Tag Archives: Miniature Games

In Theory: The Gamification of Table Top Miniature Games

I’m often accused of being “weird”, when speaking about my taste in miniature games; the word… chaotic is frequently used. It’s true my preferences tend to be a bit of a wild mix of systems, styles, and scales that don’t appear to follow any clear pattern.

But that only holds true until you understand one core principle I care deeply about, which we are going to talk about today!

The creeping gamification of tabletop miniature games, and how it quietly chips away at what makes this hobby special in the first place. My opinion, of course.

Understanding the Underlying Principle of Miniature Game Assumption

To really understand this “theory”, we need to take a small step back, just a quick glance into the history of miniature games and where they actually come from, how they got their start. In a word, my foundation in the hobby.

It’s not some hidden or complicated truth. In fact, it’s quite simple and surface-level. It’s just something many modern players may not even notice, nor is it usually relevant to modern gaming because it’s a piece of history.

The gist of it is that at their core, miniature games began as pure simulations. It’s a foundational construct of miniature war games, originally, that they all had an internal logic based on trying to simulate the battlefield.

Back even in the early days of the modern hobby as we know it today, think the 70s and 80s, the goal of a miniature game wasn’t just to “win” in a mechanical sense. The goal was to recreate, as faithfully as possible, the feeling and logic of a battlefield, a concept that heralded an even earlier variant of the game, historical war game simulation. Whether that battlefield was historical, fantastical, or somewhere in between, the idea was the same: what would this actually look like if it played out? What do expected results look like, and how does the game surprise you, and most importantly, is that consistent with the internal logic of the setting or piece of history? All mechanics were designed toward that goal.

That’s the foundation.

Historical Table Top War Games have one core and fundamental feature, which is critical to understanding how it’s played. It simulates via mechanics the reality in the field; it’s a simulation, abstracted as it may be, it strives to re-create the real conditions, decisions, strategy, and attributes of what made these battles tick.

Historically, this came from simulation-heavy war games, systems designed to recreate real battles, real tactics, and real consequences. But that philosophy didn’t disappear when fantasy and sci-fi entered the scene. It simply adapted.

Because simulation doesn’t mean “realistic”, it means internally logical.

Take early Warhammer Fantasy as an example. You had dragons, wizards, and undead legions, hardly realistic. But the game still tried to simulate how those things would behave within their own world. We derived that from the setting, much in the way you would derive a historical period battle from history books.

A dragon breathes fire? That’s terrifying, but what is the impact on the battlefield? How would that work if you wanted to simulate the effect?

Morale is a perfect example of a mechanic with internal logic. A unit of soldiers faces overwhelming odds? They might break and run. It exists in many games because, in real battles, soldiers don’t fight to the last man, they panic, retreat, and survive. So morale became a core mechanic when simulating tabletop battles. But then you apply fantasy logic: skeletons and mummies don’t feel fear, because they are dead, so they might ignore morale rules, for example.

So even within a fantasy, there is internal logic.

It all tracks. It all makes sense, within the simulation.

And that’s the key idea.

Even the most fantastical elements, magic spells, immortal beings, dragonfire, were governed by rules that felt like they belonged in a living, breathing battlefield as part of a simulation.

So when I talk about the gamification of miniature games, this is what I’m contrasting it against.

I’m talking about rulesets that move away from this idea of simulating a battle, and instead lean into abstract mechanics that exist purely for the sake of the game, rather than the world it’s trying to simulate.

Example of Gamification

The easiest way to understand the difference between simulation and gamification is through a concrete example.

So let’s talk about A Song of Ice and Fire: The Miniatures Game, because if we’re looking for a clear case study, this one puts it front and center.

On the surface, the game does a lot right in terms of simulation.

You’ve got two armies clashing on the battlefield. Units have speed, strength, defenses, morale, all the things you’d expect if the goal is to simulate combat in the Game of Thrones universe. You maneuver, you fight, you hold objectives, you try to outplay your opponent using positioning, timing, various advantages different unit types have, tough, fast, or ranged, perhaps. You use the terrain to your advantage, so on and so forth.

So far, so good. This is the simulation part working exactly as intended, even so far as the fantastical elements go, like Dragons.

But then… we step sideways.

Enter the NCU board.

This is where characters from the setting, Cersei, Joffrey, and Tyrion for example, operate completely outside the battlefield itself. They occupy abstract “zones” that trigger powerful effects on the game. And this is where the shift happens.

As interesting a mechanic as it was, the NCU board was a layered mechanic completely disconnected from the battlefield, yet it had an immense impact on it. The result was this sort of “extra” side game that could and often did unravel the rest of the core mechanics of the game. It was this heavy abstraction that could make your battlefield tactics and strategy irrelevant to the resolution of the battle. It worked fine, but it could be gamed.

Suddenly, you have a character like Joffery who can activate an ability on the NCU board that forces a morale check on a unit across the battlefield. Fail that check, and suddenly soldiers start dropping.

Now, pause for a moment.

Why are troops, possibly hundreds of miles away from Joffrey, losing men because Joffrey sat in a chair somewhere and did something political? Why would a dragon care? Why does this have an effect on a battlefield action?

The answer is simple:

It’s not part of the simulation; it’s not designed into the game to make sense or have any internal logic. It’s a game mechanic. This is gamification, not simulation.

It’s an abstract system layered on top of the battlefield, one that exists to create interesting decisions and strategic depth, but not necessarily to represent anything that logically plays out in the battle itself. It’s not part of a simulation of the battle; it’s part of a game.

And to be clear, this isn’t inherently bad, but for me personally, this creates a dilemma and breaks the immersion of what the game is trying to represent. It’s a bit like adding a knock-knock joke in the middle of a Star Wars lightsaber duel between two Jedi; it might be hilarious, but it’s out of place, out of context.

Is Gamification Bad?

Gamification can be incredibly fun. It adds layers of decision-making, clever interactions, and those satisfying “gotcha” moments that make games memorable. But it does change the nature of the experience, and that’s where things, at least for me, start to disconnect.

Because at its core, this comes down to a simple distinction: Are you playing a game… or are you simulating a battle?

The true definition of a simulation and game, and really the tell that you are dealing with a simulation game, is that battlefield conditions will typically be quite robust. Rules for cover, for example, are often key to the game, they are core rules, and you want to avoid abstract external consequences on this unless said effect is something visible on the table, like a unit that has a weapon that circumvents cover, for example. You don’t want a card play or some hidden mechanic altering it, because if that is possible, cover then becomes less relevant as an element of strategy, as it can be circumvented by “hidden things”.

Now, that might sound like splitting hairs, but it really isn’t.

“Playing a game” leans toward board game logic, optimizing mechanics, managing resources, triggering abilities, and outmaneuvering your opponent within a defined system of rules. Victory comes from mastering those systems. It’s not a game about trying to understand the concept of “battles” and using inherent internal logic to make decisions; it’s about the manipulation and execution of mechanics, creating synergy, and trying to “win” in a game.

“Simulating a battle” is a bit different; it is about applying battlefield logic and seeing what happens. It’s an external experience; you are as much the controller as the audience. It’s almost a kind of experiment. What would happen under X, Y, Z conditions within the construct of this setting/universe, or historical period, or historical battle? How can I change the results with my decisions? Can I do it better than the history or the expected outcome? Simulation is a kind of discovery in the form of entertainment. It’s a spectacle more than a game.

Positioning, timing, morale, flanking, and decisions that feel grounded in how a conflict might actually unfold are the key to creating a simulation. The dice step in to represent chaos, uncertainty, and the unpredictable nature of war. Most importantly, in a battle simulation, most of the information, in particular when it comes to consequences, risk vs. reward, and the general understanding of what can happen in any given situation, is open information. The only “gotcha” moments in a simulation are derived from someone using a strategy you didn’t expect or an unexpected or unusual dice outcome.

Both approaches are valid. But they create very different experiences.

Gamification tends to introduce what I like to call… shenanigans.

These are mechanics that pull your focus away from the battlefield itself and toward the system behind it. Instead of asking, “What would Jon Snow do in this situation?” you start asking, “What combination of abilities or effects can combo with the cards in my hand that I can trigger right now to let Jon Snow do something my opponent does not expect or can’t counter?” In a way, you can say it’s about breaking your opponent’s strategy by altering the rules of the game that are visible and can be anticipated.

In a simulation-driven game, when two armies clash, the outcome is shaped by their inherent strengths and weaknesses. Maybe one side has better morale. Maybe the other gains an advantage through positioning, flanking, terrain, or timing. And ultimately, the dice decide how that moment resolves. It’s a combination of strategy and fate, but both players can see what is happening in the field. It’s not the result of a gamist mechanic; it’s a result of the resolution of core mechanics that both players understand and can see. In a sense, seeing what happens is the result of watching the simulation execute. It doesn’t mean the results can be predicted, but the odds can be calculated.

It feels organic. Grounded. Earned. You make decisions about movement and position by accessing these factors, and while the results may still surprise, the surprise isn’t going to be your opponent playing a hidden card in their hand that lets them do some internal logic-breaking thing. It’s going to be a statistical anomaly in the randomization used in the game, typically dice. There is an expected outcome from the clash, but fate might intervene with unusual dice results. A miss that should have been a hit. In a simulation, you “do stuff” and then “see what happens” within the scope of predictable factors, statistics, strengths, and weaknesses. There are no shenanigans that are going to alter the outcome.

In a more heavily gamified system, that same clash can be dramatically altered by effects that have little to do with the units or situation themselves. A card is played. A hidden ability is triggered. Suddenly, the outcome hinges less on the clashing units and the battle… and more on the mechanics layered on top of it. What hidden shinaningans does each player have that they can execute?

And again, that’s not wrong in any sort of “mechanical” or “design” sense. I want to be clear about this, but I think it’s fair to say that it’s a different kind of gaming experience.

One sort of important, albeit mostly overlooked element of simulation games is that they are grand spectacles of storytelling. The goal isn’t to win or lose so much as it is to have a great experience you can go back to and say stuff like “you remember that one time I….”. That tends to happen a lot less when the thing that happened was that you drew a card and played it. It doesn’t have the same story feel. A story is the bridge between short-term fun and long-term love affair.

The reality is that most miniature games sit somewhere on a spectrum. Very few are purely simulation-driven, and very few are entirely abstract. The issue isn’t the presence of gamification, it’s the degree of it. There is a tipping point in a miniature game where too much gamification kind of erases the need for internal logic and simulation consistency; it becomes abstract enough that you are no longer seeing it as a simulated battle, and it’s just a tactical/strategic game., closer to a board game or a card game It becomes a game about the shenanigans instead of the simulation.

The more abstract, disconnected, and prominent these mechanics become, the further the game drifts away from simulating a battle, and the more it becomes about executing systems within a game engine.

At some point, you’re no longer commanding an army. You’re solving a mechanical puzzle.

And whether that’s a good thing or not… depends entirely on what you came to the table for, but at this point, I think my personal taste and bias start to kick in.

Why I Think Simulation Is Better

At the heart of it, my preference for simulation comes down to one thing: Clarity and longevity, and though I think there are some added minor issues that conflate my problem with gamist systems on top of those two things.

In a simulation-driven game, you can see the battlefield, not just a game construct, but as an imagined real thing that works as close to “reality” as game mechanics can get it, even when abstracted. You understand the state of play. You can evaluate risks, predict outcomes, and make informed decisions based on what’s actually in front of you. You can also create scenarios that present unique challenges (circumstances) that are overcome by unique tactics using the same internal logic of the simulation that inherently exists in such games. Unique game states that require unique solutions within the confines of the same base rules structure that replicates that reality, which again is driven by recognizable internal logic and a visible game state.

That kind of visibility, combined with a solid grasp of probabilities, beats surprise-driven gamist “gotcha” mechanics every time, at least for me.

Because once you lose that clarity, the experience starts to shift.

The Balance Problem

One of the biggest issues with heavily gamified systems is balance. Or more accurately… the lack of it.

In my experience, the more a game leans into abstract mechanics, cards, hidden triggered abilities, off-board effects, or mechanics that circumvent internal logic, the harder it becomes to keep things fair. And things are usually not just slightly off, but noticeably off.

Take A Song of Ice and Fire again as an example. Many of its most glaring balance issues don’t come from the core unit design; they come from the layers on top of it. The cards. The NCU board. The external effects that interfere with the battlefield. Even when a unit is designed in a reasonable way, the various cards and NCU board effects can make that unit bizarrely stronger in one army than another. These aren’t equivocal in the same way, there is a difference between a Targaryan cavalry and a Lannister cavalry, not because their stats are different, but because of the way the game can be manipulated by the gamist mechanics like NCU boards and hidden cards the players have access to. A cavalry unit is not just a cavalry unit in a Songs of Ice and Fire

These mechanics often override the very things that are supposed to define units and the internal logic of the battlefield simulation.

A slow unit suddenly isn’t slow anymore. An already-activated unit acts again. A weak unit spikes damage out of nowhere or makes a surprise move. The base information isn’t fixed, the gamist mechanics can alter without much warning the functionality of units and the execution of the core mechanic.

A Song of Ice and Fire Rankings are a tell about how this game does with balance. The distance between the best faction and the worst faction is extremely wide. That isn’t all, however; a couple of card changes or a new NCU can alter an army from one that never loses a game to one that never wins a game. Case in point, Nights Watch was once at +90,000 faction, now it’s a -28,000. The rules haven’t changed for the game, the units’ attributes have not been changed, but the abstract shinnaningan mechanics were altered, and some of the armies’ core shinannigans” no longer work. Without them, the strength of the army on the field is irrelevant. The strongest factions are those with the best cards and NCU’s, the armies really don’t matter much in this game. It’s the typical outcome of a gamist system.

At that point, the carefully constructed strengths and weaknesses of the army start to lose meaning, as does the simulation itself, as it does not function reliably.

And when that happens, player decisions also lose their purpose and meaning.

You might make the perfect tactical move based on everything you can see and control, only for it to be undone by something you couldn’t see or control. Not because you misplayed or miscalculated, but because the system allowed your opponent to circumvent the rules themselves through the execution of gamist mechanics.

That’s where simulation starts to crack. Because now, the game on the table and the game you’re actually playing aren’t quite the same thing. There’s an invisible layer sitting on top, constantly threatening to rewrite the outcome.

The “Feel Bad” Problem

Then there’s the emotional side of it, the infamous feel-bad moment. In a simulation-driven game, the potential for failure is part of the deal.

You miss a charge. You fail a morale check. You whiff an attack roll. It stings, but it makes sense. You knew the odds going in. You chose to take the risk. The dice decided the outcome. It’s a kind of controlled chaos.

It’s frustrating to fail, sure, but it’s fair. It lives within the logic of the system, within the expected range of outcomes in a simulation.

And honestly, that tension, the chance of failure, is a big part of why we play.

Gamified systems create a very different kind of failure potential and feel-bad moments.

Instead of failing because of risk and probability, you fail, for example, because someone played a card that says, essentially, “No, what you just tried to do within the rules doesn’t work after all.” Or worse, “I do something that is normally against the rules of the game and could not be predicted”.

You made a sound decision. You understood the odds. And then… none of it mattered. That kind of moment doesn’t feel like a failed gamble or the result of poor decision; it feels like the rug got pulled out from under you in an unfair game.

Not outplayed. Not outmaneuvered. Just… overridden by rule-altering mechanics, the goal post was moved dynamically. And that’s where frustration starts to creep in. That’s when a mechanic that seems interesting and clever at first, because of a balance problem and frustration that sucks the fun out of the game on repeated plays.

One of the issues with Warhammer 40k, even though it is primarily a simulation-focused game and does not rely on “gotcha mechanics,” is that the core rules of the armies are still hidden behind pay walls. The end result is that even though all of the information at any given battle are on the table, there are so many units and so many different armies and you can only see the attributes of the armies for which you have a codex, your usually flying blind anyway and it ends up having the same “gotcha” effect as a hidden set of cards. I personally have no idea how most armies work, or what units do for armies I don’t collect, paint, and use and there is no legal way short of buying every codex to get that information.

Because there was no meaningful decision that led to that outcome. No visible risk. No way to prepare for it. Just an abstract mechanic firing at the perfect (or worst possible) moment. It’s not clever to execute an effect that says “Sorry, I’m changing the rules”, it feels more like a cheap shot.

The whole game can quickly start to feel less like a game of strategy… and more like playing against a system that occasionally cheats, legally.

The Immersion Problem

Perhaps one of the biggest impacts on me, is that gamification breaks immersion, which leads to stagnation and boredom.

In a simulation-driven game, you’re in it. You’re thinking like a commander. You’re reading the battlefield, planning maneuvers, anticipating outcomes, and experiencing the battle almost like an observer. Your focus is entirely on the clash unfolding in front of you. Each battle functions under the same internal logic, while the circumstances are different every time. It’s exciting, it’s something you can build experience at and become better at navigating. There is a route to becoming a better commander, but Lady Luck will always play her hand, and even the most brilliant of plans can fail, and that becomes a kind of story that can be told in the same way you might describe a historical battle, but it’s a piece of history you wrote at the table together with an opponent. The game is about finding out what happens when all those factors come together.

But when heavy gamified elements enter the picture, that focus shifts.

Now you’re thinking about cards in hand. Triggers. Combos. Hidden interactions. Not just what’s happening on the battlefield, but what might happen outside of it. Your card draw can define whether you will win or lose a scenario. Did you get the right combo of effects you’ll be able to nail your opponent with? Did your opponent draw the counters he will need to circumvent your cards? The story becomes about how many points you scored and how X card or Y hidden effect resulted in you winning the game. There is a kind of cheapness to that story, told not through the eyes of commanders but through the eyes of players, playing a game of abstraction.

And that changes the feel of the game and the experience dramatically.

Warcrow is a really cool tactical game, but personally, I don’t see it as a “battle simulation”, and I don’t think it intends to be that. It’s very much a skirmish game about special characters with special powers. It’s really more like a miniature-based board game, similar to the Masters of the Universe tactical game. It’s in a very different category, and while I love the concept, it doesn’t really fill the miniature war game itch for me. It’s fun, but something in a different category.

What should be a decisive cavalry charge into an exposed flank suddenly becomes a question of, “What mechanic is about to interrupt this?” The tension isn’t about tactics anymore, or dice outcomes, it’s about the timing of hidden effects and abilities, the gamist elements that are the true drivers of the game.

Some gamist and abstracted elements can be fine. Even enjoyable in moderation.

But when those mechanics become powerful enough to completely unravel battlefield strategy, the illusion breaks. The battle stops feeling like a battle and starts feeling like a system being manipulated.

You’re no longer commanding an army. You’re managing interactions.

From Intrigue to Exhaustion

The final thing here is the irony that these gamified systems are often very appealing at first. They feel modern and clever, even. I find myself attracted to such systems, but it never lasts. There is a kind of exhaustion that kicks in because you’re analyzing the game, not the battles.

Gamist systems often feel clever. Dynamic. Full of surprising moments and interesting interactions. There’s a lot to explore, and that initial discovery phase can be genuinely exciting.

But over time, those same mechanics can start to feel repetitive and oppressive; they become the source of the frustration rather than the source of the fun.

Players learn these tricks. The combos. The optimal plays. And what begins as variety slowly turns into a cycle of shenanigans and counter-shenanigans. Army building becomes a matter of trying to build the synergies with these gamified mechanics, and usually, very clear winners rise to the top. Games become predictable, and spice turns into boredom.

For me, that’s where the interest starts to fade. Because what I’m looking for isn’t just a game to play. It’s a battle to experience. It’s the act of sitting at a table with a friend, with two forces on the table where the battle will be decided by movement, positioning, tactics, and the chaotic results of the dice within the setting of the world we are playing in.

I got really burned out on Songs of Ice and Fire, even though I really enjoyed my time with it. The main reason is that the game was about the cards, the NCU’s, and the shinnaningans you could pull with them. It was less a battle simulation and more a game about shinannigans, which was fine, but the alterations to the game, how the game was played, what your army could do, and how the game was balanced over time were through these card effects, and that was kind of exhausting to keep up with. Just getting the game to the table meant printing out and cutting out decks of cards, sleeving them, and getting re-familiarized with how every single element of your army changed since the last time you played. It’s just too much effort to play a game.

If all of that is undone by hidden mechanics and abilities, the game’s shelf life is going to be limited to how long these gamist mechanics remain interesting, before the game becomes played out and boring.

I’ve seen this pattern repeat over and over again, and I have a shelf full of miniature games I don’t play to prove it.

Long-Term Success vs. Flash In The Pan

If you really want to see this principle in action, you don’t have to look any further than the history of miniature gaming itself.

Because over time, patterns emerge.

The games that endure, the ones that stick around for decades, build loyal communities and continue to evolve, tend to lean heavily toward simulation. They create a foundation that players can understand, trust, and invest in long-term.

They feel consistent. Predictable in the right ways. Deep with just the right amount of chaos. These aren’t even necessarily always “better games” or even “modern designs”, but the stability over time and the variability of the simulation versus the shinanigan mechanics tends to win long term.

And that matters more than you might think.

Because miniature games aren’t just games, they’re hobbies. They demand time, money, effort. You build armies, paint models, learn rules, and invest in systems. Players want to feel like that investment has stability and longevity.

Simulation-driven systems provide that.

They offer a kind of rules “gravity.” Even as editions change and mechanics evolve, the core logic of the game remains intact. Movement matters. Positioning matters. Morale matters. The battlefield still behaves like a battlefield. The core is a core architecture upon which the game sits.

Constant rule changes, I think, are only good for games that are broken and need to be fixed. At some point, however, you should be able to find the balance, and the game should require fewer and fewer changes until, at some point, you perfect the game. That rarely ever happens, usually changes are introduced for changing’s sake, and I don’t think that is a healthy way to handle a product. Constant changes are annoying, and many games, even good simulation games, do too much of this.

You can leave the game for a year or five, and come back without feeling like everything you knew has been flipped upside down, and perhaps more importantly, the game will still be in print, which is rarely the case for gamist systems. The hotness today is gone tomorrow.

Gamified systems often struggle with that kind of longevity.

Because when a game leans heavily on layered mechanics, cards, combos, triggered effects, and abstract interactions, it becomes much harder to maintain balance and clarity over time. Each new addition risks compounding complexity, introducing new edge cases, and shifting the meta in unpredictable ways. Perhaps more importantly, the game starts to crack under its own weight, and demands from the player base for balance and fairness are muted by the fact that gamist systems see balance and fairness as an adjustment to the gamist mechanics, not as a core construct of the simulation.

What starts as exciting… can quickly become unstable. And when that instability builds, players drift away.

Not always immediately. Sometimes these games explode onto the scene with energy and enthusiasm. They feel fresh, dynamic, full of possibility.

But that energy can and very often does fade.

That’s where you see the “flash in the pan” effect. A strong launch. A burst of popularity. And then… a slow decline.

Now, to be fair, this isn’t a universal rule. There are exceptions on both sides. Some gamified systems find ways to stabilize, and some simulation-heavy games stumble for entirely different reasons.

But as a general trend, I think this tends to be true. The more a game roots itself in simulation, clear logic, visible systems, grounded interactions, the better its chances of standing the test of time.

Because at the end of the day, players aren’t just looking for something new. They’re looking for something that lasts.

Battletech

If you want a textbook example of longevity in miniature gaming, look no further than Battletech.

Launched in the mid-80s, this is a game built on pure simulation principles, and it shows. Its core rules have remained remarkably consistent for over 40 years. It has never truly disappeared, never fallen out of print, and today it stands as one of the highest-grossing miniature games on the market.

That kind of staying power doesn’t happen by accident.

And I think the reason is simple: Battletech doesn’t need gimmicks to stay interesting.

I think the biggest part of Battletech’s success comes from the fact that they kept fixing the rules until they got them right, and then they stopped. Now, new rule books are just “updated printings with better editing”. This stability is very good for the game.

You can play the exact same scenario, same mechs, same map, same players a hundred times, and you’ll get a hundred completely different outcomes. A hundred different stories. There is no puzzle to solve in Battletech; there is no meta, it really is simulation purity.

There are no hidden cards. No off-board mechanics. No surprise systems waiting to override what’s happening on the table. Everything is visible. Everything is grounded in the simulation. The dice are the only surprise factor.

It’s just you, your opponent, and a battlefield full of giant war machines where every decision carries weight.

That’s it.

And it’s more than enough.

Star Wars: X-Wing

Star Wars: X-Wing is perhaps the most fascinating example of both sides of this argument, and prime proof that there is something to this theory. It showed how powerful a good simulation can be… and how fragile it becomes when that foundation is compromised.

When X-Wing first launched, it was beautifully clean. At its core was a simple but brilliant idea: movement is everything.

Players secretly selected maneuvers using dials, revealing them simultaneously to simulate the uncertainty and tension of a dogfight. Ships had firing arcs, usually in the front, so getting a clean shot was all about positioning, which required different levels of risk and prediction. It was quite perfect as a simulation; everything that made the game tick.

Beyond that, the system was open. Transparent. Logical. No “gotchas.” No hidden layers. Just ships, movement, dice, and decisions.

And it exploded in popularity as a game.

For the first time in decades, a miniature game seriously challenged, and according to some reports, even surpassed, Warhammer 40k in popularity. It wasn’t just a hit, it was a phenomenon.

Now, to be fair, it had other advantages. It was Star Wars. It had pre-painted miniatures. It was accessible and relatively affordable.

But none of that works without a solid game underneath it. And X-Wing had that.

Until it didn’t.

Over time, the designers began introducing more and more gamified elements, mechanics that layered on top of the core system that undermined rather than reinforced them.

The most infamous example was the Twin Laser Turrets.

It wasn’t just that Twin Laser Turret ruined X-Wing, one card doesn’t do that. It was that it introduced the idea that equipment cards can and will circumvent the core mechanic of the game. It was the beginning of the end for X-Wing. It went from a simulation to a gamist system about shenanigans after this card, until it no longer mattered what anyone did on the battlefield; it was all about the effects of equipment and the synergies and combos.

This upgrade fundamentally bypassed one of the game’s core pillars: positioning and firing arcs. Suddenly, careful maneuvering, arc-dodging, and spatial awareness didn’t matter. With a single change to the game, the simulation of a dogfight, of outmaneuvering your opponent, was undermined by a mechanic that simply… ignored it.

And once that door opened, more followed. Abilities that bent the rules.
Interactions that overrode core mechanics got to such an extreme that the act of rolling dice was a formality; everything could be manipulated. Systems that prioritized clever combos over battlefield decisions. The game became about list-building synergies that resulted in players being able to compare lists and declare a winner; playing the game to determine a winner was also mostly a formality by the end of the game’s run.

The result was a very rapid and steady erosion of what made the game special. The simulation faded. The “shenanigans” took over. And the decline was just as dramatic as the rise.

A second edition failed to recapture the magic, arguably leaning even further into these layered mechanics. The game lost momentum, lost players, and eventually was passed between publishers before quietly fading out altogether.

There were, of course, multiple factors behind X-Wing’s fall. But for me, the turning point is clear:

The moment the game stopped being a simulation… was the moment it started dying.

Warhammer 40k & Age of Sigmar

Even Warhammer 40k tells a similar story, just with a different ending.

Over its long history, 40k has swung back and forth between simulation and gamification. There were periods where the game leaned heavily into abstract mechanics and bloated systems, to the point where it nearly collapsed under its own weight, dragging the company down with it.

But then GW course corrected, thanks to the company not being afraid to make big changes, and thank god they did.

Modern 40k, particularly in its latest editions, has moved back toward a more grounded approach. It still carries a fair share of gamified elements, stratagems, mission structures, and layered interactions, but much of it is at least open and visible, trackable, and something players can plan around. There is too much of it, which is a bit of an issue, making it highly complex and very involved, so it can still sometimes feel like the game has a lot of gotchas, but with game mastery its something you can overcome.

There’s a lot going on. A lot to process. And mechanics like widespread re-rolls can sometimes dilute the tension that makes simulation-based systems feel so compelling.

It’s better, but it’s still walking that line, and also still improving with each iteration of the game, and there is a lot of hope for 11th edition coming out this summer.

Age of Sigmar, GW’s other big game, interestingly, might be the cleaner of the two.

While it had a rocky start, it has steadily refined itself over time. It trims away many of the excess layers, fewer re-rolls, fewer disruptive mechanics, and focuses more on flow, clarity, and battlefield interaction.

It’s not a pure simulation by any means, but it leans in that direction more confidently.

And I think that’s a big part of why it continues to grow.

Because as long as it stays grounded, focused on the battle rather than the systems around it, it has a very strong foundation to build on.

Conclusion

I don’t think most players consciously think about this when they pick up a game, but the patterns emerge just the same. And one of the most consistent patterns I’ve seen is this:

Simulation-driven games last.
Gamist systems… don’t.

Gamist games tend to explode onto the scene. They’re praised for their innovation, their “modern design,” their clever mechanics. And to be fair, they are clever. They’re exciting. They’re fresh.

At first. But over time, those mechanics start to settle. The community figures them out. The puzzle gets solved.

And once that happens, something important is lost.

Because at their core, many gamified systems are puzzles. And puzzles, once solved, don’t have the same pull the second, or tenth, time around.

They become repetitive. Predictable in the wrong way.

Simulation systems, on the other hand, thrive on unpredictability. They aren’t puzzles, they’re systems of controlled chaos.

You can play the same battle, under the same conditions, with the same armies, making the same decisions, and still get wildly different outcomes. Not because of hidden mechanics, but because of the inherent uncertainty of the simulation itself.

That’s where the longevity comes from. That’s where the stories come from. And ultimately, that’s what keeps people coming back.

When I look at the games I’ve loved over the years, vs. games I have played and more importantly, the ones I still have interest in today, the list is surprisingly small.

Battletech.
Warhammer 40k
The Lord of the Rings Strategy Battle Game.
X-Wing (but only the early edition stuff)

These are the games that stuck.

That doesn’t mean the others weren’t great. I’ve had fantastic experiences with plenty of gamified systems. Some of them were incredibly fun, creative, and memorable. They review well.

But the issue is that they didn’t last. I don’t play Songs of Ice and Fire anymore. I loved Warcrow, but ultimately, I’m not driven to get it to the table. I love my Runewars miniatures, but I know I will never play that game again. They burned bright and then faded into obscurity. There is a graveyard of games on my shelves.

And for me, that difference comes down to one thing:

Whether the game was asking me to solve a system…

Or to command an army. That is, in the end, the crux of the whole thing.

In Theory: Warhammer 40k 11th edition – Wish List!

The rumors are over, 11th edition of Warhammer 40,000 is coming. This is no longer speculation, hopeful guessing, or wild internet theorycrafting. It’s confirmed. It’s real. A new edition of the grim darkness of the far future is on its way.

And when a new edition looms on the horizon, it’s only natural to start looking back at the one we’re currently playing. I’ve spent a lot of time with 10th edition, and like every version of 40k before it, it’s been a mixed bag of brilliant ideas, strange design choices, and the occasional rules interaction that makes you wonder if the Emperor himself wrote it during a particularly confusing warp storm.

So with 11th edition approaching, it feels like the perfect moment to reflect a bit on my experience with 10th, what worked, what didn’t, and the things that made me raise an eyebrow across the gaming table. More importantly, it’s a chance to share my own personal wish list for what I hope the next edition might bring.

The 10th edition core set that launched with the game is, without question, one of the best starter sets we ever got, it was the main push for me to get back into the game.

Because at the end of the day, I love this game. I played a lot of 10th edition, and the prospect of a brand new version of Warhammer 40k is always exciting.

So let’s talk about it.

Overview – 10th Edition & Miniature Gaming

10th edition of Warhammer 40,000 was actually my return to the game after a long break. The last time I had played seriously before that was back in 6th edition. But my absence wasn’t really about being fed up with 40k. Instead, it was because the wider world of miniature gaming absolutely exploded around 2012-2014.

Suddenly, there were incredible alternatives everywhere. Star Wars: X-Wing Miniatures Game took the tabletop by storm, followed by exceptional Star Wars: Armada and later Star Wars: Legion. Privateer Press was dominating the competitive scene with Warmachine, and a wave of new titles kept arriving. Games like the outstanding A Song of Ice and Fire: Tabletop Miniatures Game filled the gap that 40k once occupied for me.

For a while, those games completely replaced my need to collect, paint, and play Warhammer 40k.

But as the years passed and the dust settled, something funny happened: I started to miss it. The familiar universe, the armies, the ridiculous over-the-top lore. When 10th edition launched, I noticed that my beloved Tyranids were front and center in the starter set, and that was all the excuse I needed. I picked up an army and dove back in.

And almost immediately, I had a realization: for all its flaws, Warhammer 40k is still the most fun I have ever had pushing miniatures around a table.

Now let’s be honest here. 40k is a flawed game, and Games Workshop is a flawed company. That’s hardly a controversial statement. But the game has something that many of its competitors struggled to maintain: staying power and a steady fan base. It’s been around for decades, and here we are in 2026 with a pretty clear scoreboard.

Many of the games that once “replaced” Warhammer for me are simply gone. X-Wing and Armada are effectively dead. Warmachine and A Song of Ice and Fire both ran into design issues that pushed them into awkward corners. Even games like Legion never quite stuck with me long term and are floundering, trying to reinvent themselves.

Fantasy Flight Games Star Wars X-Wing miniature game was the first game in miniature gaming history that outsold Warhammer 40k. Many believe it is what prompted Games Workshop to rethink their long-term strategy and start modernizing 40k a bit more seriously. It may very well be responsible for the much improved condition 40k is in today, a kick in the ass the GW really needed.

Meanwhile, 40k is still here. It’s the game I still paint for. It’s the one I still want to play. My miniatures are still valid in the game.

And credit where it’s due, 10th edition was a genuine step forward. In fact, it might be the first edition of Warhammer 40k where I found myself thinking, this is actually a fairly well-designed game. Not perfect, and certainly not cutting-edge compared to modern tabletop design (say, compared to Warcrow, for example), but by 40k standards, it was probably the best version of the system we’ve ever had.

It works. It’s fun. And it addressed a lot of long-standing problems that had plagued the game for years.

That said… There are still a few things that kind of suck. Enough for a wish list!

And with 11th edition on the horizon, it feels like the perfect time to talk about them. So today I’m putting together said wish list, ten things I’d love to see improved, fixed, or completely rethought in the next edition of Warhammer 40k.

In no particular order… let’s get into it.

1. Strategems and Command Points

I hate them. There, I said it.

Stratagems and Command Points might be one of the most controversial mechanics in modern Warhammer 40,000 for me; they represent one of the biggest design missteps in the current game, in my humble opinion.

Now I understand why they exist. There’s a huge competitive scene around 40k, and there’s clearly a push to make the game feel more like a modern tactical system. The idea is that stratagems create deeper decision-making, more reactive play, and more strategic layers.

Strategems don’t just add a lot of rules and complexity, slowing down the game, but many of them give inherently unequal advantages to certain factions, creating balance issues.

In theory, that sounds great.

In practice… it just doesn’t work for what 40k actually is.

At its core, Warhammer 40k is still a dice-chucking spectacle. It’s a game of eyeballing distances, rolling handfuls of dice, and watching ridiculous things happen on the table. That’s not a flaw, that’s part of its identity, and 40k should be leaning into that. It’s supposed to be fast and explosive, but strategems act as the complete opposite to that concept, slowing the game down dramatically and adding a lot of complexity to the resolutions of actions.

So when you bolt on this extra layer of “gotcha” mechanics with stratagems and Command Points, the result isn’t deeper strategy, it’s a slower, clunkier game.

Every turn becomes a minefield of “Wait, do you have a stratagem for that?” moments. Games grind to a halt while players scan cards or phone apps. Someone forgets to use half their abilities. Someone else drops a perfectly timed stratagem that feels less like clever play and more like a rules ambush that results in the inevitable “I didn’t know you could do that”. For obvious reasons, few of us have so much time that we can learn every nuance of every army in the game. There is just no way any reasonable person can track all this stuff, and strategems add a whole other layer to an already sprawling amount of faction rules.

Instead of adding meaningful depth, the system mostly creates feel-bad and gotcha moments and a thousand new ways for the game to become wildly unbalanced.

Personally, I’d love to see stratagems massively trimmed down, or preferably removed entirely.

Let the unit cards, army rules, and faction-specific enhancements carry the core gameplay. Those elements are easier to remember, easier to balance, and far more in line with the flow of a traditional 40k battle. The current stratagem system feels like an awkward layer of card-play that never really belonged in the game to begin with. Why are we playing Magic: The Gathering in the middle of our Warhammer 40k game? “What the fuck do you mean you counterspell!?”

To me, stratagems mostly do two things. They add a mountain of rules that nobody remembers, and they introduce a destabilizing factor where there are very obvious winners and losers.

And if you’ve played enough games of 40k, you’ve heard the same conversations after the match:

“Oh man… I forgot to use half my stratagems.”
or
“That stratagem is so unbelievably OP.”

It happens all the time.

Now, if stratagems absolutely must stay in the game, I’d love to see them treated as optional advanced rules. Let players choose whether they want that extra layer of complexity or not. Sometimes you want the full tournament experience. Other times, you just want to throw some dice, move some cool miniatures, and finish a game in a couple of hours without flipping through a deck of tactical tricks. But make those official, established optional rules so that it’s clear to players that “these are extra, not default”.

2. Simpler but More Impactful Terrain Rules

Terrain in Warhammer 40,000 is one of those things that looks incredibly important on the table… but often ends up feeling strangely irrelevant once the dice start rolling.

And that’s a problem.

Right now, the terrain rules are oddly caught between two worlds. On one hand, there are a lot of rules to remember, keywords, cover conditions, line-of-sight quirks, and special terrain interactions. On the other hand, the actual impact on the game is surprisingly small. In many cases, terrain barely changes the outcome of a firefight at all.

In fact, if you played a game of 40k with no terrain whatsoever, the difference in gameplay would often be… minimal, as there are so few units in the game at this point that garner any positive or negative effects from cover.

That’s not great.

The current system ends up feeling like a stack of rules you have to keep in your head that ultimately don’t matter very much. It’s complex to explain, awkward to apply, and yet somehow still underwhelming in terms of gameplay impact. I once wrote a 5,000-word essay just explaining the benefits of cover, which probably tells you everything you need to know about how intuitive the current system is.

What I’d love to see in the next edition is terrain that is both simpler and more meaningful.

The rules should be easy to apply at a glance and based on logic we can quickly eyeball across the table. No complicated chains of conditions, no digging through terrain keywords, and no debates over whether a model’s left kneecap is technically within a ruin footprint.

Just simple questions.

Are you in cover? Yes or no.

If the answer is yes, you get a clear and meaningful benefit, something like +1 to your save, full stop. No exceptions, no extra layers of logic, no obscure edge cases.

Terrain should be something that players actively care about during the game. It should shape movement, influence positioning, and create meaningful tactical decisions. Right now it often feels like decorative scenery with a rules appendix attached.

Even this simple benefit of cover rule, ends up being quite complicated because note that it refers to the model, not the unit. Not only that, but the end result, because most units in 40k have a 3+ save is that cover doesn’t do anything.

This one feels like a no-brainer to me. Terrain rules should be simple to apply and powerful enough that terrain genuinely matters on the battlefield.

After all, if we’re going to fill our tables with beautiful ruins, forests, and industrial complexes… they should probably do something.

3. Eliminate Dice Re-Rolls

I’m going to say something here that might sound extreme, but I genuinely believe it:

There should be no dice re-rolls in Warhammer 40,000. None. Ever.

Re-rolls are one of the most common mechanics in modern 40k, and in my opinion, they are also one of the weakest pieces of game design in the entire system. When designers lean heavily on re-roll mechanics, it usually means they’ve run out of better ways to represent abilities or create meaningful gameplay differences.

In other words, it’s a design crutch.

And in 10th edition, that crutch is everywhere.

Let’s start with the first problem: it slows the game down. Warhammer 40k is already a long game, and re-rolls add a massive amount of extra time to every battle. Roll to hit. Check which dice failed. Pick them up. Roll them again. Then do the same thing for wounds, saves, and sometimes even damage rolls.

For my army, I’d estimate that 40–60% of the dice I roll can be re-rolled in some way. That’s absurd. At that point, you’re not really rolling once, you’re rolling twice for half the game. I’m convinced the mechanic alone adds close to an hour to many matches.

The second issue is that re-rolls kill the drama of dice rolling.

Rolling dice should be exciting. You throw them across the table, everyone leans in, and for a moment, the fate of the battlefield hangs in the balance.

But with re-rolls, that moment gets completely deflated.

You roll the dice.

“Oh man, I missed.”

Pause.

“Wait… I get re-rolls.”

Pick them up. Roll again.

“Never mind, I hit.”

That entire moment of tension just evaporates. The first roll didn’t matter because we were going to do it again anyway. Nothing kills the momentum of a game faster than realizing the dice result you just saw isn’t actually the real result yet.

And then there’s the third issue, which in my view is the biggest one: re-rolls destroy statistical balance.

From a game design perspective, they undermine the entire math behind the system.

Every unit in 40k is built around probability, weapon skill, armor saves, and wound rolls. These numbers are carefully tuned to create expected outcomes. But the moment you introduce widespread re-rolls, those probabilities stop meaning what they’re supposed to mean.

A 3+ save isn’t really a 3+ save anymore if it can be re-rolled. The actual statistical survival rate changes dramatically. The same goes for hit rolls, wound rolls, and everything else. Add re-rolls to a resolution of more than one of these statistics and the numbers are all over the place.

And once you start stacking re-roll mechanics across an army, balancing the game becomes exponentially harder. The baseline math that designers rely on stops being reliable.

When I say re-rolls are bad design, that’s not just personal frustration talking; it’s a fundamental game theory problem. If you take even a basic game design course, one of the early lessons is that mechanics that constantly override probability curves make balancing systems far more difficult. Do it enough and unbalance is a foregone conclusion and cannot be repaired through other mechanical finagling.

Yet 40k leans on them everywhere.

Instead of destabilizing the entire statistical foundation of the game, I’d much rather see abilities expressed through clear modifiers, unique effects, or meaningful unit rules. Those are far easier to understand, easier to balance, and far faster to play.

Because at the end of the day, when the dice hit the table in Warhammer 40k…

That roll should matter.

4. Data Slates – Rules Updates & Faction Books

For this one, I’m going to say something unusual.

Don’t change a thing.

Credit where it’s due, Games Workshop has actually done a really good job supporting Warhammer 40,000 in 10th edition. Balance dataslates, frequent points updates, and quick reactions to what’s happening in the community have been a massive improvement compared to older editions. The game feels actively maintained, and that’s exactly how a modern tabletop system should work.

Do they always nail the changes? No, they don’t, but the effort counts, and I think it beats the hell out of radio silence.

So from that perspective, the current update cadence is excellent. Keep doing it.

However, there is a side effect to this approach that players have been frustrated about for years: codex books becoming outdated almost immediately.

We’ve all seen it happen. A faction book releases, players buy it, and before the ink dries, some dataslate, FAQ, or balance update changes multiple rules inside it. Suddenly, the book you just paid for no longer reflects how the army actually works.

It’s not a new problem, but with the current pace of changes, I think it’s time to rethink what faction books are supposed to be.

Instead of acting as the primary source of army rules, codexes should lean much more heavily into lore, art, strategy, narrative content, missions, and thematic mechanics that capture the identity of the faction. That’s the part of the book people actually enjoy owning.

I love the codexes, I have bought the codex for every edition of Tyranids, even when I wasn’t playing Warhammer 40k. These are awesome books full of art and lore, it’s a piece of the game and you’re going to want to own the one for your favorite faction. There is no reason to make it a requirement to own for the faction rules, people would buy these books anyway.

Because here’s one of the strangest things about playing Warhammer 40k: if you face an opponent whose faction you don’t collect, you often have no idea what their army can do unless you’ve also bought their codex.

Imagine playing a sport where you only know half the rules and your opponent knows the other half. It’s bizarre when you think about it.

Army rules should be freely available online for everyone. That way, players can understand how every faction functions, what the threats are, and how the game actually works across the full range of armies.

The reason to buy faction books shouldn’t be access to the rules, it should be because the book itself is awesome.

The art.
The lore.
The narrative campaigns.
The unique missions and faction flavor.

Players will buy those books regardless. I know I will. I love my Tyranids, if a new codex drops, I’m buying it. But I’m fully aware that the rules printed inside it will probably be outdated before it reaches my house. That’s not why I want the book.

I want it for the atmosphere of the faction and the joy of flipping through a beautiful hardcover full of alien monstrosities.

If it were up to me, I’d go even further: include the full core rulebook inside every faction book.

That way, players only need a single book for their army that contains the lore, the faction content, and the core rules for the game. Charge $60 for it, I honestly wouldn’t mind. Having one complete, self-contained book for my army would be far more useful than juggling multiple rule sources.

Meanwhile, the actual army rules and points values live online, where they can be updated quickly without invalidating the book on your shelf.

To me, that’s the best of both worlds.

5. Crusade Rules Should Use Legacy Architecture

One of my absolute favorite ways to play Warhammer 40,000 is with the Crusade rules. The idea of narrative campaigns, evolving armies, and story-driven battles fits perfectly with what 40k is supposed to be about.

But while I love the idea of Crusade, the actual campaign system leaves a lot to be desired.

The biggest issue is that it tends to follow a classic “winners win more” design. If you win a game, you gain advantages that help you win the next one. Those wins stack, the gap between players grows, and before long, the campaign starts to feel less like a tense war story and more like a slow-motion steamroll.

Tyrannic War is one of my favorite Warhammer 40k supplements ever made, this is exactly the sort of lore books I want to see for Warhammer 40k. I just wish the Crusade rules were a bit better thought out. As they are they are pretty … meh.

That kind of design can quickly drain the drama out of a campaign. Once momentum swings too far in one direction, the narrative becomes predictable, and that’s the last thing you want in a game built on epic storytelling.

But beyond that, Crusade feels like a massive missed opportunity.

If there’s one place where Warhammer 40k could really push the boundaries of tabletop design, it’s here. And honestly, I think the inspiration should come from modern legacy-style board games.

Imagine buying a Crusade campaign book that comes with a box of sealed, unlockable cards or envelopes. As battles unfold in your campaign, certain outcomes trigger hidden content. You rip open a new mission at the table and suddenly discover new lore, special battlefield conditions, or unexpected story developments. Maybe special characters are introduced, new weapons, and more. There is so much sci-fi goodness built into the 40k universe; the options here are quite limitless, and you could tie these concepts into novels, new product releases, and online content.

One battle might unlock a desperate evacuation mission.
Another might reveal a secret objective tied to an ancient alien artifact. A devastating defeat might trigger a revenge scenario two games later.

Each mission pushes the story forward and branches into new paths depending on the results of the previous battle.

Over time, players would experience a living campaign that evolves as they play. Every season, a new expansion pack could add fresh missions, new story arcs, and new unlockables that keep the narrative moving forward.

The crazy thing is that this idea is just one of about a billion ways the Crusade system could evolve. The design space here is enormous, and it feels like something Games Workshop has barely scratched the surface of.

My point is simple: Crusade should be a major pillar of the game.

Lean into the narrative side of Warhammer. Expand the campaign systems. Give players something deep, dynamic, and story-driven to sink their teeth into.

Because if any universe deserves truly epic campaign play… It’s the grim darkness of the 41st millennium.

6. Bring Back Organizational Charts/Requirements

Alright, this one might be a bit controversial.

I know a lot of players love the current “take whatever you want” style of army building in Warhammer 40,000, but I think removing organizational structures from armies has created several problems.

The first issue is lore.

Warhammer 40k isn’t just a game system; it’s a universe. The factions, the military structures, the way armies are organized in the lore… that’s a huge part of the appeal. And honestly, if the lore and atmosphere aren’t important to you, why play Warhammer 40k in the first place?

Let’s be real for a second: the game itself isn’t some cutting-edge masterpiece of modern design. It’s fragile, swingy, and still carries a lot of DNA from older tabletop systems. What makes 40k special is the setting, the factions, the scale, and the spectacle of it all.

Back when organizational charts existed, armies actually looked like armies. When you built a strike force, you expected a core of basic troops, a few vehicles, a couple of command units, exactly the way military forces are described in the lore. The structure gave armies a sense of authenticity.

I really like the idea of organizational charts being based on something. Be it a mission, a campaign or faction detachment based. I don’t want it to be a static thing that becomes part of a meta, its something you should have to decide for each match, and it should change often. The game needs to be shaken up.

Your force on the tabletop resembled something that could plausibly exist in the 41st millennium. That era is gone. I haven’t seen anything that resembles a 40k lore army during the entire 10th edition run; it’s all about optimization of unit selection.

The second issue is game balance.

Right now, one of the biggest reasons games can feel wild and swingy is because players are free to build armies purely around points optimization. The result is a lot of strange, hyper-efficient lists packed with the same units repeated over and over, while the vast majority of the catalogue doesn’t see any play at all.

Three Terminator squads.
Three Devastator squads.
Three of whatever unit happens to be mathematically optimal this month.

Players build armies to maximize efficiency, which makes perfect sense in competitive play, but it often runs completely against the spirit of the game.

This isn’t Magic: The Gathering Arena where you’re crafting the perfect competitive deck. Warhammer 40k is supposed to be a narrative war game about massive armies clashing on the battlefield.

When every list becomes a spreadsheet exercise in optimization, something gets lost.

And that leads to the third issue: collecting armies used to have a purpose.

Organizational charts encouraged players to build complete forces. Even if a particular unit wasn’t the most optimal choice, you still had a reason to include it because it was part of the structure of your army you had to fill.

You might field a unit of Tyranid Warriors not because they were mathematically perfect, but because they belonged in the force you were building.

And the best part? Your opponent was dealing with the same constraints, forcing an equalization.

Those slightly sub-optimal armies often created far more interesting games than the current environment, where every list tries to cram in the most efficient units possible.

Now, I’m not necessarily saying we should go all the way back to the exact force organization charts of older editions.

What I’d really like to see is an organizational structure tied to detachments.

When you choose a detachment, it should influence what units you bring or can bring. Your army should naturally evolve around that theme. Collecting and painting would feel like building toward something specific instead of just optimizing a list.

Your Tyranid army and my Tyranid army could both be powerful, but in completely different ways.

Maybe your detachment encourages units A, B, and C.
Mine encourages D, E, and F. You can have x4 of A unit, but I can’t have any at all!

Now our armies look different. They play differently. They feel like distinct forces instead of slight variations of the same optimized list.

Right now, detachments rarely influence what units you actually bring. Instead, players build the most optimized army possible and then simply choose whichever detachment works best with that list.

Everything else becomes “sub-optimal,” and because everyone else is optimizing too, bringing anything less efficient often means getting crushed by turn one or two.

At that point, the system is forcing players toward the same narrow set of choices just to stay competitive.

And that’s exactly the kind of problem organizational structures used to solve.

Bring back some form of structured army building, and I think you’ll see more thematic armies, more diverse lists, and far more interesting games on the table.

7. Make Internal Balance The Priority

Organizational charts can help encourage a wider spread of units in an army, but they only work if the units themselves are actually worth taking.

And that brings us to one of the biggest long-standing issues in Warhammer 40,000: internal balance.

If the internal balance of a faction is off, then any kind of structural army requirement just forces players into an awkward situation. Instead of encouraging variety, it simply makes people field units they don’t enjoy because they have to, even when those units are clearly underpowered.

And that’s not fun for anyone.

One of the most frustrating things in 40k is looking at your shelf full of beautifully painted miniatures and realizing that half of them just aren’t viable on the table. There are so many fantastic models in this game that players would love to use, but the reality is that many of them are so inefficient compared to other units at the same point cost that they simply never get fielded.

Unless, of course, you’re intentionally running a sub-optimal army.

That’s always a bad feeling.

Take my Tyrannocyte, for example. It’s a really cool model. I love the concept, the look, and the idea of it smashing onto the battlefield like a giant alien drop pod.

But at 105 points, it’s barely worth half that in actual game value. So it sits on the shelf.

And that’s a shame.

Owning models that you love but suck in the game is a real shame. Your options are to use them anyway and probably lose matches as a result, or not use them and be pissed about that. Internal balance is a crucial element to a game’s design, and GW really needs to get it right. I think there is a lot that can be done to make this happen.

This is why internal balance should be a major focus of 11th edition. Every unit in a faction should feel like a legitimate option. Not necessarily the best choice, but at least something you could reasonably include without feeling like you’re handicapping yourself.

At the same time, the game needs to avoid units that become automatic “take three” choices in every list. When one or two units dominate the efficiency curve, the entire faction’s army design collapses into a predictable formula.

And suddenly everyone’s running the exact same army, which is exactly what you saw in 10th edition. Tons of options, but everyone is running variations of the same small selection of lists. Most of the catalogue is just not seeing any play.

Internal balance might sound like a basic concept, but it’s absolutely critical to the health of the game. If every unit has a clear role and a fair point value, players can build armies based on theme, creativity, and personal taste instead of just chasing the most efficient spreadsheet entries.

And that’s the kind of Warhammer 40k most people actually want to play.

8. Improved Mission Design

I touched on this earlier when talking about Crusade, but this issue goes deeper than narrative play. It’s really about the structure of missions and how victories are determined in Warhammer 40k.

Right now, 10th edition often feels less like a battle and more like a Euro-style worker placement board game wearing a Warhammer costume.

You’re not always fighting a war, you’re playing a strange sub-game where units run around the table doing random administrative tasks in order to score points. Scan this objective. Perform that action. Score five points here, two points there.

The result is a bizarre level of victory point granularity that constantly pulls players away from the actual battle happening on the table.

Instead of focusing on the clash of armies, you end up sending units off to perform strategically questionable or thematically nonsensical actions simply because that’s how you score points.

And it feels… weird.

I understand what GW was going for here, and I don’t even think its nescessarily bad design, but it slows the game down, and the result is a kind of disconnect from the main focus of the game, which is the battlefield. Missions need to be a lot simpler, make the game about the fight, not some weird side game about point scoring.

A lot of the current objectives feel forced, as if someone decided the game needed a certain amount of scoring complexity and then a design team had to invent a hundred different ways to make that happen. The design process feels backwards, a chicken before the egg; the points system came first, and the mission ideas were built afterward just to justify it.

Mechanically, the game suffers because of it.

At its core, Warhammer 40k is about two armies colliding on a battlefield. The missions should reinforce that idea, not distract from it. Objectives should be simple, clear, and grounded in the logic of the setting.

Things like: Take that hill and hold it, destroy the shield generator, or secure the landing zone.

You can still build interesting missions around those ideas. You could even introduce phased objectives, capture the objective, plant the explosives, destroy the structure, and escape before reinforcements arrive. Missions like that feel connected to the world of the game and create natural storytelling moments during play.

I especially dislike “surprise” scoring opportunities. Drawing a card and hoping that it gives you a chance to make an easy score somewhere is not a strategy; it’s luck, and neither player can do anything to predict its coming.

Players should always have a clear understanding of how to win the game.

And right now, that’s often not the case.

The current mission system is so packed with scoring mechanics that half the time, a winner is decided because someone forgot about a particular mission card or missed a scoring opportunity buried in the rules, or just got lucky with the card draws.

I’ve played a lot of 10th edition games, and I can honestly say I’ve never sat down after a match and had someone confidently explain every way points could have been scored in that game. There are just too many objectives, too many scoring triggers, and too many little systems layered on top of each other.

So players tend to fall into one of two traps. They either ignore the battle and focus purely on farming points, which is dull. Or they focus on the battle, wipe out the enemy army… and still lose because of the scoring system.

Few things feel stranger than getting tabled and still winning the game.

At that point, the mission system isn’t supporting the battle; it’s supporting a gaming system, and that feels off to me in the backdrop of a Warhammer 40k battle.

What I’d love to see in 11th edition is a complete rethink of the mission design philosophy. Objectives should be intuitive, thematic, and clearly tied to what’s happening on the battlefield, and it would be icing on the cake if they were tied to thematic event-driven stories in the game world.

Because at the end of the day, Warhammer 40k should feel like what it is supposed to be: A massive science-fiction battle in the 40k universe.

Better Vehicle and Aircraft Rules

At this point, I feel like I’m just pointing out problems that every Warhammer 40k player already knows exist.

And nothing illustrates that better than the vehicle and aircraft rules in Warhammer 40k.

I honestly doubt you could find a player anywhere on God’s green earth who thinks the current system works particularly well. Vehicles and aircraft have been a design headache for years, and they’re still one of the most awkward parts of the game.

The core problem is that these units almost always land in one of two extremes.

Either they are absurdly durable, borderline unkillable unless you’re packing the heaviest anti-tank weapons in the game, or they’re so fragile that they barely function as vehicles at all.

There rarely seems to be a middle ground.

The rules themselves, especially for aircraft, are often strange, overly complicated, and sometimes downright nonsensical. Movement restrictions, special targeting rules, weird interactions with terrain… the whole system often feels like it’s fighting against the rest of the game.

In fact, aircraft have been so problematic over the years that many tournaments and organized play events have simply banned them outright because the rules create too many headaches.

That’s not a great sign.

These are cool models, and I love them, but if Aircraft are going to be in the game they need much better rules than what we have right now, and I think GW knows it.

What vehicles and aircraft really need are simple, cinematic rules that fit the spectacle of Warhammer 40k. These units should feel powerful and exciting on the battlefield without turning into some kind of obscure combo card that breaks the game.

They should be big, dramatic pieces of the battlefield, tanks rumbling forward under heavy fire, gunships screaming across the sky, not strange mechanical puzzles that nobody wants to deal with.

And the funny thing is, if you look around the community, there are hundreds of house rules people have come up with to fix these problems.

At this point, many of those community solutions are honestly better than what Games Workshop has implemented over the years.

So if 11th edition is looking for a place to start cleaning things up, this is an easy win.

Vehicles and aircraft don’t need complicated rules. They just need good ones. I don’t have a suggestion, I’m not a game designer, that’s GW’s job, I just know when something sucks and vehicle and aircraft rules, certainly do suck!

Faster Gameplay

Warhammer 40k has always had a lot of rules, but honestly, I don’t think the rules themselves are the main reason the game feels so slow today.

The real problem is everything else we’ve already talked about on this wish list.

Stratagems and Command Points slow the game down.
Overcomplicated terrain rules slow the game down.
Dice re-rolls slow the game down a lot (like, literally adds at least 1 hour + to the game).

But even beyond those issues, there’s another major factor that rarely gets discussed enough: the game just keeps getting bigger and bigger.

With each edition of Warhammer 40k, the “standard” game size has crept upward. Today, the default expectation is a 2,000-point game, which seems normal, but 2,000 points today is not really 2,000 points.

The problem is that at the same time, unit costs have steadily decreased over each edition. The result is that a modern 2,000-point army contains far more models and units than it used to. In practical terms, a 2,000-point army today feels closer to what a 3,000-point army looked like two editions ago.

That’s a massive increase in size, and that equals a massive increase in time needed to finish a game.

Large, slow games are really bad for the tournament scene as well. People have to rush through games, and it’s common during tournaments that games are “called” rather than finished. The game needs a major improvement in speed, a match should be playable within 2-3 hours maximum without having to speed through it, and it feeling like there is insane time pressure on the players.

There are so many units on the table now that, in some missions, it’s literally not possible to deploy everything because there isn’t enough physical space on the board. And to make matters worse, the boards themselves have actually gotten smaller over time.

So what you end up with is essentially a knife fight in a phone booth, packed with units, abilities, rolls, re-rolls, and re-rolls of re-rolls.

It’s chaos.

Personally, I believe the time it takes to play a game of 40k could be reduced by as much as 75% without sacrificing any of the fun, if the rules were streamlined and the core structure of the game was designed around gameplay rather than simply encouraging players to buy more models.

Now, realistically, I don’t expect Games Workshop to change that philosophy anytime soon. But as a community, it might be time to start questioning the assumption that 2,000 points is the “standard” game size.

Because at today’s unit costs, it really isn’t.

In fact, it’s kind of absurd.

A modern 2,000-point game often feels less like a tactical wargame and more like Yahtzee with miniatures, a chaotic avalanche of dice rolls where the sheer volume of units overwhelms any meaningful strategy.

And the worst part is how long it takes.

At this point, finishing a full game of 40k in a single evening is becoming increasingly difficult. In my experience, about half of our games don’t even finish. Eventually, someone looks at the clock, realizes it’s getting late, and we just call it.

A typical game can easily run four to six hours, and if players aren’t moving quickly, it can stretch to eight hours or more. Happens all the time for me.

That’s just not reasonable.

If there’s one big wish I have for 11th edition, it’s that the designers take a serious look at reducing army sizes and tightening the overall structure of the game. Combine that with improvements to the other issues on this list, and the result could be a faster, smoother, and far more enjoyable experience.

Because at the end of the day, Warhammer 40k should be something you can play and finish in an evening, not an endurance test.

Conclusion

For an article that started out by praising 10th edition of Warhammer 40,000, I sure did spend a lot of time complaining.

But the truth is, I really do think it’s been a great edition. It’s had a strong run and introduced some genuinely good ideas. The problem isn’t that 10th edition is bad, it’s that it’s starting to feel a little rusty.

And the reality is that Warhammer 40k is no longer competing against its own previous editions. The tabletop gaming world has evolved. There are plenty of modern games now proving that with clean mechanics and thoughtful design, you can have a fast, snappy, and highly enjoyable experience at the table. Sure, most of these games don’t have the staying power, but they do illustrate what can be done with good game design.

I’d love to see Warhammer 40k embrace some of that design philosophy.

At the same time, I completely understand that 40k is its own kind of game. It should be bigger, heavier, and more dramatic than most tabletop systems. That’s part of its identity. But I also think it already achieves that depth through its factions, units, and battlefield interactions, even without the extra layers that have accumulated over the years.

Stratagem bloat, overly complex mission scoring, endless re-roll mechanics, none of those things are necessary for the game to feel deep or meaningful. Somewhere in the middle, there’s a sweet spot, and I think Warhammer 40k could absolutely reach it.

I’m not asking for a massive overhaul of the system. What I’d really like to see is optimization and efficiency, small but meaningful improvements that smooth out the rough edges.

More than anything, I want Warhammer 40k to feel less like an ordeal at the table.

Collecting and painting miniatures should absolutely remain a big part of the hobby. That investment of time, creativity, and effort is one of the things that makes Warhammer special, and I would never want to see that aspect simplified or diminished.

But once the models are painted and you’re ready to set up a game, that experience should be lighthearted and fun.

It should feel exciting, not confusing.
Enjoyable, not frustrating.
And above all, it should be fast, smooth, and satisfying to play.

In Theory: Is Star Wars Shatterpoint A Good Miniature Game?

Shatterpoint, in my experience, is one of those games I orbit like a curious satellite, drawn in by proximity to someone who collects it, intrigued enough to play from time to time, but still waiting for that Force-tinged spark to pull me fully into the gravity well. I’ve danced around the edge of commitment more times than I can count. I’ve even had Shatterpoint boxes in my cart at Alphaspel.se, but each time, I’ve backed out at the final checkout like Admiral Akbar sensing a trap.

Don’t get me wrong: the miniatures are phenomenal, arguably the finest Star Wars sculpts on the market. The scale is just right, and it hits that sweet spot of the galaxy far, far away: up-close and personal lightsaber clashes, blaster duels, and cinematic showdowns between iconic characters. It’s Star Wars at its most visceral. And Shatterpoint nails that vibe.

And yet… I hesitate.

This isn’t the only game that puts me in this strange force dyad of admiration and ambivalence. Take Marvel: Crisis Protocol, I love the Marvel universe, truly, and Crisis Protocol delivers some of the most stunning superhero miniatures I’ve ever seen, wrapped in a concept that practically screams “perfect game night.” Super squads brawling across a cityscape? That’s pure comic book gold. And still, I find myself asking the same uncomfortable question.

I love all things Marvel, I feel literal pain that I don’t own these miniatures, but for me, a miniature game has to be more than just nice miniatures. Collection and gameplay have to be inseparable partners that live side by side as equals.

Are these actually good games?

In today’s In Theory article, we’re zeroing in on Star Wars: Shatterpoint. I want to break down why I think it might be a great game… and also why I suspect it might not be. Let’s get into it!

Star Wars: Shatterpoint as a premise

When Star Wars: Shatterpoint was first announced, it landed at a time when the Star Wars tabletop scene was, let’s be honest, already more crowded than the Mos Eisley cantina on a Saturday night. I’d spent years navigating asteroid fields with X-Wing, commanding fleets in Armada, and my Legion core box was still sitting half-painted like a forgotten protocol droid in a junkyard. And don’t even get me started on Star Wars: Destiny, that game was my cardboard crack, I was blowing money on it like I won the lottery. It was just… a lot. Too much Star Wars plastic, too many dice, too many rules bouncing around my head.

So when Shatterpoint came along, I made a decision, a prequel-style “this is how democracy dies” kind of decision, to skip it. Not because I thought it looked bad, but because I had officially hit Star Wars saturation. My shelves were already groaning under the weight of the galaxy far, far away. Even my wife, god love her, whose tolerance for my bullshit is significantly higher than I imagine most wives, gave me the stank eye as I was scrolling Star Wars Shatterpoint mini’s on my iPad.

Star Wars Shatterpoint is absolutely gorgeous; there is absolutely nothing in the market today that can compete, in my opinion. From a visual aesthetic perspective, it’s worth collecting these miniatures just for collecting’s sake.

My decision did not discourage my local gaming crew; several of my friends dove in headfirst, and that gave me plenty of chances to test the game out. And not at all that surprising, my first impression of the game was that it was quite brilliant.

Not perfect, but brilliant.

The core concept of Shatterpoint is rock solid. It leans into what makes Star Wars great: iconic characters in dynamic, cinematic combat. Each unit is asymmetrically powered, meaning Obi-Wan doesn’t feel like Maul, and Maul sure as hell doesn’t feel like Ahsoka. The gameplay itself is objective-driven, fast-paced, and surprisingly smooth, no mid-battle rulebook diving, just action.

Even early on, it felt like there was a ton of room for variety and growth baked into the system, a wide-open hyperspace lane for future expansions, modes, and narrative twists. As a premise, Shatterpoint struck me as one of the most clever designs to come out of the Star Wars gaming space in years.

Even as the game’s initial impression had me grinning from ear to ear, reconsidering my decision to pass on it, I could not shake the feeling that something was both familiar and ever so slightly off.

A Lack of Drama

To understand my hesitation, you have to know a bit about my gaming history, and one of my more cockamamie theories about why I love miniature games in the first place. This is important because if you’re interested in Shatterpoint (or any miniature game), you should know what kind of gamer you are. It’s not always just about reviews and opinions; style and preference should always be considered first and foremost when considering a game for your collection.

So, Marvel: Crisis Protocol came out a few years before Shatterpoint, and the two games share more than a few mechanical similarities. In fact, you could argue they’re essentially the same game wearing different thematic costumes. I wouldn’t entirely sign off on that claim; they do have key differences that give each its own identity, but they clearly spring from the same design philosophy: objective-based gameplay first, theme and setting a distant second.

Star Wars X-Wing didn’t really have objectives, and when they were added later, they didn’t really matter that much, but that was ok because X-Wing just tapped into the Star Wars universe feel with perfection. Feel is a real thing, and when you play enough games, you just know it when it’s there, it sometimes really is just that simple with games.

And that, right there, is where my main issue lies.

To explain that issue properly, I need to be clear about what I value most in a miniatures game. For me, theme, setting, and feel come first, not balance, not clean mechanics, not elegant game loops. I see miniature games as an extension of roleplaying; they should feel like small, tactical stories unfolding on the tabletop. If a game can reflect and bring to life its setting through its mechanics, not just its art and models, that’s when I really connect with it.

I’m not sure that makes perfect sense, but basically: I’d rather a game be thematically authentic than mechanically perfect. I want it to feel like the world it’s portraying, even if that means it’s a little clunky or chaotic. The game should simulate the soul of its universe.

That’s probably why I love games like The Middle-Earth Strategy Battle Game, Warhammer 40,000, Blood Bowl, BattleTech, and Star Wars: X-Wing. These games may not be celebrated for their balance or cutting-edge design, but they ooze theme. They play like the worlds they represent. On the other hand, critically acclaimed games like Infinity, Malifaux, or Moonstone, as clever and well-designed as they are, just don’t light that same fire in me. Some I’ve tried. Others I haven’t, because I already know they don’t scratch the same itch.

Take BattleTech, for example. I know it’s not a brilliant design. It’s slow, it’s random, and sometimes it falls apart under its own weight. But it gives me exactly what I want: a messy, explosive mech brawl where missiles fly, limbs get blown off, and heat sinks explode. It’s unpredictable and thematic, and determining a winner is not nearly as important as creating a great memory of that time when X or Y happened. It lives and breathes its world unapologetically, catering to fans of the genre and the story behind the game.

Battletech is an odd mixture so far as games go because the details on a battlemech’s character sheet go further than most RPGs, the rules are thick with unique weaponry and tactics, and the game itself can be excessively long. Yet from a core mechanic perspective, it’s basically a Yatzee dice chucker. You have very limited control over the outcomes of a game, a single missile can ignite an ammo store on your mech and blow you up and it’s game over.

Now enter Shatterpoint, and here’s where my core issue kicks in.

Shatterpoint plays more like a game of chess. Yes, the characters have distinct powers and abilities connected to the Star Wars Universe, but at the end of the day, their job is the same: stand on an objective, push enemies off, and score struggle points to win. It’s a positioning puzzle, a tactical game of movement. Victory isn’t about winning an awesome duel between Vader and Skywalker or taking out the enemy Bounty Hunter or some story arc in the Star Wars universe; it’s about board control, and it’s exclusively and only about that.

The one thing Shatterpoint does well that brings it closer to its theme and makes up for some of the other failures to bring Star Wars to life is the characters. Every character’s powers are distinctly unique and very in tune with their on-screen personas. I think Shatterpoint nailed it in this department.

And that creates a disconnect. It’s supposed to be a game about epic, cinematic duels between legendary characters (that’s on the tin!), but that sense of drama just isn’t there and is often even discouraged. Instead, you get a sterile, tactical experience where the theme takes a back seat.

You may be tempted, for example, to have Obi-Wan descend upon Darth Maul to let them have an epic duel out in the open field because it’s awesome, but everything about that from a gameplay perspective is a mistake. You fight only when it serves the objective, you certainly don’t leave an objective for someone else to grab and it’s far better to send someone less powerful to face Darth Maul to keep him busy, rather than simply fight him for awesome fighting’s sake. That sort of decision-making is not only common but almost mandatory for success. The game doesn’t encourage or reward doing the cool stuff or taking risks; it encourages smart tactical play that serves the purpose of scoring objective points so you can win the struggle.

That might be fine if the struggle had some meaning or story behind it, but unfortunately, that is not the case.

The struggle is a sort of nameless, faceless, inanimate “thing” left undefined beyond the mechanical purpose it serves in the game to determine a winner. You’re not trying to disable the Death Star’s power or blow up the shield generator; you’re trying to score X points before the opponent does. That’s the whole game, every mission is the same, all that changes is some minor thing like which objectives you can score on this round or some quirky special power you might get when drawing a shatter card.

The Struggle Tracker, don’t get me wrong, is a very clever mechanic that builds tension and makes your goals in the game very clear, but it just doesn’t really represent or depict anything. It’s just this abstract thing that’s there to remind you if you’re winning or losing.

Don’t get me wrong, the mechanics are sharp. The game is well-designed. It’s an interesting, engaging system. But the Star Wars theme doesn’t matter to the gameplay itself, nor do the circumstances of the battle have any meaning, being indistinct “brawls” for positional control. Even the objective carries no thematic weight; being nothing more than a “spot” on the field, you need to be within 2 inches to control. It’s all very pragmatic, absent of any meaning, story, or connection to the Star Wars universe. A terrible missed opportunity!

I bring up Marvel: Crisis Protocol in the same conversation because it suffers from the exact same issue. For all the cool miniatures and superhero flair, the gameplay doesn’t reflect the universe it’s based on in any meaningful way. It’s not a battle between Dr. Strange and a multiverse demon to control the book of Vishanti; it’s a contest of who can hold objective A or B long enough to score enough points before the round ends. It’s just absent of the flavor that makes the Marvel Universe, its history, and setting special and fun.

Marvel Crisis Protocol, in a way, is a worse offender in the absence of theme, setting, and story connection as a game. There is literally an unlimited amount of story material on which to build events, missions, and stories for the game. For them to settle on abstract objectives, completely disconnecting the game from this potential, is, I would argue, inexcusable.

Both games, I don’t want to say, feel soulless, but lack a certain commitment to simulating and supporting the theme and the cinematic spectacle you hope to discover when you play them. That’s a harsh critique, I know, but it’s the one thing that keeps me from diving into either of them; no matter how good the sculpts look or how tight the mechanics are, these games more or less boils down to a game of positioning. There is no story, induction of Star Wars or Marvel events, or a meaningful way in which the setting’s epicness comes to the surface.

Is it a fun game? Is it a good game?

Those are relative questions, and when it comes to Star Wars: Shatterpoint, the answer depends entirely on what you think makes a miniature game fun or good in the first place. There’s no objective measure here. It’s all a matter of personal taste, and that’s the exact crossroads where I find myself.

From my perspective, Shatterpoint is a well-designed game. It’s streamlined, it runs cleanly, and there’s very little rules ambiguity. The tactical puzzle is real and rewarding, especially if that’s the kind of game you enjoy. And if you’re the type who thrives on smart plays, tight decisions, and clever planning, then yes, it’s fun. In that regard, it delivers.

And I do enjoy it, at least to a degree. There’s something undeniably satisfying about seeing iconic Star Wars characters brought to life on the tabletop. I’m not completely opposed to brainy, tactical games either. Shatterpoint challenges you to think ahead, adapt, and outmaneuver. It’s a solid mental workout.

But for me, the experience falls short in one crucial area: the connection between game and setting.

Yes, the game has objectives, but they are abstract, disconnected from the world they’re supposed to represent. I love a good mission-driven game, but only if those missions feel rooted in the narrative. If Shatterpoint had objectives that tied into iconic Star Wars moments or scenarios, or even just leaned harder into the drama of its duels, I think it would go from an “interesting game” to a great experience.

Instead, it stops just short. It teases greatness, but doesn’t quite land it. It’s missing something vital, and tragically, that something happens to be the only thing that truly matters to me. The one and pretty much only thing I care about when I play a miniature game.

A good story.

And so ends the anxiety over whether or not I will buy into Shatterpoint.

It’s just not meant to be.

In Theory: Blood Bowl

Over the past year, I’ve scribbled my fair share of articles about the world of miniature gaming, dissecting battlelines, praising plastic warriors, and waxing poetic about the clash of dice and destiny. Most of these musings were met with nods of agreement and the occasional slow clap. But one article in particular, Miniature Game Theory: Picking The Right Game For You, drew a bit of well-deserved ire and blood.

You see, amidst my ramblings on tactical titans and strategic skirmishes, I made one glaring, unforgivable, pitch-cleat-to-the-face omission.

I forgot Blood Bowl.

Now, before the angry mobs of orc coaches and elf cheerleaders throw me into the dugout pit, let me offer a half-decent defense.

To me, miniature gaming has always meant clashing armies, measured movement, and the kind of tactical geometry that gives you flashbacks to high school math class. Blood Bowl, on the other hand, always felt like something… different. It straddles the line between board game and miniatures skirmish, with equal parts playbook planning and pure, glorious chaos. And let’s not forget, it’s a sports game. A violent, foul-heavy, ref-bribing sports game, but a sports game nonetheless.

Still, none of that excuses the omission. The critics were right. Blood Bowl deserves a seat at the table, preferably next to the Apothecary and the guy with the chainsaw. And that’s what we’re going to fix today.

So strap on your spiked shoulder pads, roll for kickoff, and prepare to finally give the neckbeards favorite pastime the column inches it deserves.

What Is Blood Bowl

Blood Bowl, for the uninitiated (or recently resurrected), is best described as a tactical miniatures game that takes the bones of American Football and Rugby, grinds them up, and feeds them to a Chaos Ogre. Then it tosses in a generous helping of gladiatorial carnage and calls it a sport. It’s a game where bribery is encouraged, fouls are strategic, and fatalities are not only possible, they’re frequent. And frankly, it’s glorious.

Blood Bowl is not your typical miniature game, in fact, there is nothing out there quite like it so when I describe it to people I don’t have that “its like X game” option.

But beneath the splattered turf and broken helmets lies something more: a legacy game in disguise. That’s right, while Blood Bowl thrives on short-term brutality, it’s also built for long-term storytelling. Using a term borrowed from the board game world, Blood Bowl has legacy elements baked in from the very start. The core design encourages players to form leagues where teams grow, change, and suffer (often hilariously) over time. A broken arm in Game 1 becomes a permanent stat penalty in Game 2. That rookie Goblin who miraculously scored a touchdown? He might become a local legend, until a Minotaur eats him.

Each coach manages a team roster, complete with gold to spend and experience to earn. You can hire new players, upgrade existing ones, or blow your hard-earned winnings on apothecaries, cheerleaders, assistant coaches, rerolls, and, let’s be honest, illegal enhancements. Managing a Blood Bowl team is as much about off-the-field decisions as it is about on-the-pitch mayhem.

And it’s this long-form play, the drama, the rivalries, the heartbreak of losing your star player to a troll’s critical hit, that gives Blood Bowl its soul. It’s also what fuels the thriving community around the game. Thanks to excellent digital versions of Blood Bowl (complete with online leagues and tournaments), the connection between tabletop and digital play is stronger than a Black Orc on protein powder. Online play allows coaches to test builds, strategies, and teams before diving into physical leagues, and sometimes, it even helps keep local scenes alive between game nights.

These days Blood Bowl is more commonly known as a PC game rather than a table-top game, but even the PC game is essentially a perfect replication of the table-top game.

Blood Bowl originally hit the pitch back in the mid-1980s, and while there was a brief two-decade hiatus in official support, the game is now back in full swing. Games Workshop has returned to the sport with renewed vigor, offering modern rules, fresh miniatures, and a starter box that’s actually worth its weight in warpstone.

One of the most charming aspects of Blood Bowl is its timeless design. Believe it or not, if you bought a team back in 1988, be it Elves, Dwarves, or Undead, you can still field them today. Try saying that about your 6th Edition Bretonnians. The rules are also mostly unchanged, amounting to minor improvements at best.

Like many of Games Workshop titles, its origin story takes us back to the 80’s when miniatures were more comedic and less detailed. Unlike most of of GW’s other titles, collecting classic Blood Bowl miniatures is considered prestigious. These guys hold a higher value than modern released versions, they are collectables.

Games Workshop offers a fantastic line of new miniatures (and they look great), and the barrier to entry remains blessedly low. In most cases, all you need is a team box and a willingness to watch your star player trip over his own feet in front of the endzone. It’s affordable, accessible, and hilarious, even when it hurts, which is a lot more than you can say about most miniature games.

Does Classic Mean Old?

When it comes to the preservation of classic tabletop games, think Dungeons & Dragons, Battletech, and other old-school titans, you’ll often find that the rules carry the unmistakable scent of their era: crunchy, clunky, and sometimes downright arcane. And hey, there’s charm in that… for some.

Take Battletech, for instance. A glorious monument to heat sinks and hex maps, sure, but its ruleset has remained largely untouched since the ’80s, and it shows. For modern gamers raised on sleek mechanics and intuitive design, jumping into Battletech can feel a bit like learning a programming language written on punch cards. There’s depth, yes, but also baggage. I would best describe it as fun, but slow and inefficient. It’s not the sort of game that someone would design and release today.

I love my Battletech! But despite the modern miniatures updates that give the game the appearance of a new game, these old rules have not held up particularly well.

Now here’s where Blood Bowl laces up its cleats and punts expectations right off the pitch.

Despite its age, Blood Bowl was surprisingly streamlined even in its earliest incarnations. The rules were (and still are) built for speed and clarity. Sure, a few tweaks and refinements have improved component handling and smoothed out some edges, but the core mechanics have endured with little change, and they still hold up. In fact, if Blood Bowl: Season 2 (the latest edition) dropped today with no prior legacy attached, most gamers would likely assume it was a brand-new design. That’s how ahead of its time it was.

Where many games of its era are now museum pieces dusted off by nostalgics in denim jackets, Blood Bowl feels fully at home on the modern tabletop. It’s not a crusty relic propped up by rose-tinted memories. It’s a lean, mean, dice-fueled machine that still delivers tight gameplay and absurd fun.

That said… who’s it actually for?

Well, not everyone, I think.

I wouldn’t say Blood Bowl is for the “typical miniature gamer”, especially not the ones who take their grimdark lore and optimized builds very seriously. This isn’t a game about carefully measured movement and flawless tactical control. Blood Bowl is a chaotic, violence-riddled sports comedy with rules, where Nuffle (the in-game god of dice) laughs at your plans and your best-laid strategies are one skull roll away from disaster.

It’s a game that knows it’s silly, and leans hard into it, but it’s also definitely a sports game and loving competative sports, especially any variation on football, is kind of a must.

Yes, long-time coaches will rightly tell you that there’s deep strategy involved. And they’re not wrong. But that strategy is built on risk management, not total control. Blood Bowl is as much about gambling as it is about game theory. You’re constantly calculating odds: “Should I go for it on a 2+ with a reroll?” “Is that 33% dodge worth it to get the ball loose?” Every turn is a little bet, a tiny act of defiance against the statistical gods.

Blood Bowl Leagues are serious business for fans, there are leagues that have been ongoing for years to such a degree that some of them had to introduce character ages to force star players to retire. There is a lot of love that goes into these things.

The critical mechanic of this game, The Turnover, is why these calculations are so critical. You have to know your odds because a single failed roll during your turn can results in your turn ending and being turned over to your opponent. This unpredictable element is key to the game and what makes it such a chaotic and unpredictable monster players struggle to wrangle in. It’s in part, a push your luck game.

This is part of what makes the game so addictive. It creates a shared language among coaches, a constant mental flowchart of odds, modifiers, and dice probabilities. It’s part sports simulator, part board game, part bad day at the office for your troll. This is also what makes it such a niche product that isn’t comparable to anything else out there. You can’t say that Blood Bowl is like X or Y game, there is no equivalent, the only way to know if Blood Bowl will work for you is to play it a few times and see.

Blood Bowls blend of humor, stats, and drama is why the community around Blood Bowl is so strong, and so enduring. Despite being a niche within a niche, it boasts one of the most active organized play scenes in all of miniature gaming. Leagues flourish, tournaments abound (both online and offline), and new players are constantly drawn into the mayhem.

To put it plainly: Blood Bowl isn’t some dusty throwback clung to by aging grognards in spiked shoulder pads. It’s a vibrant, living game that continues to thrive because it’s fun, smart, and brutally entertaining.

Getting Into The Game

Like most miniature games, the best way to get into Blood Bowl is the old-fashioned way: find a friend who already plays. Nothing beats seeing two fully painted teams clash on the pitch, dice flying and players dying, while someone explains the rules mid-chaos. A quick exhibition match on a proper tabletop is still the most natural, and frankly, the most Blood Bowlian, way to get started.

Now, technically, there’s another option: the digital version.

And while I admit it’s tempting, especially when it’s sitting right there on Steam, promising instant games and zero glue fumes, I do not recommend starting your Blood Bowl journey digitally.

Here’s why.

There’s nothing more damaging to the tabletop experience than discovering the ultimate life-hack shortcut: a fully automated app that plays the game for you. Suddenly, you start asking dangerous questions like, “Why would I buy a $100 box set, spend hours assembling miniatures, then weeks painting them, just to play something I can click through in five minutes?”

The new starter set revitalized Blood Bowl as a table top game, but the digital version (Blood Bowl 3) is still considered the premiere way to run leagues with a larger audience.

And just like that, the magic dies.

For me, trying a game digitally before ever touching it physically almost always kills my interest in buying in. I can’t explain it entirely, but something about the immediacy, the convenience, the cleanliness of digital versions just flattens the anticipation and wonder that comes with setting up a real tabletop game.

That said, and here’s the kicker, Blood Bowl’s digital version is fantastic.

Blood Bowl 3, the latest digital edition, is a faithful, pitch-perfect adaptation of the tabletop experience. Every rule, every team, every hilarious misstep is there. Team management? Yep. League play? Absolutely. Injuries, star player points, stat tracking? All of it. It’s not a watered-down spin-off, it’s the same game, just rendered in shiny 3D with animations that let you see a goblin get punted halfway across the pitch.

Most miniature games wish they had a digital version this good. Many don’t have one at all, or rely on awkward virtual tabletops that take hours to set up and feel like spreadsheets with dice rollers.

But even with Blood Bowl 3 being that good, I still say: don’t start there.

Why? Because you only get one “first” experience. And Blood Bowl is a game meant to be played in-person, across a board, preferably while yelling at your opponent and shaking your dice like they owe you money. Once you’ve played the real thing, the digital version becomes a brilliant complement, letting you dive into more matches, meet other coaches, and explore league play without sacrificing the charm of the tabletop.

So where should you start?

The Season Two Starter Set. Yeah, it’s a cliché answer, but clichés exist for a reason.

Games Workshop nailed it with this one. The box includes two excellent beginner-friendly teams: the tough-as-nails Orcs and the well-rounded Imperial Nobility. You also get a high-quality cardboard pitch, all the templates and tokens you need, a full set of dice, and most importantly, the hardcover core rulebook, which alone is worth more than half the price of the box.

These aren’t watered-down beginner teams, either. Ask any Blood Bowl veteran what teams are great for new coaches, and these two will come up nearly every time.

What makes Blood Bowl especially refreshing is that unlike most miniatures games, you’re usually one or two purchases away from a full collection. A single team box is, in most cases, all you need. No sprawling codex collections. No dozens of units. No plastic terrain filling your closet like you’re prepping for diorama doomsday. Just a team, a pitch, and some dice.

Yes, there are extras you can buy, alternate star players, fancy dice, deluxe pitches, custom dugouts, but they’re exactly that: extras. Optional bling. The hobby equivalent of end-zone dances. You don’t need them to enjoy the game.

Lets Talk About The Game

Okay, weird header, I know. I’ve spent most of this article already raving about Blood Bowl’s rules, gameplay, and culture. But now I want to get a bit more practical. Let’s talk about the experience: what actually happens when you sit down to play? What should a new coach expect?

Blood Bowl is a game drenched in chaos, yes, but beyond the fumbled balls and crushed skulls, there are some real-world considerations players always ask about:

  • How long does it take?
  • How complex is it?
  • Is it balanced?
  • How often do the rules change?

Let’s tackle those one by one, starting with the most common question:

How Long Does a Game of Blood Bowl Take?

Simple question. Not-so-simple answer.

On average, a game takes around 2 to 2.5 hours. A fast match between experienced coaches might clock in at 90 minutes, while a slow-paced or rule-heavy game (especially with new players or heavy league play) can stretch up to 4 hours.

Why the wide range? Blame it on one of Blood Bowl’s most iconic mechanics: the Turnover rule.

In Blood Bowl, each player gets 8 turns per half, 16 total. But here’s the twist, your turn ends the moment you fail a key action. That failed dodge, botched handoff, or mistimed block? Boom. Turn over. Your opponent’s turn starts immediately.

This is pretty much everything you need to play. Two teams, the pitch and some dice. The modern starter set comes with various cheat sheets, templates and of course the book which just makes the game easier to manage on the table, but even these things most would consider unnecessary extras, bonus bling!

That means some turns might see a coach moving and acting with every player on their team, setting up clever plays and scoring touchdowns. Other turns might end after the very first roll. So the game’s pace is wildly variable, equal parts strategy, suspense, and slapstick comedy.

You don’t always have to play every turn.

In casual games, especially one-off exhibition matches, it’s common to call the game early if the score’s out of reach and the outcome is inevitable. This isn’t something you’d do in a league (where every touchdown and casualty could affect the standings or your team’s progression), but for friendly matches, early concessions can easily shave an hour off the game.

Blood Bowl isn’t exactly a “quick lunchtime skirmish” kind of game, but for what you get, the time investment is more than worth it. Every game is a full-blown story, packed with dramatic comebacks, heartbreaking dice rolls, and more than a few moments of “Did that really just happen?”

Complexity

From the perspective of your average miniature wargamer, Blood Bowl sits comfortably in the low to mid-range of complexity, depending entirely on how deep you dive.

If you’re just dabbling, grabbing some stock teams and playing casual one-off exhibition matches, then Blood Bowl is a low-complexity game. The core rules are intuitive, clearly written, and easy to pick up. Most players find that after a single match, they no longer need to reference the rulebook for basic play. It’s a streamlined, fast-flowing system that gets out of your way and lets the carnage happen.

But if you step into league play, where Blood Bowl truly shines, then complexity ramps up over time.

As your players gain experience, develop new skills, suffer injuries, and maybe even get maimed or eaten, the rules begin to expand. You’ll deal with special abilities, team development strategies, inducements, sponsorships, star players, and more, all layered on top of the core mechanics. The gameplay stays fast, but your decisions off the pitch start to carry more weight.

To be clear: this isn’t complexity for complexity’s sake. This is earned depth, the kind of slow-burn growth that makes you feel invested in your team. It’s part RPG, part sports sim, part beautiful mess.

Complexity is a judgement call, but by any standards that I’m aware, Blood Bowl is a relatively simple game. Most of the complexity of Blood Bowl is optional.

And even then, if you break it down, most of the advanced rules are tucked neatly into team management and league play. If you’re just playing a one-off match? You’re using maybe 30–40% of the full rulebook, tops. The rest lives in the realm of long-term campaign play, where the true flavor of Blood Bowl emerges.

Is The Game Balanced?

It’s a widely accepted consensus that Blood Bowl is the most balanced game in Games Workshop’s arsenal, but, as with most things, this comes with a few caveats. Some aspects that may initially appear as imbalances tend to fade as player knowledge and experience increase.

The first thing to understand about balance in Blood Bowl is that teams are definitively not “equal” to each other, but that’s by design. The game doesn’t aim for symmetry. Instead, it uses mechanics to compensate for inequality between teams.

When two teams meet for a match, they compare Team Value (TV), a number that reflects the total value of the team, including players, rerolls, staff, and other assets. The team with the lower TV receives inducement gold, which can be spent on temporary, one-match bonuses.

These inducements can include:

  • Star Players (mercenaries who join just for the match)
  • Bribes to influence referees
  • Wizards who cast spells from the stands
  • Extra coaching staff
  • Additional rerolls
  • And other quirky, strategic upgrades

This system is intentionally designed to level the playing field when teams of different strengths clash, especially in long-term leagues where team values diverge.

However, inducements are only as effective as the player using them. Knowing your team’s strengths and understanding your opponent’s weaknesses is critical to making the most of these one-off advantages. This kind of strategic decision-making can’t be “balanced” in the traditional sense, player skill is always a factor, and as expected, more experienced coaches tend to win regardless of built-in mechanics.

Another layer of balance comes from team design itself. While you might hear arguments that Team A is “better” than Team B, the reality is more nuanced. Every team in Blood Bowl has distinct strengths and weaknesses:

Some teams excel are running the ball, others passing, some use gimmicks and tricks, while others still go for pure brutality. Their various hybrids as well.

There are currently 24 teams in Blood Bowl, so there is more than a fair share to collect and most Blood Bowl players are not satisfied to simply own one team. The nice thing about Blood Bowl is that’s its one of those games where you don’t have to build armies. Any team box comes with pretty much everything you need.

There are many teams in the game, and each has its own internal logic and playstyle. Part of the strategic depth of Blood Bowl is learning how to counter those styles, choose the right players for the matchup, and build your team to thrive over time.

In league play, things get even more dynamic. As teams grow, injuries mount, and players improve, team values can vary wildly. It’s not uncommon to see dominant teams rise and others falter, but that’s part of the point. Leagues are about long-term management as much as on-the-pitch performance. Winning the league isn’t just about winning individual matches, it’s about managing your team’s growth, budget, and roster across the whole season.

Leagues usually start with an even playing field, but as they progress, natural rises and falls occur, and that ebb and flow is a core part of the Blood Bowl experience.

Rules Changes and Errata

As mentioned already, Games Workshop has largely maintained a consistent ruleset since the original release of the game. Barring an occasional rules addition, clarification or minor streamlining the game remains pretty much the same.

Most Errata comes in the form of rules clarifications, actual rules changes are quite rare. This is a game that if you learned it 5 years ago, is not going to feel different today. You might come across some minor adaptation to a team here and there, but this is mostly done out of community demand or as a response to things that transpire at major Blood Bowl events to help improve the play experience.

In short, rules changes are quite rare, additions are more common, new star players for example.

Conclusion

Personally, I think Blood Bowl is one of those unique staple games that I love having in my collection. I tend to play it most often with friends who are sports fans and dabble in tabletop gaming, people who appreciate the chaos and strategy but might not be full-time wargamers. In a way, I think it’s a bit more niche than it deserves to be.

In my core gaming group, most folks lean more toward traditional miniature wargames than sports-themed games, and that’s totally fine. Blood Bowl has become something of a personal secret weapon in my collection. It doesn’t hit the table very often, and I mostly play it in online leagues these days, but when I do engage with it, I always have a blast.

It’s a fun, chaotic sports game with deep strategy and a sense of humor that’s uniquely Warhammer. It definitely earns its place in my collection, and I highly recommend it to anyone who loves American football in particular and wants a tabletop experience that captures that competitive, unpredictable energy with a twist.

Ok, I hope that is sufficient to quiet the trolls out there. Blood Bowl!

Gaming Theory: Yes, I’m A Bit Of A Hipster – Here Is My Hipster List

In the last year, I realized something about my gaming habits and preferences that perhaps I should have, but never did notice. I seem to be a bit of a gaming hipster!? I think…

When I think about the sorts of games I like, regardless of category or genre, I find my tastes are a bit unusual compared to pretty much anyone I know around me. In fact, it’s kind of a problem because I very rarely get to actually play the games I would play if it were exclusively just up to me. Part of this I think, has to do with my age, I have been playing games for nearly 4 decades at this point, at least 2-3 decades more than most of my peers, which might explain my tastes to some degree; nostalgia and all that.

Regardless, in the spirit of Hipsterism, I thought I would talk about my preferences a bit, which, by default, has produced a kind of Hipster list!

What I will do is choose a genre of gaming, and for each genre, I will assume that I have a gaming group raring to play this weekend. Which game would I choose!?

Role-Playing Game

I’m going to split Role-Playing into three sub-genres because I do see RPG’s as something of a quirk of mine and picking just one game just won’t do.

Fantasy – 1st Edition AD&D
The classics in their original form can still be enjoyed thanks to the Wizards of the Coast reprints.

Here’s the thing: I love fantasy RPG’s—truly. I could spend hours agonizing over a top 10 list, shuffling titles around, and second-guessing myself. But one thing is certain: Classic 1st edition Advanced Dungeons & Dragons is one of the most robust and compelling RPG traditions ever created for fantasy storytelling. Hands down.

Note, I did not call 1st edition AD&D a game, because to me, it’s always been more than just that, nor would I exactly escribe it as an RPG by today’s standards. AD&D is unique, a game with a very special approach and essence which did not exist before it in any game and has not been replicated in any games since. Every version of D&D that followed lost sight of this hidden essence, that magic that exists between the game as a rule set and the tradition that was born in Gygax’s definitive work. AD&D as a gaming tradition, an activity, and a collaborative storytelling tool, far exceeded the presumed simplicity of being a rule system and a game. I don’t know that Gygax intended for this to be true about his game, quite to the contrary, I think he was trying to create just that, a definitive rule set with AD&D, but like any art form, happy accidents happen. That happy little accident would never again be repeated, and every edition of the game has tried but failed to recapture the magic of the original.

Mind you, this is not for the lack of trying; in fact, I think most editions of the game have tried very hard to mirror the magic of AD&D, but the truth is that most designers even today can’t fully explain why this original version is different. I don’t think I could fully explain it either; it just is. An intangible quality exists in AD&D that is simply ineffable. As ineffable as it may be, I feel obligated to at least try to explain it, but I say this here and now, this is NOT about nostalgia.

Why do I gravitate toward this strange and inexplicable classic? Because I’ve always believed (as did Gygax) and still do that the most powerful, memorable role-playing happens when players don’t know the rules inside and out of how it’s done behind the screen. In the case of AD&D, it’s mostly because the rules are unknowable, thanks to the cryptic way in which they are described in what I consider the most important book in the RPG hobby ever written, the 1st edition AD&D Dungeon Master’s Guide.

The 1st edition Dungeon Masters Guide is one of the most unique books ever written. It doesn’t just guide you through the process of creating worlds for players to live in, but it teaches you how to present that world in a way that will inspire players to believe in it.

Don’t get me wrong, it’s not a critique of AD&D. Every player, given the chance, will lean into what they know; it’s only natural that when you know the rules of a game, you start using those rules to your advantage as a game. True magic happens when players don’t know how the game works. The less they know, the more they have to trust their natural instincts at the table. Not knowing the rules activates your imagination, and players start acting like people living in a story rather than characters moving through a system. They make choices that feel right, because they don’t have the option to make sure their choices are mechanically sound. This is the magic of AD&D, it refuses you the foundation of rules upon which to make decisions, leaving you to your collaborative imaginations. Some (in fact, most) would argue this is bad game design, but I would argue that it’s perfect game design. It makes the act of role-playing the only avenue for all participants. There is no game here upon which to hang your hat.

And that’s where the magic happens.

Especially in fantasy, where gods walk the earth, monsters lurk in the dark, and magic bends the very fabric of reality. Not knowing how everything works is a feature, not a bug. It creates a sense of wonder, of discovery, of trying things to see what they do. Players aren’t just learning about the world, they’re learning how its very physics of the world operates.

There were many versions of Dungeons and Dragons, both official and unofficial, but every book that followed 1st edition AD&D strived to be a rulebook first, presenting the game as a mechanical architecture for creating a game at the table that everyone, especially players, could understand. Only 1st edition AD&D saw itself as a creative toolkit for collaborative storytelling, targeting the DM as its master.

For me, 1st Edition AD&D will always be my first love and for that it can be easy to write it off as nostalgia and often with old school games this is the case with me, but not so with AD&D. If I had the chance, I’d run a classic game exactly as I believe it was always meant to be played: with a little mystery, a lot of imagination, and just enough chaos to keep everyone guessing.

Science-Fiction – Alternity

I was this close to picking The Aliens RPG by Free League Games. It’s a fantastic system for intense, edge-of-your-seat one-shots. But let’s be honest: once the xenomorphs are out in the open, the mystery that is the Alien movies vanishes, and with it, a lot of the drama. It’s hard to stretch that tension into a long-term campaign without it wearing thin, despite the fantastic game design that went into the Aliens RPG. I love it, but a good foundation for a long term RPG campaign – it’s not. It is a one-shot, nothing more, nothing less.

If Gygax is the pioneer of fantasy RPG’s, there is no question that Bill Slaviscek and Richard Baker were the pioneers of science-fiction RPG’s. Alternity is a master class in how science fiction should be approached as a storytelling game.

So in the end, it came down to a real heavyweight match: Star Wars RPG by West End Games versus Alternity by TSR/Wizards of the Coast. And while both hold their own with style and substance, I give the edge to Alternity for one reason only: The Stardrive campaign setting.

The setting designed by Richard Baker, one of the sharpest minds in the business, pushed Alternity over the top for me. It’s original, ambitious, and packed with the kind of rich lore that inspires long-term storytelling.

The Stardrive campaign setting is an epic tale of humanity’s rise to the stars, and despite being written in the late 90’s, the history of this setting rings more true today than it did back then. It’s a fascinating read, almost as if it’s a prediction.

But Alternity as a system is more than just a great way to bring a setting to life. It’s the unsung pioneer of the d20 era. Before 3rd Edition D&D made the mechanic mainstream, Alternity was already out there, blending class-based progression with skill-based freedom in a way that felt sleek and forward-thinking. It wasn’t just a set of rules, it was a toolkit for building any kind of science fiction world you could dream up. It’s the tragedy of the 21st century that Wizards of the Coast would take the d20 system invented with such perfection and completely botch it over the course of 3rd, 4th, and 5th edition D&D. They had the perfect model for a perfect system and decided to foolishly ignore it, but I digress.

Need spacefaring starships, cybernetic upgrades, rogue AIs, mutant powers, alien civilizations..the list goes on and on! It’s all there. Not just as a flavor, but with clean, well-designed mechanics that make it all sing at the table. There is no science-fiction setting that has ever been or ever will be created that you can’t replicate with perfection with the Alternity RPG.

I still believe that West End Games take on Star Wars is the best version of a Star Wars RPG to date. In effect, it makes Star Wars feel more hard science fiction, unlike the movies that pushed the setting into science fantasy.

Alternity gave us a framework where science fiction didn’t just feel possible, it felt limitless. That’s why, for me, it’s the gold standard for sci-fi roleplaying.

If I was going to run a science-fiction game today, there is no question it would be Alternity. The only exception I would make is for Star Wars, in that case, it would be the West End version of the game.

Other – Mage The Ascension

Over the past thirty years, I’ve run World of Darkness chronicles more times than I can count, and every single one stands out in my memory. There’s something about this universe that sticks with you. It comes in many shades: vampires brooding in neon-lit alleys, werewolves howling at the edge of the apocalypse, and wraiths lost in their own sorrow. But the default flavor has always been Vampire: The Masquerade.

And don’t get me wrong, Vampire deserves its fame. It’s probably the most iconic and approachable entry in the World of Darkness line, and for good reason. But if you came to me right now and said, “Run a World of Darkness game,” I know exactly what I’d pick: Mage: The Ascension.

Like Vampire, Mage puts players in the shoes of powerful supernatural beings. But where Vampire centers on politics, survival, and control over the mortal underworld, something players can more easily connect with, Mage reaches for something far more abstract and far more profound.

One of the big burdens of Mage The Ascension is that it’s focused on a wide range of unique takes on belief systems. It’s one of those RPG’s where everyone needs to read it cover to cover to really understand it, it’s difficult to present it as a GM. White Wolf games require a lot of self-reading because so much of the games storytelling is buried in the details of the setting and aesthetic backdrops, but nowhere is this more true than Mage.

In Mage, your faction isn’t just a club or a bloodline, it’s a belief system. A worldview. And the war isn’t over turf or influence, it’s over control of reality itself.

The Technocracy reigns in the modern age, shaping the world through science, reason, and the rigid laws of physics. But the twist is that, this version of reality is just another kind of magic, one that’s been accepted by consensus. Other mages, the ones who Awaken to alternate truths (the players), fight back not with bullets or blades but with paradigm-shattering ideas. The conflict is philosophical, spiritual, and metaphysical; the journey I can only describe as a mind-bending acid trip.

When you run Mage, you’re telling a story about characters who don’t just cast magic, they reshape the fabric of existence. And the more they push, the more the world pushes back. It’s a game where players don’t just feel powerful, they begin to believe in the power of belief itself.

To this day, I’ve never had the chance to run a full Mage chronicle—and I’ve been itching to do so for years. I love this setting. I ache for the chance to guide a group through its mysteries. If the opportunity ever came up? Let’s just say I’d be all in.

Boardgames

When it comes to board games, the number of categories is ridiculous, and I could make a solid argument for any of them. If, however, you forced me to pick three, forsaking all others, I think this would be the list.

Lifestyle Games – Twilight Imperium
Without question, the single best boardgame ever designed…period.

If I could conjure up a dedicated group of Twilight Imperium fans with the snap of my fingers, I’d be running a weekly game in a heartbeat, and I doubt I’d ever get tired of it. I know because I once had that, and it was and still is to this day, the best boardgaming experience I have ever had. It’s an irreplaceable memory that I will always chase because, in my view, Twilight Imperium is a one-of-a-kind masterpiece.

Twilight Imperium isn’t just a board game. It’s a commitment, a journey, and for those willing to invest the time, it becomes something greater: a lifestyle. This is a game with layers on top of layers. What looks at first like a complex 4X space opera transforms into an ever-evolving, deeply human drama of ambition, alliances, betrayals, and vision.

Yes, it’s long. But that time investment isn’t a drawback it’s what allows the story to breathe. The game unfolds like an epic saga, each session an emergent narrative shaped by the choices, fears, and aspirations of the players around the table. It’s a game that brings out raw human drama, both imagined and real at the table. I have seen how passionate players can get about this game and I thirst for those experiences.

On the surface, Twilight Imperium is a combination of a civilization builder and war game, filled with rich lore, factions with asymmetric powers, and galactic conquest. But dig deeper, and you’ll find a game of psychology, political maneuvering, negotiation, and strategic bluffing. As I like to call it, the real game behind the mechanical one. Every move is loaded with meaning. Every word spoken a ploy. Every silence held can shift the balance of power.

You don’t just play Twilight Imperium, you live it for the duration of the game. You embody your faction’s ethos. You forge uneasy alliances, backstab former friends, and navigate the ever-turbulent currents of the Galactic Council. You calculate every vote, every trade, every fleet deployment with a mix of tactical precision and raw gut instinct.

With two dozen unique factions, dynamic objectives, modular galaxy maps, and endless human variables, Twilight Imperium offers infinite replayability. It’s a true modern masterpiece, an epic that’s far too often overlooked because of its scale and length. But for those who make the leap, the rewards are unmatched.

This used to be a game I played all the time and I can’t think of any gaming experience I miss more, it’s right up there with 1st edition AD&D and Battletech!

Tactical Games – Battletech
Its a cross between boardgaming, miniature gaming and role-playing.

Some might call BattleTech a miniatures game and sure, technically it is. But to me? It’s always been a dice-chucker board game disguised as a tactical miniature game, dressed up in pewter and plastic, pretending to be part of the miniatures crowd while doing its own brilliant thing as a role-playing game. It’s a strange mixture but it works.

BattleTech is incredible for three big reasons.

First, the lore. It’s a sprawling, obsessively detailed tapestry of interstellar warfare, dynasties, betrayals, and battle mechs the size of small buildings. You can trace the fictional design history of a single ‘Mech model, who built it, where it was deployed, how it evolved with more depth and nuance than many real-world war machines. We’re talking more lore than Warhammer 40k, and I don’t say that lightly. If you’re a story-driven gamer like me, this universe is an absolute goldmine of narrative potential. It’s a robust setting that rivals most role-playing games.

Second, the game itself. The core mechanics of BattleTech have remained remarkably intact for over 40 years. In a world where games are constantly rebooted, patched, streamlined, or gutted for new editions and marketing cycles, BattleTech is a white elephant. Buy a rulebook or a miniature in the ‘80s, and your game is still valid today. Still playable. Still awesome. That kind of long-term commitment to players and collectors is practically unheard of in the tabletop world. And here’s the kicker: as of 2025, BattleTech is the third-highest-grossing miniatures game in the world. Proof positive that you don’t need to screw over your fanbase with constant reinvention for a cash grab to make a living in the industry.

But honestly, those first two reasons are just icing on the cake. The real reason you should play BattleTech is this:

It’s a glorious, chaotic, beer-and-pretzels dice chucking tactical slugfest. A crunchy, customizable, story-driven war game where everything that can go wrong probably will — and that’s the fun of it. Yes, there’s tactical play, but this isn’t chess. This is a cinematic, slow-motion trainwreck of overheating engines, ammo explosions, critical hits, and desperate Hail Mary maneuvers. It’s a game where you feel the damage, as your mech gets carved apart limb by limb in a ballet of ballistic fire and reactor meltdowns.

Only one other game I’ve played, Warmachine, gets anywhere near the same granular feel of mechanized combat. Unfortunately, like most miniature games, the constant rule changes, reboots, and updates completely ruined Warmachine. Battletech has stayed the course and remains all about managing your loadout, balancing your heat, and watching as your prized war machine limps across the battlefield, missing an arm and trailing smoke. That’s peak drama. That’s BattleTech.

I love this game. Always have. It’s one of the few on my shelf where pieces I bought in the ‘80s can legitimately still hit the table, no updates needed, no strings attached.

Sadly, like many of my hipster gaming passions, BattleTech isn’t exactly mainstream in my circles. I rarely get to play these days. But if someone asked me to drop everything for a match?

Hell yes. I’d be there in a heartbeat.

Event Games – Western Empire (Advanced Civilization)
The original Avalon Hill version of this game was quite ugly, like many games back then, they lived in your imagination which was kind of the point of table top gaming in general.

If you’ve followed this blog for any length of time, you already know War Room is one of my favorite event games. It doesn’t make the hipster list, though, mostly because I actually get to play it and I believe it to be a well-designed modern game, there is nothing hipster about it. My friends are kind enough to indulge me once a year (usually around my birthday), and while it’s big, bold, and unique, at the end of the day, it’s still an Axis & Allies descendant.

Now Western Empires, or as I still instinctively call it, Advanced Civilization, is hipster gaming royalty.

Shut up and sit down, I think did the best and most honest review of this game I have ever seen, flaws and all, but they their is one observation that they sort of failed to make which is that what they saw as flaws in the game from a gamers perspective are very intentionally designed features. It’s sort of like accusing Star Wars of having too many lightsabers.

I’ve talked about this game plenty before, and for good reason. It’s a sprawling, epic beast of a board game. Designed for a minimum of five players, though let’s be honest, it really wants nine (yeah you heard that right). Clocking in at a cool 12 to 15 hours, it’s less a game and more a full-day historical event. It is, without exaggeration, one of the hardest games to actually get to the table.

To put it in perspective, I haven’t played a live game of Advanced Civilization in over 20 years. Two decades. And yet, I’ve always kept a copy on my shelf. Just in case. Always hopeful that one day this one will get its moment in the sun.

At its core, Western Empires is a game of historical empire-building and economic maneuvering. There’s trading. There’s a touch of area control. Sometimes, it even pretends to be a war game. But really, it’s about managing the wild, unpredictable chaos of history. You stretch your reach, you push your luck, and you try to outmaneuver your rivals not with brute force, but with sharp wits and sharper tongues.

One of the biggest reasons this game rarely hits the table, aside from the sheer time investment and player count requirements, is that modern gamers often expect strategy games to reward clever, clean moves. Western Empires doesn’t care about your strategic brilliance. This is not a game of perfectly calculated efficiency. It’s a game of negotiation, adaptability, and psychological warfare. The best players aren’t the ones with the most optimal city placement, unit movement or strategic planning. They’re the ones who can read a room, spin a trade, and deliver a betrayal with a smile while staying the course of the inevitable and uncontrollable ups and downs of the game’s natural ebb and flow.

You don’t play the game, you play the players. That’s where the real magic is.

There’s really nothing else quite like it. The closest modern comparison might be Small World, and that’s a real stretch for a comparison, as it matches only some of the subtle nuances of mechanics. Western Empires occupies a weird, wonderful niche all on its own.

And that’s why it’s here, on the hipster list. I know full well this kind of game isn’t for everyone. Hell, it’s barely for anyone. Finding eight other souls who are all willing to commit an entire day to a relic of the 80s is an impossible task in most gaming circles. But if I ever found the right group, you better believe I’d make this a yearly tradition, right up there with War Room.

Quirky, chaotic, and criminally underplayed. That’s what the hipster list is all about.

Euro Games –

Miniature Games

When it comes to miniature games I would argue there are also quite a few different ways these games can be categorized, but I think a simple way to do it would be to split it between casual games and competitive games. It’s a broad, but it’s easy to distinguish way to do it. I would only add one third category, which I would call semi-miniature games, in which I would place miniature games that don’t have a miniature painting hobby component at all.

Casual – Warhammer 40k
40k is an all-encompassing hobby, stretching far beyond simply playing the game, and that is kind of the point of it. It’s a bit like loving Star Wars.

Ironically, in 2025, playing the most popular miniature game in the world might be the most hipster thing you can do.

Why? Because the moment Warhammer 40k comes up in conversation, it’s almost guaranteed someone will start rattling off a list of games that are “better in every way” and listing all the things that are wrong with 40k. And they’re not wrong, there are more balanced, more strategic, more thoughtfully designed games out there, lots of them. But sticking with something you know could be objectively replaced by a dozen superior alternatives? That’s peak hipster energy!

But let’s talk about the most fascinating part of the 40k experience: the community.

Across the globe, the Warhammer 40k community treats the game like a competitive titan, and to be fair, it is the largest and most active competitive tournament scene in all of tabletop gaming, by a long shot. The sheer scale of organized play is staggering.

And yet… Games Workshop, the company behind 40k, doesn’t seem to agree. At all.

To GW, Warhammer 40k is primarily a miniature line, secondarily a source of lore and novels, and somewhere far down the list, it’s technically a game. Their support for competitive play feels more like a reluctant nod to what the community chooses to do with their game, than a purposeful commitment or intent for it. The rules are often unbalanced, the game systems are regularly reworked or mismanaged, and it’s clear that game design is not what drives the brand. What we have here is a competitive community built on a system that was never meant to bear the weight of serious play. And somehow… it thrives on that very thing.

In a word, I would argue that Warhammer 40k is not a great competitive game, and when people trash-talk it, that’s really what they are talking about. But it’s a fantastic hobby and a super fun, casual experience, aka, exactly what it’s designed to be.

It’s a beer-and-pretzels dice-chucker in a gothic sci-fi shell, where the real joy comes from painting your army, crafting your own narrative, and then putting it all on the table to roll some dice and blow stuff up. The rules are often clunky, the strategy is there only to a point, but largely buried under layers of “smoke and mirrors.” Winning isn’t about mastering a perfect system, it usually comes down to how well you roll the dice.

And despite all that? I love it.

The mission system is genuinely dynamic, with flavorful objectives and varied scenarios that keep the game feeling fresh. The list-building is wide open, full of creative options and wild combos. But at its core, this is a casual game through and through, one that thrives on the atmosphere around the table and the lore on which it’s based, not in the pursuit of perfection of its gameplay.

Warhammer 40k is about collecting and painting miniatures, swapping war stories, and diving into the endless supply of pulpy, over-the-top lore of a universe where everything is grim, dark, and somehow still gloriously silly.

It’s a hobby. A vibe. A lifestyle, even. Flaws and all, I wouldn’t trade it for anything else.

Competative – Songs of Ice and Fire
I would argue that Songs of Ice and Fire the miniature game is the only rank and file miniature game ever made that actually works well as a game rather than a terrible history lesson about how boring war on the battlefield actually is.

I’ll be the first to admit: I don’t play A Song of Ice & Fire much these days. It’s had a rough road, marred by some truly questionable management decisions over the years and plagued with availability problems. But even with all that baggage, I still consider it one of the most compelling competitive miniature games out there.

This is very much a game that lives in the “I wish” category. I wish it had been better supported, wish it had stuck the landing in balance and they did it all much faster, and wish it still had a place at my table. There’s a part of me that’s still hopeful it’ll stabilize and find its footing again, maybe even make a comeback in my group.

I went in deep on this one. Despite its flaws, I found A Song of Ice & Fire to be one of the most engaging strategy games to hit the miniature scene since Star Wars: Armada. At its core is a genuinely smart design, layered list-building, unique unit interactions, and some fascinating sub-war game mechanics like the NCU board and tactical card play. When it clicked, it really clicked.

Except when it didn’t.

To be fair, most of the problems I ran into weren’t with the design itself — they were with the balance. And yes, you could argue that design and balance go hand in hand (and you wouldn’t be wrong), but I still think there’s a meaningful distinction. A game can be brilliantly designed but hampered by poor balancing decisions, one can be fine-tuned, the other is just a flaw. That’s A Song of Ice & Fire in a nutshell: great foundation, uneven execution.

Now, I haven’t kept up with the latest updates, so maybe things are better these days. But in my local scene, the damage was done, people moved on, and getting a game back into circulation after a group loses faith in it is no small feat.

And then, there’s the personal hurdle: painting.

This one’s tough for me. Being a mass army game, ASOIAF demands batch painting. Lots of similar models, unit after unit, rank after rank. And repetitive painting is my kryptonite. I just can’t stay motivated painting the same miniature ten times in a row. It sucks the joy out of the hobby for me, and ASOIAF is particularly brutal in that regard with no list building avoidance some games offer.

All that said? I still think this is a fantastic game. It deserves recognition. It’s competitive, it’s clever, and when it’s running smoothly, it offers a rich tactical experience that not many miniature games can match. That’s why it earns a spot on the hipster list, a flawed gem that still shines when the light hits just right.

That said… its time may be running out. Modern miniature design is evolving fast, and with games like Warcrow on the horizon, strong contenders are lining up to take this slot permanently.

The Most Fun – Star Wars: X-Wing
In my mind, Star Wars X-Wing is still one of the best miniature games ever made. PERIOD.

When talking about the miniature game hobby, there’s always one title that sparks debate, some say it barely qualifies as a miniatures game at all. I’m talking about X-Wing. And frankly, I don’t buy the skepticism. Slap those sleek ships onto a sprue and suddenly there’d be no doubt where it belongs.

Yes, it’s pre-painted. Yes, it’s more accessible than most. But that doesn’t disqualify it, it redefines the space. X-Wing was designed to walk the tightrope between a serious competitive game and a relaxed casual experience, and it succeeded. Brilliantly. This game brought three key advantages to the table that most miniature games either ignore or fail to execute well. And those three factors are why X-Wing stood tall in the market for years, even managing to shake Games Workshop out of its golden-era complacency.

First, the pacing. X-Wing matches are quick, typically 45 minutes. That’s practically warp speed in miniature gaming terms. It made the game ideal for tournaments and casual nights. You could run multiple matches in an evening, try out a bunch of new lists, and still have time to argue about who really shot first. There’s no hour-long rules refresh or setup slog—just “Hey, want to play?” and you’re in. That kind of approachability is rare in the hobby.

Second, it’s Star Wars. That’s not just thematic dressing—it’s a gateway. The brand brings in people who’ve never even looked twice at a miniature game. You don’t have to explain the appeal of piloting an X-Wing. You show someone the TIE Fighters screaming across the table, and they’re already halfway sold. I’ve never seen a non-gamer pick up Warhammer 40K on a whim. But X-Wing? That’s the one that brings in the curious, the casual, the movie fans, the dads and uncles and kids who just want to fly the Falcon.

Third, and maybe most importantly, X-Wing made high-level tactical play accessible. The rules were simple on the surface, but the depth was staggering. Movement planning, arc dodging, list synergies, action economy, there was real meat on those bones. You didn’t have to learn 200 pages of codex lore to be competitive. But if you wanted to go deep, the game rewarded you. It hit that perfect balance: easy to learn, hard to master.

X-Wing wasn’t just another miniatures game. It was a lightning-in-a-bottle moment in the hobby. It opened the door to a new audience, streamlined what was possible in design, and reminded the rest of the industry that a game could be both fast and deep, fun and tactical, cinematic and competitive.

Whether you play it today or remember it from its heyday, X-Wing deserves its place in the conversation, not just as a miniature game, but as one of the best games to ever grace a tabletop. In my personal opinion, its the single best miniature game that we have gotten in the 4 decades of I’ve been around.

Best Design – Star Wars Armada

When first announced, everyone thought that this would be X-Wing but with capital ships. It certainly looks the part, but Star Wars Armada is an entirely different and far heavier game that demanded a lot more from its audiance.

One final entry I’d like to sneak onto the hipster list—and I say this with as much objectivity as a subjective opinion can carry—is my pick for the best-designed miniature game out there.

To take this crown, a game has to meet a singular, uncompromising criterion: skill must reign supreme. Like chess, where grandmasters fall only to their peers, this kind of game leaves no room for chance to decide the victor. It must be a pure contest of mastery, where the dice are just accessories, not arbiters of fate. And in the world of miniatures, that game is Star Wars: Armada.

Sure, there are dice. But make no mistake, those little cubes only matter when two evenly matched minds clash. In Armada, outcomes are forged not by luck, but by foresight, precision, and relentless practice. It’s a game that rewards not just play, but study. The kind of study that turns casual fans into hardened tacticians.

But here’s where it gets really compelling: Armada doesn’t just test you on the battlefield. It demands mastery before the first ship even hits the table. The list-building is deep, nuanced, and packed with options that will make your head spin if you’re not ready for it. Understanding the shifting meta, anticipating counter-play, these are not fringe skills, they’re the bedrock of victory. The game is highly deterministic, which means your preparation matters as much, if not more, than your moment-to-moment decision-making at the table.

That it’s set in the Star Wars universe, with massive capital ships slugging it out in glorious slow-motion ballet? That’s just the sweet, sweet icing on a very dense, very intimidating cake. But fair warning: Armada is not a casual fling. It’s a demanding, often unforgiving beast that can feel downright brutal if you approach it half-heartedly. You don’t play Armada, you train for it, like a chess grandmaster gearing up for the championship board.