¿Cuál ha sido el gran juegazo de mesa de este año? ¿Cuál ha sido el juego de rol que más hemos disfrutado? ¿Qué juego de miniaturas nos ha sorbido el seso en todas nuestras horas libres? Hoy os decimos cuál es ese juego escogido por votación popular.
Rugen los motores y los pilotos se aprestan a subir a sus aviones. Hileras de vehículos blindados empiezan a desplazarse lentamente, en medio de un ensordecedor ruido. Las tropas de infantería, resignadas a su papel de ganar y perder guerras, esperan formados pacientemente la señal de partida, mientras los artilleros preparan la munición y sus piezas para ser transportadas al frente. Este caos organizado se despliega ante ti mientras revisas el mapa y ultimas tu plan de batalla. Una vez más te preguntas ¿Estás preparado para liderar esta Guerra Fronteriza?
Nuevamente llegamos a la recta final del año en la que nos preguntamos… ¿Cuál ha sido el gran juegazo de mesa de este año? ¿Cuál ha sido el juego de rol que más hemos disfrutado? ¿Qué juego de miniaturas nos ha sorbido el seso en todas nuestras horas libres? Ahora es un buen momento para analizar y escoger cuál es ese juego que nos ha enamorado a la inmensa mayoría.
Andy Chambers is a games developer who started writing his own rules for fantasy battle games at a very young age, inventing rules and gaming tactics for Airfix WWII models. A lot of his early inspiration came from the SELWG Middle Earth rules system, which also gave him a life-long habit of playing the forces of evil as Orcs and Goblins.
Andy’s youth was marked by an ever-diversifying interest in gaming, roleplaying games, sinking ever deeper into gaming in general and Games Workshop’s Adeptus Titanicus game (by the redoubtable Jervis Johnson) in particular.
In late ’89 Andy sent in a submission for White Dwarf that was initially turned down. Several rewrites later he was given temporary employment and due to a willingness to do any jobs required (including taking photos of the miniatures to the White Dwarf) he eventually got a permanent job as a games developer.
He properly started by producing expansions and supplements for the 2nd edition of the Adeptus Titanicus game, Space Marine. Over fourteen years Andy worked in the development of all of Games Workshop’s core game systems, culminating with 2nd, 3rd and 4th editions of Warhammer 40,000 game, several editions of the Epic game, Necromunda, Battlefleet Gothic, Gorkamorka and Codexes.
Andy was gradually over several years entrusted with running the Warhammer 40,000 games development team, starting after 40,000 2nd edition and solidified during 40,000 3rd edition, recruiting and training a new generation of games developers and adopting the suitably evil-overlord title of “40,0000 Overfirend”. As a result of all of this, his impact on Games Workshop is largely unquestionable.
Fourteen years later, Andy left Games Workshop to pursue other projects. He began Red Star Games in June 2004 for freelance writing and games designing, worked for Mongoose games on creating their Starship Troopers line, worked at Blizzard from 2005 to 2009, officially becoming Creative Director in 2006, and he also acted as lead writer on Starcraft 2. Furthermore, he was involved with 40,000 to some extent, working with Fantasy Flight Games on some books of Warhammer 40,000 Roleplaying. This was in 2010-11 when he went back to freelancing, also he wrote novels for Black library and did the Dust Warfare game in this time. After this he’s been working for Reforged Studios as a creative director, done IP and world development for various digital games, written the Dropfleet Commander game and Blood Red Skies, his WW2 fighter combat game on the tabletop front.
Andy is one the most important developers of the Warhammer 40,000 Universe.
After writing a story in primary school about a giant octopus smashing up a boat, Graham realised that making stuff up was easier (also a lot more fun) than reality and decided at an early age that he was either going to be a binman or a writer. Fortunately, a life on the bins wasn’t on the cards and, after escaping a stint as a building surveyor in Glasgow, he headed south to join Games Workshop’s Games Development Team. Here he worked on projects such as the Tau, Necrons, Witch Hunters, Space Marines and Black Templars Codexes for Warhammer 40,000, Conquest of the New World and The Empire for Warhammer, and The Two Towers for The Lord of the Rings. Between populating the various Warhammer universes with fiends and heroes, he’s written over fifty short stories and thirty novels for the Black Library and a number of other publishers.
Graham left Games Workshop in the summer of 2006 and spent the next decade working as a full-time freelance author, spending most of his days locked in a tiny office (or tea shoppe), dreaming up new and interesting ways to put his characters through hell on the pages of his stories. Since leaving Games Workshop, he’s ventured far and wide, continuing to cause havoc in the worlds of Warhammer as well as those of Blizzard entertainment’s Starcraft universe and travelling back in time to the 1920s to unleash eldritch horror in a trilogy of books set in the Lovecraftian vein of terror that is Fantasy Flight Games Arkham Horror.
His Horus Heresy novel, A Thousand Sons, was a New York Times bestseller, and Empire, the second novel in the Sigmar trilogy, won the 2010 David Gemmell Legend Award for best fantasy novel.
Graham left the rain-swept shores of fair Britannia in the summer of 2015 to take gainful employment with a promising band of plucky video game entrepreneurs named Riot Games in Los Angeles, working as a Senior Narrative Writer in the cut and thrust of the Narrative Discipline.
Graham is one the most important shapers of the Warhammer Universe.