Wiatry Magii

A chronicle of our Warhammer journey - painting, battles, and hobby adventures.


A Small-Scale Warhammer That Actually Sounds Tempting

We had one of those classic hobby chat moments recently: someone drops a few rules snippets, and suddenly a game system we weren’t really looking at starts sounding very interesting.

From Michał’s description, this smaller-scale game seems to hit a really nice middle ground. The big selling point for us was that the in-game actions sound much more engaging than in “bigmar”. Instead of just going through the motions, there are more reactive, cinematic things happening during play.

What caught our attention

A few mechanics immediately stood out:

  • you get a command point every turn,
  • you can spend it on a reroll,
  • or use it for defensive reactions — like dropping to the ground when getting shot at,
  • or fire at an enemy unit moving into your line of sight/range during its move phase, albeit only hitting on 6+,
  • and there is even a duel mechanic where a hero can charge a unit, spend a command point, and challenge the enemy hero so the two fight each other separately.

Honestly, that sounds like exactly the kind of thing we like reading about in Warhammer rules: simple enough to remember, but flavorful enough to create memorable moments on the table.

Simpler than Kill Team?

That was probably the biggest takeaway from the conversation.

Michał summed it up as much simpler than Kill Team, and even compared the complexity level to Spearhead. For us, that’s a strong recommendation. Spearhead has been a really good benchmark for “easy to get into, but still fun,” so hearing that comparison immediately made us more interested.

Ender put it best: that sounds encouraging, because Spearhead is straightforward, he played Battle once and barely remembers it, and Kill Team is still unknown territory.

And honestly, that feeling is probably familiar to a lot of people in the hobby. Sometimes we don’t want another giant rulebook project. Sometimes we just want a game that gets to the fun part quickly.

Why this sounds promising

What we like here is the combination of:

  • accessible rules,
  • meaningful command point decisions,
  • reactive play,
  • and little cinematic touches like hero duels.

That kind of design can do a lot of heavy lifting. Even a simple ruleset becomes exciting if it regularly creates stories. A last-second defensive reaction, opportunistic shooting, or two heroes stepping out to settle things in a duel — that’s the sort of stuff we remember after the game.

Our first impression

Based just on this short exchange, our first impression is very positive. If a game can be explained in a few excited messages and already sound more dynamic than expected, that’s a good sign.

We are definitely curious now. If it really delivers that Spearhead-level accessibility with more interesting moment-to-moment actions, it might be exactly the kind of side game we like: easy to learn, quick to revisit, and full of little narrative moments.

For now, this is still very much a “that sounds cool” stage rather than a full review. But sometimes that’s how a new hobby rabbit hole starts.

And honestly? We are listening.