So, Blackstone Fortress had my attention with the unique miniatures and that was enough to sell me on the game. Originally, that was all I wanted and intended to use them in Necromunda,
FFG RPG's, or narrative
40k games. However, the game itself was a great bonus and it's well-worth playing. I'll discuss this below, and I'll use a Q & A format.
Q: So, how many people are required to play this game?
A: You can play this game all by yourself, or as I like to call it "playing with myself but grimdark". And it's kind of fun to do that for a one-off mission to pass some time, but be advised- there's some parts of the game that you'll have to skip if you're the only one playing (the cards will let you know). Otherwise, there's 4 heroes in the group so you're either controlling all of them, and as more people play you divide the 'party' up.
But, there is ONE thing to make you aware of- the game is for
up to 5 players- and the 5th player is controlling the enemies- and let me be clear, they're not really making decisions for the enemies. They're following a script and moving the pieces around. Well, at least that's the way it is if you're following the rulebook. You're not 'playing' so much as 'doing the work'.
For a fun challenge, you can have the 5th player control them as he pleases and develop a system for determining if his guys retreat away. Just be advised you'll have to do some house-ruling to make that person's experience feel like they're actually playing and not doing game chores and watching everyone else have fun.
Q: What kind of character can I be? Can I bring my [insert thing you like]?
A: The game's characters are set- there's nothing like
Silver Tower with a bunch of other player character options for other
GW models, aside from the recent White Dwarf featuring rules for a Solitaire (who is meant to be played alone, by himself). There's also rules for a few 'retinue characters' which are like extra buddy characters that help out (this is another way to incorporate a 5th player).
The characters are in spoiler tags below, to save space.
However, don't let that stop you from being creative and making what you want. I've made rules for Deathwatch marines, Assassins, Necromunda characters, Inquisitors, and quite a few other things. You'll be homebrewing your own rules, of course. And don't worry a lot about balance- as the game stands you can take a few specific groups of the default characters and jut slaughter the b'jeezus out of everything once you figure out the synergy. Just make what seems fun to you, and adjust as you play to make it more challenging or easier, if need be. And here's a blank character card, should you need it:
https://boardgamegeek.com/thread/2113305/new-playable-character-inquisitor-templatus-blankm
Also, you can totally find alternatives to the existing characters and use them (A commissar as Janus Draik, Illic Nightspear as Amallyn Shadowguide, etc.) It's a board game, so have fun and do what you like. As far as proxies go- I've seen some hilarious ones. One guy bought the game without miniatures (someone just wanted the models), so he made his own... except all the enemies are loyalists and the heroes are all heretics. When his project is finished, I might share it here if he's okay with it.
Also, if you've got the means to do it- you can even make custom enemies. I've seen multiple people do this.
Q: Are there any other uses for the game, or the models?
A: All of the models for the game have rules for Warhammer
40k, and Kill Team. Also, there are Kill-Team rules for the Blackstone Fortress as a battleground. They're pretty fun. Also, the
Escalation expansion has cultists that make a pretty solid Chaos Cult gang for Necromunda. The Chaos models can be combined together to make a "Servants of the Abyss" Battalion Detachment for ~500 points.
Unrelated, but one thing I have seen a lot of people doing is adding in their own variations of hostiles from their personal collection. The newer Chaos Marines look MUCH better than the ones included in the game, and some of the "Chaos Lord with Hammer" models I've seen put Mallex to shame. Also, the standard Chaos Cultists work just fine alongside the game's cultists from Escalation.
Q: How many expansions are there? Do I need them all? How do they work?
A: Woo boy, okay. Here we go. Aside from the core game, they are listed below and how to use them and additional info.
First and foremost, no expansion is required to play any other expansion.
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Escalation: The biggest expansion, same core system but works a bit differently than the main core game. You do this expansion after you 'beat the main game'. Comes with new heroes and new cultist enemies- However, you can still add in the cultists from the start of a normal game and play the heroes from the start of a normal game.
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The Dreaded Ambull: It's an Ambull and his little bug babies, with the missions to go with him. You should do this after you do the main quest for the core set, but I would say you could probably do it before you do the final mission.
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Traitor Command: Traitor Commissar and Chaos Ogryn: Same as above, do the main quest and maybe do this after the Ambull if you have it.
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Endless Peril: A deck of cards for the scenarios and challenges, basically 'new missions'. Worth getting for the sake of variety over time.
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Advanced Arsenal: cards for new items you can use. Most of them pretty useful.
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Abominable Intellect: 'Hard mode' cards that really just spawn more enemies (and to do this, you'll need to buy extra hostiles that
GW conveniently released at the same time). Not really what I'd call 'hard mode', just 'more work' and this one is probably not worth the money- there's better ways to make the game more challenging (spawn in a Chaos Marine or Rogue Psyker, and always apply the Twists if you want a real challenge).
A good thing is that all the expansion cards have an icon on them, so you know what they came from and can pluck them out and separate them if you want.
Q: But is the game actually fun?
A: Yeah, I think so- but it can get repetitive if you're not with an entertaining group of people. Really, the only downside of it is finding a group that can play regularly enough to complete the campaign. The best luck I've had was gathering a group of people that wanted to be Deathwatch Marines, we made rules for all of them- and then we rotated out missions between all of us. That way, there was always someone. I also have a way to 'tone it down' if there aren't enough players, so that 2-3 people can still do the missions without getting erased.
Q: Okay, you handsome and charming devil. Take the keys to my car, go over to my house, and get in bed with my wife. But is there anything bad about it?
A: Ah, you flatter me, Mr. Nonexistent Question man. It's almost as if you were deliberately made to stroke my ego. But I'll be honest...
1- Storage can be a pain. That's a lot of stuff, a lot of cards, and you'll want some way to store them.
2- Oh, yeah- most of the cards are sizes "
GW Stupid" so it's a pain finding sleeves for them.
3- The tokens, tiles, etc. are still cardboard so you'll want to invest in a game mat to protect the stuff.
4- The rules are gonna take a few readthroughs, and are oddly... out of place. I strongly recommend making copies of the references on the back of each book, and then making a basic 'how to play' simplified version for your players to hand out. The books (yes, plural there's a book for playing and a book for combat and a book for when you finish combat... it's absurd) aren't very good at making it simple and easy to follow, and the video showing how to play is... well,
GW "how to" so it's less useful than excess Finecast flash.
5- Some of the models are VERY delicate, and I can tell you right now- Amallyn's rifle is the first thing to break. I gave up trying to replace her and just made a Drukhari Wych and gave her a Dark Lance. Wyches love Dark Lances.
I'm open to anything anyone wants to ask or add.
Automatically Appended Next Post: Clarification:
As far as any of the expansions goes, you don't need any of them for the core game. There's nothing like any updates.
You can pick any one of them that you like and use it without buying any of the others, as long as you have the core game.
HOWEVER: Some of the White Dwarf supplements require some expansions.