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For years, you’ve clashed across the most war-torn battlefields of the 41st Millennium in hard-fought skirmishes and titanic conflicts – but the galaxy is a huge place, with many dark corners still to explore.
Just as Warhammer Quest allowed you to visit the sinister labyrinth of the Silver Tower and the bustling underworld of Hammerhal, now it will put you at the heart of one of Warhammer 40,000’s most enduring mysteries – a Blackstone Fortress.
Part role-playing adventure, part battle game, Warhammer Quest: Blackstone Fortress promises a cooperative narrative experience in the 41st Millennium like no other – and will feature a host of stunning new miniatures that bring all manner of champions and villains from the lore to life as never before.
This message was edited 1 time. Last update was at 2018/08/30 03:26:07
I always wondered why there was never a 40kwhq and i'm kind of intrigued by this. The fortress looks pretty ominous, but not much to go on other than it's coming. Problem I see is some of these boxed games don't have staying power. I think I played silver tower twice, bought DW overkill and never even finished building it. Hopefully this game is good enough to where the people who buy it actually play it, and I can find games.
I hate to say it, but I'm already giving this a pass. I'm tired of being disappointed by old GW titles coming back and being sub-par, or questionable. Silver Tower, etc. were so disappointing to me, I'm just going to be watching this for models. If it's as boring as the AoS versions I'll be really sad that they're whoring out the WHQ name like that.
Hey GW...please prove me wrong. Please make this a rich, detailed game with a load of playability and long-term options...
- Options for more than just 'Rogue Trader Guys'. Yeah, call me cheesy but I wanna drop down Reivers, Hive Scum, Skits, Grey Knights, Scions, and all kinds of 40k Nonsense.
-More than one type of Enemy. Necrons, Chaos Marines, Cultists... sure. But throw in some weird stuff, maybe something we haven't seen. Or at least open the options to add other stuff.
-Actual DECISIONS, and not just straight combat. I like making choices that can affect the quest in a Dungeon Crawler
-Expansions. Keep the system and branch it out- hey, the Silver Tower is still a thing in 40k too, right?
"I am capable of acknowledging the cunning of the Xenos. I was amused to discover that an Aeldari weapon classification directly translates to 'Mandiblasters'. That is quite clever, that translation." -Acanthophis Serne, "Death Adders" Chapter, seconded to Deathwatch Fortress 'Dacia'.
I loved the original Quest, and although Silver Tower is a very different beast it's still good fun for games night with a group. However I have to agree that the most important thing here will be the miniatures (and how we can incorporate them into 40k proper)
"Marion! For Gods sake, you're going to die!"
"Ah, but then I'll wake up in a magical fantasy world, filled with virgins!"
"You mean Games Workshop?" Mongrels
"Realism? THESE ARE SPACE ELVES!!" - My friend Jordan during an argument about rule abstraction
Lemme repost this since Manchu unceremoniously killed the other thread:
Warhammer 40k Quest huh?
Well, y'all know what that means right?
AHAHAHHA! Couldn't be happier.
Of course, I still think Old Quest is superior to Silver Tower in just about every way (other than tile quality and miniatures). Old Quest had a real campaign system, and a reason to keep playing again and again and again. Silver Tower reaches a point and just stops, with equipment often being one-shot and characters being plug-n-play with no real connection. I haven't played Hammerhall, although I own it, but from what I've read in the rulebook there's a bit more bite to it than Silver Tower (it has a town to go back to between missons).
I hope that this isn't just another one-and-done style game with no built-in longevity. I also hope it isn't a theme-breaking coalition of a Guardsmen, a Marine, a Guardian and a Fire Warrior wading into battle together. That'd be dumb.
Adeptus Doritos wrote: -Actual DECISIONS, and not just straight combat. I like making choices that can affect the quest in a Dungeon Crawler
Quest has always been about moving form room to room hoping to find the objective room as quickly as possible before all the horrible things kill you in mean and completely unfair ways.
Decision making just doesn't seem very Quest-like.
This message was edited 3 times. Last update was at 2018/08/30 05:39:47
Blurb promises heroes and villains, so looking forward to it.
I'd bet the Necrons would be interested in it though. A Necron "hero" or some adversaries that are not part of the main group would fit the background. Silver Tower had the spider Grots and Skaven guy as well as a the Tzeentch forces.
A real curve ball would be having Eldar as the Blackstone's inhabitants. They could be pre fall types fresh out of stasis that later get folded into the Ynnari faction.
This message was edited 1 time. Last update was at 2018/08/30 05:44:21
Yes, Hammerhal is pretty different from Silver Tower. With ST, you play out of a 'choose your own adventure' style book filled with numbered paragraphs. No one has to play as the 'game master' as the plot is run by this book and all the enemy models work via AI. Hammerhal by contrast tells a story, via one player taking charge of the enemies, with a beginning, middle, and end. I am not really sure which I prefer.
I SMELL A HOLE IN MY WALLET WITH THE NEXT COUPLE OF MONTHS...
At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money.