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WarHammer 40,000

Discussion in 'Games' started by Tom, Jan 15, 2008.

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  1. Tom

    Tom An Old Friend

    Joined:
    Dec 6, 2004
    Location:
    Gulf Coast
    I have the PC Game but there is MUCH more to this than meets the eye!

    The first edition of the game, Warhammer 40,000: Rogue Trader, was published in 1987. Game designer Rick Priestley created the original rules set (based on the contemporary 2nd Edition Warhammer Fantasy Battle) alongside the Warhammer 40,000 gameworld. This original version came as a very detailed, though rather jumbled, rulebook, which made it most suitable for fighting small skirmishes.[citation needed] Much of the composition of units was determined randomly, by rolling dice. In addition, supplemental material was continually published in White Dwarf magazine, which provided rules for new units and models. Eventually, White Dwarf provided proper "army lists," which could be used to create larger and more coherent forces than were possible in the main rulebook.
    A few elements of the setting (bolters, lasguns, frag grenades, Terminator armour) can be seen in a set of earlier wargaming rules called Laserburn (produced by the now defunct company, Tabletop Games) written by Bryan Ansell. These rules were later expanded upon by both Ansell and Richard Halliwell (both of whom ended up working for Games Workshop). The prototype game mechanics for Necromunda were also influenced by these men.
    One major expansion for Rogue Trader was the book Chapter Approved which gave army lists for the Space Marines and Eldar, albeit of a temporary, primitive form. Another major expansion was the two-volume Realm of Chaos (1988 and 1990) book which introduced the Horus Heresy and the Chaotic powers. The rank-and-file Imperial military organization, previously referred as the "Imperial Army" was then redubbed "Imperial Guard", the change was underlined with a new army list published in White Dwarf which stressed chain of command and platoon organization. This army list was then republished in the red-bound paperback manual Warhammer 40,000 Compendium, along with an updated army list for the Space Marines (instead emphasizing their commando-like flexibility) and one for the Squats, stressing their familiarity with technology, the abundant use of heavy weaponry and their bike- and trike-riding fast attack forces. During 1990 new elements were introduced like the xenomorph-like genestealer (an update of a concept cursorily described in the original Rogue Trader manual) which were turned from occasional nasty critter to a far-spanning menace gnawing at the empire from within, and later revealed to be a kind of "recon force" for the onslaught of the Tyranid Hive Fleets cruising towards the imperium from the cold depths of intergalactic void. The genestealer cult army list (proposing and interesting melange of human cultist and hybrid monstrosities) was published along with the Eldar army list (instead based on the highly formal, elegant and ritualized combat style of the elf-like aliens) in a yellow paperback manual called Warhammer 40,000 Compilation, while the Tyranid army list was never republished in a manual due to the impeding change which would have soon rendered obsolete the original rules.

    The second edition of "Warhammer 40,000" was published in late 1993. This and later developments of the game were developed under the direction of editor Andy Chambers. This edition came in a boxed set including Space Marine [1] and Ork miniatures, scenery, dice, and the main rules. An expansion box set titled Dark Millennium was later released, which included rules for psychic powers. Although second edition Warhammer 40,000 was very similar in many aspects, it was designed to be more structured than Rogue Trader. It sacrificed many interesting rules linked to the rich, colorful backgrounds of the major galactic races and organizations and instead it focused attention away from the highly customizable rank-and-file units of the Rogue Trader version to concentrate on over-powerful "special characters" which had access to equipment and abilities far beyond normal units and even "regular" heroes. Of course to field these army-shattering individuals a player had to buy the appropriate miniature, which was larger, heavier and pricier than the normal ones. This shift signaled the turning point for Games Workshop away from its roots as the gamers' company to a more commercial-corporate mindset. The introduction of the special characters miniatures also signaled the start of an "enlargement trend" aimed at making Citadel miniatures less and less compatible with the ranges of other producers. Second edition also introduced the concept of the "army codex"; a separate book that contained the rule information for a single army.
    The third edition of the game was released in 1998, and again concentrated on streamlining the rules for larger battles. Third edition rules were notably simpler, and less prone to use arbitrary or overly powerful abilities than the previous editions. The rulebook was available alone, or as a boxset with miniatures of Space Marines and the newly-introduced Dark Eldar. The system of army codexes continued in third edition.[5] In addition to army codexes, a supplemental rulebook titled "Cityfight" introduced special rules for fighting in urban conditions.
    Towards the end of the 3rd edition, three new armies were introduced, the Tau race, and two armies of the Inquisition: the Daemonhunters of the Ordo Malleus, and the Witchhunters of the Ordo Hereticus; elements of these armies had appeared before in supplementary material (such as Realm of Chaos). At the end of the third edition, these Inquisition armies were re-released with all new artwork and army lists. These new and remade armies had codexes that were far more in-depth and detailed than previous editions in regards to the background of each army within the game's universe - which would later be utilized by the codexes in 4th edition. Because of how in depth the new codexes were, these books are sometimes referred to as "Edition 3.5".
    During this time, Games Workshop also held several world-wide events, telling the stories of important wars fought in the game's universe. Players were strongly encouraged to sign up for these events, where they could send in the results of their battles, with the overall results of all players having an influence on the outcome of the war.
    The fourth edition of Warhammer 40,000 was released in 2004. This edition did not feature as many major changes as prior editions, and was "backwards compatible" with each army's third edition codex. The fourth edition was released in three forms: the first was a standalone hardcover version, with additional information on painting, scenery building, and background information about the Warhammer 40,000 universe. The second was a boxed set, called Battle For Macragge, which included a compact softcover version of the rules, scenery, and Space Marines and Tyranid miniatures. The third was a limited collector's edition version of the hardcover book and was leather-bound, its front cover embossed in silver with the Warhammer 40,000 fourth edition logo. Each page was edged with silver foil, and the book was packaged in a protective black leather slipcover.
    There are many variations to the rules and army lists that are available for use, typically with an opponent's consent. These rules are found in the Games Workshop publication White Dwarf, the Games Workshop website, or the Forge World publication Imperial Armour.
    As of January 2008, the Space Marines, Tyranids, Black Templars, Tau Empire, Eldar, Dark Angels, Chaos Space Marines and the Orks codexes have been published for 4th edition Warhammer 40,000. The expansion Cities of Death was published in the June 2006, which introduced additional rules for fighting in highly urbanized areas.
    The Black Templar and Dark Angel codexes are stand alone codexes, unlike their third edition counterparts, which were additions to the Space Marine codex. This is supposedly the trend of fourth edition codexes where there will be no 'sub-codexes' being released, though according to Jervis Johnson (one of Games Workshop's long-term strategy managers), the recently released Chaos Space Marines has been released as a single codex, which is opposite to rumours circulating that the book would be split and released separately for the different legions available. Strong rumours circulating at the moment indicate that a Codex: Demons will be released in the summer of 2008. The Blood Angels codex has been published in White Dwarf in two parts, in UK issues 330 and 331 (although long-term a printed codex is planned), and is available for download on the Games Workshop Website.
    The latest major expansion for Warhammer 40,000 was Warhammer 40,000: Apocalypse, which was released on 13th October 2007 and includes new rules for much larger battles than previously, with a minimum of 3000 points needed. Apocalypse also includes rules for large units, such as Squiggoths and Baneblades, as well as battle formations such as daemonic Warp Rifts and Space Marine Battle Companies.




    The tabletop game


    Each player assembles an army of metal and plastic miniature figurines (models) - each usually representing a single military figure from one of the official lists. These armies are constrained by rules contained within the Warhammer 40,000 rulebook, as well as in several army-specific codexes (although with the advent of Warhammer 40,000 Apocalypse, players are free to mix troops from different armies). The size and power of the army is determined on a points system, with each unit being assigned a number of points proportional to its worth on the battlefield. Before a game the players agree on how many points will be used as the maximum army size and each assemble an army up to that maximum limit.
    Common game sizes are between 400 and 2,500 points and played on tables 4' in width and 4' to 8' in length, but it is possible to play much larger games given time and inclination (larger point battles tend to include multiple players, as well as being played on larger tables). The recent Apocalypse expansion allows for games of 3000 points or more. Games generally run from half an hour to several hours depending on the size of the armies.
    Play is divided into turns, with each player moving, firing and engaging in close combat with each squad. Six-sided dice and unit stats are used to determine the results of actions. Each battle, at the onset, is assigned a set of additional rules and a goal (collectively called a "scenario") specific to it. Standard goals range from taking and holding objectives to simply eliminating the opposition, with additional rules including night-fighting and reinforcements. More complex scenarios exist in the main rulebook. Victory is determined either simply by mission objectives or victory points, with points awarded for objectives and eliminated or damaged enemy units.
    Some players organize a series of scenarios, called a campaign, where two or more players fight against each other in a number of battles. These campaigns may feature their own special rules, and are typically tied together by a storyline, which might alter according to the results of each scenario when it is played. Every few years, a global campaign is held in which people submit the results of their games to Games Workshop. These results are collated, and together affect the storyline of the game, which is then accounted for in the next rulebook and fiction releases. The most recent of these global campaigns was The Fall of Medusa V campaign which ended in a typically Pyrrhic Imperial victory. Previous global campaigns are The Eye of Terror and the third battle for Armageddon.

    In addition to writing rulebooks for the game, Games Workshop also owns Citadel Miniatures and Forge World, two companies which manufacture the miniatures used to play Warhammer 40,000. In addition to the current line of units, Games Workshop makes available past model lines as a part of their mail-order-only "Classic" series. These are models that have been used for earlier versions of the game. This is one of many ways to get certain miniatures which have been discontinued.
    As of June 2006, new players wishing to start playing should expect to spend at least £200, but may need to spend much more, for a basic playable army with ample room for customization (1,000 points). This figure includes costs for the rulebook, the army's codex, and modeling equipment such as paints and glue[6]. Players must also purchase individual units in squads or in boxed sets. The cost of boxed sets varies widely (£5 to £100), depending on the contents. However, the boxed set may not provide for all available options, meaning that players may choose to purchase additional blister packs, each containing one to three models. Blister packs vary widely from £4 for essentially a metallic version of a single plastic model, to £14 for large (2-3 inches tall ) multi part models.
    Since the models are hand-painted and assembled by the player, people are encouraged to design their own paint schemes as well as using the pre-designed ones displayed in the various books. They are also encouraged to experiment with miniature conversion using parts from other kits and models, scratch-built components, and modeling putty such as Milliput or Citadel's own "green stuff". These conversions are often entered into contests at sponsored tournaments and similar gaming events, including the Golden Demon Awards; an international Games Workshop-run event which judges a variety of entries every year that are on based upon conversion, painting, basing and atmosphere.
    Terrain is a very important part of play. Although Games Workshop has terrain kits available, many hobbyists prefer to make their own elaborate and unique set pieces. Common household items like soft drink cans, coffee cups, styrofoam packing pieces, and pill bottles can be transformed into ruined cathedrals, alien habitats, or other terrain with the addition of plasticard, putty, and a bit of patience and skill. The Games Workshop sub-division Forge World also makes numerous detailed resin terrain sets. Games workshop has also recently released the cities of death expansion which sough the release of three new plastic building kit available at games workshop stores. the three building kits share the same gothic motif that ties them in to the 40k world, skulls and the twin headed eagle (the Imperiums symbol and coat of arms) feature heavily in the overall design of the buildings.

    Warhammer 40,000 has, over the years, inspired many spin-off games. The most popular of these include the miniature-based games Battlefleet Gothic, Epic Armageddon, Inquisitor and Necromunda, all of which have their own website[9] and are available as "Specialist Games" from the Games Workshop catalog[3] (and Gorkamorka a now out of production tabletop game), the Forge World game Aeronautica Imperialis available from their catalog[2], the video games Dawn of War, Dawn of War: Winter Assault, Dawn of War: Dark Crusade, Fire Warrior, Chaos Gate, Space Hulk, Space Hulk: Vengeance of the Blood Angels, Final Liberation, Rites of War, Warhammer 40k Squad Command, Warhammer 40,000: Ultra Marines, Warhammer 40,000: Mark of Chaos and an upcoming unnamed MMO from THQ and Vigil Games[10]. A wide number of "Warhammer 40,000" novels and background books has been published [11].
    Also under active development is an RPG Warhammer 40,000 Roleplay for an early 2008 release. Several expansions have also been released. Cities of Death deals with city fighting, whilst Apocalypse deals with massive battles between huge armies containing gigantic tanks and titanic god machines with the firepower to level cities.




    Warhammer 40,000: Dawn of War: Dark Crusade demo

    he bitter war for domination of the remote planet Kronus rages between Tau, Orks, Space Marines, Eldar, Imperial Guard and Chaos whilst deep in their tombs beneath the surface the sinister Necrons are awakening after 60 million years in stasis. Now, in the 41st millennium, they have found a galaxy teeming with life; a galaxy ripe for harvesting.Play any of seven races, striving for control over Kronus. Take other races' strongholds by winning challenging battles on various maps individually associated with the respective strongholds.
    Play the tutorial and two single-player missions in this demo for Warhammer: 40,000: Dawn of War: Dark Crusade.
    [​IMG]
     
  2. Black Mathias

    Black Mathias Twisted Mentat

    Joined:
    Jun 5, 2007
    Location:
    Under the Sea
    I haven't played any of the newer pc games, but I'm a huge fan of the original table top game ever since a friend showed my Rogue Trader when I was much younger. I still really enjoy the Warhammer 40k universe, but I'm not so hip to the changes the rules have gone through over the years.
     
  3. Tom

    Tom An Old Friend

    Joined:
    Dec 6, 2004
    Location:
    Gulf Coast
  4. MaggotKing

    MaggotKing Scout

    Joined:
    Mar 8, 2011
    "Even in death I shall serve!" - Damn, I wanna be a Dreadnought when I die... Or almost die...
     

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