Best Miniature Game Mechanics? (According to the Masters)

Through this site and the Tabletop Miniature Hobby Podcast, I’ve had the privilege to interview some of the industry’s household names. During these interviews, I’ve used some recurring questions, one of which was:

Tell me about a particularly satisfying mechanic you’ve either created yourself, or came across whilst playing someone else’s game.

As you can imagine, it’s thrown up some interesting replies. This post is intended to document them all in one place. It features responses from Gav Thorpe, Andy Chambers, Tuomas Pirinen, Jervis Johnson, Alessio Cavatore, and Joe McCullough.

Alessio Cavatore

In terms of somebody else’s, it was Massimo Toriani who showed this game that he designed, and he was using D10 as scatter dice. All the other polyhedrons are platonic, so they are symmetrical. There is no direction in any way. There’s no arrow, no verse this way or that way. But the D10 is not a platonic solid; it’s artificially made to be ten-faced, but it is not. It definitely has an arrow shape. Each face of the ten faces is an arrow and has a number in it. So it was just like, well, you don’t need scatter dice and distance, et cetera. You just roll a D10, and that tells you distance and range in the same roll. And I was like, oh, my God. Yes, of course. Why didn’t we think of this? So, since then, I have done that as well in games I design, and, yeah, it just works. It’s so obvious.

As for my mechanics, the drawing of the action dice from the bag in Bolt Action, because of the dynamic that creates for the game on the other end. Of course, I hesitate to say that’s a mechanic I created, because drawing chits has been done before. I kind of added the fact that the dice actually have the orders, and therefore, you can then use the same thing you use for the drawing as the marker on the unit. So that kind of does a few jobs together. But, yeah, writing the game and sticking to that logic was cool.

But again, I don’t think it’s as original as perhaps when I invented the rattling gun. The mechanic for the rattling gun, which, as far as my mentors tell me, they hadn’t seen it before. That’s a good thing because, normally, I go, “I have this great idea. It’s completely new”. And Rick goes, “Well, that was done in 1976 in this game.” I was like, oh, it’s not new, right? But this one, now, they went, oh, wow, that’s a cute little mechanic that we never seen. It’s fun.

Basically. Is it like a minigun – a Gatling gun. It’s a rattling gun because it’s a Skaven weapon. But it is the mechanic where you roll a dice, and that’s the number of shots, and then you can stop safely, just basically cranking, doing one turn to the crank. Or you can go, no, let’s have two turns. And so you roll two dice, adding them together, so more hits. However, if you ever roll a double, then something goes wrong, and there’s a chart of wacky nastiness that happens. So basically you can roll maybe up to six dice. If you’re incredibly lucky, you don’t get any doubles, but there is a point where you go, “Statistically, I should stop, but maybe I need one more crank, one turn to this.” That is fun because it kind of challenges your greed towards the potential punishment if you go wrong.

Full interview with Alessio Cavatore

Gav Thorpe

My favourite mechanic is when Jervis created the blocking dice for Blood Bowl. It took a really complicated game with lots of sets of tables and looking things up and modifiers and stuff, and turned it into a really simple roll, one, two, or three of these dice, and then depending on how you roll, something happens. And it was so streamlined and so simple and made the game so much more playable. Yeah, it was just genius. That’s been one of my favourite mechanics, I think, of anything.

And because it was a physical thing as well, it was the idea that we can do stuff with dice. They don’t have to just be D6s. They don’t have to have equal weighting between the six roll results, and actually rolling multiple dice and picking one, not necessarily having to add them all together or all that kind of stuff. Third Edition Blood Bowl is just a beautiful piece of games engineering based around those very simple mechanics. And I loved it when it came out. I loved playing it

in terms of mechanics myself, I suppose when I did Inquisitor. It’s very narrative, and what you do is you nominate what your character is going to do, what you want them to do. You, rather than having a set of action points to spend, then you just go through and do them, you say, “Oh, well, they want to run over here. They’re going to hide behind a barrel, and then they’re going to shoot at that sort of like cultist over there.” And then you roll a bunch of dice, depending on their speed. And each four plus actually allows you to have part of that action. So what you’re doing is you’re never quite sure exactly how much of your intended actions you get to actually resolve. So there’s always a tension between trying to do stuff and playing it cautious. People have spoken to me and said that – that it’s kind of quite core to the game, and that’s one of the things that makes it fun. Again, that plays back into the Blood Bowl idea of the turnover, the idea of the failure.

I think, for me, narrative comes from unpredictability. Sometimes, the things we remember most about the games are the things that we didn’t expect to happen. When units charge in and crush that goblin unit and run them down, you go, “Well, that’s what they were supposed to do.” But when the goblins charge in and crush the knights and run them down, that’s a story. And the same time when your dwarf general flees, or the thing goes bad (or particularly well), that will be remembered.

Full interview with Gav Thorpe

Jervis Johnson

One mechanic I came across recently and really like is used in a series of games called Table Battles, published by a small company called Hollandspiele. The games recreate various famous battles from history and use cards to represent the major formations of each army.

In your turn, you roll six dice, and then allocate them out to cards in your army; each card needs certain combination of dice to be able to carry out an action. So one card might need a pair of 5s to attack, while another might need you to place a 4, a 5 and a 6 on the card, and so on. Any dice that are placed on a card can’t be rolled again until they are used, so the dice are a limited resource, and you need to think hard about where to place them. At the start of your turn, before you roll the dice, you can carry out an action you have set up with your earlier dice rolls.

What I especially like about this mechanic is that sometimes, when you attack, you will force your opponent to make a reaction, and this will stop them from carrying out their action in their next turn (they are reacting to your attack rather than unleashing their own). These simple mechanics do a lot to represent command and control issues, and they also capture the idea of one side gaining the momentum in a battle, which is something I have read about in lots of historical accounts but very rarely seen recreated in a game.

Full interview with Jervis Johnson

Andy Chambers

I’m going to nominate myself for this one, actually. The blast marker mechanic that we introduced in Epic initially, I think. There’s just something about having little explosion markers next to a unit. It’s another stage of damage at its heart, but it’s not removing models; it’s just showing that they’re kind of being suppressed under fire, that sort of a thing. And it’s been used in quite a few different game systems since then. I’ve used it a few times myself, and it’s a good mechanic. It’s a useful tool to have when you’re designing a game, to have that other stage of damage which isn’t actually killing things or knocking off hit points per se, basically like a temporary damage source which suppresses them or whatever. So, conceptually, I think that’s a good one.

The other one I’d nominate is the system that I use in Blood Red Skies for doing three-dimensional combat because that’s a World War II fighter combat game which doesn’t use altitude or anything like that. It uses what I call the advantage system, meaning we don’t care about how high up you are. Basically, it’s like, are you at an advantage relative to the fight? Are you neutral relative to the fight? Or are you disadvantaged relative to the fight?

Being advantaged means that you have more options. Basically, being disadvantaged means you have less, and it’s only if you’re disadvantaged, you’re actually in danger of being shot down. Until that point, you’re just ducking and diving along with everybody else. But in a disadvantaged state, that’s where you’re most vulnerable as well. So again, it’s a way of almost combining damage with other factors at the same time, without it actually being damaged to the unit. So I think that’s another particularly kind of interesting example of almost the same again, if you go on a very meta-level conceptual design mechanic applied in a different way.

Full interview with Andy Chambers

Tuomas Pirinen

There are a ton of great game mechanics I admire, but I’m going to use my own – Mordheim‘s exploration roll. This gives you your income, the ability to modify through the metagame, and helps you to find unusual places. You only need to get a handful of dice, roll that, and all of that happens from there.

Full interview with Tuomas Pirinen

brutal-mordheim-quest-05

Rick Priestley

I thought the turn over mechanic in Blood Bowl was an interesting way to sequence a game, and I took the idea and adapted it to my Warmaster system. So, to activate a unit you rolled dice to give an order; if successful you continued to move and order units, but if you failed, it’s turn over. It’s interesting because you have to decide which things to move first and which to leave until last and risk not being able to move at all. I later adapted the same mechanic to Black Powder and Hail Caesar for Warlord Games, so it’s had a good run!

Another mechanic that I’ve always thought would be interesting to adapt is the combat mechanism in a game called WarlordWarlord is a game of nuclear warfare published in the 70s and later re-boxed and marketed by Games Workshop as Apocalypse. Anyway, it works like this:

When making an attack you take a dice and secretly select a number by hiding it behind your palm, you can only choose a number up to the total number of pieces you are attacking with. Your opponent guesses what number you have chosen, and if correct, you lose that number of pieces, if incorrect, your opponent loses one of their own pieces.

The attacker can stop at any point if things are not going well. Assuming things do go well, once an attacker removes the opponent’s last piece, you get to move into the space and take it over, but the number of pieces you move in has to be the number you last selected. Thus, the initial attacks can be random, although choosing a high value risks losing a high number of pieces, which encourages you to choose a low value… but your opponent knows this… and you know that they know… and so on.

When it comes to your last attack, the fact that you take the space with the number of pieces nominated means you want to choose as high a value as possible… but your opponent knows this… and you know that they know… and so on. I just like the element of double guessing and the potential for a lucky guess to unravel an attack.

Full interview with Rick Priestley

Joe McCullough

There are so many, as far as I’m concerned, because, for me, every aspect of a game can have unique and elegant mechanics.

So, like, movement. In most games, movement is a very set kind of thing. You can move your guy six inches. If you are doing a unit, you can move it, and you can make one manoeuvre with it; that’s absolutely fine, but there’s nothing amazing or elegant about it. And then you see something like X-Wing, the miniatures game that has this incredible movement mechanic where you have the secret little spinner, where you decide what move your ship is going to make, and everyone does that for all their ships. And then you reveal it, and they all just go everywhere in a way that fantastically recaptures the look and feel of the movies. And that’s just movement.

My all-time favourite game mechanic is the combat mechanic in a game called Silent Death, which it’s about space fighters shooting it out. Every gun system in the game rolls three dice, and two of those dice are determined by what that gun system is, and one of those dice is determined by the gunner. Like the gunner’s skill, you might have a gun skill, but a gunner with a D8. So you roll two D6 and a D8. And what’s really beautiful about it is you roll those three dice and add them together to see if you hit. But then you look at the dice a different way to determine how much damage is done. So a gun might have a damage level of medium. So you’d roll the three dice, and you’d find the medium die, and that would be the damage done.

And that idea of one die roll serving multiple functions has been hugely influential to me. Obviously, you see it in basically all my games. So Frostgrave has that same idea of making one die roll determine who wins and how much damage is done. And Silver Bayonet has that as well.

So, yeah, that’s a biggie. But there are just so many. I love the way power works in Marvel Crisis Protocol. I love how, as things happen through the game and as a figure gets hit, it can actually gain power. And thus, by having something bad happen to it, it is also given the potential to do more things. And that’s just a beautifully elegant balancing mechanism within the game. But also, again, it really captures the flavour of what they were trying to mimic in that game of superheroes beating each other up. And in all honesty, I could just go on and on. These things are like little bits of art to me, so I do collect them.

Full interview with Joe McCullough

What’s your favourite miniature gaming mechanic? Leave a voicemail and let me know. It might make it onto a future episode of the podcast!

Jareth, Goblins, Demons, Captives: Newly Painted Minis

My two-year-old daughter is obsessed with Labyrinth. What kind of Dad would I be if I didn’t jump on the bandwagon?

jareth-3

I picked up this Jareth 3D print from Etsy (I found more Labyrinth figures, which are now ordered and on the way, too).

jareth

I found him to be a fun, novel painting experience. And he’ll fit in well as leader of my growing goblin warband.

Elsewhere, I had a couple of captive/prisoner minis from Midlam.

captives

captive-2

captive-1

These will come in handy for story-driven narrative scenarios.

demon

Whilst shopping for 15mm stuff on the Ral Partha site, I couldn’t resist this Kev Adams demon, either.

captives-and-demon

If you asked Alexa to show you the opposite of a modern-day GW miniature, this is exactly what it would come up with.

15mm cannon

Speaking of 15mm, I do have some stuff in the works there, too, including this cannon. I bought the crew separately and found they (and their kit) all fitted nicely onto one 40mm x 40mm base.

I have some chaos warriors and trolls for my 15mm project nearing completion, and I’ll have photos of them in my next update.

jareth-2

Sci-fi Skirmish Scenarios: My Favourite Hobby Book To-Date

Sci-fi Skirmish Scenarios by John Lambshead was released in November 2022, but I didn’t know of it til a year later when it was mentioned in the Tabletop Miniature Hobby Podcast Discord Community.

I’d already read Tabletop Wargames: A Designers’ and Writers’ Handbook, which was co-written by John and Rick Priestley, so I was familiar with his work. I thought the handbook was decent, but I read it more out of curiosity rather than any serious attempt to write my own game.

Sci-Fi Skirmish Scenarios by John Lambshead

Buy Sci-Fi Skirmish Scenarios on Amazon or Amazon UK.

Sci-fi Skirmish Scenarios, on the other hand, felt like it was written just for me. I’ve been avidly collecting rulesets and rulebooks since my return to the hobby five years ago. I enjoy reading them and learning the various mechanics and ways a tabletop battle can be fought.

There are more than a few miniature agnostic games I’ve played and grown to love dearly. But I’ve come to realise that, if a game existed which had “the perfect ruleset”, it could only take you so far if you just played pitched battle after pitched battle.

Powered by RedCircle

In my opinion, a pretty average set of rules, played under an engaging and compelling scenario, will trump a slick mechanical system where the objective is simply to kill or be killed.

So, finding a book packed full of things to do, obtain, and achieve, was a “take my money” moment. And, it wasn’t exactly “take all of my money”, being priced at only £12. I could see the use-to-value ratio being extremely high, here.

As much as I was almost certain I’d love Sci-fi Skirmish Scenarios, nothing was guaranteed until I had it in my hands and started to leaf through the pages. I wasn’t disappointed. The book really is top-notch, packed cover-to-cover with useful and interesting content. A big part of which is obviously…

36 Sci-fi Skirmish Scenarios

The main event is in the book’s name – there are 36 scenarios here. I’m not going to say that they’re all completely unique, as there is the odd slight overlap or similarity, but it still gives you a tonne of options for moving away from the “let’s try to kill one another” objective we see all too often in our hobby.

John brings a flavour and depth to these scenarios by weaving them into his own story world of The Sprawl, which isn’t a million miles away from the dystopian hive cities of Necromunda. The default narratives for each mission describe how (and why) gangs, cultists, or futuristic squads of “law enforcement” troopers are to face one another, and what needs to be done to win the day.

Is This Only for Sci-Fi Wargamers?

A major reason that this book is such good value is that the sci-fi element is really just a skin that can be peeled off and re-skinned in any way you like. I totally understand why John has opted for this theme, as it would be far too generic and filled with caveats otherwise. But these scenarios and missions can easily be adapted for any fantasy or historical setting. The framework is all there – the hard work has all been done; all the player needs to do is swap out the miniatures, terrain, and ammo for whatever fits with their own preferred sandbox.

Beyond the Scenarios

The 36 sci-fi skirmish scenarios alone are more than value for money. But the book doesn’t begin and end there.

John opens by offering advice on world-building and storytelling in your games. He may have fleshed out his own setting to demonstrate the missions and objectives here, but he’s in no way insisting that you have to play in it.

Towards the end, we also get a random scenario generator, which gives you limitless possibilities. Then, there are a couple of really nice solo scenarios combined with tips for making these games more interesting and thematic.

Finally, there’s a guide on how to tie your scenarios together into a narrative campaign. It’s more than just a guide, really, as there are three blueprints already laid out for you to get started right away.

Key Highlights

I honestly didn’t think there was a wasted page in the book, and it has immediately become my favourite hobby-related book to date. I’ll get years of use from it, setting up scenarios to play everything from Stargrave, Rogue Planet, and Planet 28, to Song of Blades & Heroes, Open Combat, and Brutal Quest. As I say, you’re in no way limited to the sci-fi genre, here.

If I had to pick three notable sections, though, I’d go with:

Drone Dance (Scenario 3.6): This is a really cool idea where warbands compete to catch a drone which is bouncing around the table edges like a ball. This mechanic got me thinking about some ideas for single miniature or arena-based games, too.

Electric Screen (Scenario 6.5): Here, an electric screen has been erected to separate two feuding gangs. The technology controlling the screen is unreliable, though, and a few lucky miniatures might still be able to make it through for some bloodletting. Potential for some fun cinematic moments.

Wandering Monster (p. 126): This one’s a random event for any scenario. The monster is an NPC, but players roll off to control it at the start of each turn. A great way to spice up a pitched battle with no other real objectives or narrative.

Sci-Fi Skirmish Scenarios

Thanks for reading my review of Sci-Fi Skirmish Scenarios. If you’re keen to get yourself a copy right away, you can find it on Amazon or Amazon UK.

The Slow Hobbyist: A Manifesto

I first heard about the concept of “slow hobbying” in a 2021 episode of the Tabletop Miniature Hobby Podcast. During this conversation, guest Rik talked about a blog post on the Ninth Age forums (which sadly no longer seems to be available). The idea struck a chord with me, and it’s always something I’ve wanted to revisit and try to solidify.

With that in mind, here is an (admittedly quite grandiose-sounding) attempt at a “manifesto” for the Slow Hobbyists out there.


In the realm of tabletop miniature wargaming, we, the Slow Hobbyists, proudly declare our allegiance to a philosophy that values depth over breadth, tradition over trends, and the joy of a well-crafted experience over the rush of the new. Our manifesto stands as a testament to our commitment to the slow and deliberate pursuit of the hobby we love.

1. A Miniature-Agnostic Approach

We embrace a diverse array of miniatures, choosing models based on our personal preferences rather than succumbing to the pressure of the latest releases. Our armies are a unique reflection of our individual tastes and creativity.

2. The Art of Patience

We reject the notion of instant gratification and embrace the slow, meditative process of painting. A little progress each week accumulates into a masterpiece over the course of a year. Our armies are not just collections; they are the product of patience, dedication, and love for the craft.

3. Deep Dive into Rulesets

We immerse ourselves in the intricacies of rulesets, delving deep into the nuances of each game system we adopt. We value mastery over variety, savouring the richness of each rulebook and relishing the strategic depth that comes with a profound understanding of the mechanics.

4. Resistance to Hype

We resist the allure of new releases and the constant drumbeat of hype that surrounds them. Our choices are guided by genuine interest and the desire for a lasting connection with our miniatures and the games we play. Trends may come and go, but our commitment endures.

5. Nostalgia as a Guiding Light

We cherish the nostalgia of old rules systems, classic miniatures, and the timeless aesthetic of traditional craftsmanship. Our journey is a celebration of the history and evolution of the hobby, honouring the pioneers and the classics that paved the way.

6. Quality over Quantity in Gaming

We may not have the opportunity to play games frequently, but when we do, it is a cherished occasion. Each game is an immersive experience, and we savour the camaraderie, strategy, and narrative unfolding on the tabletop.

7. Favouring Storytelling and Narrative Experience

We prioritize the narrative experience on the tabletop, weaving rich stories around our armies and battles. Each miniature represents a character with a history, and every game unfolds as a chapter in an ongoing saga. The narrative adds depth and meaning to our hobby, transcending the mere mechanics of play.

8. Rejecting the Notion of Perfect Balance

We reject the pressure for every game to be perfectly balanced and fair. Embracing the unpredictability and quirks of the rules, we find joy in the narrative twists that arise from the unbalanced nature of our chosen games. It is in these imbalances that stories become more vibrant, unique, and memorable.

9. Being Good Stewards of the Hobby

We recognize our role as custodians of a rich and storied tradition. We lead by example, inspiring younger generations to embrace the slow, deliberate approach that defines our passion. We encourage patience, creativity, and a genuine love for the craft, nurturing a community where the values of the hobby endure and flourish, and all are welcome.

10. Community and Camaraderie

We build a community based on shared values, camaraderie, and a genuine passion for the hobby. Our gatherings are not just about the games but also about the exchange of ideas, tips, and the joy derived from our collective creativity.


In embracing these principles, we, the Slow Hobbyists, stand united. Our journey is one of mindful creation, enduring appreciation, and a commitment to the timeless essence of tabletop miniature wargaming. Together, we forge a path that enriches our lives and leaves a lasting legacy in the world of miniatures and games.

Single Miniature & Arena Combat Game Ideas

How can a “one mini each” pub table game keep things dynamic, and not regress into a sterile dice rolling exercise?


I’ve always been fascinated with the question of “How small could this be?” when it comes to miniature games. In particular, I like the idea of a system where both players control a single miniature each. The reasons for this would need to fit your own preferred sandbox, but an obvious setting would be some sort of gladiatorial or arena combat.

rocky vs lizardman

Anyway, the problem, as far as I can see it, with 1v1 games (with the essential caveat that I’m not a games designer) is that the miniatures could simply become an aesthetic, rather than an integral part of the game. If you think about it, it’s likely that they’ll either both find static positions to take cover and shoot from, or, get into hand-to-hand and remain there. In both examples, these become dice-rolling exercises rather than dynamic tabletop experiences.

After a while, I stopped giving the idea any more thought. Then, I had a bit of an out-the-blue lightbulb moment when reading John Lamshead’s brilliant Sci-Fi Skirmish Scenarios.

In the book, John details a scenario where two warbands are trying to catch a drone. The drone is controlled by the game’s AI and is essentially bouncing around like a tennis ball, rebounding off the edges of the table, mat, or playing area.

I thought it was a nice idea, and that there was potential for a mechanic like this to exist that would actually do harm to the miniatures. For example, could it be a drone with whirring blades, a ball of malevolent magic, or some sort of slaver with a range weapon taking aim for a pop at a combatant?

Immediately, this would solve the problem of players keeping their minis in the same place. Their miniatures would need to stay mobile and break from bouts of melee combat regularly to risk being killed. From a cinematic point of view, you might also see a stronger or healthier character trying to hold an opponent in place to use this non-player weapon against them.

As discussed in my musings (ramblings?) on narrative solo and co-op wargaming, fighting the conditions, table, or game can often throw up more interesting situations than a “kill all the other guys” approach.

Back to this concept, though, it’s not necessarily about having whatever tennis ball-style weapon that fits your setting bouncing around the table. It’s about both players having a reason not to stay in one place for long. And that could apply to the entire playing area.

Maybe the arena is built on some sort of irradiated ground, electrically charged sheeting, or enchanted with a dark and cruel magic. Whatever the reason, it might mean that miniatures remaining static for more than one turn take an attack roll at the level of a low or medium-strength weapon. Maybe they wouldn’t simply be hurt, either – what if they were blasted off in a random direction (and range) using a D20 as a scatter dice?

Once you start to give it some thought, there are so many ways turn a low model count game into something dynamic, frantic, and cinematic. It could even work as a solo game using one single miniature.

I’m writing about this idea while fresh in my head and purely from a “this could be fun to try” perspective. For all I know, such mechanics or systems might already exist in games I haven’t encountered before. And, if that’s the case, I’d love to hear more about them!

Feedback on Single Miniature & Arena Combat Game Ideas

Some feedback from the Discord community.

Dr Spork said, “My mind was drawn to thinking about Robot wars. The randomly activated hazards and the house robots make things more interesting than one on one battles.
Another aspect to consider is giving the combatants extra options/skills that provide some tactical options outside the simple punch or shoot. D&D has a bunch of stuff like this that could be cribbed to make the combat a bit more varied. Grappling, pushing opponents back, rapid fire pinning them down, that sort of stuff.”

Gibby said, “One ruleset for this that I found to be really clever is Red Sand, Blue Sky by 2 Hour Wargames. It’s a game about Roman Gladiators (complete with a campaign about being a Lanista and running a gladiator school, and a campaign where you play as a gladiator trying to survive to retirement). The coolest mechanic in it was each combatant begins with a certain number of dice, which are used to throw attacks or pull off various tricks and such. Thing is if you ever run out of dice, then your character is exhausted and drops to their knees, there to be at the mercy of the crowd (or Emperor). Plus, you could do stuff like kick sand into your opponent’s eyes and such.”

And William said, “Maybe Melee or it’s supplement ‘Wizard’? They are hex-based games with an emphasis on duelling”

What’s Your Miniatures Game of 2023?

Our recent survey asked which game or ruleset you spent the most time playing, planning for, or thinking about in 2023.

On the plus side, there were no patterns, which shows the diverse tastes of the community. On the downside, this makes it difficult to create any sort of meaningful headline or write-up around.

That said, folks were keen to get a flavour of the outcome, so I did what any lazy content creator would do and pumped the raw data into ChatGPT. Here’s what it came up with. (excuse any factual errors, which ChatGPT is always so keen to point out that it regularly makes)

Tabletop Triumphs and Miniature Marvels: A Year in Review and Anticipation for 2024

Introduction: As we bid farewell to the gaming adventures of 2023, let’s take a moment to reflect on the myriad tabletop games and miniature delights that captivated hobbyists throughout the year. From the battlefields of Warhammer to the creative chaos of Gaslands, the community shared their gaming triumphs and miniature marvels. In this blog post, we’ll explore the most played games, favored miniatures, and the highly anticipated releases that promise to shape the tabletop landscape in 2024.

Tabletop Triumphs: Most Played Games of 2023

1. Warhammer, Gaslands, 40k 2nd Ed: The triumvirate of Warhammer 6th edition, Gaslands, and 40k 2nd Edition dominated the gaming tables, offering diverse settings and strategic challenges.

2. Rebels and Patriots: Daniel Mersey’s Rebels and Patriots, part of the Rampant series, led players through historical conflicts, proving that the allure of historical wargaming remains strong.

3. Rogue Trader Supplements and More: Rogue Trader supplements, including Waargh the Orks and Freebooterz, captured the hearts of enthusiasts exploring the rich lore of Warhammer 40k.

4. Frostgrave, Dragon Rampant: Fantasy skirmishes thrived with Frostgrave and Dragon Rampant, providing immersive adventures in magical realms.

5. Stargrave, Necromunda: Space mercenaries and gritty gang wars were brought to life with Stargrave and Necromunda, offering players thrilling narratives in unique settings.

Honorable Mentions:

Several games received honorable mentions, from the quirky Space Weirdos to the classic Kill Team and the narrative richness of Rangers of Shadow Deep.

Miniature Marvels: Most Enjoyed Miniatures of 2023

1. Warlord Games, Gripping Beast: Warlord Games and Gripping Beast led the charge in providing top-notch miniatures for historical gaming enthusiasts.

2. Ramshackle Games, Warmonger/Wargames Foundry: Ramshackle Games’ imaginative creations and the vast range of wonders from Warmonger/Wargames Foundry captured the imagination of miniature painters.

3. Etsy 3D Prints, Stargrave: The accessibility of Etsy 3D prints and the thematic richness of Stargrave miniatures made them favorites among hobbyists.

4. Wyrd, Mezgike Miniatures, Oathsworn Miniatures: In the fantasy realm, Wyrd, Mezgike Miniatures, and Oathsworn Miniatures stood out for their exceptional designs.

Honorable Mentions:

Old School Miniatures, Anvil Industries, and Games Workshop’s classic models earned honorable mentions for their enduring appeal.

Anticipating 2024: Games and Rulesets to Watch

1. Hail Caesar: Hail Caesar promises to transport gamers to historical battlefields, offering a fresh perspective on ancient warfare.

2. Forager and Squad Weirdos: Forager, a Napoleonic skirmish game, and the anticipated Squad Weirdos are set to bring exciting new dynamics to the tabletop.

3. Warhammer 40k Rogue Trader, 1st Edition: A nostalgic journey awaits as Warhammer 40k Rogue Trader, 1st Edition, makes a triumphant return, inviting players to rediscover the roots of the iconic universe.

4. Dungeon Saga Origins and Full Spectrum Dominance: Dungeon Saga Origins brings new adventures to the tabletop, while Full Spectrum Dominance promises intense and immersive gameplay.

Honorable Mentions:

Outsiders/Notorious expansion, Frostgrave, Space Weirdos, and 15mm Pony Wars are among the eagerly awaited releases that promise to make 2024 a thrilling year for tabletop enthusiasts.

Conclusion: As we step into the unknown realms of 2024, the tabletop gaming community remains vibrant, fueled by the passion for strategic challenges, immersive narratives, and stunning miniatures. Whether you’re a seasoned wargamer or a newcomer to the hobby, the diverse array of games and miniatures ensures there’s something for everyone. Here’s to another year of epic battles, creative painting, and the joy of rolling those dice in the pursuit of tabletop triumphs!

Some 15mm Regiments Completed

It began with a conversation on the Tabletop Miniature Hobby Podcast, shortly followed by a splurge on two opposing armies (which didn’t actually cost that much at all!). Now, I’ve finally finished two full units, a big stone troll, and a couple of other test paints.

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Here’s what’s been done so far.

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The Blood-Eye Orcs’ rank and file are from Pendraken. Their command comes via Ral Partha. The standard bearer fell over, chipped, and had to be re-painted about six or seven times. I hate him.

The big lad was a generous freebie from Alternative Armies, where I’d ordered a lot of my 15mm rank-and-file from, including the mounted knight and archer who’ll eventually have their own regiments to join.

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The noble Frostguard Paladins were purchased from Ral Partha, too.

The movement trays were from Warbases.

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I have some waterslide transfers to try out on the mounted knight’s shield, as well as the banners on both regiments. I think the orc’s shields might be too small to accommodate the ones I got from Essex Miniatures.

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I’ve enjoyed my first forays into painting 15mm, and I’m content with the results. I’ve plenty more to be working on for these rival orc and human armies, and I expect they’ll keep me busy through to the end of 2024.

Warpring Whispers: A Narrative Scenario

The following scenario has been created for Song of Blades & Heroes, though it can be easily tweaked to fit any skirmish gaming system.


The aim is to take on the role of a Chaos sorcerer who roams a small village, attempting to recruit as many allies as possible before a band of bounty hunters arrive to take him dead or alive.

As Thul’garr the Eldrich, a tentacle-faced servant of chaos, and his formidable bodyguard, Jarek the Damned, descended upon the remote hamlet of Middensbury, the forces of corruption drew nigh, veiled by the fading light of day.

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Pursued by relentless bounty hunters, Thul’garr and Jarek had sought refuge in this unsuspecting outpost on the edge of the Empire. Their pursuers, driven by vengeance, gold, and the desire to extinguish the sinister influence Thul’garr embodied, drew closer with each passing day.

Thul’garr, a master of manipulation and cunning, had a plan as simple as it was sinister. He intended to exploit the villagers, to bind them unwittingly to his nefarious cause, using his dark, corrupted magic. In the throes of chaos, they would become both a shield and a weapon against his relentless pursuers.

Yet Thul’garr knew of a witch hunter’s presence in this region—a relentless and deadly foe dedicated to quelling chaos. Caution was his ally.

As twilight settled over the rustic roofs of the Middensbury hovels, the stage was set for a dark and insidious transformation. Thul’garr the Eldrich had arrived, ready to whisper forbidden incantations and weave the threads of corruption into the very soul of the settlement. Villagers went about their business, oblivious to the horrors that drew closer, the very essence of chaos beginning to infest their souls.

Under the guise of a charismatic leader, Thul’garr extolled the virtues of chaos and its transformative power. His words would sway some, whilst others would prove strong enough to resist. Maybe even to fight back.

But with each step, Thul’garr whispered the promise of power and the temptation of chaos. The air in Middensbury crackled with unspoken promise, as the dark priest extended his influence. And as the bounty hunters closed in on the village, Middensbury’s fate hung in the balance between chaos and order.

Chaos Player Objectives

  • Try to convert as many allies as possible in six turns before the bounty hunters arrive.
  • Watch out for the undercover witch hunter.
  • Dark magic makes Thul’garr and Jarek appear normal to the villagers unless they become hostile to the pair.
  • Hostile villagers will turn any other villagers within 6” hostile, too.

Converting Allies

  1. Move into range of any villager and spend an action to attempt a conversion.
  2. First, draw from a deck of villager cards. If you draw the joker, this villager is the undercover witch hunter and is now hostile. See suggested witch hunter rules below.
  3. If any other card is drawn, roll to proceed with the spell.
  4. Villagers have varying conversion difficulty. Roll a D20 and compare it with their split number. For example, 10/15.
  5. On a roll of 1 to 9, Thul’garr has failed, and the villager is now hostile.
  6. On a roll of 10 to 14, the spell is unstable, and you should roll on the Unstable Magic Conversion Table.
  7. On a roll of 15-20, the spell is a full success, and the villager is now under Thul’garr’s control until they are killed. 

Unstable Magic Conversion Table (D20)

1, 2 – Villager Dies: The villager succumbs to the chaos or the stress of the situation and dies.

3, 4 – Villager Becomes Hostile: The villager’s encounter with chaos has driven them into a frenzy, and they become hostile to everyone, including your characters and other villagers.

5, 6 – Temporary Conversion: The villager converts to your side but only for a limited duration, lasting for D4 turns. Use their newfound allegiance wisely.

7, 8 – Villager Transforms into a Rat: The villager undergoes a bizarre transformation, turning into a rat. You gain control of this peculiar rat, which may have its uses in the future. One time outcome, re-roll this result in future.

9, 10 – Villager Transforms into a Chaos Spawn: The chaos taint within the villager fully emerges, transforming them into a chaos spawn under your control. Roll a D6 to determine the spawn’s Quality and another D6 to determine its Combat rating. One time outcome, re-roll this result in future.

11, 12 – Villager Enters a Trance: The villager enters a mysterious trance, revealing vital information about the situation or the surrounding area. They share this crucial knowledge with your characters before passing away. Reduce bounty hunters by D4. One time outcome, re-roll this result in future.

13 to 18 – Villager Fully Converts: The villager undergoes a moment of intense mental deliberation and fully converts to your side, becoming a valuable addition to your warband.

19, 20 – Villager Opens a Chaos Portal: In a chaotic twist, the villager somehow becomes a portal to the Realm of Chaos, inadvertently unleashing a greater daemon. Control the daemon, but be wary of its formidable powers. Pass a Quality test each turn, or the daemon will be hostile to the Chaos player. One time outcome, re-roll this result in future.

The Witch Hunter

There’s a possibility Thul’garr will attempt to convert a villager who’s an undercover witch hunter. Should this happen, here are some options for the impact on the game.

  1. Reduce the number of turns until the bounty hunters arrive.
  2. Increase the number of bounty hunters.
  3. Turn another D6 number of villagers hostile to Thul’garr and Jarek.
  4. Reduce Thul’garr’s stats or abilities.
  5. Increase difficulty of conversion stats for all.

If you have any ideas or suggestions for improving this scenario, please let me know in the Tabletop Miniature Hobby Podcast Discord Community!

Jervis Johnson Interview With Bedroom Battlefields

There’s been a large Jervis Johnson-sized hole in Bedroom Battlefields’ list of interviews with hobby legends (such as Gav ThorpeTuomas PirinenRick Priestley, and Alessio Cavatore). Suffice to say, that hole has now been plugged. Thank you so much, Jervis, for taking the time to respond to these questions.

That said, Andy still beat you to it. Some things never change, eh? 😀

Let’s get into it…

Q&A With Hobby Legend Jervis Johnson

Why do you think this hobby still exists?

Jervis Johnson: I think it exists because it offers a combination of things that other hobbies don’t, namely ‘collecting, painting and playing games with toy soldiers’ (or ‘with exquisitely crafted miniature figures’ if you prefer 😉). Digging deeper into that, hobbies like ours allow people to exercise their creativity; no one else will have an army/collection quite like yours, it is unique and only exists because you created it. Not everybody needs to exercise their creativity like this, but many do, and I think this is why the hobby is unlikely to die out in the face of things like video games and such-like. Although you can say that a tabletop wargames and video games are both ‘games’, they scratch very different itches.

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What’s your favourite book of all time? Doesn’t need to be hobby-related.

Jervis Johnson: I found it impossible to pick one, so instead, I’ve picked my top 5:

Dune: I first read Dune when I was 14. I recently re-read it, and it still stands up. The latest movie finally does it justice, and there are some great games based on it too (a particular favourite with my local boardgames group is Dune Imperium).

The Lord of the Rings: (though the Conan stories by Robert E Howard come a very close second). I read all of these at more or less the same time as I read Dune, and I still think they are great to this day. I’m also a big fan of the Conan comic book series, especially the early run with the artwork by Barry Windsor-Smith. The adaption of Red Nails by Roy Thomas and Barry Windsor-Smith is one of my favourite comic books of all time.

Peter the Great: His Life and World: I read a lot of non-fiction history books and always have, but this book by Robert K. Massie is my favourite. I picked it up because it had such great reviews, knowing nothing about the subject, and it was a revelation. Never was ‘truth is stranger than fiction’ more apt! A fascinating man, an eventful life, and an extraordinary world.

Dreaming of Babylon: This is a strange little book by an American author called Richard Brautigan. He mainly wrote rather surreal short stories, but this is a proper novel. It’s set in 1942 and is about an inept private eye whose investigations are hindered by the fact that he keeps daydreaming about an alternative life where he lives in ancient Babylon. If that sounds weird, well it is, but there was something about the main character that spoke to me, because I tend to spend a lot of time ‘living in my head’ too.

Grendel: Another strange little book, this time by an author called John Gardner. It retells the story of Beowulf, but from the perspective of the monster that Beowulf ultimately kills. It’s just beautifully written and deals with all kinds of interesting themes, but I especially like the way it deals with issues to do with good and evil; in Grendel, the monster is not really an evil being, more a hopelessly alienated one.

Who or what is your biggest inspiration in what you do?


Jervis Johnson: My biggest inspiration would have to be Charles Grant (senior). It was his book Battle: Practical Wargaming that first introduced me to tabletop wargames, and the battle reports he wrote for Military Modelling magazine were the inspiration for the battle reports that Andy Chambers and I created for White Dwarf. I think he is probably the best pure writer about the tabletop wargame hobby there has ever been; I found (and still find) his writing to be witty, erudite, wise and helpful. When I first started writing J Files articles for White Dwarf, I tried to channel my inner Charles Grant, and I hope that I achieved that goal to some small extent, but for me, he is still the master.

What’s your best-value budget hobby purchase? (sub £20)

Jervis Johnson: I think I would go for a Daylight Bulb and a Hands-free Magnifying Glass. When I was working full-time painting during the daytime wasn’t usually an option – I was a rules writer, not a member of the ‘Eavy metal Team – so I, like most hobbyists, painted my miniatures in the evening after work. As I got older my eyesight slowly got worse, until I found it really difficult to paint miniatures. Someone recommended I get a good Daylight Bulb and a Hands-free magnifying Glass, which made things so much easier.


If you could live in any historical period, where, when, and why?

Jervis Johnson: Well, it’s sort of a historical period, so I am going to go for the village where Asterix the Gaul lives. I love the Asterix books, and I’ve always said that if I could live anywhere it would be in that village with the rest of the indomitable Gauls, where my only fear would be the sky falling on my head!


Do you think there are any under-utilised settings or periods in tabletop gaming?

Jervis Johnson: On the whole, no. I think that more attention could be paid to counter-factual history (e.g. British military involvement in the American Civil War), and I’d like to see more campaign-level tabletop wargames (e.g. where you refight the whole of the Waterloo campaign as a tabletop game, not just the individual battles), but I can’t say I’ll lose any sleep if this doesn’t happen!


What might people be surprised to hear you’re not very good at?

Jervis Johnson: I’m not sure how surprised they’ll be to hear it, especially if they read my battle reports against Andy Chambers in White Dwarf magazine, but I’m not a very good player of the games that I have designed. I know I’m not the only game designer who is like this; I think it’s because I try to play the game the way I wanted it to work, which isn’t always the best way to use the game system to actually win the game!


What have you recently changed your mind about?

Jervis Johnson: I used to be obsessed with watching the news. However, what with COVID and the war in the Ukraine, I found that the relentlessness of the (bad) news cycle was starting to really get me down. Then about 18 months ago, I came across a book called ‘Stop Reading The News’ by Rolf Dobelli, which pretty much explains why you should do exactly that. So, for the last year and a half, I haven’t watched the news, read a newspaper, looked at a news feed or even read a newspaper headline, and I feel much better for it!


When was the last time something in the hobby surprised you?

Jervis Johnson: I’ve been around for a while now, so not much surprises me. The most recent thing that really stands out is the success of board game cafes. There are three in Nottingham (not counting Warhammer World), and when the first one opened, I thought it was doomed to failure; I wasn’t at all convinced that people would be willing to pay money to be able to sit at a games table. My wife was of quite the opposite point of view and made the really good point that games cafes would be great places for people that want to go out and socialise but didn’t want to go to a pub or club. Fortunately, she was proved right and I was proved wrong, and the Nottingham’s games cafes are thriving.

Tell me something that’s true that almost nobody agrees with you on.

Jervis Johnson: Gosh, there are so many! As a rules writer, one of the things that you quickly learn is that things that seem self-evident to you are not nearly so obvious to other people! But to pick one, I’ll go with something almost none of my geek friends agree with me on, which is that it’s good to periodically clear out stuff from your collections. I’ve never been much of a packrat, and over the last decade or two, I’ve ended up moving several times; each time I moved I ended up culling my collection of hobby stuff – games, miniatures, comics and books – down a bit. To start off with, it wasn’t a choice but a necessity, but each time I had to do it, I found it liberating: a literal weight being lifted.

It also made me go through each item in my collection to decide which made the cut and which didn’t, which is an interesting and illuminating process in and of itself. After my last move, I have my own (small) study with shelves and glass cabinets, and I follow a rule that if I can’t put something where I can see it, then it has to go. So, no lead under the bed or in the attic for me! I will often tell my geeky friends that they should do it too – without exception, they look at me as if I am crazy!

Are there any common hobby myths and misconceptions that make you roll your eyes?

Jervis Johnson: Probably the biggest is the idea that errors in a rulebook or lack of balance in an army list is because the rules writer is lazy or incompetent, or because of a lack of playtesting. This is usually followed by a comment like, “After all, if we could spot these things within a few days of the rules coming out, how could they have possibly missed it?”. It shows such a complete lack of understanding about how difficult these things are to get right, and also of the actual process by which rules and army lists are written.

Anyway, for the record, I have never met or worked with a rules writer I’d consider lazy or incompetent. Furthermore (comrades!), rule’s writing is a process of constant iteration and rewriting that carries on until you hit a deadline. In my experience, almost without exception… actually, no, without exception, errors and balance issues are caused by things that were changed in the last set of rewrites before the deadline was hit, and they were made to fix issues that playtesting had revealed. Having written rules for 40-odd years and never managing to get a set published without at least an error or two, you learn to be sanguine about it and to be ready to get the errata and clarifications out there as fast as possible!


Tell me about a particularly satisfying mechanic you’ve created yourself or encountered while playing someone else’s game.

Jervis Johnson: One mechanic I came across recently and really like is used in a series of games called Table Battles, published by a small company called Hollandspiele. The games recreate various famous battles from history and use cards to represent the major formations of each army.

In your turn, you roll six dice, and then allocate them out to cards in your army; each card needs certain combination of dice to be able to carry out an action. So one card might need a pair of 5s to attack, while another might need you to place a 4, a 5 and a 6 on the card, and so on. Any dice that are placed on a card can’t be rolled again until they are used, so the dice are a limited resource, and you need to think hard about where to place them. At the start of your turn, before you roll the dice, you can carry out an action you have set up with your earlier dice rolls.

What I especially like about this mechanic is that sometimes, when you attack, you will force your opponent to make a reaction, and this will stop them from carrying out their action in their next turn (they are reacting to your attack rather than unleashing their own). These simple mechanics do a lot to represent command and control issues, and they also capture the idea of one side gaining the momentum in a battle, which is something I have read about in lots of historical accounts but very rarely seen recreated in a game.


Do you have any advice for those who want to follow your path?

Jervis Johnson: The advice I always give is to consider carefully that doing so could well lead to you losing your hobby, by turning it into your job. If you spend all day designing games, then, if you are anything like me, you will find that the last thing you want to do when you get out of the office is play the game you’ve been working on from 9-5. Luckily for me, I love all sorts of different games, so I was able to side-step this problem by playing historical games, non-GW board games and classic games like bridge and backgammon outside work. But if your hobby is purely, say, 40K, then you need to consider seriously that getting a job with the 40K rules team might kill your love of the hobby stone-dead.


What are you working on right now, and what would you like to share or promote with the audience?

Jervis Johnson: I’ve been working away with miniature designers Alan and Michael Perry on a set of historical wargame rules called Valour and Fortitude. They are available for free – you can download them from the Wargames Illustrated and Perry Miniatures websites. They started life as a sort of thought experiment to see if we could come up with a set of rules designed to fit onto just four sides of A4 (or, more specifically, a A3 piece of paper folded in half).

A similar design process was followed with the army sheets and scenarios needed to play the game. The army sheets are designed to fit onto a single piece of paper and contain all the information and special rules a player needs to use an army in a game of V&F. The scenarios also fit onto a single side of A4 and provide all the information and special rules needed to fight a battle. So, if you have the rules sheet, your army sheet and the scenario, you are good to go! The result is a tight little set of rules that, being only 4 pages long, are easy to teach and to use. You can download the rules from Perry-Miniatures.com or wargamesillustrated.net, and there is a V&F Gamers Group page on Facebook, too.

Huge thanks to Jervis Johnson for taking the time to chat. We really appreciate it!

Enjoyed this? Be sure to check out our chats with fellow industry heroes Gav ThorpeAndy ChambersTuomas Pirinen, Rick Priestley, and Alessio Cavatore, too.

Rick Priestley Interview With Bedroom Battlefields

As Bedroom Battlefields continues its mission to become a digital version of a 90s White Dwarf magazine, the latest legendary presence to give us some of their time (and wisdom) is Rick Priestley. (here are the conversations with Gav ThorpeAndy ChambersTuomas Pirinen, and Alessio Cavatore!)

Rick Priestley is a name that resonates deeply within the world of tabletop gaming. With a career spanning several decades, Priestley has earned a reputation as a visionary game designer and a true luminary in the industry. He first rose to prominence in the early 1980s when he, alongside Bryan Ansell and Richard Halliwell, co-created the iconic Warhammer Fantasy Battle, a game that would forever change the course of tabletop gaming. His imagination knew no bounds, as evidenced by the grim and captivating universe he unveiled in Warhammer 40,000: Rogue Trader in 1987.

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Gav Thorpe and Rick in a White Dwarf Necromunda battle report

Post-GW, Priestley continued to shape the gaming landscape, lending his expertise through consulting work and involvement in Warlord Games, renowned for its historical miniature wargames. His influence extended to the design of the acclaimed World War II wargame Bolt Action in 2012, cementing his status as a game designer par excellence.

With an illustrious career marked by creativity, innovation, and a dedication to the art of gaming, Rick Priestley remains a beloved figure in the gaming community, leaving an enduring legacy that continues to inspire gamers and game designers alike.

It was a real privilege to be able to put some questions to Rick, and here’s what he had to say:

Why do you think this hobby still exists?

Rick Priestley: Wargaming – broadly – I can’t see any reason why it shouldn’t continue to exist, whether we are talking about tabletop, historical, board wargames, or video games. Historical tabletop wargames – my main interest – does seem to be an older crowd, but there’s plenty of younger players coming over from fantasy and science-fiction games.

Games Workshop has done a great job of bringing wargaming to the attention of youngsters; effectively recruiting new players and stimulating an interest in the model-driven tabletop wargame. The hobby as a whole has benefited from that, and I imagine will continue to do so for years to come.

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What might people be surprised to hear you’re not very good at?

Rick Priestley: I’m not sure there are any surprises there! I’m pretty bad at exactly the sort of things you’d expect me to be bad at. Years ago, when folk used to ask me how to get into working in wargames, I used to have a stock answer: be bad a something else. At that time all the people I knew who worked in wargames had basically failed to do whatever it was they set out to do beforehand. My boss chucked in a degree in Maths to start a wargames company. Jervis Johnson gave up a career as an undertaker (it takes all sorts). And quite a few of us had worked in archaeology, including me. I wasn’t a very good archaeologist because I hated being outside in the pouring rain, shovelling spoil in the rain all day, sleeping in a wet tent, and resorting to the countryside by way of toilet facilities. All of these things had limited appeal.

After that, I tried my hand as a figure designer, but I couldn’t make enough to earn a decent living, and so got dragged into the world of casual work at Citadel doing mail order, and then a full-time job, and so on. Hence, my advice to anyone starting out in the world of wargames: be bad at something else, because if you’re good at something else, you’d be better off sticking to it!

When was the last time something in the hobby surprised you?

Rick Priestley: I think the development of thermoplastic resin injection into silicon rubber moulds was a bolt out of the blue. I never expected that technology to work. Oddly enough, many years ago, Games Workshop did have a go at developing rubber-in-steel inserts to fit into plastic injection moulding machines. That experiment never worked out. Basically, the pressure behind an injection moulding press is so great it distorts the rubber, no matter how stiff a rubber you use. This was in the days of ‘black’ organic rubber, so you had what you had, unlike today when you can get different grades of silicon rubber.

The company that pioneered that new technology has built its own injection machines of course, and to be honest it has not been plain sailing either. Teething problems aside, it’s now used commercially by several wargames manufacturers, and the quality of materials gets better all the time. That’s been a real game-changer.

Tell me something that’s true that almost nobody agrees with you on.

Rick Priestley: There is nothing so unbearably tedious as sport, especially football. Why people take an interest in this kind of thing, let alone raise individuals to the level of celebrity on the basis of kicking a ball, skipping, jumping about, etc, is all a mystery to me.

Tell me something you once believed about the hobby that turned out not to be true.

Rick Priestley: Nothing springs to mind, to be honest. When we did the third version of Warhammer, I thought we could extend the range to include not only army lists for competitive gaming but also narrative-based scenarios and campaigns. This being the sort of gaming I’d always enjoyed, I thought there’d be a market for campaign packs, and we produced a number, including The Grudge of Drong, Terror of the Lichemaster, and so on.

The idea was to expand the range of gaming, or rather to cater for a style of gaming that had hitherto been quite successful in earlier versions of Warhammer, e.g. Ork’s Drift. The trouble was, we’d been so successful with the new format of Army Books complete with army lists, that the game had turned towards that style of one-on-one competitive play. The new campaign packs did sell reasonably well, but sales expectations had moved forward, so they were not judged a success at the time and were dropped fairly shortly. So, I guess the market wasn’t what I hoped it was, and what people really wanted was army lists and competition-style games.

Are there any common hobby myths and misconceptions that make you roll your eyes?

Rick Priestley: Are there such things? I suppose there are a few odd things folks say about games I’ve written that continue to do the rounds even though they really aren’t true. One is that Warhammer was originally a free set of rules given away with mail order. That isn’t true, but it was an idea that was floated at the time, and we used to include stats and rules for Warhammer on mail-order sheets, so you can see how the story got around.

The other one is that some folks cite Laserburn as an early form of Warhammer 40,000 or influence upon it. It certainly wasn’t, but Bryan Ansell, who was running Games Workshop at the time, wrote Laserburn, and he would go on to initiate several projects for 40K supplements, so I suppose there may have been some ideas or concepts common to both.  Oh – and Bolt Action is derived from 40K… it really, really, isn’t! Oddly enough, WH40K 3rd edition (and all subsequent editions that use that same basic mechanic) was derived from my home-crewed WW2 rules that John Stallard and I used to play 15mm WW2 games.

Rick and Gav's battle report

Tell me about a particularly satisfying mechanic you’ve either created yourself, or came across whilst playing someone else’s game (or both!)

Rick Priestley: I thought the turn over mechanic in Blood Bowl was an interesting way to sequence a game, and I took the idea and adapted it to my Warmaster system. So, to activate a unit you rolled dice to give an order; if successful you continued to move and order units, but if you failed, it’s turn over. It’s interesting because you have to decide which things to move first and which to leave until last and risk not being able to move at all. I later adapted the same mechanic to Black Powder and Hail Caesar for Warlord Games, so it’s had a good run!

Another mechanic that I’ve always thought would be interesting to adapt is the combat mechanism in a game called Warlord. Warlord is a game of nuclear warfare published in the 70s and later re-boxed and marketed by Games Workshop as Apocalypse. Anyway, it works like this:

When making an attack you take a dice and secretly select a number by hiding it behind your palm, you can only choose a number up to the total number of pieces you are attacking with. Your opponent guesses what number you have chosen, and if correct, you lose that number of pieces, if incorrect, your opponent loses one of their own pieces.

The attacker can stop at any point if things are not going well. Assuming things do go well, once an attacker removes the opponent’s last piece, you get to move into the space and take it over, but the number of pieces you move in has to be the number you last selected. Thus, the initial attacks can be random, although choosing a high value risks losing a high number of pieces, which encourages you to choose a low value… but your opponent knows this… and you know that they know… and so on.

When it comes to your last attack, the fact that you take the space with the number of pieces nominated means you want to choose as high a value as possible… but your opponent knows this… and you know that they know… and so on. I just like the element of double guessing and the potential for a lucky guess to unravel an attack.

Anything you’re working on right now that you’d like to share or promote with the audience?

Rick Priestley: I’ve hung up my spurs and can’t see me undertaking any big new projects anytime soon – retired now and enjoying gaming for its own sake 😊

Thank you so much for taking the time to speak to us, Rick!

Enjoyed this? Be sure to check out our chats with fellow industry heroes Gav ThorpeAndy ChambersTuomas Pirinen, and Alessio Cavatore, too.