Mordheim: City of the Damned
Mordheim: City of the Damned is a tactical role-playing game video game developed by Rogue Factor for Microsoft Windows and published by Focus Home Interactive on November 19, 2015. The game is based on Games Workshop's 1999 tabletop game Mordheim; the game was released on Steam Early Access in November 2014, prior to its full release. The game was ported to Xbox One and PlayStation 4, for which it was released on 18 October 2016. Two expansions were released, each adding a new faction: the Witch Hunters in June 2016 and the Undead in October; these expansions were released as a part of the "Complete DLC Pack". Mordheim: City of the Damned is based on the Mordheim tabletop game, a skirmish-oriented derivative of the larger Warhammer Fantasy wargames. Accordingly, the video game puts the player in control of a small warband that fights rival teams over resources around the titular city of Mordheim. At the start of the game, the player chooses a faction and over the course of the game, is given to opportunity to improve their warband's strength by recruiting, leveling and customizing a roster of combatants as well as their equipment.
Losing battles can lead to permanent injuries or death of the members of the player's warband, so the emphasis is on careful engagements and survival. In addition to a single-player campaign, players can pit their warbands against other players online; the game received mixed reviews. Some reviewers praised the "pleasantly morbid" atmosphere and deep game mechanics as befitting the tabletop original, but the game AI, steep and unforgiving learning curve, technical issues were described as frustrating. Rock, Shotgun was critical of the "uninspiring", "unexciting" and "languid" combat, calling the game "dumb" and "flawed". Official website
Warhammer: Mark of Chaos
Warhammer: Mark of Chaos is a real-time tactics game set in the Warhammer universe. It was developed by Black Hole Entertainment and co-published by Namco Bandai Games in the US and Deep Silver in PAL territories; the game was released for Microsoft Windows in the US on November 14, 2006, with subsequent release in PAL territories on November 23, 2006. An expansion, Battle March, was released on September 2, 2008, it contains Orcs & Goblins as playable races. An Xbox 360 version was released and titled as Warhammer: Battle March, dropping the Mark of Chaos moniker; the game, according to the developers, is a game "focusing on the armies and battles while de-emphasizing the tedious aspects of base and resource management". Set in the Warhammer Old World, the player can command one of 4 armies from the tabletop game; the gameplay is focused on battlefield tactics, thus not featuring RTS gameplay aspects like base-building, resource harvesting or in-battle unit production. Instead, the gameplay is intended to be focused on high fantasy/late medieval battles.
Its gameplay is superficially similar to the Total War games. The objective for each battle is defeat of the enemy army by either destroying it or causing the remaining units to flee off the battlefield. Battles are fought on a variety of landscapes and settings, with specific terrain types granting bonuses or penalties to units. Units have morale, will break and flee if they suffer enough damage or get hit by specific types of weaponry, stamina, which will cause them to lose defense and speed when sufficiently drained; the troops present in the game are presented as "units", anything from 1 to 96 individual "models", with the specific number depending on the type of unit. The control system is similar to the Total War and Dawn of War in that orders are issued to units in their entirety, as opposed to being issued to individuals; as well as standard orders you are able to arrange your units into a number of formations, with each formation conferring advantages against specific kinds of attacks.
Units will gain experience over the course of a battle or campaign and will gain improved statistics and more models. In addition to standard units there are special "Hero" units. In addition to being able to use and learn new abilities, they can be equipped with additional weapons, armour or potions that grant the hero with both offensive and defensive skills and bonuses. Heroes gain experience from fighting, by gaining levels the player is able to unlock various skills that supplement its combat abilities. Unlike units which consist of multiple models, Heroes are controlled individually; however they can be attached to standard units, fighting alongside the unit's models, giving the unit a morale boost and increasing its fighting capability through the use of skills. Hero units can initiate or be challenged to duels, where they fight the opposing army's hero uninterrupted until one slays the other, resulting in a morale penalty for the losing side; the duel is for the most part out of the player's control, however the player is free to activate any duel-specific skills the hero has during the course of the duel, to affect its outcome.
There are 2 single player campaigns, each separated into 4 chapters, one following the Empire and Elven Forces and the other the Hordes of Chaos and Skaven forces. The majority of the single campaign is a number of different battle scenarios, in which your pre-selected force will combat a number of enemy forces. Winning the scenario will award the player gold. Between battles the game switches to a map of the area, with the location of their army denoted by a figure of their champion; the player is able to select his or her army and move to another location. This will bring up a force selection screen, the player will have to select a limited number of troops and heroes to play the next scenario with. Although the campaign is for the most part linear, there are optional side quests, which although unrelated to the main story will result in the heroes acquiring additional gold, troops or equipment that can be used in the campaign; as well as traditional large scale battles there are Duel scenarios in which a hero character of your choice will enter straight into a duel with an enemy champion, with victory of either champion ending the scenario.
On the map the player can access towns and encampments, which serve as the replacement for bases found in other strategy and tactic games. The player can use the gold acquired in previous battles to purchase replacements, new or improved units, upgrades such as better armour or attack power for their existing units and wargear and items for their hero units. Conversations between characters will occur at certain points on the map, advancing the story. In addition to the campaign, the multiplayer modes can be played as single player skirmish battles; the game allows for up to 4 players over the internet. Multiplayer battles are played in much the same way as the single player; the game includes four different game modes, including normal battles, siege battles where one team has to defend a stronghold from the opposing army, a reinforcements mode, where capturing strategic points on the map awards points that enable players to buy new units during the battle. Prior to the battle, each player has a certain amount of points with which to select an army, chosen by the h
Man O' War (game)
Man O' War is a now out-of-print table top war game by Games Workshop. The game was set in the same realm of Warhammer Fantasy as used for the Warhammer Fantasy Battle and included most of the factions from that setting. Other races of the Warhammer world were not included, either because they were lacking seafaring abilities, missing from the main factions at that time, or both; the game name coming from "Man-of-war", it dealt with the sea battles of the Warhammer world. The game used a small number of models with half a dozen to a dozen models per player; each model had a corresponding template to record damage, crew levels, outbreaks of fire, among other bookkeeping activities. In this regard, the game mechanics proved some limiting factors if innovations were present, like alternate unit activation. Ships were designated as belonging to one of 3 categories; the largest and most powerful ships were the Men O' War. These command ships operated singularly and carried the fleet Admiral and Wizard.
Men O' War were the most powerful ships in the game and they could take heavy punishment before sinking. Ships of the Line varied in size and firepower and were operated in squadrons of 3. One ship in the squadron was designated as a flagship and the other ships in the squadron had to stay within 6" of it to receive orders or else they would become stragglers and suffer various penalties. Independents were similar to Men O' War in that they operated singly, but were much less powerful and tended to be unique in some way, making their classification as a SOL less appropriate. By the time all the supplements had been published Man O' War supported the following fleets: The Empire Bretonnia Dwarfs High Elves Dark Elves Orcs Chaos Plaguefleets Chaos Dwarfs Skaven Norse Pirate fleets of Sartosa The boxed game included twelve plastic models, sufficient to learn the basics of play in scenarios between "pirates" and "the Empire", but the other ships in the Empire's fleet and those for the other races were metal models.
These came in small boxes rather than blister packs. Each box printed sails and flags with plastic masts; these miniatures are now considered "out of print". The boxed game contained land features in the form of printed card shapes as well as the printed templates; the game was removed from store shelves in 1995, but still available through mail order in selected countries, like the US. It reached a final "out of print" status in 1998, it seems. Two boxed supplements were published by Games Workshop each with a different focus on what they added to the game system, they were designed along with the boxed game, but released to give the impression of an expanded product line. Plaguefleet was the first expansion and its scope was to expand the total number of available fleets in the game, it included the cards and rules necessary to field the fleets of the forces of Chaos - ships for followers the 4 known Chaos gods, as well as rules and templates for Skaven and Chaos Dwarf ships. Sea of Blood focus was more on expanding the overall game elements.
New rules and cards for adding both "Sea Monsters" and "Flyers" were included in this expansion. Sea Monsters and Beasts were additional "ships" that could be added to any fleet regardless of which race they were playing; this was seen as a good addition by most players - considering that many fleets consisted of just 3 ship types and adding these creatures allowed for more flexibility when purchasing a fleet. Sea of Blood added the following "Sea Monsters" and "Beasts" to the game: Triton, Sea Elemental, Sea Dragon, Promethean, Black Leviathan and Behemoth. Flyers added an aerial dimension to battles and 1 or 2 new creatures or machines were added to each of the existing races - again, expanding the choices for each admiral. Many consider the Flyer rules to be unbalanced for the most part, they have been the object of much discussion on gaming forums dedicated to Man O War. Rules for another two types of Empire ship, a Dwarf "Dreadnought" and shore forts were included to round out the Sea of Blood expansion.
Following the release of these supplements a series of articles which provided additional rules for Man O'War were published in issues the Citadel Journal. Number 6 provided rules for an Undead fleet though no miniatures were modelled by Citadel; the Bretonnian fleet was modelled on ships of the 17th century while the Empire tended more towards the look of earlier time. The Empire had ships with both oars and sails with the exception of the "Great-Ship", sail only; the Empire had ships that carried single large cannon or mortars. The Empire's flying units were Griffin riders. Dwarf ships were steam powered ironclads, they had submarines and balloons. High Elf ships were fast maneuverable sail powered Catamarans. By comparison Dark Elves used great sea creatures as the basis for their "ships" - their largest ship, the "Black Ark" could house several monster-ships within for protection. Orc ships tended towards the ramshackle and unorthodox, with large paddle driven Hulks and inaccurate stone throwers as their sole armament.
Chaos Dwarf fleets consisted of various types of Battlebarge, each mounting a larger versi
The Renaissance is a period in European history, covering the span between the 14th and 17th centuries and marking the transition from the Middle Ages to modernity. The traditional view focuses more on the early modern aspects of the Renaissance and argues that it was a break from the past, but many historians today focus more on its medieval aspects and argue that it was an extension of the middle ages; the intellectual basis of the Renaissance was its version of humanism, derived from the concept of Roman Humanitas and the rediscovery of classical Greek philosophy, such as that of Protagoras, who said that "Man is the measure of all things." This new thinking became manifest in art, politics and literature. Early examples were the development of perspective in oil painting and the recycled knowledge of how to make concrete. Although the invention of metal movable type sped the dissemination of ideas from the 15th century, the changes of the Renaissance were not uniformly experienced across Europe: the first traces appear in Italy as early as the late 13th century, in particular with the writings of Dante and the paintings of Giotto.
As a cultural movement, the Renaissance encompassed innovative flowering of Latin and vernacular literatures, beginning with the 14th-century resurgence of learning based on classical sources, which contemporaries credited to Petrarch. In politics, the Renaissance contributed to the development of the customs and conventions of diplomacy, in science to an increased reliance on observation and inductive reasoning. Although the Renaissance saw revolutions in many intellectual pursuits, as well as social and political upheaval, it is best known for its artistic developments and the contributions of such polymaths as Leonardo da Vinci and Michelangelo, who inspired the term "Renaissance man"; the Renaissance began in the 14th century in Italy. Various theories have been proposed to account for its origins and characteristics, focusing on a variety of factors including the social and civic peculiarities of Florence at the time: its political structure, the patronage of its dominant family, the Medici, the migration of Greek scholars and texts to Italy following the Fall of Constantinople to the Ottoman Turks.
Other major centres were northern Italian city-states such as Venice, Milan and Rome during the Renaissance Papacy. The Renaissance has a long and complex historiography, and, in line with general scepticism of discrete periodizations, there has been much debate among historians reacting to the 19th-century glorification of the "Renaissance" and individual culture heroes as "Renaissance men", questioning the usefulness of Renaissance as a term and as a historical delineation; the art historian Erwin Panofsky observed of this resistance to the concept of "Renaissance": It is no accident that the factuality of the Italian Renaissance has been most vigorously questioned by those who are not obliged to take a professional interest in the aesthetic aspects of civilization – historians of economic and social developments and religious situations, most natural science – but only exceptionally by students of literature and hardly by historians of Art. Some observers have called into question whether the Renaissance was a cultural "advance" from the Middle Ages, instead seeing it as a period of pessimism and nostalgia for classical antiquity, while social and economic historians of the longue durée, have instead focused on the continuity between the two eras, which are linked, as Panofsky observed, "by a thousand ties".
The word Renaissance meaning "Rebirth", first appeared in English in the 1830s. The word occurs in Jules Michelet's 1855 work, Histoire de France; the word Renaissance has been extended to other historical and cultural movements, such as the Carolingian Renaissance and the Renaissance of the 12th century. The Renaissance was a cultural movement that profoundly affected European intellectual life in the early modern period. Beginning in Italy, spreading to the rest of Europe by the 16th century, its influence was felt in literature, art, politics, science and other aspects of intellectual inquiry. Renaissance scholars employed the humanist method in study, searched for realism and human emotion in art. Renaissance humanists such as Poggio Bracciolini sought out in Europe's monastic libraries the Latin literary and oratorical texts of Antiquity, while the Fall of Constantinople generated a wave of émigré Greek scholars bringing precious manuscripts in ancient Greek, many of which had fallen into obscurity in the West.
It is in their new focus on literary and historical texts that Renaissance scholars differed so markedly from the medieval scholars of the Renaissance of the 12th century, who had focused on studying Greek and Arabic works of natural sciences and mathematics, rather than on such cultural texts. In the revival of neo-Platonism Renaissance humanists did not reject Christianity. However, a subtle shift took place in the way that intellectuals approached religion, reflected in many other areas of cultural life. In addition, many Greek Christian works, including the Greek New Testament, were brought back from Byzantium to Western Europe and engaged Western scholars for the first time since late antiquity; this new engagement with Greek Christian works, the return to the original Greek of the Ne
Warhammer: Battle for Atluma
Warhammer: Battle for Atluma is a video game adaptation of the WarCry collectible card game for the PSP. The game was criticized for being too straightforward in converting the tabletop game to a video game. No new gameplay elements were added and the visual presentation was minimalist. Problems were cited with reading card text on the PSP screen
Warmaster is a ruleset for tabletop wargames written by Rick Priestley, published by Specialist Games, set in the Warhammer Fantasy setting. It is different from Warhammer Fantasy Battles in both gameplay, it is intended for 10 –12 mm miniatures. Basic troops are based on stands, of which three make a unit. Generals and Wizards are mounted individually or with their retinue. Gameplay focuses on control. While magic is used in the game, its effect on the game is limited; the game is designed to focus on the general's ability to command rather than just his army's ability to fight. In the Warhammer 40,000 universe, Epic fills much the same "large scale battle" role as Warmaster does in Warhammer Fantasy, though the two systems do not share rules; the original version, the fantasy ruleset Warmaster, was first released in 2000. As with most of the "specialist" games products, the support strategy from Games Workshop has evolved over time. Once a part of the Specialist Games division, Warmaster was directly supported by Games Workshop itself, albeit at a reduced level.
In 2013 Games Workshop stopped producing the miniatures and started to remove them from their webstore as stocks ran out. A downloadable "Living Rulebook", along with supplements and archived magazine articles, are available through the fan-administered site Specialist Games. In mid-2006, a new online supplement was added to the Specialist Games website, known as Warmaster Armies; this supplement includes revised lists for the six original armies, alongside new lists for eight forces. This was followed in 2009 by a fan-based supplement release; this included a large number of trial or fan designed army lists. The Warmuster publication aimed to promote ongoing development of the game but has since been superseded and refined. In 2010 Warmaster 2nd Edition was released, which compiled and clarified the siege rules written for the game over the preceding 10 years. Since 2017 a revamped ruleset was released by the Warmaster community called Warmaster Revolution. Bringing together elements of Warmaster Ancients and some extra'house rules', Warmaster Revolution has established itself as the ruleset of choice for Warmaster players.
Its release coincided with a marked upturn of interest with the game, due in no small part to the launch of Warmaster Podcast in 2016. With a growing FB community, You-Tube videos and more tournaments globally, Warmaster is experiencing a renaissance with an expanding base of new converts and returning players; the new ruleset incorporates many of the 2009 supplement army lists but has a working committee that looks to refine the lists to make them balanced and playable as well as tweak current army lists. In 2005 Games Workshop released a boxed game called Great Battles of Middle Earth: The Battle of Five Armies based on the battle from the book "The Hobbit"; the rules are based on Warmaster, it uses the same miniature scale. The boxed set contains rules, plastic 10 mm miniatures, scenery. Additional miniatures for this game were cast in white metal. While detailed in the box set rule book, these extra miniatures were sold separately, they were discontinued shortly after being released. The box set remained in print for a longer while.
It was removed before the launch of the 28 mm line based on the movie "The Hobbit: An Unexpected Journey". In 2005 Warhammer Historical published Warmaster Ancients, a modified version of the Fantasy rules suitable for battles covering a period from early Biblical times to 1066; the rules are different from the original'fantasy' version to better represent historical battles and units. Cavalry, for example, was made weaker in relation to infantry in favour of armies such as the Romans and the Norse. October 2006 saw the release of Warmaster Ancient Armies, which includes 20 new army lists, along with rules for campaign play and a number of new rule clarifications and unit modifications; the campaign rules have been described as a good way of linking battles, but are not suitable for historical campaigns. A new ruleset for the Medieval period was released in December 2008; this ruleset has a number of significant differences with the Ancients version. Knights are introduced as a powerful unit shifting the game balance back towards cavalry, like in the original, Fantasy version.
Special rules are provided for sieges, period equipment, larger command elements called battles. Warmaster works at a higher organisation level than Warhammer Fantasy to represent large battles in the Warhammer world; the components of an army are divided into two basic types: characters. In the original 10 mm Games Workshop-produced miniatures, figures are cast 5 men to a strip, though many gamers base their miniatures with other maker's figures to produce 4-12 figure-per-base bases in order to create a variety of mass effects. Standard bases for Warmaster Ancients are 40 mm x 20 mm elements. Units are made of three such elements each. Infantry are based along the 40 mm edge, while cavalry, chariots and artillery are based along the 20 mm edge. Characters represent commanders such as generals and wizards and may be based as the player desires on round diorama-sculpted coins or 40 or 20mm wide bases in order for them to be included directly in combat alongside the troops. Gameplay proceeds with the rolling of dice.
Units in Warmaster must be activated and moved by rolling against the command val
Total War: Warhammer II
Total War: Warhammer II is a turn-based strategy and real-time tactics video game developed by Creative Assembly and published by Sega. It is the sequel to 2016's Total War: Warhammer; the game is set in Games Workshop's Warhammer Fantasy fictional universe. The game was released for Microsoft Windows-based PCs on 28 September 2017. Feral Interactive released the game on macOS and Linux on 20 November 2018; the game requires a Steam account to play. Total War: Warhammer II features turn-based strategy and real-time tactics gameplay similar to other games in the Total War series. In the campaign, players manage settlements in a turn-based manner. Players engage in diplomacy with, fight against, AI-controlled factions; when armies meet, a real-time battle happens. The game has a custom battles mode where players can create customised real-time battles, as well as online multiplayer battles; those who own races from the first game will have the same races unlocked for multiplayer in the second game.
The game's announced races in the campaign include High Elves, Dark Elves and Skaven. The Tomb Kings and Vampire Coast debuted as paid downloadable content factions; the main campaign of the game is called Eye of the Vortex. It is a narrative-focused campaign where each of the playable races cutscenes. In addition, players who own both Total War: Warhammer and Total War: Warhammer II have access to a huge combined campaign called Mortal Empires, more of a sandbox experience. Mortal Empires is free for players who own both games; the campaign can be played online with another player in co-operative or head-to-head modes. The Old Ones, powerful godlike beings, created races in the Warhammer world to fight the forces of Chaos; the stellar gates which the Old Ones used to enter the world collapsed, leading to a flood of Chaos, held at bay by the Lizardmen. Two High Elf heroes in Ulthuan responded to this threat. Aenarion "the Defender" mustered armies whilst Caledor Dragontamer planned to drain magical energy from the world, thus stopping the Chaos invasion.
This manifested itself as the Great Vortex, accomplished with the help of the Lizardmen leaders, the Slann. It drained Chaos energy at the expense of locking Caledor and his mages in time, eternally casting spells to maintain the vortex. Millennia in the time when the game is set, a Skaven rocket disguised as a twin-tailed comet disrupts the Great Vortex; the four main playable factions respond to this in different ways. The High Elves and Lizardmen seek to stabilize the Vortex, whist the Skaven and Dark Elves seek to use its power for world conquest; the Skaven launched this rocket to provoke rituals from these four major factions. The Skaven could harness this ritual energy to allow the Skaven god, the Great Horned Rat, to enter the world and thus conquer it; when the player completes the fifth ritual, their race fights a'final battle' in the Isle of the Dead to determine the fate of the Vortex and thus the world. Winning the'final battle' results in winning the race's objectives; the High Elves and Lizardmen stabilize the Vortex.
The Dark Elves use the Vortex's power to transform their leader Malekith into a god. The Skaven conquer the world. Several millennia ago, the desert kingdom of Nehekhara was once the greatest human civilization in the Old World. However, Nehekhara was destroyed by the first necromancer. Through the power of his Black Pyramid, Nagash enacted a great spell that would kill all that lived in Nehekhara and raise them as his undead servants. Before the spell could be completed, Nagash was slain by the last Nehekharan King Alcadizaar with the aid of the Skaven; the Nehekharan dead returned as the Tomb Kings, but because Nagash's ritual was incomplete, many of the Tomb Kings retained their free will and intellect. In the current day, the false twin-tailed comet has stirred the Black Pyramid from its slumber and courses with power, it is discovered. Four Tomb King factions battle to control it: Settra the Imperishable and greatest king of Nehekhara, seeks the pyramid's power to regain control over all of Nehekhara and begin global conquest.
The exiled Grand Hierophant Khatep seeks to use the pyramid to fulfill his promise to Settra to transform him and the Nehekharan nobility into immortal golden beings. Queen Khalida seeks the pyramid's power to destroy all vampires in the world and to take revenge on her cousin, Neferata. Arkhan the Black, the Liche King and Nagash's second-in-command, seeks to control the Black Pyramid and use its power to resurrect his master. Total War: Warhammer II was developed by UK-based video game studio Creative Assembly; the game was announced in London at EGX Rezzed in March 2017. It is the second installment in a planned trilogy of Total War: Warhammer games; the game was released for Microsoft Windows-based PCs on 28 September 2017, with Sega publishing. Creative Assembly has released several paid and free DLC packs for the game, which expand its content; some of the more notable are: Free: Mortal Empires - released October 2017, adds a massive combined campaign for free, for players who own both Total War: Warhammer and Total War: Warhammer II.
Tretch Craventail - released January 2018, a free download that adds new leader and units to the Skaven. Alith Anar - released May 2018, a free download that adds new leader and units to the High Elves. Lokhir Fellheart - released November 2018, a free download th