Tuesday 30 March 2021

Fantasy Rules.

Like many wargamers, I am addicted to wargames rules. New rules hit my desk regularly. Usually, no rational decision is involved; it is a simple impulse after reading a review or watching a YouTube video. Unsurprisingly, I am the proud owner of many wargame rules, especially fantasy ones. So what, in my humble opinion, is the best set of rules?
The answer to this question is that no ‘super’ set of rules exists. It is a simple matter of personal choice. This comment is true of any wargames genre but particularly true of fantasy Wargaming. These rule sets create a fantasy world that has to appeal to your imagination. So how do you decide what the rules are for you? Here is my list with some examples;
 



Backstory and World-building. 

Do you like fighting battles with a strong background narrative, or do you just want to set up the armies and play? Many fantasy rules come with a ready-made world (Warmaster, Kings of War, Battle Lore). The games come with their own history, religions, heroes and villains. The other extreme is the generic games (Horde of the Things, Hordes and Heroes, Fantastic Battles) where there is no backstory, allowing armies to be assembled from a wide range of fantasy and historical settings - Trojan War to a fantasy Napoleonic settings. My preference is towards the generic rules, but I like a backstory. Having spent hours designing and populating my fantasy worlds, I now tend to design them ‘on the go’. The narrative background and character development are essential to my wargaming experience.


Physical Restraints and Scale.  

Most of my wargaming is solo, partly due to personal preference and geography. While this choice provides flexibility, it also brings several restraints. Traditionally rules were designed for a 6 x 4-foot table or larger. An impossible size for most of us who play at home unless we have a very understanding family! However, games like Horde of the Things have been designed to be played on a small surface (3x3), and some of the newer rules can be easily resized. The space problem also raises the question of scale, but this choice includes aesthetic considerations. Do you want a few painted regiments, or do you want to recreate the mass battles found in Lord of the Rings films? However, if you want to fit large armies into a smaller playing area, the simplest solution is to reduce the scale. Historically, fantasy wargames were the home of 28mm miniatures, but the introduction of Warmaster led to the popularity of 10mm figures. Games designed for 28mm can easily be converted to 10mm by changing inches into cm. These figures are usually based on 40x20mm or 40x40mm bases, which makes moving between game systems easy. I am now the proud owner of several 10mm armies and probably a more significant number of unpainted figures sitting in a box.
 

Gaming Environment and Community.

Why do you play games? Do you like the entering competition? Are you a social gamer who plays alone or with a few friends? Some rule sets, Horde of the Thing, Warmaster, and Kings of War, are all excellent choices for competition games because of the well-spread players and established conventions with competitive play. However, even the solo gamer likes to feel part of a community. Today many games are supported by Facebook groups that provide advice, army builders, scenarios and battle reports.  Also, Boardgames Geek offers valuable support with its reviews, ranking, access to its forums, and marketplace. However, the depth of these communities varies. Mayhem by Bret S, for example, is one of the most innovative rules set but has no Facebook group. Generally, the independent rule sets have smaller communities, although this brings the extra fun of helping to build the game with fellow gamers.

 

Game Mechanism. 

I am a sucker for clever and unique game mechanisms, mainly if they help in solo play. Mayhem with it versus system (stats in the game are not based on fixed numbers but on die types instead. Anytime you are called upon to roll dice, you may instead choose to take the default; this equals half the die's value) makes for exciting play. Hordes and Heroes' use of hex movements simplifies one of the most complex and frustrating parts of learning and playing games. Battle Lore (part of the Command and Colors family) provided innovative solutions to the fog of war and the ability of individual commanders. What I look for in these mechanisms is something that simplifies playing the game, helps solo play and puts you in the general's mind.
 

Campaigns, Sieges, Skirmishes and Naval. 

Several rules include chapters on other aspects of fantasy warfare. Mayhem, and Fantastic Battles, include siege and campaign rules that allow those lovers of a backstory to expand their horizons. Others have published supplements or additional rule sets that integrate with their fantasy skirmish rules. Kings of War has a multi-dimensional campaign supplement, and in their Vanguard rules, you can fight skirmishes that can be linked back into the main battle. The appeals of these additions depend on how much you like a backstory, which brings us back to where we started.

 

 

My Favourites 

Best Fantasy Rules with the pre-built world. Kings of War.

Strongest Community resource – Warhammer.

Most Innovative – Mayhem.

Competition Play – Warmaster, Kings of War, Horde of the Thing

Free – Hordes and Heroes

My overall favourite – Fantastic Battles because of its simplicity in design, its fog of war mechanism and its flexibility in army design.

Golden Oldie - Battlefleet Gothic

I was trawling my boxes of unpainted and painted miniatures when I came across a few boxes of spaceships. My collection was a haphazard arra...