While I've not done much on the miniatures front due to building all the models for Samurai Battles, I have been playing some new games during the first weeks of the new year. Warhammer Diskwars recently released and it is great! I've already played three games (four if you count the mini-game I did for this blog) and I see lots of potential for this game.
Follow the link I provided above to see some nice pictures and details of the game mechanics. Fantasy Flight Games does a nice write-up with good illustrations. In a nutshell, this is the same game as the original Diskwars with a Warhammer theme. I'd never heard of Diskwars, but I understand it was popular and just as fun as this version. At the heart of the game are your units, which are represented as disks. The disks have a move value, which represents how many flips edge-over-edge that each disk can take. So a Move 4 disk can flip in any direction up to four times. When a disk lands on top of another disk, it has pinned the unit and once all disks are activated you will resolve close combat by comparing attack and defense values along with any existing damage. A disk is destroyed when you exceed its hit points and wounds totals. Most disks have only a single wound, but some of the tougher heroes and disks have two or three wounds.
So rather than try to explain all this, I ran a short game with one hero per side. The starter comes with Chaos, Orcs, High Elves, and Empire. I chose Orcs versus Chaos. Here's all the disks available for each of these forces. Sorry for the glare.
With my forces selected, deployment zones are established. Players pick cards which determine how many disks can be placed within that zone, with one side of the card giving a perk and the other defaulting to three disks. You can set up deployment cards wherever you want, but it's a good idea to keep them together to form one big zone. Here's my set up and the forces involved.
Chaos has Archaon the Everchosen as its leader, with a Bloodthirster (the giant disk) and a unit of Flamers to support him. His mission is to kill the orc leaders, five victory points per disk. You see how both zones make one larger area to accommodate these disks. I could place a total of six disks here, and any more would have to remain in reserve until there is room to deploy them.
Orcs are led by Azhag the Slaughter mounted on his wyvern. He takes a unit of wolf riders, arrer boyz, a big boss, and boar boyz with him. Like Warhammer, orcs are cheap, numerous, and tough. I split their deployment zones, mostly because I wanted Azhag on the flank to take advantage of his flying and terrain. It wouldn't matter much, as we'll see. The orc's objective is to kill as many enemy disks as they can, for one victory point per disk.
Turns progress by playing command cards, activating the number of disks the card allows, and then repeating until all units are activated or pinned. For turn one, The Orcs play the Approach command card, which allows them to activate four disks and has a slow strategy. Chaos plays Assault which also allows four disks but has a bold strategy. Strategies are a rock, paper, scissors approach to determining initiative. Slow always goes last, so Chaos activates first. They move to the center of the board.
The orcs now go, and I flip the disks according to their move values. This scenario has a special rule that adds one flip to each move, so the orcs become even faster. The arrer boyz move into the ruined fortress while the boar boyz and the big boss are able to reach Archaon the Everchosen in one turn. You can see the big boss barely made it, but it counts. The boar boyz do 4 impact damage, which is assigned as soon as they touch a disk. That's a powerful hit and will help whittle down Archaon. The other orcs move around but don't do much. The wolf riders move and shoot but have no luck.
Now with all activations done, close combat starts. (You can see activation tokens on all the disks along with hit point markers.) The orcs put a wound on Archaon and he strikes back at the Big Boss to destroy him. The disk is removed, but the Boar Boyz are still pinning Archaon.
Now the Orcs activate their units. Both the Arrer Boyz and Wolf Riders shoot Archaon and put four damage on him. The Boar Boyz activate but don't move. With everything activated or pinned, it goes to close combat. Archaon kills the Boar Boyz, but since he is so wounded the Boar Boyz second round of fighting is enough to kill him, so both disks are removed. The Bloodthirster does two wounds to Azhag, which would normally destroy any model but Azhag is exceptionally tough with three wounds.
Here's combat just before I resolved the Bloodthirster.
So that's a small, short game of Warhammer Diskwars. The army construction rules are fun, and to really do this right you should get a second starter box. Like so much of what FFG does, they almost always make buying a second set a good idea --but it's certainly not necessary for playing the game. I just want multiples of some of the more powerful units. Armies like the High Elves need units with more juice than what is provided in the box.
The game is tremendous fun. What at first seemed to me a silly concept (flipping disks around a table), turned out to be quite an engaging experience. I highly recommend this game, and with it being under $30 is a great value. I can't wait for expansions to be announced. I'll be all over it!