Category Archives: On The Table

Warcrow: Gameplay Review

After a month of being neck-deep in all things Warcrow, from the lore to the miniatures and everything in between, it’s finally time to bring it all together and deliver the final verdict. I knew from the get-go that reviewing a full miniature game would be a monumental undertaking, and it turns out… I was absolutely right. But here we are, finally at the end in the final article, and if you have been following along with Warcrow March Madness, I hope you found it informative and useful. I’m genuinely satisfied with the result.

To recap, we’ve already published two dedicated reviews among a series of other articles: one diving into the rich and immersive Warcrow lore, and another focused entirely on the miniatures—both crucial aspects of any tabletop wargame. But let’s be honest: when most people think “miniature game review,” what they really want to know is, “How does it actually play?”

That’s exactly what we’re going to cover today. The gameplay, the mechanics, the experience at the table- this is where Warcrow truly proves itself.

So, settle in. This one’s going to be a bit of a deep dive with a few side tracks.

Overview

Warcrow, at its core, is a tactical skirmish wargame that represents the next generation of miniature gaming design. It stands out for its commitment to streamlined mechanics, unambiguous rules, and a clear focus on balance, hallmarks of a system designed for both competitive integrity and ease of play.

Warcrow excels as a game that zooms in on the battlefield, focusing on the unique individuals that make up your units. Each warrior, mage, hero, and villain is defined by unique abilities and roles that contribute to a broad range of tactical options and unique dynamic gameplay. These elements interact in a cohesive system that rewards strategic planning and synergy without being bogged down by excessive complexity or overburdening you with complex list building.

One of the game’s most notable strengths is the clarity and structure of its mechanics. There are virtually no exception-based rules or ambiguous interactions. What’s outlined in the core rulebook is exactly how the game plays, providing a reliable and consistent experience from one match to the next. There is no “eye-balling it” in this game.

As mentioned in the lore review, there is a strong narrative integration between the game’s setting and the mechanics. The spells, weapons, and abilities, and characters used in gameplay reflect the world’s rich high fantasy background, resulting in a game that feels both tactical and cinematic. Every action on the table contributes to the story being told, as well as the action being resolved.

The design space itself is impressively robust. Even at this early stage, it’s clear that Corvus Belli has created a flexible foundation capable of supporting a wide range of future content. As additional factions are released, the depth and complexity of the game will continue to expand. We are only beginning to see what the full scope of the system can deliver.

Even with the current roster of factions, Warcrow offers compelling choices. It is intellectually engaging, well-balanced, and rich in tactical decision-making.

In short, Warcrow delivers a refined and thoughtful gameplay experience, built on a foundation that supports competitive play, narrative immersion, and long-term growth. It is already a standout in the miniature skirmish genre, in my view, with much more still to come.

There are three questions I aim to answer in this review, three important and relevant questions I think any miniature war game fan would ask.

First and foremost, how does it compare to games we are already playing? For many, if not most, Warcrow won’t be your first rodeo and you are no doubt already spending gobs of money elsewhere and want to know how this game compares to the games you already love and play. Taking on a new miniature game is always a bad financial decision; everyone knows this. For many, doing so means giving something else up so I understand the relevance of this all-important question.

The second is, who is this game for? Who is the audience this game targets, and how does it do so? Miniature war games have many sub-genres and playstyles, so identifying where Warcrow lands is critical as we all have our own personal tastes, and this is often not reflected in the quality of a game but rather based on the design. This means a game can be great but not a good fit for you , nonetheless. Proper categorization is important.

The natural assumption when making comparisons to Warcrow is to choose the most popular fantasy miniature game out there, which might be Age of Sigmar, but just because a game is fantasy doesn’t mean we are comparing apples to apples. Genres, plastyles, and design intention are far more important than themes.

Finally, I will talk about my personal tilt, answering the questions for myself. As a miniature game fan with a dozen games on my shelf and an ungodly amount of money already spent on miniature games, I think my personal take counts for something. I believe firmly that gamers love to hear from other gamers, their unfiltered opinions and you will definitly get that before this review is done.

The Depth Of Interaction

If there’s one thing that truly stands out in Warcrow’s design, it’s how incredibly dynamic the game’s interactions are. Especially when it comes to the diverse unit abilities and their impact on the battlefield.

Each unit is crafted with purpose, clearly defined, and easy to grasp, making it intuitive to deploy them in the heat of combat. But as you dive deeper into how these abilities play out across various matchups, it becomes clear that there’s more beneath the surface. While every unit has a core design intent, their versatility shines differently depending on your opponent. Many units boast multiple abilities, some of which might seem underwhelming against certain armies or army lists, yet prove devastating against others. Even something as simple as a unit’s speed or attack type can suddenly become a critical advantage or a glaring weakness, all based on who you’re facing. This built-in layered dynamic means you don’t just think “this unit is good at X,” but rather evaluate its value based on the unique conditions of each battle. No two encounters feel the same as a result, even when using the same army list.

It’s a subtle but brilliant piece of game design that doesn’t reveal itself right away. You need to play through several matchups with the same list to fully appreciate it, but once you do, it becomes impossible to ignore.

The card profiles can seem complex at first and arguably are complex, but the game is intuitive, turning this complexity into a worthwhile architecture to learn. You get used to it, and once you do, you will appreciate the genius of it.

To me, all great miniature games have this design effect, and when it’s absent, it’s very noticeable. I’m reminded of games like Star Wars Armada and Star Wars X-Wing, which also had this great dynamic effect where any single unit could be used in a dozen different roles depending on the sort of upgrades you put on it. The nice thing with Warcrow is that you don’t have to fuss with the extra complexity of matching upgrades with a unit to get this effect; it’s sort of built-in.

Warcrow reminds me a great deal of the reasons why I love Star Wars: X Wing. Each unit had value in a wide range of lists with lots of different uses, creating this exploration effect where you would try out different approaches. Finding a unique way to use a unit and surprise your opponent with a new, unexpected tactic is an extremely gratifying experience.

This makes the entire list-building process a whole lot simpler, yet this depth of interaction is left uncompromised. I think it’s my favorite part of Warcrow because I think, no matter who you are, you are going to appreciate this aspect of Warcrow. It’s a universal benefit and a product of great game design.

Pacing, Activation, and Initiative

If there’s one common flaw across most miniature games, it’s that they almost all, without exception, suffer from pacing issues, usually tied directly to how activation and initiative are handled.

Take Warhammer 40k, for instance, where players take alternate turns, executing every action for their entire army before the opponent gets a chance to respond. This often results in entire units being wiped off the board before they can even act.

Or look at Star Wars: Armada, where having more ships grants you more activations—a significant advantage that lets you stall and outmaneuver your opponent simply by doing more, later.

The initiative wheel is a bonus here because not only is it great for tracking effects, initiative, and turn order, but it plays into the design by allowing the game to have timed effects, which is something that I suspect will be liberally used in the future as more narrative scenarios are introduced.

I could rattle off a dozen more examples where initiative and activation create balance problems, leading to all kinds of pacing breakdowns, list building shinaningans, and other problems that bog down gameplay. Any experienced miniature wargamer knows exactly what I’m talking about here.

Warcrow, on the other hand, is one of the rare games that completely sidesteps this issue, and it does so with one elegantly simple rule: each round, both players get exactly five activations. That’s it. It doesn’t matter who has more units or who goes first, nothing messes with this flow of play.

In fact, it’s the first game I’ve played where going first or second doesn’t feel like a default advantage or disadvantage, nor how many more units you have or any other decision made during list building.

This mechanic liberates list-building since you’re not pressured by activation math or outnumbering tricks.

The result is a game with brilliant pacing, where matches move quickly, decisions feel meaningful, every activation carries weight, and none of can be broken by any means.

Power Plays & Other Big Moves

When you play a miniature game, there’s often a strange contradiction at play, we want to feel powerful, to pull off epic moves and dramatic power plays, but ironically, those moments don’t always translate into a fun or balanced experience at the table for everyone.

Take Warhammer 40k, for example. Blasting a tank off the board in one shot feels awesome. It’s cinematic, it’s impactful, and it shifts the momentum of the game instantly. But when you’re on the receiving end, watching a key unit disappear before it can do anything, that “wow” moment quickly becomes a “why bother” moment, especially when the entire outcome hinges on a single lucky die roll with no opportunity for countermeasures or reactive play.

I will say upfront and be honest that this does not bother me personally. I love big epic moments, but only where appropriate. Warhammer 40k is a war game, not a tactical miniature game. There is a difference, and we will talk more about that in a bit. There are also games like Battle of Middle-Earth Strategy game and Battletech, for example, that I also would consider exceptions to this rule, each for their own reasons. I know, however, that for many players out there, this can be a real deal breaker, and I get that.

Needless to say, a good game should make everyone at the table feel engaged, regardless of whether they’re winning or losing. It’s frustrating to have your match derailed by one overblown dice spike, especially if it removes any hope of a fair comeback.

Thankfully, Warcrow avoids this pitfall almost entirely. I won’t go so far as to say it never happens; this is still a dice game, after all, but overwhelmingly, matches tend to be far more stable and tactically driven, with few exploding situations.

I’d describe Warcrow as a game of attrition, where true breakthrough moments usually don’t occur until the final rounds. It’s rare that a single attack completely changes the game’s outcome. That’s because most units come equipped with tools, abilities, defenses and status effects that help mitigate or respond to threats. You are rarely left with no options for a reaction. The biggest factor here is the all-important stress resource.

Stress is a controllable resource; you typically only gain stress when you choose to. Usually, as long as you have not spent all your stress, you have options; those big breakthrough moments typically only happen at the end of a match because units have reached their stress limits and can’t respond.

And that’s not to say the game lacks big moments. Quite the opposite, every activation can feel like a big moment. But instead of “I rolled all sixes, game over,” it’s more like, “I just put real pressure on you for 3 activations in a row, and now you’re in real trouble on this flank because all of your units are stressed.” It’s dynamic without being volatile.

I have to confess that I never tried this game at a lower (starter) point count. My friends and I dove straight into the full game, so I’m not sure if this “stability effect” works with lower points, it might not.

Dice still matter, of course, but the odds are tight, and poor tactical decisions are far more likely to hurt you than bad luck. In our experience so far, most games are decided by a margin of just 1–2 points—and many end in a draw.

The result? A game that feels consistent and fair. Important decisions happen every round, and every activation matters, but those crushing “this game is over” moments are few and far between, typically delegated to the final rounds of the game. And that’s a beautiful thing, a direct result of fantastic game design.

Rules Density, Tracking Stuff and Components

I want to say Warcrow is simple to pick up and easy to play—and to a large extent, that’s true. The core rules density is quite manageable, and the game does a solid job of organizing effects with a relatively intuitive system for how abilities interact and inform your strategic decisions.

That said, I’m not sure everyone will feel that way right out of the gate. Warcrow includes several subsystems, each with its own timing quirks and layered effects. There are a lot of tokens that represent effects for a miniature game, not to mention a wide range of unique abilities across units and factions. While it’s not hard to track your own army, you’ve got the cards, the tokens, resources, and everything laid out in front of you, it’s a very different story when it comes to parsing on the fly what’s happening on your opponent’s side of the table.

This becomes even more obvious as you face a wider variety of factions and lists. In my games, I often found that when an opponent explained all the things their units could do, it barely registered into my strategy. There was just too much to take in. A constant stream of, “Oh, this guy can also do this,” and, “Don’t forget, he has this keyword that modifies that ability which affects this other unit’s timing,” can start to blur together. It’s already a challenge to internalize your own army’s suite of tools, and keeping track of your opponent’s full kit in real time can feel overwhelming.

Of course, that’s not unusual. In fact, it’s fairly standard for deep miniature games. Over time, you’ll naturally build familiarity by facing the same factions and units repeatedly. But Warcrow has so many dynamic interactions and layered mechanics that gaining true mastery will take a serious amount of play—and probably a good amount of study.

If Infinity, Corvus Belli’s other miniature game, is any indication of what is coming for Warcrow, we are going to see a lot of releases. The environment is going to get more and more complex with each release. I don’t think it’s fair to suggest that Warcrow is unfriendly to new players; that is not the case, but I think it is fair to say that Warcrow is a deep and complex game that targets players who love depth and complexity.

In a word, it’s easy to get started, simple enough of a game to learn, but it’s a deep and complex game under the surface, packed with unique abilities and intricate interplay. It’s clearly designed with the experienced miniatures gamer in mind. This isn’t a lightweight skirmish game, it’s built for seasoned players who enjoy absorbing the nuances of faction identity and unit synergy.

That’s not good or bad, it just is. It speaks more to the target audience. Much like Corvus Belli’s other title, Infinity, this game goes deep and rewards those willing to dive in with both feet. Casual gamers need not apply, this one is aimed squarely at the veteran gamers.

Comparing The Experianace

It’s only natural for players to ask the big question: how does this compare to X or Y game? A full breakdown could fill an entire article, but I can offer one piece of high-level guidance.

At its core, Warcrow is best understood as a tactical miniature game, not a war-scale miniatures game. That distinction matters. Many popular games, like Warhammer 40k, aim to simulate massive battles with sweeping movements and grand strategies. These games are about positioning large forces, making broad-stroke plays, and hoping your overall game plan holds together against the onslaught of buckets of dice that will be rolled over the course of a match.

In war-scale games, you attempt things with limited control and discover what happens. In tactical games like Warcrow, you plan things and execute decisions with a clearer understanding of likely outcomes. There are surprises sure, but things are considerably more controlled.

Perhaps a better comparison to Warcrow might be a game like Warhammer 40k: Kill Team. This, too is a skirmish tactical game, and while I would still argue they are quite different in their approach, the scale and size of the battle is part of what makes the difference between a miniature war game and a tactical miniature game.

Tactical games emphasize action-reaction mechanics, tighter resource economies, and fewer decisions—but each decision carries more weight. In Warcrow, with just 15 total activations per game, every move matters.

It’s a bit like the difference between playing Chess and playing RISK. Chess is tactical, you can anticipate counters, calculate your path, and react to threats with precision. RISK is strategic; you make plays and hope the dice and positioning go your way. There’s a reason it’s called RISK.

Again, I have to say that this is neither a positive or a negative thing, it just is, and it’s more about knowing what sort of game you prefer which takes me to the final and perhaps most important part of the review.

My Personal Tilt

I’ve been dreading this part of the review—and you’re about to understand why.

Warcrow is, without question, an excellent miniatures game. It’s razor-sharp in its design, beautifully produced, and brimming with smart mechanics. If you love tactical skirmish games, this one’s a homerun, especially if you’re drawn to competitive play. That’s my objective take, my assessment of the game with preference playing no role in it.

But subjectively? It’s not really my kind of game.

I come from the chaos-loving side of the hobby. My favorites are Battletech, Star Wars: X-Wing, and Warhammer 40k—games that thrive on wild dice rolls, hidden moves, and the kind of unpredictable madness that turns a game night into a story you’ll laugh about later. These games are messy, swingy, and not particularly balanced… and that’s exactly why I adore them.

Warcrow isn’t that. Like A Song of Ice and Fire or Star Wars: Armada, it rewards mastery, foresight, and discipline. Player skill trumps randomness. It’s elegant, structured, and built for those who want to study, refine, and win through pure tactical brilliance. In many ways, it’s an objectively better game than the ones I usually play.

But on any given Sunday ask me what I want to play and I’m far more likely to pick something like Battletech or Warhammer 40k than Warcrow.

Not because Warcrow does anything wrong, but because it asks more of you. It’s a game you can’t half-ass. You need to know your units, your synergies, your list and strategy etc.. etc.. That’s awesome if you’re ready to go deep, but less great if you’re just here to unwind with some dice and a drink.

Will I still play? Probably. If my group’s into it, I’d rather be part of the fun than sit out. And honestly, I do respect the hell out of the design. But for me, Warcrow doesn’t quite scratch the itch I’m usually looking to satisfy with minature games.

Final Verdict

Let’s keep this short and sharp, because Warcrow deserves that kind of clarity.

This is, without a doubt, one of the best-designed miniature games I’ve encountered in the past twenty years, going all the way back to the spark of the modern miniatures era with Mage Knight in 2000. It’s got the full package: a rich setting, stunning miniatures, and a rock-solid core ruleset that feels laser-focused on tactical excellence.

Mage Knight, the game that kicked off the HeroClix revolution, was the first to truly challenge the traditional mold of miniature wargames. It dared to ask, “What if we did things differently?”—and in doing so, it ignited a new era in miniature gaming.

This is a design space bursting with potential, and I firmly believe Warcrow has a bright future, especially in the competitive scene. But here’s my hope: that Corvus Belli doesn’t stop there. They’ve laid the groundwork for something bigger, and it would be a real shame not to build on the game’s narrative promise.

Look, I’ve seen this arc before. Star Wars: X-Wing began life as a tight, competitive, match-play system. But what kept me coming back were the scenarios, the cinematic moments, and the rich storytelling that emerged later. That’s what turned it from a good game into a beloved one. Warcrow is sitting at that same crossroads right now.

Yes, that’s personal preference, but objectively? This game is a triumph. Some may quibble about the plastic, but honestly, those concerns are minor and easily overshadowed by the strength of the design.

Warcrow has the mechanics where it matters most, the table, and more importantly, it has heart. Whether you’re a tournament grinder or a lore junkie looking for your next obsession, there’s something here worth watching… and worth playing.

The Verdict

Final Score4.5 out of 5 Stars!

Pros: Fantastic lore, miniatures and tactical gameplay. It is an example of how to produce a modern miniature game and a true stand-out in the miniature gaming market. The complete package.

Cons: While easy to learn, the game is deep and complex, making it a poor choice for casual play. Some negative quirks with plastic and lack of customization will turn off art-focused hobbyists who care less about the game and more about the tinkering.

Warcrow Wednesday: March Madness Continues

It was Wednesday…on Wednesday, which means it was Warcrow night once again as Warcrow March Madness continues!

I originally considered writing another detailed after-action report, much like my last article. But as I continue working on parts 2 (Miniatures) and 3 (Gameplay) of this review, I found myself less fixated on the play-by-play of my latest match and more enthralled by the bigger picture that is the miniature game Warcrow. Instead of diving into the nitty-gritty tactical breakdowns, I want to step back and reflect on what’s hitting for me in Warcrow—and what is not based on this last session.

The Miniatures

The deeper I go into Warcrow, the more admiration I gain for the miniatures. With each session, my appreciation for their craftsmanship and artistry grows. These aren’t just game pieces (obviously); they’re stunning, dynamic sculptures brimming with character and detail. To be expected from a miniature game, but not all miniature games make such a grand effort.

As my gaming group steadily brings their miniatures to life with paint, the battlefield is transforming before my eyes. Gone are the stark, gray figures of an unpainted army—now, vibrant colors and intricate details are emerging, adding a whole new dimension to the experience. It’s inspiring, to say the least. In fact, seeing the work of my fellow gamers has sparked an itch in me to finally dive into painting my own force.

I have to admit, I have been hesitant to start, partially intimidated by the level of detail of these miniatures, but perhaps also a bit undecided about the paint schemes and approach I want to take. It’s part of the process for me personally, but I find that the best way to get excited about painting is to play and Wednesday’s session I think was the push I needed.

I’ll be showcasing my personal painting progress in the next part of this review (which, fingers crossed, should be out next week). But before that, I have to take a moment to highlight the incredible work my friends have already done.

For a miniature gamer, setting up some beautifully painted miniatures like this for a photo-op is one of the joys in life. To see an army coming together is very satisfying. These guys look amazing on the table.
Here is another one from a different angle.

The First Chink In The Armor

For any miniatures game, the figures are tiny works of art that we meticulously build, paint, and cherish. Naturally, protecting them is a top priority. We treat these plastic warriors like priceless relics, handling them with care and storing them with caution. But no matter how careful you are, one universal truth remains: at some point, you’re going to drop one.

And that’s exactly what happened tonight. Almost as if fate had scripted it, this accidental drop led me straight to a crucial question I would have had to address in my review anyway: How durable are Warcrow miniatures? Unfortunately, the answer—spoiler alert—is not very durable at all.

I’ve handled my fair share of miniatures over the years so I have a basis for comparison, and I’ve dropped plenty in the process (curse these sausage fingers). But what I witnessed tonight was something else entirely. One of our orc miniatures took a minor tumble—barely a foot and some change of the ground, a distance that would unlikely result in damage in most plastics—and the results were rather distressing. The model didn’t just chip or crack; it nearly shattered. The sword flew in one direction, and the arm quite literally broke and flew off in another, leaving us scouring the floor for ten minutes to recover the pieces. These weren’t just connection point breaks, these were actual cracks in the plastic.

Now, I get it—miniatures are delicate. We’re used to gluing the occasional broken limb back on. But Warcrow minis seem to take fragility to a whole new level. In a word, Warcrow miniatures are about as fragile as glass. If you drop it, it’s going to break.

This lack of durability is a disappointing flaw in an otherwise gorgeous product. Miniatures in a wargame need to withstand at least the occasional mishap, and Warcrow’s plastic seems to have little room for error. If you plan on playing with these figures, consider extra precautions such as avoiding adding extra weight to the bases in hopes of slowing the acceleration towards terminal velocity and oblivion.

The War Of Tricks In Warcrow

With disaster averted (thanks to a well-timed intervention from the holy elixir of miniature wargaming—super glue), it was finally time to hit the table. I stuck with my tried-and-true list from last Wednesday: The Hegemony of Embersig, led by the indomitable Drago The Anvil. Why? Because familiarity breeds confidence—and let’s be real, Drago is an absolute badass and so far as Warcrow is concerned I am not.

Commanders in Warcrow aren’t just decorative centerpieces; they’re the backbone of your army, influencing both mechanics and morale. Drago is no exception. His global willpower boost keeps my forces steady, and he’s no slouch in combat either.

This time, I faced off against the Scions of Yaldabaoth again, but with a vastly different list than my previous encounter. Gone were the regeneration-heavy swarms; instead, my opponent brought a more aggressive, tricksy force—one loaded with unpredictable mechanics. And that’s precisely what I want to talk about today.

“Trickiness” might not be an official term in wargaming, but it fits Warcrow like a glove. This isn’t a game where success boils down to raw numbers—where my unit’s attack power simply contends with yours. No, Warcrow is about clever positioning, debilitating effects, and outmaneuvering your opponent at every turn.

Every unit is unique, bringing more to the table than just stats and weaponry. Sure, there are more “standard” units like Bucklermen, but that’s not the norm. Most units come with distinct mechanics that demand strategic deployment. This means you’re not just lining up soldiers and rolling dice to see who wins—Warcrow is about using each unit’s quirks to maximum effect.

One of the things that attracts me to Star Wars Shatter Point besides my love for Star Wars, is that it too has that tricksiness aspect to it. I find that the more I play modern miniature games like Shatterpoint and Warcrow, the more I see the flaws of more traditional war games which can and often do boil down to your ability to roll dice well.

Holding objectives is a core element of Warcrow, but don’t expect a simple game of “park a unit and claim the point.” Objectives are hard to reach, harder to hold, and require some serious tactical footwork. I found in my match that I considered myself lucky when I scored points at all. When I outscored my opponent in a round, I knew I had truly outplayed them. It was not dice gods, but my brain working overtime that made it happen and I appreciate the game making this high-functioning idiot feel smart

I found that in our match the game naturally built toward a breaking point, which I think is going to turn out to be true about most games of Warcrow. At some stage towards the end of the match, one side inevitably wears down and outmaneuvers the other, with flanks collapsing, and the score diverging. Until then, the matches in Warcrow are tense, grinding battles of attrition—almost reminiscent of trench warfare, where every inch of the battlefield is fiercely contested. But again, less so because of actual melee’s and more like Jedi’s showing off their force powers in a display of fancy tricks on the field of battle.

This is something crucial to understand about Warcrow I think. Many of us dive into wargaming for the thrill of chucking handfuls of dice, unleashing devastation, and watching miniatures explode in a glorious spectacle of destruction (myself included). But Warcrow isn’t that kind of game. It’s deliberate, methodical, and deeply tactical—closer to chess than a war. I think it’s the general approach of modern game design.

Warhammer 40k is an example of a true war game. There are important individuals on the field and sure, plenty of units have special abilities too, but primarily this is a game of killing as much as you can. It’s a war and its resolved with dice!

In fact, rolling dice in Warcrow is often not about damage at all. Instead, dice rolls tend to more frequently be made to activate unique abilities, spells, or tactical effects that influence the battlefield in far more meaningful ways than simply punching an enemy model. Sure, charging into a fight and throwing hands is satisfying and certainly a part of Warcrow, but the true power of your army lies in leveraging debuffs, control effects, and positional advantages. The goal isn’t to kill so much as it is to position and score on objectives

In many miniature games, every unit is essentially an instrument of destruction. Warcrow flips that on its head. Here, your army is a finely tuned machine of unique and interesting effects, where victory isn’t dictated by who has the bigger gun, but by who makes the smarter play. I know I’m going to sound like the Monopoly guy, but it’s a more sophisticated miniature game for gentlemen and scholars.

Conclusion

This week’s game further opened my eyes to the possibilities within the design space of Warcrow. There is quite a bit to explore and I can see even now as I assess and think about the game, I still feel like a complete newbie. There are a lot of layers yet to peel back, but Warcrow Madness is not over yet. In fact, I fully suspect that Warcrow April Madness is going to be a thing.

Warcrow Wednesday: After Action Report

Last night, our gaming group dove headfirst into our new Warcrow routine, which is lovingly called Warcrow Wednesday. I took my first crack at an actual game of Warcrow taking a break from my extended deep dive into the lore the last couple of weeks. As one might expect with the novelty of a new game I was super excited to play and now to write about it afterwards. While it was well past my bedtime, I thought a quick after-action report and a first impressions article were in order while everything was relatively fresh in my mind.

Our battlefield was a mix of ruins with one raised platform smack in the center of the table and a river flowing off to the left. Most of the important fighting took place over the central objective at least until the final moments of the battle.

I’m not going to mince words here, from a sheer fun factor and gaming experience perspective Warcrow blew the bloody doors off the hinges. Don’t get me wrong, I have no idea if it’s a good game from an objective standpoint or whether it’s balanced or any of that. That sort of more detailed assessment is going to take a lot of games and some serious deep diving into the gameplay to figure out which will be the focus of my final article and review for the game. That said, just from a, did I enjoy myself perspective, my reflex reaction is… it was awesome!

There are a number of reasons that shape this first impression, but on a high-overview level, the game was intuitive, highly tactical, tight as nails, and awesomely cinematic.

Diving In

We didn’t ease in with a simplified tutorial or starter game and we probably should have just to get a feel for the game, but my gaming crew is made up of seasoned gamers and even though it was my first go at Warcrow, we just jumped straight into building full warbands and playing a full game.

I took command of the Hegemony of Embersig, while my opponent unleashed the Scions of Yaldabaoth, a twisted horde of undead monstrosities.

My warband was a wild mix of units. I had the Bucklermen, a sort of mainline unit that I realized would have the primary mission of holding objectives and holding the battle line with their exceptional defense capabilities. Aggressors powered by a War Surgeon were geared towards a more assertive direct assault though they would end up playing a much smaller role in the fighting than I initially planned for them.

My Aggressors were clearly destined for great things, they are a powerful unit capable of dishing out serious damage, but in my first game, I found them to be completely out of position pretty much always, a mistake I won’t make again.

I had twin elves (whose names escape me), that are designed to work together, one mage and the other a sort of protector. I’m fairly sure I did not leverage these characters to their fullest potential, but they would turn out to play a major role in the battle just the same thanks largely to the mage’s battlefield control magic and his twin brother’s very impressive battle stats.

I had a dwarf with deployable robots that didn’t do much most of the battle but became fairly significant towards the end game as my opponent and I fought to control and score on objectives in the final round.

I had a mage named Frostfire Herald who I intended to be sort of my “sneak into the backline and steal enemy objectives guy”, as he was quite fast but he ended up spending the entire fight just watching the fight from the bleachers. I just had too many priorities in the main battle, this mage’s secondary mission was a luxury I just couldn’t afford.

The army was led by Drago the Anvil, whose passive abilities were critical to my success though he managed to pitch in considerably in the fighting in all three rounds.

I had a couple of other characters in there as well, honestly, it’s hard to remember them all, but all and all, compared to my component I think I had almost twice as many units as he did.

Which brings me to one of my first great discoveries in Warcrow. There are no initiative “issues” in the game and weird advantages because you have more units than your opponent. Each player gets 5 activations per round regardless of how many units you have and while there are benefits and drawbacks to having more or less units, it didn’t unbalance the gameplay either way. I can tell you from tons of experience that initiative and army size balance are major problems in almost every miniature game I have ever played, it was nice to have that complaint eliminated in Warcrow.

Both my opponent and I took a pretty straightforward, “go up the middle” strategy, partially because the center objective was the only objective reachable by either of us in the first round, but also because the terrain sort of created a funnel towards the middle. It was a setup for what would become a major fight over the center.

The game’s character/unit design made everything excessively intuitive, despite the depth of abilities and mechanics of each unit and character. Warcrow presents information clearly and efficiently—iconography, abilities, and unit roles all feel transparent. The only issue I had was that the font on the cards was so bloody tiny that even with my brand-new super glasses I had to strain pretty hard to read the cards.

You know when a modern iPhone can’t take a clear picture, it’s too bloody small. Unless you have perfect 20/20 vision, reading these cards is going to be a pain.

Sure, I missed tactical opportunities and I’m certain I did not use my units to their full potential just by the fact that I was so new to the game, but I had no trouble understanding what each unit did, what their role in the game was and/or how to use them.

The only exception in our deployment was this guy who decided to go on the right flank and threaten my home objectives. It would prove to be a critical decision for my opponent as it worked as a major distraction for me. I had to deal with this threat, there was no ignoring it.

I think the game is very well organized and the structure of the turns flowed smoothly. It only took me a couple of activations to get a sense of the mechanics and my units, all of which drove the game forward. I immediately found myself looking for combos and making key tactical decisions without a lot of questions or confusion. The game went from setup and rules explanations to legitimately good gameplay in a matter of about an hour.

High Octane

What struck me most wasn’t just the clarity—it was the intensity of the gameplay. From the very first activation, every decision felt critical. Warcrow doesn’t have downtime; there’s no point where the game drags or loses momentum. Every action, every move, every ability used matters.

When we finished the deployment and it was time to make the first moves, one thing you realize right away is that the entire game has this tense time pressure. 15 moves, that’s all you get and the game is over! You gotta make it count.

Mathematically, each player gets 15 activations across three scoring rounds regardless of how many units you field—which means there’s zero room for wasted moves. This is a game about efficiency and optimization, where every decision carries weight. It never felt like I was just “going through the motions” or had spare time—each round felt like the final act of a high-stakes battle and there was never an activation in which the decision of what I must do was easy. There were drawbacks and benefits, risks and rewards for every action.

In a word the entire game was rather stressful and tense, it never let up.

Cinematic Feel

When we first started playing I had the sense that the game was very tactical, very regimented, and that it would not have that cinematic flavor of games like Warhammer 40k or Battletech. I was expecting a larger focus on mechanical execution, something you might see in games like Star Wars Shatterpoint or Star Wars Armada. What I didn’t expect is for the game to unfold in a cinematic way. Despite the game’s mechanically tight gameplay, it created a lot of great moments that felt like they were right out of an action movie.

At one point, my commander charged a grotesque, multi-mouthed abomination—only to get slapped across the battlefield and dumped into a river. It was a disaster. It was awesome and just felt great. It not only instantly changed my priorities and altered the face of the battle, but I felt a sense of urgency to get payback. I know there were objectives to control and points to score but my commander had just gotten knocked down on his ass and I needed payback! Win or lose as long as I got the chance to choke the life out of that multi-mouthed bastard, I was satisfied, and taking him down with a massive counterattack a couple of activations later felt so satisfying!

Warhammer 40k has a lot of flaws as a game, but no one will ever convince me that it’s not epic and cinematic game, driven by narrative and lore. That foundation is key to the success of the game and while I know people play it competitively, I’ve never understood why as it makes a very poor competitive game. 40k is a narrative and cinematic game first and foremost. GW, the makers of Warhammer 40k have never been able to convince their own audience of that despite decades of trying.

Feel-good moments like that weren’t rare. The dice told their own story despite any tactical shenanigans and it was very clear to me that while there are very tight competitive mechanics here, the experience was going to be shaped by events and twists that weren’t fully in my control. Last-minute heroics, epic successes and failures, clever moves, and sneaky tactics, are all part of this game.

It’s not just a well-crafted game—it’s a battlefield alive with tension, strategy, and moments you’ll remember long after the dice have settled which is exactly what I’m looking for in a game. There is a good reason why games like 40k are so popular. We spend so much time preparing and painting our mini’s, lovingly giving them personalities in our minds and what we want is for them to do something awesome on the battlefield rather than just being part of a cold mechanic. Warcrow achieves this in much the same way as some of my favorite miniature games, but it does it with well-governed and structured mechanics. You get the best of both worlds, a strong competitive mechanic and a great cinematic feel.

The Relief

I have to say that I’m super relieved. My biggest fear of taking on a big game review like this aside from the potential of being disappointed by the lore is playing a new miniature game for the first time and discovering that I hate it. I know it’s weird, but I hate reviewing games I don’t like and I’m always preparing myself for disappointment so to find out after the first play that the game is good and fun, is like a big pressure release.

As a huge fan of the Masters of the Universe franchise, when I sat down to play the miniature game for the first time I was super nervous because I wanted it to be good desperatetly. Discovering that it was a great game was such a relief!

Now I can relax and sort of enjoy the experience, write my articles and know that while I’m sure I’ll find a few flaws here and there, overall, it’s going to be a positive experience and I don’t have to worry.

Conclusion

While the lore is great and the first impression was exceptional, it still remains to be seen whether this game has the legs for a long-term experience. It’s very difficult to see it through a lens of novelty and games can be exceptionally deceptive. There have been plenty of games I was super excited for after the first play that would come to disappoint me, so while I’m relieved that the initial experience was great, its time now to start deep diving into this game to see if it has that lasting appeal and long term replayability.

Ultimately our game was a 6-6 draw. We fought bitterly to the end with lots of movement shenanigans in the final moments. I mostly blame the wizard lurking in the shadows, he was supposed to be my secret weapon but managed to achieve a grand total of zero. I wish I was more aggressive with him, I think it would have put me over the edge.

To me while lore is a major precursor, the truth is that I can enjoy the lore of a game and not play it that much, case in point, Warhammer 40k. I play it a few times a year, but most of my time with 40k is spent reading books, painting miniatures and just enjoying the atmosphere. Whether I play the game or not is not that big of a deal.

To really nail “it” a game has to have that ineffable addictive quality that makes you obsess about list building and coming up with new strategies and all that fun stuff.

Next, I plan to build some minis and do some painting to see how that side of the game works, but from this point forward I will be simultaneously trying to get as many games in as I can in preparation for that all-important gameplay review. We are just about in the middle of March so there is still plenty of Warcrow March Madness to go!

Warcrow: In Action!

This month, my local gaming club has fully embraced Warcrow, not just because I’ve been covering it here, but because the excitement is genuinely electric. Everyone is diving in—discussing strategies, assembling miniatures, painting their forces, and, of course, battling it out on the tabletop. The buzz is undeniable!

Since we’re in full Warcrow March Madness mode, I thought it would be the perfect time to share some snapshots of all the action—games in progress, beautifully painted minis, and the passion fueling this new adventure. Enjoy the collage!

Every club, no matter where you go has that one guy who has all the terrain! This is a pre-battle setup and a small taste of the sort of battlefield setups we are seeing for Warcrow.
Collections are growing rapidly and there is a lot of high quality painting taking place. Much of these collections are subsidized by Warcrow the Adventure game which our group is also into.
We already have one player fully committed to The Northern Tribes, but Warcrow is kind of unique in that players aren’t really “picking an army and sticking to it”. I suspect we are going to have players that have warbands more than one different faction per player.
While the factions are still being released, if you have bought into the Wascrow Adventure game you have out of the box a pretty large Scions of Yaldabaoth force.
The Scions come with some gorgeous models with tons of big scary monsters. It’s going to be exciting to see a full painted force on the table of these monstrosities.
Even grey and unpainted these miniatures look amazing and it’s not hard to imagine what they will look like once everyone is fielding painted armies!
It is common in our little gaming club to post your work in progress to both inspire and impress, if this is any indication of the sort of painting we are going to see for Warcrow, it’s going to look amazing when it all comes together.

Warcrow fever has officially gripped my gaming group—we’ve even declared Wednesdays as Warcrow Game Day! The excitement is palpable, the dice are rolling!

As I dive into the second part of my review—The Miniatures—I’m also taking every opportunity to get some games in for the final segment: The Gameplay. And I have to say, right now, we’re in that golden honeymoon phase—where everything feels fresh, exciting, and full of potential.

But as a veteran gamer with four decades under my belt, I know this feeling well. That initial surge of enthusiasm is intoxicating, but it can rapidly fade. The real test is what comes after the novelty wears off. Will Warcrow settle into our gaming routine and become a permanent fixture, or will it be just another passing storm?

Some games stick, some games don’t—and the reasons are often unpredictable. A Song of Ice and Fire was a mainstay for quite a while, but CMON’s lackluster support slowly eroded our interest. We loved Star Wars: Armada, but its rigid design meant that list-building often determined the winner before the first maneuver dial was set. Even Warhammer 40k, with all its clunky mechanics, endures—not because it’s a flawless game, far from it, but because its deep lore and immersive hobby elements keep players coming back for more.

Star Wars Armada is one of the games I miss the most. It wasn’t perfect, but it was Star Wars Capital Ship combat and frankly, that just speaks to me. It’s just unfortunate that the game is so static, that list building is such a make it or break component of gameplay.

So where does Warcrow fit into all this? It’s too soon to say. Games live and die by their long-term appeal, the community, and the support they receive as well as the ineffable x-factor that some games just have. But one thing’s for sure—our group is giving Warcrow a real chance to prove itself. And if I had to bet, I’d say its stunning miniatures and intriguing lore will be the key to keeping the fire burning.

Time will tell, but for now, Warcrow Game Day is in full swing, and we’re loving every moment of it.

Warcrow: The Miniature Game Core Book

Warcrow March Madness Continues!

The world of miniature wargaming has never been more competitive than it is right now in 2025. New contenders enter the battlefield every year, each vying for a place on our war tables. Warcrow, the latest tactical skirmish game from renowned miniature maker Corvus Belli, already a veteran of the business, is eager to carve out a new niche in this ever-expanding hobby in the realm of fantasy.

As part of Warcrow March Madness, I will do a massive, three-part deep-dive review of Warcrow, including this first part focused on the lore of the game.

Lore for me personally, is one of the most important elements of a good miniature game. I can forgive weak miniatures, I can even forgive weak gameplay to a certain point, but if you don’t have good lore, the other two will not save you. This is why starting with the lore book when reviewing Warcrow is such a fundamentally critical part of this review and of the process of adopting a new miniature game for me.

Each of the three pillars of a good miniature game (Lore, Miniatures, Gameplay) will receive its own dedicated section in the review and individual scores, culminating in a final verdict in the final conclusive article.

We begin with the lore—focusing on the core rulebook, not for its mechanics (we will cover that during the gameplay section), but for the worldbuilding, themes, and storytelling that supplements the game. Then, in part II, we will have a look at the miniatures (hobby) and components of the game. I’ll dive into the miniatures themselves—scrutinizing the quality, artistry, and overall build-and-paint experience. Finally, we (my gaming club and I) will put the gameplay to the test, running Warcrow through its paces to see how it fares in the vast and competitive ocean of miniature wargaming.

A new game, a fresh challenge—let’s get to it.

First Impressions

When my package from Corvus Belli arrived, one thing immediately stood out—the Warcrow core rulebook. I knew that lore would be the first and perhaps the most important pillar of this review, so seeing a big centerpiece like this was a positive sign. If I was going to get excited about this game, the setting needed to hook me from the start. Lore isn’t just important—it’s the beating heart of a great wargame and frankly, it’s a deal breaker with me when it comes to the long-term adoption of a miniature game, a game must succeed here! The best way to deliver it? A hefty, art-laden, glossy tome that sparks the imagination and makes you want to dive in is a pretty good start.

I’ve always been upfront about why I love Warhammer 40k. It’s not because of the rules, but because of the rich, sprawling universe behind it. 40k thrives on its lore—its epic backstory, its deep history, and the sheer volume of high-quality books that fuel the experience. Without them, I doubt I’d ever have picked up a single model. In many ways, the stories behind the game, are the real game. They create the emotional investment that keeps me coming back for more.

My friends and I are already playing the Warcrow Adventure Game so I had already become a little familiar with the setting before I started looking into Warcrow the miniature game.

So when I cracked open the Warcrow core rulebook and saw Corvus Belli making this massive effort and commitment to worldbuilding, I was immediately excited and impressed. This book isn’t just a rulebook—it’s an invitation into a new world.

In a word, Warcrow had me at hello. More specifically, at…

“Lindwurm is being ripped apart.”

Art, Layout, and Content

Before we dive into the substance of this book, let’s take a moment to appreciate its presentation—because Warcrow’s core rulebook wasn’t written to be a manual; its purpose is a starting point to a grander, lore-driven experience.

From cover to cover, this book is a visual feast. The art direction is immersive and consistent, blending stunning art, and painted miniatures with richly detailed maps that breathe life into this imagined world. This is a fully realized setting book. While its primary focus is on factions, militaries, and the conflicts that define them (as expected for a miniature wargame), it also sneaks in the kind of deep world-building that could just as easily serve as the foundation for an RPG.

And that’s where Warcrow sets itself apart from previous fantasy war game efforts my group has tried. This book isn’t just for tabletop generals—it’s a lore reference brimming with answers to the kinds of world-building questions that storytellers, story lovers and role-players crave. Who holds power? What organizations shape each faction? Who are the famous heroes? How does the justice system work in this world? While not all of this information is necessary for the battlefield, it enriches the setting, making it feel like more than just a backdrop for wargaming—it feels like a living, breathing world with room to grow.

More importantly, it shows that Corvus Belli understands its audience and perhaps better to say, their responsibility to their audience. Miniature wargamers and role-players don’t just overlap—they’re often one and the same. The best tabletop settings thrive when they invite players to engage beyond the battlefield, and Warcrow does just that. Case in point: Warcrow: The Adventure Game is already out (which my group is currently exploring), and I wouldn’t be surprised if a full-fledged RPG set in this universe is under discussion. This book feels like the first step in something much bigger—perhaps even a world that will expand with novels, army books, and more.

Having nice art in a lore book for a miniature game is great, but what we want to see is the miniatures and Corvus Belli has done a great job of maximizing this approach in the book. You can say whatever you like about the game, the books, and the setting, but there is no way you can look at minis like this and not be blown away. They are stunning!

It’s also worth noting that the actual rules of the game only take up about 60 pages of this 360+ page book. And for those who just want the rules? They’re available online for free (HERE). That alone deserves a round of applause. Corvus Belli clearly understands the difference between simply publishing a miniature game and crafting a miniature game experience. Yes, we need free, accessible rules, the obvious is obvious—but we also need this.

This book is a love letter to Warcrow’s world, a statement of intent that this setting is here to stay. And honestly? That’s exactly what I want from a game like this. In fact, I would go so far as to say that if you want to capture a miniature war gaming audience that predominantly cut its teeth on 40+ years of Games Workshop products like Warhammer 40k, Warhammer Old World, and Warhammer: Age of Sigmar, doing it this way is a requirement. It’s a fantastic way to kick off a miniature war game.

The Battlefield Connection

One common criticism that I have with many miniature games and one I thought I was going to have to make with Warcrow is the lack of meaningful, lore-driven battle scenarios. In Warcrow the core book offers only three general scenarios (Take Positions, Consolidated Progress, and Fog of Death), but this is misleading and acts only as a small sample of what is possible and what is intended for the game. You have to explore beyond this book to get that understanding, so I will say it probably would have been a good idea to be more explicit about this intention in the core book.

I was, and you will be too, pleasantly surprised after opening the Winds of the North starter box that inside was an introductory booklet with a story-driven mini-campaign. The introductory set offers a 3-part battle scenario in which the two armies (The Hegemony of Embersig and The Northern Tribes) fight it out using story-inspired battles with unique objectives, mechanics, and even post-game stories. This was an awesome indicator of not only what we can expect from Warcrow so far as battle scenarios go hinting to potential campaigns or scenario books, but also what is possible within this design space. It’s exactly what I wanted to find within the pages of the core book and while it wasn’t there I was glad to see that Corvus Belli understood that something like this was needed. I can’t wait to try these scenarios and I can’t wait to see what Corvus Belli comes up with in future releases!

Seeing Warcrow take this approach and make it a standard part of the game is music to my ears!

When a miniature game lacks granularity in the types of battle scenarios and dynamics in battle scenarios available, the result is that you end up having a great introduction to the game as a sort of demo or learning-to-play experience, but once you dive deeper into the game, you find diverse experiences are absent. Shatterpoint is a prime example of this, if you have played it 3-4 times, you have seen everything you’re going to see as far as battle scenarios go, there just isn’t much to explore. It gets boring fast and good mechanics aren’t going to save you from that!

Factions

A great miniature wargame lives and dies by the strength of its factions. The best ones offer a diverse range of playstyles, ensuring that every player can find a faction that resonates with them—one that becomes their battlefield identity. There is a lot more to it than that of course, but generally speaking, most players are going to pick a faction based on aesthetic and lore.

In Warcrow, choosing your faction is both an exciting and difficult decision. Your choice isn’t just about gameplay (perhaps not at all)—it’s about theme, aesthetics, miniatures, and lore, all of which the book explores in meticulous detail. Corvus Belli has done an excellent job of fleshing out each faction, providing players with rich descriptions that make it easy to discern the different sides. And with multiple compelling factions to choose from, there’s something here for everyone.

What truly sets Warcrow apart in my opinion is the sheer depth and richness of its faction lore. These aren’t just generic fantasy archetypes or brief write-ups—each faction is a fully realized nation with its own culture, history, and agenda. And notably, every single one of them has a grudge against someone else, ensuring that Warcrow is a powder keg of conflict waiting to ignite, fuel for building stories around your Warcrow matches. Even within a faction, there is potential for civil war stories and internal strife.

At the same time, Warcrow leaves plenty of space for creative players to put their own spin on things. The writing doesn’t just present rigid lore—it invites expansion, making room for homebrew sub-factions, personal interpretations, and player-driven storytelling. It’s reminiscent of Warhammer 40K’s Space Marine chapters—what’s in the book is just the beginning. The real potential lies in what player’s imaginations bring to the table. The writing even drops subtle hints and unanswered questions, suggesting that there’s more to this world than what’s on the page. I would imagine it as a way to set up for either future factions or sub-factions they might release later.

The Warcrow Adventure game has given us some advanced insight into the miniatures for all the factions, it’s clear from both the advertisement art and the cartoon style of the miniatures that the intent is for them to be bright and colorful, rather than grimdark. I love the look, but I have to admit, I’m a bit intimidated by the prospect of painting these miniatures.

I initially considered doing a detailed write-up of each faction’s lore, but after drafting one, I realized something: it felt like a terrible spoiler. A huge part of this book’s magic is the discovery of the lore—that feeling of unraveling a world piece by piece through a great read. So instead, I’ll keep things reasonably vague and focus on each faction’s aesthetic appeal, leaving the deeper mysteries for you to uncover yourself.

What I will say is this: Warcrow delivers a flawless execution of a lore book. I devoured every inch of it, and I do not doubt that any fantasy fan will fall in love with this world. It’s a fabulous read from cover to cover, deep with potential for further exploration.

Is It a Generic Fantasy?

I want to address a common criticism I’ve encountered in the course of my research of this game. Many comments proclaim Lindwurm a “generic fantasy.”

I simultaneously agree and wholeheartedly disagree. It’s evident that the creators of this setting understand the delicate balance required in fantasy world-building: adhering to certain tropes to maintain familiarity without veering into the realm of the overly bizarre. Tropes and clichés serve as foundational elements in this fantasy, providing an essential aesthetic that resonates with audiences and some solid footing so that the fantasy does not transition to silliness. The inclusion of classic archetypes like Elves, Dwarves, and Orcs doesn’t render a world generic; rather, it demonstrates an understanding of the genre’s core appeal. Omitting these elements could alienate fans who seek the comfort of these familiar motifs—a fact consistently evidenced since Tolkien’s creation of Middle-earth. I for one am glad that Corvus Belli understood this about their audience and worked within the confines of expectations. It does however make it easy to simply say, yes, there are Elves, Dwarves, and Orcs, it most certainly is a Tolkenisque, traditional fantasy world. But is it generic?

I’m a bit traumatized after my experience with Runewars, a fantasy miniature game that was released back in 2017. I was equally excited about that game, but where Runewars failed catastrophically was in the presentation of the world. It was also described by most reviewers as an uninspired and “generic fantasy” and arguably one of the key reasons the game failed to take off.

We have seen how some fantasy settings try to distinguish themselves and stray from the norms, Age of Sigmar immediately comes to mind where there is so much bizarre stuff, I find it disconnects me from the setting, leaving it, despite all of the creativity written into it, rather flat and uninspired in the arena of lore. There is fantasy and then there is Gonzo. Perhaps that is unfair, perhaps expanding the premise of fantasy beyond Tolkien’s tropes is something we should see more of, but the reality is that writers and games do this all the time. You haven’t heard of them, because they haven’t been successful which underlines the reality that in the absence of these established tropes lays obscurity. If you want to make a successful miniature game, you have to understand how this works and I’m glad that Corvus Belli did, even if it does come off as a bit generic sometimes.

That said, Warcrow fantasy puts a twist on just about everything bucking expectations and even traditions in a few places just enough to make it interesting. These factions while representing familiar aesthetics are anything but predictable or generic in my opinion. The Northern Tribes for example might look like typical D&D Orcs, but they are neither evil, savage or cruel. They are in fact free thinkers, just, honest, and honorable. This doesn’t mean the trope is broken outright, but clearly, the writers understand that when you create a new setting there is a difference between breaking expectation and smashing it for smashing its sake. There is a kind of respect for established fantasy in the writing, one might argue it is a miniature game setting written by fantasy fans for fantasy fans. As a whole, it just feels good to read.

I would argue – generic? -no, familiar? – yes

The Hegemony of Embersig

The Hegemony of Embersig is an army of diversity and it endeavors to be a versatile and adaptable faction, a sort of jack of all trades but master of none.

The Hegemony of Embersig marches under the black and gold banners of the Black Legion—the ironclad military arm of the Hegemony and the force you’ll command on the battlefield if you choose this faction. This army is a fascinating fusion of Human, Elven, and Dwarven influences, offering a rich, multicultural aesthetic that stands apart from more homogenous factions.

Visually, the Hegemony’s army strikes a perfect balance between industrial grit and old-world grandeur. Imagine a touch of steampunk woven into a tapestry of imperial and Victorian-era design—something that immediately reminded me of Dishonored (a classic PC game). It’s a look that feels both refined and battle-worn, familiar yet original.

I think I would best describe the Hegemony as a sort of new expansionist empire trying to find its legs forming from three different troubled cultures. It’s a cool concept and I think it works well in the confines of the history of Lindwurm, making it a faction ripe for conflict and a perfect fit for a war game.

The Hegemony is one of the two factions featured in the Winds From The North two-player starter set, which serves as the foundation for this review. While I have only peeked behind the curtain at this point (quite intentionally), the faction’s art, lore, and overall vibe already have me hooked. If I sound a bit biased, well… it’s probably because I am, I’m fairly sure this is going to be the faction I paint.

Aesthetically, this faction is a winner, and I think it’s a brilliant choice for a starter army. The black and gold color scheme is striking, I expect easy to paint, and will look fantastic on the tabletop—what more could you ask for?

The Northern Tribes

The Northern Tribes look to be all about getting into melee combat and bringing the pain, likely sacrificing its defense in the process. A cliche it might be, but it will suit a lot of players, especially those who just want to get down to the business of chucking dice and dealing damage!

The second faction in the Winds From The North two-player starter set, the Northern Tribes, is essentially the game’s “Orc faction.”

Complaints about the inclusion of generic fantasy tropes aside, Warcrow nails it with the Northern Tribes, aka, the Orc Army. Their aesthetic is a fantastic blend of Viking and savage barbarian influences, which feels like a natural place for Orcs. But instead of the usual grim, muddy tones, these warriors burst with color—serene blues and greens that evoke a sense of wild beauty. It’s a visual style that clearly pulls inspiration from beloved franchises like World of Warcraft while still bringing in fresh, original ideas, like the fearsome skin-changers.

These Orcs don’t just look strong; they feel like brutal, larger-than-life warriors bred for war. Massive weapons, thick pelts, and bone-laden armor make them stand out on the battlefield, and I’m practically biting my tongue trying not to gush over their lore. The write-up on the Northern Tribes was so good, that I read it twice, they are Orcs, but these are not Orcs you might assume they are from the pictures. There is depth to this culture and to their ambitions. In a sense, one might read this lore and fully conclude convincingly that these are the good guys!

This faction looks like it will be an aggressive, in-your-face force and it’s easy to see why they were chosen as one of the flagship forces for the starter set. You always need a nice, strong, melee faction in every miniature game and it’s a good call to include it in the starter set, as I find the traditional “beat ’em up” faction is popular with miniature war gamers.

The Syenann

If you are interested in running the Syennan, you won’t have to wait long as this faction is currently being released and will be available for purchase any day now.

The Sÿenann is the quintessential wood elf faction in Warcrow, deeply connected to nature and embodying classic archetypes like Rangers and Druids. Renowned for their speed and agility, they are described as “the most lethal warriors in all of Lindwurm.”

Their aesthetic features nature-inspired elements, with deep greens, browns and subtle yellows, complemented by unique natural enhancements such as wings, elaborate cloaks, and a nature-infused magical aesthetic with minimalistic attire. The faction boasts a deep connection to magic as one might expect from an elf faction, so I think it’s reasonable to expect to see some serious spell-casting and trickery out of these guys.

The faction is organized into sub-factions or lineages, suggesting the potential for unique color schemes and specialized units in the future, including several distinct leaders representing these groups. As the faction develops, I anticipate that their forces will incorporate beasts of the natural world into their army, but that is just my prediction and maybe a subtle hint for Corvus Bellii! Reflecting the intrinsic connection between nature and the animal kingdom in fantasy settings, the Syenann so very obviously fit this troupe and I hope they don’t attempt to break expectations here, we want this… we need this, give me an elf riding a bear or something bad-ass like that!

While details are trickling out about this pending release, it’s plausible to expect the Sÿenann to excel in archery, emphasizing fast movement, effective ranged attacks, and guerrilla tactics based on the lore and the imagery. While their design and lore make them another staple fantasy troupe, like all of the other factions in Warcrow, many twists and turns in their lore make them substantially more interesting than just “The Wood Elves” of Warcrow, despite their clear role as such.

Scions of Yaldabaoth

Every miniature game needs an indisputable bad guy faction and Scions of Yaldabaoth are that and much more. The miniatures are already available if you are playing the Warcrow Adventure game and it’s expected the factions-faction cards are coming soon.

Once the proud rulers of an elven empire that dominated Lindrum, the Scions of Yaldabaoth have clawed their way back from the brink of oblivion. Crushed, broken, and thought long dead, they rise from the ashes—not as saviors, but as nightmares. Fueled by dark sorcery and the whispers of ancient, forbidden power, they seek not just vengeance but total domination. If Warcrow has a true villain faction, the Scions wear that mantle with pride.

But they are far more than just the “evil” faction. Like the Hegemony, the Scions of Yaldabaoth are a diverse and terrifying force, a grotesque coalition of corrupted beings. Their ranks twist and contort with fallen Elves, enslaved Orcs, tormented Goblins, and all manner of unspeakable monstrosities—some once-living, others barely clinging to existence, and many more that defy classification altogether. This is not just a horde of the undead; it is a nightmarish carnival of the damned.

For anyone claiming Warcrow is just another generic fantasy wargame, the Scions stand as a defiant counterpoint. Their aesthetic, lore, and sheer thematic weight make them one of the most unique factions in the game. They are deeply entwined with The Fog, a pervasive, malevolent force that both fuels their dark magic and looms over the entire setting of Lindrum. It is corruption, it is power, and it is mystery—a force that will almost certainly shape the unfolding narrative of Warcrow in ways we have yet to fully comprehend.

As for how they will play? That remains to be seen in full, but the hints we’ve gathered so far suggest a force defined by overwhelming magical prowess, devastating monstrous units, and an endless tide of nightmarish minions. Expect to see elite, supernatural warriors commanding swarms of skeletons, cursed beings, and abominations drawn from the depths of The Fog itself.

Like all Warcrow factions, the Scions offer rich opportunities for sub-factions, specialized warbands, and legendary figures. We’ve already met some of their most terrifying champions in the Warcrow Adventures board game, where they serve as the primary antagonists in the core campaign. If that’s any indication of what’s to come, this faction is going to be an absolute force to be reckoned with.

And the miniatures? Simply stunning. One of our group members has already begun painting his Scions warband, and it would be an outright crime not to showcase his work. Expect to see these horrors hitting the tabletop soon—and expect them to leave a lasting mark on the battlefield.

For fans of dark fantasy, villainous armies, and eldritch corruption, the Scions of Yaldabaoth are shaping up to be the faction to watch.

Feudom

When it comes to fantasy worlds, there are unspoken rules to follow and one of them is that you need to have a standard, human, medieval kingdom faction. Generic? Boring? Predictable? Maybe, but I would argue necessary.

Among the factions of Warcrow, Feudom remains the most enigmatic—less shrouded in mystery than simply lacking in revealed details. Yet from what we can gather from the lore, Feudom stands as the quintessential Empire of Man faction. Chivalry, faith, and the rigid order of medieval society define their place in Lindrum. If Feudom had an aesthetic, it would be one of polished steel, pristine banners, and the unwavering march of soldiers into battle.

Of all the factions, Feudom is the one most often criticized for being “generic,” and while I understand the sentiment, I’d argue that a knight riding a griffon is hardly mundane. That said, there’s no denying that at first glance, the faction leans heavily into well-trodden fantasy tropes. Heavily armored warriors, noble lords, and battle-proud clerics wielding the authority of the divine—these are the standard bearers of classic fantasy. If you were to take their miniatures and place them alongside knights from any number of wargames, you might struggle to tell the difference were it not for the outstanding quality of Warcrow models.

That said, Feudom’s strength may lie not in its originality, but in its execution. The faction’s design isn’t about breaking the mold—it’s about perfecting it. The models exude refinement, with dynamic action poses that breathe life into what could have been just another row of stoic warriors. Where other factions revel in corruption, sorcery, or monstrous excess, Feudom stands as a bulwark of human ambition, discipline, and unwavering martial tradition.

One of the most promising aspects of Feudom is its internal diversity. The Duchy of Levanesse, the Lands of Losna, and the County of Landry are just a few that bring distinct medieval and imperial influences, each with their own heraldry, colors, and cultural flavor. For hobbyists, this opens up a wealth of creative opportunities—painting and customizing armies based on these different regions allows for a deeply personalized force, even within the constraints of a traditional aesthetic.

At the end of the day, Feudom is a faction that needed to exist. In a game as rich in dark fantasy, corruption, and eldritch horror as Warcrow, a stalwart human empire serves as the natural counterbalance and a nod to human centricity. They are the shining steel in a world threatened by darkness, the disciplined legions standing firm against the unnatural, exotic, unusual, and “inhuman”. And while they may be the most traditional faction, that doesn’t mean they won’t play a pivotal role in Warcrow’s evolving narrative. In fact, it’s probably likely that the timing of their release has to do with the incoming lore expansion.

They may not be the flashiest, but they are the foundation, though I have to say it was a wise choice that this was not one of the launch factions. While we need traditional human warriors in a fantasy game, it has been done so many times in so many games, that it would have been rather predictable to do so.

Mounthaven

Mountahaven Dwarves are not exactly fighting the argument that Warcrow is a generic fantasy game. But the artistic style, well-written lore, and attention to detail that fans of fantasy Dwarves love found in this book are all a nod to fans. Mounthaven dwarves were written for fans by fans, that much is clear.

Deep beneath the surface of Lindwurm, in halls carved from unyielding stone, the dwarves of Mounthaven have been watching. Waiting. Plotting. For millennia, their forges have burned, their scholars have chronicled the shifting tides of history, and their seers have studied the arcane rhythms of the world. Unlike the other factions that scramble for power in the present, the dwarves of Mounthaven play the long game—a grand strategy woven across centuries, with one singular goal: dominion.

Mounthaven dwarves are masters of industry, magic, and war, a people who blend traditional craftsmanship with arcane precision and technological ingenuity. They see the world as something to be understood, harnessed, and ultimately ruled. For them, the great cycles of magic are not mysteries to be feared, but tools to be wielded. Theirs is an empire not of fleeting conquest but of inevitability.

Now, let’s be clear—Mounthaven dwarves are not here to reinvent the wheel, nor do they need to. To say they are just another dwarf faction would be a disservice to the rich culture and storytelling effort behind them. Are they bearded, resilient, and clad in heavy armor? Of course. Do they wield axes, hammers, and shields with unwavering discipline? Absolutely. But within that familiar framework, they carve out their own identity.

Their aesthetic leans heavily into the fusion of magic and machinery, much like the dwarves of World of Warcraft or Warhammer, but with their own meticulous edge. Their culture is one of relentless refinement, where knowledge is as valuable as steel, and no resource—be it magical or material—is left unexploited.

While they may be one of the last factions to arrive in Warcrow’s release cycle, Mounthaven is not an afterthought. If anything, their late arrival only reinforces the notion that they have been preparing for this moment all along. And when they finally emerge from their subterranean citadels, they will not come as upstart conquerors—but as the rightful architects of Lindwurm’s future.

If you love fantasy dwarves, Mounthaven will give you everything you could want.

Other factions and sub-factions

There is no question in my mind that buried in the lore and the various myths and stories in this book are all setups for a wide range of potential sub-factions and even faction combinations. You have to remember that this is not an army-level game, this is a tactical skirmish scale game and in that, we can expect a more dynamic and flexible structure built into the faction and sub-faction army construction.

My guess is that we are going to see a lot of things we can even begin to anticipate at this point and that is a wonderful feeling when getting into a new miniature game. I won’t speculate, but I do have high hopes for expansion.

Conclusion

The Warcrow Core book is an exceptional setting book, ripe with fantastic stories, a mixture of classic tropes, and plenty of new unique fantasy. Its quality of writing is undeniable and there is no question in my mind that the world of Lindwurm has the potential to one day become a household name.

This book however is just the beginning, a mere tip of an exciting iceberg. It’s very easy to get excited by the hype and novelty of a new game with a new setting, but there is a long road between a great start like this book and the established longevity of a fantasy setting that can stand the test of time. It remains to be seen if Corvus Belli can create a franchise out of Warcrow that can stand the test of time. There is still much work to be done.

The criticism that Warcrows world of Lindwurm is a generic fantasy I think is unfair but not entirely inaccurate. You have your Elves, your dwarves, your undead, and your human empire, and while each has a distinct personality, this is not a fantasy world that will subvert your expectations or challenge classic fantasy tropes. It is very much a traditional fantasy world with inspiration drawn from established modern fantasy franchises. If you are looking for something truly original, Lindwurm may disappoint you.

I would argue that what Corvus Belli has done here is to create a fantasy setting that is fresh and interesting, but wisely uses established and beloved tropes that ensure that the people who play these games get what they want. It has its twists and turns to ensure you are drawn into the setting, but it also doesn’t chuck decades of established fantasy tropes out of the window just for the sake of originality, and to me, this is a good thing, not something for which the game should be criticized.

The Verdict

Final Score: 4.5 out of 5 Stars!

Pros: From the quality of the book itself to the art, to the writing and organization of the book, it’s nearly pitch-perfect.

Cons: This book has a very clear audience, it’s for fans of established fantasy tropes and traditional fantasy which it does very well. It will not however subvert your expectations.