Moonbreaker's take on Warhammer is awkward, but I like it

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Moonbreaker's take on Warhammer is awkward, but I like it
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Moonbreaker's take on Warhammer is awkward, but there's some impressive tactical depth once you settle in

It stems from Moonbreaker being a miniatures game. A friend called it Warhammer without the licence and that's exactly what it is. You collect and paint the figurines you use in battle; figurines are the whole point, so it's not surprising they behave like them and don't move around like animated characters. They are frozen in whatever dramatic expression they've been given: cheering, charging, taking aim, whatever.

It's as though someone is holding my head too close to the action - I feel hemmed in and want to pull away. But I also think this claustrophobia is entirely intended, and that Moonbreaker is doing the equivalent of putting fighters in a ring or octagon, and forcing confrontations to take place. And in it, as in the sports that take place in those arenas, movement and positioning are key.

It adds up to an elbowy introduction, but live with it for a bit and let it settle, and something promising begins to emerge. I can't shake the comparison to HearthStone in how it plays - it's not a card game, obviously, but it behaves a bit like one. The answer, as you can imagine, is ever changing - sometimes it's elusive and you lose, sometimes it's apparent and you win. And every time you face a new opponent, the puzzle is refreshed - you can fight AI, incidentally, but fighting other players is where it's at. And again, like other card games, online matches are a social interaction-limited and therefore painless place to be.

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eurogamer /  🏆 68. in UK

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