It's The Beginning Of The End! Here's part 1 of the "End Times: Archaon" review

It's time to finish this. Altough "End Times" are no more, and AoS is the new black apparently, I still have "Archaon" to go through. So let's get started, shall we?

"Archaon" is probably the biggest and most complex books of all. It's simply huge and has a ton of new stuff, which can be used both in ET and normal WFB games. Of course there's still the question of whether they're good or not. Well, let's see it for ourselves. For this article I'll focus on new game rules. Next I'll review the new formations, and finally the new special characters. Fun times ahead!

The End Is Nigh!

1. Lords of Battle Campaign: Halting the Apocalypse

"Archaon" introduces another epic campagin, focused on stopping the end of the world. By now you probably know that fluff wise it failed and the Old World is no more, so this scenario should end with Chaos side winning the game, but I guess it can be played for shits and giggles. Generally it uses the rulles found in "Thanquol", however most battles are fought simultaneously, which is a new thing. Each one's outcome doesn't influence the other in any way, except the final scenario named the Battle of Ulric's Bones. There are two, really cool things about that campaign. First of all you can't use the same character in more than one game, as they are fought simulatneously. This means that you can actually use more than one roster, which is always nice. Secondly, if one of the Incarnates gets himself killed, the controlling player will have to roll a dice before the next battle, during which said Incarnate will take part. On a roll of 1-3 that Incarnate cannot be selected at all. Makes you really care for your special snowflakes, right? Oh and the rules for Stratagems and Strategic Characteristics are not used in here, as the scenarios have their own rules for the players to use.

The battles that take plce simultaneously are as follows:  Edge of the Abyss, Massacre in the Middenplatz, the Western Wall, Death comes to Neumarkt and Clash at the Wynd. Each of them provide various bonuses to the victorious player. For example if the Host of the Eternity King army is victorious during the first battle (Esge of the Abyss), then they recieve a free Caradryan during the Battle of Ulric's Bones. However if Chaos will be the victor, then the Host of Fire will get a real nasty surprise in the form of D6-1 Wounds against every, single model in their army with no saves allowed! That's just nasty and shows how big the stakes are in this campaign. There are more bonuses and penalties like these, and they are all potentially game-changing, so the players will do their best to achieve or avoid them. Most of them grant the Forces of Order faster reinforcements during the final battle, while Chaos goons get free heroes, but also delay the good guys. These rules are surprisingly balanced and fair for both sides, which is a nice thing, as so far the Chaos and Skaven are waaaay better and stronger than their enemies, except maybe Elves. Well ok, the last scenario, aptly named The End Of All Things, grants victory to the bad guys, even if the game's result is a draw. Still, these are the "End Times" and cannonicaly Choas has won, so I can't really be pissed about that...

Once again the new game rules prove that there are good thing in the "End Times", as this battles system is done magnificently well and can be used in homebrew campaigns of any kind. I can already envision some great, homemade campaigns, taking place in the good, old Old World, inspired by these rules. Good stuff.

So... This is it. Appologies for a very short post this week, but I can't really do it any other way. "Archaon's" rules sections are really big (except the campaign one) and I don't envision myslef making a huge ass article about the new campaign AND formations. Next week however, I'll do a proper length post, I promise.


Really, I do!
 
Until next time

Xathrodox86

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