mechanics make the flow of the fighting seem much more intuitive and ‘realistic’ – it’s harder to predetermine the results and there’s less sense that the rules are at odds with what would actually happen. Of course, there are bound to be new loopholes and tricks to discover as the rule-set is tested to destruction (especially with so many sweeping changes, there’s just no way playtesting could have caught everything), but hopefully they will not be so jarring.

A World of Chaos

Terrain is another thing that’s really changed the feel of the game. Of course you can still play on a flat green golf course if you want to, but you can now get in and amongst the terrain without it slowing your army to a quarter-speed. Much like 40k, you can set up a great looking battlefield and play across and over it instead of avoiding anything that isn’t open ground. In addition, the terrain does stuff. It eats you or scares you, zaps you with spells or heals you. Sometimes it even wanders around the battlefield. It really makes you feel that you’re fighting within a fantastical, dangerous world, and not Kent – that your battle is a real event, not an abstract game.

The tale of a battle

A more subtle change, but a great one in my eyes, is that the game does a much better job of telling a story. Previously the single generic scenario, the slightly abstract, chess-like feel of the gameplay, and the fact that you avoided terrain like the plague, all made one Warhammer battle play very much like the next. Now, the six basic battles in the main rules instantly provide a reason for your battle to be taking place. The landscape and scenery are fully interactive. The magic is spectacular, dangerous and fickle. Your characters never get left out of a fight. Even little things like the additional rules for Flaming Attacks burning enemies out of buildings. All these elements lead you to picture the scene a bit more and calculate mechanics a bit less. Even if imagining the story leaves you cold, and you just want to pound your opponent in the most efficient way possible, you’ll still find yourself playing in a way that much better portrays a ‘realistic’ Warhammer battle.

2 Responses to “Warhammer 8th ed. How does it play?”

  1. Reds8n says:

    I agree totally that the number of and strength of changes made in this edition is, for me anyway, very welcome. I started with 3rd edition –which nostalgia alone has defined as THE edition for me in certain ways — played 4th, some 5th and then drifted away as each edition of the game become and more like a mathematical problem rather than a fantasy wargame. Especially the way that magic became little more than something comparable to a few extra shots from a x bow. Oddly enough I think 40K has benefited from the streamlining of the psychic powers at the same time.*shrugs*

    The thing I’m happiest about, and glad that GW keep, is the “buckets of dice” approach, especially when it comes to resolving combats. I tried a few games with charts and formulas and the like over the years and they never quite had the excitement or potentiality that warhammer has when it’s good.

    I like the look of the blog BTW, very slick.

  2. Steve says:

    This blog entry is a little old, but the site is new to me but it looks like just what I’ve been trying to find since I heard about 8th. So I thought I’d ask a couple of questions that maybe you can help explain. Finding detailed info from the design team seems difficult to find. It’s like design notes are a huge trade secret. What design info is published feels like it was filtered through marketing, too.

    I’m curious what the thoughts of the design team may have been about deathstar units. Taking away steadfast from a 30+ strong unit with 4 heroes in it is a little hard if he protects his flanks or is fighting someone with smaller, more expensive, units. A unit like that took charges from two 20 strong units of Saurus, a stegadon, and a full squad of salamanders, and they didn’t even break a sweat.

    And why did Lore of Life get such a huge boost? When I see Demons taking it, I think there’s something very odd with the system. It’s a no-brainer to bring Life if you want to win and are able to.

    There are many changes that I can see as beneficial, but for everyone one I find there seems to be another that makes me go “what?” Little things like the new “unable to rally at 25% or less” instead of the usual “below 25%” that we’ve had for a very long time. That feels more like a “hey, this rule is like 15+ years old, we should change it” kind of thing. Maybe there’s more to it but I can’t tell. That’s exactly what I wish I’d find in WD or on their website. Their articles about the changes in 8th didn’t go into enough detail for many changes and only covered about 1/10th of them, too.

    You’re blog seems really great to me so far so please keep at it. Anything that helps to keep my excitement for the game up would be very much appreciated. Other than my good friends and my need to understand the changes, I’m having a hard time not putting my Lizardmen on the shelf. And if they go on the shelf then there goes my motivation to buy anything from GW until 9th is released in 2014 (with around 4 armies still using 7th ed books probably). I really don’t want to give up a game I’ve been playing for 15 years.

    Many thanks for your insight. I’m really hoping you have time to help me out.

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