Battlelore 2nd edition
review
Warhammer Fantasy
Battle... for dummies?
A
word of introduction first so that you know my tastes and their
origins (as in the profile section). Since I was 8 years old I have played videogames. At some
point in that time I met GONDOR, classic board game and I fell in
love. Then, being 12 years old I discovered miniatures wargaming and
went from Warzone through Warhammer 40k (since 2nd edition) to
Warhammer Fantasy Battle (R.I.P.). At the same time I loved
roleplaying games, especially Warhammer Fantasy Roleplay and
Cyberpunk 2020. Then, as an adult, I fell in love in boardgames once
again. I grew up on videogames like UFO: Enemy Unknown, Panzer
General, Jagged Alliance, Silent Storm, Sid Meier's Civilization,
Baldur's Gate, Temple of Elemental Evil. I suppose these classics
also defined my taste for board games. I love thematic games and
strategy games, and when you can combine these two – that's even
better.
You
might wonder why the provokative subtitle. My adventure with
Battlelore 2nd edition began after watching Tom Vasel's videoreview
of the game, where Tom Vasel stated something like: „Why would I
need Warhammer if I have Battlelore 2nd edition!” Tom Vasel's
review was very positive. The game also seemed to fit my tastes
perfectly: classic fantasy setting, beautyful miniatures, good
ruleset. So I bought it and played it around 20 times. And I can tell
you one thing: it compares to any edtition of Warhammer Fantasy
Battle like riding a bike compares to riding a motorcycle or like
first grade math compares to university level math, or like checkers
compares to any modern strategy boardgame. No offense, Tom!
So
I will go to conclusion at this point, to avoid too much negative
emotions piling up against the author, and then I will try to explain
my point of view in details. I suppose you already get my general
point. Please don't get me wrong, Battlelore 2nd edition is not a bad
game. It's... just fine. It's a decent game, decent enough to play
it 20 times and expecting to play some more if in right mood. But
it's just not as stunning as I expected it to be.
Components:
They
are absolutely gorgeous. Really, it's top notch quality, miniatures
are beautiful, sculpts are great, graphics are awesome, you could
just sit there and watch the components to have some fun of having
this game. Personally, I don't really like the style of terrain
tiles, for me they are a bit too „artish”, I prefer either more
realistic or more cartoonish one, but 1) it's only a matter of taste,
2) it doesn't affect gameplay, so it shouldn't affect my assessment.
Still, in my personal opinion, there is just not enough diversity in
the base set. After a few games you have a feeling that you've seen
everything and there is not much more. I understand mathematical
argument of 49 possible scenarios (7x7), of different possible roster
set ups and all but it gets old quickly. In the base game you get
only 5 units per side, and as the mechanics are really simple, it's
not much.
8/10
– quality of the components is great, but the base set lacks
diversity
Gameplay:
Set
up time:
10/10 (doesn't affect gameplay)
It
takes 15 minutes to set Battlelore up. It is a quick game to set up.
Rules
clarity: 9/10
(some questions arise)
It's
a simple game, the core set of rules is really short and clear,
however cards interactions and special unit rules interactions can be
confusing. Despite that fact, second,
reference rulebook is
great and helps a lot. Other answers can be easily found in the
forums.
Fun
and general feeling:
Battlelore
is based on famous Richard Borg's command and colors system. It means
that while ordering units you are restrained to command cards which
tell you how many units in one of the 3 sections of the board you can
move. In the beginning of the game both sides randomly draw one
scenario card, which together form the battlefield. You also have
lore cards which allow you to enhance your units or conduct special
actions for lore points aquired during the game. Combat is resolved
by throwing unit-specific amount of custom dice. Dice have 6 symbols
on them – 2 cause hits for melee units, 1 causes hit for ranged
units, 1 causes the target unit to retreat, 1 gives you a lore point
and 1 allows some units to use their special ability. Almost every
unit has 3 hp. There are no defence dice, so you hit giants just as
you hit basic skeleton warriors, so elite infantry is just as durable
as the most basic cannon fodder. Every game revolves around gaining
Victory Points for ocupying specific board tiles and sometimes other
special conditions, like having 3 units on forest tiles etc. Usually
you can gain around 2 pts per turn, game ends when one player has 16
points, checked at the beginning of player 1 turn. That's basically
it. Game mechanics are neat and simple.
Too
simple.
That's
the whole problem with this game. There are many reasons to say that
it's too simple. First of all, despite 49 possible scenarios from the
base set (you have 7 scenario cards for each side), every single game
looks very similar due to the Victory Point mechanism. Because
Victory Points are the only determinant of victory, you do everything
to gain them as quickly as possible, and – if possible – to
negate the opponent from doing the same. You do that basically by
rushing units to occupy Victory Point hexes. Because you have very
limited number of orders per turn (usually around 3) you can't
conduct a well prepared offensive manouver, you just rush available
inrange units to these VP hexes. Moreover, you can usually be quite
sure that the opponent will push you back in his turn. Then you will
push him back. And so forth. So despite 49 existing terrain setups,
every game after more-or-less 5th
one feels identical. What's more, some scenario combinations are
really imbalanced.
The
second problem is the situational usage of lore cards. You start a
game with 2 lore cards chosen from 3. Every turn you have too choose:
either you take 2 lore points or 1 lore point and 1 lore card or 2
lore cards discarding one from your hand of lore cards. The problem
is, many cards are usable only with certain units. If you don't
choose these units to your roster or they die before you get such a
card, it's useless. Using the cards is expensive in lore, so early on
you can't really afford them, and the more advanced the game is, less
cards are useful. We had plenty of games where almost no cards were
used because of this reason. Using card combinations would be fun,
but it's only theory. You would need 8 turns to go through half of
your deck while taking 1 lore and 1 card. But the game usually lasts
around 8 turns. Even then you would take only 8 lore, excluding lore
from combat dice. In effect, if you have a bit of luck, you get to
use around 3 single lore cards in the whole game. If you get lucky on
the other hand, you can easily win a game by using the proper card in
the right moment. I have a feeling that's quite an important part of
the game being wasted.
Combat
is simple and very dice dependent. Apart from lore cards you have no
options to modify your dice, and as noted above, their usage is
limited. However, I have to admit that learning to use specific units
according to their strengths gives a lot of satisfaction and is one
of the most amusing parts of the game.
Conclusion
I
am kind of a FFG fanboy. Seriously. I own a large set of X-wing,
almost complete collection of Descent 1st
ed., big collection of Descent 2nd
ed., complete set of Talimsan 4th
ed, complete set of Tide of Iron. At this point FFG should send me
games for free :) I really wanted to love Battlelore 2nd
ed. Expansions and user scenarios change things in favour of this
game, especially user scenarios which help with „victory point hex
pushover”. However, the base set has it's flaws, which make the
game repetitive and a bit boring after a few games – for
aforementioned reasons. It's really nowhere near Warhammer Fantasy
Battle or any other miniature wargame that I know of. It's a beer and
pretzel „wargame”, quick and simple. In my opinion it's not an
„easy to learn, hard to master” game, it's just „easy to learn,
period” game. It has very limited depth. It has nice theme and neat
mechanics, it's good to play with your kids or casual friends.
Because
I am a collectionist and a miniaturegeek I am planning to buy more
expansions and check out more online scenarios. When I do that, I
will surely do an update to this review.
pros:
-
beautiful arts, high quality miniatures
-
quick to play
-
entertaining for a few 75-90 minutes games
cons:
-
becomes repetitive quickly,
-
some scenario combinations can be really inbalanced,
-
feeling of being very much dice dependent,
-
lore cards mechanism makes the game even more luck based.
6,5/10
(base game only, without any downloadable content)