Skirmish combat in the mortal realms.
Games Workshop really took a step forward with this fast and furious skirmish miniatures game set in their Age of Sigmar universe. The most exciting thing about it is that it finally breaks free of the clunky ‘roll to hit, roll to wound, roll to save’ sequence that, in my opinion, has been holding GW games back for decades. Instead it’s a quick, single Strength vs Toughness die roll. Not only that, but there are pre-set warbands with text-free reference cards using simple icons (‘runemarks’) and pictures of the actual miniatures. You can use your existing figures if you buy their cards, but I love these new, stylish warbands that don’t really belong to any of the old factions. But wait, there’s more innovation here! All the chore of setup is done away with by using a set of cards showing terrain setups, deployments, objectives and twists.
Frankly, for time-poor gamers like me who can’t afford to spend every waking moment creating army lists and collecting models, this is a fantastic system, and its ease of setup and play makes it a game I’ll keep going back to. Warcry really did get me excited again about Games Workshop skirmish games.
Three years later and we have a new starter set (‘Heart of Ghur’), with another one to come (‘Sundered Fate’). These are set in a mysterious jungle forest in the middle of Ghur, Land of Beasts, and feature some very nice weird trees and bamboo structures. The rules have been tweaked with the addition of some reactions to make the system more interactive, but otherwise things remain very similar. There’s a huge range of very imaginative warbands to choose from, and an updated Compendium book that updates the stats for them all. Warcry lives!