Total War: Warhammer 2 – Dark Elves Playthrough – Turns 21-30

Last time we were with Malekith, he wasn’t having the best of times.  A rebellion at home, a surprise attack by Chaos Marauders in the West and an enemy that is too strong to defeat quickly in the North-East.  Let’s hope the next 10 turns go better…


Turn 21

Arspeth continues his sea adventure but doesn’t come up with anything this turn.  Crovass begins raiding Ghrond for some much needed extra income.


Malekith advances on Shroktak Mount again and after an easy fight, razes it to the ground.  Next stop is Rackdo Gorge to the West.


Turn 22

In the off-turn, my allies at Hag Grae are attacked by a beastman tribe and I agree to come to their aid.


Malekith advances towards Rackdo gorge.  Arspeth chances upon a skull reef, giving a cool 10000 gold.


In diplomacy news, I manage to negotiate a non-aggression and trade pact with the Scourge of Khaine, the Dark Elf faction currently encroaching on the North of Ulthuan.


With my new found wealth I start building a Harpy Roost at Naggarond, which when built will give me access to Harpy’s; useful but weak flying troops.  I also start upgrading the barracks which will give me access to bolt thrower and black ark corsairs.


Turn 23

In the off-turn, rather surprisingly a beastman herd ask for cash in return for joining our war against the Mung.  As tempted as I am, I refuse.  The Mung then ask for peace.  After a lot of deliberation I decide to accept so I can concentrate on taking out Ghrond and working towards the actual objective – the Vortex!


With peace against the Mung now in force, I begin moving Malekith east towards Ghrond – it will take a few turns to get there though.  There is no change for any of my other forces.


I also start building the Altar of Khaine at Naggarond – this will give me access to Witch Elves in time.  Finally I start building Black Roads at Har Kaldra – this will give a lot of bonuses, including growth, income and better movement range for armies starting in the region.


Turn 24

The off-turn brings another cry for help from Hag Graef as they are yet again assaulted by a beastmen herd.  I accept though I’m not sure I’ll actually get around to helping them.


Malekith continues east.  In Kaelra I start upgrading the capital.


For want of anything else to do, I decide to perform the Scarifice to Mathlann – this will give me access to a Black Ark – essentially a floating city. 20171012115551_1


I then go to Naggarond to recruit the Black Ark.  The Ark can provide supporting bombardment from the sea, has its own building chain and can recruit troops.  I plan on sending it to Ulthuan to cause some mischief.


Turn 25

The research of Exploit Feuds completes giving me a +1 public order bonus everywhere.  I then start the Chartered Piracy research that will reduce Corsair upkeep and give a bonus for sacking settlements.


Malekith continues east, the Black Ark leaves port towards Ulthuan and Arspeth finds a Shipwreck, giving 2500 gold and bonus experience.


Rather strangely Ghrond has left their capital without their main force, though I suspect a trap if I lay siege to it.  I decide to send Corvass in between the two Ghrond cities and to continue raiding; if their main army wants to attack me it is welcome to.  If they don’t then when Malekith arrives, they won’t stand a chance.


I finish by upgrading the crafting district which will give me some extra income in a few turns.


Turn 26

The Skaeling offer peace in the off-turn and I gladly accept.


Without realising it, by building the Altar of Khaine I complete a mission, giving 500 gold and 7 scrolls.


Unfortunately, my western province is on the brink of rebellion so I bolster Velicion’s very small army there with a few extra troops.


Malekith enters Ghrond territory and will be able to deal with the capital in the next turn.  Arspeth finds some fell cargo giving a few minor bonuses.  The Black Ark continues east.


Turn 27

My western province erupts in rebellion and I realise Velicion doesn’t have enough manpower to deal with it.  I leave her at the Altar of Darkness with a large garrison and hope that the enemy is stupid enough to attack.


Malekith attacks the Ghrond capital with Corvass’ support and the settlement is easily taken.  This gives 2000 gold and 13 scrolls from a completed mission.  It also means I can soon build a special building (Temple of Hekarti) that will give me 10 scrolls every turn.



Next turn I’m going to move to extermine the Ghrond faction.


Turn 28

I start building the Temple of Hekarti in Ghrond and then send Malekith to encircle Ashrak, the remaining Ghrond settlement – which also has quite a large army backing it up.  Malekith is backed up by Corvass and decides to assault the city.  With two full stacks the battle is over pretty quickly and Ghrond is no more.


With Ghrond gone, my only immediate threats are some rampaging beastmen to the south and the Mung in the North.


Arspeth finds Remnants of a Battle, giving a minor magic item and a nice little boost to growth and income for 6 turns.  The Black Ark also finds Remnants of a Battle, also giving a few little bonuses.


I finally bolster Velicion’s forces, in anticipation of confronting the rebellion.


Turn 29

The turn begins with Velicion at the Altar of Ultimate Darkness under siege by the rebellion.  I hold my nerve and decide not to attack.  I leave Corvass to garrison the new found province of Ghrond and move Malekith south with the intention of taking out the rebellion and then dealing with some marauding beastmen in the south.


I notice on the east of the Dark Lands another norscan tribe, the Aghol.  I decide to send the Black Ark towards them and build up a small army.  I will then start attacking them and taking their settlements…that’s the plan anyway.


Turn 30

In the off-turn, Malekith’s mother (Morathi) offers a defensive alliance which I gladly accept.


Quite possibly the most boring turn so far with nothing happening beyond a few army movements.  Malekith should be able to relieve Velicion in a couple of turns time.



The situation is stabilised and Ghrond was taken out.  Despite the small rebellion in the west, things aren’t too bad.  My next moves are to take out the local norscan tribes.


Next time I’ll do a screenshot of the strategic map at the start to give a good overview of where things stand overall.


Total War: Warhammer 2 – Dark Elves Playthrough – Turns 11-20

Carrying on from last week’s first 10 turns, what will happen to Malekith and his armies of murderous Dark Elves?  With my skills, I’m sure I can conjure up a disaster in the not too distant future.


Turn 11

Things start well with a nice 300 gold bonus for accepting a military access agreement with my neighbours Hag Graef to the South.  My research of Continuous Slave Supply also completes, giving me extra income from ports and more potential captured slaves after battles.  My Plateau of Dark Steeds and the upgrade to the capital of Kaelra are completed.  At least I can now recruit some decent cavalry.

I continue building Corvass’ army and probably for the last time.  Toth carries on exploring without any luck.  Malekith’s siege continues.

The hunting lodge at Kaelra begins upgrading and I start building a Den of Outlaws that will give me access to some Vanguard units when built.

I finish off by starting to research Battle as Business which will give some post battle and raiding income bonuses.


Turn 12

During the off-turn, the Norse tribe of Skaeling’s, far to the east, declare war on me.  I’m not particularly worried about that but I will deal with them later for their insolence.

The crafting district in Hal Kaldra completes, giving me some extra income.

Malekith’s siege continues and now only 4 turns until the Skaven start running out of food.  Toth reaches the far North-East of the map and starts to make his way South.  Corvass makes his way towards the city of Ghrond in the North-East where there is the potential to start producing 10 scrolls a turn.  Unfortunately it is held by a particularly large army of non-too-friendly Dark Elves from the Ghrond faction.  I think I might do some raiding next turn and try to draw them out. 20171006084300_1


Turn 13

In the of-turn, my allies at Har Ganeth in the East ask me to declare war on Ghrond; I happily accept – I was going to do so myself soon anyway.  Clan Septik also offer me gold for peace but that is firmly rejected.

The Den of Outlaws is completed and I recruit a couple of Shades for Corvass who has retreated to Naggarond.  There is nothing to report from Toth and Malekith’s siege continues as before.


Turn 14

In the off-turn, my allies at Har Genth are attacked by the Deadwood Sentinels faction and the Mung Noscans and I agree that I will come to their aid due to our defensive alliance.  I’m also offered a defensive alliance by Hag Graef which I accept.  Har Ganeth then offer me a full military alliance which I also accept – my southern and eastern borders are now fully secure.  I also find out that the Shadowgor Warherd have declared war on me – I now have total of 6 factions that I’m at war with!

The hunting lodge at Kaelra is completed, giving me a bit more income.

Malekith’s siege continue but Toth finally finds something!  He finds some sunken booty that includes an Ogre Blade (+8% weapon strength) and some lost cargo (a 6 turn bonus of growth and income).  Crovass enters Ghrond territory and I set him to ambush in case the Ghrond stack comes out for a fight.


Turn 15

The off-turn brings Hag Graef offering a full military alliance which I accept.  The Shadowgor Warherd then offer me peace and would give me 300 gold for the privilege! I happily accept.  The Skaeling then assault Toth on the sea and he doesn’t stand a chance.


Battle as Business research is completed and I start Driven by Vengeance; this will eventually reduce recruitment costs for basic units.  The Naggarond province has grown enough that I can upgrade a capital building and I do this in the capital of Naggarond.

I recruit a new lord to replace Toth – this time it is Arspeth who is a strategist, giving them a +5% campaign movement range.  This also gives me a bonus of +4 scrolls due to completing a small quest.

I set Corvass to raiding in Ghrond, giving some income and extra slaves.  Malekith’s eternal siege carries on.


Turn 16

The turn starts with a Chimera Frenzy, meaning that Kaelra will suffer -4 public order for 3 turns.

Arspeth starts his sea adventures and Corvass continues his raiding.  Malekith waits patiently for the final time…


Turn 17

The off-turn brings Ghrond seeking peace and I don’t oblige.

Due to my woeful management of the Naggarond province, I am told there will be a rebellion next turn if I don’t do something.

First of all Corvass has a level up and I give him the route marcher trait with the campaign movement bonus.  I then move him back to Naggarond to deal with the inevitable rebel army that will appear.

Malekith finally assaults the Altar of Ultime Darkness.


I wouldn’t normally auto-resolve but this is an exception.  The outcome is never in doubt and Clan Septik are finally destroyed.  This gives a bonus of 2000 gold and 10 scrolls for completing a quest.  It also means Malekith gets a level-up and give him the Bladewind spell that will be good against blocks of infantry.  I recruit a few more units for Malekith and prepare to send him east to help deal with the imminent rebellion and then deal with Ghrond.

I finally recruit another Lord who will act as the garrison for the central provinces.  I go for Velicion – a Dreadlord with Sword and Shield, as well as the determined trait that makes them immune to psychology and gives a +3 leadership bonus.


Turn 18

In the off-turn the Deadwood sentinels ask for peace and I reject.  Ghrond also ask for peace and offer a bribe but again I reject.

The rebellion appears and thankfully it is a small one with only 6 units.  I send Corvass to deal with it.


The battle is over quickly but it gives Corvass some needed experience.  He levels up twice and I give him the Sadistic (+12 armour-piercing, +5 charge bonus and +3 melee attack) and the Sea Dragon (+5 armour) skills.

Malekith heads east towards Ghrond and Velicion starts to build a small army.


Turn 19

The Driven by Vengeance research completes and I next opt for Exploit Feuds – this will give a +1 bonus to public order.

The capital of Naggarond completes and I get a bonus of 1000 gold and 6 scrolls for this.  I then start upgrading the harbour and the marble quarry to help with my cashflow.  I also start upgrading the capital of Har Kaldra.

Just to my West I notice a Mung army closing in on the Altar of Ultimate Darkness and send Malekith back to defend the city.  I can’t leave my western flank open any more so I will get Malekith to start exterminating them.  I’d rather deal with Ghrond but there’s no point if I have nothing to defend my main cities with!

I leave Corvass to replenish his troops and Velicion to guard my Kaelra incase the Mung come that way as well.


Turn 20

The off-turn brings Ghrond again asking for peace and me again rejecting it.

The Mung start raiding me so I send Malekith to take them out.  The Mung flee but Malekith hunts them down and battle ensues.  The Mung only have a stack of 12 vs Malekith’s 20 so the fight is short (though incredibly satisfying).


After the battle I level-up Malekith with the Spiteful Conjuration skill that will reduce opponents armour when Malekith is casting.  I then send Malekith on to Shroktak Mount, a Mung settlement.  After auto-resolving it he sacks it, giving a fair amount of gold and slave bonuses – next turn I’ll raze it as the climate isn’t favourable.  Malekith again levels up and this time with the Word of Pain Spell that will significantly debilitate a foe.

Arspeth finds the surfacing of a Leviathan and takes 2500 gold.  Corvass again moves towards Ghrond with the intention of raiding.

Finally the Altar of Ultimate Darkness capital begins upgrading.



It has been an interesting 10 turns!  Although I haven’t achieved what I wanted (to capture Ghrond), I can console myself that I will soon be in a position to exterminate the pesky barbarians of Mung to the North and give myself another safe border.  Economically I’m fine, though I’m losing money each turn, I’m finding enough bonuses to sustain it.

Hopefully in the next 10 turns I can get rid of Mung and also begin to invade Ghrond and give me better access to scrolls and ultimately begin working towards one of the rituals.

Total War: Warhammer 2 – Dark Elves playthrough – the first 10 turns

Since its release, I’ve played a lot of Total War: Warhammer II (TWW2 for shortness) and it is one of the best games I’ve ever played.  So far I’ve tried playing as the High Elves and Lizardmen; both of which I’ve just about managed to win the campaign with.  As a test though I thought I’d try a game as one of the races that may not suit my playstyle, the Dark Elves.

The very rough plan I have is to 10 turns blow-by-blow per article.  Be prepared for me to make some awful decisions throughout though!


The Dark Elves

I know a fair bit about the Dark Elves from the lore; essentially that they are very angry Elves that feel slighted by the High Elves due to an age-old enmity.  Their units are a mix of ‘standard’ elf spear and bow (albeit crossbow) units, as well as some more exotic units like the witches and hydras.  The bonuses they have in TWW2 are:

  • Black arks – essentially floating cities that can also support during battles with bombardment
  • Slaves – providing economic bonuses whilst also reducing public order
  • Murderous Prowess – killing enough enemies during a battle will give all units a bonus

Their ultimate goal with regards to the vortex is to capture Scrolls of Kerarti to start the rituals required.


Choosing a Legendary Lord

There are two choices, either the leader of the Dark Elves Malekith, or his mother (I think) Morathi.  Malekith’s main bonuses are around reduced upkeep (50%) for some of the more basic units, whilst Morathi has diplomatic bonuses and spreads a lot of corruption.  I’m going for Malekith, mainly because he likes so incredibly badass!

Upon choosing him you get a little history lesson as to why Malekith is so angry and why the Dark Elves have become the way they are.  It is nice to have a bit of context to it all…and it makes me want to conquer Ulthuan!

(Quick note – I’ve not doing the introductory tutorial with Malekith)


Starting Situation

We start in the cold wastes of Naggaroth in the north-west of the map with just one settlement; the Dark Elf capital of Naggarond.  We already have a barracks and a dock, giving some good income and the ability to train some basic troops.  It also has Marble as a tradable resource;  when I can I’ll build the requisite building for this to start producing some tradable goods.

My one army has:

  • Malekith
  • 1 Black Guard of Naggarond – elite halberd infantry
  • 2 Dreadspears – basic spear infantry
  • 2 Darkshards – crossbows
  • 1 Reaper Bolt Thrower

To my south and north-east I have other Dark Elf Factions, to the immediate east is a ruined city and to the north-west are my immediate concerns, the Skaven of Clan Septik.  As per all legendary lords there is a small army of enemies nearby as well (also from Clan Septik).

My short-term goals are to improve Naggarond, take our Clan Septik and build a strong economic base.  In the long-term I want to conquer Naggaroth and invade Ulthuan.


Turn One

First of all I begin upgrading the capital building of Naggarond to level 2; this will give a much better garrison, more construction slots and some economic bonuses.

Instead of attacking the Skaven I also decide to recruit 3 more units to Malekith’s army, 1 Dreadspear and 2 Darkshards.

I also start researching a technology.  I have 3 options to choose from that will each unlock a small branch of options:

  • Driven by Vengeance – focusing on bonuses for ‘standard’ military units
  • Battle as Business – giving bonuses for more exotic military units
  • Founded on Tyranny – giving bonuses growth, public order and income

As Malekith is already giving some recruitment cost bonuses, I decide to go for Founded on Tyranny to kick-start my economy.

Finally I recruit another Lord, purely for the purposes of travelling the seas and finding lots of treasure.  This is a tip I’ve picked up from my previous playthroughs and it really makes a big difference to your economy and the magic items you find can also help in battle.  I choose a Dreadlord with Sword and Crossbow called Tothauthrak (I think Toth for short); he has a high loyalty level and he has the attribute Victious, giving his +3 in both melee defence and attack.

Finally I end the first turn!


Turn Two

Immediately I notice that the Skaven army that was nearby has either legged it or is lying in ambush.  Not to be deterred I march Malekith towards what I expect to be a Skaven held-town, Har Kaldra.

(Note – in-case you don’t know, Skaven settlements are hidden until you scout/encounter them, meaning you never truly know where they are)

Unsurprisingly the Skaven had retreated to Har Kaldra and Malekith engages in battle with them and the settlement’s garrison.  As you can see, it should be an easy battle that I could auto-resolve, though I’m minded to play as many battles as I can so I’ll take personal control of this one.


The army I’m facing is fairly light, mainly consisting of some clanrats (basic infantry), skavenslaves (even more basic infantry) and some slingers.  I’m mainly concerned about their lord but I’m sure Malekith can take him.

In deployment I array my spears and black guard in-front with the missile units behind, with Malekith in the middle of the front rank.  The skaven are very confident (or stupid) and advance straight towards me, so I decide to stay put and my bolt thrower starts incurring some casualties on them.  The darkshards then start opening fire and it becomes a bit of a massacre.  Their night runners try and outflank me but a diverted unit of darkshards starts cutting them down.  A fair few Skaven do make it to the main battle line but it isn’t really a contest.  With minimal casualties the battle is over pretty quickly.

With Har Kaldra taken, I get a little bonus for completing a quest (1000 gold and 8 scolls) and Malekith has levelled up.  I decide to go for the Route Marcher skill to make him a bit more mobile; something I’ve always found useful in the early game.  Har Kaldra has an Artisan’s House already, giving a bit of an economic boost so I decide to leave it in place.

In the meantime Toth finds a skull reef with an old vampire’s hoard nearby giving 10000 gold (!) and the armour of glittering scales (+3 armour, +3 melee defence and a passive ability making nearby enemies have -5 melee attack).  I give the armour to Malekith and Toth continues on his ocean adventure.

I also decide to do a little diplomacy and I find I’m already in a non-aggression and military access pact with the Dark Elf faction Har Ganeth who are in the east.  I decide to enter in to a non-aggression and trade agreement with Hag Graef to my immediate south, hopefully securing my border there.  Beyond that most other factions aren’t too keen on me so I leave it for the time being.


Turn Three

The first order of business is to give Malekith some more troops – this time 2 dreadspears and 1 darkshard.  This should be enough to take on any more Skaven and wipe out Clan Septik.

Toth continues without finding anything but I do recruit another Lord, this time to search our ruins.  I go for Dreadlord Corvass (Sword and Crossbow) who has the strategist trait, giving him a +5% campaign movement range.


Turn Four

The capital building in Naggarond is completed, giving me a 500 gold bonus and some empty building slots.  I first of all start upgrading the barracks to level two and then I also start building a marble quarry and slave pens.  The latter two will give me some economic bonuses and they aren’t wasted slots where the buildings could be built in lesser settlements.

I send Corvass in the direction of the Great Arena abandoned settlement to the east and he should reach it next turn to do some treasure hunting.  Toth again finds nothing.

Malekith marches towards another expected Skaven settlement to the west – Kaelra.  Capturing this will give another trading resource.



Turn 5

The first research completes, giving me +10 growth in all provinces.  I then select Continuous Slave Supply that will take 6 turns and will give some economic bonuses.

Toth continues with luck but Corvass reaches the Great Arena for some treasure hunting.  He finds some trapped people and in true Dark Elf fashion tries to blackmail them for their freedom.  It works pretty well and 1000 gold is added to the treasury, as well as a bonus of 500 gold and 6 scrolls for completing a mission.

Malekith reaches Kaelra and unsurprisingly finds Clan Septik there – battles ensues, although Malekith again has the upper hand in terms of the forces at his disposal.  It is another walkover but on a side note, the battlefields look pretty amazing.  I love the ramshackle Skaven structures on this one.


With Kaelra taken I now control all of Naggarond province, giving me the ability to issue a commandment.  I issue the Demand Highborn Hostages, giving +4 public order as it is quite low at the moment.  I also get a 500 gold reward for taking the province.  I also level up Malekith, upgrading his Chillwind skill.  Finally I tear down the barracks at Kaelra as there is already one at Naggarond capital.


Turn Six

First up I get a 500 gold bonus for issuing a commandment, giving me over 20000 gold in total!

I was going to colonise the Great Arena with Corvass but my allies Har Ganeth have already taken it.  To secure the border I make a trade agreement with them and enter in to a defensive alliance.  I send Corvass back to Naggarond where I will then build up an army around him.  In the meantime Toth continues to explore but still without any luck.

On the building front, the improved barracks and marble quarry are built.  I upgrade the marble quarry, as well as building a hunting camp in Kaelra.  Finally I decide to upgrade the capital of Har Kaldra to open up some more building slots.

Finally I recruit some more troops for Malekith, this time 2 Bleakswords (unsurprisingly they are sword infantry) and another unit of Darkshards.


Turn Seven

Corvas returns to Naggarond and I begin to build a proper second army.  Toth still finds nothing!

All that remains is to march Malekith towards the Altar of Ultimate Darkness, both the final Clan Septik settlement and the potential for building a special landmark when I take it.

During the end turn, I do sign a non-aggression pact with another Dark Elf faction, this time Karond Kar who are quite far away from me.  With any luck I can start confederating with other Dark Elf Factions in the medium-term.


Turn Eight

I continue building up Corvass’ army and Toth continue to be useless.  Kaelra’s capital begins an upgrade.

The most interesting part though is Malekith’s assault on the Altar of Darkness.  The Skaven hoard is numerous so I decide to encircle it, either enticing the Skaven to attack me or I’ll starve them out.


Turn Nine

Corvass’ forces continue to build up and Toth carries on without reward.  Har Kaldra’s capital has been upgraded so I upgrade the Artisan’s House to a crafting district and start building a Plateau of Dark Steeds that will soon give me access to cavalry.  Malekith continues his siege.

In the meantime, beastman have started raiding my territory; hopefully Corvass can deal with them when he has a sufficient force.


Turn Ten

Corvass’s army continues to grow and Toth continues on.  Malekith’s sige continues as well.



A good start with Naggarond taken and Clan Septik on its last legs.  Future steps are to build up a proper second army, build some elite structures for better units and then to start taking our Dark Elf Factions that aren’t too keen on me.  Once Naggaroth is secured, Ulthuan awaits!

Warhammer World

Where does every self-respecting thirty year old get taken for their birthday by their wife? To Warhammer World of course.  I had been once before when I was much younger but I barely remember it and I was probably far too small to understand what was going on.  This time however, I fully appreciated everything I saw.

We went straight in to the exhibitions when we arrived and they were immaculately done.  It was nice to see a potted history of the various games using minatures and dioramas.

Eldar vs Tyranids with a huge Eldar Titan dominating the centre

I’m not a huge fan of Age of Sigmar so I kind of glossed over that but I enjoyed all of the rest.  I particularly enjoyed this little scene depicting the classic Warhammer Quest.


Another classic piece is this diorama of the Emperor vs Horus with Sanguinius having already fallen.


My favourite display though is below.  It was bigger than I could get pictures of but it is essentially an entire Imperial Guard Tank Reigment, including a few super-heavies.


All of the displays were magnificantly done and if you are a fan of the hobby you will be in your element.

After the exhibitions I explored the huge shops, including ones Black Library and Forge World.  The staff were all exceptionally friendly and helpful, including to my wife who didn’t really have a clue what was going on!

We finished with a bite to eat at Bugmans (the restaurant/bar) and enjoyed a surprisingly nice burger.  Finally I had a look at the life-size models outside including a rhino and a rather stoic looking space marine.


All-in-all it was a really good day out and I recommend it for any fan of the hobby.

Warhammer Games of the 00s

Coming in to the new millennium, the quantity and quality of Warhammer games remarkably improved.  The trailblazer during this period is probably Dawn of War, making Warhammer computer games finally accessible and acceptable to the mainstream.


2003 – Fire Warrior

A strange game in that you play as the main protagonist who is a Tau Fire Warrior; this was probably due to the Tau making their first appearance in the 40k universe only a couple of years beforehand.  I’ve never had the joy of playing it but I know it was an FPS and the reviews were on the average side.  If you want a copy, you might be able to find a hard copy somewhere on amazon or ebay.



2004 – Dawn of War

Finally, the Warhammer game that brought the universe(s) to the mainstream.  Dawn of War (DoW) is a real-time strategy classic, even without it being Warhammer related.  The gameplay is good solid base-building and the combat is pretty good as well.  The single-player campaign as the Blood Ravens is immersive and the multi-player is epic.  I still occasionally give the game a whirl and I enjoy it just as much as I did when it first came out.  You get can get the game on steam for a very reasonable price – as you can with all the subsequent expansions.



2005 – Dawn of War: Winter Assault

DoW with added Imperial Guard, both in a single-player campaign and in multi-player.  Don’t get me wrong, I love the Imperial Guard, but this expansion didn’t do much for me.  One for the completionists out there if nothing else.


2006 – Dawn of War: Dark Crusade

By far the best of the DoW expansions, Dark Crusade allows you to play as one seven races in a dynamic single-player campaign.  Never before had a 40k fan had so much choice on a video game.  The satisfaction in stomping your Necrons over everyone was a particular highlight of playing this.  I recommend this expansion in particular to any 40k or real-time strategy fans.

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2008 – Dawn of War: Soulstorm

Soulstorm is a good idea in principle but the execution was average and Dark Crusade had already done it and done it better.  The idea of Soulstorm was to have a sector wide dynamic campaign but with added Dark Eldar, Sisters of Battle and some flying units.  It was fine, but I find myself going back to Dark Crusade rather than this.  One really only for Dark Eldar and Sisters of Battle fans.

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2006 – Battle for Atluma

A collectible card game for PSPs – frankly I’d never heard it before doing this list and looking at the reviews, I won’t look at it again!



2006 – Mark of Chaos

Mark of Choas is a fairly decent real-time strategy game set in the Warhammer Old World.  It features a good single-player story and campaign and reasonable multi-player.  I did play it a fair bit at the time but I can’t say I have really fond memeories of it in the same way I do with Shadow of the Horned Rat and Dark Omen.  I think it might be the lack of a character to warm to or maybe just the fairly average gameplay.  I might have gone back to it again but for Warhammer: Total War doing all of it but a thousand times better.  Best place to get it now is probably an old copy from Amazon or eBay.



2008 – Battle March

Battle March is the expansion to Mark of Chaos and simply contains another single-player campaign and a couple of new races.  It is more of the same, no brilliant new features or gameplay.

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2006 – Glory in Death

This one was a turn-based strategy game with a focus on Space Marines.  It was for the N-Gage (!) – I don’t even remember what an N-Gage was.  Suffice to say, if you want to play this, it isn’t going to be easy!



2007 – Squad Command

Yet another portable game (remember a world without smart phones?) and yet another mediocare one.  I did try this when I had a DS, but I wasn’t a fan!  Clunky gameplay and a frustrating camera really limited the enjoyment on this one.



2008 – Age of Reckoning

Age of Reckoning was an MMORPG and a pretty fun one at that.  It wasn’t Warcraft or Lord of the Rings Online, but it did have its own unique style and I spent a fair bit of time playing it.  It was a shame that in 2013 the servers shut down but a free-to-play version, Return of Reckoning, has seen a resurrection of sorts for it through a very dedicated group of fans.  If you like Warhammer and you like MMOs then it is worth taking a look at.



Blood Bowl and Dawn of War II (both 2009)

Technically cheating but I’m going to cover off both in the next in the series.

Warhammer Games of the 90s

These days, a Warhammer game comes out on a fairly regular basis.  Back in the 90s this wasn’t the case and pickings were few and far between.  There were some gems in this period though, particularly Shadow of the Horned Rat and Dark Omen.  There were some pretty awful games as well and I’ll try and warn you away from them!

Below is a list in a kind-of chronological order, although I’ve banded series together.  Also included is where you can now get hold of a copy of one of these (where possible).

Note – HeroQuest isn’t in the list as technically it isn’t in either of the Warhammer settings.

1992 – Space Crusade

Space Crusade

Games Workshop’s first real foray in to video games came with Space Crusade in 1992.  I’ve never played it myself but it appears to have been generally well received.  I can imagine the possibility of playing as a space marine on a computer must have been mind-blowing for some people back then.  I will check it out one day and handily you can get it from Good Old Games here.  Compatibility with you OS might be a problem but there is usually a fix somewhere on the internet.


1993 – Space Hulk

space hulk

Sadly another one I haven’t yet experienced (in fairness I was six when it came out) but from what I’ve seen of it, it is a spiritual successor to Space Crusade, albeit with a lot more features.  From what I’ve read about it, it is a difficult game (not unusual for those times) and requires a lot of strategic and tactical planning.  Don’t expect an FPS, more of a squad-based tactical game.  You can find a copy Abandonia here.


1995 – Space Hulk: Vengeance of the Blood Angels

blood angels

Finally a game I have tried!  I remember playing this when we got our first desktop computer with Windows 95.  The game was one of the first designed to be played on Windows 95, though rather oddly it was always played straight from the disc rather than installed on your system.

It is more of a classic FPS but with some more complicated elements, including some strategic planning and the ability to play as different Terminators throughout each level.  Again the game is hard and one mistake can mean the end of you at the hands of a genestealers claws.  This just makes it all the more satisfying when you actually succeed!

It isn’t a classic but it is fun in its own way and it is worth trying, particularly if you are a big Space Hulk fan or if you have an obsession with the Blood Angels.  You can get the game here from myabandonware, but make sure you read the compatibility instructions to get it working.


1995 – Blood Bowl


I haven’t played this one but don’t go expecting anything like the recent versions of Blood Bowl.  It is a turn-based adaptation of the board game, though apparently let down by poor graphics and confused controls.. If you really want to try it, get it from abandonia here.

1995 – Shadow of the Horned Rat (SotHR)


And now we move on to a classic and one of the first computer games I fell in love with. SotHR follows the adventures of the Grudgebringer mercenary company through the Old World, starting in the Border Princes and then travelling through many famous locations.

The battles are in real-time, with slightly clunky but useable controls; after a while you just get used to them.  The battles are hard and you’ll often find yourself outnumbered by skaven or greenskins.  You have to save a lot and find a tactic that works for that battle, whilst also trying to minimise casualties.  Speaking of minmising casualties, they will impact on future battles and if a unit is wiped out, it isn’t coming back!

Away from the battles, you manage your rag-tag company from your caravan and you can hire troops, replace casualties and choose your next mission.  The campaign is fairly linear but there are a few branches to choose, although some are literally a dead-end.

Overall it is a fun game and you end up caring about your little soldiers.  As much as anything, I just really like the map!

You can still get a working copy of the game from Good Old Games here.  There was previously a game breaking bug but I believe this has now been fixed.


1998 – Dark Omen

Dark Omen

Imagine Shadow of the Horned Rat but much better – that’s Dark Omen! We return to the adventures of the Grudebringer Mercenary Company in this epic sequel.  Everything about it is a little bit better than SothR, from improved battles to significantly better graphics.

The premise for Dark Omen focuses more on fighting the Undead and yet again you travel the Old World taking missions and going to various famous locations, including Drakenhof Castle, Kislev and Brettonia.

Getting hold of the game has proved difficult for many years but you can get a copy at myabandonware here and you will need instructions on how to get it to run from  There is also a project underway to recreate the game in the Unreal Engine – further details here.


1997 – Final Liberation

final liberation

We’ve had Space Hulk already but Final Liberation is the first good look at the W40k universe.  The premise is that an Imperial World has been conquered by Orks and you are there to try and reclaim.  It also opens with a funky cutscene which is about as live-action as you can get for w40k.

The battles are hex turn-based combat and involve a lot of tactical decision making.  Don’t just try and rush the enemy or you will get annihilated.  You have to think about the types of units you are using and who to use them against.  This can mean the game is hard at times but if you play it right, you should go onwards to victory.

Away from the battles the campaign is also pretty good.  The sheer variety of units you can choose is amazing but don’t get too excited and just buy a load of tanks.  The campaign map is pretty cool and you get to choose which region to go in to next, whilst also fighting off any ork counter-attacks.  It reminds me a bit of the campaign maps in the Close Combat Series.

I would recommend the game and it is on par with the recent Armageddon game by Slitherine.  You can get Final Liberation from Good Old Games here.


1998 – Chaos Gate

Next up is Chaos Gate, a move back to space marines but this time not a space hulk, instead on a planet.  In Chaos Gate you take charge of the Ultramarines vs Chaos Space Marines in a series of linked missions to recover an important artifact.

The gameplay is turn-based and you control each individual space marine or vehicle.  In common with most of the games on this list, it is quite tactically difficult and a wrong move can be disastrous.  A very appealing feature for me was the customisation you can give to each space marine, giving each one a unique loadout.

You can get Chaos gate from Good Old Games here.

1999 – Rites of War

Finally we have Rites of War and unfortunately one I haven’t played.  Like Final Liberation it is hex turn-based combat.  The strange thing about Rites of War is that you play as the Eldar throughout the campaign against the Imperium and Tyranids.

You get it from Good Old Games here.

Thoughts on Sanctus Reach

Thoughts on Sanctus Reach

Sanctus Reach is the latest W40k game in what is now a rather large stable of games depicting the grim future of endless war. The game depicts an existing event from the W40k universe that even has its own novel (available here), pitting the Space Wolves against an ongoing ork invasion. The premise is pretty classical for a W40k game, but what is nice is that the Space Wolves are properly depicted for the first time (unless you count the mobile Space Wolf game).

The publisher, Slitherine, is well-known for publishing a host of classic turn-based war games, including Armageddon a couple of years ago; a pretty solid W40k game. The developer, Straylight Entertainment, is a newcomer but they should be proud of what they’ve produced in this game.


Playing for the First Time

As soon as I downloaded the game I fired it up and was treated to a short and fairly basic introduction video that utilised gameplay footage. That didn’t bother me really as sometimes proper video sequences, especially for W40k, can appear rather ham-fisted! What I did enjoy though was the rather stirring music that is a feature throughout the whole game and maintains the right kind of atmosphere.

Although I’m a fairly experienced player of strategy games, I thought I should start with the tutorial to be on the safe side. The tutorial is fairly basic but it was useful, particularly around the use of cover (very important throughout the game) and the amount of actions your units can take. If you are a veteran of similar games this isn’t going to be difficult for you to learn, but I also think novices should be able to pick up the basics pretty quickly. This is an overall theme I’ve picked up playing the game; it is easy to learn but quite difficult to master.

After completing the Tutorial I had a quick look at the non-campaign options:

  • Skirmish mode – where you can play as the Space Wolves or the Orks. There are tons of options available to set-up your perfect battle and also to try out some different units and tactics

  • Editor – where you can create battles or even link them together in a campaign. I haven’t tried it yet but will probably do so when/if I complete the main campaigns. It will be interesting to see how the community use this feature


There are two main campaigns available:

  • Stormclaw – an intermediate difficulty campaign with a relatively small campaign map but a good place to get your teeth in to the game

  • Hour of the Wolf – depicting the main campaign for Sanctus Reach over a huge campaign map and featuring many of the Space Wolves main characters

As a first run through I unsurprisingly opted for Stormclaw.

Upon loading it up I was presented with a small campaign map that was pretty obvious would open up different options for battles as I went along. At first you only have one choice; essentially to form a beachhead for the Space Wolves. There were some helpful tips along the way, making it more like an extension of the Tutorial.


After getting through the opening battle there were then 3 options for varying types of skirmishes. I particularly enjoyed this as each of the skirmishes were a little bit different; one was attack, another defend and the other a mixture of the two. This allowed me to play about with different troop types and tactics to see what worked.

After these skirmishes I faced my most interesting and challenging battle yet. The objective was to get a Rhino Transport across the map for evacuation. On the face of it, it looked easy, particularly as I had 3 transports and the objective only required one for evacuation. The reality was very different though as I faced almost overwhelming force from the Orks and only got through by the skin of my teeth, having lost most of the rest of my forces. This was a welcome challenge and I’m looking forward to other more dynamic missions throughout the campaigns.

There were a couple of features in the campaign I really liked, the first being the mission briefing that is shown before you choose your forces. It is fairly simple but it added a real element of character to the mission and gave me a clear picture of the battlefield to be able to choose my forces. I also enjoyed the force selection screen; particularly as you are often given a lot of choice for the forces you can pick. It does need a bit of tidying up for ease of use but the developers have said they will be working on this.


It is also nice that your units level up as you go along; meaning you have some units that you really get invested in. As the units level up their abilities improve and they also get special abilities. These special abilities are currently assigned (seemingly) at random but again the developers have said they are working on this and hopefully you will get an element of choice in the future.

Fighting a Battle

As already alluded to, fighting a battle is fairly easy to understand but can be difficult to master. One of the reasons for the difficulty is the variety of yours and the enemies units and understanding their strengths and weaknesses. On more than one occasion I got too focussed on killing on fairly unthreatening enemies whilst a more dangerous one started rampaging and taking out my units. I’ve also made the mistake of not protecting my ranged units with close combat ones, with pretty disastrous consequences. Once it happens to you once though, you can rectify it for next time.


The variety of units does open up a whole world of tactical possibilities that keeps the game fresh with every battle. In one battle I decided to load one flank with bikes and close combat units and completely broke the orks flank and then cut their main force down from behind. In another I decided to stand behind a wall and shoot them from distance due to the terrain and the objective. This variety is a real strong point to the game and will ensure that I keep coming back to it.

A few other quirks in battle are interesting; including the orks capacity for friendly fire. For those that don’t know the W40k universe, this might seem like a bug, but in reality it is exactly what you would expect orks to do; trying to shoot the enemy, even if their own troops are in the way! I think this is a really nice touch and shows the developers really understand the subject matter in question.

Overall Impressions

Overall I am pleasantly surprised how good Sanctus Reach is. One of the best compliments I can give it, is that once I started playing I really struggled to stop! I will keep coming back to it and try and complete the Storm Claw campaign, and I’m really looking forward to playing the Hour of the Wolf. For all W40k and turn-based strategy fans I can recommend this to buy.

Thoughts on…Total War: Warhammer

Thoughts on Total War: Warhammer

Admittedly I’m a bit late writing this but I have been playing the game since the day it was released and having a tremendous amount of fun with it. With the latest DLC (Wood Elves) released late last year, I thought it was time to give my thoughts on what is one of the best strategy games out there at the moment.

Total War Legacy

I’m a huge fan of the Total War series and I think I’ve owned or played pretty much all of them. Despite some of the obvious thoughts with some of the series, nothing beats controlling huge armies and having a massive battle; be it as Caesar, Napoleon or Attila. My personal favourites were the two Rome games and also Napoleon; all of which I still go back to, albeit with a lot of mods installed.

Others have said it, but an obvious issue with some of the previous Total War games was sticking to being historically accurate. This could sometimes hamper the game if taken too far, or if game balance was implemented instead, this took away from the realism. Delving in to the world of Warhammer has given the developers a new lease of life and freedom to have a lot of fun.

Warhammer Legacy

I think it has been quite a brave move for the Total War devs to go in to the World of Warhammer for two different reasons:

  1. Not every one is a fan of Warhammer and for some it can be a bit of a turn off, particularly for strategy gamers more interested in history

  2. Warhammer fans can be quite demanding and if lore isn’t adhered to…then woe betide you!

I think though that the devs have dealt with both issues, creating a game that is steeped in lore but also where strategy matters and battles are genuinely challenging affairs. The Warhammer Legacy has also given the devs huge freedom to create interesting units, characters and a complete world.

Playing a Campaign

It is hard to do justice to an overview of a campaign as every race plays quite differently, as they do in battles as well. For non-horde armies you control cities and provinces that you need to manage carefully to ensure that you can develop a balanced economy and balanced armies. In my first few games I found myself trying to build everything without planning properly, leaving me with unbalanced armies that proved a big handicap in battles. Horde armies face a similar issue but they can build on the move, the same as horde armies in Attila: Total War.

There is also an element of diplomacy but this will vary wildly from faction to faction. For some of the main factions, such as the Empire, Dwarfs and Greenskins, where possible the aim is to get other factions of your race to confederate with you, thereby peacefully expanding your realm. This is particularly satisfying as the Empire, re-creating the unification of the entire nation.

Of course the most important part is building and managing your armies; no easy feat in this game! Your resources are often so limited that building multiple huge armies is not really an option. This means that you have to be very careful how you pick your enemies and your battles, otherwise one defeat could spell complete disaster. I’m undecided whether this takes from the fun of the game or not but it does make for a more satisfying time when you win a battle or achieve an objective.

The other two main elements worth mentioning are quest battles and chaos invasions. Quest battles will appear throughout the game when your legendary lord(s) reach a certain level. They depict similar events to those in the lore and will give you some pretty good bonuses and items if you win. You can either travel to the location of the battle manually or pay a small price to teleport to them. I’d recommend teleporting to not take one of your precious few armies potentially far away from where you need it. The chaos invasions represent a kind of end game scenario and will start turning up from around turn 80 onwards, though there is no absolute to this. They can be a challenge but it really depends on how your faction is doing in the game and how far away you are from the Chaos wastes. If you are the Empire then you could face four or five strong stacks with legendary lords coming at you; a not so easy challenge!

All in all the campaign plays well with all races and provides a good challenge for even an experienced player.


Whether a normal battle or a quest battle, this is the best part of the game. With such a varied roster of units within and across factions, the possibilities in a battle are endless. Nothing quite beats watching a unit of reiksguard knights crashing in to a unit of zombies, or a horde of dragon ogres laying waste to dwarfs. With artillery, magic, huge monsters and flying units, every battle is a lot of fun, even if you know you are going to easily win or lose.

A quick word on lords and heroes as well – they are epic! Karl Franz can lay waste to entire units on his own, as can even a generic lord or hero. This doesn’t detract from gameplay though as you have to ensure you use them wisely. Do you go toe-to-toe with the enemy lord to take them out of the game, or do you go for easy targets and risk your units getting battered by the enemy lord?

Playable Factions

Core Factions – these come with the base game and are available to all players

The Empire – the most balanced roster with infantry, cavalry, artillery, wizards and a few flying units. They also have a pretty decent starting position that they can easily expand from and/or confederate with nearby provinces. The negatives from my point of view is that their roster is almost too varied and I’ve always struggles to put together the ‘perfect’ army. There are worse problems to have though and uniting the Empire and throwing back the Chaos hordes makes for a fun and satisfying game.

Dwarfs – my favourite faction but I’ve always had a thing about dwarfs! Dwarfs are probably the easiest to play as tactically – you have no cavalry but solid infantry and the best missile and artillery units in the game. Where possible find a hill or an easily defensible position, sit on it and let the enemy break against you. The starting position can be slightly challenging with greenskins to the north and south but if you deal with the ones in the north quickly enough, then domination of the south should follow, although it can still take a long time.

Greenskins – the most challenging faction for me to play as but one of the most fun. Having hordes of orcs and goblins charge at the enemy, regardless of the odds, has an almost addictive quality about it. They do have a varied roster of units and once you start getting black orcs, you could be almost unstoppable. There is also the Waaagh! mechanic that gives you an extra army you can direct if you keep being successful in battle. The starting position is pretty good and you can concentrate on dominating the southern tribes, before an all-out assault on civilized lands.

Vampire Counts – They most challenging starting position, being hemmed in by dwarfs and Empire provinces but their advantage is the huge armies they can raise in a short space of time. As well as normal recruitment, the Vampires can raise the dead, giving the possibility of recruiting almost half an army in one turn. Balanced against this is also that the armies will suffer attrition if there isn’t enough Vampiric Corruption that has  been spread in to a province. This spreads automatically in to neighbouring provinces but it can take a while before it reaches a level that benefits your army.

DLCs and other Factions (as of January 2017)

Chaos Warriors Race Pack (paid) – this came as a free pre-order bonus and is also available to pay for now. It gives the option of playing as the Warriors of Chaos and heralding the end times yourself. The campaign mechanics are horde based and the goal is essentially to wipe out all life in the old world. You get the choice of 3 legendary lords including Archaon the Everchosen, but my personal favourite is the immense Dragon Ogre Kholek Suneater. Worth the investment if you like horde gameplay and/or want to play as the true side of evil.

Blood for the Blood God (paid) – simply a DLC to add blood and gore to battles. Especially if you play as chaos, it feels a bit more realistic (!). Only worth paying for if you really want it though, otherwise wait for a sale.

Blood Knights (free) – simply adds the powerful Blood Knights to the Vampire Counts faction, giving them some deadly shock cavalry.

Call of the Beastman (paid) – adds the beastmen faction to the game with a couple of legendary lords, each with their own starting position. Playing as the beastmen is a challenge but creating havoc in the old world from turn one can be quite satisfying. A mini-campaign for the beastman is also added, with a good story of Khazrak the One-Eye fighting against his old nemesis, Boris Todbringer of Middenehim.

Amber Wizard (free) – adds the wild and rustic Amber Wizard, as well as the lore of beasts that is also available to Beastman.

The Grim and the Grave (paid) – this DLC added a range of new units, as well as a legendary lord each for the Empire and the Vampire Counts. The additions for both factions are worthwhile, particularly the Flagellants for the Empire and the Corpse Cart for the Vampire Counts. It also added Regiments of Renown for both factions, special one-off mercenary units that you can pay for if your lord has reached a certain level.

Vlad von Carstein (Free) – Simply adds Vlad to the Vampire Counts factions. Hands down I think he is the best legendary lord they have, particularly as all units in his army can vanguard.

The King and the Warlord (Paid) – this adds two new factions to the game: Clan Angrund for the Dwarfs and the Crooked Moon for the Greenskins. Both factions start in the west of the Old World and the ultimate goals is to take back Karak Eight Peaks in the South-East. Doing this opens up a whole set of bonuses for each faction that could help lead to ultimate victory. It makes for a slightly different play style, particularly as both factions are handicapped until Karak Eight Peaks is taken. The DLC also adds a load of new Regiments of Renown and some standard units for all Dwarf and Greenskin factions.

Wurzag (Free) – this DLC gives a new faction, the Bloody Hand, as playable. They are another Greenskin faction but this time you have huge bonuses to recruit and use savage orcs. This makes for an even more aggressive greenskin campaign.

Grey and Jade Wizards (Free) – simply adds both types of wizards as available heroes for the Empire.

Realm of the Wood Elves (Paid) – this fantastic DLC adds the Wood Elves as a playable race to the main campaign, as well as a really good mini-campaign for them. The play style with the wood elves is so different to any other, it being all about mobility and hit-and-run attacks. It makes for a real challenge and you will have quite a few failures before you get the hang of it! The campaign mechanics are also slightly different, with the addition of the Great Oak; if you upgrade it over time, it gives signficant bonuses across your faction.


There are tons of mods out there, be it through the steam workshop or otherwise. They do everything from adding new units, factions and game mechanics. My personal favourites are:

  • Radious Total War – this adds new units and modifies a fair few mechanics, but most importantly allows you to field a lot more armies at less expense

  • No aggressive AI agents – to stop what can be annoyingly debilitating effects every turn. I realise for some this is effectively a cheat but if makes the game more fun, what does it matter?

  • Tier 4 Minor Settlements – now all settlements can build tier 4 buildings, giving you a lot more flexibility in how you manage a campaign.

The Future

The base games is only one of a planned trilogy of games; the next two will be standalone games but will also bolt-on to the main game. This ensures a bright future for the game and I’m sure there will be plenty more DLCs coming up as well. The next will be a free one with Bretonnia in February.


If you love strategy game and/or Warhammer then this game is a must have. You will spend hours on this game and even if you find a particular element of it annoying then remember, there is probably a mode out there that will make it more enjoyable for you.

Meta Gaming – 40k Style

With the ever expanding number of games set in the Warhammer 40,000 universe, an idea popped in to my head recently to run a meta-campaign using some of them. This could be done in a few ways:

  • Single-player with rule guidelines and an active imagination
  • Co-operative multiplayer with rule guidelines and an active imagination
  • Competitive multiplayer with rule guidelines and an active imagination
  • Narrative co-operative multiplayer with rule guidelines and a Games-Master running it

The last is my favourite idea and could result in some very rewarding sessions. The major drawback of all of the above is for people to have all of the relevant games!

The games I own and have been thinking about for this are:

  • Battlefleet Gothic
  • Armageddon
  • Dawn of War II: Retribution
  • Space Hulk: Ascension

You could also incorporate the original Dawn of War in to this if you wanted and/or preferred it to DoW: II. The important part with all of the above is that single battles can be created to build your own story around, instead of the story that comes with the game.

Realistically players have to be Space Marines or Orks to get the most playability out of this – otherwise the choice of games is very limited!

I’ll detail rules and example settings in future articles but below are some thoughts on how the options could work at a very basic level.

Single Player and Co-Operative Multiplayer – Rules and Imagination

The player(s) uses the rules and a setting to create a world to play within. As a single-player it is probably best to play as a Space Marine Chapter and one that they can easily play as in all of the above games (e.g. Blood Angels, Ultramarines, Dark Angels, Imperial Fists). Then give your commander and strike force names and purposes to provide some background and context to the game. If it is two player then the second player could be an allied force depending on the game.

To kick things off it would then be a dice roll to determine what happens first – in likelihood it will probably be a space encounter such as Battlefleet Gothic or Space Hulk. From there the story will evolve and dice rolls will determine each subsequent event. To add a bit more than simply playing different video games, textual encounters could also be added in depending on the dice roll.

Another option is to create what is essentially a ‘game board’, similar in the Talisman game. This would mean each square would have different variability for encounter, whilst also providing a linear element and maybe even an ultimate goal.

Example Game – Single Player

This follows the form of a fairly linear campaign and wouldn’t necessarily even require dice rolls except for flavour events or if you lost a battle. All of the below assumes the players wins every battle!

  • Chapter – Ultramarines
  • Short background – Response to a distress signal from the capital of the Sares Sector. The message is patchy and suggests an invasion by xenos.
  • First Encounter – Battlefleet Gothic – Standard Skirmish – The outer reaches of the capital system, a surprise assault by a small Ork fleet
  • Second Encounter – Text – ruined hulk of an Imperial Navy Battleship suggests reinforcements have already been repulsed
  • Third Encounter – Battlefleet Gothic – Blockade Run – You have decided to launch a counter-invasion but have to get past the Ork Defences first
  • Fourth Encounter – Dawn of War II – have to establish a bridgehead for the counter-invasion – use a small 2-player skirmish map
  • Fifth Encounter – Battlefleet Gothic – Planetary Assault – to support the main invasion from Orbit
  • Sixth Encounter – Armageddon – big map vs orks for a major battle to win or lose the invasion
  • Seventh Encounter – Dawn of War II – another small skirmish map to simulate a mopping up operation
  • Eighth Encounter – Text – Victory parade and gratitude from the governor

Where from here? Have the other planets in the sector suffered invasion? And what’s that suspiciously large space hulk doing on the edge of the system?!

If the game was co-operative multiplayer then player 2 could have played as an additional Ultramarine Fleet/Army, an allied Imperial Navy/Guard force or the players could take it in turns for each battle.

Competitive Multiplayer – Rules and Imagination

If players wanted to do try this competitively multiplayer then the best option would be for one player to be Space Marines and the other to be Orks. This gives 3 games to play across and maximum variability of scenarios. The best options for this would be a linear campaign or another ‘game board’.

Example game – co-operative Multiplayer

  • Player 1 – Blood Angels
  • Player 2 – Orks
  • Scenario – fighting over a planet. Orks control half of the planet after invading and overwhelming most of the local garrison. Blood Angels have landed in time to defend the other half of the planet and take back the rest.
  • Game board – Planet has 10 squares with each player holding 4 and there being 2 that have no control. Space has 9 squares with each player having 3 and there being 3 with no one in control

Planet Squares




Space Squares



  • Victory conditions – Every square is worth 1 victory point except for 3 major objectives on the planet and 2 in space are 3 victory points each. The winning player is the one with the most victory points.
  • Other rules – Attacker on planet gets to choose the game played
  • Turn limit – 5
  • P1 Turn 1 – Advances to uncontested victory point on the planet
  • P2 Turn 1 – Advances to one of the uncontested victory points in space
  • P1 Turn 2 – Attacks P2 in space at their recently taken victory point square – P1 wins and takes control of the square
  • P2 Turn 2 – Takes the other uncontested space victory point
  • P1 Turn 3 – Takes the other uncontested planet point
  • P2 Turn 3 – Attacks planet victory point square in middle of the board. Chooses Armageddon and Wins
  • P1 Turn 4 – Attacks P2 in other victory point square in space and wins
  • P2 Turn 4 – Attacks normal planet square. Chooses DoW II and wins
  • P1 Turn 5 – Counter-attacks middle planet victory point square. Chooses DoW II but loses
  • P2 Turn 5 – Attacks one of P1s on the planet. Chooses Armageddon but loses

Final Standings

Planet Squares




Space Squares



Player 1 (Blood Angels) VPs – 15

Player 2 (Orks) VPs – 14

Next time…

I’ll show how you could use a games-master and detail some experimental rules that me and a few friends have been play-testing.