Even though I prefer 40K to Fantasy Battle, It does suck that they get the shaft. Hell, both works are great and need more love outside of the internet, and stateside also. Its a shame that they're too damn expensive.
P.S. Space Marines? Fuck em, believe it or not, but 40K players get bored of them too.
"Whoa" Keanu ReevesI agree with everything save for point 1 of the pros. Mostly because space marines are on the same side about as often as anyone else is. But yeah, Warhammer Fantasy needs more love.
In the beginning there was nothing, and it exploded. Terry Pratchett 35 tropes so far.I'll update this review for the next edition when I have time and some experience with it. Expect an update sometime in 2015.
That second point of the pros- I've seen it said elsewhere and I've always felt like having to type Please Elaborate under it because I don't think it gets clearly across to those unfamiliar with the systems:
Warhammer uses models organised in regiments that get placed on a square plastic base which you move around. 40k has models on a rounded base that move in a more modern squad based approach where each model gets moved individually, staying in at least a fixed distance from each other.
First, this sometimes makes 40k games feel fiddly because if you try to move each individual model to the optimum position, you've got to move each individual model. They are also then harder to substitute something for because you need to make an easily identifiable object that always substitute the exact model base size and then move it around. If you want to try it, your best bet is large chess pieces (which you still have to buy) and your worst bet are 10p coins (you know how hard it is to get a coin from a counter? Imagine that 70 times per turn.)
Warhammer regiments on the other can just be well substituted by a piece of paper cut out to size that has Swordmasters written on it in felt tip.
Also, I find that the regiment issues of flanking, positioning to get most of your line into fighting position, lapping around the side and so on are things that turn up in a lot of Real Time Strategy games so people get hold off the concepts a little quicker.
Yeah, sorry. That's me. I'll explain a bit better if I put it anywhere else.
Also, just to illustrate the balance issues towards the end of last edition:
Both the Orcs and the Vampire Counts have elite guard units. The Vampire one could, with the right equipment and an appropriate character leading them, end up getting all three saves, allowing them to take direct hits from siege engines without many casualties even though catapults ignore armour saves. Casualties, IIRC, could be resurrected with magic. And they had Killing Blow.
The Orc one had heavy armour.
And while the Vampire one was more expensive, it could take on an entire Orc army and win.
You are dazzled by my array of very legal documents.Damn it. This franchise forged Games Workshop. It deserves a new iteration! Or at least the rights to its video games passed from EA to Relic!
Space Marines are very nice and all, but honestly, when are we going to see the Grimdark Vikings kick the shit out of the Angry German people again?!
Just want to say, Space Mariens are very rarely on the same side. The Dark Angels and Space Wolves regularly rip each other to shreads in various wars.
About the balance issue: if you're just playing casually, you can intentionally set up armies with different point totals to help a weaker army against a stronger one. I may be an avid fan of video games, but House Rules are a big plus to tabletop games.
At least GW Is bringing Fantasy Battles back with the Old World.
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'Tis good
Warhammer Fantasy. 40K's older brother. Simple pros/cons breakdown, since I'm lazy.
Pros:
Cons:
In conclusion: 7.5 out of 10; it could be 8.5 or even 9, but Games Workshop doesn't care about it because they're too busy trying to get out Codex: Some Space Marines Who Are Only A Very Tiny Bit Different From Other Space Marines.
No, I'm not bitter. Why would you think that?