Got the chance last night to run a session of the latest incarnation of Warhammer–the version produced by Fantasy Flight Games. This isn’t a complete review, just some first impressions.
My first impression is that there’s a lot to keep track of–cards, counters, dice, progress tracks, etc. I think that the ease with which we use these fiddly bits will increase as we get used to them, but they seemed like a lot to keep track of last night.
My second impression was about the dice. I thought that reading the dice would be difficult, but it actually wound up being pretty easy. Ideally, I think this is a game where each player would interpret the dice for their own character–translating the effects of good and bad rolls into story. But for our first session, I did most of the translating, and it still worked okay.
The only real complaint I have is with running combat. As with most games, the GM’s side is more tricky than the players’ side. Keeping track of separate pools of points for each group of monsters, and recharge rates, and health (especially using the wound cards) was all a bit much, and I realized I missed a lot. Hopefully, this will also get easier.
I’ve seen a lot of complaints that this game is too much of a boardgame, and I can definitely understand that complaint. But once we started rolling dice, everything fell into place, and it just felt like Warhammer again. (Due in part to some really good adventure writing by FFG’s authors.)