n Epic 40,000, players command science-fantasy armies of Space Marines or Orks, leading them into sweeping battles on table-top fields of glory. The game revolves around hundreds of miniature plastic infantry, tanks, and buildings. Gluing and painting the miniatures is half of what this game is all about, and an extensive painting guide is provided (but no paint). Of course one can always play with unpainted miniatures. There is no board -- the game is played on any flat surface, and instructions are given on how to build all sorts of model terrain, from forests to molten rivers. Using rulers, players measure how far each unit can move and determine when the units are in range to shoot. Units can perform a variety of actions, from careful sniper fire to charging into close combat.
In order to create a game of large armies battling to and fro that is playable in a reasonable amount of time, the rules focus not on individual units, but on detachments, which are groups of roughly 2 to 20 units. Detachments move and fight in one body, and every unit in a detachment works toward the same goal. Success in the game depends on being able to design detachments that will effectively accomplish a particular goal.
The game includes rules for three more races as well as flying units and gigantic War Engines, all of which can be purchased separately. Between these and future expansions, terrain modelling and all the rest, Epic 40,000 could easily take over someone's life.
Learning the hard way
This game does a great job of simulating the ebb and flow of battles through rules that deal with the psychological effects of warfare. A detachment that suffers a heavy barrage of enemy fire may not take any hits but can still be forced to retreat because they are mentally overwhelmed. Colorful "blast markers" give one an idea of how a battle is going in a glance. Even with unpainted miniatures and no terrain except plastic buildings and rubble, a battle in progress looks neat.
Getting to that stage, though, is a chore. The rules are split into three books...none of which has an index. Even more frustrating, the rules are just listed and little effort is made to teach players how to play effectively. For example, one of the key concepts is Special Abilities, which make some units better at close combat, others better able to withstand extra damage, etc. Special Abilities are the key to building successful detachments, but players must discover this on their own. It would be helpful if scenarios were included to teach newcomers how to make effective use of the different units. As it stands, many will find the game frustrating at the start.
The Epic 40,000 universe is colorful, intricate, and baroque -- clearly the product of some very fertile imaginations. Space doesn't allow the attention this marvelous world deserves. Suffice it to say that, assuming players get past the difficulties in learning this game, Epic 40,000 has the potential to provide years of entertainment.