Since we are avid LCG players who own and play all LCGs (“Living Card Games”) by Fantasy Flight Games (like Call of Cthulhu, Game of Thrones, or Lord of the Rings) AND fierce Warhammer 40k fans, the announcement of a Warhammer 40k LCG was long overdue! Warhammer Invasion was nice, but we simply prefer Chaos, Space Marines, and Orcs over Dwarves and Elves, so Warhammer 40k: Conquest sounds like the game we have been waiting for!
After a period of silence, FFG published a new preview about the upcoming WH40k game, introducing the combat system of the game. On first sight, from all LCGs, the mechanics resemble the Call of Cthulhu LCG most.
An interesting difference to the other LCGs is the fact that all factions can cooperate with “neighboring” factions within a kind of faction wheel, named “Alliance Chart” and build a strike force with them.
The “Alliance chart” allows interesting combinations between factions
We are still wondering whether the game will be different and innovative enough to set itself apart from the other LCGs, but we are optimistic. The game description looks interesting enough to fuel our curiosity and impatience!
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.
Easy game with interesting mechanics, captures the Space Hulk atmosphere, lots of tactical decisions, can be played solo or with up to six players, good artwork, can be played quickly…
CONTRA
…but can also be quite long sometimes, possible quick elimination of players, rules suffer from necessary back and forth flipping, a few points not well explained
Introduction
Space Hulk – Death Angel, The Card Game (SHDA) is a new game published by Fantasy Flight Games. It is set in the Warhammer 40.000 universe created by Games Workshop, also known as Warhammer 40K or simply 40K. This is a huge sci-fi gaming universe in a far distant future and several tabletop systems and roleplaying games as well as books are based on this specific setting.
Game components
Space Hulk is one of the many spin-offs within this universe and a board game published by Games Workshop which deals with the battle of the Space Marines (a Templar-like order of genetically enhanced super-soldiers who act as a special guard in the military ranks of the Imperium of Man, one of the factions in the 40k universe) against the Genestealers, an aggressive culture of aliens. Generally, the Space Hulk theme is very close to the story of the Alien movies, which are also about a troop of humans dealing with aggressive aliens infesting a space station. A Space Hulk in the 40k universe often is an ancient starship and it is supposed that many of these are drifting around in the far dark corners of the universe. Sometimes, such a vessel is found when it drifts through the territory of the Imperium, and the technology that can be found in these relics is often something that the Imperium is interested in, so when such a space station is found, squads are sent in to gather information, technology blueprints, or similiar things of interest.
But it seems that these old vessels make for a great breeding ground for the Genestealers, so such a trip into the Hulk usually leads to some serious fighting before the Marines can find the secrets they are after. The aliens reproduce themselves by introducing their genetic code into a host of a different species which eventually leads to the birth of hybrids. More detailed information about the Genestealers can be found in this article.
The board game Space Hulk is actually quite expensive and hard to get (it contains 64 board sections or room tiles, doors, plastic Citadel miniatures and much more stuff ), and we don’t own it. We never played any game based on the 40k universe before and the only game in our collection that comes close to the topic is Doom – The Boardgame. From what I have read so far, it seems that Doom is quite similiar to the theme of Space Hulk, but is not as detailed and rich in gameplay.
Lately, we became very interested in the new LCG format of several card games published by FFG and when Space Hulk Death Angel was announced, we followed the game development very closely because it was announced as a cooperative game – which is something we like in both video games and board/card games. It turned out that SHDA was not another LCG but a ‘normal’ card game, so there’s no starter set followed by several expansions and no deck building involved here. Instead, it’s a stand alone card game, so you get everything you need in the box (although FFG is known for publishing expansions to many if not all of their games, so it might be possible that we will be seeing some add-ons for this game in the future).
Presentation
The game comes in a small box that contains a 31-page full color rule book in the size of the game box, two shrinkwrapped packages of 128 playing cards, a counter sheet with 18 game markers and a red die that has the numbers o-5 and 3 skulls printed on it. There’s no map included since the game uses a more abstract way to create the environment of the Space Hulk.
The strong cards are made of glossy coated cardboard - very good quality
FFG often uses big game boxes where the package is quite spacious compared to the content, probably making room for possible expansions which will follow the basic game, but the SHDA box is exactly of the size the content needs and that may be a sign that no expansions are planned.
The artwork of the box is great and shows the formation of Marines fighting their way through a horde of aliens in a tight corridor. The quality of the contents is very high as well, the cards being thin but nevertheless sturdy and their surface is somewhat roughened so they don’t stick together as it is often the case, especially with new cards. The cards have a good feel right from the start and are protected by a form of glossy coating.
The cards are divided into several card types (actions, Brood Lords, events, Genestealers, locations, Space Marines, and terrain) and they are richly illustrated, so they are able to evoke the specific environment and atmosphere where the game is supposed to take place. The markers, divided into support tokens and combat team markers are also of a good quality, using thick cardboard and nice artwork, too.
Great artworks and top-notch quality is something we actually expect from FFG by now, since every game we own by this publisher is of an excellent production quality – and that’s really where FFG gives you a lot for your money. Of course, a good-looking game doesn’t have to be a good game, so let’s start with the rules to get an impression of what to expect.
The game box is rather small, but the contents of a very high quality and with an attractive artwork
Because I had a rather bad cold, Denny and I couldn’t actually meet and play for the last 2 weeks (except online on XBox Live for extensive Halo Reach sessions…). This weekend was the first time for us to sit down at our gaming table again.
The week before, we had ordered the new Warhammer 40k game by Fantasy Flight Games: Space Hulk: Death Angel – The Card Game which is already out of print as I read recently (surely FFG will re-print it again rather sooner than later, since it seems to be such a huge success). This weekend’s focus was to learn and play this game. To get into the mood of monster hunting, we also watched Starship Troopers on DVD in the evening, which kinda seemed to match the theme of the game nicely – elite soldiers hunting nasty aliens 🙂
So let me give you just a few thoughts about the game, the review will have to wait until we played a few more games, so stay tuned!
Death Angel is the card based version of the board game Space Hulk (which we haven’t played so far, it’s hard to get for a reasonable price and since we already own Doom – The Boardgame, which seems to be very similiar gameplay-wise, we didn’t have Space Hulk on our radar) but contrary to the latter, Death Angel is a cooperative game. Each player commands one or more teams of Space Marines (depending on the number of players, the game can be played with 1-6 players) which form a military formation that enters a Space Hulk (a term for the remains of an ancient starship or space station) to investigate what’s up in there and to reach and check out a certain location. Players form their formation, they start in a preset location and try to make their way through the Space Hulk, which isn’t as easy as it sounds.
a Genestealer swarm
The station is not empty but filled with aggressive aliens called Genestealers and indeed watching the movie Alien gives you a pretty accurate picture of what the Space Marines teams can expect to find in the confined rooms and corridors of the space station.
The game is a bit tricky to learn at first, because the 32-pages-rulebook is often explaining things on several pages, referring to other paragraphs, so you have to flip through the RB back and forth to get the hang of the mechanics. After the first game, though, you realize that the game is quite easy and not really complicated and you can enjoy the often tough decision-making required to keep your men alive without further referring to the rulebook. If you are curious about the game mechanics, the rulebook can be downloaded here from the official FFG support website (PDF, 1.9 MB).
Setup. The game certainly requires some table space
As you fight spawning swarms of aliens, which tend to come out of the usual ventilation ducts, doors, and dark corners or even sneakily flank you and attack you from behind, you try to make your way to the final location. In this destination location, there’s something you have to do, like activating the launch procedure of a space vessel to get out of there or whatever (usually a task that needs some time to accomplish…) and in the mean time, your number one priority is actually to stay alive.
Each team has 3 Action Cards, but no Action Card can be used twice in a row, so you have to plan ahead
Each player has 3 Action Cards (Support, Move & Activate, Attack) for each of his two-men-teams, and some of the Space Marines have special abilities as described on the Action Cards – which often come in handy when the formation is in a desperate situation (and there will be many of such situations before you reach your destination…). But be careful – once you used one of the three possible actions, this action can’t be used again in the next game round. So everybody going with guns ablaze when some aliens get in the way isn’t such a good idea because then no one will be able to attack again in the next round – players are required to plan ahead.
The Genestealers spawn in the Event Phase, depending on the location card you are currently in and the terrain cards in play, so the players have to discuss their options and try to support each other in order to keep the enemy off and to minimize casualties.
Combat is brutally short and simple – the Space Marines hit when they roll a skull on the die (the game uses one special six-sided die with numbers ranging from 0-5 and 3 skull symbols), killing one alien card of a ‘swarm’ (one or more Genestealer cards in a specific position) – 50% chance of killing one swarm with the attack… Then the Genestealers attack and they will hit when the die is equal to or less than the number of cards in the attacking swarm – and since the die ranges from 0 to 5, the larger the swarm, the larger the chance of a successful Genestealer attack, and even a lone swarm has a 1/3 chance of success because of the “0” side. Any Space Marine who is successfully attacked is… slain and out of the game immediately! No health bar, no hit points.
A Space Marine card
A swarm can easily move around the formation of Marines or follow the group to a new location, different swarms can merge into a larger swarm or flank a Marine, so it’s quite a task (but essential!) to make sure that such a swarm doesn’t grow too large. A swarm with 5 Genestealer cards will hit – and instantly kill – a Space Marine with every number rolled on the die. Even a swarm with only 3 cards will hit and kill on a 0,1,2 or 3…
Although combat is very brutal (and the game can be short because of this, but doesn’t have to, we played a good deal longer than the 30-60 minutes mentioned on the game box), luckily some Marines have some cool weapons or special abilities which modify the combat in their favour. For example, there’s the guy with the flamethrower who doesn’t hit on a skull but uses the actual number rolled to kill a corresponding number of Genestealers, the one with an auto-gun, someone with psychic abilities, or a Marine who is stronger in the defense than in the attack and so on.
If the Event Card has the keyword "Instinct", the current player has to decide alone which Space Marine will be the target of the card effect
Then there’s the Event Card deck which is the “AI” of the game, providing events and spawning and moving aliens. Events most often make the situation worse, but sometimes allow the players a bit of relief in all the tension by giving them more options to get rid of these nasty aliens.
So the formation of battle hardened Space Marines makes their way through the dark corridors of the Space Hulk killing aliens, supporting each other, discussing what to do next, while the players get silent when another brave soldier is ripped apart or they cheer up and laugh when that big swarm actually misses and Brother Claudio gets into berserk mode and kills the entire swarm with his claws.
The game plays very smoothly, has interesting mechanics, requires lots of decision-making and coordination between players. All players can only win if they are working together and they must make good decisions to achieve that objective. The game provides a good atmosphere, especially if you are a fan of the Warhammer 40k universe (but knowledge of this universe is not required). If you are able to get a bit “in-character”, it’s a great game experience you can find in that rather small (and inexpensive) box.
Our first impression is very positive and you may wait for our review of the game to learn more – or just go and get it yourself 😉