Thinking back to Old 40k

My first contact with wargames was Warhammer 40,000, way back in 1998. Third edition had just come out and I stumbled into the hobby, buying a bunch of space marines. Of course, this is a long time ago, and my memories from this time are colored by the passing of time. 

The cover of the Warhammer 40k 3e box set. 

Compared to roleplaying games, miniature wargames seem to have a very different nature, despite their common origins. Back then, Warhammer 40k was played mostly in one-off scenarios with very little context, using armies of the players that happened to show up. One day there would be Tyranids vs Tau, on other days there would be Space Marines vs Space Marines. The fiction was there, but it was at best secondary. The idea of a campaign was very unlike that in roleplaying games. 

In the present, there are games that sort of attempt to bridge the gap between roleplaying games and wargames, especially games like Mordheim (published 1999) and Frostgrave (published 2015). These games feature persistent characters and progress, and campaigns that have linked scenarios. Still, it’s noticeably different from roleplaying games. 

Warhammer 40k was basically one of my big formative experiences with tabletop gaming, and it basically set me up to be interested in roleplaying games at a later point. Despite the hefty rulebook, it was actually rather simple to play. Most of the time, you moved your models about 6”, rolled some attacks and removed casualties. It was relatively simple to learn too, although mastering in terms of knowledge and tactics could be an extensive task. The teams were very asymmetrical, ranging from the Tyranids and their swarms of bugs, to the highly specialized and precise troops of the Eldar. 

To me, this kind of game was highly transferable too - you could model demons, tanks, basic grunts and even angry dogs. I would often include 40k’ish logic to play out scenarios in roleplaying games. Sadly, it seems like Games Workshop didn’t like this vibe and eventually marched off to make 40k much more cognitively intensive. This created a void which seems to have given space for One Page Rules to thrive. It stripped away a lot of the bulk from 40k’s rules and presented a system that is easy to understand and quick to play. 

These days I find myself painting a few miniatures again, and I would like to get playing with some small companies. But I’m pretty sure I won’t be getting 40k in its current edition.


A little freebie - my quick, universal wargame rules: 

Revenant’s Simple Wargame

This game is designed for fast, straightforward battles with small to medium-sized forces. A typical game lasts only a handful of turns and can be played in under an hour.


The Battlefield and Objectives

Before play begins, set up a table with suitable terrain. A battlefield measuring 4 by 4 feet works well for small games of up to thirty models per side. For larger battles with more than thirty models per side, expand to a 6 by 4 foot table.


Players then place either three or five objectives across the battlefield. An objective is controlled by whichever player has the greatest number of units within six inches of it. The game lasts for four turns, and victory is claimed by the player who controls the most objectives at the end.


The Flow of Play

At the start of the game, both players roll a die to decide who takes the first turn. Turns alternate between players, with each turn broken into three steps: Movement, Shooting, and Close Combat.


During your turn, you will move your forces, unleash ranged fire, and, where possible, charge into melee. After you finish, your opponent does the same.


Movement

Most units are able to move up to six inches in a turn. Particularly swift units may instead move twelve inches, while slower troops are limited to four inches. Measure all distances carefully, as positioning is key to both claiming objectives and setting up attacks.


Shooting

When a unit opens fire, check if a majority of its models can see the target. If so, roll a single six-sided die to determine if the attack hits.


Under normal circumstances, the target is struck on a roll of 4+.


If the target is in cover, a hit requires a 5+.


If the target is caught exposed, considered broken or attacked from the flank, a 3+ is sufficient.


Each successful hit may be negated by an armor saving throw. The defending player rolls a die for each hit: units in basic armor save on 5+, well-armored troops on 4+, and the heaviest armor, such as tanks or power suits, on 3+. A successful save cancels the hit.


Close Combat

Units that can reach an enemy within their movement distance may launch an assault. Move the attacking unit into base contact with the foe. Both sides then roll a single die. The side with the higher result wins the clash, inflicting a number of hits equal to the difference between the two rolls.


These hits are resolved with armor saves in the same way as shooting. Once hits have been applied, the losing unit must test its resolve. Roll a die: if the result is higher than the number of hits just taken, the unit holds firm and remains locked in combat. If the roll is lower, the unit falls back 2d6 inches, retreating from the melee.


Damage and Broken Units

Every unit can withstand only so much punishment. Infantry and ordinary troops may take up to three hits before they are considered broken. Vehicles can endure up to five hits.


A broken unit fights at a severe disadvantage. Whenever it moves, shoots, or engages in combat, it must roll two dice and use the worse result.


Furthermore, each time a broken unit takes a hit, it must make a final test to survive. Roll a die: on a 5+, the unit clings to the battlefield. On any other result, it breaks completely, either fleeing or destroyed, and is removed from play.



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