In 1949, this incessant war has been raging for 35 years and finally a secret archaeological dig has delivered to the Obscura Korps a long sought ancient relic. This artifact is thought to guard an ancient parcel of knowledge. The exact emplacement of one of the four dark cardinal corners of reality is on the verge of being revealed.
A portal leading to hell, this un-sanctified zone is found buried within the secular crypt of a fortress situated in the heart of central Europe. The Reich's 13th Occult Division is there now. They are about to call upon the Cohorts of Chaos to help them force the world into eternal servitude.
Parachuted behind enemy lines, a fistful of men and women are all the Union has left to thwart this peculiar menace. The Unions finest trained commandos armed with technology still in its experimental stages, the glory bound 42nd Alter-Marine Special Forces must now face the most terrible danger to face humanity in recorded history.
Tannhäuser goes beyond the standard package of set of characters, proposing a vast array of customization, allowing players to develop a unique tactic and style of play for their hero. 10 charismatic personalties await them to be groomed for battle, using over 70 magnificently illustrated types of tokens that faithfully depict various weapons, medals, ranks, powers and equipment.
Rules revised by:
Tannhäuser Revised Edition Rulebook
- elegant pathfinding system that eliminates LOS complexity
- comprehensive rulebook with explicit coverage for base game and expansions
- strong production values and a robust setup that scales from base to expansion content
- deep tactical options for both solo and two-player formats
- out of print status increases scarcity and may drive up price
- some rules interpretations used by the presenter indicate occasional ambiguities in solo play (house-rule style discussion)
- health-dial mechanism can be fiddly and prone to misread during intense play
- espionage, tactical skirmish, mission-oriented combat between rival factions
- 1949-era alternate history with WWII-inspired factions engaged in covert operations in a fortified castle-like map
- instructional live-play demonstration with emphasis on setup, movement, and objective-based winning
Mechanics (from transcript analysis)
- Action points — three action points per turn allowing flexible sequencing of movement and actions
- equipment tokens and packs — character-specific packs provide weapons, gear, and special abilities
- grenades and smoke — grenades have range-based mechanics; smoke can obscure lines of attack and restrict movement
- health indicators — health tokens or dials track damage and deterioration during combat
- objective tokens — primary and secondary objective tokens placed on the map guide scoring and completion
- Overwatch — defensive stance enabling reactive attacks to enemy movements
- pathfinding system — colored-path movement that removes traditional line-of-sight range checks, enabling fluid tactical play
- reinforcements — start-of-turn respawns add new troopers, altering tactical possibilities
- resource and points economy — command points are spent to move, boost stats, or set up OverWatch, adding a resource-management layer
- two-player and solo modes with multiple scenarios — six modes (Death Match, Capture the Flag, Domination, King of the Hill, Objective, Story) that shape setup and victory conditions
Video topics + discussion points
Quotes (from this video)
- it's a Miniatures game for ball Gamers which yeah it's what you've been waiting
- the rule book's fabulous and it's got rules for not just the stuff included in the base game but also stuff that comes as expansions
- this pathfinding system is just is just beautiful it's it's made for us all right
- six modes of play for the two player
- the map expansion comes with these 12 Troopers
- we're going to teach you how to play the game solitire all you need is the base game
- the final bit of setup is command points and then we're ready to play
- this pathfinding system is just beautiful