Showing posts with label 40K. Show all posts
Showing posts with label 40K. Show all posts

Thursday, 25 June 2015

Unboxing: Assassinorum


So we open the surprisingly heavy box and we find:


The weight of the box is in these really heavy duty card game boards.


These look really sturdy, and I'd imagine they will stand up to quite a lot of play. Despite the fact that they don't have 'jigsaw' lugs to join the boards together, their weight and size will help prevent the boards slipping hither and thither.


And a solid set of counters.

But the meat of things is, of course, the 23 miniatures. In value for money terms, this works out at just over £3 per miniature, which seems pretty good when compared [what I imagine to be] Games Workshop's pricing, and isn't too bad when considered miniatures more generally. But imagination is deceptive, especially when you are trapped in the past. 5 Chaos Cultists? £6. 10 Chaos Space Marines? £23.50. And so on. And, of course, in the Assassinorum box you don't get to choose which 23 miniatures you get for your cash. So what do you get?

Well, you get three sprues of Chaos Cultists:


A Chaos Space Marine Sprue:


A Chaos Sorcerer Lord/Terminator Lord Sprue:


And, of course, four individual Assassin Sprues (each standing on their own bit of scenery):


These are standard contemporary GW sprues, which means lots of bits and bobs, assembly required. To my mind GW have missed a trick here. If they had produced push-together miniatures, people could buy this game for casual gamers, and even dedicated hobbyists could be playing the same day that they buy the game. As soon as a game needs glue, clippers, &c., you've got a game that simply will not sell to casual gamers, and if it does, it will sit, unassembled and unplayed in a cupboard. I know that in recent years GW have sold push-together Chaos Space Marines, and so it shouldn't have been too difficult to find that compromise between accessibility (getting the game up and running on the day of purchase) and miniature quality (the taste of the plastic crack that keeps 'em coming back). Ah, but I'm not in charge of GW's strategy department - if I was their stores would at least sell FFG Warhammer licensed products.

But then I can (only just, admittedly) remember when all these shelves were Call of Cthulhu and RuneQuest, and when White Dwarf were a general roleplaying magazine. But tell that to the kids these days...

We'll have to wait until I get back from my work trip to the States to get these little men put together and on the table.

Tuesday, 23 June 2015

Codices as 'Lore'?

The other day, I posted about the way that I have collected a bunch of obsolete WFB Army Books to act as a cheap source of information about the Warhammer world. Thinking now about the Warhammer 40K universe/s, does anyone have any opinions as to which are the best iteration of obsolete Codices, with the best being those that contain plenty of 'fluff', evocative art, etc. that could be used as - at the very least - inspirational material for 40K role-playing?

Kelvin Green, in the G+ comments on that post, said that while he was happy to draw on latter WFB material for his WFRP games, "40K is a bit different and I'd say my Rogue Trader game had more, er, Rogue Trader influence than anything more recent."


I was of the same mind, when (nearly 4 years ago!! Gah!) I picked up FFG's Rogue Trader RPG. But the additional books are so very expensive these days. I would love to pick up the Book of the Astronomican and the Warhammer 40,000 Compilation, to slot alongside my rulebook and W40K Compendium. Oh, and I dream of getting hold of the 'classic' Ork books: Waaagh!, Ere we Go, and Freebooterz, but my magic money tree is only of a modest size. That said, I understand that the FFG Rogue Trader supplement Into the Storm has some information on playing Orks, and the writer of that section, Sam Stewart, makes plain the debt he owes to the earliest W40K material

But back to my original question. Are any of the [cheap] obsolete Codices (or other supplements) a good place to go for W40K role-playing 'lore'?

Opinions welcome.

Sunday, 21 June 2015

Assassinorum: Execution Force

Father's Day. 

The reason why I have no time to paint, and little to play, is also the reason why I receive an extra round of presents each year, including various bits of gaming paraphernalia from my spawn. Of course, if I didn't have astronomically high nursery fees, and the bill for food and clothes, I could spend my wages like they were water, but there's only so far such horrible, resentful cynicism will take you. So yesterday we took a trip down to the amazing 'new' Firestorm Games (honestly, it is a cathedral to gaming) and I picked out a shortlist of three games. My two children and my wife then voted, and it wasn't Relic (Talisman in Spaaaace!), nor was it Forbidden Stars (a W40K remake of the StarCraft boardgame), but Games Workshop's newest in-house foray into the world of self-contained games, Assassinorum: Execution Force, that they chose. My youngest liked the skull on the box. Ahhh, how sweet. 


Did you see a theme to my shortlist?

So, before I unbox this beauty, and weep at my hubris, thinking that the 23 miniatures represent a small, do-able task, lets see what the Old Testament has to say about Assassins. From the Book of Priestley, pages 170-171.

Verily, for here is written the truth!

I had a look inside the box on a recent trip to my local Games Workshop. I gently teased the manager by remarking that it reminded me of Space Crusade. Or perhaps I was just being a dick. But it does remind me of Space Crusade. Aside from being a self-contained 40K themed board game, it also has Chaos Space Marines, which in my imagination are indelibly linked to the not-quite-as-successful as Heroquest collaboration between Milton Bradley and Games Workshop. Space Crusade might not have been the first place that I ever saw Chaos Space Marines, but it was while playing Space Crusade seemingly endlessly that I saw that distinctive shape over and over and over again. 

I tell you what, that horrible cynic in me thinks that what might well have swung it when it came to my wife's vote is that Assassinorum can be played solo. Hah! Actually, being for 1-4 players playing co-operatively makes it a welcome change from the adversarial board games that populate my cupboards. I hope that there is something in the rules or mechanics to avoid the know-it-all (i.e. me) 'coaching' (to put is politely) all the other players, but I guess I ought to be grown up enough, what with being a dad and all, to play nicely with others. 

Expect a full description soon, as well as a play report. Even if there is just one player.