Showing posts with label Epic. Show all posts
Showing posts with label Epic. Show all posts

Sunday, 23 November 2014

Works in Progress - Gargants

A few pictures here of my latest project. When Games Workshop finally killed off Epic and the other specialist games, I took the opportunity to buy up a last few bits and bobs. But, nevertheless, there were still a few bits and bobs I didn't pick up. One of which was the Super Stompa, the second smallest of the Ork Titans/walker-based war engines.

I've thought for a while that it would be possible to build Gargants and/or Stompas using the current Warhammer 40,000 Killer-kans boxed set. And last weekend, at Warfare Reading, I finally picked up a box.

This was my first attempt at a Super Stompa

This is pretty much all Killer-Kan bits. The legs were cut down shorter and the head comes from the top of a Black Ork banner pole. The shoulder mounted buzz-saw was inspired by the old Mekboy Gargant model.

The shoulder mount came from my bits box, I honestly have no idea where it came from.

Unfortunately, this model turned out to be slightly bigger than a standard Gargant.

So I promoted him to a full scale Gargant, with two Soopa-guns and a Mega-choppa. He doesn't have the standard Gargant belly gun, but he was made by Orks so there's no requirement for consistency.

Having used up one Killer-Kan body, two guns and one close combat arm, I decided to take a different approach. Even cut down the legs were too long and the guns were too big. But I still thought I could use the bodies and the feet. So I improvised with other pieces from my bits box.

The heads are left over boss heads from fantasy Orks. The arms are made from parts of Killer-Kan legs. The guns were improvised from Killer-Kan bits, a plastic battle wagon and the gun from an old Mega-Gargant. The Axe from the right Super Stompa also comes from the Black Ork boxed set, which has been pretty useful.

My final plan was to upgrade my old Mega Gargant. I never liked the Mega Gargant model. The body and head were fine, but I thought the arms and additional weapons were too spindly.

I had long since cannibalised my Mega Gargant for parts, but I managed to dig out the frame of one of them.

I added two Killer-Kan close combat arms and shoulder mounted two of the Killer-Kan weapons.

The ram is from an old Imperial Guard tank accessory sprue.


I added two of the exhaust boxes from the Killer-Kans to the back in order to bulk it up. I couldn't find all of the original guns from the stomach, so I will either have to find them or replace them some how.

No I just have to paint them along with the several hundred other Epic Orks I have lying around.

Friday, 17 May 2013

That didn't take long

Just a quick one today.

So who's noticed this? They're reminiscent of the very early GW Epic sprues, all infantry are the same, but vehicles are also included. Not sure about having both sides in one box and the price is quite high, though that gets addressed if they hit their stretch goals.

What interests me is that Games Workshop's departure from this market has left a gap and while they can be accused if treading on GW's IP somewhat, it's in an area that GW have actively chosen to abandon (on a related note, how do the people who accused Mantic of ripping off Blood Bowl with Dreadball feel now?).

I suspect this won't be the last we see of this sort of thing.

Wednesday, 15 May 2013

Events conspire against us

"No battle plan survives contact with the enemy," if you believe Von Moltke, and there's certainly nothing like the real world to get in the way of your plans. At the start of the year I decided that from now on I wanted start a new painting project until I had finished the last. That discipline was enough to get my Chaos Dwarf army painted, but it seems to be collapsing or at least compromised in the face of events.

By now I should have finished Aiko and Gorilla for Bushido. Getting my temple models up to date was my next goal, after some time spent focusing on individual models I was going to go back to units, possibly with Kings of War or Clash of Empires (I still have a lot of plastic Normans and Saxons to paint).

It's not my fault that Games Workshop chose now to wind up Specialist games, prompting a last desperate rush of orders so that I got as many models as I could while they were still gettable. It's hardly surprising in the face of all this Epic stuff that my mind has been wandering and I have been using up valuable painting time in a frantic sessions of gluing and sorting. My armies were in disarray, I needed to know what I had so that I knew what to glue. It's not entirely my fault.

I am justifying this on the grounds that gluing isn't painting and so I haven't, technically, broken my rule. I can will get back to Aiko soon and my project will not have been interrupted. Unfortunately, soon is proving to be an increasingly elastic concept. Just Ork fighter-bombers and a Warlock Titan to go, I promise. All rogue thoughts of scratch building a Lord of Battle for a Daemon World army will be put aside, at least until Bushido is done. Definitely. I'm almost certain of it.

Events conspire in other ways to mess with our plans. Okay, I knew that having Salute at the end of one month and the UK Games Expo at the end of the next was going to be financially punishing, but I didn't know Mantic would launch its most interesting Kickstarter and that Games Workshop would try to do away with Specialist games in the same month. I can't put these expenses off, its now or never on all of them.


It helps to remind myself that these things are transitory. After a couple of years of barely thinking about Epic, I have suddenly gone obsessive, a bit like Inquisitor a few months back. Before long something else will distract me. This is why I set goals for myself in the first place, so that I might actually get something finished in the face of increasing lethargy. I will get back to Bushido soon, almost definitely.

Wednesday, 13 February 2013

White Dwarf 181

It has been far too long since I did one of these and they have been far too infrequent. Time to rectify that I think.



White Dwarf 181 is here and for the first time we have skipped a decade, the 170s brought with them Warhammer Armies Chaos, Warhammer 40,000 Eldar and Orks, Blood Bowl 3rd edition and, just about, Titan Legions.

If White Dwarf 169 was keen to demonstrate that it was now in full colour, White Dwarf 181 takes it to even greater extremes. Even the black and white line art lifted from army books has been a splash of colour while every heading is coloured, bold or bordered and big pictures, mostly of models, but also of studio and WD staff abound. That we are now slap bang in the middle of the infamous "red period" is all too apparent. Taste and subtlety have been tossed out of the window.

 Sepia toned Spawn

I have written before about how White Dwarf shifted from providing experimental rules and previews to simple re-prints. This is very apparent in 181's Terminator and Sylla articles, lifted directly from the Warhammer 40,000 rules and the Warhammer Armies Chaos book respectively. Unusable without their source rules and valueless with them they have obviously been inserted as cheap promo-material for the new models shown off in big 'Eavy Metal splash pages.

 Advertorial?

While the shift is clearly evident, it was never quite complete, as revealed in the issues two other rules articles. The first is a traditional preview, this time from the forthcoming Codex Imperial Guard which would not be on sale for six months. In Warhammer 40,000 1st edition Imperial Guard troops had been standardised and quite generic sci-fi troops, despite hailing from a multitude of different planets. In second edition GW started pushing a variety of different looking troops from different planets, even if they did fall into the sci-fi trap of making each planet essentially "planet of the one type of weather". So we got Ice Planet, Jungle Planet, Desert Planet etc. This article is a touch more interesting in that it looks at the Atillan Rough Riders, the slightly incongruous Imperial Guard cavalry regiment. The article present a good mix of rules and background material and is clearly usable with the Imperial Guard army list included in the Warhammer 40,000 box set.

The second article is shorter, but arguably more interesting. Over two pages it presents the rules for Imperial Guard chimeras in Epic. On the face of it fairly trivial, but the significance of these rules is that they were never published anywhere else.

Titan Legions, an update but not a new edition of the 6mm game Epic had just been released (for more about this read here). This months cover is taken from the right side of the box art, the left half having been used on White Dwarf 179 two months earlier.

GW put out a number of new models which had not featured in the new game. The problem was that the Epic army supplements, a series of boxes each of which covered two armies, had already been released and, remarkably anyone with any knowledge of modern GW, they were reluctant to release any new editions. Consequently, the rules for these models appeared in White Dwarf. It may have been the intent to update the supplements at a later date, but this never happened and so White Dwarf remains the only source of 2nd edition Epic rules for a surprising collection of models, including the Chimera, the Imperial Thunderbolt fighter and the Nurgle and Slaanesh Daemon engines.

Titan Legions makes its presence felt in another big way this issue, in the form of a huge tactics article about the enormous plastic Imperator Titan included in the boxed set. The article is quite detailed, but it's hard to shake the feeling that it's essentially a promo-piece. The big picture of two Imperators fighting together certainly feels like encouragement to fork out for a second Titan.



A tactics article also provides this issues Blood Bowl coverage, focusing on Undead teams. Third edition Blood Bowl had been released just under a year earlier, but was suffering the fate of many a GW skirmish game. With the supplement and all the models released, there was precious little to write about. Tactics articles were one of the few ways to maintain interest in a game from which GW had already moved on, even if its players hadn't.

This months battle report is something of a departure. Eight players, divided into two teams take part in an epic scale Warhammer battle in which pretty much all the studios Orcs, Goblins and Chaos Dwarfs take on an alliance of the studios Empire army and Mike McVeys Wood Elves. The battle is an unusually loose affair with no real army lists or points values and some quirky rules such as each player having a model representing them and only being allowed to go and have a quiet word with a member of your own team if you models were in base to base contact. All other communication had to be in the form of notes, representing the sorts of messages that generals really could send to one another. The whole affair seems like a lot of fun and has a refreshing emphasis on having a good time without getting overly caught up in rules and game balance.



The huge allied armies offer an insight into the state of studio armies at the time. With most studios miniatures being painted for advertising purposes, the armies are a very mixed bag, with odd unit sizes and an emphasis on characters and unusual units. The haphazard release schedule also leads to some odd elements. For example a small unit of third edition Orc Boarboys sit forlornly in the corner because Games Workshop hadn't bothered to update them. And of course Mike McVey's lushly-painted Wood Elves were entirely third edition models, mixed in with a few Marauder miniatures display pieces. The Wood Elf army book was still a year and a half away. It would be sometime before Games Workshop started to produce studio armies that worked as armies and were painted with a uniform look and feel.



One element that is noticeably absent is any real hobby content. There's no modelling workshops, no conversions on display and no painting articles. 'Eavy Metal has gone from being a show case of well-painted models and tips on how to achieve the same effects, to a display of newly released models, upping the amount of advertorial.

The increased focus on articles that tie-in and, essentially, promote the newest releases makes the issue read more like a promotional tool than a hobby magazine as in the past. Perhaps this is naive and that White Dwarf under GW was never anything more than a promotional tool but it was certainly better hidden two or three years earlier.

Monday, 9 May 2011

Game Retrospective - Space Marine

My very first set of wargame miniatures for anything at all was a set of 6mm Ork Raiders purchased from Games Workshop mail order (as it was known back then) in 1990. I was attracted by the promise of hundreds of Orks and dozens of battlewagons and hadn't fully realised the implications of the scale. When they arrived I was slightly disappointed by their small size, but I quickly forgot this when I lined them up in ranks on the table (not very Orky, but I was new to the game).

Games Workshop players with long memories may remember that before Lord of the Rings came along, there was another 'third core game'. A 6mm battle game set in Warhammer 40,000 universe, it went by different names, but generally referred to as Epic, a term used by Games Workshop to describe scale in a canny piece of marketing. The first edition consisted of two games Adeptus Titanicus, a game of giant robot Titans and Space Marine which introduced infantry and tanks. But the version of the game that made the most impression on me was the second edition.



Also released as Space Marine (GW knew what its audience liked even then), it was a game of infantry companies, tank divisions and vast war machines like the Titans. Infantry were mounted five to a base and tanks appeared in squadrons of three or more. The appeal of Epic to a teenager in the 1990s was obvious and diverse. For a start, infantry was produced entirely in plastic at a time when vast majority of models were metal. Getting hundreds of models for the cost of a couple of weeks pocket money was hugely tempting. Then there was scale. Warhammer 40,000 might see one or two tanks a side, in Epic there would be dozens and even the smallest game was huge in scope.

Second edition Epic had deceptively simple rules. It used an alternating activation system, still unusual in GW games, with players moving and shooting with whole formations at a time. Troops profile and weapons were all recorded on one stat line. Shooting generally consisted of a roll to hit and, if opponent was lucky, they got a saving throw modified by attackers weapon. Most infantry got none. Some weapons, referred to as Barrage weapons, used templates. The whole formations barrage points were totaled up and the higher the score more templates used and the more damage done. For close combat, every model had a close assault factor (CAF). Each player rolled 2 dice added CAF and highest score won. The only additional complication was war machines, such as Titans, which used a targetting grid and damage charts depending on where you hit.

The games other innovation was order counters. Players placed them face down next to formations at start of turn. They were fairly basic with only three different types: First Fire, Charge and Advance. The choice of order determined the actions available to the formation. First Fire allowed units to shoot with increased effectiveness but prevented them moving. Charge meant you couldn't shoot, but moved fast and could enter close combat. Advance was a compromise with normal movement and shooting. The orders did not have a huge impact on the units behavior, but failing to place them prevented the unit moving and left them shooting with reduced effect. This forced the player to pay attention to his units and what he intended to with them at the start of the turn.

My favourite feature of Space Marine was its army selection system which used army cards instead of an army list. Players selected army cards, paid their points and received the units listed on the card. There were three main types of card, Company, Support and Special. The core of your army would be company cards, representing large formation such as a Space Marine company or an Ork horde, usually consisting of several squads and some kind of command unit or units. For each company card you took you could have up to five support cars, generally a single squad or one large tank. You could have one special card for each company, these would be characters and big stuff like Titans. All points costs were divisible by fifty, so totalling up your points was quick and simple.

Army cards also showed the break point, how many units had to be destroyed to force the formation to fall back, and victory points, the number of victory points your opponent got when you did it. This Neatly combined moral and victory rules with the army lists.

There were some variation in the use of Army Cards for different armies. Ork support cards added to their company formations making for vast mega formations with massive break points worth large amounts of victory points. This made Ork army powerful and durable, but few in number and prone to sudden collapse. Chaos replaced all cards with Greater Daemon and Minion cards. Each Greater Daemon had to have 3-5 minion cards. This added some character to the army while still keeping the lists straight forward and largely consistent.

So in principle a straight-forward and simple game, but in practice this was not quite true. Three main supplements were produced to accompany the game - Armies of the Imperium, Renegades and Warlords, each with the rules and cards for two armies. Each expansion introduced new troop types and almost all of them had special rules unique to them, even if it was as simple as restricting the units choice of orders. Some of these were a lot of fun such as the Ork Dragster, which featured a force field that bounced enemy attacks in a random direction and Eldar Wave Serpents which used a special template for shoving enemy units out of the way. The upshot of this was a game that was quirky and characterful but became bogged down in special rule interactions and the need to reference different books.

After all the supplements and models had been released, Space Marine plodded on two or three years supported in White Dwarf with one or two articles a month. It was very much the third game, but still one of Games Workshop's big three. This was to change with the release of Titan Legions.


Titan Legions had been intended to be a fourth supplement, but was delayed time and again, swelling up with new rules as it did so until it became an entirely new game. Andy Chambers, in his designers notes, lamented that focus of Epic had shifted from Titans to infantry and tanks. Titan Legions was attempt to address the balance. The game was not a new edition, but an expansion of the existing rules with some tightening up and the introduction of some new unit types. It introduced titan companies, large formations of three titans that acted as company cards and reintroduced the Knights, one man Titans that had been around in Epic first edition.

So far so good, but more was to come. As with all Games Workshop games of the period, Titan Legions came in a big box with lots of new plastic miniatures. These included the massive Emperor Class Imperator Titan and the Ork Mega Gargant. These cost as much as a small army (the Imperator was 2250 points) and brought in whole new level of Complexity to game. Each one had two card templates, one a hugely complicated damage location chart plus damage tables and second to track crew, damage and effects of weapons.

This was point where complexity of second edition Epic reached critical mass. It didn't help that only Orks and Imperials had access to Titans in this class, leaving other armies looking underpowered. Then Introduction of new army, Tyranid, with a whole new set of, hexagonal, army cards complicated matters further. There was still a lot of fun to be had with the game, but without self limiting their army lists players could become horribly bogged down in special rules.

The game had become unwieldy. But at the same time the universe described by Epic had diverged from its Warhammer 40,000 parent. Both were supposed to be set in the same universe, but armies and models often bore little relationship to one another, many Epic miniatures had been designed based on a much earlier edition of the game. A new edition was inevitable, and most players accepted it, but when it happened it was not well handled

For a start, Games Workshop took 2nd edition Epic off the shelves months before the release of 3rd edition. When 3rd edition did come they rebooted the whole range with almost entirely new models. These were some of the most spectacularly detailed sculpts they ever produced, but they were expensive, the first range cast entirely in lead free white metal. They also changed the packaging, the late 2nd edition blisters had contained pictures of the painted models, the new packs looked like a collection of semi-identifiable blobs. Then there was the infantry. Epic Infantry had traditional been based on 20x20mm squares in a cross pattern, like the 5 on a six sided dice. Now they were based in a line on 40x10mm strips. There was no strict requirement to re-base, bu the alternative was to have an inconsistently based army or use nothing but old style infantry. The decision added an unnecessary complication for existing players.

Finally the rules. After the over-complication of second edition, third's simplification was welcome. And the rules contained a lot of new ideas to like. The concept of blast markers was introduced. These markers were placed on formations when they suffered casualties, but also when they came under fire at all and reflected the suppressing effects of fire. A formation was broken when it had more blast markers than units. Plus the markers in the box were card explosions which had the effect of making the unit look as if it were truly under fire.

But the new rules also dramatically changed way units worked. What had been quirky and grungy, became abstract. Most infantry in any one army were the same except for one or two simple special generic special rules. Units were now abstracted into formations which fought as a collected group. For example, shooting was carried out by totalling up the fire power values of an entire formation and cross referencing on a table to find how many dice to roll.

As unit rules got simpler and more abstract army lists got more complicated. Instead of the elegant card system, formations became hugely complex custom creations. Army lists had multiple types with multiple options that could be built up from scratch. The idea was to create a number of custom formations and record them on the supplied record sheets. But this required considerable advance work and could be baffling to new players.

Although embraced by many, particularly games designers, third edition was such a radical shift from its predecessor and from other Games Workshop games that it is hardly surprising that it was never fully accepted. It received far less White Dwarf coverage than second edition and ultimately shuffled off into the wilderness as a never well supported 'Specialist Game.'

The story of 4th edition Epic, also known as Epic Armageddon, is a little better known. A strong rules set developed by Jervis Johnson, the original designer of first edition, was boosted by considerable assistance from online play testers. It was a synthesis of the strongest elements of 2nd and 3rd simplifying formations and giving units individual stats, but keeping blast markers. The new edition warmly received by the player community, but just as it was taking off Games Workshop hit major financial difficulties and the game was all but abandoned, with only the Imperial, Orks and Eldar armies released. Since then, a dedicated group of online fans have updated rules and produced new army lists, while the models are still available from the Games Workshop website (for now at least). But essentially Epic Armageddon feels like a half-finished game.

Although in many ways Fourth edition is the best and most elegant Epic rule set, I will always have a special fondness for the second edition. It was the version of the game I first built armies for and played the most. But more than that, it was the version of the game that could stand proudly as the third Games Workshop core game.