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Review: Horus Heresy (FFG)

Posted by Denny Koch on July 9, 2012

Publisher: Fantasy Flight Games
Published in: 2010
Designers: Jeff Tidball, John Goodenough
Game Type: Board Game / Miniatures / Card-driven
Topic: The Horus Heresy / Battle for Terra
Era:  31st century (back story of the Warhammer 40k universe)
Contents: Game Board, 3D plastic terrain (3 factories, 6 fortresses, 1 Imperial Palace), Playing Pieces (12 Space Marines, 24 Imperial Army, 12 Imperial Tank Divisions, 3 Adeptus Custodes, 3 Adeptus Arbites, 3 Adeptus Mechanicus, 3 Imperial Titans, 16 Chaos Space Marines, 4 Chaos Titans, 8 Chaos Thunderhawks, 8 Chaos Cultists, 8 Chaos Warbands, 8 Demon Hordes), 60 Imperial Bases, Combat Iteration Tokens, 6 Defense Lasers, 2 Reference Sheets, 32 Bombardment Cards, 30 Event Cards, 40 Imperial Order Cards, 64 Traitor Bases, 40 Traitor Order Cards, 32 Imperial Combat Cards, 32 Traitor Combat Cards, 8 Imperial Hero Combat Cards, 10 Special Tokens, 8 Traitor Hero Combat Cards, 10 Hero Markers and Bases, 10 Hero Damage Markers, 28 Legion Designators, 2 Initiative Markers, 36 Damage Tokens, 57 Activation Markers, 5 Fortification Markers, 12 Breach Markers, Rulebook (44 pages), Scenario Book (20 pages)
Number of Players: 2

HFC Game-O-Meter: E 


Our Rating (1-10):

Graphic Presentation: 6
Rules: 9
Playability:
7
Replay Value:
 7

Overall Rating: 8

PRO Very thematic, interesting and astonishingly deep combat system, innovative initiative system
CONTRA Map too small, ugly miniatures, crowded 3D plastic terrain, there could be more variety in combat cards, very expensive

Introduction: What is the “Horus Heresy”?

Warmaster Horus, Primarch of the Lunar Wolves (Sons of Horus, Black Legion)

Warhammer 40k takes place in a dystopic science-fantasy universe in the early 41st century. In this universe, “There Is Only War” (the 40k catchphrase). The Imperium of Man, ruled by an autocratic God-Emperor, is at constant war with various alien (“xenos”) races and the forces of Chaos which consist of corrupted former Imperial troops and Chaos demons, ruled by the four Gods of Chaos Khorne, Nurgle, Slaneesh, and Tzeench.

The “Horus Heresy” was the key event and is the back story of the Warhammer 40k universe. It took place 10,000 years before the events portrayed in the Warhammer 40k system. In this time, mankind was still united and on the Great Crusade with the ultimate goal of conquering and “illuminating” the entire galaxy. With a vast Imperial Army and 20 Legions of genetically enhanced trans-human warrior-monks called Adeptus Astartes (better known as Space Marines), the Empire of Mankind sought to subjugate and unite all inhabited words, purging them of their own “heathen” beliefs, and converting them to the Imperial Truth. Worlds which failed or refused to comply were eradicated, including their often human inhabitants.

The Emperor of Mankind created 20 immortal superhuman beings as his “sons”, called the “Primarchs“. Each Primarch commanded a Space Marines Legion which was enhanced with their genetic material, so each legion had the characteristics, qualities, philosophy, and nature of their respective Primarch.In the 31st century, in the midst of the Great Crusade, the Emperor suddenly declared that he intended to return to Terra. He left the Crusade in the hands of the Primarchs and promoted Primarch Horus of the Lunar Wolves Legion to the new position of “Warmaster”, thus raising him above the other Primarchs. This led to envy from some of his brothers, who thought that they deserved the position of Warmaster. Others supported Horus and took his side.

The Emperor of Mankind, accompanied by his bodyguard, the Adeptus Custodes

Sensing this momentary weakness, the Gods of Chaos, who dwelled in an alternate dimension called “the Warp” (which is also used by the Imperium as a means of fast inter-stellar travel) intervened and managed to corrupt Horus by convincing him that the Emperor had abandoned them… and that he had to be removed. They also managed to corrupt some of his brothers and their Legions. In the end, Horus lured all Primarchs and Legions that didn’t follow his new path, into a trap . He even purged all soldiers and officers, who showed reluctance to renounce the Emperor, from his own traitorous Legions . In an unprecedented attack with mass-destruct weapons – banned virus-bombs -, he killed all loyalists within his own Legions and lured the other Imperial Legions into an ambush. Simultaneously, some of his traitor Legions went after loyal Legions’ homeworlds, to eradicate them and their bases. Space Marines never before fought other Space Marines, so the loyalist Legions were completely taken by surprise and suffered fatal losses.Over the time, the Chaos Gods completely corrupted Horus and the other Primarchs and their Legions who fell under their spell. Primarchs and Astartes began to change physically and mentally, slowly transforming into the infamous Chaos Space Marine Legions.

Eventually, Horus and his allies moved their vast fleets towards Terra and the Imperial Palace, where Horus wanted to confront and challenge the Emperor himself. This Battle for Holy Terra, which was the hallmark of the Horus Heresy, and the siege of the Imperial Palace are portrayed in the strategic board game “Horus Heresy” by Fantasy Flight Games.

The Game

Unboxing: The contents of “Horus Heresy”

I love the rich lore of the detailed Warhammer 40k universe and the Horus Heresy book series belongs to my favorite Science Fiction novels. The  dystopic universe is very complex and deep, and the story is dark, cruel, and full of surprising twists and turns.

My favorite faction is the Chaos Space Marines, I’m currently building and painting a WH40k army of Emperor’s Children, led by Primarch Fulgrim and corrupted by Chaos God(dess) Slaanesh. This Chaos Space Marine Legion played a key role during the Horus Heresy. Naturally, I was very happy when I got Horus Heresy board game on Christmas – especially since the Emperor’s Children are a playable faction in this game.In addition, the game was published by Fantasy Flight Games, a company which is famous for their high overall production quality and great artworks. We own lots of FFG games, and all of them are graphically very appealing and always very thematic and true to their topics, be it the Lovecraft universe, or Middle Earth, or Game of Thrones.

Horus Heresy was one of the last “big box” games published by FFG, so the gamebox is really massive and heavy with a high heft factor (and an accordingly high price)… and looks very promising with dramatic box artwork.

But does the game deliver what it promises? And can it be played by players who have no clue about the Warhammer 40k universe? Read this review and find out!

Don’t miss this cool official introductory video by Fantasy Flight Games:

Graphic Presentation and Component Quality

Initial preparations

The gamebox contains a strong cardboard map with holes where you have to slot in the 3D plastic terrain pieces. Also, the plastic miniatures have to be put on their respective bases (black for Chaos, grey for Imperial troops). Space Marine legions from both sides are also marked with a Legion icon.Fortunately, you have to put the miniatures and Legion markers on their bases only once; during the game, only few Imperial playing pieces (army and tanks) can switch sides; Space Marines and other units will never switch sides and thus will always remain on their bases. So after playing, you simply put them back into the box without separating the bases again.

The Game Board

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Review: Marvel Heroes (FFG)

Posted by Denny Koch on May 11, 2010

Game: Marvel Heroes

Publisher: Fantasy Flight Games
Published in: 2006
Designers: Francesco Nepitello, Marco Maggi, Roberto Di Meglio, Salvatore Pierucci
Era: Alternative Reality (Marvel Universe)
Contents:1 Game Board, 16 Super Hero Figures, 4 Mastermind Villain Figures, 8 Dice, 12 Master Plan Cards, 24 Story Cards, 36 Headline Cards,12 Team Power-Up Cards, 50 Resource Cards, 10 Scenario Cards, 50 Villain Cards, 4 Team Reference Cards, 16 Super Hero Reference Cards, 4 Mastermind Villain Reference Cards, 1 First Player Token, 1 Archnemesis Token, 12 Combat Power Tokens, 1 Game Round Marker, 1 Action Round Marker, 4 Team Victory Point Markers, 13 Super Hero Wound/KO Tokens, 36 Threat Tokens, 52 Plot Point Tokens, 1 Trouble Level Track Marker, Game Rules

HFC Game-O-Meter: E


Our Rating (1-10):

Graphic Presentation: 9 (9*)
Rules: 6 (6*)
Playability:
8 (5*)
Replay Value:
8 (5*)
Overall Rating:
8 (6*)

*Note: Rating (1-10) game with fixed Fantastic Four and clarified rules; Rating in brackets: game “out of the box” with unfixed F4 and rulebook

PRO Great presentation, very close to the comic books with authentic Marvel flair. Detailed and hand-painted miniatures, clever mechanics. The most important super heroes and factions are included in the game; good overall balance between X-Men, Marvel Knights and Avengers with tricky characters; strategic/tactical depth and variety
CONTRA The Fantastic 4 are out of balance and definitely overpowered; the rules contain many “black holes” and use imprecise wording; game is in fact a 2-3 players game because the F4 override the mechanics, playing these “Über-heroes” isn’t funny and interesting at all, rules clarifying and fixing required in order to play the game

Introduction: What is the game about?

One of the 4 "Mastermind Villains": Dr Doom

“Marvel Heroes” is a strategy board game based on the classic 616-Marvel Universe. Two to four superhero teams (X-Men, Marvel Knights, Avengers and the Fantastic Four) compete against each other in solving “headlines” while simultaneously fighting their respective Nemesis (Magneto, Kingpin, Red Skull and Dr. Doom) and other major and minor villains.

The main task is to deal with threats appearing all over New York City; these threats are of different types and difficulty levels. Each team consists of four members with certain strengths, weaknesses, super powers and special areas of expertise. In addition, each team member can be used either as an active fighter or as a supporter, which has a strong impact on their special abilities and roles in combat.

If you decide to fight a threat, you first try to lower the “Trouble Level” by using your different talents and abilities in the respective NYC district. Based on the final Trouble Level, a prominent lead villain from the Marvel Universe appears at the scene, often supported by other villains. Your task is to fight these villains by using your special powers against the villains’ special powers and to beat them in the fields “attack”, “defense”, and “outwit”.

Some hero miniatures: Spiderman, Dr Strange, Captain America, Wolverine, Jean Grey, Storm, Cyclops

Sometimes, a “Mastermind” is behind a threat – i.e. the super villain and Nemesis of the respective team. He can boost his subordinates and give them more advantages. After finishing off his infantry, the superhero team has to face the Mastermind himself. Over the course of the game, these Masterminds try to achieve a “Master Plan” consisting of three parts, while the superhero teams try to amass victory points by solving threats. Each player controls a superhero team as well as the Archenemy of another team. Due to this mechanic, all players are permanently involved in the game and have many ways of influencing the events and developments on the map. The final victory condition depends on the current scenario. In most cases, the game ends when a team collects a certain number of victory points or after a fixed number of game rounds.

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