The Horus Heresy: Betrayal at Calth – A Review


Okay okay, I know I said I didn’t have any interest in getting this game but I’m weak and…well who gives a shit whatever other reason I have?

The Horus Heresy: Betrayal at Calth (for those living under a rock or too idle to go to the Games Workshop website) is a boxed game depicting the running battle between the Ultramarine and the Word Bearers Legions in the catacombs below the radiation ravaged surface of…well, Calth. Obviously.

If you’ve been keeping up with the Horus Heresy novels then you’ll be fairly aware of the events leading up to it and the major players. If you haven’t please run full pelt into a wall as punishment. Then go read them.

So Betrayal at Calth is a very splendid looking board game pitting the Ultramarines against the Word Bearers in the dingy tunnels and chambers of subterranean Calth. I do have to address the elephant in the room. Yes it’s kind of like Advanced Space Crusade…and Space Crusade. But in a lot of crucial ways it’s not. It’s easy to make direct comparisons between this and its forefathers but the truth is Space Crusade’s focus was exploration whereas Betrayal at Calth is open war and a fight for survival. It’s tunnel fighting at its very worst. The need for blip counters and a lot of the other very cool things that made Space Crusade iconic just don’t fit.


Truth be told, Betrayal at Calth is a pretty good game. Much like Deadzone, the game uses a grid movement system with an occupation limit. However, unlike Deadzone it isn’t shit. The main differences are the hex system works instead of the vague and wooly cube system in Deadzone…and it doesn’t have all the other reasons that made Deadzone poor.

Broadly, the mechanic in Betrayal at Calth works much like its forebears. You roll some very groovy dice with icons denoting a hit or critical hit or a shield (which is either a miss or a defensive success). Unlike Space Crusade it’s far simpler with a straight forward activation system that allows turns to be rattled through very quickly. Much like the reboot of Space Hulk. Unlike Space Crusade it doesn’t bother with the two tier dice system so you’ll actually bother firing your boltguns in this game.

The aforementioned hex system allows for not only slick movement, shooting and combat but very elegantly represents the cramped environs of the tunnels the Ultramarines and the Word Bearers were fighting through. This is a very good thing. Best of all it’s a simple value equals dice rolled process with additional dice being rolled in certain circumstances. Which makes for a far quicker gaming experience. Of course it gets a little abstract but, to be honest, it doesn’t matter because it works.

It allows you to hamper the movement of your opponent or outright bottle neck areas by using the accumulative bulk of your Space Marines or, better yet, your Terminators. It’s a surprisingly tactical game for what otherwise would be a ‘go here and shoot them’ offering.

The production value is also amazing. The cards are thick and premium, the book almost as luxurious as one of Forge World’s Horus Heresy publications and is resplendent with their artwork. The double sided tiles are also loving rendered. The only negative is that they’re not quite as premium as the Space Hulk tiles. But considering the amount of plastic you get in Betrayal at Calth I’m willing to let it slide.

At first I thought a game of Space Marines vs Space Marines would be deeply deeply dull but the differences in the forces – big scary dreadnought vs badass terminators – and the legion specific decks players can call upon actually really works. Plus the critical hit system actually has the stench of genius about it. Rather than the obvious bonus hits, the effects vary from stripping away activation points to reducing enemy characteristics to zero…which means they get pulped basically. And the exploding assault cannon is back! Huzzah!

The scenarios are…actually a bit like Deadzone’s. They’re paced to gradually introduce gamers to the different unit types which rather highlights one of the reasons I suspect Games Workshop put the game out. To introduce new gamers to the 30/40k Universe. Considering the revival of Specialist Games it makes complete sense.

Betrayal at Calth has a simple mechanic, it’s quick and it doesn’t bombard you with the lore like the main rulebook does. Plus the models are superb.

Honestly, they’re all awesome. The terminators and contemptor suffer slightly from being plastics in a starter set compared to their awesome Forge World counterparts, but broadly Betrayal at Calth is absolutely worth getting just for the models. What really sells it is that the Space Marines aren’t the usual push together at but genuine multi-part models as detailed as the plastic tactical squad. They don’t have Forge World’s fidelity of detail to be sure but they don’t have warping, miscast detail or fucking horrid mould lines either.

Regular readers will know that I’ve got two companies of Ultramarines already and, because all the models are non-Legion specific, this box could put me well on my way to a 30% of third. If I felt so inclined. I’ve had to promise Lee that I wouldn’t use them as Ultramarines…at least not all of them. It’s a fantastic starter army though: force commander, chaplain, dreadnought, terminators and 3 tactical squads. I think it roughly works out you get the characters and a tactical squad for free based on rule retail price which is an absolute winner.

However where it does fall down is it lacks the progression of Space Crusade…which is absurd considering it’s 25 years old and, in that regard, the stronger offering. One of the criticisms I’ve heard is that the tiles used in Betrayal at Calth overall make up a smaller gaming space than Space Crusade. Whilst that’s true, they are double sided and the mechanic makes use of that space very effectively so larger tiles aren’t needed. Plus Space Crusade took forever to play so I’m not sorry that Betrayal at Calth is a quicker game.

Between the simple rules, straight forward mechanic, interesting critical hit system and some truly gorgeous models, Betrayal at Calth is a rare solid hit from Games Workshop. It isn’t cheap but we’re use to that. Plus buying 30 tactical marines alone would cost over £60 so in terms of getting some very cool models for not tonnes of money it actually makes complete sense.

The models really are worth every penny. They look fantastic, they’re cast perfectly and would look amazing either as the core of a new army or swapping out some of the older Mk6 and Mk7 armoured plastics. As I mentioned the terminators and the contemptor do suffer from the limitations of their kits, to be more child friendly, but it does nothing to diminish just how cool they all look.

The Horus Heresy: Betrayal at Calth is a brilliant little game. It looks great and plays well. It does lack some longevity but I believe the Games Workshop are remedying that with new scenarios and such. But even if that wasn’t true, you have the beginnings of a seriously cool looking Space Marine army.

The Horus Heresy: Betrayal at Calth is available from Firestorm Games priced £79.99.

Batman Miniatures Game Model Review

Back at the start of October I reviewed the Batman Miniatures Game and after a considerable amount of preamble I got down to the business of reviewing the game. As it turned out it was pretty good, much to my relief. It had its issues and bug bears of course. The main one being that it had a painful habit of over explaining everything which I couldn’t figure out was either the writer’s need to make sure everyone knew what they were doing or a ‘lost in translation’ thing.

A worry I had, when flicking through the book, was that the models weren’t going to be up to snuff. The photography and the paint jobs weren’t stellar and pap models could rather sour the pudding.

Of course there was only one thing for it: I was going to have to get some.

I opted for the Dark Knight himself, obviously, and some Joker Clowns. Rather usefully the rules came with a limited edition Alfred Pennyworth model as well…which was nice.

Let’s start with the Joker Clowns. Simply put these are the models that should have had the least amount of effort on the basis that they are just lowly minions. However, at £13.99 RRP for two I was expecting a certain something.


Where to begin…well, the casting quality is very good. The models needed little clean up at all which is impressive from a small studio games company like Knight. The nice thing about the models is that they are immediately identifiable as Joker Clowns from Arkham City. This, of course, means there are lots of nice little details like the thugs being a little bit on the podge and il-fitting boots.

However the overall standard of the sculpts isn’t amazing. It’s not bad, but not amazing. The clown masks have been sculpted so flat that it’s impossible to see any real detail until there’s any paint on them and even then low lighting maybe in order so they don’t look too washed out.

The arms – which were separate for these models – were quite disappointing. The casting quality didn’t match the rest of the model and the arms don’t fit the bodies very well. The axe arms required me to bend the impossibly thin axe shaft which almost snapped.

I’m all for accurate scaling but I think some consideration needs to be given for scale and the material the models will be cast in. The shotgun, whilst having a pretty decent amount of detail for its size, came with a barrel at a 45 degree angle. Drop that model once and you’ll be fielding a Clown armed with a sawn off whether you like it or not.

I’ve seen hundreds of 28mm scale models with scale weapons and they always suffer from being cast from metal. Barrels, blades or handles are too thin and it’s only a matter of time before they break. It’s a shame because £7 a model is quite a lot for something that’s got a good chance of breaking in the building process like the one I received.

The models also come with the all important profile cards – one per model which is excellent – so you can actually use them in the game. This is a real barrier to entry as far as I’m concerned as, looking at the game insolation, you have no way of knowing how good or not the models you’re buying are until you get them home.

As one would expect the Joker Clowns are pretty generic in a fight but what’s very cool is the subtle but significant differences between the two models. They aren’t just Clown 1 and Clown 2. Triston (shotgun bloke) gets a point more endurance, a point less willpower and has the Runaway trait. August, on the other hand, gets that slightly higher willpower and the Psycho trait. Which makes sense as his weapon of choice is an axe.

But what of the Dark Knight himself? This was the model I was most anxious the pose was rather uninteresting. The paint job had something to do with it as all the low lighting and shadowing makes the model incredibly flat.


The reality, though, is the model is let down by an average sculpt and the fact it was cast in metal. The quality shown in the image above is nowhere near what you actually get. You just can’t get the crispness of detail needed for something as subtly designed as the bat-suit depicted in the Arkham City game. It’s not that the detail isn’t there but it’s that it lacks definition.

Batman‘s pose is fine but not really cool enough in my opinion. They did a very good job of making the cape feel dynamic yet weighty enough that it could be used to glide across the fair city of Gotham. The cowl was a different matter entirely. One of the ears(?) was bent so badly inwards that bending it back broke it. Not clean off but enough that I can’t touch it again. The metal was just too thin and for £13.99 a pop it’s not acceptable. Thankfully the arm holding the batarang was cast of sturdier stuff and even fit the model which is a bonus.

Overall it kind of reminds of the Nolan Batman trilogy. It looks like Batman but doesn’t feel like Batman. It’s not a bad model – casting issues aside – and with the right paint job could actually look pretty good, it’s just not the centre piece model I think it should be. Especially as a very high percentage of gamers collecting the good guys will want Batman at some point.

With good reason too. In the game Batman is, unsurprisingly, nails. Not impossible to defeat but they the writers of the game managed to strike the balance between video game badassery and the vulnerability that is often communicated through the comics. He can comfortably take on three, maybe even four, thugs but anything more than that and he’s going to get his head kicked in.

Obviously his bevy of gadgets and gizmos makes Batman far more than a blunt instrument but we all know that that’s where the fun happens. At reputation 130 he’s worth 5 thugs so making use of all his talents is the best way of making the most of the investment.

It’s a tricky one because the game is great and something I would happily play but the quality issues around the models have given me pause. Realistically the problem with the cowl is unlucky but proves a point, the axe shaft is just poor sculpting. It reminds me of something Lee said to me – wargaming is the only industry in which consumers routinely put with a ‘that’ll do’ mentality from the manufacturers. Which is very true.

The Batman Miniatures Game models I have seen are good models. Not amazing but good. They are sculpted to a good standard and with a lot of love and fidelity but between the insistence of true scale and casting them from metal you may well be frustrated with the repair work involved.

All that said, the models are cool enough that you’ll want them and the game is cool enough that you’ll buy lots of them.

Batman Miniatures games models are available from Firestorm Games and the range starts at £3.15.

Infinity: Operation Icestorm – A Review


If I had to give an excuse, if ever one were needed, as to why I hadn’t looked at one of the major game systems until now I would have to say…because I just didn’t care.

Now before I get flamed back to the Stone Age bear with me and hear me out:

Infinity is a super groovy scifi game that has lots of super groovy troopers, super groovy guns, super groovy robots and all in super groovy artwork that depicts said super groovy guns being toted by said super groovy trooper types. The models are, equally, painted in a super groovy style in super groovy bright colours and as super groovy as they do in said super groovy artwork.

But despite the sheer super levels of grooviness Infinity suffered from one big issue: accessibility.

Infinity is prohibitively expensive. Granted you don’t need many models to play a game but just because you’ve only been screwed with your pants on the once doesn’t make it any more enjoyable.

I also found the premise to be weak, a little vague and the apparent super grooviness, despite all the shooting, a bit hard to believe. I know I’m used to the grim dark of the grim darkness of the 41st Millennium but countless games have proven a balance can be struck.

More over Corvus Belli’s determination to make the factions in Infinity seem unique compared to other games requires you to study what the fuck everything is for before you can figure out what it does and what to buy. O.R.Cs? Really? But the worst thing is adding all that together means that a novice gamer wouldn’t know where to start without the specialist help of a game store employee or the local games club oracle. Which isn’t really good enough.

I appreciate I’m probably in the minority with most, if not all, of these views. But, if I had to give an excuse, that would be it.

Does this make the review a foregone conclusion? Of course not. All that super grooviness does count for a lot.

So what’s in the Infinity: Operation Icestorm box? Fourteen of the prettiest models you ever did see, some groovy counters, a paper gaming mat, some fold out card buildings and the introductory rules.

All joking aside, I love the Infinity design aesthetic. Everything is sexy and shiny and fits nicely with my vision of the future. And reminds me of Halo which is never a bad thing. The downside is that everything is too clean. It doesn’t feel like a war, skirmish or even mild bout of fisticuffs is raging through the streets. Unless they’re the most considerate band of professional killers there ever was.

Of course this doesn’t stop you from building your own vision of a shattered (reasonably) near future utopia, it just would be nice if the oh so beautiful card buildings and fold out mat weren’t quite so neat and tidy.

The models – PanOceania and Nomads – are awesome. As I said, I like the Infinity style a great deal and when I’ve ummed, erred and stared at my bank balance before quietly slinking away; it was always PanOceania that I looked at collecting. The Nomads are cool too, I’m just excited to finally have some models that I’ve coveted for the last 4 years.


Sculpts and casting quality – these models are metal don’t forget – are excellent but considering retail they’d be about £30 a set one would expect that. But what makes the models so good is that real thought went into them to strike the balance between super groovy scifi armour and super groovy scifi guns but to maintain proportions. I’ve been collecting oversized post humans for so long I’d almost forgotten what scale weapons looked like.

Unfortunately the only part of the models that does suffer any loss of detail are the weapons but that’s the price you pay for working with metal and keeping things in proportion. But it’s such a minor niggle compared to the overall quality and super grooviness of the model you just won’t care all that much. Although wargaming does seem to be the only market in the world where ‘that’ll do’ is good enough. But more on that another time…

The rulebook, such as it is, puzzles me somewhat. And I’ve read a butt tonne of rule books over the years. The background is just 5 paragraphs long which for someone new to the Infinity universe is a little light. And by light, I mean I’ve read longer poems. I appreciate it’s an introductory rulebook but it doesn’t do much to sell the universe gamers are venturing into.


The rules for Infinity, however are fantastically straight forward. Not amazingly written or laid out but it’s the first time in ages I felt like I’d understood just about everything on my first read through. There are a few niggles but it’s more to do with the aforementioned issue with trying to be different for difference sake. The explanation of Face to Face rolls was so poorly written that it made no sense until the first instance of a face to face roll cropped up further into the book. Quite why the writers couldn’t use the word ‘simultaneous’ is beyond me. Because that’s what they meant. Simultaneous…

It’s an ambitious book however as Corvus Belli approached it almost like the tutorial mode of an RTS game. Each scenario introduces you to different game elements, building your knowledge up gradually so by the time you get to the final scenario you’re fully versed in the core rules of the game.

It works reasonably well but the rules aren’t particularly difficult to master so reading through is a bit of a faff. The other thing is to follow the format of the book, scenario by scenario, would mean you’d be unlikely to run through all the rules in a single gaming session. That’s a bit of a two-edged sword. On the one hand you’re encouraged to digest the rules, on the other you’ll just get pissed off having to reset the game each time.

But that aside, the rules are good and allowing models to react as the action unfolds is a nice touch And adds an extra layer of strategy as you have to weigh up what your opponent will react to as well as what they’ll do in their own turn.

The way models are activated is pretty cool too. Instead of every model being activated they, instead, generate an order counter which can be used on them or pooled with others to allow other models or single model to perform multiple actions. This allows for very quick turns and incredibly fast paced, cinematic action. The variety of actions available, much like the Batman Miniatures Game, makes Infinity a pretty exciting game to play.

It also adds a further layer to the way you build your force. Opting for cheaper units means more orders but you’re putting weaker troops in the field which could mean you’re burning orders on failed attacks. Additionally certain, crappier, units make irregular actions which basically means you can only spend the actions they generate on them. So whilst you may get more actions you’re forced to allocate a proportion of them. It’s actually a very shrewd way of keeping the game balanced that I’ve never seen before so hats off to Corvus Belli for that one.

The irregular actions also elegantly represents the reluctance or inability of certain soldiers to fight without making them disproportionately shit compared to everything else in the army which is something a lot of other games are guilty of. But most importantly it adds character without getting bogged down in special rules.

The rulebook is awash with gorgeous artwork throughout. It’s the kind of standard seen in the Transformers comics produced by Dreamwave in the early noughties. What bugs the shit out of me though is the rulebook actually mentions its influences which rather ruins any sense of originality that the models and artwork had. I’m the first person to point out influences and I know I have mine, but to actively broadcast those influences seems somewhat counter productive to me.

But the biggest sin of the Infinity introductory rulebook, by a mile, is it’s not an introductory rulebook. It’s a pamphlet. Half the book is the same set of rules but in Spanish, which I don’t mind but it actually makes the rules provided, whichever language you’re reading it in, embarrassingly short for a box set that retails at £75.00. And judging by the thickness of the full Infinity rules a lot of stuff was left out.

To put it in context let’s compare Operation Icestorm to the 40k starter set…

40k is £65 retail compared to £75, has 3.5 times more models, plastic templates instead of card, a full colour how to play guide and a full set of rules. For £10 less. It’s a rare day when Games Workshop comes off as good value.

However, I’m not sure if Infinity isn’t just worth it. It’s a great game with beautiful models and a slick mechanic. The model stat names are a little fussy and I can well imagine it takes a fair bit of referring back to but dozens of other games a just as guilty of that sin.

The price point is hard to swallow but at least the models are sufficient you can get a lot out of them before you start to add to the collection. Although the ranges are so pretty that won’t take long. Unfortunately the same can’t be said for the rules. If you want to play the game properly you’ll be shelling out £50 for a copy of the rulebook before you know it.

The truth is boutique games need starter sets like fat kids need salad…it’s vital to their survival. However the Infinity: Operation Icestorm doesn’t really do a great job because it’s a false economy. Buying two boxes of blokes and the full rules with set you back roughly £110 retail. The starter set and the full rules, which you’ll need almost as soon as you’ve worked through the Icestorm scenarios, will set you back roughly £125 retail. £15 more for some cardboard and fewer rules.

So despite a starter set, accessibility is still an issue. It’s still prohibitively expensive. There’s still nothing to clearly explain how the various units work or how they fit into the wider army. There’s still nothing to get your teeth into from a background perspective. Or anything to encourage the hobby either for that matter.

All things considered: between the high price and low content compared to other starter sets out there, would I still recommend it Infinity: Operation Icestorm? Yes, with a but. Yes, but only to people who are new to the hobby but know which end of a tape measure to hold. Gamers who have maybe tried Infinity once or twice and want to get in a few games at home before they fully commit. I appreciate that’s very specific but I don’t see it benefitting anyone else.

If you’re a novice or experienced gamer you’re far better buying the products separately. Granted, you miss out on the card templates but for roughly £30 you can get super groovy plastic ones which will last far longer than the flimsy card ones.

Infinity: Operation Icestorm is available from Firestorm Games priced £65.00.

Batman : Miniatures Game – A Review

This review has been a long time in the making. Years really. Let me explain why:

I’ve always liked Batman. As a child I liked the Adam West TV series. But that’s the thing: I liked it. I didn’t love it. It was too woolly and everything felt like they didn’t really understand where they were going with it. It was 2 Dimensional TV for the masses and that would have been fine had it been based on a 2 Dimensional comic book for the masses.

Even in the pastel tinted abyss that was the Silver Age Batman was still a conflicted character. Sure he’d been softened but that was because, unlike any other flagship IP, Batman was a commercial failure. At the time readers couldn’t get to grips with such a dark character. It was a case of evolve or die. The problem was it didn’t evolve, it rebooted.

Truth be told DC are stuffed whatever they do with an era in the Batman timeline that was erased decades ago. Ignore it and people still go na na na na na na na na Batman!…and I die a little inside. Acknowledge it and the only thing that dies is my soul.

The two things that saved Batman, in my opinion, was the Frank Miller’s non-canonical series The Dark Knight Returns (1986) and the Batman Animated Series (1992). The former re-established the character as a crime fighting, bone breaking, badass and the latter gave it the commercial appeal it always needed. In the space of 6 years Batman was changed forever.

So what’s this Bat-history lesson in aide of? Put simply it’s to highlight just how much has changed. Obviously there’s been hiccups along the way, particularly with the movies franchises, but the character has come out of the other side as one of the most important and iconic characters of this and last century.

The release of a miniatures game may seem like small potatoes compared to rebooted franchises, multi million dollar movies and we haven’t even mentioned the Arkham video games. But it’s not. It’s important because Batman was and is a universal constant. He’s a hero that has successfully transcended genres, genders and ages.

Allowing a miniatures game is further recognition that we all, basically, want to be the Bat. In whatever form that may take. Even if that form may take running around the house with a bed sheet pinned around my shoulders thattotallyneverhappenedshutup.

But on to the game…


The first thing that is immediately apparent about the Batman Miniatures Game is that the book is a labour of love. The set piece photography has been so lovingly put together you can tell that the writers put everything into it producing something that DC and the fans would be proud of. It reminds me of the first edition of Games Workshop’s Fellowship of the Ring rulebook.

The production value is great. There’s a healthy mix of artwork from the comics and images from the Arkham video games. The book opens with a double page image from the Dark Knight Rises but I won’t hold it against them. It’s a premium production that’s roughly the same price as a Games Workshop codex but, if I’m brutally honest, is of a better quality. My only gripe is the showcase section of the book is 18 pages. Yes the models are cool but they could have been displayed in a more efficient way than that…like in the gang list section that doesn’t exist. But more on that later…

So in the Batman Miniatures Game players build crews of various types be they villains, cops or superheroes. The nice thing about the game, thanks to the variety of criminal scum in Batman, is that you can quite comfortably pit two criminal gangs against one another. Penguin verses Black Mask for example. Equally you can play games using just cops against the crims or just superheroes.

What has been well done is striking the balance between having the superheroes as walking examples of badassdom but still capable of being defeated if they’re singled out and attacked en masse.

The profiles are reasonable straight forward with key stats such as endurance, defence and attack all making an appearance. Where it suffers is the writing. It’s not badly written. It’s over written. Knights Models clearly wanted everyone to enjoy the Batman Miniatures Game so much that much of the book is over explained to the point that some parts I had to re-read to fully understand their meaning. It’s not the whole way through but I found myself skimming because I was getting bored of the repetition.

However this shouldn’t detract from what is essentially a very good game. A lot of thought went into the mechanic and how best to represent the fast paced action of the comics. For one thing every game is assumed to be set at night limiting line of sight to 30cm. This makes the game hugely tactical but suddenly makes anything that produces light a major threat or a major advantage depending on which end of it you’re standing.


In the Batman Miniatures Game each character has a Willpower value which indicates how many actions they can perform per turn. This elegantly allows the superheroes to kick face without having preposterously buffed stat lines as is common practise. Instead Batman gets to perform 8 actions per turn whereas your common crim only gets 5.

I can’t tell you much more about any character other than Batman because there are no profiles included in the book. Now, I didn’t know this which means that there’s a fair chance others picking up the book won’t either which is going to make for a big disappointment. Fortunately each model comes with a card so you won’t be forced to buy additional products so you can play the game.

That fairly major grumble aside the mechanic in Batman works well despite the abundance of tokens required to keep track of everything so, providing you know what you’re doing, each activation is reasonably quick.

Where it comes slightly unstuck is the two tiers of damage. Once you lose your endurance points you get knocked out. But there’s other forms of damage beside, which I’m not sure are needed and it took me three tries to understand how to inflict it and I’m still not sure how it works.

What is cool about the Batman Miniatures Game is the sheer volume of actions you can perform. Sure there’s running and face kicking but you can also do stuff like ping shots off objects to hit targets that would otherwise be hidden. Which is absolutely spot on for characters like Deadshot.

There’s also a list of special rules to put the 40k rulebook to shame. But it all goes towards making the game very cinematic and also encourages you to build and make use of, cool and groovy boards. Basically anything any character in a Batman comic has done you can do in the game. All you have to do is remember you have the option.

The sheer variety available reminds me of Inquisitor and that’s no bad thing.

What’s also pretty cool is a summary of the background at the back of the book for the less nerdy/initiated so everyone, not just the die yards, has a firm understanding of who’s who so they can make an informed choice over who to collect. Other than Batman. Obviously.

The Batman Miniatures Game is a good game. I was pleasantly surprised at how well thought out the game was to balance game play and authenticity. Yes the rules are a bit laboured in places but it doesn’t detract enough that I wouldn’t happily play it.

It’s touches like using reputation instead of points to govern the size of your crew as well as affixing a cash sum for equipment which stops players from having piles of hardware. The simple fact that superheroes are worth far more than henchmen you’re actually encouraged to think and fight like The Bat because you’ll get utterly spanked if you don’t. What the henchmen lack in ability they make up for in numbers and unbridled violence.

It’s great that the Batman Miniatures Game allows for and encourages you to take Jim Gordon and members of the GCPD and better still that going up against a supervillain is a genuine challenge for them. But most importantly, Batman or any member of the Bat Family aren’t unstoppable. Very tough to stop but still stoppable.

The Batman Miniatures Game rulebook is available from Firestorm Games priced £31.49.

Ruination Battle Cards – A Review

Now I think it’s fairly common knowledge that I’m not a massive fan of collectible card games. There’s 3 reasons for this:

  1. The absence of dice
  2. The absence of models
  3. The utterly twattish way I’ve seen some people build their decks.

However, whilst at the Bournemouth comic expo I spotted a familiar face. It belonged to the incredibly tall and extremely friendly Samsun Lobe, the man behind the Dying Star trilogy of books that the failed Kickstarter of the same name was based on.

Whilst the team behind the game are hard at work redoing the models and buffing up the rules for another run at Kickstarter (next year I believe) Samsun has been busy developing and putting out a collectible card game based on his second trilogy of books called Ruin.

Now before I get accused of betraying my principles and such this collectible card game uses, wait for it…dice. But more on that later.

The Ruination Battle Cards starter set that I was able to get my mits on comes with two decks, some spells, a game mat/board/sheet/thing and the aforementioned dice. It’s all nicely presented with foam inlay to keep everything nice although the cut out for the foam is a little snug which makes getting the cards in and out a slightly stressy experience. I was worried about ruining them.


Part of the reason for that is that the cards don’t have rounded edges which makes them prone to foxing and excessive wear. And whilst production value is high the card feels s little thinner than other games – of any type – so a little more care will be needed in terms of keeping them nice.


Although it’s care you won’t mind taking because all the cards are beautiful. There’s a lovely blend of conventional artwork and renders but all of it looks fantastic. Granted, there’s no associated fluff with the starter set so until you read the books or go to the website the various characters and spells aren’t going to mean…anything at all. Which is actually a bit of a shame. A leaflet on the world of Ruin would be a welcome addition to the starter set, just to wet your whistle.

To put it in context it’s like having Space Marine models without knowing anything about Space Marines. Yes they’re cool looking models but so what? Although at least with a deck of gaming cards you can at least muddle through a game.

And on to the game itself. As mentioned you get too decks and boosters are available so you have the option of building your deck as you see fit (grumble grumble grumble) however – and this what stops the game from being a duel of dickishness is the a combination of the cards and the dice.

The cards, like the time-honoured game of Top Trumps, has multiple values. Six in point of fact. So (and I think you can see where I’m going with this) in a game of Ruination a dice is rolled per round and that value determines the stat you compare. The weaker card is defeated and the winner stays on and the dice is rolled again. Spells can be used to augment the result but as you only get eight they have to be used sparingly.

The multiple profiles and the dice role means that building a deck is an agonising process as you need a firm strategy weighted by the law of averages both in terms of what cards you take but the order in which you stack your deck. Some cards are the proverbial Top Trump and nigh on unbeatable whereas others are much more of a risk. Which I like. The dice adds in that level of unpredictability that prevents the kind of power gaming that’s always put me off this kind of game.

The incredibly easy mechanic means that you’ll be playing within minutes and each game will be fast paced and actually a lot of fun. And for those gamers who don’t always have much time or want to smite a colleague over a lunch hour, this is ideal.

Ruination Battle Cards is actually a lot of fun. Am I a collectible card game convert? No. Will I play this? Yes. It still needs that last little spit and polish – mainly in the form of some kind of background sheet – to make it perfect but broadly it’s there.

You can purchase Ruination Battle Cards from Samsun Lobe’s website priced at £20.00.

Codex Craftworlds – A Review


Another year another Eldar Codex.

At least it seems that way. Eldar have been a headache for the design team ever since the first Codex that came out for second edition 40k. They’re a fascinating army in terms of background, army composition and game play. Not even the Tau can match the Eldar for how well all the various units work in concert. Granted it’s very much the case of easy to learn, difficult to master but that’s true of armies like Space Marines. No really. No really. Shut up.

I’ve been frustrated with Eldar for a long time because the books are always brilliant until you get to the army organisation and then it all comes unstuck for one reason or another so I wasn’t surprised that another Codex was released so soon after the previous one despite the fact that the previous version was actually pretty strong.

But onto the current version. Which could have been superseded in to the time it took me to read it and write this review for al I know…


Like the previous version the cover art is splendid. Not quite as dynamic but has veiled menace which I dig. It’s interesting that the Space Marine and Craftworlds codices both have junior officers on the covers rather than cool and groovy leader types. Not that they’re any less cool of course.

The production value has increased just as it did with the latest Codex Space Marines and there is lots of splendid new artwork. Not as much as I expected in light of Codex Space Marines but still plenty to make you boy parts and your girl parts (delete where appropriate) feel all warm and tingly. But like Codex Space Marines the artwork dominates double page spreads making the book incredibly thin in terms of actual content. Throw in 36 pages of photos and hobby section and the 160 page Codex Craftworlds doesn’t feel like…well a book. The artwork is beautiful, especially the newer stuff, but there’s just so much of it.

What content there is, however, is broadly well written. There’s still typos of course, but I’ve all but given up pointing those out because all it’s going to result in is an ulcer. There’s been a very well paced step forward in terms of the background for Codex Craftworlds. As with the previous version, this version seems to understand further still what it means to be an Eldar be it the path of the warrior, the outcast or balloon animal maker. Wait, what?

However some areas have been neglected either through space or the assumption that they won’t hold people’s attention. The biggest victim being the timeline. There’s fewer events and they just don’t feel as tightly written. The nice thing though is, overall, Codex Craftworlds does feel quite well written. I still feel at risk from hyperbolic overdose but nothing to the extent of Codex Space Marines. Although that was just poorly written rather than repetitive. Although it was that too.

There are some parts of the book that do feel rehashed and slightly lack lustre but overall all the Craftworlds have been given a vibrant lick of paint. Even Ulthwe has more going for it now than being stuck at the very edge of the Eye of Terror. Which is nice. I guess, more than anything, there feels like there’s a point to it all. The previous Codex did an awful lot in making the Eldar feel more tangible but this Codex builds on it and makes the Eldar feel like a people. More to the point a people that does actually interact with one another.

Weirdly that was always the thing with the Eldar: you never really got the impression that the various Craftworlds would have much to do with one another seeing as they have pretty different outlooks, ideologies, fighting styles and even agendas. This book does a lot to clarify that and to its very great credit. The Craftworlds feel more like nations now. Similar but yet different. Working towards common goals in very different ways that can cause friction, resentment and mistrust.

There’s also a general easing off the gas on the matter of the species dying out. Yes the race is the cusp but the emphasis is on that fact, not that they’re beyond saving. It’s an important distinction as one of the common grumbles was the point of playing as a species that was already doomed. Although if you really read into the background that can very much be argued for the Imperium. But I digress.

Broadly speaking the background in the Codex is great to read. Maybe it’s just me not remembering it much from the previous book but there seems to have been a lot of work done around the Wraith constructs and how Wraithguard, Wraithlords and Wraithknights fit into the grand scheme. I particularly like how unsavoury, yet necessary the entire situation is and that Spiritseers are treated with the same disgust as necrophiliacs.

The rules don’t seem to have changed…at all. A few things have gotten cheaper – like Howling Banshees. Presumably because everyone moaned that they were expensive die all the time. Now they’re less expensive and die all the time. So yay… That said the way Howling Banshees perform in this and the previous edition is a huge improvement on how they use to be.

The other tweak is that Dark Reapers get skyfire now which was badly needed.

The big deal in this Codex is, as with some of the others, the formations. Which are fucking mad. If it’s not free weapons platforms, it’s special rules or adding +1 to ballistic skill or weapons skill. Fire Dragons and Dark Reapers with a BS of 5 is just horrid. And wraith hosts make me want to vomit in terror. They get to re-roll failed hits against any enemy within 18 inches of the Spiritseer. I mean really?

Broadly speaking there wasn’t huge cause to redo the Codex. The points changes are convenient but I very much doubt they kept many Eldar players up at night. They will however be kept up masturbating furiously over the formations. There’s literally not a one I wouldn’t take. They’re all amazing. Dire Avengers get 3 shots. What the hell?

Of course the cynic in me would argue this entirely to sell all the models. But you know what? Who cares? Eldar range is gorgeous. Even the Eldar Guardians which must be around 17 years old now, are still awesome. And the bottom line is this:

The Eldar army has had significant weaknesses since 3rd Edition. Weaknesses that made the Eldar a real challenge to use. I’d go so far as to say that they’re one of the hardest armies to use. I’m certainly not the best gamer in the world but I’m certainly not the worst and I found them a challenge. I good challenge but I found strategy and tactics were tempered with faith far more than with other armies. And I’ve played with them all.

The formations in Codex Craftworlds give all the various units a buff that dramatically improves their combat effectiveness. It broadly doesn’t tackle their biggest issues – poor toughness and poor armour – but by increasing the odds of hitting or beefing up the fire power it goes some way to mitegating those weaknesses. Because, if you’re doing your job right, there will be fewer things alive to shoot back. The big revelation is this – it’s going to make the Eldar a challenge to play against.

You’re not going to save killer levels of points with the free support weapons and free upgrades but free guns are free guns. But it’s the special rules and stat buffs that you’re after anyway.

Is Codex Craftworlds going to set your world ablaze? Actually it might just. The formations are so good that no self respecting Eldar player should be without…any of them. The minor rule tweaks and points reductions are an added bonus. The flyers and wraith constructs are still sick and be crammed into your armies wherever possible.

Codex Craftworlds is available from Firestorm Games priced £31.50.

Star Wars Armada – A Review

swm01_featureNow I seem to remember saying some time ago, around about the time I had a game of X-Wing involving a full squadron of fighters, that X-Wing – as much as I love it – doesn’t have the slick rules or the flexibility for really big games. A dozen fighters a side took ages and the dogfights, whilst awesome, did get really messy on the board. Shortly after Star Wars Armada was announced which leads me to conclude either FFG have planted a bug somewhere about my person or they had the same thought but about a year prior… I know, it’s totally the bug thing.

So fleet sized engagements in the Star Wars universe huh? Well all I can say is: fucking yes! This has been a long time coming and, if I’m honest, I almost needed this game to be good. X-Wing is so much fun but the mechanic was buckling beneath the weight of FFG’s ambition. As cool as it was to have a Corellian Corvette on your board, it wasn’t the most practical thing to play with. That goes double for the Imperial Raider.

Star Wars Armada, it seems, is the answer to our prayers – a game that allows Star Wars fans to don the warbly bits of Admiral Ackbar and yell ‘It’s a trap!’ at least once a turn. Even when it isn’t.

My other reservation about the game was the price. It’s more than twice the price of the X-wing starter set. Sure you get twice the plastic but as the X-Wing box was a lot of money for a lot of cardboard it still doesn’t feel like great value. The thought being: if the starter set is £80 how much is it going to cost to build any kind of viable fleet? The answer is: shit loads. A lot just doesn’t cover it. Expansions start at around £17 full retail but the average cost of a decent ship is £35 upwards. And you’ll need roughly a dozen to make the games tasty. So almost 3 times what it costs to play X-Wing. The concluding thought after all this was: this game better be fantastic…

swm01_boximageIn truth? It’s not far off. The rules are terribly laid out – think Dystopian Wars 1st edition (sorry Spartan Games but it’s true). It’s so poor that all the rules that explain how the hell you do all the things you’re told about in the main rules are called ‘Additional Rules’. I can only assume that some one meant to write ‘Essential Rules’ but just wasn’t paying attention.

Considering Star Wars Armada isn’t excessively complicated it takes far more concentration than it should to understand how to do anything. Maybe that’s the point. Maybe what FFG thought was: if the rules are so laboriously written people will really put the effort in.

The reality is there’s irritated gamers and Star Wars fans lurking outside FFG’s offices waiting to slap anyone that looks remotely responsible.

I stress the rules themselves are not bad, you’ll just spend the first half of the rulebook looking confused and the second half of the rulebook looking both relieved and annoyed.

The weird thing is that there’s a reference booklet included in the box that’s actually clearer than the rulebook. Which makes no sense what-so-ever. It’s still clumsily written so the rulebook has the edge because it provides you with examples without which you’d be lost.

However, once you’ve ploughed your way through Star Wars Armada‘s rules, what you have is actually a pretty slick game. It takes the simple principles of the X-Wing game and builds on them so the basic phases and functions of the game are just as simple but you get all the fun of hammering capitol ships thrown in to the mix as well.

The result is a game that’s quick and involves throwing fistfuls of dice. It’s fair to say that’s usually a hallmark of a good game.

The fact that you need to measure arcs for both shooting and damage isn’t as much of faff as you’d think and fighter squadrons make a real contribution to the action in Armada, much like they did in the movie so bravo to FFG for striking the balance as well as they did. Although if you’re a Rebel player always take Luke Skywalker, his special rule is broken. And very useful…

All the various phases are quick and the shooting mechanic not only works but reminds me of the days of my long-lost youth playing X-Wing on the PC. What I mean is this: the longer the range the fewer shots the ship will make and the less accurate they become. This took me back to making attack runs and seeing ranging shots flash past the cockpit only to find my shields being hammered a few seconds later as I closed within effective range. How it’s worked it is simple and visually represented on profile cards and the range rule so you don’t have to waste time buggering about with the rulebook.

Damage in Star Wars Armada is tracked much like X-Wing, using cards, which is good because it’s a satisfying thing making your opponent draw them. Where it does differ is shields are tracked on the base using wheels for the four arcs. Again this is inspired because large games of X-Wing were a nightmare of models covered in wobbly stacks of cardboard.

My only real gripe is tracking the activation of fighters is needlessly complicated. The stands have slides which move under the base to denote if they’ve been activated or not. The colour representing activated changes depending on the colour of the initiative counter. It’s confusing. Surly a far simpler solution would have been to have sliders marked with ‘awaiting’ and ‘activated’ or similar?

Other than that though it’s a really tidy little game. The profile cards have subtle differences almost to the point of being unnecessary, much like in X-Wing but it didn’t bother me then so why should it bother me with Star Wars Armada? Like X-Wing, the upgrades offer some interesting game changes to keep players amused.

armada_stp1_compAs for the models themselves for what they are and their size, pretty good. You get a Nebulon-B Frigate and a CR90 Corellian Corvette for the Rebels and a Victory Class Star Destroyer for the Imperials. The detail is more than sufficient and the pre-painted standard is okay. Roughly the same as that of X-Wing. However because the models in Star Wars Armada are of a small-scale that quick, slightly slapdash, approach works far better. A black wash works far better on something the size of the corvettes in Armada than the fooking huge one in X-Wing. Ultimately, they look good and they escape feeling like expensive Micro Machines.

In fact the whole set, as one would expect from Fantasy Flight Games is produced to a very high standard. I seriously doubt it’s £80 high though. Although maybe we’re paying fro the truly outrageous amounts of packaging. The box is 5.5 inches deep. It could be half that and there’d still be rattling around room. There really is no excuse for such an excessively big box other than to make people think they’re getting something hefty. I can well imagine new gamers feeling slightly cheated when they open Star Wars Armada for the first time. I didn’t because I knew  what to expect. I knew what to expect because they fooled me with X-Wing.

The mad sized box and the price tag aside there’s no denying that Star Wars Armada is a brilliant game. It’s fun, it’s fast paced yet you’ll still get to spend a decent amount of time smacking each other around the board without it dragging on for too long. Whilst the various counters etc all make sense there’s going to be somewhat of a learning curve making sure they all get used in the right way at the right time but that’s not an unusual condition for a new game.

So is Star Wars Armada worth the hefty price tag? No with a but. It is flatly not worth full retail price. It’s still a push at £68 (from Firestorm Games) but considering the entire offering of the box and the contents will actually keep you entertained for quite a while, it can be justified. Barely. However it’s important to consider the quality of the game, not just the models and piles of cardboard. It is a good game. A game that you’ll wince paying or but the point is you will pay for it because ultimately you’ll enjoy it.

Star Wars Armada is available from Firestorm Games priced £67.99.