Throughout the eight editions of the game, the core movement, combat and shooting systems remained generally unchanged, with only minor revisions between editions. The most significant changes which
ensure incompatibility between editions have been made to the magic, army composition systems, and specialist troop types. The starter armies in the box sets have grown more detailed with each succeeding generation, and the 7th edition (2006) was the first to be titled as a scenario ("The Battle for Skull Pass") instead of just Warhammer Fantasy Battle. For example, the High Elves have appeared in the 4th edition (1992) and the 8th edition (2010); while the 4th edition only contained Spearmen and Bowmen figures (essentially, just two types of figurines) plus cardboard cutouts for the general and a warmachine, the 8th edition contained a more widely varied army (including cavalry, Sword Masters, mage, and a general mounted on a griffon).
Inspiration Published in November 1981 for its second edition (1978 for the very first one), and written by
Richard Halliwell and
Rick Priestley,
Reaper is considered the ancestor of
Warhammer Fantasy Battle.
Reaper is more a skirmish game for up to 30 miniatures rather than a large-scale wargame.
First edition (1983) The first edition, written by
Bryan Ansell,
Richard Halliwell and
Rick Priestley was published in 1983 as
Warhammer The Mass Combat Fantasy Role-Playing Game and consists of a boxed set of three black and white books illustrated by Tony Ackland:
Vol 1: Tabletop Battles, which contains the core rules, turn sequence, creature lists, potion recipes and features an introductory battle 'The Ziggurat of Doom'.
Vol 2: Magic which explains rules for wizards of four different levels and the higher order 'arch magi'. Higher level wizards have access to more powerful spells. In this system, a wizard picks his spells at the start of the game, must have the correct equipment (usually Amulets), and as he casts each one it depletes a store of 'constitution' points, until at zero points he could cast no more.
Vol 3: Characters introduces 'personal characteristics' statistics, rules for
roleplaying (including character advancement through experience points and statistic gains, random encounters, equipment costs, and alignment) and has a sample campaign "The Redwake River Valley". Very little world background is given at all and the
race descriptions are kept to a minimum, and most of the background given is in describing the origins of magic items. Some notable differences to later editions are the inclusion of Night Elves (later
Dark Elves), the appearance of Red
Goblins – and that
Citadel Miniatures order codes are given.
Critical reaction In the July 1983 edition of
White Dwarf, (Issue 43),
Joe Dever gave the system a positive review, saying, "If you regularly wargame with miniatures, or have been wondering what additional fun you could have from your rapidly growing collection of fantasy figures, then I recommend you check out
Warhammer and let battle commence!" Chris Hunter reviewed
Warhammer for
Imagine magazine, and stated that "if you are looking for a mass fantasy combat system, I would recommend
Warhammer; but if all you want is a fantasy role-playing game, it would perhaps be better to look elsewhere". In the May 1984 edition of
Dragon (Issue 85),
Katherine Kerr was not impressed, and called it "one of the most irritating new games I’ve ever read." She found the manuscript full of typographical errors, and "On top of it all, the authors have a miserable command of the English language. Their prose is even more awkward than the usual low level of gaming writing and is studded with grammatical errors." She found the game system divided between a good combat system and a poor roleplaying system, and called the effort "two separate games with a weak attempt to link them together. The first, a set of rules for tabletop battles with miniature figures, is very good; the second, pieces of a fantasy role-playing game, is embarrassingly bad." In the same issue,
Ken Rolston also reviewed
Warhammer, and although he agreed that the rules were "hardly a model of English usage or proofreading," they were well-organised and readable. Rolston agreed with Kerr that the miniatures rules were the strong suit of the system, but he also admired the psychology rules that determined how classic fantasy racial types behave towards each other. However, he found the role-playing system to be "primitive". In the January–February 1985 edition of
Space Gamer (Issue No. 72), Edwin J. Rotondaro also thought the system was divided between good miniatures rules and bad roleplaying rules. "Overall, I have to say that
Warhammer is a good miniatures game, but a terrible roleplaying game. The system is flexible enough to be used as a mass combat module in most RPGs, but you have to decide whether it's worth [the price] for a set of fantasy miniatures rules."
Expansion The first edition was extended with
Forces of Fantasy boxed set in 1984.
Second edition (1985) The second edition of Warhammer was released in January of 1985. It split the rules into three rulebooks —
Combat,
Battle Magic and
Battle Bestiary, with full-colour artwork by
John Blanche. There were few substantive changes in rules, but major clarifications of the original rules were included. New rules included uses and effects of standards and musicians, flying, fortifications, fire, artillery, chariots, reserve units, specialist spellcasters, and poisons. This edition also further developed "The Known World", which was geographically and socially based upon Earth. In the June 1985 edition of
White Dwarf (Issue #66), Robert Alcock called the second edition "a predictable expansion of the original", although he noted that this edition had "not ironed out all the problems." Alcock especially disliked the mechanic of "throwing a bucket full of dice to cause casualties and then find that your opponent gets most of them back with a saving throw." However, despite these issues, Alcock concluded that "
Warhammer does remain the only viable set of fantasy mass battle rules", and gave the second edition an overall rating of 8 out of 10.
Third edition (1987) The Third Edition of the game was published as a single hardback book in December 1987. It had the most in-depth and complex movement and manoeuvre system of any edition. Other changes included a variety of new specialist troop types, rules for war machines and a more finely tuned system of representing
heroes and wizards. It kept the same magic system and open-ended army design system as the first two editions. However, by this stage the use of
army lists was very much encouraged. Army lists for this edition were published in a separate book called
Warhammer Armies in 1988; until then, use of the 2nd Edition's
Ravening Hordes list was encouraged. This is partly because it was the last edition published before
Games Workshop took a different commercial approach, leading to competition from former GW employees in the briefly published competing
Fantasy Warlord. The third edition was expanded with the
Realm of Chaos: tome one,
Slaves To Darkness, followed by tome two,
The Lost and the Damned; and
Warhammer Siege books.
Realm of Chaos and
Siege gave background and rules for both
WFB and
WH40K.
Critical reaction In Issue 37 of
Challenge,
Timothy B. Brown commented, "I admire miniatures use in role-playing games, and I feel
Warhammer Fantasy Battle, though not futuristic, is a terrific set of rules." Overall, Brown thought this game "accomplishes handily what it sets out to do. [...] All the elements are there — monsters, magic, heroic characters — the works. I've never seen as complete a rules set as this one." He concluded, "Can I recommend buying it? Well, yes I can, since I have an interest in all types of gaming. If you’re a science-fiction gamer and that's it,
Warhammer Fantasy Battle probably isn't for you. However, if you get the chance to look through it, you might change your mind." In the February 1989 edition of
Dragon (Issue 142),
Ken Rolston gave the third edition high praise, saying, "If you’re serious about fantasy tabletop gaming,
Warhammer Fantasy Battle (WFB) is probably your only choice. Rolston liked the "fast-paced" rules system and developed fantasy background, and his only reservations were about presentation: "The text is dense and wordy. The wealth of diagrams is good, but their captions aren’t always clear. The abundance of photos, illustrations, and paintings is often visually stimulating, but many of these graphics are of marginal or negligible relevance to the accompanying text. The black-and-white photographic reproduction is surprisingly poor." He concluded with a strong recommendation: "The fantasy campaign setting is simply super. The series of revised editions, supplements, and magazine support articles indicates that Games Workshop is interested in and capable of catering to the gamer’s appetite for new features, refined editions, and elaborated fantasy campaign materials."
4th edition (1992) and 5th edition (1996) The fourth and fifth editions of the game, released in October 1992 and October 1996, respectively, were similar to each other but quite different from the third. The fifth edition in particular became known pejoratively as "Herohammer" because of the imbalance between the very powerful heroes, monsters and wizards in the game and blocks of troops which existed effectively as
cannon fodder. Both editions of the game were sold as box sets containing not only the rulebooks and a variety of other play aids but also sufficient plastic
miniatures to be able to play the game "out of the box". The rules underwent a re-write compared to the 3rd Edition. A completely re-worked magic system was produced which was available as a boxed expansion set. Rather than selecting spells they were drawn at random and the magic phase was based on the play of these cards, making magic a bit like a game within a game. The magic system was further expanded by the
Arcane Magic box set and the magic element of the
Chaos box set. The fourth edition was also the first edition to enforce the use of army lists in the form of separate
Warhammer Army books for the separate racial groupings. These books prescribed for each army a limited number of unit choices; specifying limits on the number of points that could be spent on "characters", troops and monsters and so on. The books also included background on the particular army, illustrations and photographs showing models and have remained with the game though updated with the rules. The magic system was reworked and re-released in December 1996 as a single box covering the magic for all the armies. The magic was "toned down" (WD204) with spell casting limited to the players' own turn. The multiple card packs of the
Colours of Magic system was replaced by 20
Battle Magic spell cards but the Colour Magic spells were in the rule book for players to use if they wanted. Several boxed campaign packs were produced,
Tears of Isha for example, gave a campaign for High Elves and included a card "building" to assemble. Likewise, the Orc and Goblin themed campaign
Idol of Gork included card idols of the Orc deities
Gork and Mork. The others were
Circle of Blood (Vampire Counts vs Bretonnians),
Grudge of Drong (Dwarves vs High Elves) and
Perilous Quest (Bretonnians vs Wood Elves). The fourth edition featured High Elves versus Goblins. The fifth edition, released in 1996, re-introduced the Bretonnian forces, which had been left out of the 4th edition, and re-worked the Slann heavily to create the
Lizardmen armies. In 1997, the fifth edition of
Warhammer Fantasy Battles won the
Origins Award for
Best Fantasy or Science Fiction Miniatures Rules of 1996.
Critical reaction Chris McDonough reviewed
Warhammer in
White Wolf #34 (Jan./Feb., 1993), rating it a 3 out of 5 and stated that "Overall, flaws aside, the rules are fun and it's a nice set for those looking to join the fantasy battle hobby. Unfortunately, because of the miniature choices and the lack of magic, it's not the 'everything in one box' game that I hoped it would be." Mark Donald reviewed
Warhammer for
Arcane magazine, rating it a 7 out of 10 overall, and stated that "This is an excellent launch pad into a virtually bottomless wargames system with a great background."
Reviews •
Australian Realms #8 • '''' (Issue 1 - Jan/Feb 1997) •
Magia i Miecz #51 (March 1998) (Polish)
6th edition (2000) The sixth edition, released in 2000, was also published as a box with soft-cover rulebook and miniatures (Orcs and Empire). The Rulebook was also available for separate sale, hard-cover in the first printing and soft-cover after that. After the fifth edition, this edition put the emphasis back on troop movement and combat: heroes and wizards were still important but became incapable of winning games in their own right. There was also an all-new magic system based on dice rolling.
Reviews •
Pyramid • '''' #24
7th edition (2006) The seventh edition rules were released on 9 September 2006. It was available in two forms: as a single hardback rulebook for established gamers and as a complete boxed set game complete with plastic miniatures (Dwarfs and Goblins),
The Battle for Skull Pass supplement book and a soft-cover rulebook that has less artwork and background material than the hardback version. The smaller rulebook from the boxed set was approximately half the size of the large book both in size of the cover and page count. The "Basic Rules" and "Advanced Rules" sections of both books were identical in text, layout, illustrations, credits, page numbering and
ISBN. The two books had different front pieces and the larger rulebook has two extensive addition sections "The Warhammer World" (68 pages) and "The Warhammer Hobby" (56 pages) plus slightly expanded appendices.
8th edition (2010) The 8th edition of
Warhammer was made available for pre-order on 14 June 2010 and was released 10 July 2010. The new starter set named
Island of Blood contained armies of High Elves and Skaven, a condensed mini-rulebook, as well as 10 standard dice, one scatter and one artillery die, two 18 inch rulers, and three blast templates. The High Elf and Skaven miniatures from
Island of Blood were reused for the
Age of Sigmar set
Spire of Dawn. The Orcs and Goblins, Dwarfs, Wood Elves and Tomb Kings army books were updated for this edition. The 8th edition was expanded with the
Storm of Magic 'supplement' in 2011, featuring rules for using more destructive magic and monsters. The second expansion was release shortly after:
Blood in the Badlands, which included some special scenarios and introduced rules for siege warfare. In 2013,
Triumph and Treachery (an expansion that allows multi-player games of between 3 and 5 players) and ''Sigmar's Blood
(a 5 scenario short campaign between Empire and Vampire Counts following the crusade led by Volkmar to destroy Mannfred von Carstein) were released. Another series of five books was released in 2014–15, entitled The End Times
. This expansion saw the appearance of every major character of the setting. The last book, Archaon'', described the end of the Warhammer world at the hand of the book's
namesake.
Reviews •
Casus Belli (v4, Issue 15 - Jun/Jul 2015)
Warhammer: The Old World (2024) Warhammer: The Old World was released on 20 January 2024. While not described by Games Workshop as the 9th edition of
Warhammer,
Warhammer: The Old World features a base rules system similar to previous
Warhammer editions. Nine factions from previous editions return as core factions split over two books, Forces of Fantasy (Empire of Man, Dwarfen Mountain Holds, Kingdom of Bretonnia, Wood Elf Realms, High Elf Realms), and Ravening Hordes (Orc & Goblin Tribes, Warriors of Chaos, Beastmen Brayherds, Tomb Kings of Khemri). Seven other factions (Dark Elves, Skaven, Vampire Counts, Daemons of Chaos, Ogre Kingdoms, Lizardmen, Chaos Dwarfs) received army rules published online, but will not receive any additional support throughout the first edition of the game. == Derivative games ==