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Man O' War

Game ID: GID0200705
Collection Status
Description

Man O' War is the game of Raging Sea Battles in the Warhammer World. As an admiral of an ocean-going war fleet you must command your ships - which can be either squadrons of Ships of the Line or heavily armored Men O' War and Independents, in the battle for supremacy of the high seas.

Players choose fleets from the multitude of races of the Warhammer world. Every ship is represented by a template showing individual areas, each with a description of the items (masts, cannons etc.) in those areas - as well as the damage that they can take before being destroyed. Each location has a value that must be rolled to hit that area when attacked, along with another value that can be rolled by the defending player to possibly prevent any damage that might occur. Ships are classified one of three ways. They are either Ship of the Line (SOL) - which are designed to move as a group of three (each moving and fighting to completion before continuing on with the next ship in the squadron), a Man O' War (MOW)- which are single ships that are much larger, more powerful and crewed by larger numbers than a single SOL classed ship, or finally as an Independent (IND) - which are used individually like a Man O' War but are more in line in strength and abilities to that of a Ship of the Line.

At the beginning of each turn, players determine Initiative by each rolling a die which determines who will go 1st in each phase - if the numbers are different, or how the wind direction changes if they both roll the same number. If the wind changes, the initiative roll and resolution is repeated until one player wins the die roll.

Players then conduct the Magic Phase with each Admiral having his Wizard make one spell attempt if desired based on the Initiative order previously determined. If a spell is successful, the other player can try and dispel that spell just cast - but only if they have a corresponding type of magic to make the attempt.

Next comes the Battle phase - which is also based on the previously determined initiative roll. Players alternate between phases of Movement/Combat, each choosing a single MOW, IND or SOL Squadron and then conducting movement (if desired) and/or making attacks, before passing the turn sequence back to their opponent. This process continues until all ships have been activated on both sides. Once that has occurred, the turn is over and a series of quick turn ending/record keeping events occurs before moving to the next turn. Game play continues for a predetermined time or until one side is destroyed, surrenders or flees the battlefield.

The Main Boxed set contained 2 sets of 3 Wargalleys for the Empire and another 2 sets of 3 Wargalleys that were considered Pirates. THe main rules also included Fleet Lists and specific rules for each of the 6 Warhammer Races included in the game: The Imperial (Empire), Bretonnian, Dwarf, High Elf, Dark Elf and Orc. Each Race had had unique features, weapons and abilities that made every battle a new challenge for both players. Rules for a Campaign as well as additional pieces like playing pieces like Shoreforts were also included in the main ruleset.

There were two separate expansions to the main game. The first was Plaguefleet which added rules and templates for the Chaos fleets of Khorne, Slaanesh, Tzeentch and Nurgle (collectively known as a Plaguefleet), the Skaven and finally the Chaos Dwarfs. This expansion effectively doubled the number of available fleets for the game. This expansion also included color templates for the original 6 races as well (Imperial, Bretonnian, Dwarf, High Elf, Dark Elf and Orc).

The 2nd expansion Sea of Blood mainly introduced new rules for Airpower, Sea Monsters & Beasts and Allies as well as new ships for the Dwarfs and Imperial fleets. The inclusion of the Norse fleet wrapped up the content for this expansion.

Finally, complete rules for an Undead fleet - as well as some expansion rules for a few of the other races, were included in several of the issues of Game Workshop's Citadel Journal magazine.

A wide variety of miniatures were produced to represent the many ships detailed in the main game and expansion sets but no miniatures were ever officially made for the Undead fleet. Assembling and painting the miniatures gave the game a feeling of being "collectible" as well as being a hobby in itself. Many players have created customized ships and new ships (and even complete fleets) including rules, ships templates and completed miniatures. The largest collection of these creations is housed at Groups IO and there is a very active Facebook Page as well.

Man O War is still considered by many GW fan's as one of Games Workshop's best games. The wide variety of different ships, rules for each race and relatively small investment to get up and running contributed greatly to Man O War's popularity. Even today, fans scramble to find copies of the games and with the rise in accessibility to 3D printing, getting a fleet (or two) for this out of print game has never been easier.

Year Published
1993
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Video EpdcAUx_Spk Jamie top_5_list at 11:20 sentiment: positive
video_pk 8742 · mention_pk 25789
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Click to watch at 11:20
Overall sentiment (raw)
positive
Pros
  • Rich nautical atmosphere and vivid miniatures
  • Strong thematic cohesion with Warhammer fantasy naval combat
  • Deep, engaging naval tactics when properly supported
Cons
  • Out of print; components are dated
  • Hard to justify modern production costs without updates
Thematic elements
  • Nautical miniatures fantasy warfare
  • Nautical Warhammer universe; ships, cannons, sea battles
  • Thematic, large-scale naval combat with magic and sea monsters
Comparison games
  • Dreadfleet
Mechanics (from transcript analysis)
  • Miniatures fleet combat — Strategic naval battles using individual ships and fleets.
  • scenario-based play — Different scenarios drive varied tactical objectives.
  • Spellcasting and special abilities — Spells provide powerful effects that shape engagements.
  • Thematic battle progression — Thematic progression of naval conflict over the board and scenarios.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Eric Lang designed a fantastic Masterpiece of a game in Chaos in the Old World.
  • The game play and the mechanisms and the design of this game are superb.
  • I want to see this come back in a really good production with beautiful artwork.
  • This game looks absolutely awesome I mean it's so colorful and it's very very like 80s and 90s super colorful.
  • Omega Virus let's do it restoration games bring it back.
  • Roko is a wonderful game. it's a crime that this game is not in print now.
  • I would love to see this Magic Realm come back in print with a big production.
  • Mana War back, please bring it back somebody Games Workshop do it I want Mana War back.
  • Magic Realm just looks like a blast to play.
  • I would throw down $300 for this game.
References (from this video)
No references stored for this video.
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