Thursday, November 28, 2024

JervisHammer: The Origins of Warhammer's First Tournament

The Origins of Competitive Warhammer: Jervis Johnson’s First Tournament

In 1995, the world of Warhammer Fantasy Battle entered a new era with its first official tournament, spearheaded by Jervis Johnson. This event was groundbreaking not only for its format but also for how it redefined the way players approached their armies and the game itself. 

 The 2000-Point Restriction: A Game-Changer

Central to the tournament’s structure was the introduction of the 2000-point limit. This point restriction, now a staple of competitive Warhammer, was a bold move designed to balance the game and make it accessible to a wider range of players. At 2000 points, armies had enough room to include a variety of units without devolving into overpowered, unmanageable forces.

Nigel Stillman states, "For a long time everyone always played with a 3000 point army. It was getting to the stage where players felt that they couldn't start playing Warhamemr a all till they had collected and painted a 3000 point army. Even the most industrious and diligent players were becoming old before their army had taken the field! Then came Jervis’ tournament. He, In his infinite wisdom of Chaos, set the armies at a sensible and manageable 2000 points. Suddenly it became possible to gather an army rather more quickly."

Citadel Journal 6:



No Special Characters: A Level Playing Field


One of the most significant rules of the 1995 tournament was the prohibition of special characters. At the time, Warhammer armies often relied heavily on legendary figures like Archaon, Teclis, and Nagash dominating games, often overshadowing the rank-and-file troops that defined Warhammer’s grand battles. By banning these legendary figures, the tournament emphasized the importance of balanced army composition and player skill.

The decision was controversial, as some players felt it stripped the game of its narrative flavor. However, Jervis stood firm, arguing that special characters could overshadow the core of what made Warhammer great: the interplay of rank-and-file troops and clever generalship. This sentiment was echoed in White Dwarf 197, where the benefits of a “fair and level battlefield” were highlighted.

White Dwarf 197:
Magic Item Reductions: Strategy Over Supremacy

Another key rule was the limitation on magic items. Players were restricted in how many points they could spend on these powerful upgrades, forcing them to think carefully about their choices. This decision encouraged creative builds and prevented armies from becoming overly reliant on game-breaking magical combinations.

As detailed in Citadel Journal 6, the restrictions leveled the playing field, ensuring that no one army could dominate simply by out-gearing its opponents. Stillman often spoke of the “compact, complete army,” where magic items were used sparingly to enhance, rather than define, the gameplay experience.

In this environment, a clever use of troops and positioning mattered more than stacking game-breaking artifacts. Jervis’ magic item limits ensured that battles at the 1995 tournament stayed dynamic, with victory determined by strategy, not an overabundance of enchanted gear.

White Dwarf 222:

The Fusion of Rules and Hobby


While Jervis’ tournament codified the competitive structure of Warhammer, it did so with a spirit that would have pleased Nigel Stillman. Both shared a belief that Warhammer was as much about the journey—the painting, the storytelling, the camaraderie—as the game itself.

Coverage of the event highlighted not just the games but the beautifully painted armies and the effort players put into crafting cohesive, thematic forces. This dedication to the hobby echoed Stillman’s ethos that “an army is a labor of love, not a spreadsheet.


WD 228
 
Legacy

The 1995 tournament marked the beginning of structured competitive Warhammer, but it was grounded in the principles of balance, creativity, and storytelling. Jervis’ 2000-point limit and gameplay restrictions ensured a fair and exciting environment, while the underlying influence of Nigel Stillman’s Stillmania philosophy encouraged players to approach the game with imagination and heart.

Together, these two titans of Warhammer history reminded the community that while winning is satisfying, the real joy of Warhammer lies in the stories we create and the armies we bring to life. Whether you’re crafting your army with precision or embracing the chaos of Stillmania, their shared legacy ensures every game is a celebration of the hobby’s unique magic.

3 comments:

  1. Really interesting article. This would have been around the time that I started playing Warhammer, and my mates and I followed the 2000pts and no special characters rules. WFB became much more coherent around that time (and almost entirely about high elves!).

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    1. Yes the High Elves do seem to dominate White Dwarf and other media around this time. Glad to hear you take a similar approach. I'm really going down this path not specifically for tournament type games, but the restrictions really align with my reserved views of gaming where the over the top combos have no place much preferring a plus or minus one 50 point item, or over reliance on war-machines or special units.

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    2. Yes, WFB got to a point where 3 or 4 armies were way ahead of all the others. Even without the special characters, back then it was very much about heroes, and the rest of the models could easily end up as a bit pointless. The restrictions really help it become a fairer game.

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