Warhammer Fantasy

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Warhammer Fantasy Battle (also Warhammer Fantasy or WHFB or WHF for short ) is a tabletop game by Games Workshop , which takes place in a fantasy world that is largely reminiscent of the Europe of the late Middle Ages , in which mythical creatures such as dragons , wizards , elves , Dwarfs live. In addition to the combat values ​​of the troops, the use of magic is an important part of Warhammer . After the eighth revised edition, the game was discontinued by Games Workshop in 2015.

meaning

Warhammer Fantasy is one of the largest and most widespread game systems of its kind. This is expressed not least in the fact that the manufacturer Games Workshop operates its own shops in many cities only for Warhammer and other in-house products. Various novels and comics based on the background of Warhammer Fantasy have also been published.

In addition to the basic rules and the army books for each individual race, the monthly White Dwarf magazine , which is also published by Games Workshop, is published. In addition to new announcements for miniatures and newly published rule books, you will find craft and painting tips as well as alternative rules and scenarios.

history

Warhammer Fantasy Battles was originally written by Bryan Ansell, Richard Halliwell, Jervis Johnson, and Rick Priestley.

The first three editions of the Warhammer Fantasy Battles rulebook appeared in 1983, 1984 and 1987. They were published in English only. In addition, books with extended rules as well as various scenarios and campaigns were published.

With the fourth edition, some innovations were introduced in 1992. Instead of the mere set of rules, there was a basic box that contained the basic rules as well as models, play utensils and other accessories. The rules and backgrounds of the individual peoples were published in separate army books, as is customary to this day. In 1996 the fifth edition appeared again in Germany in the form of a basic box. It contained models of the newly introduced Bretons and Lizardmen.

In the sixth edition, the basic rules were also available as a bound book without the basic box. In addition, the magic rules in particular have been revised and the individual races have been adjusted to one another in terms of playing technology in order to provide more fairness.

The seventh edition appeared in September 2006. The starter set Attack on the Skull Pass was created from the basic boxes of the previous editions . This contained a paperback version of the rulebook without the game backgrounds. The entire set of rules was published again as a bound book and in a limited collector's edition.

In July 2010 the eighth edition of the set of rules appeared in three editions: in the normal book form, as a decorated tome (collector's edition) and in a field backpack as a set with various, newly designed game materials. The rules remain largely unchanged, only the background has been significantly expanded. There was also a basic box ( Battle on the Blood Island ), which contains a smaller rulebook without background stories and hobby parts, as well as game utensils and two armed forces (high elves and skaven).

In July 2015, the 8th edition was canceled and removed from stores. Some popular characters from this time remained on offer and some of them are still being sold by Games Workshop today (as of 2020). A sequel or new edition of Warhammer Fantasy is not evident, the background world was destroyed as part of the special books "End Times". The new " Age of Sigmar " was presented as the product successor in spring 2015 and published in summer.

At the end of 2019, a new edition of the game was announced with Warhammer: The OId World .

Game system

Warhammer playing field surrounded by players and spectators

Warhammer is mostly played by two players, with teams being formed or several players being able to compete against each other at the same time. In contrast to many other tabletop games and other games workshop systems such as Warhammer 40,000 and The Lord of the Rings , Warhammer is primarily played with units in a fixed formation. Every playable unit is integrated into the game system with basic values ​​such as range of motion, fighting skills and strength. In addition, there are often special rules that can offer various advantages and disadvantages to the normal rules. All units have a point value which reduces the relative strengths and weaknesses compared to other units to one value. In addition, each model has a so-called point value , and an upper limit is set for each game within which the players can set up an army of their choice.

In addition to more or less large units of equally equipped troops, a Warhammer army also contains a small number of strong heroes. These are divided into magicians and fighters. The wizards are the only characters who can use magic, fighters provide strong support for close combat units. Both can still be equipped with various magical items that differ from army to army.

The battles in the game are simulated by comparing the relevant values ​​of one player (e.g. strength of the attacker) against those of his opponent (e.g. physical resistance of the defender) on a given table. The result is then a number (e.g. 4) that must be rolled at least so that the attacker can wound the defender.

Depending on the chosen scenario, the points of the opposing army that have been switched off after a predetermined number of moves or the fulfillment of predetermined goals such as conquering certain parts of the terrain or the total annihilation of the opposing army then decide on the winner of the game.

Alignment of the fantasy world to the real world

The world from Warhammer Fantasy is a rough copy of our earth, whereby not only the land masses of our world are modeled, but also cultural and geographical similarities, names, people and events of our history in a modified form entrance into the fictional history of the Warhammer Fantasy world have found.

For example, Robin Hood travels through Bretonia as Bertram Le Brigant , while Leonardo Da Vinci as Leonardo Da Miragliano is responsible for founding the "Technicus Gilde" and "Marco Colombo" (an obvious mixture of Marco Polo and Christopher Columbus ) is the equivalent of earthly South America discovered.

Playable races in Warhammer Fantasy

The empire

The historical background of the empire of the people is based on the Holy Roman Empire of the German Nation of the late Middle Ages and the Renaissance . The political background is also similar: many strong provinces or principalities form a large empire with an emperor or emperor at the head.

The empire offers a versatile base army. From solid infantry to strong knights to mortars, cannons and steam-powered tanks, everything is available. Without major strengths or weaknesses and configurable against any opponent, the empire is the foundation of the game.

Lizard people

Lizard people have the cultural background of the ancient indigenous high cultures of South and Central America such as the Incas , Aztecs and Mayas . In the Warhammer world, they are native to the continents that represent South America and southern Africa .

In the genesis of the Warhammer world, the lizardmen were the first to be created by the creators, the so-called ancients , as their servants and guardians. Many of the oldest lizardmen leaders are therefore very powerful magicians. Incidentally, an army of lizard people stands out for its dinosaur-like monsters. In addition, the lizard people have a special rule that makes them more resistant to harmful psychological effects.

Skaven

Skaven are rat people mutated by warpstone (a kind of magical radioactive rock). They populate the sewers and the underground of the big cities and can be found practically all over the Warhammer world through an extensive underground tunnel system called: the realm of depth. The center of their power is Skavenblight, a former city of humans and dwarves.

Skaven only have below average strong infantry and a low morale value, but also have correspondingly low point costs. As a result, the actually stronger opponent, with clever planning, can simply be overwhelmed by the multitude of Skaven. Skaven also have very powerful warpstone propelled artillery. However, this is unreliable and often causes similar damage to its own ranks as to the enemy.

High elves

The high elves, or Asur , live on the island of Ulthuan, actually the size of a continent that lies between the Old and New World. Compared to the real world, Ulthuan is located in the Atlantic between Europe and North America and is thus based on Plato's Atlantis . They are an old and noble people, but also arrogant towards - in their eyes - inferior peoples and their heyday is long behind them.

Like all Elven races in Warhammer, High Elves have a very high Initiative rating. This and a special rule mean that high elves always strike first. In addition, high elf magicians receive certain bonuses when casting spells, which also raises them above average. Almost all character models of the High Elves have the option to mount a dragon, the most powerful monster in the Warhammer world. Of course, all these advantages have corresponding point costs, so that a high elf army is usually rather small.

Dark elves

The Dark Elves , or Druchii as they call themselves, live in Naggaroth, a cool and humid continent west of the island of Ulthuan of their hated cousins, the High Elves. A civil war once divided the people of the elves into high and dark elves. From a cultural point of view, the dark elves and their sadism and cruelty society with their malevolence and social Darwinism are a negation of the high elves. The drow from Forgotten Realms and Michael Moorcock's Elric from Melniboné probably served as models .

The dark elves also benefit from the above-average movement rate and initiative of the elven races. A wide range of infantry and cavalry units with various special rules are available to you. Dark elves can set up monsters such as hydras and harpies . Some heroes of the Dark Elves addition to their magical objects even gifts of Khaine obtained (special abilities).

Wood elves

The Wood Elves , or Asrai , live primarily in a forest in the Old World called Athel Loren . They make a much more primitive impression than their cousins, the high or dark elves, because they do not live in permanent houses, but live in harmony with nature. The background of the wood elves can mainly be found in the fantasy works of JRR Tolkien .

Wood elves also have an above-average movement rate and initiative. In contrast to the other elven races at Warhammer, they have no, or only limited, access to armor. Together with their low resistance, this makes them very vulnerable. As a rule, therefore, a wood elf army consists of smaller units that attack from ambush or in long-range combat. For close combat, the wood elves have the support of forest spirits such as dryads or tree people, who have higher resistance values.

Bretonia

Bretons have their context in the medieval culture of England and France as well as in the old knightly legends and sagas of King Arthur , the Holy Grail , the mistress of the lake , etc.

Bretons are the classic army of knights with various cavalry units available up to Pegasus knights. It is ideal for straightforward and very hard assault attacks that usually overrun the enemy. For tactical variations, inexpensive infantrymen and archers as well as the trebuchet an artillery with a large area effect are available.

Orcs & Goblins

Warhammer Goblin

Orcs & Goblins are the barbarians of the Warhammer world. They live almost everywhere in the mountains , forests and wastelands of civilized states and kingdoms. If enough tribes gather under a leader, they plunder and pillage villages and towns.

Orcs and goblins have a very large selection of troops, including some units with special rules that can harm the enemy, but whose effects can also hit the perpetrator. This is somewhat similar to the Skaven, but is not as pronounced. You have to think about how much control you want over your own troops and then assemble your army. It should be considered that the potential for damage increases with decreasing player influence.

Tomb Kings of Khemri

The background of the Tomb Kings is an undead army with skeletons and undead constructs in the Egyptian style. Many of the names in the Khemri background are based, among other things, on terms from ancient Egypt or the corresponding mythology. The game designers have also built in ancient Jewish elements ( ark of the covenant ) here.

Undead are immune to psychological effects. An army of the Tomb Kings, for example, never flees from hand-to-hand combat. On the other hand, if a close combat turns to their disadvantage, undead units are worn out very quickly and do not have the opportunity to retreat and regroup. In addition, the undead cause fear in their opponents.

Vampire lords

The vampires find their background in various vampire stories. So there is the classic vampire, as we know him from the portrayals from the films with Christopher Lee or from the famous portrayal with Bela Lugosi , which Von Carsteins (fighters like Vlad III. Drăculea , the impaler, was once one of) before he became the vampire Dracula ). The vampires, or sisterhood of the Lahmia , are stylistically reminiscent of the story Carmilla by Joseph Sheridan LeFanu and the background of some books by Anne Rice . Ancient magicians, visually similar to Nosferatu , among the vampires correspond to the vampire representation in Murnau's adaptation of Stoker's Dracula. Finally, there are feral vampires that are vaguely reminiscent of the vampires from Rodriguez From Dusk Till Dawn . The atmosphere of the rest of the army is strongly based on the "Gothic" horror.

The vampire army also consists of units that are subject to the rules for the undead. The same special rules apply as for the Tomb Kings of Khemri. Some disembodied units (such as ghosts) are also available. These can only be wounded by magic or magical weapons and therefore offer some tactical options. The leaders of the vampires have the opportunity to acquire so-called vampire powers in addition to magical items . This means that the vampires can also be adjusted to the above-mentioned backgrounds. It's also worth noting that with the general's death, the vampire army slowly begins to disintegrate. This is interesting insofar as the vampires are among the strongest heroes in the game and therefore actually only develop their full potential in close combat.

Dwarfs

Dwarfs, or Dawi , live in the mountains of the Old World. Their inspiration lies primarily in the legends and myths of the northern European peoples. In addition, many clichés of modern fantasy literature are served.

Dwarves have a large selection of infantry with various special rules. They are above average tough and have a high moral value. In addition, most units have access to heavy and very heavy armor. On the other hand, dwarves have no cavalry and a generally limited range of motion, which makes them particularly suitable for a defensive style of play. A large selection of war machines that fight the approaching enemy from a distance also supports this. However, some flying machines and a movement rune were made available to them in the 8th edition, which makes it possible to play Dwarves offensively.

Dwarves do not have wizards like the rest of the armies, but work with magical runes, which are bought like equipment for the leaders. These runes can be combined in different ways and thus allow a very flexible and individual armament.

Warriors of Chaos

The centers of chaos can be found at the poles of the world. Leaning on this, in the northern tundra regions, steppes, and misty fjord landscapes, live the barbarian tribes who worship chaos. The basic idea of ​​chaos as a corrupting power goes back to Michael Moorcock's The Eternal Champion , where an army of warriors emerges who carry the Chaos Star on their shields and attack a world. Everywhere these warriors appear, things and living beings start to distort and mutate. These barbarian tribes also find their counterparts in fantasy films such as Conan the Barbarian or in the Vikings .

The basic units of the Warriors of Chaos consist of the lightly armored infantry and cavalry of the barbarian tribes. However, there is also access to Chaos Warriors and Chaos Knights. These are some of the most powerful (and most expensive) units in the game. In addition, individual monsters such as B. Chaost roll or dragon ogres are used. Ranged troops, on the other hand, are almost non-existent. Individual heroes and units can dedicate themselves to one of the four chaos gods and thus receive access to special rules.

Beastmen

Beastmen are humans or animals mutated by the influence of chaos. You live in the dark woods of the Warhammer world. Visually, parallels can be drawn to the mythological hybrid beings , such as the satyrs , centaurs (lower body horse, upper body human) or minotaurs (body of a human, head of a bull).

Beastmen armies have a large selection of monsters of different strengths and with various special rules. War machines are completely missing. The aim of the beastmen is therefore to outmaneuver the enemy. They are helped by an above-average movement rate and a special rule that allows parts of the army to appear behind the enemy.

Demons of chaos

Demons come from a parallel dimension, which is also the home of the Chaos Gods. There they emerge as the embodiment of the fears and desires of the inhabitants of the Warhammer world. You get to the Warhammer world in places where there is a lot of so-called free magic, for example in the polar regions. Visually, the demons have been designed according to the aspects of the four chaos gods of Warhammer: war, magic, pestilence and temptation. The gods of chaos combine elements of the Cthulhu myth , Norse mythology and the four horsemen of the apocalyptic .

A demon army consists of a multitude of different monsters with various special rules, also according to the aspects of the chaos gods. But, as with all chaos factions, ranged troops are almost completely missing. Machines of war do not exist at all. All demons have a special rule that effectively allows them to ignore a third of the damage they take. On the other hand, if the demons lose a hand-to-hand fight, they run the risk of losing their grip on reality and slowly disappearing.

Chaos dwarves

The background of the Chaos Dwarfs, or demon dwarves, is ancient Assyria . Hairstyle of the models (curly beards), headgear and symbols, as well as features such as aggressive expansion policy , slavery and tyranny refer to this people as a model. Chaos dwarfs are the evil relatives of the dwarfs, corrupted by the influences of chaos, and live in the gloomy lands east of the Worlds Edge Mountains.

Unlike the normal dwarf army, the Chaos dwarves have access to monstrous beasts and magic. Furthermore, slaves, for example in the form of orcs and goblins, can be recruited for the army. That makes an army of Chaos dwarves more colorful and flexible than a pure dwarf army.

The current army list is contained in the book "Tamurkhan - The Throne Of Chaos" published by Forgeworld.

Ogre kingdoms

The Ogres are the newest army in the Warhammer Fantasy universe. The kingdom of the ogres is located in the mountain region, which in our world correspond to the mountain ranges from Afghanistan to China ( Himalaya ), referred to in Warhammer as the mountains of mourning. Visually, the models, especially their equipment, are reminiscent of the Mongols and other Central Asian equestrian peoples.

The ogres are a specialty of Warhammer Fantasy. Almost all units consist of oversized creatures with multiple hit points and attacks per round. According to these advantages, the figures have high point costs, so that an army of the ogre kingdoms usually consists of a few and small, but very powerful, units. The only exception are the so-called gnoblars (hill goblins) - below-average and cheap troops that give an ogre army a certain flexibility.

Kislev

The historical background of Kislev can be found with the Poles of the 17th century and the medieval Magyars from Hungary . The geographical location of Kislev in the Warhammer world is accordingly, while politically and militarily it is mostly the backyard of the empire.

For Kislev there is no separate army book, only an army list in the White Dwarf and the possibility of the allied rule. Because of the few different units, it is difficult to play Kislev as a single army, but similar to the mercenaries, troops from Kislev can be integrated with certain other races.

At the moment, Kislev is no longer officially recognized as an army by Games Workshop at in-house tournaments.

mercenary

There are mercenaries all over the ancient world, but it is only in the city-states of Tilea that the so-called legendary mercenary regiments are what their own army is in other countries. The background is Italy of the late Middle Ages and the Renaissance , with rival city-states.

Mercenary armies are suitable for players who would like to lead a wide variety of models into battle according to the mercenary rules. As a rule, however, it is the case that individual regiments are integrated into other armies as mercenaries. There they are particularly suitable for special tasks due to a wide variety of special rules.

At this time, Games Workshop mercenaries are no longer officially recognized as an army.

Computer games in the Warhammer fantasy universe

Initial release title
1995 Warhammer: In the Shadow of the Horned Rat
1998 Warhammer: Dark Omen
2006 Warhammer: Mark of Chaos
2008 Warhammer Online: Age of Reckoning
2011 Warhammer Online: Wrath of Heroes
2015 Mordheim: City of the Damned
2015 Warhammer: End Times - Vermintide
2016 Total War: Warhammer
2017 Total War: Warhammer II
2018 Warhammer: Vermintide 2

See also

Web links

Individual evidence

  1. Old World? New Warhammer !! In: Warhammer Community. November 15, 2019, accessed January 20, 2020 .