The first game I am going to review is the one that started it all for me: Adeptus Titanicus (1988 version).
Its hard to state how much this game changed my life, along with its sister game, Space Marine (version 1).
It featured giant robots battling in the early days of the Imperium, during the Horus Heresy we all know about today. The Heresy came about because of the limit resources Games Workshop had on making the game, with only a single type of Titan to fight on both sides, and decided to create a story that involved a civil war, thus the Horus Heresy was born.
I got this game along with Space Marine, which focused on the infantry and vehicles of the time, and it was everything I had waited my whole life for and didn't know it. I had actually bought the game sets used, along with a bunch of articles from White Dwarf, and just couldn't believe how amazing it all was. No game has hit me before or since like it.
Adeptus Titanicus came with 6 titans, some buildings, rulebook, chits, and measuring sticks. After Space Marine was released, which did include rules on how to merge the two games together, GW released Codex Titanicus, which expanded the game to include the Eldar and Orks. Eventually other races like the Squats, Chaos, and more titans and units would be released in White Dwarf as well.
The game was so novel for its day, and it seems the designers went a little overboard on the details for the rules. This meant that its slow going, and there is a rule for everything. It makes some small unit actions pretty amazing, but if you are playing on an 8 by 4 foot board, its going to take days to play out.
Here are some shots of the reference section for Space Marine:
Vehicles and Infantry, and even later light vehicles were handled a little differently. Essentially think of a lascannon; a lascannon is a lascannon regardless of race and what it is mounted on. Lascannons are great against vehicles, but not so good against infantry. So there are separate stats for weapons depending on what their target is.
Check out those close combat modifiers. Certainly a lot to add up. Along with whatever values the units themselves have too.
When the system was first released, GW used cards to show the unit stats, but this went away and was summarized on reference sheets later on.
The support weapons were important because heavy weapons could not be used by infantry that moved, much like in 40k. Then there were the smaller assault weapons that could be used when advancing. Also much like in 40k.
All that level of detail really slowed big games down and the designers learned from this and went on to create the most successful version of Epic, Epic Space Marine and Titan Legions by trimming a lot of the rules. That system became one of GW's big three, and it was a really fun time. My gaming group played both versions of the game and loved both for different reasons. We had some amazing battles with this version, and for long games we just left the table as is and came back to it a few days later, sometimes involving huge swings in momentum. The games really felt massive, gave us time to think out tactics, and the detail in the rules created some heroic events where a few models might hold off a larger force because it was dug in. Nothing was abstract either.
That isn't to say that AT1/SM1 is perfect, the system does have some quirks which we just fixed with house rules back in the day.
I have a lot collected for this game, every rule, article, or mention from White Dwarf, model, etc. The likelihood I ever play another serious game with it is probably remote, as if I were to introduce a new player to Epic, it would be with the second edition. But when it comes to my own imagination, and my fondness of the early days of the Horus Heresy, this edition can't be beat. Its kinda cheesy by today's standards, but there wasn't anything like it back in the day. Giant robots with little infantry and vehicles under their feet looked amazing on a gaming table.
I don't know what GW intends to do with their latest version of Adeptus Titanicus, which I do have, and do not like. The models are too big for large armies and sweeping attacks. To offset this, GW has developed rules that focus on controlling a few models, rather than on an army itself, and there is nothing Epic about it. The only reason I have it is because I own everything for 'Epic'. But whether or not they introduce infantry and tanks to that scale I do not know, but I doubt it will touch players like the old game did.
Tomorrow I am going to talk about a little known gem called Trinity Battleground.