To take advantage of the extra time afforded by home-working, my son and I have been doing a bit of mid-week wargaming. Our goal is to try out various 'square-base' rulesets and work out which we like best. So far, we've played games of Warhammer (3rd edition) and Chainmail. We've got our sights seton Ral Partha's Chaos Wars, Sword and Spell, AD&D Battlesystem and - the newest of the lot - Oathmark. And we'll also revisit Saga and 'MicroHotT' (Hordes of the Things with individually based figures).
It was for Saga that I initially started building up a square-based orc force. Since then, I've started using 25mm squares as the default for our daily D&D campaign, simply because the bases work nicely with dungeon floorplans and look a bit less obtrusive on the table. The old Chronicle and Grenadier orcs (metals by Nick Lund; plastics by Mark Copplestone in Lund's style) that I was using for Saga have done plenty of time as the Vile Rune tribe in the Caves of Chaos, and I'm sure the PCs will meet more of that tribe should they ever return from Tekumel, where they're currently adventuring.
If they do, the orcs will have considerably more firepower, as I've recently finished a 12-strong unit of archers. Twelve is the requisite unit size for Chaos Wars, though it will give me a couple of smaller units for more flexible games.
It's a very quick process, and the simple pallet gives the miniatures a certain consistency, despite their orcish irregularity.
And what about the games? Well, we thought Warhammer was quite fun at first, but it became a bit of a slog as the game wore on. My impression is that the finicky differences in the profiles that I learned and loved as a kid are, ultimately, a bit pointless. Too many of them even out, and it also takes an awful lot of time to cause a kill on most units. In our game, we had lizardmen, beastmen, troglodytes, orcs, hobgoblins and chaos warriors, but all of them were pretty similar on the table: tough, durable infantry.
One thing that Warhammer lacks, I think, is sufficient differentiation between unit roles. Light infantry are just worse heavy infantry, and the movement penalties don't really balance things out. A unit with heavy armour and shield will move at 6" a turn (assuming reserve move) whereas an entirely unarmoured unit will move 8". But that difference is less striking than it seems, because once they've closed with the enemy and lose the reserve move, the distinction is just a single inch. And the 3:4 ratio is less marked than in other games; in Hordes of the Things, for instance, the ratio between 'blades' and 'warband' is significantly more pronounced at 2:3.
So, while Warhammer ostensibly boasts infinitely more variety in its profiles than HotT, it actually has less striking differences between many of them; many gradations rather than the bold strokes that, in my view, make for a better game. It's not just movement: it's also things like how units react to situations and interact with each other. The rock/paper/scissors aspect that's so successful in other games is largely absent here. By the end of the game, I remembered full well why I found HotT so refreshing as a teenager after a surfeit of Warhammer.
We both liked Chainmail quite a bit more. We played with similar forces, but we found that Chainmail, with its built-in distinctions between unit types, offered quite a bit more flavour. And it was quicker too, with much more emphasis on manoeuvre and much less on turgid, scrum-like melees. But at the same time, I can see why Warhammer was much more appealing to kids. Chainmail and HotT are both games that you have to play to absorb the flavour. The Warhammer rulebook positively drips with flavour; it's just that it's less in evidence once you get to the table.
One reason that Chainmail played faster was that kills came much more quickly. I worked out that if two evenly matched forces of human soldiers with light armour and shield fight a round of melee in Warhammer (assuming the previous round has ended in a draw and frontages of four), they're more likely not to cause or suffer casualties than otherwise. My maths could well be faulty, but our experience of play bore it out. In Chaimail, by contrast, your hits aren't going to be nullified by unsuccessful wound rolls or cancelled out by armour saves.
Warhammer's long statline must take much of the blame here. There are no fewer than three separate ways in which an infantryman can be 'tough' - through Toughness, Wounds or Armour Save - and you also have the prospect of fighters being skilled at hitting but not great at wounding (Weapon Skill versus Strength). All this detail creates a 'wood for the trees' effect, so that stats are cancelling each other out.
The lengthy statline must also take the blame for one of the most boring aspects of our game: the performance of the troglodytes - who are subject to Stupidity and have Intelligence 4. This meant that they were most unlikely to ever act as requested during the game, and indeed they never did anything of consequence other than wander aimlessly around their deployment zone. The problem here is that Warhammer has all those psychological stats demanding to be used. Were those to be replaced with a single Leadership stat, so that the trogs were testing on their higher Ld rather than their lowly Int, the Stupidity rule would add flavour and predictability rather than just rendering a unit useless. I think this may have happened in later editions, but I've never played those.
Where Warhammer did have an edge over Chainmail was in the clarity of its morale rules. Chainmail's calculation takes a bit of getting used to; I can see that it takes plenty of factors into account, and I can imagine that it becomes easy to do after a few games, but it's quite a slog at first.
Warhammer's personalities worked quite well, I thought, because we avoided the most powerful types. We used no heroes or magicians higher than Level 10, and that kept everything suitably balanced.
We'll certainly give both games at least one more run, but it'll be Chaos Wars or Oathmark next. And for those, more orcs are required ...
Very nice painting, and excellent color scheme once again. The red and green are the colors of the Gruul faction in Magic, representing impetuous and fierce warriors - something perfect for Orcs!
ReplyDeleteThanks, Phil!
ReplyDeleteI've also been doing some 1/72 stuff for HotT - will get that up shortly.
Oh oh, I'm curious to admire them.
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