Category Archives: Games Workshop

The History of Wargaming – Part 1

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Wargaming as a pastime has been around for almost 250 years. In this two part series I will highlight the major rulesets written since the beginning and my take on where wargaming may go next.

Johann Christian Ludwig Hellwig

The first wargame was invented in 1780 by the Prussian Johann Christian Ludwig Hellwig. This was the first true wargame as it attempted to simulate the wars of the time and so give future military officers lessons in strategy (it’s worth noting that during this period, Prussia was THE power in Europe and her armies and officers were admired the world over).

Hellwig wanted to sell his wargame commercially and so chose to base the game on Chess. He hoped by doing this, it would make it appeal to chess players.

The grid layout for Hellwig’s game

Like Chess, Hellwig’s game was based on a grid of squares, albeit much larger. These squares were colour coded to represent different terrain such as swamps, mountains, hills, rivers etc. The layout of this terrain was not set and so players could change the layout and have a unique experience each time they played. Playing pieces represented Artillery, Cavalry and Infantry, as well as other support units. Like in Chess only a single piece could occupy any square and all the pieces moved square by square either laterally or diagonally. Over normal terrain infantry could move eight squares, Dragoons twelve squares and light cavalry sixteen squares. Rivers could only be crossed with pontoons or bridges and a player could only move one piece per turn. Pieces could capture other pieces by moving onto an opposing pieces square, much like Chess. Unlike Chess however, the artillery and infantry pieces could shoot.

Johann Georg Julius Venturini

Hellwig’s game was a commercial success and this success inspired other inventors to create their own chess-like wargames. In 1796 another Prussian named Johann Georg Julius Venturini create a game very similar to Hellwig’s, only with larger squares and rules for logistics such as convoys and mobile bakeries. He also incorporated seasons and weather, which made his game perhaps the first operational level wargame.

Johann Ferdinand Opiz

In 1806 another Johann, this time one from Austria named Johann Ferdinand Opiz developed a game which was aimed both for civilian and military markets. Like Hellwig’s it also used a modular square game board, but unlike Hellwig’s, Opiz’s game introduced dice rolls to add an element of randomness to the game to attempt to simulate the unpredictability of real warfare. Hellwig himself felt that the addition of randomness spoiled the fun for players.

The major criticisms of the three Johann’s games were that pieces were restricted in movement across a grid like battlefield and that only one piece could occupy any square at a given point regardless of how large that square was. The grid like fashion also meant that terrain took on unusual forms with rivers flowing in straight lines and bending in right angles. This lack of realism meant that no army took the games seriously.

Georg Heinrich Rudolf Johann von Reisswitz – Kriegsspiel

In 1824 yet another Prussian, and yet another man who was named Johann (this time as a middle name) took the opportunity to use his position as a Prussian army officer to present to the Prussian General Staff a highly realistic wargame that he and his father had developed over the last few years. This game would become one of the most famous wargames of all time and is still played today – Kriegsspiel.

A rendition of an 1824 game of Kreigspiel

Kreigsspiel was played an scale paper maps with pieces that were accurately sized to the units they were meant to represent. All of this allowed the game to model battles in real locations with pieces being moved across the battle in a free-form and subject to terrain. The pieces were coloured with blue playing pieces representing those of the Prussian army and red pieces representing the enemy. This idea of red versus blue persists through into wargaming and computer gaming today and can be attributed to Kreigsspiel. Kreigsspiel also used dice to add an element of randomness to the simulation like Opiz’s game.

The game modelled the capabilities of units realistically using data gathered during the Napoleonic Wars. A manual provided tables and lists as to how far each unit in the game was able to move according to the terrain it was attempting to cross. An umpire used a ruler to move these pieces across the map with the players advising the umpire what moves they would like to make. By doing this, this created a fog of war with each player only able to see what enemy units had been discovered on their own map. Combat was determined by dice rolls and units would have casualties inflicted upon them rather than being removed from play immediately. Firearms and artillery fire’s effectiveness decreased over distance and units strength was tracked using hit points with additional rules for both morale and exhaustion.

Earlier wargames had fixed victory conditions, such as occupying the enemy’s fortress. By contrast, Reisswitz’s wargame was open-ended. The umpire decided what the victory conditions were, if there were to be any, and they typically resembled the goals an actual army in battle might aim for. The emphasis was on the experience of decision-making and strategic thinking, not on competition. As Reisswitz himself wrote: “The winning or losing, in the sense of a card or board game, does not come into it.”

The Prussian king and the General Staff officially endorsed Reisswitz’s wargame, and by the end of the decade every German regiment had bought materials for it. This was thus the first wargame to be widely adopted by a military as a serious tool for training and research. Over the years, the Prussians developed new variations of Reisswitz’s system to incorporate new technologies and doctrine.

Reference
https://en.m.wikipedia.org/wiki/Wargame

The Woeful Brush Painting Competition Sponsored by SCN Hobby World

Closing date for entries 30th November. £1 entry, win your choice of a Start Collecting or Combat Patrol box set!

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Gav Thorpe – A Life in Wargames

Born in Hertfordshire, Thorpe joined Games Workshop in 1993. Where he stayed for fourteen years, holding various positions, but being most known as a games developer, background designer and author of background fiction. He left Games Workshop in 2008 to concentrate on being a full-time author and has produced many novels and stories for the Black Library.

Gav Thorpe’s most famous work



Gav Thorpe worked in almost all aspects of Games Workshop, making his way up from assistant games developer to being placed in charge of the Warhammer Fantasy games system. He also contributed to the development and design of several editions of Warhammer 40,000, as well as writing articles for White Dwarf magazine and being the originator and lead developer of the Inquisitor games system. One of his last positions before leaving Games Workshop was an oversight role over all Games Workshop background and IP. His influence on the development of the Warhammer 40,000 background continues at present with the publication of his work for the Black Library.

The Woeful Brush Painting Competition Sponsored by SCN Hobby World

Closing date for entries 30th November. £1 entry, win your choice of a Start Collecting or Combat Patrol box set!

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This Weekends Releases 2nd October 2021

This weekend sees the Black Templar army set go up for pre-order. Games Workshop are also releasing two old Blood Bowl teams from the 90’s as made to order for a limited time period.

Warlord are releasing a supplement for Bolt Action – Italy: Soft Underbelly. To go with this they are also releasing a shed load of miniature sets for World War 2 Italian armies.

Warlord are also releasing Project Z this month, which is their Zombie Apocalypse survival game.

A number of new releases this month for Mantic for Deadzone, Kings of War and Armada.

The Woeful Brush Painting Competition Sponsored by SCN Hobby World

Closing date for entries 30th November. £1 entry, win your choice of a Start Collecting or Combat Patrol box set!

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Book Review – I Am Slaughter

Beast Arises – Book 1 by Dan Abnett

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

With Orktober well and truly upon us, it’s time for an Ork special of our irregular ‘Book Review’ series. One series has screamed ORK(!) in the last years and that is ‘Beast Arises’.

This is a multi-author series over 12 books released in quick succession in 2015 & 2016. It is similar to the Horus Heresy books and set in the 32nd millennium 1,000 years after the events portrayed during the Heresy series. However, the Beast Arises is different in that it is a new story (or nearly new, I don’t know enough about Imperial Fists), which means that the authors can tell their own story… however as the Imperium does reach the 41st Millenium, they can’t rip it apart or destroy it.

Within these limitations, the first book is written by Dan Abnett, who launches many of the series and is (I assume) one of the top selling authors within the Black Library group of regulars.

‘I Am Slaughter’ is the usual top draw sci-fi pulp fiction from Abnett. The Imperial Fists are responding to an invasion of ‘Chromes’. But, as they lose Space Marines, and the fleet is damaged by gravity distortions it begins to be clear that the Chromes aren’t the real problem.

Of course, as this is Orktober, the lurking horror may be obvious to a reader 6 years and 12 books later, but the introduction of them, and the attack of the Imperial Fists includes some great fight scenes, heroism, and some cameos from the Mechanicum of Mars.

It’s a great set-up novel and well worth picking up to see if you would like the series. It’s available from your local book shop, Black Library or Amazon.

As the series was published several years ago, you can also pick up the first four books in one compilation. If you’re interested in the Orks or Imperial Fists, it’s worth grabbing.

All four books in a great value compilation

A series with promise, featuring an Xenos fan favourite .

Rating: 4 out of 5.

We always encourage people to shop at local bricks and mortar stores, but if your friendly local book store doesn’t have this available, we have a UK Amazon affiliate link & a USA Amazon affiliate link for which Woehammer receives a small commission.

– Declan

Tournament Preparation – Carnage

Ironjawz Warclans

For those who have read my recent post about the new Orruk Warclans Brute warscroll, it will come as no surprise that I am going to be taking them to Carnage and Element Games this weekend. This is the second event run by Alex (@AjGhostArm) since we were allowed to meet again and play toy soldiers. I took Sons of Behemat last time and finished 3-2 having lost to Toby Meadows & Greg – but had great fun.

With the release of the Orruk Warclans book though, I’m back to my second army and with an extra 5 Brutes painted last weekend I have an army ready to go:

Allegiance: Ironjawz
– Warclan: Ironsunz
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)***
 General
 Boss Choppa and Rip-tooth fist
 Command Trait: Mega Bossy
 Artefact: Amulet of Destiny (Universal Artefact)
 Mount Trait: Smelly ‘Un
Orruk Megaboss (140)***
 Artefact: Destroyer
Orruk Megaboss (140)***
 Artefact: Arcane Tome (Universal Artefact)
 Lore of the Weird: Bash ‘Em Ladz
Orruk Warchanter (115)****
 Warbeat: Fixin’ Beat
Orruk Warchanter (115)****
 Warbeat: Get ‘Em Beat
Orruk Weirdnob Shaman (90)****
 Lore of the Weird: Da Great Big Green Hand of Gork

Battleline
10 x Orruk Brutes (320)*
 Jagged Gore-hackas
 2x Gore Choppas
 Reinforced x 1
5 x Orruk Brutes (160)*
 Jagged Gore-hackas
 1x Gore Choppas
10 x Orruk Ardboys (170)**
 2x Gorkamorka Glyph Bearers
 Reinforced x 1
5 x Orruk Ardboys (85)**
 1x Gorkamorka Glyph Bearers
5 x Orruk Ardboys (85)***
 1x Gorkamorka Glyph Bearers

Units
3 x Rippa’s Snarlfangs (70) ****

Core Battalions
*Hunters of the Heartlands
**Ironjawz Fist
***Warlord
****Warlord

Additional Enhancements
Artefact

Artefact

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 138
Drops: 12

The idea behind this list is relatively simple and relies on the Ironsunz command ability – which allows me to charge in the enemy charge phase. This will allow the Ardboyz to take difficult charges, and then have the Maw Krusha counter charge, along with 2 other units – hopefully a unit of Brutes or Megaboss. Of course the opponent can still fight first, but won’t be able to kill everything.

I’ll need to be careful of other Ironjawz armies with 2 Maw Krushas, but I’m hopeful the other Ardboyz will be able to get me ahead of the objectives. And for other armies, I have the Maw Krusha for a turn one charge if I get given the first turn — and I’ll never have a choice.

My main aim is to win 2 and learn how the army works, as I will be taking Ironjawz to War in the Heartlands a couple of weeks later.

The Carnage events always have some secondary scoring as well, and this is no exception… I haven’t really planned for these, as they seem difficult to achieve but I’m sure I can do one or two throughout the tournament and will aim to stop my opponent’s getting theirs for an extra 5 TPs. Having said that I did well on these last time, so maybe I can pick up a few extra TPs for finishing higher in my braket!

From Mancunian Carnage event pack (@AjGhostArm)

Alex has also put the list and players through ‘science’ to see who will win. The results can be found on his twitter account, but I can reveal that my odds are 16/1 – not bad, but the new army may be doing some heavy, heavy lifting to get me there! A great little addition to the build up of a tournament – cheers Alex.

— Declan

Warhammer 40,000: Imperium – Issue #3

So progress has been pretty slow this past week, with the Lieutenant still not finished…..

And the Necron Warriors needing some further paints and basing before I can call them done…….

To top it off we have three more minis to add to this back log now in the form of three Assault Intercessors. We also picked up some Macragge Blue paint in this issue. I can’t express enough what good value for money these magazines work out at. For £8 you’re getting three miniatures and a paint!

The Intercessors

On top of that, in this issue the magazine tells us all about Assault Intercessors and gives us more information on the Imperium and its two parts Nihilus and Sanctus. You’re given another battle card for the Assault Intercessors which I always enjoy as these give your miniatures some fluff, which even as seasoned gamers you can always enjoy and use on other miniatures if you wish.

The fluff generator

There is also a short story this week called The Assault on Drakthyr, which introduces the Assault Intercessors and their battle against the Necrons.

You’re given your first painting guide for the Intercessors and Lieutenant this week if you’re looking to paint them in Ultramarine colours. The magazine teaches about painting in thin coats and building up a good solid colour (ala Duncan Rhodes). Unfortunately for those of us not collecting these miniatures as Ultramarines the Assault Intercessors do come with moulded Ultramarine Chapter symbols on their pauldrons. However, it’s not too much work to scrape these of and then file the paldron smooth once more.

Next week, more Necrons in the form of three Skorpekh Destroyers, and again coming back to the value of these, I realise these are push fit models but a box of these would set you back £24+ through your preferred retailer and you’re getting these for £8. Bargain!

A Very Savage Christmas!

Something’s brewing…… and it happens to be a Christmas Age of Sigmar tournament here in sunny (!) old Northamptonshire.

This is the first organised tournament for two years that I know of, that is being carried out in my home county. The tournament is being organised by Savage Hammer Gaming in conjunction with Cooper Gaming Ltd.

It takes place on 18th December at Higham Ferrers Junior School Hall and to take part you’ll need to bring a fully painted 2,000 point army using the points from the Generals Handbook 2021, Dice (why not buy some Savage Hammer Gaming dice?), a tape measure, objective markers and two copies of your army list.

There are a number of prizes on offer over the course of the day as well, with awards going to 1st, 2nd and 3rd place as well as most sporting player and best painted army. They’ll also be a wooden spoon prize!

9.00amRegistration
9.15amEvent Brief
9.30amGame 1
12.00pmBreak
12.30pmGame 2
3.00pmBreak
3.15pmGame 3
6.00pmAwards Presentation
6.30pmEvent Close
Timings for the Day

This is the first of many tournaments that Savage Hammer Gaming are hoping to run and their 40k tournament in February next year has already sold out! If you want to buy a ticket, then please follow click here.

I will cover the highs and the lows of the tournament once it has taken place and post the results and photos here on the website!

Andy Chambers – A Life in Wargames

Chambers is best known for his work for Games Workshop, where he worked from March 1990 to March 2004. He worked extensively on various Warhammer 40,000 rulebooks and sourcebooks, and also authored multiple fiction novels set in the same universe. Chambers was the lead designer on a number of Warhammer 40,000 spin-off games, such as Necromunda (1995) and Battlefleet Gothic (1999), produced by Specialist Games. These games were released at a time of major growth for Games Workshop and were designed with expansions and more miniatures sales in mind.

In 2003, Chambers joined Mongoose Publishing as the lead designer of the company’s development team for the Starship Troopers tabletop miniatures game. Starship Troopers won “Best New Game” in the 2005 Origins Awards.

Chambers was also made the lead story writer for Blizzard Entertainment’s StarCraft II: Wings of Liberty for which he is given much of the credit for completing the project by other members of the company such as Megan Farokhmanesh.

Andy Chambers has also been involved in numerous other projects over the years such as Dust Warfare (2012) releases by Fantasy Flight Games, Dropfleet Commander (2017) by Hawk Wargames and Blood Red Skies (2017) publisher by Warlord Games.

Like Jervis Johnson and Alessio Cavatore, Andy Chambers has been involved in the designing of over 100 rules and accompanying supplements for many publishers including Games Workshop, Warlord Games, Hawk Wargames and Fantasy Flight Games to name but a few.

Orruk Warclans – Brutes

Are the Brutes back again

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

When Ironjawz were released as one of the first new armies in Age of Sigmar the Brutes, Gore Gruntas and Maw Krusha were lovely models which went straight into my collection.

Unfortunately the rules always meant that my Big Waaagh and Ironjawz army kept coming back to Ardboyz, with minimal Brutes. I loved the models, but only had 10 painted, and the rules didn’t encourage me to buy any more.

However, that’s all changed and the new rules have prompted me to have a 50% increase on Brutes for Mancunian Carnage 2021.

5 Brutes with Jagged Gore-Hackas for Bloodfists!

What has made me change my mind… well the warscroll has said an upgrade, points are similar and Ardboyz have now become support / objective holders. Also, Big Waaagh! doesn’t care about number of troops anymore. In case you’ve missed the warscroll – especially as they’ve disappeared from GW website (!) here it is:

Loads of options!

My Brutes all have Jagged Gore-Hackas, which is fortunate given the above. They have 2″ reach so can deploy in two ‘ranks’ on the table and still hit the enemy, and the additional pip of rend over and above the Brute Choppas more than makes up for the slight reduction in attacks. Especially as we’re hitting big things on a 2+ without a command point – Smashing!

Finally, they also have a great new special rule You Messin’ which means that models with a wounds characteristic of 1 can’t contest objectives. Sure, most things with 1 wounds within 3″ of this unit should be dead, but if a few Skeletons or Zombies survive this rule gives the Brutes the edge. Kunnin!

Sure they are slow on paper, but we’ve got lots of Mighty Destroyers available (free movement), and most scenarios start much closer to each other now. I’m taking my 15 to Carnage, and have 10 more on order for War in the Heartlands later in the month.

I’ll let you know how I get on, and how I find using the new & improved Brutes and their successes. Bashin’

— Declan