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Learn To Play Warcry With Becca Scott

3 Minute Read
Jul 18 2019
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Games Workshop is back with a new Learn To Play video featuring Becca Scott – and this time Warcry is being taught!

Warcry is coming soon, so why not get a jump in the competition and learn how to play it BEFORE it hits shelves?

In case you missed a few of the written articles that describe how to play, this video does an excellent job of breaking down all the ins-and-outs of the game. It goes over things like the fighter cards and how to read them as well as typical things like setup, deployment, and how to win.

The Game is played in rounds with each round consisting of 3 phases, the reserves phase, the hero phase and the combat phase. The Hero Phase is where you’ll roll initiative and determine what sets of dice you have. Those will be used later for activating abilities. Interestingly, the player who rolled the most singles (that’s dice without other matching numbers) wins the initiative.

When you activate fighters in the combat phase you can make two actions from a list of 4 above: Move, Attack, Disengage and Wait. Most of those are pretty self explanatory.  For example, the move action allows you to move your fighter the distance in inches on their fighter card:

Move (5) is highlighted in orange. The circle with spikes is their toughness stat (4) and the Skull is their Wounds (15).

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Now, let’s get to the part I know everyone is wanting to know more about: Combat. How do you read the weapon stats? Let’s focus on the top weapon which looks like a club. Going from left to right we start with the range of the attack (1), followed by the number of dice you roll for the attack (4), next is the strength of the attack (4) and then finally the damage (2/4). Damage has two stats because the first number is the normal damage while the second is for critical damage.

To see if you damage an opponent, you compare the strength of the attack vs the enemies toughness stat. While we don’t know exactly what that chart is yet, you can bet it’s going to be very familiar to players of other GW games. Rolls are made with a D6, and a natural 6 always counts as a critical hit which causes critical damage. #PlanRoll6s

So about those initiative rolls and the dice sets…those are used later and are based on the Ability Card for that faction. You can spend matching sets of dice (doubles, triples, quads) to activate these abilities. Typically, the more matching dice you need, the more powerful the ability can be. Those are related to the runes on the Fighter cards to see if they can use those abilities.

As an example, if you rolled 4 matching dice, you could activate the Whirlwind of Death ability on the fighter above because it has the matching rune on it’s card.

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Get a quad and go to town with Whirlwind of Death!

There are a lot more things going on in the game so if you want to learn more, watch the video and learn how to play Warcry! Coming to Pre-order this weekend from GW.

 

Time to hit the books…

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Author: Adam Harrison
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