"The cost of victory is blood, the cost of defeat is everything." –The Empire at War
Set amid the constant warfare of the Old World, Warhammer: Diskwars is a game of ferocious, fast-paced tabletop battles for two to four players. At the heart of the game's conflicts are its disks, which represent heroes and units from across the Old World. During the game, you activate these disks, flipping them end over end to move them across the battlefield, position them to attack, and interact with terrain and other disks it overlaps. When one disk covers another disk, the disk on top is considered to be "pinning" the disk below it; this prevents the pinned disk from activating, and at the end of the round, overlapping disks must fight one another. By maneuvering carefully to pin your opponent's units, you can strike them down, seize control of the battlefield, and win the day!
Warhammer: Diskwars has been updated to its new setting within the Warhammer world and features flexible rules for hero-centric army-building. Additionally, whereas the original Diskwars was a collectible game, Warhammer: Diskwars has moved away from the blind buy model, and the Core Set includes everything you need to play the game: a host of terrain cards, objectives, command cards, and more than sixty disks for the game's four races.
GTS 2014 - Warhammer Diskwars
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- everything you need to know about your unit is printed right on there there's nothing to reference outside of the game
- These are discs and I do see this ruler but it's not for measuring is it
- devious beats bold there's also steady and slow strategies bold will beat steady and kind like a rock paper scissors type of thing rock paper scissors slow essentially
- these FFG guys they know how to make you feel good about what you're doing that's great
References (from this video)
- Easier to dive into than traditional miniatures games.
- Unit information is printed directly on the discs, eliminating the need for references.
- Movement is simple and tactical maneuvering is still possible.
- Combat resolution is quick.
- Army building system is neat.
- Includes multiple factions and units in the base set.
- Expansions add more armies and units.
- Terrain adds to the miniatures game feel.
- Missed all attacks with crossbowman
- Wizard burns himself a little bit.
- Can wipe out units quickly.
- Narrowly lost a unit due to an unfavorable combat exchange.
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- Miniatures game
Mechanics (from transcript analysis)
- Army building — Armies are built by selecting leaders who dictate a point limit for units. Different factions and units are available, and expansions add more options.
- Combat — Combat is initiated when units are touching. Damage is calculated based on statistics printed on the discs, with different values for pinned units versus units performing the pin. Ranged attacks use dice.
- Command Cards — Players use command cards to determine turn order, the number of units they can activate, and to use special powers. These cards have a rock-paper-scissors-like interaction.
- Disc Representation — Units are represented by discs with all their stats and abilities printed directly on them, eliminating the need for external references.
- Movement — Units can move a set number of spaces by physically flipping the disc across the battlefield. Movement is not restricted to a straight line.
- Pinning — When a unit is physically touching an opposing unit, it is pinned. This status affects combat and can prevent movement.
- ranged attacks — Some units can perform ranged attacks up to a certain range, utilizing dice to determine hits and damage. Results can include misses, hits, critical hits, or scatter.
- terrain — The full game includes terrain pieces with special rules that enhance the visual and tactical aspects of the battlefield.
Video topics + discussion points
Quotes (from this video)
- everything you need to know about your unit is printed right on there there's nothing to reference outside of the game
- These are discs and I do see this ruler but it's not for measuring is it
- devious beats bold there's also steady and slow strategies bold will beat steady and kind like a rock paper scissors type of thing rock paper scissors slow essentially
- these FFG guys they know how to make you feel good about what you're doing that's great
References (from this video)
- Portable disc-based miniatures-style combat
- Thematic and accessible Warhammer setting
- Four factions included
- Fantasy military conquest
- Warhammer Fantasy setting
- Skirmish-level combat described through a disc-based system
Mechanics (from transcript analysis)
- Disc activation — Flat discs represent units and are flipped to activate actions
- Faction-based play — Four factions included in the box
- Portable battlefield — Compact rules for quick play and travel
Video topics + discussion points
Quotes (from this video)
- If you're familiar with Arkham Horror, Eldritch Horror is a sister game to Arkham and Eldritch Horror takes your fight against the Ancient Ones to a global scale.
- The investigators now are going to travel around the globe and the mechanics are brand new.
- The point is not to close gates but to solve the mysteries that are unique to each ancient one.
- It's filled with narrative, it's filled with personality and story, and a desperate struggle that investigators continue to fight.
- Essentially a miniatures unit combat across a field of battle for two to four players, but instead of miniatures, we have flat discs and those discs are flipped on the board as you activate units.
- It's very portable and it's got four factions in the box.
- It's a spectacular new design based on the Battle system.
- You've got the left, center, right sections
- Brand new minis that are 28 millimeter.
- The GL gameplay has been refined.
- There's fog of war.
- There's a unique scenario system that has you playing different games every single time with different armies.