Interview with Adrian McWalter about Shadowstorm
Adrian, can you tell us something about yourself, your wargaming history?
Hi, my name is Adrian McWalter or Ady Mc, I have been gaming since my
early teens playing both historical (mainly Napoleonics) and fantasy games. I
guess like most fantasy players I have spent most of my life playing Warhammer
Fantasy Battle. I have played in WHFB tournaments since the late 90’s and done
well winning lots of events as well as winning lots of best sportsman prizes, I
am really proud of the latter. I have represented Team England at the European
Team Championships on a couple of occasions. As a result of my WHFB results I
was invited by Games Workshop to help with playtesting their rules and have
done so with the 5th/6th/7th editions and more
recently Age of Sigmar. I have also appeared in the GW magazine White Dwarf on
a number of occasions where I have played in games using my favourite army
Bretonnians.
Away from fantasy gaming I love Napoleonic gaming and have written three
supplements for a company called Warlord Games. Those supplements compliment
their Black Powder rules.
I play regularly at my local club, playing Shadow Storm mainly
although I do love playing Over the Hills and Forager.
Can you
introduce Stand to Games and their products?
In 2016 I
decided to set up my own wargames company to show case my ‘home grown rules ,
such as Over the Hills (Napoleonic) Rise and Fight Again (AWI) Over Malvern
Hill (ACW) and Forager (Napoleonic Skirmish) all of those rule sets have done
well and I have received positive feedback on them. As I have played fantasy
games most of my life I have always wanted to produce a set of rules that cover
the things that I believe are missing from games such as Kings of War and
Warhammer, Shadow Storm is that set.
Can you please introduce the Shadowstorm to us?
Shadow Storm is a fantasy rule set where a player can use D10’s or D6’s,
they can be used to play small or large games. Small games can be played by
layering lots of special rules onto the units involved to give a more narrative
feel whilst large games, and I am talking 50 units plus can be accommodated by
toning down the number of special rules. Obviously there is the middle ground
where players can use say five to ten units aside ( a typical Warhammer/KOW affair).
Units have a set of statistics which are: move -shoot-combat- defence- might-
special abilities. When shooting or fighting a unit matches its shoot/combat
against the enemies defence to get the number of dice the player roles,
tactical factors also come into play here.
Shadow Storm takes rules mechanics from several of our games, they have been moulded together to produce what we believe is a fast yet fun games system. Our main goals where:
- Play with any scale of figures
- Small or large games can be played by layering special rules
- Cover things that were missing from other rule sets, such as the ability for units to counter charge
- Play with D6 or D10 depending on your preference
- The game could be played on many levels be that narratively or in a tournament setting.
- Create a rich fantasy setting
You are right there are two books Shadow Storm
is the main rule book and really is all you need to play the game. Within that
book are all the rules you need plus scenarios, points systems, and basic unit
stats for a number of armies, but there are no army lists. That said it allows
you to ‘point up’ the armies that you have to play the game. The additionality
comes with the Army list supplement The Gathering Storm Armies of the Shadow
Lands. Within that supplement there are twelve lists and they are Orcs and
Goblins, Dwarfs, Living Dead, The Imperium of Man, Feudal Lords, RatKin Under
Kingdoms, Kingdom of Elves, Elves of the Shadow Kingdoms, Ruinous Powers, The
Land of the Scythians, Forest Elves and Ice Kingdoms.
We thought about putting everything into one book, but it would have been
too big and cost the same as having the rules and lists separately. That said
there is enough information in the main rulebook to play the game.
There is
further additionality as we have created spell cards and magic item cards to
assist players navigate the game.
The cards are a nice to have, but yes they are optional. There are four
magic decks Earth, Air, Fire and Water all with nine spells, and then 70 magic
item cards split between trinkets, scrolls, banners, armour and weapons.
So I can play the game without need to purchase The Gathering Storm, Which races are covered in Shadowstorm, and which are planned for the Gathering Storm.
Don’t get me wrong , I would love people to go out and get the rules and
its sister supplement, but yes you can play the game with just the rules as in
there are basic stats for your main fantasy types as well as monsters ,
elementals , and war machines as well as advise on how to create stats for
units and points costs.
Back to rules. I have seen in your introduction, that Over the Hills and Forager are mixed together for this game. That’s very interesting as Over the Hills is Corpse Level Napoleonic Game, where Forager is Man2Man skirmish. Can you explain how it works together?
We have taken the movement and fatigue mechanism from Over the Hills and
blended that with the combat mechanics of Forager. Over the Hills is a
Napoleonic Wargame where there is no single figure casualty removal, units take
hits until they are broken. It can be played with a brigade of say five units
to a corps of say 20 plus units, the mechanics handle both small and large
games. |In Forager our Napoleonic skirmish game combat is dealt with by adding
and taking dice away from a basic combat stat depending on your troop quality
versus the enemy with tactical factors layered over that.
Corpse level size of games is very unusual for fantasy games. Why do you choose such design? By the way I love it. I am long-time fan of Dragonlance, where war is main driven concepts of the series. And the armies were used in old ADnD Battlesystem. I am looking to match my army of Whitestone council against Dragon armies of my bro Jindra.
You don’t
have to play the game at that level it can accommodate lots of units but a game
of five to ten units is really where the game comes to life as you get that big
game feel, but can add a lot of unit flavour with attributes e.g Doom Seekers
(don’t take courage tests) , leader attachments e.g. apprentice mage (low level
wizard attachment) and unit attachments
e.g. camp followers ( increase might stat by one )
In Czech Republic, most fantasy players never heard about historical games, so some design concepts are unknown to some of them. For example corpse level game where you command armies – corps – divided in several brigades and brigades to regiment. How does command and control works in Shadowstorm?
Armies are
made up of one or more commands, and a command has one commander and three to
nine units. A commander has a command range, and their units have to be within
that command range to move, although there are certain units that can ignore
that. The game doesn’t have to be masses of units on each side, I recently too
two people through a game of Dwarfs v Orcs with one command and five units
each.
Is it possible to play the game single based on
round bases? You know, there is that game from the market dominating company on
round bases.
Yes and I do, I have a Living Dead army that is made up of night haunt
figures that I have put on movement trays , but you don’t have to just have
them side by side I guess. As long as both players agree. Shadow Storm is that
flexible.
Fantasy is the game about heroes. About Wizards, Paladins, Barbarians, and sometimes Antiheroes as well (its matter of perspective of course). Napoleonics has its own heroes, but they do not slay singlehandedly whole regiments and dragons. How are monsters and heroes incorporated in the game?
The game includes commanders be they heroes,
wizards, deamons etc , each with their own differences but basically a
commander as a command range , Battle prowess, Heroism and Heroic intervention
points. Such commanders can add their weight to combats using their battle
prowess for example. Then there are good and evil mighty heroes that you can
personalise by adding different attributes. Over and above that there are
leader attachments that you attach to units, these include minor heroes and
wizards.
Also included here are wizards and heroes
riding monsters, so the leader of an Orc command could be riding a Wyvern for
example.
There are tons of Fantasy game. Why another?
I have played fantasy games for over thirty years and been involved in
the rules writing process for several games including WHFB. I believe that
these rules cover the gaps that are in other rules sets, without over complicating things.
What do you feel is the strongest aspect of the Shadowstorm? There are tons of games on the shelves and web alike, so the key question is what is the reason for a potential buyer to purchase the game? Specifically why I have to buy another fantasy game? This is very strong question I feel, as I asked in the past about it to some others and did not receive acceptable answer. What do you think about it, how do you promote the game on already wide market?
The hardest thing as a small company, is convincing people that our
product is a quality one, everyone who has played Shadow Storm have loved it
and we have received very positive feedback. The game does not play like any
other on the market, in my opinion they are better. It is not I go you go, so
players interact closely all the way through the game. Command and control
takes the ‘god like’ approach away
from a player, movement is different
form other rules sets allowing players to push their units on rather than the
normal half move approach to terrain. Shooting and Combat is totally different
with the Shoot/Combat v Defence mechanic
adding and taking dice away. Being able to use either D6 or D10, creating your
own monsters, heroes and war machines.
Thank you very much for your comments, we wish you luck on the Kickstarter with delivery in April 2021 (I have birthday on the 9th by the way).
P.S. the Fatigue Boards – will they be available again?
Yes they
will COVID willing
Pictures from Kickstarter campaign approved by Adrian McWalter
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