I have a bit of a weakness when it comes to board games that check three specific boxes: they’re on sale (cheap), they’re for two players (so my daughter and I can play), and they’re short (so we can actually finish them). If a game meets those criteria, it’s almost an automatic purchase. I don’t read reviews, I don’t check the designer, I just click “buy” and hope for the best.
So imagine my surprise when the game I blindly added to my cart turned out to be designed by none other than Uwe Rosenberg.
Now, if you’re a board game fan, that name probably means something to you. And if you’re like me, it might even come with baggage. My history with Rosenberg’s games is… complicated. They tend to pass through my collection like a summer storm, brief, intense, and ultimately fleeting.
It’s not that I think he’s a bad designer, far from it. He’s clearly talented, with a devoted following and a long list of critically acclaimed titles. But his games and I just don’t click. They usually fall into one of two camps for me: either they’re sprawling, overly complex point salads (Feast for Odin and Agricola, I’m looking at you), or they’re great for a few plays and then dry up completely (RIP, Le Havre).
So when I discovered that Cave vs. Cave, the game I had bought on a whim, was a Rosenberg title, my expectations dropped faster than a poorly-timed worker placement. Still, I cracked it open, gave it a shot, and, well, here we are.
Overview
Cave vs. Cave is a sort of action selection game in which players choose from a shared pool of available actions, and build their personal tableu of of tiles that offer various benefits and score you points.
The tableu is meant to be a cave that your excuvating, but as you execuvate the cave spaces become available which you can then fill with rooms. Each room offers you some benefit (as well as victory points) that allow you to build engines for scoring points, gaining resources and ultimatetly (hopefully) winning the game.
It’s a relatively straightforward game rules wise.
The Cleverness (The Pros)
What Cave vs. Cave does well, really well, is give you that classic Rosenberg-style puzzle in a bite-sized package. The core of the game revolves around the timing of actions and the availability of rooms, and how those two factors interact creates a satisfying little brainteaser. Figuring out how to best sequence your moves, when to grab a key room, or how to squeeze one more action out of a tight round, that’s where the game shines.
In typical Rosenberg fashion, a seemingly simple mechanic reveals surprising depth. Even though the game clocks in at around 30 to 45 minutes, there’s still plenty to chew on. Every decision matters, and the game doesn’t pad things with catch-up mechanics or point explosions. It’s a slow burn, a deliberate race where small efficiencies add up and the player who makes the fewest mistakes usually wins.
What I appreciate most is how dynamic it feels. The randomized room layout and action tile order keep each playthrough just different enough to force you to adapt. There’s real replay value here, and multiple viable strategies to explore. Want to focus on early gold production? Go for it. Prefer to expand aggressively and build up infrastructure? That works too. It never feels like there’s just one obvious path to victory.
In short, Cave vs. Cave is unmistakably a Rosenberg game. From the economic engine-building to the quiet solo-race format, it’s got all the hallmarks, just boiled down into a leaner, faster experience. Exactly what I think fans would enjoy and expect from a 2-player version of Caverna.
The two-player setup shows just how streamlined and straight to it the game is. I can explain the rules to you in five minutes, and we are ready to rock.
The production is of great quality, its pretty, feels good in the hand, nicely illustrated.
The Bad Stuff (The Cons)
One of my ongoing gripes with many of Uwe Rosenberg’s designs and really, with a lot of Euro-style games, is the almost complete lack of player interaction. To be clear, I don’t think this is a flaw per se; it’s a conscious design philosophy. But it’s one that just doesn’t always land for me.
Cave vs. Cave is no exception. You and your opponent might as well be playing two separate solo games with a shared component tray. The only real difference between the solo mode and the two-player mode is the win condition: in solo, you’re trying to hit 50 points; in multiplayer, you’re just trying to beat the other person’s score. That’s it. That’s the interaction.
I can think of any number of games with far more interaction and the same level of complexity that are going to get you that two-player one-hour experience. 7 Wonder Duel for example, I would argue hits that spot perfectly. Suffice to say, I think interaction is important to a game, and its absence here makes me want to reach for other games.
Sure, every now and then, you might grab an action or room tile your opponent had their eye on, but I’d argue that’s more accidental overlap than meaningful competition. You’re not going to intentionally do this to block your opponent, it’s more of that classic, “Oh, I was going to do that,” moment that’s more of a shrug than a strategic block or decision.
So if you’re looking for tension, take-that mechanics, or even just a little tactical disruption, Cave vs. Cave won’t deliver. It’s a parallel play experience through and through, which, again, might be exactly what fans of Rosenbergs probably want and expect. But for those of us who like a little friction in our games, it can feel a bit… sterile.
Conclusion
At the end of the day, my biggest gripe with Cave vs. Cave, its near-total lack of player interaction, isn’t really a flaw, just a matter of taste. And despite that, I have to admit: this game works. It’s a light, fast, and clever little two-player experience that you can set up, teach, and play in under an hour without breaking a mental sweat.
Honestly, every game shelf needs titles like this, games you can pull out on a whim when a friend drops by and says, “Hey, want to play something?” Cave vs. Cave fits that role perfectly. It doesn’t demand a full evening, it doesn’t require a deep dive into the rulebook, and it delivers a tight, thinky puzzle with just enough variety to keep things fresh.
Unlike most of Rosenberg’s heavier titles that briefly haunted my collection before being sold off, this one might actually stick around. Not because it’s a masterpiece, but because it knows exactly what it is: a quick, streamlined Rosenberg engine-builder that doesn’t overstay its welcome.
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 Score: 4.5 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.
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.
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!
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.