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Horus Heresy - Board Game Review Horus Heresy  - Board Game Review Hot

horus1Here's a short list of some things I like:

Pralines and Cream Ice Cream
Scotch Whiskey
Video Games
Backpacking in the Mountains
Woodworking
Strippers

If you offer me any one of those things, I will like you more. Many of these things would even go well together, like ice cream and video games. Some of them would not go well together, like scotch and woodworking. And some go great with anything (strippers make nearly anything more entertaining).

But if you put all those things together, you will not have something amazing. You will have something weird and potentially felonious. I will, of course, be delighted to attempt having all those things at once. But in the end, it would be overwhelming, and I would probably end up passed out in a bowl of pralines and cream with my fingers stuck in a table saw and lipstick stains on my pants.

To relate this to board games (specifically to Horus Heresy, which is what I am reviewing, and not strippers, though I certainly wish I could review strippers and get free strippers in the mail), there are times when you can combine a whole pile of great game ideas and wind up with something that is way too much. Horus Heresy practically embodies this concept.

For starters, this is a wargame based on the 40K universe, where some bad guy from outer space comes to Earth to kill the emperor, who may or may not be something of a penis. Violent hijinks ensue, with a delightfully brutal body count. This is an enormous point in favor of Horus Heresy, and for many people, is enough to buy the game without knowing anything else about it.

Then you've got plastic. This is Fantasy Flight, so when I say there's plastic, I don't mean a couple dice. There are more than a hundred tiny plastic soldiers, from titans and space marines to demons and tanks, and lots more besides. They come in green and purple and gray and blue and red, all colorful and destructive, like a hurricane at a gay pride parade. This much plastic makes the game prettier, and that means it's more fun to play.

Even the game board is tricked out. It's got holes in it so you can insert plastic fortresses and a huge plastic palace from underneath, and it's ginormous, with all this art that makes the future look extraordinarily depressing (which is kind of an ongoing theme in Warhammer stuff). There are eight different decks of cards, coming in two sizes, and they're all beautifully designed.

Beyond the components, there's a hell of a game here. There are all these different regions, including four spaceports, half a dozen forts and factories, and even the palace is broken up into different, three-dimensional areas. You'll put whole bunches of plastic guys on the board, plugged into plastic stands that tell you if they're damaged and how hard they fight, and then you'll move around and hit each other with heavy things that cause massive internal bleeding (and possibly death).

Doing stuff requires you to have order cards, which could mean you're stuck without a move, except that you have extraordinary control over which order cards you have in your hand. If you really need to be able to attack the emperor in his palace, just make sure you get the card you need, which isn't hard to do, if you're patient. The orders are useful and smart and add a ton of strategy to Horus Heresy.

Then you've got the initiative track, which rewards players for careful planning and penalizes them for being overly aggressive - though there are, of course, plenty of good reasons to just jump in and get dirty sometimes. Sure, you may give your opponent four turns in a row, but after you destroy his main force and beat the crap out of his heroes in a surprise move you've had planned for half an hour, it's worth it. This initiative track is pure brilliance, and really helps to make Horus Heresy incredibly deep.

Let's not forget the innovative combat system. I've heard complaints about the way cards are used to handle bloodshed, but it's really quite cool, and dice would never have worked as well. You can save your troops from the worst of the beatings, but if you do, you may not have the cards you need to retaliate, so you might just sacrifice a pile of your soldiers for the option to punt your opponent into orbit later in the fight. It's intuitive and smart and really fun.

Oh, and then there's the various movement and combat rules that go beyond the cards, like Thunderhawks that can pick up friendly hitchhikers and drop them off on their way to a rumble. There are dozens of little details that can be used to really add punch to your fights, and provide an incredible array of options at nearly every juncture.

But that's not all! There are also orbital lasers, and boarding parties, and multiple winning conditions. There are advanced scenarios, event cards, activation markers and a whole lot more! In fact, all this stuff adds to all the other stuff that goes with the enormous box of yet other stuff to make a game that, after giving you wave after wave of incredibly awesome stuff, completely overwhelms you and makes you nostalgic for when you were a kid and could just make explosion sounds while you reenacted the disturbing violence that spawned in your imagination, without having to refer to a rulebook every time you want your hero to board a plane.

Horus Heresy is indubitably a very good game. It's deep and strategic and tactical and full of complex decisions with far-reaching implications. It's also a painfully disjointed Vegas bachelor party, complete with hookers, frozen desserts and power tools. There isn't one single thing in the game that I don't like, unless you count the fact that after a three-page FAQ was released to cover the pile of questions posed by players, the fans still had to go back and make another FAQ to cover all the questions that the first FAQ didn't answer. I don't even mind the 44-page rulebook, because all that great stuff had to fit in here somewhere.

But while I can't pick one thing I didn't like, I can tell you that when you combine all those awesome single things in one place, you wind up wondering why you thought it was a good idea to take a gallon of ice cream on a six-mile hike through the Rockies. It has all these great pieces, but collapses under its own weight. If you like wargames and 40K, you'll have a lot of fun playing Horus Heresy, but even if you're an obsessive compulsive who reads the rules four times before his first game, you're going to miss something or forget something or do something stupid halfway through the game, because there are just too many different things going on.

The overdose is obvious beyond the rules, too. The stacking limit for a fortified area is three guys from each side, which means you could have six of these big clunky bases all competing for space in one spot. And to really spice it up, heroes (which are cardboard art mounted on big plastic stands) don't count toward that limit. Neither do orbital lasers, which are also little plastic sculptures. And none of this would be a huge problem were it not for the fact that the detailed plastic bunkers are all dimensional and textured, and use up most of the real estate for slanted walls and power stations, so that when you actually try to put all those guys in one place, you have to lay down the heroes and stack your units on the flat side of the standups, and even then you'll be balancing them so carefully that you'll wonder if you've taken a quick break to play a couple turns of Jenga.

I should repeat one more time that every time I've played Horus Heresy, I had fun, and I would play it again, and I don't plan to trade it off any time soon. But it could have been so much better if it had just been streamlined a little. I know lots of the bits are in there for the purists, but if Fantasy Flight has just exercised a little restraint, Horus Heresy would have blown my mind with a blast of awesome. As it is, I'm just hungover and wondering why there's a naked girl in the linen closet, sawdust in the bathtub, and an Xbox controller dropped into a half-empty tub of ice cream. But I know I had a good time.

Summary

Pros:
Incredible components
Fantastic depth and nearly limitless options
Challenging and smart
Brilliant initiative system rewards planning without overly penalizing bold risk-taking
Quick-playing combat system layers on the genius
Order cards that let you plan your turns and don't remove flexibility

Cons:
Near-criminal lack of restraint

So you're probably thinking something like, 'that sounds fun, and I'm up for it, but $100 is way outside my budget!' Well, not to worry - Dogstar Games has an amazing deal on Horus Heresy.

 


Matt is a staff writer for Fortress: Ameritrash and the author of the Drake's Flames blog, where you can read more of his crassly opinionated reviews.

Click here for more board game articles by Matt.

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Comments (39)
  • avatarTDawg

    Having played this several times I will say this does have the underlying feel of a wargame, even more than the ConSim purists would like to admit. It is the classic siege scenario and all the added extras you mention does feel like the historical chrome that many wargames have. It also requires a lot of thinking and "stegerizing" that is required in wargames because simply trying to outslug the opponent will not win the game over the more tactical opponent.

    It does have a lot to it and I do enjoy playing it and all but one of my games have been close barn-burners. It is expensive and I am not altogether pleased with the map and it's terrain pieces (3 marines and a hero in those small fortresses is just a mess).

    Thanks for the review.

    T

  • avatarwaddball

    Nice review. My friend has this and I want to try it, but it hasn't hit the table for exactly what you talk about here. Lots of overhead. We'll get there soon.

    Also, am I the only one who immediately had "These are a few of my favorite things" (from the Sound of Music) going through my head? "...Woodworking strippers all tied up with string...."

  • avatarPat II

    I like this game and agree with you wholeheartedly on some things being overdone. While it is fun for me and a select few friends for most of my friends it is a little inaccessible.

    An action sequence with activation and dice would have done away with a lot of the rule(card) clutter. This is a game for full time hobbyist gamers when really any 40k product that isn't their main mini line should be designed to draw people in that don't play the mini game. The average hobbyist just doesn't want to tackle all the cards and mechanic overload. Sometimes less is more.

    I still like it and will continue to play whenever I can I just feel an opportunity was missed.

  • avatarMattDP

    Often I think you go too heavy on the entertainment factor and too light on actual information when you're writing reviews, but this is probably thing I've seen you write. Not only is it very funny and readable but it encapsulates very nicely everything you think is good and bad about HH without (unlike the game), taking a ton of text to do it.

    More like this please!

    (FFG sent me a review copy too, but since baby day I've been lucky to have 30 minutes to myself, let alone the 3-4 hours it'd take to tackle it properly. So you'll be waiting a while for my review.)

  • avatarThirstyMan

    Man, this sounds like the fucking business!

    I just ordered it on your say so. Obviously, I will send the boys round with the black and decker drills if it doesn't turn out as fabulous as you say. As a friend of mine, here in Kuwait, was a secret 40K fan when he was a kid, I might even have an opponent.....

  • avatarjeb

    Goddamn I need to start writing and get in on this free game gravy train. This means I would have to play games too though, and that's a bit trickier. Hmm.

    As I recall, some folks were giving this game the business when it came out--but I could smell a winner. If anything it's got a too-much-of-a-good-thing problem. FFG is making the best games in the world right now, and this just marches along step with ARKHAM HORROR, TWILIGHT IMPERIUM, MIDDLE EARTH QUEST, and so on.

  • avatarMichael Barnes

    Glad to see another opinion of this one, it seems like folks are finally getting around to playing it and banking their thoughts on it. I won't be reviewing it. I had to buy the game, so I'm under no obligation to FFG to cover it and I'd much rather spend the column on a more deserving game. Besides, the likelhood of my ever getting to play it again is pretty darn close to zero.

    I think the game is ruthlessly, flailingly mediocre on every level. It's not much fun to play, and I think the production quality is all smoke and mirrors- the tiny, indistinguishable figures and ashtray terrain coupled with weird, poorly thought-out production elements like the breach markers, the fact that nothing fits into the terrain, the silly bases, and so on are covered up with that great artwork, top-notch layouts, and 40k fluff. Mechanically, it feels like FFG was trying WAY too hard to be innovative when all the game really needed was a good editorial eye and back-to-basics gameplay. As it is, it's convoluted, bloated (yes), and too caught up in trying to impress the gamer with interlocking mechanics to be successful.

    One of the key problems is that the game falls into this strange area between a DoaM game and a serious wargame. For some folks, that sounds like a dream come true. And in the right designer's hands, it could be. But what you get with HORUS HERESY is a game that occurs at a complexity level that outstrips its content, and the result is overcomplication and a sense that the grinding gears of the mechanics are stripping any life or dynamic gameplay away.

    My overall impression of the game is that it feels as if it's trying to bludgeon you into thinking it's great. I mean, something with all these pieces, all that art, and all those rules has to be good, right? Even the much-talked about $100 price tag seems to be trying to convince you that this is an epic masterpiece. It's not. It's an average to below average game dressed up in finery that is a couple of sizes too big for it.

    But hey- I'm glad some folks are enjoying it, it'll keep 'em off the streets.

  • avatarufe

    As it is, it's convoluted, bloated (yes), and too caught up in trying to impress the gamer with interlocking mechanics to be successful.

    So it's like Middle Earth Quest?

  • avatarMichael Barnes

    Big difference- MEQ _worked_ and was fun to play. I didn't play it and feel that half the rules could have been cut out, because it needed them to support the kind of gameplay it offered.

  • avatarufe

    IDK, playing as Sauron may be one of the blandest game experiences I've ever had.

    I still want to try Horus Heresy one of these days. Just don't get much two player time and have too many neglected 2P games as it is. Thanks for the review though. It's good to see someone's enjoying this.

  • avatarKen B.

    Oh man...talk about 360s in game opinions...I got a chance to play MEQ after taking the time to really study it first...and I've gone from being "disappointed" to thinking, like Barnes did, that it's one of last year's best games. It helped that you know, I took the time to figure out, "What the hell are players supposed to be doing?" after being taught rush-job style when I played it previously.

    I will likely review it at some point in the future.

    Sauron, bland? Really? With all those toys at his disposal? No way, man. I think both sides have plenty to do, though I think 2-player should only be with the hero player running two characters.

    Horus Heresy...nice review, but I'm still not all that interested. Mainly because my cup of longer 2-p games floweth over already.

  • avatarjeb

    >:( 180° Ken! Cripes. /math teacher inside me dies/

  • avatarhotseatgames

    Sounds cool, but it also sounds like it takes way too long to play.

  • avatarKen B.

    Yeah, yeah...180.

    You know who else is big into math? Reiner Knizia. DINE ON IT, YA!

  • avatarSchweig!

    My problem with Horus Heresy is that it's grossly overproduced. So much that the gameplay itself appears pretty thin. I guess if the same system was created by an indie publisher or Victory Point for example, with a different theme of course, it would receive a lot more praise.

  • avatarThe Red Phantom

    After such a long time away from F:AT, I don't mean to be rude, but this reviewer doesn't know what he's talking about. He's got a keen nose, and his instinct tells him something is rotten in the state of 40K, but he can't do the actual work of solving the mystery. So he tells you that everything about the game on an individual level is just! so! f'ing! cool! and oh, did he mention strippers? Talk about smoke and mirrors! The whole *review* is smoke and mirrors, except for the odd honest assessment or two. You don't get all this: Fantastic depth and nearly limitless options, Challenging and smart, Brilliant initiative system rewards planning without overly penalizing bold risk-taking, Quick-playing combat system layers on the genius and then not have it be awesomesauce. It's because the reviewer doesn't see that those omg kewl!!! components are not so great. And to add insult to injury, Michael Barnes comes in and like the virtuoso pro he is demolishes the game with a flick of his little finger like a BGG-loathing shaolin monk. No one has reviewed this game more accurately anywhere than Barnes, and he makes Mr. Drake the reviewer look like an affectionate but dim-witted puppy.

    Take a risk, Mr. Drake, and really examine the game...if you can. Don't gladhand us and spam the word "stripper" seventeen times to throw us off the scent. To say something so absurd as "...I've heard complaints about the way cards are used to handle bloodshed, but it's really quite cool, and dice would never have worked as well." is borderline disturbing, because dice are precisely what are needed to enliven this stinking, dead fish of a game.

  • avatarkookoobah

    It didn't grab us at all. The theme was awesome, though we don't play WH40K, we play WFRP. Chaos Gods + tanks, space marines and mechs? Awesome sauce.

    The gameplay felt very flat. Combat was soooo un-exciting. It felt like we were just going through the motions of playing the game. It should've felt a little like WoTR, but it didn't. Traded away after 2 games.

  • Mr Skeletor

    Oh man...talk about 360s in game opinions...I got a chance to play MEQ after taking the time to really study it first...and I've gone from being "disappointed" to thinking, like Barnes did, that it's one of last year's best games.

    Interesting. While I enjoy MEQ I still think it is a game with an identity crists, a messy bunch of mechanics in search of a game. But then I have yet to play a hero in it, maybe that will change my mind. Currently I think it needs an expansion to fix it.
    Unlike the Steve Weeks wannabe above I agree with much of your review Matt, though I have the opposite opinion - think the game is a little too streamlined and would have benifited from more fleshing out. I don't think the mechanics are complex at all, and everything pretty much ties into them or a card draw, so I'm not sure what steamlining people wanted. The game does suffer a bit from exception questions in the rules, which the FAQ has yet to fix. I also think the game should allow you to draw more heavily from your deck, and use the mini map card planting more. But despite its flaws this is to me the most under rated game this year, and certainly the most tense I have played. Every turn is just so critical, and one fuck up can result in an easy loss. It's a gamer's game and not something to play with casual gamers, but I don't have a problem with that.
    My biggest problem with it is it has come out at a time when I'm swamped with 2 player games and not enough opportunities to play them! :(

  • avatarBulwyf
    Quote:
    Beyond the components, there's a hell of a game here.

    Who are you trying to convince Matt? Me or you? I enjoyed reading your review, but I'm left with an impression that you're in a state of denial. You want HH to be awesome sauce but it just isn't and deep down you know it. It's ok. That's the way I felt about MEQ.

    Personally I think everyone should save their $100 and go get a used copy of "Siege of Jerusalem". Cheaper, more fun and definitely more kick ass.

    -Will

  • avatarAncient_of_MuMu

    I think the big problem with Horus Heresy and why it is doomed to failure is that it is 2 player and relatively complex. 90% of the people who like the theme, level of complexity, chrome, etc are 40K junkies who would just rather play 40K. It is just too similar in market to 40K. If it was multiplayer like Chaos in the Old World, or much less complex like Space Crusade it would have some differentiation and more of a market.

  • avatarInfinityMax

    Red Phantom, you pose an interesting series of questions. Unfortunately, you are an asshat, and so I think I will not reply to them.

  • avatarscissors

    "BGG-loathing shaolin monk"

    Funniest thing this week.

  • avatarkakupacal

    Jeebus Crow... if this this quality of reviewin' gets you on the free-game-gravy-train, sign me up. I'll just have my high-schooler write 'em for me.

  • avatarPat II

    For Christ's sake who is Jeebus Crow?

  • avatarJonJacob

    It's a another parody of Jesus Christ as done by a bunch of furries. Really lame is what it is. But I like the mild racism of it as it reminds me of Jim Crow a little bit.

  • avatarThe Red Phantom

    I think the big problem with Horus Heresy and why it is doomed to failure is that it is 2 player and relatively complex. 90% of the people who like the theme, level of complexity, chrome, etc are 40K junkies who would just rather play 40K. It is just too similar in market to 40K. If it was multiplayer like Chaos in the Old World, or much less complex like Space Crusade it would have some differentiation and more of a market.

    Ancient, I must respectfully disagree. It's not solely that the game is complex, it's that the designers make you jump through hoops to do very basic things. That's why I don't see how players fluent at all in wargames can like it. You'll spend less time and do more playing one of the dozen really good wargames currently on the market. And it's not multiplayer that made CitOW good....it was just a really innovative, well-designed game. Horus Heresy can't find its niche because FFG's evident priority was to reinvent the wheel, not turn an old OOP game into a fresh new updated one.

    Unfortunately, you are an asshat, and so I think I will not reply to them.

    Well, you can't reply to them, can you? I've called you out, and you have nothing to say because you couldn't be bothered to do more than wave your pom-poms and trot out every hoary, ur-masculine cliche. You're a good writer, and once you get over your fear of having perhaps controversial opinions and defending them you'll have must-read material. So it's worth it for me to be an asshat to nudge you out of the car dealership.

  • avatarSchweig!

    Furries. The word alone evokes disgust in me. :X

  • Mr Skeletor

    I wouldn't say you are an asshat, more of a complete and utter fuckwit.

  • avatarAncient_of_MuMu

    I'm siding with Skeletor and Drake here Red Phantom, just because that last post makes no sense.

    I said there was a problematic market issue for the game and you said I was wrong because the game was bad. Whether you are right or wrong about the game being good or bad, this doesn't address the problematic aspect of the game being in the same market space as its much bigger brother.

  • avatarInfinityMax

    No, Phantom, I could reply. I just choose not to bother to prove myself to an arrogant, condescending dildo who thinks he's doing anyone a favor by talking out of his ass.

  • avatarMattLoter

    Dildos and asses?!?! Now I'm interested!

  • avatarThe Red Phantom

    I said there was a problematic market issue for the game and you said I was wrong because the game was bad. Whether you are right or wrong about the game being good or bad, this doesn't address the problematic aspect of the game being in the same market space as its much bigger brother.

    Ancient, I simply disagreed with your first line: I think the big problem with Horus Heresy and why it is doomed to failure is that it is 2 player and relatively complex. I'm saying it's quality (or lack thereof) dooms it. Furthermore, it not only competes with 40K (as you say), but with every other good, medium complexity 2-player game on the market, where it gets crushed.

    I think there is room for this kind of game, it just has to be able to compete. Horus Heresy beats 40K where expense and setup are concerned....but only slightly. The coup de grace is its thunderously mediocre design and utterly bland combat.

    And to be called a fuckwit by Mr. Skeletor is high praise indeed. I must be doing something right!

  • avatarAncient_of_MuMu
    Quote:
    Ancient, I simply disagreed with your first line: I think the big problem with Horus Heresy and why it is doomed to failure is that it is 2 player and relatively complex. I'm saying it's quality (or lack thereof) dooms it. Furthermore, it not only competes with 40K (as you say), but with every other good, medium complexity 2-player game on the market, where it gets crushed.


    I started writing a long response but I can't be bothered finishing it. You took one statement out of context and focussed on that.

  • avatarShapeshifter

    Again, this is another example of the typical design-presumption that kills all fun in a game:
    Innovation = Quality. The truth is that Innovation more than often renders a game fascinating as a one time experience. Often truly great games build on oldskool mechanics and give them just enough freshness to make them transcent their source. HH tries to hard to create a totaly new game system from scratch and suffers from its ambitions. Sure, it has some smart mechanics, but I must agree with Michael they don't result in a game that feel engaging or fun.

    At this point I'm beginning to just avoid a game from FFG that states combat card driven system on the box. I did like the card mechanics in MEQ, that proved it could be done right.
    Yes, I'm one of the few people who actually liked the game. But as for Dungeonquest and HH I'm beginning to really long for those dice-throwing days. In fact, the pitfall many fall into is the idea that cardcombat is less random. Actually, I believe its almost the same randomness bu this time in a disguise of so-called control. Give me the smooth resolution of a dice roll any day.

  • avatarSuperflyTNT

    And all this time I thought a Whore's Heresy would be turning down a tip....thanks for clearing that up for me, Drake!

  • avatarKen B.

    I think MEQ did it exactly right with the Strength/Fatigue/Movement system. Every card in hand gives you a choice on how to use it, and how to manage the cost of using it in battle.

    Starcraft also did an excellent job. I don't know that dice would've worked as well for what they were going for--namely the customization of a combat deck (something MEQ does as well, though it doesn't feel as though it happens as often.)

    Hannibal's card combat works, but I think it is closest to what Shapeshifter describes--randomness, with the disguise of control. The only quirk is the Double-Envelopment and how it interacts with Hannibal himself. It works, but so would dice-based rolls, I think.

  • avatarInfinityMax

    And to be called a fuckwit by Mr. Skeletor is high praise indeed. I must be doing something right!

    No. You are not.

  • avatarBearn

    I have to agree with the guy who said HH should have used dice. I was thinking the same thing the fourth time i played the game and just imagined it kind of like WoTR dice rolls for specific actions. I think that would really have made the game more interesting than having a whole boat load of cards scattered everywhere. Felt a little like Runewars with all these unnecessary mechanics and only 2-3 that really mattered for play.

    I still cannot figure out the appeal of MEQ and i love almost all the ME games out there. So many games go to a RW fight or more often than not the heroes win and never see combat. Yes, it's VERY possible to play the game and never get into combat. Not that you want combat early on since all the important good cards you need to train for and acquire first. Otherwise the minions and most fo the monsters beat the snot out of you.

  • avatarShapeshifter

    From my experience playing Sauron is alot more interesting than playing the heroes, and for me that is thr only flaw of MEQ. Other than that I don't get the critisism this game gets thrown at it.
    I think it is a smartly designed game that perfectly captures an epic feel.
    Sure, the end battle is a bit anti-climatic, but this game is about alot more than combat.
    It is all about the journey and the grand scope of things. I just love wandering from location to location, and seeing Sauron's corruption spread across the map is a visual treat.

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