Showing posts with label games workshop. Show all posts
Showing posts with label games workshop. Show all posts

Tuesday, 10 December 2024

Games Workshop and Amazon agree to proceed with a WARHAMMER 40,000 screen project

After an exhaustive and unusually public two-year discussion process, Amazon Studios and Games Workshop have agreed to move forwards with a screen project set in the latter's Warhammer 40,000 science fantasy universe. As previously announced, actor and noted geek ambassador Henry Cavill will star in and produce the project.


Amazon and Games Workshop announced plans to work together and with Cavill on the project two years ago. One year ago, they moved to the position of formalising contracts, but also announced a twelve-month consultation process where they would agree on the terms of the adaptations. That consultation process has ended with both companies happy to proceed.

That means that the first project, details unannounced so far except it will be a TV series, not a movie, will now go into early development, with scripts to be written. Cavill has confirmed his continued involvement.

Warhammer 40,000 is a science fantasy franchise set 39,000 years in the future and incorporates elements of space opera, horror, military fiction and dark, satirical comedy. The ruthless Imperium of Man controls a vast swathe of the galaxy, but is beset on every side by external alien threats: the brutish Orks, the scheming Tau, the ancient Necrons, the hive-minded Tyranids and the arrogant Eldar, amongst others. The Imperium is also weakened from within by Chaos cults, worshippers of the dark Chaos Gods who dream of turning the Imperium into a charnel house of worship of the Ruinous Powers. Originating as a tabletop wargame in 1987, the franchise has expanded across some 600 books, short story collections and audio plays, alongside dozens of video games, numerous spin-off board games and hundreds of wargame sourcebooks and tabletop roleplaying rulebooks.

The lengthy discussion process has probably been down to Games Workshop's exacting standards of quality control. Previous proposed film and TV projects foundered on Games Workshop requiring to maintain creative control over all visual elements of the setting, since their bread and butter is the massive range of miniature models and accompanying artwork based on them. Most TV adaptations seem to want to change elements (sometimes for practical reasons, sometimes just changing things for the sake of change), which Games Workshop likely would like to avoid to prevent any disputes over the ownership of visual elements of the franchise.

Back in 2019 Games Workshop partnered with veteran US screenwriter Frank Spotnitz (The X-Files, The Man in the High Castle) on a potential adaptation of the classic 40K novel trilogy Eisenhorn. No broadcaster was attached, but Spotnitz worked with Amazon The Man in the High Castle. Whether that project had any bearing on this one is unclear.

More news on the first project is expected next year. Both companies have clarified that the current deal is for Warhammer 40,000 alone, but the deal could incorporate fantasy franchises Warhammer and Warhammer: Age of Sigmar further down the line.

Sunday, 31 March 2024

Ciaphas Cain: The Greater Good & Old Soldiers Never Die by Sandy Mitchell

The Imperial planet of Quadravidia has come under attack by the Tau. Commissar Ciaphas Cain arrives to advise on the defence of the planet, after several previous encounters with the untrustworthy species. However, the Tau call an unexpected ceasefire in the face of a greater, mutual threat: an incoming Tyranid Hive Fleet. Cain's mission moves from combat to diplomacy as he has to broker a deal between the Tau and Imperium - the latter not known for its interstellar diplomacy - and then help defend the planet from the new alien menace.

We're back in the mayhem with the ninth novel of Sandy Mitchell's Ciaphas Cain series, in which the grim darkness of the far future is alleviated by the presence of the most self-preserving and undeserved glory-receiving specimen in the Imperium of Man.

The Greater Good puts Cain's reputation front and centre as he has to negotiate a peace deal between the Imperium - whose entire ideology is "shoot aliens in the face and never, ever talk to them," - and the Tau, a race dedicated to the somewhat nebulous concept of "the greater good." There's a degree of a comedy of manners here as the two species' highly incompatible ways of working clash with Cain trying to avoid war in the face of the greater Tyranid threat.

This stuff takes up a few chapters and then we're back to the battle front as bullets fly and large things explode spectacularly. Mitchell is accomplished at both the action and the black comedy sides of the setting (Cain sometimes feeling like the Only Sane Man in the entire barmy Warhammer 40,000 universe) and serves up both with aplomb here. Particularly entertaining are the deranged human scientists who think experimenting on live Tyranids is a good idea (spoiler: it isn't) and the Space Marines who worryingly agree with them.

There's a nice amount of variety to the story, as it moves from diplomacy to grim humour to action, although it does feel some ideas are left under-explored, such as the human inhabitants of the Tau Empire and how they regard the Imperium from a human, outsider perspective. There's also the usual advice that, although the omnibuses are most economical way to enjoy Cain's story, it's perhaps a good idea to read other things between the books, as Mitchell is perhaps less concerned than other authors in the setting with varying his prose style or characterisation between stories.

Still, this is an exciting action story with some laughs and some brief moments of thoughtful discussion. The Greater Good (****) is definitely one of the stronger entries to the series.

Also included in the Ciaphas Cain: Saviour of the Imperium omnibus is the long novella/short novel Old Soldiers Never Die (****), which is a fast-paced zombie story as Cain and his trusty Valhallan allies find themselves stuck on a planet beset by a particularly nasty Chaos curse. Ciaphas Cain vs. Zombies is just as good as it sounds on the tin, and the short format means the story doesn't outstay its welcome.


Ciaphas Cain Novel Timeline

919.M41 (40,919 CE)Fight or Flight (Novella). Cain meets Jurgen, deploys with the 12th Valhallan Field Artillery to Desolatia IV.

924Death or Glory (Book #4): Perlia campaign.

928Echoes of the Tomb (Short Story): Adeptus Mechanicus mission, fights necrons.

928The Emperor’s Finest (Book #7): Cain joins Reclaimer Space Marines, aids in Space Hulk retrieval mission.

931For the Emperor (Book #1): Gravalax campaign, formation of the 597th Valhallan Regiment.

932Caves of Ice (Book #2): Simia Orichalcae campaign.

932: Duty Calls (Book #5): Periremunda campaign.

937: The Traitor’s Hand (Book #3): Adumbria campaign.

938: Old Soldiers Never Die (Novella): Lentonia campaign.

942The Last Ditch (Book #8): Nusquam Fundumentibus campaign.

c. 951-954Choose Your Enemies (Book #10): Ironfound campaign.

992The Greater Good (Book #9): Siege of Quadravidia.

c. 993Vainglorious (Book #11): Eucopia engagement.

999 (40,999 CE)Cain’s Last Stand (Book #6): Thirteenth Black Crusade. Chaos assault on Perlia, Cain comes out of retirement to lead defence.


Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.

Sunday, 31 December 2023

RIP Bryan Ansell, WARHAMMER legend

News has sadly broken that veteran British game designer Bryan Ansell has passed away at the age of 68. Ansell was the co-founder of Citadel Miniatures and the boss of Games Workshop in the 1980s and 1990s, particularly the period when Warhammer 40,000 was launched. Ansell was a hands-on boss and worked on books and material for both the Warhammer fantasy and 40K universes.

Ansell was born in 1955 and became a key fan of science fiction, fantasy and wargaming at a young age. He sculpted his first miniature - a guardsman of Gondor - in 1966 after reading J.R.R. Tolkien's The Lord of the Rings. A few years later he acquired a pyrogravure heat pen and set about converting Robin Hood figures produced by Airfix into hordes of orcs.

Ansell further developed his artistic skills as a teenager and began sculpting models for wargaming, earning him a job at Skytrex and then Conquest Miniatures. At Conquest he worked on the Age of Joman range. He was inspired to start his own company, Asgard Miniatures, in 1976, along with Paul Sulley and Steven Fitzwater. Whilst at Asgard he met and worked with Jes Goodwin, Nick Bibby, Tony Ackland and Rick Priestley. In 1978 Priestley and his friend Richard Halliwell created the wargame system Reaper for Tabletop Games, with a second edition following in 1981.

Ansell left Asgard in 1978 to found rival miniatures company Citadel Miniatures, with funding from British gaming company Games Workshop. Citadel Miniatures began churning out large numbers of generic figures for use with roleplaying games, particularly Dungeons & Dragons (to which Games Workshop held the exclusive European distribution rights). The company initially focused on fantasy figures but also branched out to science fiction, producing figures for the SF roleplaying game Traveller and then the TV series Doctor Who.

Bryan Ansell was notable for not just his sculpting skills but also his business acumen, and he noted that from the sales patterns that people were buying some of the more generic figures - orcs, dwarves, elves - in large numbers, enough for entire regiments. This suggested they were playing full-on wargames with the figures, not just the very small skirmishes allowed for by roleplaying games. The suggestion was made for Games Workshop to create their own wargame, drawing on their immense catalogue of figures rather than having to invent things from scratch. Based on their work on Reaper, Ansell brought in Priestley and Halliwell to design a new game that could make use of their existing range. The result was Warhammer, published in 1983 and an immediate success story. A second edition followed in 1984.

Ansell contributed creatively to the worldbuilding for Warhammer by working on the Chaos and Orc factions, and created the infamous Chaos Gods for the setting.

In 1983 Ansell founded Wargames Foundry as a spin-off company run by his father after his retirement.

Ansell instigated a buyout of Games Workshop in 1985 and an effective merging of Games Workshop and Citadel Miniatures into a single company. Ansell oversaw a series of sustained growth for the company, first through the expansion of the Warhammer line and then the introduction of Warhammer 40,000 in 1987. Like Warhammer, the 40,000 line drew on GW's immense pre-existing SF figure line and even modifications of the fantasy line, sometimes literally taking orcs and removing their swords and bows in exchange for guns. As the line became hugely successful in its own right, bespoke models were introduced.

Ansell also redirected all Games Workshop offices and entities to be based in Nottingham. As the years passed, ex-GW employees would found their own companies nearby, leading to shared vendors and resources, creating an area known as the "Lead Belt," the centre of the British (and arguably European) warming miniatures scene.

Towards the end of his tenure Ansell saw the further expansion of the company, with the profile of their games raised by a strategic alliance with MB Games which resulted in the board games Hero Quest (1989) and Space Crusade (1990), as well as their first forays into video games. However, Ansell also directed the company to drop its work with other games and focus almost all of its creative efforts on the Warhammer and Warhammer 40,000 brands, with its associated White Dwarf magazine also becoming solely focused on the company's own games rather than the hobby at large. This move was criticised by some employees and some critics in the hobby at large.

Ansell left Games Workshop in 1991 to focus on his family and returning to his first love, of sculpting miniatures. He established Guernsey Foundry in 1991, transforming it into a new incarnation of Wargames Foundry in 2000. The new company specialised in historical figures with some SF elements. Bryan retired from the company in 2005, but mismanagement led to him returning in 2012. A new company, Casting Room, was set up to help ease the problems and bring in new models. A further company, Warmonger Miniatures, was set up in 2015 to sell exclusively fantasy figures.

Bryan Ansell was an integral part of the Games Workshop story, and his combination of creative and business inspirations led to the company's mass expansion in the 1980s and early 1990s, and the creation of Warhammer 40,000. He left an indelible mark on the British wargaming industry, and can be credited with transforming it, turning into a world-leader in the miniatures field. He will very much be missed.

Tuesday, 19 December 2023

Amazon and Games Workshop sign agreement to develop WARHAMMER 40,000 projects for the screen

As reported a year ago, Amazon have announced a comprehensive alliance with British wargaming company Games Workshop. The deal will cover Games Workshop's popular Warhammer 40,000 science fantasy setting and will allow Amazon to develop multiple television and film projects based on WH40K games and novels, both live action and animated. Amazon have also confirmed that everybody's favourite geek-thespian, Henry Cavill, will play a key role in their projects as producer, creative overseer and actor in at least one of the properties.

Whilst previously Amazon and Games Workshop had merely entered into talks, those talks have now progressed to signed contracts.


Warhammer 40,000 is a multimedia science fiction/fantasy/horror franchise. Set almost 39,100 years in the future, the property depicts a time when humanity has successfully gone into space and colonised more than a million worlds scattered across our galaxy. Faster-than-light travel is only possible via the Warp, a chaotic realm wherein dwell the evil Chaos Gods. The influence of the Chaos Gods is felt on many worlds, with Chaos cults falling victim to their evil and undermining the Imperium of Mankind from within. Alien races such as the Orks, the Eldar, the Necrons, the Tyranids and the Tau also post threats of varying degrees to the Imperium. The Imperium itself is also not the best place to live, with millions of people dying every day in the service of the God-Emperor of Mankind, toiling in misery on mechanical Hive Worlds or dying in the service of the Imperium's vast armies and space fleets. Chief among the Imperium's defenders are the Space Marines, genetically-engineered super warriors in towering power armour.

The franchise began in 1987 as a tabletop wargame, which remains the biggest-selling property in the genre, but has since branched out to over 500 works of original fiction, including novels, comics, audio dramas, animated films and video games.

This isn't Hollywood's first rodeo in the grim darkness of the 41st Millennium. Four years ago Games Workshop agreed to option out the Eisenhorn series of novels by Dan Abnett with a view to developing a TV series to be helmed by Man in the High Castle and X-Files producer Frank Spotnitz. It is believed that Spotnitz held discussions with Amazon, whom he worked with on High Castle, but the project did not move forwards at that time.

Eisenhorn remains a reasonable starting point for the franchise, with a cast consisting of mostly human characters with only occasional appearances by the Space Marines (the signature faction of the setting) and daemonic forces. This is an easier entry point versus the total gonzoid epic war insanity of something like The Horus Heresy series.

It is also possible Amazon might look to develop a series based on Abnett's Gaunt's Ghosts series, which features relatable characters belonging to the Imperium's regular human army, the Imperial Guard. However, both Amazon and Games Workshop may be keener for something that front-and-centres the Space Marines and other core factions like the Orks, Tyranids or Necrons.

Cavill is a noted Warhammer franchise fan. He's appeared in videos to discuss the lore and his love of painting Warhammer miniature figures, and spoken of his appreciation for several of the spin-off video games and novels. He has even corrected confused interviewers over the differences between the Warhammer and WarCraft universes.

Games Workshop, Amazon Studios and Vertigo Entertainment will collaborate on the first project, the details of which have yet to be revealed, with Cavill tapped to star and executive produce, as well as extending his advice over other projects in the franchise. Games Workshop and Cavill both appear to be keen for any adaptation to hew close to the source material and not deviate purposelessly away, which seemed to become a bone of contention between Cavill and Netflix over their work on The Witcher.

GW and Amazon have indicated they will spend the next year working on the details of the first adaptation, so it will likely still be several years before any project actually appears on-screen.

Friday, 16 December 2022

Amazon to develop multiple WARHAMMER 40,000 projects with Henry Cavill to produce and star

Amazon have announced a comprehensive alliance with British wargaming company Games Workshop. The deal will cover Games Workshop's popular Warhammer 40,000 science fantasy setting and will allow Amazon to develop multiple television and film projects based on WH40K games and novels, both live action and animated. Amazon have also confirmed that everybody's favourite geek-thespian, Henry Cavill, will play a key role in their projects as producer, creative overseer and actor in at least one of the properties.


This isn't Hollywood's first rodeo in the grim darkness of the 41st Millennium. Three years ago Games Workshop agreed to option out the Eisenhorn series of novels by Dan Abnett with a view to developing a TV series to be helmed by Man in the High Castle and X-Files producer Frank Spotnitz. It is believed that Spotnitz held discussions with Amazon, whom he worked with on High Castle, but the project did not move forwards at that time.

Eisenhorn is a reasonable starting point for the franchise, with a cast consisting of mostly human characters with only occasional appearances by the Space Marines (eight-foot-tall, genetically-engineered warriors who are the signature faction of the setting) and daemonic forces. This is an easier entry point versus the total gonzoid epic war insanity of something like The Horus Heresy series.

It is also possible Amazon might look to develop a series based on Abnett's Gaunt's Ghosts series, which features relatable characters belonging to the Imperium's regular human army, the Imperial Guard. However, both Amazon and Games Workshop may be keener for something that front-and-centres the Space Marines and other key factions like the Orks, Tyranids or Necrons.

Cavill is a noted Warhammer franchise fan. He's appeared in videos to discuss the lore and his love of painting Warhammer miniature figures, and spoken of his appreciation for several of the spin-off video games and novels. He has even corrected confused interviewers over the differences between the Warhammer and WarCraft universes.

Games Workshop, Amazon Studios and Vertigo Entertainment will collaborate on the first project, the details of which have yet to be revealed, with Cavill tapped to star and executive produce, as well as extending his advice over other projects in the franchise. Games Workshop and Cavill both appear to be keen for any adaptation to hew close to the source material and not deviate purposelessly away, which seemed to be a bone of contention between Cavill and Netflix over their work on The Witcher.

This project is very early in development.

Wednesday, 31 August 2022

After 16 years, 63 books and 26,881 pages, THE HORUS HERESY is finally coming to an end

Black Library and Games Workshop have announced the actual, final novel in The Horus Heresy, their absolutely massive prequel series to their Warhammer 40,000 science fantasy setting. The series began in 2006 with Dan Abnett's Horus Rising, so it is only fitting that Abnett is bringing the saga to an end with The End and the Death. However, the story proved too titanic to fit into one volume, so will be published in (at least!) two books.

The Horus Heresy is the story that provides the mythic underpinning to the Warhammer 40,000 universe. Set ten thousand years before the "present" in the setting, the saga tells of the rebellion of the Warmaster Horus against his father, the immortal Emperor of Mankind. Horus believes his father has become a despot and a tyrant, wanting to be worshipped as a god. However, Horus has also been manipulated by the insidious forces of Chaos. Almost half the forces of the Imperium of Man join Horus in his rebellion, designed to overthrow the Emperor and "free" humanity. However, many legions remain loyal to the Emperor, leading to a desperate, seven-year war that will determine the fate of humanity and the galaxy.

The End and the Death is also the final book in the Siege of Terra sub-series. This eight (now nine+) volume series depicts Horus's final gambit, a breach of the defences around the Solar system and a full-scale assault on Holy Terra with almost his entire remaining army and fleet, relying on a Warp Storm to prevent reinforcements from reaching Sol before he can overthrow the Emperor. The previous seven books in the sub-series - The Solar War, The Lost and the Damned, The First Wall, Saturnine, Mortis, Warhawk and Echoes of Eternity - depicted the monstrous fight raging for the throne world, not to mention the culmination of many subplots as various enemies face off for the last time. The End and the Death sees the depiction of the most iconic event in Warhammer 40,000's lore, when the Emperor directly intervenes in the war and faces his son Horus for the final time. But that is only part of the story.

Abnett is the Black Library's most acclaimed and biggest-selling author (not to mention Britain's third-biggest selling science fiction author, behind only Peter F. Hamilton and Alastair Reynolds) and recently delivered a stunning two-part finale in his Gaunt's Ghosts series, with the brilliant duology of Warmaster and Anarch (not the final books in the Ghosts series, but the final for a while). Delivering the end of the series is a huge order, but Abnett will hopefully rise to it.

The stats for The Horus Heresy are mind-boggling. The series will now comprise 63 books in the core series (55 novels and 8 short story collections), 48 audio dramas, 2 art books, 2 script books and 1 graphic novel. The combined page count of the main series (not counting the last two) is 26,881 pages in paperback, or two Wheel of Times with an entire Song of Ice and Fire to follow up (though Horus Heresy books have fairly large print, so I suspect the word count is not quite so insane, with some estimates placing it around 7 million, which is about 1.6 Wheel of Times).

The End and the Death: Volume 1 is due for publication in 2023.

Thursday, 2 June 2022

First WARHAMMER 40,000 video roleplaying game announced

Owlcat Games have confirmed they are working on the first-ever Warhammer 40,000 CRPG. The developer is best-known for their video games in the Pathfinder fantasy roleplaying setting.


The CRPG is called Warhammer 40,000: Rogue Trader, sharing a name with both the original 1986 incarnation of the miniature wargame and the 2009 tabletop roleplaying game from Fantasy Flight. This version of the WH40K franchise sees the player take command of a semi-independent starship as it trades between the various worlds of the Imperium and, sometimes and controversially, various alien species. Although Rogue Traders serve the Imperium and the Emperor, they also have leeway to act on their own initiative, despite the risk of being infected with heresy.

Rogue Trader will allow you to build a party from various classes and - heresy! - several races, including Terran and Eldar. The game is set in the Koronus Expanse, a dangerous frontier region, where the player will have to overcome obstacles through roleplaying and turn-based combat.

Owlcat previously developed the Pathfinder adaptations Kingmaker and Wrath of the Righteous. Both games were highly praised for their storylines and variable outcomes, although also criticised (and praised!) for some old-school, hardcore design decisions.


Games Workshop also confirmed a number of other video games based on Warhammer properties are in development, including a retro-FPS called Boltgun that looks like Doom with a 40K makeover.

Saturday, 29 May 2021

Games Workshop announces WARHAMMER streaming service, to be led by 11 new animated shows

Games Workshop has announced their own home streaming service, Warhammer+, which will be blasting its way onto people's desktops and Smart TVs in July.


The service will be the home of no less than eleven new, animated series set in the two main IPs Games Workshop owns: Warhamer 40,000 and Age of Sigmar.

The shows will include Astartes 2, Altar of Wrath, Interrogator, Blacktalon, Pariah Nexus, Angels of DeathHammer and Bolter, utilising a number of animation styles from 3D photorealism to 2D and anime-influenced styles. It won't include the Eisenhorn live-action TV series currently in development at Amazon.

Games Workshop launching their own streaming service feels ambitious (recalling that the vastly-better-known DC Comics were unable to get their own streaming service on the air) given the niche appeal, but they are promising additional benefits from being a subscriber, including possibly discounts and exclusive offers for the tabletop game. There's also some speculation that this move is to enable GW to start producing original content for later distribution via other, larger platforms once a deal can be reached.

Thursday, 8 October 2020

HERO QUEST crowdfunding campaign opens in the UK (and possibly Europe)

Hasbro's Hero Quest relaunch crowdfunding campaign has launched in the United Kingdom, thanks to a partnership with UK retailer Zavvi.

Hasbro unveiled their reboot of the game on 22 September with a crowdfunding campaign via their HasLab crowdfunding service. The game sailed past its target of $1 million within a few hours and is currently just short of $2 million. The success of the crowdfunding campaign means that the game will ship with two expansions, extra miniatures (including alternate-gender versions of all characters), more dice, one brand new character type and a whole new, second campaign from the original creator of the game.

Currently included in the "Heroic Tier" is:

  • The original board game, complete with 76 miniatures: 8 Heroes*, 1 Sir Ragnar, 1 Gargoyle, 1 Dread** Sorcerer, 4 Dread Warriors, 4 Skeletons, 2 Orcs, 2 Goblins, 2 Mummies, 2 Zombies & 3 Abominations***.
  • Furniture and scenery: 5 closed doors, 16 open doors, 1 tomb, 1 sorcerer's table, 1 rack, 1 weapons rack, 2 tables, 2 bookcases, 1 cupboard, 3 treasure chests, 1 fireplace, 1 throne, 1 alchemist's bench, 4 rats, 10 skulls.
  • Quest and Rule book, board (at a larger size than the original), dice, character sheets, cheat sheets and tokens.

The "Mythic Tier" comprises all of the Heroic Tier and in addition (so far):

  • The Return of the Witch Lord expansion, featuring 8 Skeletons, 4 Zombies, 4 Mummies, 1 Witch Lord and 1 Mentor figure; reinforced and iron doors and new Quest and Rule Books and tiles.
  • The Kellar's Keep expansion, featuring 3 Abominations, 6 Goblins and 8 Orcs; reinforced and iron doors, new Quest and Rule Book and tiles.
  • The new halfling Warlock hero class, available in male and female variants, by artist Shauna Nakasone.
  • 6 extra combat dice.
  • 2 extra Skeletons and 2 extra Goblins.
  • New Prophecy of Telor quest book by original Hero Quest creator Stephen Baker.

The total Mythic Tier package now therefore consists of 118 miniatures, 4 Quest books and 3 Rule books in total.

There are further bonuses which are waiting to be unlocked (for no extra charge), which no doubt the influx of new European orders should help with. The known extra unlocks so far comprise:

  • A new quest book, The Spirit Queen's Torment, by Teos Abadia.
  • A new Druid hero class, available in male and female variants, by artist Nikki Dawes.
  • A new quest book designed by actor and celebrity gamer Joe Manganiello.
  • A revised optional rules system.

There are a few weaknesses, though. Zavvi are offering the Mythic Tier only, not the standard Heroic one. Although Zavvi's small print insists that the campaign is open for European backers as well, some EU-based fans had noted that they haven't been able to get the system to accept their overseas addresses. There is also some exchange rate shenanigans: the Mythic Tier in the US crowdfunder is $150, which translates to £116.10 as of this morning, but the UK cost via Zavvi is £150, which feels a bit cheeky. That is, however, still cheaper than backing the US campaign and importing the game to the UK manually.

Some may also balk at the price for what is effectively a reprint of a 31-year-old game, albeit with all-new models, especially as some of the things fans have most requested, such as modernised rules, are not yet unlocked. The Mythic Tier is considerably more expensive than a copy of Gloomhaven which, although it has far fewer miniatures, certainly has more gameplay depth and much greater longevity.

Still, nostalgia is a powerful thing and I suspect the campaign will continue to do well. It runs until 6 November with delivery anticipated for late 2021.

* The 8 heroes comprise the Barbarian, Elf, Dwarf and Wizard in both male and female variants.
** For copyright reasons, "Dread" is the term that replaces "Chaos" from the original game.
*** Also for copyright reasons, "Abominations" replace the Fimir from the original game.

Saturday, 12 September 2020

Hasbro resurrects the classic HERO QUEST board game

Hasbro has resurrected the long-defunct Hero Quest board game IP and is set to make a big announcement on the game on 22 September.

Hero Quest is a board game franchise that was created in 1989 by Milton Bradley Games in collaboration with Games Workshop, who provided the game's excellent miniatures. The game was set in a traditional fantasy world and saw up to four players create an adventuring party and enter a dungeon, which was laid out and prepared by another player serving as the Games Master. The game used a clever modular board design to provide for hundreds of possible dungeon layouts without spilling over an entire desk (something modern board games sometimes struggle with), and it was possible to play the dungeon adventures as stand-alone quests or sequentially to form a long-running campaign.

The original Hero Quest game was supported by a substantial number of expansions: Kellar's Keep, Return of the Witch Lord, Against the Ogre Horde, Wizards of Morcar, The Frozen Horror, The Mage of the Mirror and the Adventure Design Kit. The board game and expansions sold extremely well for three years, but the line ran out of steam in 1992 and was cancelled. Games Workshop published their own version of the game, Advanced Hero Quest, along with an expansion called Terror in the Dark, in 1991 but these were not as successful as the main line.

There were also two successful video games based on the board game, and MB and Games Workshop collaborated again on a science fiction iteration, Space Crusade (1990).

The Hero Quest design paradigm inspired many later games, including Warhammer Quest, Descent: Journeys in the Dark, Star Wars: Imperial AssaultZombiecide and Gloomhaven.

Unsurprisingly, the game's popularity (it sold hundreds of thousands of copies in its original run) has made it a prime target for restoration in the modern board games market. Gamezone Miniatures, a Spanish company with the licence to make the game in Spanish, tried to mount a reprint campaign in 2013 but fell afoul of legal concerns. A second attempt was made a few months later, but this was shot down by Moon Design Publications, publishers the HeroQuest pen-and-paper RPG. Chaosium took over the RPG and renamed it QuestWorlds at the start of 2020, which may have allowed others to stake a claim to the Hero Quest name (although this is unclear).

In July Restoration Games stepped in to trademark a project called Hero Quest: Legacies, although they noted at the time they did not plan to immediately develop a project.

Given that Hasbro have now set up a Twitter account and website, it appears that they have fully secured the Hero Quest name. They also have the design work IP from their prior acquisition of MB Games. They don't have the rights to use any of the Games Workshop-specific creatures or factions, so don't expect to see Fimirs or Chaos Warriors in the new game, but beyond that it looks like all systems go for a resurrection of a beloved, classic game. It'll be interesting to see what form it takes.

Saturday, 2 May 2020

Frontier Developments developing a WARHAMMER: AGE OF SIGMAR real-time strategy game

Frontier Developments have confirmed they are working on a real-time strategy video game based on Games Workshop's Warhammer: Age of Sigmar fantasy setting.


Frontier are best-known for their online space game Elite: Dangerous, but have recently branched out with a series of well-received management games, starting with Planet Coaster and Planet Zoo, as well as the dinosaur sim Jurassic World: Evolution. They haven't tackled the RTS genre before, but it is at least somewhat in their wheelhouse.

More surprising is that the game isn't being handled by Creative Assembly, who have released two critically-acclaimed strategy games in the Warhammer fantasy line, Total War: Warhammer (2016) and Total War: Warhammer II (2017), with a third game in development.

The game isn't due for release until late 2022 or early 2023, around the same time that Games Workshop is due to relaunch the fantasy line as Warhammer: The Old World. It is unclear if Age of Sigmar is continuing as a separate line or will coexist alongside The Old World.

Games Workshop revives original WARHAMMER setting in completely unforeseen development

Games Workshop have surprised exactly nobody by confirming they are bringing back the classic Warhammer setting in a revived tabletop product line to be dubbed Warhammer: The Old World.


The Old World was the setting for the entire Warhammer fantasy line-up and myriad spin-off games all they way from the game's introduction in 1983 to the apocalyptic "End Times" multimedia event of 2015, when culminated in the entire planet literally exploding. Subsequently a new setting coalesced from the ashes, paving the way for the Warhammer: Age of Sigmar product line.

Age of Sigmar did extremely well on release, although it's more recent performance has been variable. This may be down to the age of the line (coming up on five years) and Games Workshop's launch of a new edition of their traditionally better-selling Warhammer 40,000 science fantasy game in the meantime.

The timing of the original event was considered a bit odd, given a major new video game set in the Old Game was just about to be launched. Total War: Warhammer was released by Creative Assembly in 2015 and sold gangbusters, raising interest for the fantasy setting. Total War: Warhammer II followed in 2017 and also did extremely well, with a third game due for release in the next couple of years. It is probable that the success of the video games has played a role in the decision to resurrect the old setting.

Fine details about the decision have yet to be released. It has not yet been confirmed if the Age of Sigmar product line will be ending, with the Old World being recreated by the End Times event being undone, or if this will be a historical line set earlier in the timeline with the Age of Sigmar and Old World product lines coexisting.

Whatever the case, we have a while to get used to the idea: Warhammer: The Old World will not be launching until late 2022 or early 2023.

Saturday, 21 December 2019

The Sabbat Worlds Crusade by Dan Abnett

On the 266th day of the 755th year of the 41st millennium, the Imperium of Man launched a full-scale invasion of the Sabbat Worlds: one hundred and sixty star systems with a combined a population of 17 trillion souls. Over the preceding two centuries, the region had fallen prey to the depredations of Chaos cultists and other followers of the Ruinous Powers. Over the course of the next thirty-seven years, the Sabbat Worlds Crusade would cost billions of lives but deliver trillions from the grip of the archenemy, through a combination of bold strategic ingenuity and desperate fighting on the ground, in the air and in space. A small but important role would be played by one company of the Imperial Guard in particular: the Tanith 1st, popularly known as "Gaunt's Ghosts." This is the story of the war on a grand scale.


For the past twenty years, Dan Abnett's Gaunt's Ghosts series has been one of the most popular (and almost certainly the best) military SF series in the world. Its mix of effective characterisation and impressive military action has been highly compelling, effectively replicating the appeal of Bernard Cornwell's Sharpe novels but in the future, and in the Cthulhu-meets-Aliens milieu of the Warhammer 40,000 space fantasy setting. The Sabbat Worlds Crusade is the sub-setting for these books, effectively a corner of the wider 40K setting which Abnett has made his own, depicting a vast war on a mind-boggling scale.

Despite the detail and attention poured into that war, it has remained firmly in the background. Abnett has instead correctly focused on the events and characters up-front in the novels, making them compelling reads with the background material interesting but not essential to enjoying each book in turn. Over the years the background has gotten fleshed out, via two short story anthologies and a previous companion book published when the series was barely half its current length. This book is a reprinting of the previous companion volume but on a much grander scale, with all-new material on the latter half of the war bringing the story up to date as of the fifteen book in the series (Anarch).

The first thing to note is that this book is a thing of beauty. It is hefty, published on high-quality paper and features a colossal amount of high-quality artwork from the talented art department at Games Workshop. Some of the artwork is reprinted from previous book covers, but a lot of it is new, most notably a handsome (if somewhat stylised) fold-out map of the entire Sabbat Worlds region. The book also features a ribbon book mark and the pages are edged in gold, making it a handsome volume for your shelf without completely destroying your wallet.

The text is mostly a linear account of the war, opening with the causes of the conflict and the deep-seated historical background before focusing on the politicking of Warmaster Slaydo to get the war approved and underway. The opening stages of the war to the decisive battle at Balhaut are recounted in detail, before Slaydo's death and the rise of the far more mercurial and temperamental Warmaster Macaroth to replace him, which coincides with the rise of Ibram Gaunt and the Tanith First and Only, as recounted in the novels. The book then continues to outline the course of the war, through events readers of the main novel series will be familiar with and other battles that have never been mentioned in the books.

Something I was very impressed by is that Abnett doesn't fall into the common companion volume trap of making the book a redundant retelling of the events of the books. This is the very thing that Raymond E. Feist did in his Riftwar companion book, Midkemia: The Chronicles of Pug, neglecting previously unknown lore in favour of telling the reader a story they'd already read and making the entire project redundant. You've already read the novels, you don't need to read a summary of them again. Abnett instead focuses on other theatres of conflict and other battles, mentioning the Ghosts only in passing when their activities have a discernible impact on the overall course of the war, which is surprisingly limited. That's not to say the Ghosts are ignored though. Sidebars and chapters on weapons, vehicles and kit feature the Ghosts prominently, many of whom get their first official artistic depictions in this volume.

The writing is pretty solid, although your investment in it will depend on your enjoyment of detailed military accounts of completely fictional campaigns. There clearly isn't much character work going on here, Abnett relying on the reader's familiarity with the novels and a few sidebars fleshing out commanding figures in the campaign. There is some interesting stuff for future books though, with one account of a major aerial dogfight feeling like setup for Interceptor City (the much-delayed sequel to Double Eagle, Abnett's Battle of Britain-aping dogfight novel), and the final chapter setting up the next and final phase of the Crusade, the battles that will no doubt feature in the final arc of the Gaunt's Ghosts series, although that's still a few years off.

Amongst companion books, The Sabbat Worlds Crusade (****½) is very decent. It gives the reader lots of new information and puts the events they are familiar with in a new context. It provides setup for future books and features a lot of fantastic artwork. The production value of the book is exceptional and it certainly makes for a very impressive gift for a fan of the novels. Negatives are pretty minor: you're not going to get much out of this if you haven't read the novels (natch) and some may bemoan the lack of a further level of detail (like full orders of battle, although these can be found in the entries on the crusade in the various 40K wikis) or summaries of the novels (again, these can be found online). Some may also question the wisdom of publishing this volume now rather than when the series is fully complete, especially since only four to six novels appear to remain in Abnett's plan for the series.

The book is available now from the Black Library.

Monday, 18 November 2019

Franchise Familiariser: Warhammer 40,000

It’s quite likely you’ve heard the phrase "Warhammer 40,000" thrown around. Forty thousand what? It is it a board game, a novel series, a video game series? You may find this Franchise Familiariser course useful.


The Basics
Warhammer 40,000 is a science fantasy franchise created by the British game company and publisher Games Workshop. Set in the 41st Millennium (approximately 38,000 years in the future), it originated as a tabletop miniatures wargame called Warhammer 40,000: Rogue Trader, published in 1987 but drawing on an earlier game called Laserburn (1980) for inspiration and ideas. The game was conceived as a science fiction equivalent of Games Workshop’s Warhammer Fantasy Battle line (1983-2015), although the two settings are not directly related.

Rick Priestley is credited as the co-creator of both Warhammer and Warhammer 40,000, with Andy Chambers listed as a key collaborator on the first edition of the game. Bryan Ansell, the creator of Laserburn who was working at Games Workshop at the time, was also a key creative figure. Many dozens of designers, novelists, artists and playtesters have contributed to the expansion of the setting since then.

Since its release in 1987, Warhammer 40,000 has gone through eight editions of the core wargame and spawned numerous spin-off board games, the best-known of which are arguably Space Hulk (1989) and Space Crusade (1990). The setting has also spawned a series of role-playing games and card games. The background setting has been fleshed out through a huge amount of fiction, which by August 2019 comprises some 382 novels, novellas, short stories, anthologies and audio dramas in the core Warhammer 40,000 line and 149 novels, novellas, short stories, anthologies and audio dramas in the spin-off Horus Heresy series.

Since 1990 no less than 49 video games have also been released in the Warhammer 40,000 setting, the best-known of which is the Dawn of War real-time strategy series (which is also credited with helping break the setting in the United States). However, Warhammer 40,000 may be considered even more influential as being the inspiration for the WarCraft and StarCraft video game series from Blizzard Entertainment, which reportedly started as failed attempts to develop officially-licenced Warhammer video games based directly on the wargames but then became their own, self-contained (but very similar) universe.

Warhammer 40,000 was popular from launch, with the setting’s unusual mix of magic, aliens, psi-powers and warfare being considered much more original and distinctive compared to Warhammer’s more standard epic fantasy (with elements of steampunk) setting. However, its popularity was dramatically increased by the board games Space Hulk (1989) and Space Crusade (1990); the former was a nerve-shredding game of tension against overwhelming odds and the latter was a more straightforward game aimed at children with highly detailed miniatures. The extremely detailed and well-designed miniatures for the game proved to be its biggest selling point, with both adults and children spending significant amounts of money to acquire a full army of miniatures with accompanying vehicles and scenery, not to mention painting them. By the late 1990s, sales of Warhammer 40,000 and its spin-offs were lucrative enough to allow Games Workshop to open a string of speciality shops across Britain, selling the games, figures and paints, and providing a meeting place for gamers.

The popularity of the setting expanded with the addition of novels in the setting, which began with Ian Watson’s Inquisition War trilogy (starting with Inquisitor in 1990). Watson’s Space Marine (1993) was also important in establishing some of the background for the series. Starting in 1999, Games Workshop decided to begin publishing a full line of novels, starting with Eye of Terror by Barrington Bayley, Space Wolf by William King and, most importantly, First and Only by Dan Abnett. The latter began a series called Gaunt’s Ghosts, about the adventures of the Tanith First-and-Only, a division of the Imperial Guard fighting in the Sabbat Worlds Crusade. Loosely inspired by Bernard Cornwell’s Sharpe series of novels, Gaunt’s Ghosts is one of the most popular novel series in shared world history, help drive Abnett to sales of over 3 million (making him individually Britain’s third-biggest-selling living SF author).

More recently the novel series was boosted by the Horus Heresy spin-off series. Set ten thousand years before the rest of the setting, the Horus Heresy tells the story of the massive civil war that tore the Imperium apart and provides the backstory to the rest of the series. Beginning in 2006, this sub-series remains incomplete in 2019 with fifty-five main sequence novels and dozens of short stories, novellas and audio dramas, although it has entered its last phase with six more books projected to bring it to a conclusion.

The first video game in the setting was Space Crusade, a turn-based tactics game released in 1990 and based on the board game of the same name. It was followed by Space Hulk (1993), a real-time combat game which required the player to control four Terminator Marines in first-person simultaneously. It was infamous for its punishing difficulty. However, the setting did not really take off in video games until the release of Warhammer 40,000: Dawn of War in 2004, a real-time strategy game from Relic Entertainment. A massive success selling millions of copies, Dawn of War helped boost the success of the Warhammer 40,000 setting in the United States. Although Warhammer and 40K were known in the States and had enjoyed a cult following, it was only with the success of the novels and Dawn of War (and numerous sequels) that sales of the franchise started going stratospheric. More recent video games in the series include Dawn of War III (2017), Space Hulk: Tactics (2018) and Battlefleet Gothic: Armada II (2019).

Despite the setting’s immense popularity, it has only resulted in one feature film being made, the CG movie Ultramarines (2010). It was not a huge success, and was criticised for having a low budget and underwhelming visuals. However, in 2019 it was confirmed that Games Workshop were working with Hollywood producer Frank Spotnitz (The X-Files, The Man in the High Castle) to bring the Eisenhorn series of novels to live-action television.

A lot more after the break...

Monday, 30 September 2019

Games Workshop and Marvel join forces to make WARHAMMER comics

Games Workshop and Marvel Comics have joined forces to produce a range of Warhammer comics.


Games Workshop and its publishing arm, the Black Library, have published Warhammer comics and graphic novels in the past (sometimes in collaboration with Titan), but Marvel's much greater worldwide distribution network and reach will give them access to a much larger market.

The official statement is a little terse, but it sounds like Marvel and GW will be publishing at least one Warhamer 40,000 title and another based on Warhammer: Age of Sigmar. The first comics are expected to arrive in late 2020.

Wednesday, 17 July 2019

Live-action WARHAMMER 40,000 TV series in development

In a startling move, Games Workshop have teamed with veteran US TV producer Frank Spotnitz (The X-Files, The Man in the High Castle) to bring their massive Warhammer 40,000 gothic space opera universe to live-action television, starting with an adaptation of Dan Abnett's Eisenhorn series of novels.


The Eisenhorn saga currently consists of eight novels in three sub-series (with two more novels on the way). The opening Eisenhorn Trilogy (which is actually now four books) tells the story of Gregor Eisenhorn, an Inquisitor whose job is to root out heresy in the Imperium of Humankind and destroy Chaos cults. He is supported in this by a team of investigators and soldiers. Eisenhorn is prepared to use whatever steps are necessary to defend the Imperium, but when a much greater threat is revealed he decides to take some unorthodox and dangerous steps to destroy it, including turning the enemy's own evil powers against it.

The subsequent Ravenor Trilogy follows a former student of Eisenhorn's as he builds his own team and takes on a new threat to the Imperium. The in-progress Bequin Trilogy focuses on a female Inquisitor and a showdown between Ravenor and the now-disgraced Eisenhorn.

This is a very canny move by Games Workshop. Bringing the full epic scale of the Warhammer 40,000 setting - complete with city-sized battleships, skyscraper-sized war mecha, eight-foot-tall superhuman warriors, Cockney wideboy orks, insane magic and even more insane technology - to television is probably impossible even if you had five times the budget of Game of Thrones. But the Eisenhorn stories are much smaller in scale, with a strong focus on a small cast of characters engaging in investigative and undercover work. This will allow the Warhammer 40,000 universe to be introduced gently to sane viewers and will allow them to expand to other parts of the setting later on.

Fans may be slightly disappointed they're not going for something like the Horus Heresy straight out of the gate, and in fact this series probably won't even feature the iconic Space Marines in a major role (a couple of Deathwatch Space Marines play a role in some of the later books, but not up front), but it's a smart and interesting choice by Games Workshop to get casual viewers interested in the setting.

Before we get too excited, though, it should be noted this is a development announcement, not a formal greenlight. Spotnitz needs to get a studio and TV company interested in actually making the show.

Tuesday, 2 July 2019

Warhammer 40,000: Dawn of War III

Cyprus Ultimate, homeworld of House Varlock, is under attack by a vast ork horde led by Warboss Gitstompa. The Blood Angels Space Marine Chapter under Gabriel Angelos responds, but to Angelos's fury he is prevented from assisting by Inquisitor Holt. It becomes clear that something greater than a mere ork raid is taking place when Eldar forces led by Gabriel's old ally/enemy Macha arrive. A powerful artefact, the Spear of Khaine, becomes the price for all three armies as an even greater threat arises.


Dawn of War III is the third game in the venerable series which began way back in 2004 with Dawn of War, a real-time strategy game in the Warhammer 40,000 universe. That game was popular and certainly fun to play, but suffered with the round peg of real-time strategy being whacked into the square hole of overpowered Space Marines and Predator tanks. Although a solid game (spawning several expansions), Dawn of War didn't quite fit the Warhammer 40,000 setting.

The sequel, 2009's Dawn of War II, switched to being an action-strategy game, drawing more inspiration from the likes of Diablo than the real-time strategy genre. Instead of being able to build tons of units, you instead deployed individual heroes, each of whom was accompanied by a strong bodyguard. You then guided these hero units across the battlefield, making lots of use of specific powers with cooldowns. Despite arguably feeling more like Warhammer 40,000, at least with the high-powered units like Space Marines, the game faced a mixed reception due to the much smaller army sizes and resulting smaller battles, and the removal of base-building and defence.

Dawn of War III arrived a surprising eight years after the previous game in the series and made the cardinal mistake of trying to appease fans of both earlier games in the series, by restoring much of the base-building, defence and territory acquisition elements of the first game, but also retaining the second game's focus on hero units which require detailed micro-managing on the field of battle at the same time you're also mustering a large force of dozens of units to stomp across the map. In the immortal words of Ron Swanson, "Never half-ass two things. Whole-ass one thing." Dawn of War III suffers accordingly from its lack of focus and its attempts to please everyone.

That's not to say that fun can't be had with the game. The storyline - although tiresomely leaning on the "enemy sides who fight each other for the whole game before joining forces against a mutual threat" cliche that was dull and boring when StarCraft did it twenty-one years ago - is perfectly enjoyable and it's fun catching up with returning characters from the original game and its expansions. For the first time in a linear Dawn of War campaign, you can also play all three of the base game's playable sides, with the story rotating through the Space Marine, Ork and Eldar factions. This is at first fun, but rapidly becomes frustrating, as you spend an entire mission (which may last anything up to two hours) learning the intricacies of one faction, only having to switch to a new faction in the next mission and it may be several missions before you get back to the same side (especially given the prevalence of missions where you don't engage in standard battles, instead guiding a hero unit on a solo mission behind enemy lines).


Once battle is joined, the game can become frantic, with modern graphical power making explosions, special abilities and so on quite spectacular. However, outside of the fighting the game is cumbersome. As with most of Relic's real-time strategy games going back to Dawn of War, controlling resource points on the map is key. Unlike other Relic games, these resource points are extremely rare, sometimes with only 3 or 4 on a whole map. This wouldn't be a problem if you had the ability from both the Dawn of War and Company of Heroes series to build defences around each resource point as you see fit. You can't. Instead, the resource point gets a single turret if you build a listening post on it and that's it. You can't build static defences at all, which is preposterous (the orks can build Waaagh! Towers, but only five maximum on a single map, and their guns are pretty feeble). The income from each resource point is also risible, even when you fully upgrade it. As a result, gathering resources is much slower and more precarious than in Relic's previous four real-time strategy games and seven expansions.

Worse still is the inexplicable removal of Relic's superb cover system, which allowed your unit to take cover in bomb craters or destroyed buildings, or hide behind wrecked vehicles. This is gone, replaced by carefully marked "cover shelters" which your units have to capture before being able to take cover. This is insane, makes no sense, and makes battles a frustrating start-stop affair rather than the rolling back-and-forth of previous games.

Unit costs are also far too high. More than half of the maps in the game I completed without even hitting the halfway point on the unit cap, as building a full-size army took such an ridiculous amount of time that it frequently wasn't worth even trying.

Later in the game it perks a bit more into life, by giving you much more starting resources so you can field a much better force. The last few missions also focus on the deployment of large-scale war machines on the battlefield, which are great fun (particularly House Varlock's Knight, a building-sized war mecha). The last few missions are far superior to the rest, allowing you to experience the game's full range of tactical and strategic options. But I suspect many players will have given up in frustration long before then.

Dawn of War III (**½) is not a complete disaster, and can be enjoyable in parts. But by trying to merge the MOBA-like qualities of Dawn of War II to the RTS stylings of the original, the game has ended up being a weird hybrid which doesn't achieve the strengths of either genre. Worth playing if you are a fan of the first two games, but only if you can get it cheap.

Sunday, 16 June 2019

The Warmaster by Dan Abnett

The Tanith First have completed a near-impossible strike mission to the remote enemy outpost of Salvation's Reach. As well as stealing a vast amount of intelligence material from the enemy, their attack has triggered an internal conflict within the Chaos armies between Sek and Gaur, allowing the Crusade to reach new levels of success. But a warp mistranslation on the way home throws the First into a dire new battle, as Gaunt and his team have to face a desperate Sek in battle on the forge world of Urdesh, and face a renewed threat from within the Crusade's own leadership.


The Warmaster is the fourteenth novel in the Gaunt's Ghosts series and the penultimate volume in the "Victory" arc. It was also released after an unprecedented five-year publishing gap in the series, the result of internal realignments within the Black Library and Games Workshop.

As a result, the book takes a little while to rev up to speed, with a somewhat disjointed narrative that attempts a lot of ideas - the Ghosts being shipwrecked in deep space, visited by Chaos horrors and suddenly in the thick of urban warfare and political intrigue on Urdesh - before the story comes together.

When it does, the results are impressive. We are fourteen books into this series now and we've never even met the guy in charge of the entire operation, and in fact (as Abnett's Sabbat Worlds Crusade companion book makes clear) the Ghosts have been operating on the fringes of the main war effort. Their actions have occasionally been decisive and even affected the main course of the war here and there, but only to a small degree. That revelation gives a real sense of scale to the war - in which tens of thousands of Imperial starships are carrying hundreds of millions of Imperial Guard troops, millions of support vehicles, thousands of Space Marines and hundreds, if not thousands, of skyscraper-sized Titans into battle across dozens of star systems simultaneously - which is remarkable. The Warmaster does a good job of pivoting the action, so suddenly the Ghosts and Gaunt are right in the middle of the key decisions being made for the entire war effort.

Abnett's key gifts are characterisation - finding ways of differentiating the two dozen or so characters of import within the Ghosts, plus various recurring side-characters - and action. He makes you care about the characters and their stakes. Like Bernard Cornwell before him (as tired as the "Sharpe/Uhtred in Space" comparisons are, they remain somewhat apt), he paints these soldiers as individuals with their own strengths, weaknesses and quirks, and makes you care about what happens to them (even the cowards and malcontents). That continues through The Warmaster, with an astonishing array of subplots being furthered in a remarkably constrained page count.

The Warmaster (****) does a good job of bringing together plot threads from the previous books in the series and making it feel like the war has reached a decisive turning point. The temptation to carry on this series forever must be strong, but in this book it does feel like the end of the Crusade is starting to lurch into view. On the minus side, aside from the slightly choppy opening, the ending to the book does feel a bit perfunctory for a Gaunt's Ghosts novel, although the reasons for this become clearer in the following book (Anarch), which is less of a successor and more of a direct continuation of this novel. No five-year wait this time for the next part of the story, fortunately. The book is available now in the UK and USA.

Saturday, 11 May 2019

Bandai joins forces with Games Workshop to make WARHAMMER 40K action figures

In one of those news stories that makes you wonder, "Why did no-one think of his earlier?", Japanese toy company Bandai have partnered with Games Workshop to release a series of figures based on their phenomenally popular Warhammer 40,000 science fantasy setting.


Bandai are starting the line with a 7" action figure based on the Primaris Space Marine model. The figure will have multiple points of articulation and come with different weapons and equipment that can be swapped around.


They are also launching a line of Chibi figures, small or cute models which are designed to appeal to children. This line seems to be part of Games Workshop's new drive to target younger fans, following on from their recent launch of a new range of children's books in the Warhammer 40,000 setting.

These figures will be available later this year. If successful, I suspect the 7" range will quickly expand to incorporate other figures.

Friday, 20 January 2017

WARHAMMER 40,000: SANCTUS REACH released

Warhammer and Warhammer 40,000 games are being announced and released faster than rounds from a Space Marine autocannon these days, and surprisingly most of them seem to be falling into the category of "okay", with a few, such as Total Warhammer, being very good indeed.


The latest title, released today, is Sanctus Reach. This game is significant because it does what Warhammer fans have wanted for decades: translating the tabletop wargame directly into a PC game. The result is a strategic, turn-based wargame pitting the Space Wolves (one of the numerous chapters of Space Marines) against the Orks for control of the Sanctus system. If successful, there will no doubt be several hundred expansions adding other races and factions. The game has so far reviewed well, with the main criticism being about the limited animations (which could be tightened up in patches). Importantly, the gameplay sounds pretty solid.

Upcoming games include Necromunda, an adaptation of the popular Warhammer 40,000 spin-off boardgame focusing on gang warfare on an human hive world, and the eagerly-awaited Dawn of War III, an epic real-time strategy game from Relic Entertainment. Recent games in the setting include Vermintide, Deathwing and Space Hulk (in two distinct editions).