--- title: "Warhammer scenario design 35 years later" subtitle: "Battle at the Farm" author: Seth publish_date: 2025-03-31 08:00 hero_classes: text-light title-h1h2 overlay-dark-gradient hero-large parallax hero_image: rogue-trader-book.webp show_sidebar: true show_breadcrumbs: true show_pagination: true taxonomy: category: blog tag: [ gaming, modules, meta, scifi, wargame ] --- **Battle at the Farm** is the first **Warhammer 40,000** scenario ever published, way back in 1987 as a sample adventure in **Rogue Trader**. Back then, it was assumed that you'd have a Games Master (GM) running the game, and the game system was basically just **Warhammer Fantasy** dressed in space suits. To celebrate the game's 35 year anniversary, Games Workshop re-published the scenario for 10th edition **Warhammer 40,000**. As I read through the 1st edition rulebook, I've been surprised at how relatively modern the rules feel. In this article, I examine what kinds of changes Games Workshop made to an adventure scenario 3 decades after its original release. This review contains spoilers for **Battle at the Farm** so don't read further if you intend to play it! ## The scenario Edition aside, the story of **Battle at the Farm** is about a band of Orks against a squad of Space Marines. One player takes on the role of Captain Pedro Cantor, and the other takes the role of the Ork warlord Thrugg Bullneck. The orks have attacked planet Badlanding, which is under the protection of the the Crimson Fist Chapter of Space Marines. Unfortunately, the Orks have managed to destroy (by accident, incidentally) the Space Marine arsenal. At the start of the scenario, the 16 Space Marine survivors are making their way to New Rynn City. They've arrived at a burnt out farm and are just settling in to get some much needed rest when the Orks arrive. The Orks are looking for some jewels said to be hidden somewhere on the farm. That's the setup, and it's a strong one. I mean, it's one of the default ones in a wargame. Both sides arrive one the battlefield, each with an opposing objective, and they fight over the right to do what they want. This deftly demonstrates to new players that a wargame is more than just removal. There's a story happening before the combat, and a story happening after the combat, but most importantly there's a story during the combat. ## Games master In the 1st edition, the Games Master is provided with basically no guidance about the role of GM. I assume the author took it for granted that the reader would understand what a GM was, and would figure out how to become integrated into game play. As written, it seems the Games Master is just the host and the person who sets up the game table. Text from the original rulebook that tells the GM to arrange a time and place for the game, and to set up the game table with terrain. In the 10th edition, it's encouraged to play with a Games Master despite there being no role for a GM defined in the 10th edition **Warhammer 40,000** rulebook. It recognises this disparity, though, and addresses it right away with this admontion: > This battle can be played without a GM, but we thoroughly recommend it – it’s great fun! In the Games Master's packet, it defines the role: > WHAT IS A GAMES MASTER? > As the Gamers Master, it’s your role to keep the game running and fun for both players. You’re an unbiased party, there to create the story of the game, call out rules and dice rolls needed, and to give players options and hint at the overarching story. Very helpful, and I can help but think that the exact same paragraph would have been a great addition to the 1st edition. It goes on to encourage the Games Master to take initiative over the story: > This is a narrative game, so make up new events, incidents and conditions to help the game along, and make it more exciting! Later in the document, there are random tables full of ideas for complications, environmental effects, including the reveal of a nesting Wild Grox for the Games Master to play! Specifically, the Games Master rolls 2d6 at the start of each battle round, and references the [second] Battle Round Events table. There's also a random table (mislabeled as the [first] **Battle Round Events**) to consult when an ork searches for jewels. Obviously the 10th edition version of **Battle at the Farm** was designed by people who recognize that a game is a collection of imperatives. There's an algorithm in this version of the scenario. When _this_ happens, you do _that_. I assume the 1st edition was trying to grant the Games Master total freedom, and to convey that freedom it just didn't provide the Games Master with any instruction at all. On the surface, that seems fine but in practise it only ensures that there's no baseline gaming experience. If you play the 1st edition version with an inexperienced Games Master, you might get anything from a table set up with terrain to a dominating storyteller who thinks you showed up for experimental live theatre. There's no fallback for a Games Master who doesn't know or doesn't care about how to run a fun game. The 10th edition version anticipates that, and solves it with clear instructions that are fun for the Games Master and the players. It's a tabletop game, so obviously an experienced Games Master can deviate from the script, but there's guidance in place for a Games Master who doesn't know what to do. (And, not insignificantly, that also serves as an escape hatch for players who end up with a Games Master who goes way off script. If your game isn't going well because the Games Master has taken a detour into performance art, you can politely cite a breach of contract and take your miniatures and go home.) ## Special rules In the 1st edition version, each player gets a brief explaining what they know about the scenario setup and their objectives. Included on those data sheets are unit and weapon stats. The objective for the ork player is to find hidden jewels hidden with one of the farm buildings. To do that, both Hruk and Thrugg must be in the building uninterrupted for 1 full round. The Ork player knows exactly where the jewels are located because it's written on the Ork brief. The Space Marine player doesn't know that, so this is an interesting secret agenda that may or may not matter in the end (if all orks are slaughtered, whether Hruk and Trugg found some jewels is a moot point). In the 10th edition version, there are several rules intentionally excluded, including Chapter Tactics and Angels of Death for Space Marines, 'Ere We Go and Mob Rule for Orks, and _all_ Stratagems (except the one defined in the scenario). Searching for jewels is very different in the 10th edition version, notably because the Ork player doesn't know where the jewels are, and also it requires an Intelligence test. There is no Intelligence stat in 10th edition **Warhammer 40,000** but the scenario briefing fixes that. For Intelligence, you subtract 1 from the highest Leadership (LD) stat among the unit taking the test. It also adds in the classic stats **Cool** (the highest LD minus 2) and **Willpower** (the highest LD). This isn't the first scenario I've seen to do it, but it's worth noting the dice mechanic shift involved in adding new rules like this. Normally, a die roll in **Warhammer 40,000** represents the success or failure of an action one of your soldiers is taking. But when you're searching for loot, the die roll actually represents the chance of loot existing in the spot your soldier is searching. You're not taking a test to determine whether the soldier was able to control a shovel, because when you fail it means there's no loot there. The die roll is representing something about the world, not the character. It's a major shift in game mechanics that's easy to miss, but it shows the flexibility of the game. You can let the game tell its own story by letting fate decide the state of the game world. ## Design Well, I guess the new version is prettier than the old one. It's not as severe as you might think, though. Sure, one might suit your design sensibilities better than the other, but I didn't find that the design of either took anything away from what the written scenario was trying to communicate. The old one: Screenshot of the original Battle at the Farm scenario. The new one: Screenshot of the modern version of Battle at the Farm. I've seen old D&D modules that are pretty tough to decipher thanks to poor decisions made while cutting and pasting maps or tables onto typewritten pages. It's usually something seemingly minor, like there being a table over on page 4 even though the rule that pertains to it is introduced way back on page 1. Or a map is just plain wrong. Basically, look at any version of **Tomb of Horrors**, which is a module I run annually and enjoy but also is a module that's made more confusing than necessary from poor layout and incorrect cartography. That's not the case for **Battle at the Farm**. Both versions are visually reasonable and usable. ## Old and new scenario If you thought **Warhammer 40,000** was "just" a wargame, this humble little scenario proves that a wargame can tell an exciting story through spontaneous interactions, the manipulation of rules, and a good framework. The two versions of the scenario are implemented differently, and I don't hesitate to say that the 10th edition version is a product of improved game design. Luckily, the way we document game rules has largely improved over the years, and I think this is a really great example of how. Explicit instructions can co-exist with total player and GM freedom, when written well and clearly. Great ideas in a game rulebook produce great ideas in all participants around the table. And fully invested participation produces a great and memorable gaming experience.

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