Getting Into Warcrow: Corvus Belli's Fantasy Game

Hail, and well met.

Corvus Belli spent years building the Human Sphere, then turned around and built a fantasy world instead. Warcrow is that world, and it deserves more attention than it gets.

The Pitch

Warcrow is a fantasy wargame by Corvus Belli, the studio behind Infinity.

That sentence does a lot of work. Corvus Belli have spent two decades making a sci-fi game with a reputation for depth, gorgeous sculpts and rules that expect something of you. Warcrow is what happens when that studio turns to fantasy, and the result is not a Warhammer tribute act.

If you already play Infinity, this is the easiest recommendation we make all year. Same manufacturer, same casting quality, same design sensibility, entirely different setting. You already know whether you trust these people.

Four of the Factions

Mounthaven: the immovable object. Dwarves, and they play like it. Mounthaven holds the ground that matters and absorbs whatever comes at it. This is the faction for a player whose instinct is to pick a position, stand on it, and make the game about whether their opponent can shift them.

The Feudom: the disciplined line. Knights, archers and supports, structured the way a feudal army is structured. If you want a force that behaves the way you expect an army to behave while you learn the system, start here.

The Scions of Yaldabaoth: the wrong ones. The Marked and their supports. Corvus Belli's ability to make something look subtly incorrect is one of their real strengths and it is well used here.

The Northern Tribes: the hitters. Orcs and their varank allies, led by the likes of the Wrathmane. Less about holding and more about arriving.

Warcrow has more peoples than these four. The Hegemony of Embersig, the human power in the Winds from the North starter set, and the Sÿenann elves of the Great Forest field armies too.

Choose one if: you want to be difficult to move, take Mounthaven. You want a conventional army to learn on, take the Feudom. You want the models nobody else at the table has, take the Scions of Yaldabaoth.

Where to Start

Mounthaven Action Pack, $120. An Action Pack is the format Corvus Belli use when they want to hand you a whole small army in one purchase, and this one gathers what you need to put a functioning Mounthaven force on the table. It saves you the usual first month of working out what to order in what order, which in a game with this many unit types is worth more than the discount.

If dwarves are the faction you keep coming back to in every fantasy game you have played, this is your box and you already knew that. Hearthguards at $54 are Mounthaven too, the last line of defense for the dwarven strongholds.

Building the Feudom instead? The line splits sensibly: Feudom Knights at $90, Feudom Archers at $54, and Feudom Supports at $42. Knights and archers gets you a functioning core.

Scions of Yaldabaoth: Yaldabaoth Marked at $60 and Yaldabaoth Supports at $42.

Northern Tribes: Tundra Marauders at $54, varank scouts, or the Wrathmane at $32 to lead them.

And the small necessary thing: the Warcrow Dice Set at $18. Corvus Belli use custom dice across their range and this game is no exception.

The Characters Are Where It Gets Interesting

The single-model releases are worth a look even before you have an army, because they tell you what kind of game this is.

Eachann, the Great Centaurelf at $42. Mórnmab at $78. Moss Hermit at $68. Gitmalu, the Perfect One at $32.40. Waljan, the Last of the First at $32.

A game whose character list includes something called the Moss Hermit and something called the Great Centaurelf is a game with a point of view. That is worth more to us than another rank of generic infantry, and it is the reason we carry the line.

How This Line Arrives

Warcrow comes to us in dated deliveries rather than sitting on a shelf indefinitely, so the box you settle on may show a sign-up form rather than a buy button when you get there. That is worth engaging with rather than walking away from.

The product page tells you which of our two systems it uses. A box waiting on its next delivery offers an email when it lands, and the first click after that email wins. A new release on pre-order uses our waitlist, a real queue with a position that does not change: you join, you keep your spot, and you are served in order.

So the useful thing to do is decide your faction and sign up on the box you want, rather than checking back and hoping.

And if you would rather talk to a person about what is arriving and when, that is what we are here for. We will tell you honestly rather than taking a pre-order and going quiet.

So which is it: hold the line, or be the thing that arrives? Tell us your faction and we will let you know when it lands.

Fight well.