|Paul Lesack (firstname.lastname@example.org)|
|My wife and I play it. We find the mechanics easy to remember, yet the game
has great tactical depth.
People don't talk about it much because:
- There aren't a lot of problems with the system (this does not mean
no problems, just not a lot).
- RP doesn't have nearly the exposure of
Warhammer/Chronopia; no one
knows about it. Even though the hobby store where I shop has a large
(huge/all!) collection of RP minis, the
Battlestorm rulebook itself is simply lost in all the other
codices, RPGs, etc. RP mini blisters make no mention of
Battlestorm, which I think contributes to the general lack
- FASA just bought Ral Partha. What will happen to
Battlestorm? Because I have rules, I'll keep playing it.
However, there's no guarantee that any supplements will actually be released.
I hope they are.
Of the gaming companies I have seen, RP is one of the best. Customer
support is excellent, and innovation/improvement is actively solicited
by the company. Playtest information for upcoming expansions/supplements is
not jealously guarded, but made available.
|Tim Peaslee (email@example.com)|
|I picked up a copy of the rules in early January and am very impressed with
them. While I was at first a little skeptical about them, I have found the
BattleStorm rules to be an excellent set of miniatures
rules. They are easy to learn and allow for a lot of flexibility. The rules
allow a player great
detail for individual combat or a role-playing group. Larger battles
can be streamlined for faster play or keep a lot of detail.
BattleStorm seems to be designed so that a group of gamers
can use it fit their style of gaming, not force the group to change their
style of gaming to fit the new rules.
The basic system allows the player with initiative to declare the
action of one of his units. The enemy unit affected by this action
can react. This can cause sudden series units forced into action by another
group. Combat is a simple matter of using the attacker's skill (combat error
rating) plus the defender's ability to dodge (evasion) as the to hit roll.
If a hit is scored the weapon damage roll must be high enough to penetrate
the roll for the armors absorbtion. A large battle can be played in only
a couple of hours.
I have been a miniatures gamer since 1979, and this is the first really
good set of fantasy rules that can deal with large battles.
|D. Anthony Robinson (firstname.lastname@example.org)|
|Battlestorm is the best fantasy mini system that I've seen.
The tactical flexibility that is present in the game is astounding.
Unlike most other games in this genre, you can change formations in
multitudes of ways, as well as split units and/or join up units.
Will also does a fantastic job of supporting the game on the internet.
You can get all sorts of addenda and new troops at his website.
|brandu (expired email address)|
|Hhhmmm... It's amazing that both of the wonderful comments below about
how great BattleStorm is are from people who are actively enaged in working
on the system.
Points of Fact
Personally, there are better Fantasy games out there.
- BattleStorm is no longer produced by Ral
- You have to have d30's to play the game.
- Cavalry is too strong.
Rule Book attempts to do too much (It can't seem to make up its mind)
Magic Rules are available for free on the net, but they are extermely weird.
|Jim Evans, the Undead Lord Utu Ekong (email@example.com)|
|Hey guys, this is the best fantasy mini game on the market. I myself
play the Undead, and they rock. There is no better feeling than whackn'
someone on the Battlestorm table. [I don't mean that in a sick fashion,
thank you very much.]
Will has done the best job in
the world making this game. If you have not tried it, do yourself a
favor and do it. I swear on the chin bone of Utu Ekong you will not be
It is just plain and simple, man. The rules are far better than
Warhammer Fantasy. They are more realistic. Oh yeah, COST COST COST.
It is far far more cheaper to play Battlestorm than it is Games Hock Shop
games. Not only is it cheaper, it's better.
There is a lot of different things about the game
that I like over the others. One is that in Battlestorm, one side
doesn't go, and then the other. I like that. It is more fair to the
player who didn't win the first roll of initiative. The list goes on and
on and on and...........................................
I end this little ditty with a word or two of wit. You
don't need absorbtion to win a game of Battlestorm. If you don't believe me,
come on by and I'll show you. Or you can just ask Will, he'll tell ya, he
has see it done in more than one game.
Take care and keep gamn'.
|Erik Rutins (firstname.lastname@example.org)|
|This is a fun and versatile fantasy miniatures wargame that lets you put
virtually any miniature you own on the tabletop. The ideal scale is
28mm or 25mm, and Ral Partha's new line of 28mm miniatures in support of
Battlestorm are IMHO the best 28mm fantasy line on the market. (In
particular, check out the 02 line Elfs and Barbarians for my two favorite
The rules themselves do a great job of simulating the simultaneous
action of a battlefield. Unlike Warhammer, a battle never seems to
pause or let up, and doesn't feel artificially divided into phases where
only one type of action can take place. Battlestorm also uses the full
spectrum of dice to give the type of differentiation between armor,
skills and weapons that the old d6 just can't offer.
My recommendation is that anyone interested in 28mm fantasy give these
rules a try ASAP. If you need any tips or an opponent in the Vermont
area, e-mail me.