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  1. #1
    Consumate professional Sir Theobold the Lame's Avatar
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    New Warhammer historicals stuff

    Has anyone played the (newish) Warhammer Historical games 'Legends of the High Seas' and 'Great War'? any good? im interested in seeing how a WW1 game works with the stalemate of trench warfare and everything.

    I love Legends of the Old West (im busily painting up three posses and an assortment of bystanders at the moment) so a pirate version really appeals, and Dixon minis make a nice range of pirate miniatures too. is it more or less the same game or different?

    Also, as a suplementary question, what are the WAB siege rules like, could they be applied to WHFB?

    Thanks for your help

    EDIT: After a bit of digging i've found out that the Great War uses a modified 40k mechanic, and for now is concerning itself with the early and late stages of the war (negating too much emphasis on trench warfare) and a trench supplement is planned. Sounds interesting!

    Last edited by Sir Theobold the Lame; May 20th, 2008 at 09:56.
    PLAN CLAN MAN!!

    He who makes a beast of himself gets rid of the pain of being a man- S. Johnson

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  3. #2
    Consumate professional Sir Theobold the Lame's Avatar
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    First of all apologies for the double post (terrible bad forum etiquette I know) but I got the delivery of the two rulebooks yesterday (I cracked!) and just thought Id give a bit of info on the two games if anyones interested.

    First of all Legends of the High Seas- this is set in the golden age of piracy (late 17th and early 18th centuries) and lets you play as crews of pirates, privateers and royal navy ships in much the same way as Legends of the Old West (and familiar to players of Mordheim and Lord of the Rings, which both games tae elements from) where you select your heroes and henchmen, and then add any hired hands (hired guns in Lotow) and legends of the sea (Blackbeard, William Kid, Jack Rackham etc) to take part in skirmish games with a nautical flavour such as 'X marks the Spot', 'Sack the town' etc. What High Seas adds is added rules for things like swimming and swinging on ropes, and the all improtant ship-to-ship naval battles, including sailing with the wind, broadsides, using grape shot and boarding actions. In repsonse to the game some lovely minis have been produced (most notably from Black Scorpion)

    Great War is a version of 4th edition 40k with suitable adjustments. The form of the game and its mechanics are immediately obvious to any 40k player. This initial core rules concerns itself with the early (1914-15) stage of the war and the late period (191 in the western front thereby negating the need for intricate rules concerning trench warfare- and for now only gives rules for the British, French and German armies of these periods. There are nice differentiations to set the periods and the different styles of warfare apart from each other- for example in the early stages infactry (with the exception of light companies) must keep a unit coherancy of 1 inch rather than 2- although by 1918 this changes to reflect the different tactical approach the use of machine guns etc had necessitated. The different armies have been given a nice variety by their various skills and special rules. In the 1914 lists, for example, the BEF have higher quality infantry than the other armies to reflect their professional status as opposed to the conscript armies of the other two nations, the germans have better equipment, and the french have the 'Elan' special rule, which is in effect the fleet rule from 40k to reflect their relience on relentless red-baggy trousered assault.

    A supplement is due to be published soon that features the American, ANZAC and Turkish armies (possibly italians too but im not 100% sure) as well as things like trench warfare and snipers which have been left out of the core rules.

    Both games are very high quality with lots of nice pictures and hobby advice as well as background info and im finding them a great introduction to historical wargaming- just need to buy loads more minis now!
    PLAN CLAN MAN!!

    He who makes a beast of himself gets rid of the pain of being a man- S. Johnson

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