The release of Storm of Magic has been something of a strange thing. In the past when an expansion to Warhammer was released, most of us would have jumped at it and then made our own assessments once we got our hands on it. However, this time it has been different. The expansion has come at a time when most of the community (locally, at least) is bitter and angry at Games Workshop for their heavy-handed attempts to curb the influence of overseas internet sellers, and when the rather botched release of Finecast and the associated price rises have been viewed with scepticism at best. Basically, GW have not made many friends recently.
In addition to this, parts of the community are still making up their minds about Warhammer 8th edition, and whether they like the game or not. To say this has been a drawn-out process is an understatement (the edition could be a quarter of the way through its life-cycle already; how time flies!).
Into this environment of uncertainty comes Storm of Magic, the first “core expansion” (as opposed to an army book) in many years. Its arrival is advertised as introducing more powerful magic and ludicrous monsters, and greater elements of uncertainty to a game that many players are already unsure about for those very reasons. The GW website cries,
“Storm of Magic is everything we've been waiting for - the opportunity to field wizards galore and tear open the world with magical energy, to summon huge (massive, towering, gigantic) monsters that will make your opponents quiver in fear at the sight of them.”
Unfortunately, they may have missed their mark. It would seem most players have in fact not been waiting for these things. It was nearly 2 months since Storm of Magic had been released, and I still had not seen a copy outside of a store yet. In fact, nobody I knew had bought it. Eventually an executive decision was made and the club bought a copy out of its (rather limited, rarely used) coffers. At least then we could make a decision for ourselves. Having read through it, I thought I would share what I have found.
What is it?
Storm of Chaos is not a boxed supplement – it’s just a book. But it’s a very strange book. The back cover wraps around to keep the book closed, and continues all the way until about 1.5 inches from the spine – so it’s almost all of the front cover as well. When you fold out the cover, inside is a plastic spinner that points to any of the Lores of Magic. The 8 Colleges are represented in the main ring, with the race-specific Lores each occurring one or more times within those 8 bands. This wheel is used to determine with Lores of Magic are “ascendant” on any given turn.
In addition to this, parts of the community are still making up their minds about Warhammer 8th edition, and whether they like the game or not. To say this has been a drawn-out process is an understatement (the edition could be a quarter of the way through its life-cycle already; how time flies!).
Into this environment of uncertainty comes Storm of Magic, the first “core expansion” (as opposed to an army book) in many years. Its arrival is advertised as introducing more powerful magic and ludicrous monsters, and greater elements of uncertainty to a game that many players are already unsure about for those very reasons. The GW website cries,
“Storm of Magic is everything we've been waiting for - the opportunity to field wizards galore and tear open the world with magical energy, to summon huge (massive, towering, gigantic) monsters that will make your opponents quiver in fear at the sight of them.”
Unfortunately, they may have missed their mark. It would seem most players have in fact not been waiting for these things. It was nearly 2 months since Storm of Magic had been released, and I still had not seen a copy outside of a store yet. In fact, nobody I knew had bought it. Eventually an executive decision was made and the club bought a copy out of its (rather limited, rarely used) coffers. At least then we could make a decision for ourselves. Having read through it, I thought I would share what I have found.
What is it?
Storm of Chaos is not a boxed supplement – it’s just a book. But it’s a very strange book. The back cover wraps around to keep the book closed, and continues all the way until about 1.5 inches from the spine – so it’s almost all of the front cover as well. When you fold out the cover, inside is a plastic spinner that points to any of the Lores of Magic. The 8 Colleges are represented in the main ring, with the race-specific Lores each occurring one or more times within those 8 bands. This wheel is used to determine with Lores of Magic are “ascendant” on any given turn.
A strange book with a wrap-around cover. Makes it hard to read on the train, but that's not what it's for. |
I don’t really like basing part of my game on something like a spin-wheel. It makes me feel like I’m playing a kids’ board game. The book tells you to make sure when you flick it, that it does at least a few full circuits before stopping (so no lame, carefully judged half-taps to get what you want). Even so, I’m not a big fan. You could use a D8 instead of the spinner, but you will still need to refer to it as the adjacent values are relevant due to adjustments in either direction made by the players. GW have steered away from dice other than D6s in recent years, so I guess the use of the spinner is a continuation of that.
What’s in it?
There is a basic Storm of Magic scenario, as well as a couple of twisted variants supplied later in the book. Think of the variants as the equivalent to the stranger scenarios you get in the hardcover rulebook, but not the smaller, compressed volume. They are even more oddball than the “basic” Storm of Magic scenario, which will be more than different enough for most players. One of the variants involves a mad, independent wizard who rides a teleporting Fulcrum around the table, zapping both players. No, I am not kidding…
What’s in it?
There is a basic Storm of Magic scenario, as well as a couple of twisted variants supplied later in the book. Think of the variants as the equivalent to the stranger scenarios you get in the hardcover rulebook, but not the smaller, compressed volume. They are even more oddball than the “basic” Storm of Magic scenario, which will be more than different enough for most players. One of the variants involves a mad, independent wizard who rides a teleporting Fulcrum around the table, zapping both players. No, I am not kidding…