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91-502: Mage Knight is a miniatures wargame using collectible figures, created by WizKids , Inc, and is the earliest example of what is now known as a collectible miniatures game (or CMG). The game was designed by founder Jordan Weisman along with Kevin Barrett. The game is the first to use WizKids' Clix system , combining roleplaying and wargaming elements with aspects of collectible card games . Mage Knight achieved success after it

182-432: A base to be stable and have naturally rectangular shapes; in such cases, the distances between units may be measured from the edge of the model itself. Some miniature wargames use the dimensions of the model to determine whether a target behind cover is within line-of-fire of an attacker. Most miniature wargames are turn-based. Players take turns to move their model warriors across the model battlefield and declare attacks on

273-559: A certificate that could be redeemed for an exclusive figure of Maren'Kar, one of the characters in the comic book. The Mage Knight Board Game was designed by Vlaada Chvátil and released in December 2011. There were also three distinct expansions and one collection released for Mage Knight Board Game . The land of Mage Knight is split among several factions. Several of these factions split from Tezla's original empire, and others have organized and grown since Tezla's death. Based on

364-476: A community that kept growing. Around the same time in the United Kingdom, Donald Featherstone began writing an influential series of books on wargaming, which represented the first mainstream published contribution to wargaming since Little Wars . Titles included : War Games (1962), Advanced Wargames , Solo Wargaming , Wargame Campaigns , Battles with Model Tanks , Skirmish Wargaming . Such

455-399: A fair chance of winning. Miniature wargames are rarely set in urban environments. The first reason is that it is harder to reach models when there are many buildings in the way. Another reason is that the buildings may highlight the abstract scale at which the wargame operates. For instance, in the 28 mm wargame Bolt Action , a rifle's range is 24 inches, which is barely the length of

546-408: A few houses at 28 mm scale. If placed in an urban environment, a rifleman would not be able to hit a target at the far end of a small street, which shatters the illusion of realism. The scale of a model vehicle can be expressed as a scale ratio. A scale ratio of 1:100 means that 1 cm represents 100 cm; at this scale, if a model car is 4.5 cm long, then it represents a real car that

637-406: A fictional setting and may thus feature fictional or anachronistic armaments, but the setting should be similar enough to some real historical era of warfare so as to preserve a reasonable degree of realism. For instance, Warhammer Age of Sigmar is mostly based on medieval warfare, but includes supernatural elements such as wizards and dragons. The most popular historical settings are World War 2,

728-550: A full scale dungeon. In November 2003, WizKids released a new "base" set (their third, after Rebellion and Unlimited ), colloquially referred to as " Mage Knight 2.0 ," with many rules overhauled or expanded, which introduced new strategic possibilities to the game, including capabilities to customize Unique warriors and battles via styrene cards called Items, Domains, and Constructed Terrain. Later expansions introduced more options via Spellbooks, Spells, and Adventuring Companies. The two "versions" can be distinguished by their logos;

819-760: A game determines the type of units used, with popular historical themes including WWII, the Napoleonic Wars, and the American Civil War, while Warhammer 40,000 is the leading fantasy setting. Models, historically made from lead or tin, are now typically made of plastic or resin, with larger companies favoring plastic for its mass-production advantages. While some companies sell pre-painted models, most require assembly and customization by players. In historical miniature wargames, generic models are used, but fantasy wargames, like Warhammer, feature proprietary models, making them more expensive. The community

910-668: A hat). Furthermore, the advertised scale of a model may not reflect its actual scale. In order to make their products stand out against their competitors, some manufacturers make their models a little oversized, e.g. a model from a certain manufacturer that is advertised as suitable for 28 mm wargames could actually be 30 mm tall in practice. This makes the model look more imposing, and allows for more detail. Manufacturers of generic wargaming models are generally obliged to build their models to some standard scale so as to ensure compatibility with third-party wargames. Manufacturers who make proprietary models designed exclusively for use in

1001-473: A large number of distinctive figures. The system, called the combat dial , has proved to be highly popular and is used in WizKids 's other games, including HeroClix and MechWarrior . The dial allows a figure's displayed statistics to change as it takes damage. All miniatures, called warriors , come pre-painted and are pre-assigned point costs based on their abilities. These costs range from 3 points (only

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1092-442: A little undersized compared the scale so as to make more room on the table for the warriors. Like wise model figures will often be oversize for the scale, for example many games use 25 mm figures appropriate to a 1:60 scale when the game is played at a larger scale such as 1:360. Most miniature wargames do not have a fixed time scale (i.e. how many seconds a turn represents). Most wargame rulebooks instead prefer to define how far

1183-422: A model battlefield. Miniature wargames are played using model soldiers , vehicles, and artillery on a model battlefield, with the primary appeal being recreational rather than functional. Miniature wargames are played on custom-made battlefields, often with modular terrain, and abstract scaling is used to adapt real-world ranges to the limitations of table space. The use of physical models to represent military units

1274-422: A month to play in an event that built up to a grand finale. Players are typically rewarded for attending multiple events before the finale. Storyline Organized Play themes have included No Man's Land for DC, Fear Itself for Marvel, The Dominion War for Star Trek, and others. WizKids continues to implement tweaks to their Storyline Organized Play programs. WizKids produces both licensed and first-party games. Many of

1365-500: A premium on sociability. (This has changed somewhat with the onset of the COVID-19 pandemic. Wargamers (miniature and board) have become quite creative in devising ways to play games while maintaining social distancing.) Consequently, conventions and clubs are important to the wargaming community. Some conventions have become very large affairs, such as Gen-Con, Origins and Historical Miniatures Gaming Society 's Historicon , called

1456-424: A professional painter. Historical miniature wargames are typically designed to use generic models. It is generally not possible to copyright the look of a historical soldier. Anyone, for instance, may freely produce miniature models of Napoleonic infantrymen. A player of a Napoleonic-era wargame could thus obtain their models from any manufacturer who produces Napoleonic models at the requisite scale. Consequently, it

1547-425: A set of rules for individual characters under Chainmail , and entitled it Dungeons & Dragons . Further developments ensued, and the role-playing game hobby quickly became distinct from the wargaming hobby which preceded it. Although generally less popular than wargames set on land, naval wargaming nevertheless enjoys a degree of support around the world. Model ships have long been used for wargaming, but it

1638-457: A specific faction. In addition, the Unlimited set released a special "Painter's Edition" which featured miniatures which were unpainted and removed from the bases for customizing purposes. The expansions are (in order of release): Mage Knight: Apocalypse Mage Knight: Destiny's Soldier There are five novels listed by Del Rey/Ballantine books. However, there is only evidence of

1729-493: A specific historical period or fictional genre. Rules also vary in the model scale they use: one infantry figure may represent one man, one squad, or much larger numbers of actual troops. Wargaming in general owes its origins to military simulations , most famously to the Prussian staff training system Kriegsspiel . Consequently, rules designers struggle with the perceived obligation to actually 'simulate' something, and with

1820-532: A specific wargame do not have this concern. For instance, Warhammer 40,000 officially does not have a scale. It doesn't need to conform to a standard scale, because Games Workshop is the exclusive manufacturer of official Warhammer 40,000 models, said models are intended exclusively for use in Warhammer 40,000 , and Games Workshop doesn't want players using foreign models from other manufacturers. Most miniature wargames do not have an absolute scale, i.e. where

1911-692: A training tool in 1824. After Prussia defeated France in the Franco-Prussian War of 1870, wargaming spread around the world and was played enthusiastically by both officers and civilians. In 1881, the Scottish writer Robert Louis Stevenson became the first documented person to use toy soldiers in a wargame, and thus he might be the inventor of miniature wargaming, although he never published his rules. According to an account by his stepson, they were very sophisticated and realistic, on par with German military wargames. Stevenson played his wargame on

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2002-407: A two-foot long piece of string. Wells was also the first wargamer to use models of buildings, trees, and other terrain features to create a three-dimensional battlefield. Wells' rulebook was for a long time regarded as the standard system by which other miniature wargames were judged. However, the nascent miniature wargaming community would remain very small for a long time to come. A possible reason

2093-445: A unit can move in a turn, and this movement range is proportioned to the size of a typical game table. For example, Bolt Action sets a movement range of six inches in a turn for most units. There are many miniature wargaming rules, not all of which are currently in print, including some which are available free on the internet; many gamers also write their own, creating so-called "house rules" or "club sets". Most rules are intended for

2184-409: Is 4.5 m long. When it comes to figurines of humans, the preferred method of expressing scale is the height of a figurine in millimeters. There is no standardized system of measuring figurine size in the wargaming hobby. Some manufacturers measure the height of a figurine up to the crown of the head, whereas others may measure it up to the eyes (the latter is more sensible if the figurine is wearing

2275-524: Is a smaller niche within the larger hobby of miniatures wargaming. Aerial combat has developed over a relatively short time compared with naval or land warfare. As such, air wargaming tends to break down into three broad periods: In addition there are science fiction and "alternative history" games such as Aeronefs and those in the Crimson Skies universe. Wargaming was invented in Prussia near

2366-646: Is an adaptation of The Lord of the Rings Strategy Battle Game rules for naval conflicts. The game's mechanics centered around boarding parties, with options for ramming actions and siege engines . As such, the ship's scale ratio corresponds to the 25 mm scale miniatures used by The Lord of the Rings . Model ships are built by hobbyists, just as normal miniature terrain, such as " great ships " of Pelargir , cogs of Dol Amroth and Corsair galleys . Air wargaming, like naval wargaming,

2457-407: Is difficult if not impossible for a historical wargame designer to oblige players to buy models from a certain manufacturer. By contrast, fantasy wargames feature fictional warriors, and fictional characters can be copyrighted. By incorporating original characters into their wargame, a wargame designer can oblige the player to purchase their models from a specific manufacturer who is licensed to produce

2548-757: Is in contrast to other tabletop wargames that use abstract pieces such as counters or blocks, or computer wargames which use virtual models. The primary benefit of using models is immersion, though in certain wargames the size and shape of the models can have practical consequences on how the match plays out. Models' dimensions and positioning are crucial for measuring distances during gameplay. Issues concerning scale and accuracy compromise realism too much for most serious military applications. Miniature Wargames can be skirmish-level, where individual warriors are controlled, or tactical-level, where groups are commanded. Most wargames are turn-based, involving movement and combat resolved through arithmetic and dice rolls. The setting of

2639-647: Is naval wargaming before the advent of computers. Historically, these models were commonly made of tin or lead, but nowadays they are usually made of polystyrene or resin. Plastic models are cheaper to mass-produce but require a larger investment because they require expensive steel molds. Lead and tin models, by contrast, can be cast in cheap rubber molds. Larger firms such as Games Workshop prefer to produce plastic models, whereas smaller firms with less money prefer metal models. Wargaming figurines often come with unrealistic body proportions. Their hands may be oversized, or their rifles excessively thick. One reason for this

2730-462: Is primarily an aesthetic one. Models offer a visually-pleasing way of identifying the units on the battlefield. In most miniature wargame systems, the model itself may be irrelevant as far as the rules are concerned; what really matters is the dimensions of the base that the model is mounted on. Distances between infantry units are measured from the base of the model. The exception to this trend may be models of vehicles such as tanks, which do not require

2821-406: Is relatively rare. Players more often prefer to design their own scenarios. The first advantage is that they can design a scenario that fits the resources they have at hand, whereas reconstructing a historical battle may require them to purchase additional models and rulebooks, and perhaps a larger game table. The second advantage is that a fictional scenario can be designed such that either player has

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2912-415: Is social, with conventions and clubs playing a significant role. Painting and assembling models are integral aspects of the hobby. The hobby primarily attracts older enthusiasts due to the time, skill, and financial investment required. A miniature wargame is played with miniature models of soldiers, artillery, and vehicles on a model of a battlefield. The benefit of using models as opposed to abstract pieces

3003-446: Is to make the models more robust: thicker parts are less likely to bend or break. Another reason is that manufacturing methods often stipulate a minimum thickness for casting because molten plastic has difficulty flowing through thin channels in the mold. Finally, odd proportions may actually make the model look better for its size by accentuating certain features that the human eye focuses on. Wargaming models are often sold in parts. In

3094-489: The Dungeons expansion was released in starters and boosters, which featured a new type of gameplay more akin to traditional RPG "dungeon-crawl" adventures. Instead of players each amassing armies to go head-to-head, Dungeons had players select a team of Hero characters, and enter a dungeon map filled with wandering monsters and treasure chests. During each player's turn, the opponent controlled any monsters encountered, and

3185-563: The "mother of all wargaming conventions". Players also tend to be middle-aged or older. One reason is that the hobby is expensive and needs higher disposable income that older people tend to have. Wiz Kids NECA/WizKids, LLC (commonly known as simply WizKids ) is an American company based in New Jersey that produces tabletop games . WizKids is best known for its collectible miniatures games (CMGs) Mage Knight , HeroClix , MechWarrior , and HorrorClix , all of which make use of

3276-592: The Apocalypse Horsemen in Sinister or the glow-in-the-dark variants from Minions . Finally, Wiz Kids also sold larger figures individually. The figures, which included dragons, chariots, war machines and giants, had multiple combat dials that applied to each side of the figure to make them harder to kill and allow them multiple attacks. Some of these larger, individual figures cost so many points that they could be utilized only in large armies. In 2002,

3367-808: The Atlantis Guild, the Elemental League, the Black Powder Rebels, the Draconum, The Knights Immortal, the Orc Raiders, and the Necropolis Sect. Other factions were added later. Each faction had its own strengths and weaknesses; for example the Atlantis Guild had many figures with powerful ranged attacks, but it lacked healers. A player could combine figures of different factions in their army at will, but only figures of

3458-410: The Napoleonic Wars, and the American Civil War (in that order). The most popular fantasy setting is Warhammer 40,000 . Miniature wargames are played either at the skirmish level or the tactical level. At the skirmish level, the player controls the warriors individually, whereas in a tactical level game he or she controls groups of warriors—typically the model warriors are mounted in groups on

3549-455: The aesthetic and cause confusion. A miniature wargame is played on a model of a battlefield. The model battlefield is usually mounted on a table. As far as size goes, every part of the battlefield should be within arm's reach of the players; a width of four feet is recommended. Most miniature wargames are played on custom-made battlefields made using modular terrain models. Historical wargamers sometimes re-enact historical battles, but this

3640-785: The aesthetic and cause confusion. In 1987, Games Workshop released a science-fiction spinoff of Warhammer called Warhammer 40,000 . Like Warhammer , Warhammer 40,000 obliged players to buy proprietary models from Games Workshop. Warhammer 40,000 became even more successful than Warhammer . The success of the Warhammer games promoted the sales of Games Workshop's line of gaming models. Other game companies sought to emulate Games Workshop's business model. Examples include Mantic Games , Fantasy Flight Games , Privateer Press , and Warlord Games , all of which have released their own miniature wargame systems that were designed to promote sales of their respective lines of proprietary gaming models. This business model has proven lucrative, and thanks to

3731-431: The battle, in which Stuart Asquith writes: When refighting a particular battle, it is important to adhere as closely as possible to the original historical engagement. The counter-argument is that the wargamer(s) know who is going to win. Fair comment, but knowing the outcome of any battle does not usually prevent one from reading about that action, so why should such knowledge debar a refight? He adds that unless at least

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3822-423: The case of plastic models, they're often sold still affixed to their sprues . The player is expected to cut out the parts and glue them together. This is the norm because, depending on the design of the model, it may not be possible to mold it whole, and selling the parts un-assembled saves on labor costs. After assembling the model, the player should then paint it to make it more presentable and easier to identify on

3913-814: The center of production to this day, while other companies started in England and the United States. Rules can vary greatly between game systems; both in complexity and era. Historical rulesets range from the ancient and medieval ships to the fleets of the Age of Sail and the modern era . Often the hobbyists have to provide their own models of ships. The 1972 game, Don't Give Up The Ship! , called for pencil and paper, six-sided dice, rulers and protractors , and model ships, ideally of 1:1200 scale. The elaborate rules cover morale, sinking, fires, broken masts, and boarding . Dice determined wind speed and direction, and hence

4004-406: The combat rules were designed to model the capabilities of the warriors in very great detail. Strictly speaking, Dungeons & Dragons did not require miniature models to play, but many players found that using miniature models made the fights easier to arbitrate and more immersive. In 1983, a British company called Games Workshop released a fantasy miniature wargame called Warhammer , which

4095-550: The company's Clix system, in which the changing combat statistics and abilities of each figure were indicated by a turnable dial inside the base underneath the figure. The company was founded in 2000 by Jordan Weisman , a veteran of the game company FASA . It was purchased by sports-card manufacturer Topps , Inc. in 2003. WizKids was acquired by NECA in September 2009. WizKids was founded in 2000 by Jordan Weisman, previously of FASA , to publish Mage Knight . Mage Knight

4186-632: The disastrous Mage Knight 2.0 experience. Mage Knight saw a total of 14 expansions in booster packs, as well as prepackaged sets of figures in the Heroic Quests , Conquest , and Titans supplements, and special holiday-themed figures ("Santa Claus" and "Frosty the Snow-Minion") released in 2001 and 2003. The Conquest version had a number of large castle wall and fortification pieces, including 2 unique figures. Several Army Packs were released, with one random figure and 8 fixed figures from

4277-603: The early 1970s. The first known occurrence, from 1970, is a set of rules by Len Patt published in The New England Wargames Association's bulletin, The Courier. In 1971 a set of medieval miniatures rules entitled Chainmail , published by a tiny company called Guidon Games , headquartered in Belfast, Maine included a fantasy supplement detailing rules for battle involving fantastic creatures. Later, in 1974, TSR designer E. Gary Gygax wrote

4368-498: The end of the 18th century. The earliest wargames were based on chess; the pieces represented real military units (artillery, cavalry, etc.) and squares on the board were color-coded to represent different terrain types. Later wargames used realistic maps over which troop pieces could move in a free-form manner, and instead of chess-like sculpted pieces they used little rectangular blocks because they were played at smaller scales (e.g. 1:8000). The Prussian army formally adopted wargaming as

4459-401: The extent that a chess player would recognize wargaming merely as a different scaled version of his or her own game. During the 1960s and 1970s, two new trends in wargaming emerged: First were small-unit rules sets which allowed individual players to portray small units down to even a single figure. These rules expanded the abilities of the smaller units accordingly, to magnify their effect on

4550-483: The figurines exhibited firearms). When two infantry units fought in close quarters, the units would suffer non-random losses determined by their relative sizes. Little Wars was designed for a large field of play, such as a lawn or the floor of a large room, because the toy soldiers available to Wells were too large for tabletop play. An infantryman could move up to one foot per turn, and a cavalryman could move up to two feet per turn. To measure these distances, players used

4641-442: The figurines, terrain, movement and firing ranges all conform to single scale ratio. This is largely because of the need to compress the battle into the confined space of a table surface. Instead, miniature wargames prefer to use abstract scaling . For example, a 28 mm model rifleman realistically ought to be able to hit a target from 20 feet away, but this is larger than most tables. A miniature wargame would not be much fun if

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4732-633: The floor, on a map drawn with chalk. The English writer H. G. Wells developed his own codified rules for playing with toy soldiers, which he published in a book titled Little Wars (1913). This is widely remembered as the first rulebook for miniature wargaming. Little Wars had very simple rules to make it fun and accessible to anyone. Little Wars did not use dice or computation to resolve fights. For artillery attacks, players used spring-loaded toy cannons which fired little wooden cylinders to physically knock over enemy models. As for infantry and cavalry, they could only engage in hand-to-hand combat (even if

4823-475: The game table. Understandably, the time and skill involved in assembling and painting models deters many people from miniature wargaming. Some firms have tried to address this by selling pre-assembled and pre-painted models, but these are rare because, with current technologies, it is hard to mass-produce ready-to-play miniatures that are both cheap and match the beauty of hand-painted models. The other options for players are to buy finished models second-hand or hire

4914-565: The game, a player making his army would have to balance the advantages of formation movement and formation combat against the desire to have the versatility of figures from different factions. Mage Knight figures were sold in Starter Packs (which historically contained eight or nine figures along with rules and dice) and Booster Packs (four or five figures). Figures were sold in base sets, as well as expansion sets, and distributed with seven rarity levels. Levels 1 through 5 were assigned to

5005-716: The goal was to defeat the monsters and escape with the most gold from the treasure chests. Adventures could be played individually or as a collective campaign, with the Hero figures having 5 "levels" that were attained with experience from adventuring. All figures (Heroes and Mage Spawn monsters) were still fully compatible with regular Mage Knight rules. The Dungeons format featured two expansions of its own, Pyramid and Dragon's Gate , and two fixed 5-figure sets with special characters, maps and scenarios titled Heroic Quests . In addition, WizKids released 3-dimensional plastic floor tiles, walls, doors, and objects which could purchased to build

5096-423: The hobby in the late 1960s and into the 1970s. In 1956, Tony Bath published what was the first ruleset for a miniature wargame set in the medieval period. In 1971, Gary Gygax developed his own miniature wargame system for medieval warfare called Chainmail . Gygax later produced a supplement for Chainmail that added magic and fantasy creatures, making this the first fantasy miniature wargame. This supplement

5187-405: The initial moves are recreated, "then an interesting medieval battle may well take place, but it will not be a re-creation of Crécy." Still, rules aimed at the non-professional hobby market therefore inevitably contain abstractions. It is generally in the area of the abstraction liberties taken by the designers that the differences between rules can be found. Most follow tried and true conventions to

5278-539: The limited edition goblin volunteer Podo has achieved a point value this low) to over 500 points (for the tanks and the Apocalypse Dragon). To play a game, players will generally agree upon a point cost total, and then design their armies to maximize their strategic capabilities within the specified point cost total. Each player is allowed to take a number of actions per turn equal to the point cost total divided by 100. These actions include movement, combat, or

5369-474: The marketing resources of these companies, sci-fi / fantasy wargames have displaced historical wargames in popularity. Players of miniature wargames tend to be more extroverted than players of board wargames and computer wargames. Players of miniature wargames are obliged to meet in person and play in the same room around a table, whereas board wargames can be played via correspondence and computer wargames can be played online; therefore miniature wargaming places

5460-663: The miniature wargaming hobby was to network players across America and the UK. At the time, the miniature wargaming community was minuscule, and players struggled to find each other. In 1956, Scruby organized the first miniature wargaming convention in America, which was attended by just fourteen people. From 1957 to 1962, he self-published the world's first miniature wargaming magazine, titled The War Game Digest , through which wargamers could publish their rules and share game reports. It had less than two hundred subscribers, but it did establish

5551-548: The models could shoot each other from opposite ends of the table, and thus not have to maneuver around the battlefield. The 28 mm wargame Bolt Action solves this problem by compressing the range of a rifle to just 24 inches; likewise, a sub-machine gun's range is 12 inches and a pistol's range is 6 inches. These ranges may not be realistic, but at least their proportions do make intuitive sense, giving an illusion of realism. Abstract scaling may also be applied to figures and terrain features, e.g. model houses and trees may be

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5642-401: The need for reference to rule books and tables by integrating a dial into each figure that contains its current combat statistics - movement rate, attack and defense values, combat damage, and special abilities. While this system lacks the versatility of other miniatures games, mainly because players cannot customize their figures, it makes up for this by facilitating rapid gameplay and by having

5733-681: The new parent company for WizKids. On September 14, 2009, NECA announced that they had purchased the assets of WizKids from The Topps Company and will continue the HeroClix family of games under the WizKids brand. The WizKids assets sold did not include Shadowrun and Battletech, which were retained by Topps Inc. The "Buy It By the Brick" retail promotion returned with the Marvel HeroClix: Hammer of Thor set. Unlike previous offerings,

5824-451: The non-Unique figures in the sets as prizes for tournaments in comic and game shops. These figures are not generally available for retail sale, and have different statistics and point costs than the regular figures. This novel prize policy was in part responsible for Mage Knight' s success. Some expansions had ultra-rare "chase" figures, listed as rarity level 7, which were produced in limited quantities and found randomly in boosters, such as

5915-525: The opponent. In most miniature wargames, the outcomes of fights between units are resolved through simple arithmetic, usually combined with dice rolls or playing cards. All historical wargames have a setting that is based on some historical era of warfare. The setting determines what kind of units the players can deploy in their match. For instance, a wargame set in the Napoleonic Wars should use models of Napoleonic-era soldiers, wielding muskets and cannons, and not spears or automatic rifles. A fantasy wargame has

6006-570: The original Mage Knight sets feature a straight short sword through the logo while "2.0" and its subsequent expansions have a curved scimitar. This change also made all original series character redundant as they were no longer tournament legal, this meant that loyal followers abandon the game and sales and popularity plummeted. As a matter of interest the current owners of the D&;D franchise also own Mage Knights and current proposed changes to D&D by these owners seems to show they learnt nothing from

6097-435: The outcomes of various official storyline tournaments held at comics and gaming shops and major gaming conventions, when 2.0 was released most of the major factions were renamed, and also further divided into one or more subfactions, each of which possesses its own unique ability. Miniature wargaming Miniature wargaming is a form of wargaming in which military units are represented by miniature physical models on

6188-438: The overall battle. Second was an interest in fantasy miniatures wargaming. J.R.R. Tolkien 's novel The Hobbit and his epic cycle The Lord of the Rings were gaining strong interest in the United States, and as a result, rules were quickly developed to play medieval and Roman -era wargames, where these eras had previously been largely ignored in favor of Napoleonic and American Civil War gaming. The two converged in

6279-564: The promotional figure ( Ragnarok Surtur ) was available with the 10-pack brick purchase at retail locations, rather than through mail-in redemption. With the following set DC HeroClix: Brave and the Bold the promotional figure (a Batman and Catwoman duo-figure) returned to redemption through WizKids/NECA, though this time done online. Beginning with The Infinity Gauntlet in 2012, WizKids began to implement Storyline Organized Play programs. These programs would let gamers go to their local store once

6370-574: The publication of the first two books. Books 3 to 5 have never been made available to the public in either physical or eBook format. Published by IDW beginning in 2002, the Mage Knight comic book series was written by Todd Dezago based on a story by Jordan Weisman. The covers were illustrated by J. Scott Campbell and Alex Garner ( Danger Girl ) and the interiors were illustrated by Dave Cabrera. Issue #1, released in October 2002, came with

6461-549: The requisite models. An example of this is Warhammer 40,000 which features many original characters who have a distinctive aesthetic, and Games Workshop and its subsidiaries reserve the exclusive right to manufacture models of these characters. Games Workshop models tend to be expensive because competing manufacturers are not allowed to offer cheaper copies of official Warhammer 40,000 models. While there's nothing to stop players using foreign wargaming models (generics or proprietary models from other wargames), doing so could spoil

6552-422: The rights to the role-playing games Shadowrun and Classic Battletech , which they licensed to FanPro in 2001. A game created by the company called Zypods , with a physical structure similar to Matryoshka dolls , had a limited release, but was never distributed nationwide. The Topps Company announced on November 10, 2008, that it intended to close WizKids and discontinue product lines including HeroClix. In

6643-453: The same base. Miniature wargames are not played at the strategic or operational level because at that scale the models would become imperceptibly tiny. Miniature wargames are generally played for recreation, as the physical limitations of the medium prevents it from representing modern warfare accurately enough for use in military instruction and research (see the section below on abstract scaling for one reason). A historical exception to this

6734-427: The same faction could move in a formation together. Using formation rules, a player could move three to five adjacent figures while using only one action. A formation combat action could also be taken, in which multiple adjacent figures of the same faction attack and increase the chances of successfully hitting the target. Since the limited number of actions per turn is one of the most important strategic considerations in

6825-456: The seldom compatible necessity to make an enjoyable 'game'. Historical battles were seldom fair or even, and the potential detail that can be brought to bear to represent this in a set of rules always comes at the cost of pace of the game and enjoyment. In Osprey Publishing 's book about the Battle of Crécy , from its series on historical campaigns, there is included a detailed section on wargaming

6916-427: The setting with original characters with distinctive visual designs. Games Workshop's official line of models for Warhammer eventually took on such a distinctive look that rival manufacturers could not produce similar-looking models without risking a lawsuit over copyright infringement. Although there was nothing to stop players of Warhammer from using foreign models from third-party manufacturers, doing so could spoil

7007-403: The ship's speed and the use of its cannon by measuring angles with the protractor. In naval wargaming of the modern period, General Quarters , primarily (though not exclusively) using six-sided dice, has established itself as one of the leading sets of World War I and II era rules. Some land-based miniature wargames have also been adapted to naval wargaming. All at Sea , for example,

7098-589: The short-lived CMGs Crimson Skies , Shadowrun Duels , and Creepy Freaks , as well as a baseball-themed CMG called MLB SportsClix . A CMG called ToonClix was announced in March 2006, but canceled before it was released. In July 2004, WizKids created a new product category with the release of their first constructible strategy game (or CSG), Pirates of the Spanish Main , featuring miniature ships assembled from pieces punched out of styrene cards. Their next CSG

7189-424: The standard "infantry" figures, each of which was available in 3 power levels: Weak, Standard and Tough. Low power and cost figure were of 1-2-3 rarity, middle range figures were 2-3-4, and stronger army figures were 3-4-5. Level 6 figures were Uniques, which carried the stipulation that only one of any individual Unique could appear in a player's army. In addition, WizKids gave away limited edition, Unique versions of

7280-458: The statement announcing the close of WizKids, Topps also indicated that it was pursuing alternatives to discontinuing brands so that brands such as HeroClix could continue on without any noticeable disruption in future product offerings. At the July 2009 San Diego Comic-Con , National Entertainment Collectibles Association (NECA) displayed a Thor figure for Heroclix, indicating that they might be

7371-402: The use of special abilities such as Regeneration and Necromancy. Game play is typically rapid, but often highly strategic, both in terms of traditional maneuvering and combat common to miniatures games and because of the unusual combinations of unit special abilities that make every army unique. Each Mage Knight figure belongs to a specific faction. The factions in the initial release included

7462-514: Was a science fiction game called Rocketmen , released in the summer of 2005, followed by a NASCAR CSG called RaceDay later that year, though these last two games were discontinued shortly after. By 2007, WizKids was also calling some of their releases involving CSG elements "PocketModel" games, beginning with the Star Wars PocketModel game. In 2005, WizKids released their first collectible card game , High Stakes Drifter, which

7553-460: Was discontinued after its initial set. In May 2006, they released their second CCG, a licensed game based on the reimagined Battlestar Galactica TV series . WizKids entered the board game market with a board game called Tsuro in 2005, followed in 2006 by Oshi and Pirates: Quest For Davy Jones' Gold , a board game based on the Pirates constructible strategy game . The company also owned

7644-399: Was inspired by the growing popularity of The Lord of the Rings novels by J. R. R. Tolkien . Gygax later went on to develop the first tabletop role-playing game: Dungeons & Dragons . Dungeons & Dragons was a story-driven game, but adapted wargaming rules to model the fights players could get in. Battles in Dungeons and Dragons rarely featured more than a dozen combatants, so

7735-524: Was introduced in 2000. In October 2010 Wizkids relaunched the Mage Knight brand with Mage Knight Board Game , a cooperative board game designed by Vlaada Chvátil . In February 2013, WizKids announced that it would release Mage Knight: Resurrection , which utilizes its SwitchClix bases to be compatible with both Mage Knight 2.0 and HeroClix rules. The release date was Fall 2013. Unlike many other miniatures war-games, Mage Knight eliminates

7826-517: Was selling as fast as it could be made, and the company moved into the hobby's list of 10 largest publishers. The employee count went up to over 30, including Don Gorski, COO; Tom Virgin, CFO; Martin A. Stever, Executive V.P; and Marc Sachnoff, President of WizKids Licensing and Media, who made the innovative deals bringing together the Marvel and DC comics character universes into the HeroClix line. Though they proved less successful, WizKids also produced

7917-575: Was the first collectible miniatures game. Early employees joining Jordan in this endeavor were his wife Dawne, who led the company's graphic design; his father Mort, who ran international sales; his brother-in-law Ray Wehrs, who ran domestic sales; and Jenny (Trisko) Berg, previously of Bungie, who was in charge of marketing. In 2001 the company went from being "virtual" to having its own office in Bellevue, Washington. Employees had previously been spread through Washington, Illinois, and Missouri. Mage Knight

8008-528: Was the first miniature wargame designed to use proprietary models. Games Workshop at the time made miniature models for use in Dungeons & Dragons . Warhammer was meant to encourage customers to buy more of these models. Whereas miniature models were optional in Dungeons & Dragons , Warhammer mandated their use and the battles tended to be larger. Initially, Warhammer had a threadbare fictional setting and used generic stock characters common to fantasy fiction, but as time went on, Games Workshop expanded

8099-559: Was the introduction of elaborate rules in the early 20th century that made the hobby more popular. Small miniature ships, often in 1:1200 scale and 1:1250 scale , were maneuvered on large playing surfaces to recreate historical battles. Prior to World War II, firms such as Bassett-Lowke in England and the German company Wiking marketed these to the public. After World War II, several manufacturers started business in Germany, which remains

8190-428: Was the popularity of such titles that other authors were able to have published wargaming titles. This output of published wargaming titles from British authors coupled with the emergence at the same time of several manufacturers providing suitable wargame miniatures (e.g. Miniature Figurines, Hinchliffe, Peter Laing, Garrison, Airfix , Skytrex, Davco, Heroic & Ros) was responsible for the huge upsurge of popularity of

8281-482: Was the two World Wars, which de-glamorized war and caused shortages of tin and lead that made model soldiers expensive. Another reason may have been the lack of magazines or clubs dedicated to miniature wargames. Miniature wargaming was seen as a niche within the larger hobby of making and collecting model soldiers. In 1955, an American named Jack Scruby began making inexpensive miniature models for miniature wargames out of type metal . Scruby's major contribution to

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