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Wednesday, April 9, 2025

Discovering Warhammer: Adrian Wood

In his article Discovering Warhammer, Adrian Wood offers an insightful and personal account of his entry into the world of Warhammer. A veteran of Warhammer 40,000, Wood had long been a fan of the futuristic battles but had never ventured into the fantasy realm of Warhammer. His initial disinterest in the game stemmed from its slower pace and different focus, particularly in comparison to the fast-moving action of 40K. However, during a meeting with the White Dwarf team, he was encouraged to dive into Warhammer after expressing his newfound interest in trying it out for himself. This moment of excitement led to a memorable experience in which Wood participated in his first major Warhammer battle, the Gathering of Might battle report, which included all four armies on a massive 12'x4' table.

Wood's first experience with Warhammer was a learning curve, but also full of enjoyment. As part of a team commanded by Robin Dews, he was assigned to the left flank of the battlefield, where he faced off against the goblin forces led by Gav Thorpe. Unlike his usual 40K games, Wood was tasked with managing artillery, including great cannons and a steam tank. He quickly picked up the basic mechanics of the game, such as guessing artillery ranges and the strategic significance of terrain. One of the highlights of this first battle was the moment when Wood's representative on the battlefield—Valmir Von Raukov, Elector Count of Ostland—fled the battlefield in fear after a terrifying monster landed nearby. Despite the team's defeat, Wood appreciated the tactical depth and camaraderie involved in the game.

 Following the battle, Wood's interest in Warhammer grew, with his fellow players urging him to start building his own army. While initially reluctant due to his ongoing commitment to Warhammer 40,000, Wood found that the best way to learn the game was to take the plunge and begin painting and assembling his own force. He soon discovered that the rules of Warhammer were refreshingly simple, especially when compared to the more complex and lengthy systems in Warhammer 40,000. Wood admired the straightforward mechanics, which allowed for quicker learning and more fluid gameplay. For example, the pursuit rule—where fleeing units could be overtaken and destroyed by pursuing forces—was particularly appealing due to its realistic representation of combat. Such mechanics, which encouraged players to think strategically, helped Wood appreciate the simplicity and depth of the game.


The most notable difference between Warhammer and Warhammer 40,000 that Wood found was the importance of psychology in Warhammer. While psychology rules in 40K are limited to certain factions, in Warhammer, they are essential to every battle. Fear, terror, and frenzy play a crucial role in dictating the outcomes of engagements, making morale a central aspect of the game. The psychological effects of flank charges, for example, could send entire units into a panic, causing them to flee the battlefield. Wood found this aspect of the game particularly engaging, as it introduced an additional layer of strategy beyond the battlefield’s physical mechanics. Understanding and manipulating the psychology of both your own troops and your enemies could be the key to victory.

 

Once he became familiar with the game mechanics, the next challenge for Wood was choosing which army to build. As he explored the different options, he was initially drawn to the Empire due to its versatility, with choices ranging from noble knights to massive artillery units. However, the allure of the Chaos army eventually won him over. Wood had always been fascinated by the Chaos Dwarfs, with their distinctive models and strong thematic presence. But ultimately, he was captivated by the broader scope of the Chaos army, with its powerful monsters, knights, and daemons. He enjoyed the narrative depth and visual appeal of the army, from the fearsome Chaos Knights to the monstrous Dragon Ogres. The choice of Chaos was solidified by the army's potential for diverse playstyles and the opportunity to create a force that reflected both his strategic preferences and aesthetic tastes.


In the final stages of his decision, Wood began to focus on the specific composition of his army. He opted for a 1000-point force, intending to start with small battles to get more comfortable with the rules. While considering his choices, Wood decided that Beastmen would be an essential part of his force, as they were affordable and offered resilience on the battlefield. He also considered adding Chaos Knights for their powerful close combat abilities, and possibly incorporating daemons into the mix. Wood was excited by the many options available within the Chaos faction, each of which was tied to one of the Chaos Gods. Ultimately, the diversity and strength of the Chaos models, paired with their rich lore and narrative potential, made them the perfect choice for his Warhammer army. Through this process, Wood not only found a new appreciation for the game but also began his journey of building a unique and formidable army to take on his friends in battle.

1 comment:

  1. I fondly remember this article, and Warhammer was always the superior game in GW's stable* compared to 40K where there really is no strategic or tactical depth to the game at all.

    *Aside from Space Hulk which is their all time best game.

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