WarCry
Posted: Mon Sep 16, 2019 2:30 pm
Well, I finally managed to get in a game of WarCry yesterday. Three, in fact, and given the amount of booze being consumed, that's pretty solid evidence that WarCry's system is actually pretty damn fast (and simple, in fact.) I went to chez Spevna (Spev says hi, y'all), and I put down my Witch Elves against his Big...Orcy Things. I dunno what the technical name is. Big orcy buggers with armour and choppas and whatnot. Anyway, my thoughts on the system are...
The good:

aforementioned poor bugger about to get pegged in the eyeball...

my leader and his leader having a barney

the bottle caps were objectives...

spev's terrain was, as always, very nice. The table was actually modular, with 8 swapable sections.

a game...

Hmmn. Raging Heroes. Not afraid of a twiddly bit or two...

izzat a bow she's got up there? Naaah, can't be...
*whishthunk*
Nazgob? Oi, Nazgob, stop muckin' abaht and gerrup!
*
*
*
oh bugger...

mmmmmn. Cheese....
and crackers (two kinds!), and fried chicken, and ham, and salami, and crisps and beer. For once we were not muckin' about with the snacks...
All in all, a great day of gaming. Many thanks to Spev for hosting
The good:
- Fast. Really fast. A sober player who was actually paying attention and was at least passingly familiar with the rules could easily get a game done in 30-45 mins.
- Lots of variation in scenario and set up. The card system works very well.
- Interesting mechanics. The initiative dice roll especially is great. Essentially the way this works is: At the start of the turn, you roll 6 dice. Whoever has more single dice (ie unduplicated) gets the initiative for the turn. BUT doubles, triples etc are very useful later in the turn to activate special actions. Thus, a single dice roll has multiple pros/cons, and uses. Very clever. There's also a bit of tactical stuff with a Wild Dice each turn, that you can choose to add to any of the dice you rolled to turn a single into a double, etc. But that's just gravy on a clever basic concept.
- Alternate activation. Amen.
- Critical hit rolls. This really adds spice to every attack. A basic hit tends to do 1 damage (some orcs were doing 2), but a crit can mess you up real bad, especially the witch elf archer snake ladies, who had a nasty special action that could see them plugging some poor orc for 20+ damage in a single shot. Sure, the odds are stacked against it, but when it lands? Beautiful.
- Easy to transport - it's a skirmish game, so...
- Maybe a little too fast? There were a couple of moments where I might've liked to go another turn, but the game said nae.
- I can imagine that occasionally a scenario would just flat out screw a player from the get go. For example, one scenario had me choose a model at the start of turn 2, and Spev had to kill her by the end of turn 4 to win. Buuuut, his guys are move 3. My guys are move 5, 7, or 12, depending. Regardless, if a witch elf dont wanna be caught, no orc is gonna catch her. (it wasnt as though he had overwhelming numbers - we both had 8 in our warbands.)
- Some units seem quite powerful compared to others. The archer snake ladies in particular were bloody lethal, and I only had 2. I can imagine a warband of 5 or 6 of them would be a nightmare to deal with for any warband that wasnt extremely fast or had equally good ranged weapons of their own. (The trouble with the snake ladies was: they had lots of health, reasonable toughness, and could shoot someone to death with a single volley from right across the board, if they got a lucky shot (needing 6s), which mine did. Repeatedly. To be fair, when an orc hit them, they stayed damn well hit.) But, I was deliberately not playing evasively, as that would've been very frustrating for Spev. It may just have been a bad matchup. *shrug*

aforementioned poor bugger about to get pegged in the eyeball...

my leader and his leader having a barney

the bottle caps were objectives...

spev's terrain was, as always, very nice. The table was actually modular, with 8 swapable sections.

a game...

Hmmn. Raging Heroes. Not afraid of a twiddly bit or two...


izzat a bow she's got up there? Naaah, can't be...
*whishthunk*
Nazgob? Oi, Nazgob, stop muckin' abaht and gerrup!
*
*
*
oh bugger...

mmmmmn. Cheese....
and crackers (two kinds!), and fried chicken, and ham, and salami, and crisps and beer. For once we were not muckin' about with the snacks...
All in all, a great day of gaming. Many thanks to Spev for hosting
