The Edition Wars: A Retrospective on Warhammer Fantasy Battle (1st to Old World)
In the world of tabletop wargaming, few debates have ignited as much passion and division as the one surrounding the editions of Warhammer Fantasy Battle (WFB). Since its inception in 1983, the game has undergone numerous transformations—each edition bringing new rules, mechanics, and sometimes, a radical shift in tone. For many, the nostalgia attached to certain editions of WFB is as fierce as any battlefield clash, leading to what I now fondly call the Edition Wars. But of all the editions that have graced the tabletop, my personal favorites—through careful consideration and deep reflection—remain 3rd and 4th/5th editions, with a slight nod to Old World for its gritty nostalgia. But before we dive into the battle lines, let’s take a quick tour of the editions that came before and after.
The Genesis: 1st & 2nd Editions
The journey began in 1983 with the release of the Warhammer Fantasy Battle 1st Edition, a product of its time. The game was a curious blend of medieval fantasy warfare, filled with quirky rules and a rather chaotic rulebook. The concept of armies, magic, and battles was there, but it was as much a skirmish game as a mass battle wargame, with rules that would often leave even the most dedicated players scratching their heads. The simplicity, however, lent it a certain charm.The 2nd Edition, released in 1984, introduced some necessary refinements, but it was still very much in the experimental phase. 2nd Edition had some iconic expansions—such as the Wood Elves and Dwarfs—but it wasn't until the arrival of 3rd Edition in 1987 that WFB found its true footing.
The Golden Age: 3rd Edition
Ah, 3rd Edition—for many, this is the heart and soul of Warhammer Fantasy Battle. Released in 1987, this edition cemented the core mechanics that would define the game for years to come. It was the first to feature the "Army Book" format, which introduced the idea of specialized army lists, complete with unique units, heroes, and magic. The rules were tighter, battles were larger in scope, and armies felt like cohesive forces with distinct playstyles.What makes 3rd Edition stand out for me is the fact that it balanced complexity with playability. The rules were detailed, but not overwhelming—there was enough depth for strategic play without drowning you in minutiae. The game felt alive, and the sense of lore and narrative was woven into every game session.
But what really got me hooked was the distinct character of the armies. Whether you were fielding the brutal, straightforward Chaos Warriors or the sneaky, underhanded Skaven, each force had a strong identity that extended beyond their stat lines. The balance felt right—no army was a guaranteed winner, and that led to memorable, nail-biting games. Even in defeat, you could take solace in a game well fought.
Refinement and Evolution: 4th/5th Editions
Fast forward a few years, and we hit 4th Edition (released in 1992) and its successor 5th Edition (released in 1996). Now, these editions are a bit of a mixed bag for some players, but for me, they represent the peak of Warhammer Fantasy Battle's gameplay mechanics and narrative flair. The rules tightened up a bit more, streamlining certain elements without sacrificing the charm that made 3rd so beloved.One of the defining features of 4th and 5th Editions was the introduction of more refined rules for army composition, movement, and the impact of terrain on battle. Units became more tactical, and the narrative focus continued to build, with campaigns and epic battles featuring larger-than-life characters and events. What stands out about this era is the richness in the game world—each army had its own personality, its own tactics, and its own way of approaching combat.
What I also appreciate about this period is the attention to narrative elements. The game didn’t just feel like a series of rules—each battle told a story. Heroes could become legends, and the smallest skirmishes could lead to great consequences for the forces involved. In fact, this narrative focus made even minor victories feel important, as though they were part of a larger saga.
The Rise of the "Modern" Era: 6th Edition and Beyond
And then came 6th Edition, released in 2000. This is where I begin to step off the battlefield, so to speak. I’ve heard mixed reviews about it, but by this point, I had started to find my own wargaming niche elsewhere, and I never fully embraced this edition. The shift towards more streamlined, less granular rules had its merits, but I felt like the richness that had once defined the game was starting to fade. The lore seemed more homogenized, the armies less unique, and the power creep (where certain armies became overwhelmingly powerful) began to rear its ugly head.From 6th Edition onward, the game began to evolve toward a more competitive, tournament-style model—something that appealed to some but didn’t quite match the narrative-driven battles that I had enjoyed in the past. The introduction of certain rules and the reduction of army book diversity struck me as a move away from the distinctiveness I loved in 3rd and 4th/5th. Even the new army books, with their simplified mechanics, didn't have the same weight or excitement as the older ones.
By 7th Edition, the game had almost fully transitioned into a hyper-competitive environment, and 8th Edition, while it brought some fun, did not bring back the feelings of nostalgia. What had started as a game rich with tactical depth and storytelling had morphed into something more streamlined—and marketable which I don't hold anything against Games Workshop for. I’ve since heard about the Old World setting revival, but I haven’t delved into it.
The Edition Showdown: Pitting the Editions Against Each Other
Now, it’s time for the real battle to begin. Grab your dice, summon your heroes, and prepare for the ultimate face-off: Edition vs. Edition. In this epic showdown, we’ll pit the most beloved (and sometimes maligned) Warhammer Fantasy Battle editions against each other in a no-holds-barred fight to determine which truly reigns supreme. It’s the Edition Wars come to life—let’s see who stands victorious!Round 1: Complexity vs. Simplicity
- 3rd Edition: A masterclass in balance and complexity. This is the edition where tactical depth met rich narrative, with a myriad of rules covering movement, combat, and magic. It wasn’t too complex to the point of overwhelming, but it certainly demanded a careful, considered approach. Every choice mattered.
- 6th Edition: The tide was starting to turn towards simpler mechanics here. Combat was streamlined, and the game became faster, but at the cost of some of that rich, granular decision-making that players of earlier editions loved. The emphasis on quick gameplay and tournament-style balance came at the expense of narrative flair.
Winner: 3rd Edition. Complexity is a good thing if it means giving players room to think, plan, and feel like the decisions they make matter. 6th may have streamlined, but 3rd provided that perfect sweet spot where the complexity enhanced the experience rather than bogging it down.
Round 2: Army Diversity and Flavor
- 2nd Edition: While it was a rough draft, 2nd Edition laid the groundwork for army diversity. You had your classic Empire, Chaos, Dwarfs, and High Elves, but it was still a more generic game, with less of the bespoke units and unique playstyles that came later.
- 4th/5th Editions: By this time, armies truly began to feel distinct. Empire troops were the backbone of a well-oiled machine, Chaos had their bestiary of nightmarish creatures, High Elves were swift and strategic, and Undead could create terrifying, ever-growing hordes. The introduction of army books solidified these distinctions, each army developing its own identity.
- 8th Edition: On the flip side, 8th leaned heavily into a “power creep” model—where some armies were just undeniably stronger than others. While armies still had flavor, it started to feel like balance was thrown out in favor of everything being a bombastic spectacle.
Winner: 4th/5th Editions. It’s hard to beat the level of flavor and identity these editions offered each faction. 3rd might have laid the foundation, but 4th and 5th were where the armies truly came alive, with their personalities, weaknesses, and strengths woven into every rule.
Round 3: Heroic Battles and Epic Campaigns
- 3rd Edition: If you wanted to play heroes and have battles that felt larger-than-life, 3rd Edition was where it was at. The magic system was exciting, and battles had a true narrative sense of escalation. Heroes could gain experience and become truly legendary, which made campaigns feel like grand sagas.
- 4th/5th Editions: The epic nature of the game continued, with 4th introducing more cinematic elements like the Battle of the Eye of Terror. 5th Edition improved upon this with intricate, campaign-driven rules that rewarded victory with more than just a win—each campaign carried weight, with consequences that stretched beyond a single battle. Heroes could still rise to fame, but there was less of the scrappy underdog feel that 3rd brought to the table.
- 6th Edition: Here, the shift towards a more tournament-centric approach was felt. Battles became about mechanics, not about telling a grand story. Heroes, while still present, didn’t have the same larger-than-life feel they once did.
Winner: 3rd Edition. You could feel the blood, sweat, and tears of the heroes in 3rd. From the smallest skirmish to the grandest of battles, it wasn’t just about killing—it was about creating a story. Heroes were immortalized, and the campaign system allowed players to create legendary sagas.
Round 4: Rules Density and Accessibility
- 1st & 2nd Editions: Let’s face it—these editions were about as accessible as a dungeon crawl with no map. The rules were far from polished, and they often required some heavy interpretation. While there was a certain charm to the chaos, it wasn’t easy to pick up. New players were often left in the dust as veteran players passed around homemade rule clarifications.
- 6th Edition: This edition was the first to really make Warhammer Fantasy Battle accessible to the masses. The rules became cleaner, and the game moved faster. New players didn’t need a master’s degree to understand what was going on, and there was a definite push to simplify the rules.
- 4th/5th Editions: These editions struck a great balance between accessibility and depth. While the rules could get complex in certain areas, they were generally more consistent and clear than earlier editions, allowing new players to jump in without feeling completely lost, yet still offering experienced players a satisfying level of tactical depth.
Winner: 4th/5th Editions. While 6th might have been the first real attempt to make things accessible, 4th/5th had the best balance between being friendly to newcomers and offering enough tactical depth to keep veterans engaged. Rules were streamlined but not at the expense of flavor.
Round 5: The Visuals and Models
- 1st & 2nd Editions: The old-school minis were basic by today’s standards, but they had a certain charm. They were very much "of their time" and had a quirky, almost cartoonish look to them. While not the most detailed, there was a raw, DIY aspect to them that gave the game a unique feel.
- 4th/5th Editions: This was when Games Workshop started seriously improving their miniatures. They became more detailed, dynamic, and frankly, just more fun to paint. The introduction of plastic kits, alongside the classic metal models, gave players options to build truly unique armies.
- 6th Edition and Beyond: By 6th and 7th, the models were sleek and detailed, but they started to become... well, a little too clean and homogenized. The charm of the old-school models started to fade away in favor of hyper-detailed, sometimes overly flashy miniatures that didn't carry the same character as those from earlier editions.
Winner: 4th/5th Editions. The miniatures were detailed enough to capture the imagination but still had that gritty, “handcrafted” feel. The models were great for conversion, and the general aesthetic felt more in tune with the atmosphere of the game.
Final Verdict: The Undisputed Champion
So who wins the Edition Wars? If we’re talking about overall gameplay, depth, character, and long-lasting appeal—3rd Edition is the king. It laid the groundwork for what would become a legendary franchise, and its balance of complexity and narrative is hard to beat.
However, if we’re talking about the most refined and accessible package for both new players and veterans—then 4th/5th Editions stand strong. They perfected the formula laid out by 3rd, giving us a more polished and user-friendly game without sacrificing the things that made the earlier editions great.
As for the later editions? Well, 6th Edition had its moments, but by 8th, the game had veered too far into tournament-focused territory for many of us. The Old World revival may bring some nostalgia back, but ultimately, it’s 3rd and 4th/5th that will remain the true heart and soul of Warhammer Fantasy Battle.
The Legacy of Warhammer Fantasy Battle
Despite the turbulence that followed the golden age of Warhammer Fantasy Battle, one thing remains clear—3rd and 4th/5th Editions were the zenith of the game. It was during these periods that the game was at its most cinematic, most immersive, and most personal. For me, 3rd Edition will always be the gold standard, but 4th and 5th maintained that excellence and refinement that made WFB an unforgettable experience.
So, where does that leave us in the Edition Wars? Well, it leaves me on the side of Old Glory, grumbling nostalgically about rules that balanced tactical complexity with narrative richness. Sure, the "modern" editions have their appeal to some, but for me, nothing compares to the feeling of those old books, dice rolling, and the epic battles unfolding across the tabletop in the good old days of Warhammer Fantasy Battle. The war may be over for now, but the memories live on, immortalized in the games we played and the stories we told.
And as for me, I’ll be quietly reminiscing about the good old days with my 3rd Edition rulebook in hand, imagining epic battles fought in a world far richer than any rules rewrite could ever hope to capture.
And so, the Edition Wars end. The crown remains with those who once held it, as legends are made of old rules, painted miniatures, and unforgettable battles fought on the tabletop.
I was hoping for an objective analysis of the editions, here instead I found only a desire to confirm what one loves.
ReplyDeleteWhich is all very well in a personal blog, but don't call it a retrospective.
Not analysing all the positive things that recent editions have brought.
I bet you're GREAT fun at parties
DeleteThanks for summing all these up!
ReplyDeleteI am minded to agree, 3rd is my favourite, not because of what it is as such, but because of what it lets you make of it.
ReplyDeleteA toolbox with a butt tonne of options to tweak and use to give you what you want.
Plus I never did like the change of the WS vs WS becoming 4+ rather than 5+.
Chargers striking first seems daft to me, as for no reserves and combat being over before it begins...
Have to love 3rd.