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

Monday, 9 June 2014

An Epic Scale Development

Oddly, since Games Workshop finally killing off Epic Armageddon, activity surrounding the games has, if anything increased. Troublemaker games are on their third Indiegogo campaign for miniatures that comfortably fill the niche abandoned by GW and Onslaught Miniatures are hard at work producing 6mm versions of every 40K army GW never bothered to touch.

Stranger than this is the fact that rule development is still continuing apace, over at the Epic Armageddon section of Tactical Command with new versions of army lists still being released.

Part of the reason for this is the legacy of Epic Armageddon's development, in which alpha versions of army lists would be released to the community for play testing, with changes incorporated into the official versions released in the rule books. When Games Workshop largely gave up on the game after only two books, there were still dozens of 40K armies without an army list and so development continued, initially on the Specialist Games website before moving when the site was killed off.

But with no more rulebooks being released, there can never be an official version of any army list. So the development continues without end in sight. More than that, with Games Workshop having abandoned the game there is no longer any final authority on what constitutes an official rule. So, instead of these representing new versions of the same list progressing towards a final version, what we actually have is an endless stream of army list variants. After all, if you prefer, say, version 2.0 of the Knight World army list over version 2.1, who is to say that 2.1 is more valid?

For Games Workshop's core games, Warhammer and Warhammer 40,000, the cycle of rules releases exists to justify new miniature releases and drive interest in the games. There is no requirement for each new version to be an improvement over the previous one, because that isn't the purpose of the new rules, or at least it hasn't been for a while. In contrast, the Epic army lists are being released because each new army list is supposed to represent an improvement over what went before.

The problem with this is it assumes that rules can continue to improve until they reach a definitive ideal form; the perfect army list, if you like. But this isn't achievable. While there are some rules that almost everyone can agree are just bad (imagine an army list with models immune to all attacks, that could move the length of the board had multiple auto-hit, auto-kill weapons and who cost 1 point each), as they get better it gets more subjective. Spend any time reading through rules discussions about any game on any forum and you will find that one players favourite rule is the one that ruins the whole army for everyone else.

When a company publishes an official army list, it halts the development process, at least for a while. It isn't saying that this army list is perfect, but it does say that this is as good as any and this is the version that will be used. Games Workshop abandoning Epic Armageddon has removed that part of the process and so development can continue, endlessly, with no end point and no final form.

So by finally abandoning Epic Armageddon, Games Workshop have actually extended the development process indefinitely.

Monday, 16 May 2011

I go, you activate

When Mantic Games released its Kings of War rules there were complaints from some quarters about its use of the IGOUGO turn sequence. The phrase, an abbreviation of "I go, you go" refers to a game in which one player takes a turn moving, shooting and fighting with their miniatures and then the other player does the same. This is contrasted with something that might be called "alternating activation" in which one player chooses a miniature and does something with it, then the other player, then back to the first and so on until the turn is over.*

IGOUGO has been criticised for being unrealistic as it does not allow players to respond to their opponents actions and because the 'passive player' has to wait for long periods of time before being able to do anything. These long waiting periods can make IGOUGO seem dull or jerky in contrast to AA's fluidity or dynamism. There is even a tendency to regard IGOUGO as slightly old fashion or out of date, a complaint that was leveled at Kings of War and at each edition of Warhammer that continues to use it. When Privateer Press announced their new big battle supplement for War Machine, stating that it would use AA, many applauded it as a step forward. As though the move represented a progressive shift, instead of a simple rules choice.

Alternating activation often goes along with the abandonment the of traditional turn sequence. Specific movement, shooting and fighting phases are usually lost in favour of allowing units to move, shoot and fight when they are activated, before another model does the same. One notable exception was Rackham's Confrontation, which used AA in its movement phase, before having separate shooting and close combat phases afterwards.

AA is very common for skirmish games, possibly because the quick back and forth between players better mirrors a dual or brawl than the careful maneuvering the characterises a big battle. There are, however, some big battle games that use this approach. Games Workshop's Epic Armageddon is one example and soon War Machine will follow. However, one aspect of large scale battles that is not easily modeled by AA is co-ordinated attacks.

In a game that uses IGOUGO game, with the turn divided into stages, it is easy to have one unit or miniature attack another and then be joined by a supporting ally. The actual combat resolution doesn't happen until later allowing multiple units to join the attack. This is much more difficult to model in AA. If one unit or character activates at a time, with no separate phases, then one unit completes its attack before another can join. It is possible to have combat engagements last over several activations, but this requires the initial attacker to survive the first attack.

Imagine a situation in which two weak units attack a stronger one. In IGOUGO they can both engage and the combat is worked out in one go. In AA, the first unit has two attack and survive a potential counter attack before its ally joins it.

There are ways around this problem. Malifaux has a companion rule that allows some groups of models to activate together, for example. However, these are generally compromises or fudges that work around the natural flow of the rules and arguably undermine the fluidity of Alternating Activation.

The point is that AA feels more fluid and sometimes more real, because the way the miniatures or units activate feels closer to simultaneous. However, the fact that allies cannot easily act in concert undermines that by demonstrating that it is still turn-based. Wargaming is necessarily a fudge that does its best to simulate the effect of real warfare whilst allowing players to actually play a game. Ultimately, Alternating Activation is as much a compromise as IGOUGO, they just have different strengths. Alternating Activation simulates the back and forth of combat, IGOUGO is better for co-ordinating strategies and careful maneuvering.

*This is a slight simplification as many games that use some variation of AA have a mechanism that allows one player to activate two or more miniatures or units in sequence. Broadly we are talking about a system in which one player gets to activate some, but not all, of their models and then the other does.

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.