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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ I'm looking for people who started <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gaming with Warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and<br /> then moved on to playing Fantasy. I'm curious as to what things hindered<br /> your understanding and/or enjoyment of playing Fantasy. This can be<br /> anything from the hobby aspect, to the gaming scene, to actual gaming<br /> rules. <br /> <br /> Also, what things stand out as improvements in Fantasy over <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and what<br /> things do you miss in Fantasy from the switch from <span class="glossaryitem" onmouseover='gp(3);'>40k</span>?<br /> <br /> (I mean, other than lasercannons and such)]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 00:34:17]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ When just starting out the hardest thing was thinking about how my models had to rank up.  This was infact one of the biggest pains with black orcs.<br /> Some more I've found are measuring, wargear, remembering generic weapons/armor, and not minmaxing.<br /> Being able to guess distances is so much more important in Fantasy than it is in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> as you have to figure out not only where you'll go when you charge, but where you'll go when you fail a charge.<br /> There are so many different magic items that its really overwhelming when you're just getting started.  <br /> The generic weapons rules (bows, spears, etc.) and the armor rules (heavy, light, etc) are a bit of a pain to remember, it wouldn't have been that hard for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to just print them in the back of a book or include them on a "cheat sheet."<br /> Finally min-maxing takes on a whole different meaning in fantasy.  You can't just take 4 units of night goblins and expect them to do basically anything.  ]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 00:48:55]]> GMT</pubDate>
				<author><![CDATA[ Foda_Bett]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ At first, it was the whole arc of sight thing. A unit of skirmishers in the flank, for example, annoyed the hell out of me as they marched blocked my footslogging regiment, and sometimes could pick off a guy or two with shooting attacks. I mean, come on, they were right next to me but I couldn't do anything about them. Turn to face, and they slide to your flank again, making the unit act like it was chasing it's own tail. <br /> <br /> Things I like about WFB over <span class="glossaryitem" onmouseover='gp(3);'>40k</span>:<br /> <br /> 1) Different movement rates, and march moving/blocking<br /> 2) In one turn, enemy units have to be shot OR charged, you have to make a decision, not do both.<br /> 3) Generally hard to win with Herohammer (in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, a Chaplain can charge a unit, kill one dude, and beat/run down the whole unit. Very hard to replicate that in WFB.) <br /> 4) More rewarding to win with clever support (flank/rear charges)<br /> 5) Modifiers for rolling to hit and armour saves, feel better to me than cover saves and <span class="glossaryitem" onmouseover='gp(6);'>AP</span>. <br /> 6) Scaling of the game as points increase<br /> <br /> The only real thing I miss in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is the modelling freedom - hard to do many unit conversions in WFB due to ranking up.<br /> <br /> Zoned]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 00:53:02]]> GMT</pubDate>
				<author><![CDATA[ Zoned]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ The hardest thing to get used to for me was the panic "wave". But then again, my first army was an Ebay purchase of a Clan Eshin army, so any army with any worthwhile shooting could force two units to take panic tests and given that the army was only 800 pts worth, I couldn't field a master assasin to provide the army with any decent leadership and 3/4 of my army would be ran off in the first or second turn.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 00:54:20]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ overall there are lots of changes to the game that you will have trouble dealing with and/or getting used to, but i believe that you will come to love <span class="glossaryitem" onmouseover='gp(147);'>whfb</span> much better than <span class="glossaryitem" onmouseover='gp(3);'>40k</span> as i have. the game is far more in depth about how combat would actually be resolved in real life/that time period. also the movement and such make a ton more sense.<br /> <br /> i guess the thing you may have trouble with most would be the combat resolution system, where even if you kill more enemy models you still may lose combat and run away]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 02:24:43]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=Zoned] <br /> The only real thing I miss in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is the modelling freedom - hard to do many unit conversions in WFB due to ranking up.<br /> <br /> Zoned[/quote]<br /> <br /> I have to disagree with you there, most of the crazy <span class="glossaryitem" onmouseover='gp(276);'>OTT</span> converted armies I have seen are in Fantasy from Pirate Cthulu to Smurfs, to King Kong's Skull Island native island.  You may be able to make a cool conversion of of a jetpak marine with lightning claws but the stricter <span class="glossaryitem" onmouseover='gp(150);'>WYSIWYG</span>  means that it will still be a Marine with a jet pack and lightning claws dynamically posed.  You can't get away with counts as like you can in fantasy (like my Smurf butterfly riders count as Spider Riders) so you see a lot more creativity and cool conversions or ideas on the fantasy table than you will on the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> side.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 02:43:17]]> GMT</pubDate>
				<author><![CDATA[ Dice Monkey]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ Well, the hardest thing to adapt to was really the movement differences and charges. The fact that they all happen at the beginning is kinda freaky to a 40ker like me. Though the most annoying thing was the having to move something like 200 goblins in a 1000 pt army... Seriously if it weren't for the trays I would have given it up right there and then.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 03:28:41]]> GMT</pubDate>
				<author><![CDATA[ Ratbarf]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=Dice Monkey]I have to disagree with you there, most of the crazy <span class="glossaryitem" onmouseover='gp(276);'>OTT</span> converted armies I have seen are in Fantasy from Pirate Cthulu to Smurfs, to King Kong's Skull Island native island.  You may be able to make a cool conversion of of a jetpak marine with lightning claws but the stricter <span class="glossaryitem" onmouseover='gp(150);'>WYSIWYG</span>  means that it will still be a Marine with a jet pack and lightning claws dynamically posed.  You can't get away with counts as like you can in fantasy (like my Smurf butterfly riders count as Spider Riders) so you see a lot more creativity and cool conversions or ideas on the fantasy table than you will on the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> side.[/quote]<br /> <br /> How are the rules in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> more strict for <span class="glossaryitem" onmouseover='gp(150);'>WYSIWYG</span>? I've seen lots of crazy <span class="glossaryitem" onmouseover='gp(3);'>40k</span> armies to that were simply "counts as." I played a Tau army at a local tournament the other day were all the models were based on Halo characters. The player used mostly Tau and Tyranid pieces, and alot of green stuff and plasticard. Have you seen Dave Taylor's AdMech army from White Dwarf that counted as Lost and the Damned? Or James Craig's Zoat army that counts as Necrons? <br /> <br /> <a href="http://ca.games-workshop.com/Community/Events_Coverage/Astro07/James/JamesCraig04_b.jpg" target="_blank" rel="nofollow">http://<span class="glossaryitem" onmouseover='gp(18);'>ca</span>.games-workshop.com/Community/Events_Coverage/Astro07/James/JamesCraig04_b.jpg</a><br /> <br /> I'm not disagreeing that you've seen more crazy <span class="glossaryitem" onmouseover='gp(276);'>OTT</span> armies in WFB compared to <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, but I certainly don't think the rules or the game somehow lends itself better for "counts as." <br /> <br /> And to be more specific about "hard to do many unit conversions in WFB due to ranking up," I meant it's hard to make outlandish characters in crazy poses in WFB due to the necessity of ranking up said characters in a unit. Hope that clarifies things.<br /> <br /> Zoned]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 03:42:58]]> GMT</pubDate>
				<author><![CDATA[ Zoned]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ Combat resolution<br /> Psychology<br /> Arc of Visibility<br /> Cannon Dice<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 04:24:40]]> GMT</pubDate>
				<author><![CDATA[ Blackmoor]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ just the rules in general, after playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> to death.  Mostly why I never play, too much "how does this go again," that plus I play it so rarely.<br /> <br /> uhhh<br /> <br /> skirmishers/ movement in general.  What happens before and after combat.  Charge reactions, running off the table, etc.  I seem to remember running off the table was a sticky one for some reason.<br /> <br /> improvements?  It's just a good ruleset.  I don't think it gets enough credit, or maybe it does.  Magic, Historical type infantry, characters and monsters.  It's a cool system.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 04:59:14]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ The two things I really like about Fantasy vs <span class="glossaryitem" onmouseover='gp(3);'>40K</span> are: A more robust leadership system, and a fleshed out magic system.<br /> <br /> Pet peeve about <span class="glossaryitem" onmouseover='gp(3);'>40K</span>: Psykers can give some armies a massive edge against other armies without any defense other than playing "Kill the Psyker" ]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 05:22:02]]> GMT</pubDate>
				<author><![CDATA[ TragicNut]]></author>
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				<title>Re:40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ The hardest thing to get used to was the fact that nothing in WFB was nearly as strong as its <span class="glossaryitem" onmouseover='gp(3);'>40k</span> equivalent.<br /> <br /> In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, one unit can make its points back in one good shooting phase.  In WFB, you're lucky if you make your points back in 4-5 shooting phases.<br /> <br /> In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, one close combat unit can take out 3-4 enemy units over a couple of turns.  In WFB, a good opponent will make sure you end up spending 2-3 turns finding a 2nd target.<br /> <br /> In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, you can move away from your opponent and redeploy.  With the exception of flyers and possibly fast cav, once a unit is placed down on the table in WFB, its path is set in stone.<br /> <br /> <br /> On the other hand, I find that most WFB games are over in about 3 turns.  With no lateral movement, one player (the one with weaker shooting/magic) will charge and either break the opponent or die.  I find it to be less tactical.  The table always has a dead zone in the middle which means that every game plays pretty much the same.  Much like if you played two <span class="glossaryitem" onmouseover='gp(3);'>40k</span> gun line armies with terrain around the edges.  Most good <span class="glossaryitem" onmouseover='gp(3);'>40k</span> players I know will put terrain in the center of the table.  Since it is a rule in fantasy that no terrrain can be within 12" of the center of the table, I find that most fantasy tables look the same (from a tactical point of view).<br /> <br /> Once I realized that most fantasy games would play out the same, it was relatively easy to pick up the rest.<br /> <br /> Daydream]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 05:23:21]]> GMT</pubDate>
				<author><![CDATA[ Daydream]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=Zoned] <br /> How are the rules in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> more strict for <span class="glossaryitem" onmouseover='gp(150);'>WYSIWYG</span>? I've seen lots of crazy <span class="glossaryitem" onmouseover='gp(3);'>40k</span> armies to that were simply "counts as." I played a Tau army at a local tournament the other day were all the models were based on Halo characters. The player used mostly Tau and Tyranid pieces, and alot of green stuff and plasticard. Have you seen Dave Taylor's AdMech army from White Dwarf that counted as Lost and the Damned? Or James Craig's Zoat army that counts as Necrons? [/quote]<br /> <br /> You have three examples, I can think of three I have seen and played against two of those with a 15 minute explanation of what was what and then still had to ask one guy had placards on his counts as <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> army and it took me several minutes reading what he moved every turn due to nothing even remotely similar to <span class="glossaryitem" onmouseover='gp(150);'>WYSIWYG</span>.  You don't have heavy weapons, Sgt. with Power Flaming Fist of Imperial Hotwings, or Private Guardman with flashlight and ham radio set that has to be modeled in <span class="glossaryitem" onmouseover='gp(3);'>40K</span> but not Fantasy.    <br /> <br /> Fantasy it is pretty much troops champion, musician, standard so long as those are represented you can pretty much do anything you want.  You can also use non <span class="glossaryitem" onmouseover='gp(50);'>GW</span> models to make your entire army, there are tons more Fantasy miniatures than Sci-Fi, and you can legally use all these at big tournaments.  If you o to those tournaments you will see usually 3 or 4 off the wall heavily converted armies that you would never see in an <span class="glossaryitem" onmouseover='gp(3);'>40K</span> tournament,  I know I spend a lot more time on my fantasy armies than I ever did on my <span class="glossaryitem" onmouseover='gp(3);'>40K</span> stuff.<br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 05:43:03]]> GMT</pubDate>
				<author><![CDATA[ Dice Monkey]]></author>
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				<title>Re:40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ I Think the only thing I have trouble with being relatively new to fantasy is to remember charging before starting the next phase]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 05:50:51]]> GMT</pubDate>
				<author><![CDATA[ Aristotle]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ It sounds like the categories of differences are:<br /> <br /> 1. Modeling<br /> 2. Maneuverability<br /> 3. Combat Resolution<br /> 4. Magic <br /> 5. Equipment<br /> 6. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Peeves]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 06:48:19]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ The biggest change for me was coming to grips with how Fantasy has so much more dependance on luck.  In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, if you can get a small to moderate advantage, it's not hard to ride it to a victory.  In Fantasy, so few dice are rolled, it's easy to have big swings in fortune stemming from just a few oddball dice. <br /> <br /> The other thing with Fantasy is that things move very slowly.  It's like <span class="glossaryitem" onmouseover='gp(3);'>40k</span> in slow motion.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 07:44:46]]> GMT</pubDate>
				<author><![CDATA[ JohnHwangDD]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=JohnHwangDD]The biggest change for me was coming to grips with how Fantasy has so much more dependance on luck.  In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, if you can get a small to moderate advantage, it's not hard to ride it to a victory.  In Fantasy, so few dice are rolled, it's easy to have big swings in fortune stemming from just a few oddball dice. <br /> <br /> The other thing with Fantasy is that things move very slowly.  It's like <span class="glossaryitem" onmouseover='gp(3);'>40k</span> in slow motion.[/quote]<br /> <br /> I find this to be just the opposite. The decreased emphasis on dice rolls usually means that who ever is playing better will come out on top. For example, with fantasy's static combat resolution fights can often be decisively won with only one or two casualties being done so even if you fluff your attacks you can still win if you managed to do something such as rear charge your enemy.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 13:47:40]]> GMT</pubDate>
				<author><![CDATA[ tomguycot]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ Compare notes then. Where are the freak stat changers<br /> in Fantasy and where do they occur in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>?<br /> <br /> I'm thinking John is talking about freak leadership checks. <br /> <br /> But aren't they just exceptions? I always had the feeling that<br /> the good Fantasy players I was up against already knew <br /> the <span class="glossaryitem" onmouseover='gp(173);'>CR</span> before I ever got a charge off.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 13:51:27]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ Biggest thing I forget? You don't get a bonus attack on the charge.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 14:06:40]]> GMT</pubDate>
				<author><![CDATA[ Platuan4th]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=Platuan4th]Biggest thing I forget? You don't get a bonus attack on the charge.[/quote]<br /> <br /> Big difference there is no bonus attack but chargers always strike first.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 14:21:23]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ Combat resolution - specifically, I can have a unit that my opponent cannot realistically hope to actually hurt  (say, night goblins against ironbreakers), but one bad <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> roll and I'm running, and most-likely cut down.  I think this really stands out with characters and monsters.  A monster with T7 cannot be hurt by S3 models.  And yet, if it whiffs on its attack dice, and only kills one model, all of a sudden it's testing <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> with negative penalties.  <br /> <br /> Shouldn't there be some sort of exception, like, you never ever run from a combat when you took no damage.   If they can't hurt you, why do you need to run away?<br /> <br /> ----<br /> <br /> The utter futility of shooting in fantasy.   If my opponent goes first, I get exactly one round of shooting at his cavalry units before they hit my lines.   Given that cavalry are given ridiculously good saves, I'm lucky to kill one or two knights, unless I play nothing but a gunline, and even then, chances are good that he's going to have enough knights survive to roll up my side.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 15:01:23]]> GMT</pubDate>
				<author><![CDATA[ Redbeard]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ the hardest thing for me to get used to was winning by making stuff run away instead of winning by blowing stuff up]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 15:09:05]]> GMT</pubDate>
				<author><![CDATA[ Necros]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ For me it's the fact that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> goes : Move, Shoot, Assault<br /> <br /> While fantasy goes: Move/Assault, Shoot (magic and shooting are basically the same phase for me)<br /> <br /> For me this is the biggest distinction.  I'll echo everyone else about <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, terrain being impossible to get through, combat res, etc, but for me the biggest change is that you can't move, shoot, assault.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 15:12:20]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ Tactics!   Strategy!<br /> <br /> <br /> <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> (I play both)]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 15:36:24]]> GMT</pubDate>
				<author><![CDATA[ Antonin]]></author>
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			<item>
				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=Redbeard]Combat resolution - specifically, I can have a unit that my opponent cannot realistically hope to actually hurt  (say, night goblins against ironbreakers), but one bad <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> roll and I'm running, and most-likely cut down.  I think this really stands out with characters and monsters.  A monster with T7 cannot be hurt by S3 models.  And yet, if it whiffs on its attack dice, and only kills one model, all of a sudden it's testing <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> with negative penalties.  <br /> <br /> Shouldn't there be some sort of exception, like, you never ever run from a combat when you took no damage.   If they can't hurt you, why do you need to run away?<br /> <br /> ----<br /> <br /> The utter futility of shooting in fantasy.   If my opponent goes first, I get exactly one round of shooting at his cavalry units before they hit my lines.   Given that cavalry are given ridiculously good saves, I'm lucky to kill one or two knights, unless I play nothing but a gunline, and even then, chances are good that he's going to have enough knights survive to roll up my side.<br /> [/quote]<br /> <br /> -the static combat res systems stops big t7 gribblies rolling up a battle line, introducing that silly rule would herald the return of hero hammer in a big big way. That fact that most big monsters cant break ranked units solo is a good thing not a bad thing &gt;&gt; static combat res is representing the sheer weight of troops surrounding you its not all based on pew pewing like in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> -shooting is far from futile but in fantasy alot of it is the 'what if' senario. What if: that helblaster rolls 30 shots, the outriders hit with 12/15 shots, the cannon hits my (insert big point sink monster) shooting can influence the game without doing anything.<br /> <br /> -ur last comment on shooting kinda shows ur a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> player, ever heard of redirecting? screens? bait and flee? and tbh a normal empire knight unit or silver helm unit isnt going to break a block with 5 static <span class="glossaryitem" onmouseover='gp(173);'>CR</span>, 6 attacks with a champ 3-4 hit, 3 kills + standard thats it.<br /> <br /> Alot of the stuff people are talking about rules wise is becuase fantasy cant be won with a big uber unit of doom which pwns everything. They will be marchblocked they will be redirected they will be fleed from and they will be fed crappy 30pt units for 6 turns. its good units need the whole game to make their points back, if every unit can wtfbbq 3 times their cost in a turn or 2 that just sucks &gt;&gt;<br /> <br /> Fantasy is just a more tactical game than <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, this isnt saying <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is a bad game, it needs improving <span class="glossaryitem" onmouseover='gp(72);'>imo</span> and i wount play it in its current incarnation but it has potential.<br /> <br /> You need alot of forward planning to get the most from ur units in fantasy, movement wins and looses games.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 15:40:29]]> GMT</pubDate>
				<author><![CDATA[ Watcher]]></author>
			</item>
			<item>
				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=Watcher][quote=Redbeard]Combat resolution - specifically, I can have a unit that my opponent cannot realistically hope to actually hurt  (say, night goblins against ironbreakers), but one bad <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> roll and I'm running, and most-likely cut down.  I think this really stands out with characters and monsters.  A monster with T7 cannot be hurt by S3 models.  And yet, if it whiffs on its attack dice, and only kills one model, all of a sudden it's testing <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> with negative penalties.  <br /> <br /> Shouldn't there be some sort of exception, like, you never ever run from a combat when you took no damage.   If they can't hurt you, why do you need to run away?<br /> <br /> ----<br /> <br /> The utter futility of shooting in fantasy.   If my opponent goes first, I get exactly one round of shooting at his cavalry units before they hit my lines.   Given that cavalry are given ridiculously good saves, I'm lucky to kill one or two knights, unless I play nothing but a gunline, and even then, chances are good that he's going to have enough knights survive to roll up my side.<br /> [/quote]<br /> <br /> -the static combat res systems stops big t7 gribblies rolling up a battle line, introducing that silly rule would herald the return of hero hammer in a big big way. That fact that most big monsters cant break ranked units solo is a good thing not a bad thing &gt;&gt; static combat res is representing the sheer weight of troops surrounding you its not all based on pew pewing like in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> -shooting is far from futile but in fantasy alot of it is the 'what if' senario. What if: that helblaster rolls 30 shots, the outriders hit with 12/15 shots, the cannon hits my (insert big point sink monster) shooting can influence the game without doing anything.<br /> <br /> -ur last comment on shooting kinda shows ur a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> player, ever heard of redirecting? screens? bait and flee? and tbh a normal empire knight unit or silver helm unit isnt going to break a block with 5 static <span class="glossaryitem" onmouseover='gp(173);'>CR</span>, 6 attacks with a champ 3-4 hit, 3 kills + standard thats it.<br /> <br /> Alot of the stuff people are talking about rules wise is becuase fantasy cant be won with a big uber unit of doom which pwns everything. They will be marchblocked they will be redirected they will be fleed from and they will be fed crappy 30pt units for 6 turns. its good units need the whole game to make their points back, if every unit can wtfbbq 3 times their cost in a turn or 2 that just sucks &gt;&gt;<br /> <br /> Fantasy is just a more tactical game than <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, this isnt saying <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is a bad game, it needs improving <span class="glossaryitem" onmouseover='gp(72);'>imo</span> and i wount play it in its current incarnation but it has potential.<br /> <br /> You need alot of forward planning to get the most from ur units in fantasy, movement wins and looses games.[/quote]<br /> <br /> Let's not turn this into a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> flamewar, now. While the content is helpful, the tone is<br /> a tad on the harsh side. I'm trying to put together the pieces of an article a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> player<br /> would read, not one that would make them combative.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 15:59:12]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=malfred][quote=Platuan4th]Biggest thing I forget? You don't get a bonus attack on the charge.[/quote]<br /> <br /> Big difference there is no bonus attack but chargers always strike first.[/quote]<br /> <br /> Yeah, it was hard to remember after a year or so of 40Kv3 then switching to fantasy to keep that in mind. ]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 16:48:34]]> GMT</pubDate>
				<author><![CDATA[ Platuan4th]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ But it's more startling playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, then playing fantasy a lot, then playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> for the hell of it and realizing that your guys who just charged in for the kill have to stop and get mangled by the I6 stealers first <img src="/s/i/a/813fd55ae283423385e2697b5fbde8c7.gif" border="0"><br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 17:08:03]]> GMT</pubDate>
				<author><![CDATA[ Boss_Salvage]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote] Let's not turn this into a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> flamewar, now. While the content is helpful, the tone is<br /> a tad on the harsh side. I'm trying to put together the pieces of an article a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> player<br /> would read, not one that would make them combative.[/quote]<br /> <br /> sorry i tend to get a little defensive of fantasy.<br /> <br /> I felt i needed to defend the fact that its really really good big monsters and super lords dont rule fantasy. It also sounds like <span class="glossaryitem" onmouseover='gp(3);'>40k</span> players find it hard to get used to the idea that you cant usually win your points back with one massive point sink unit or character.<br /> <br /> What about the idea of point sinks in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>? do they exisit? Nearly unkillable units which tie up a winning ammount of <span class="glossaryitem" onmouseover='gp(140);'>VP</span> so the oponent simply cnt get to them?]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 17:33:30]]> GMT</pubDate>
				<author><![CDATA[ Watcher]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ Part of the point is to interest them, not alienate them. If<br /> they have misconceptions it's better to clarify them than<br /> to make fun of them. ]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 17:46:31]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ Necros said it very well Felix.  The biggest learning curve is psychology and combat resolution which is a very small part of <span class="glossaryitem" onmouseover='gp(3);'>40K</span> but front and center in fantasy.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 17:54:01]]> GMT</pubDate>
				<author><![CDATA[ Dice Monkey]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ Just a different perspective on game differences.<br /> <br /> DIfferences between <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>? <br /> <br /> (Old-timer voice) Back when I started there wasn't much of any difference between 2nd Ed. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and 5th Ed. <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>. To hit Modifiers, real psychology rules, declaring charges at start of turn, and model facing to determine firing arcs were still in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. <br /> <br /> My biggest adjustment was going from card driven magic/psychic systems to dice driven ones. Also going from all wargear/magic items being on individual cards.<br /> <br /> The differences that haven't changed at all are the rank and file vs. squad coherency rules which take a little adjustment.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 17:57:05]]> GMT</pubDate>
				<author><![CDATA[ Joram]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ The hardest thing to wrap your head around is that leadership is the most important stat.  That and things like rank bonus, standars, and the like are more important than actually killing the enemy.  Kind of counter intutive to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> players.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 17:57:15]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
			</item>
			<item>
				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ Just a different perspective on game differences.<br /> <br /> DIfferences between <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>? <br /> <br /> (Old-timer voice) Back when I started there wasn't much of any difference between 2nd Ed. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and 5th Ed. <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>. To hit Modifiers, real psychology rules, declaring charges at start of turn, and model facing to determine firing arcs were still in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. <br /> <br /> My biggest adjustment was going from card driven magic/psychic systems to dice driven ones. Also going from all wargear/magic items being on individual cards.<br /> <br /> The differences that haven't changed at all are the rank and file vs. squad coherency rules which take a little adjustment.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 17:57:20]]> GMT</pubDate>
				<author><![CDATA[ Joram]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=Watcher]<br /> I felt i needed to defend the fact that its really really good big monsters and super lords dont rule fantasy. It also sounds like <span class="glossaryitem" onmouseover='gp(3);'>40k</span> players find it hard to get used to the idea that you cant usually win your points back with one massive point sink unit or character.<br /> <br /> What about the idea of point sinks in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>? do they exisit? Nearly unkillable units which tie up a winning ammount of <span class="glossaryitem" onmouseover='gp(140);'>VP</span> so the oponent simply cnt get to them?[/quote]<br /> <br /> Well, in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, there are answers to all forms of uber-characters.  The most common is simply a powerfist in a squad, which will get to beat on whatever big nasty is attacking that unit for a few turns.<br /> <br /> I think there's a difference, however, in having a rule that makes a dragon not-a-dragon.  I mean, really.  It's a game with dragons in it, and they cannot even face a bunch of toothpick wielding night goblins without having to make a test and potentially run away.  How dragonlike is that?  Dragons should be able to kill as many models that aren't equipped to fight dragons as they want, they shouldn't "lose combat".  They certainly shouldn't have to take <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> tests at -4 (or more) simply because they rolled 1's and 2's on their to-hit rolls, when fighting a target that cannot hurt them.<br /> <br /> While having all-powerful units isn't desirable, there is something to be said for a general who can recognize a mis-match and exploit it.  In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, this can be someone taking a big tank against someone who doesn't have guns strong enough to hurt the big tank.   This isn't something wrong with the game design, it anything, it's a problem in that one player decided that he didn't need to worry about tanks...]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 17:57:29]]> GMT</pubDate>
				<author><![CDATA[ Redbeard]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ yea, but then dragons would run around and kill everything they ran into most of the time. it makes them not broken. if they ignored things that couldn't hurt them then they would have to be upped in pts a lot plus have some drawbacks, like frenzy and such, making them then worthless]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 19:01:23]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=Bastirous666]yea, but then dragons would run around and kill everything they ran into most of the time. it makes them not broken. if they ignored things that couldn't hurt them then they would have to be upped in pts a lot plus have some drawbacks, like frenzy and such, making them then worthless[/quote]<br /> <br /> That's <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.  What about all this talk of strategy and tactics from the Fantasy camp.   Just because your 25 goblins aren't going to make the dragon run away doesn't mean they can't tarpit him all game.  I didn't suggest that <span class="glossaryitem" onmouseover='gp(173);'>CR</span> be ignored completely if you couldn't be hurt, just, you that you shouldn't "lose" combat unless you take some damage.   It doesn't turn them into braindead units, but you don't have this insanely stupid risk of having a dragon running away from, and being cut down by a unit of pixies armed with toothpicks.<br /> <br /> Anyway, sorry to derail the thread.  That's my biggest gripe about fantasy as a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> player.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 19:16:02]]> GMT</pubDate>
				<author><![CDATA[ Redbeard]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ It's not stupid.  It's absolutely necessary to allow dragons to be balanced within a game against armies that aren't using dragons.  5th edition (and earlier) had dragons with stats that allowed them to annihilate ranked blocks from the front, and the game was lame.  In 6th they reduced the stats of all the heroes and big monsters, and introduced the Outnumbering <span class="glossaryitem" onmouseover='gp(173);'>CR</span> bonus to give block units a 5th built-in point of <span class="glossaryitem" onmouseover='gp(173);'>CR</span>, and it was a big part of what made <span class="glossaryitem" onmouseover='gp(144);'>WH</span> my favorite game, pulling ahead of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> In <span class="glossaryitem" onmouseover='gp(144);'>WH</span>, even Dragons need to use maneuver to win.  If they hit a ranked block from the flank or rear, they remove the rank bonus, and only need to kill 2 models ( with +1 themselves for Flanking) from the flank, or 1 model (1 kill +2 <span class="glossaryitem" onmouseover='gp(173);'>CR</span> for Rear) to overcome the banner and outnumbering bonuses, and they win.  The fact that dragons can see and charge OVER other units, and can fly and charge 20", means that they can pick their fights and win as long as they're played smart.  Statting them up to win every time from the front would be shooting the game in the foot.  That said, they beat almost any elite unit or non-ranked unit to tar, no matter whether they're attacking from the front or not.  Which, in combination with the 20" fly/charge move, means they don't get beat very often by ranks unless the user just gets outplayed.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 19:39:18]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>Re:40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ your forgetting the lord on top of the dragon.<br /> <br /> ur average lord on dragon will do maby 3 wounds the dragon 2-3 so u are looking at 5-6 wounds from the dragon and character.<br /> <br /> the goblin unit could be 30 models strong in ranks of 5 with full command so that = 5 static combat res (3 ranks, standard, outnumber) so it could go either way, if the dragons in the flank he probly will win.<br /> <br /> However dragons arnt just close combat monsters, the provide a massive ammount of flexabilty.<br /> <br /> Mount a lord with a good magic bow, you have a move 20'' missle unit with the panic causing dragons breath AND he causes terror and units have to take a fear test to charge him AND u will probily get to stand and shoot AND he can march block AND he can threatern flanks without ever having to charge.<br /> <br /> I think is a difference between <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and fantasy that a massily powerful unit like a dragon doesnt have to ever enter combat to be am awesome assest to an army.<br /> <br /> But dragons are a crutch, dont learn fantasy with one becuase it will stun ur growth as a general.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 19:39:34]]> GMT</pubDate>
				<author><![CDATA[ Watcher]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=tomguycot][quote=JohnHwangDD]The biggest change for me was coming to grips with how Fantasy has so much more dependance on luck.  In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, if you can get a small to moderate advantage, it's not hard to ride it to a victory.  In Fantasy, so few dice are rolled, it's easy to have big swings in fortune stemming from just a few oddball dice. <br /> <br /> The other thing with Fantasy is that things move very slowly.  It's like <span class="glossaryitem" onmouseover='gp(3);'>40k</span> in slow motion.[/quote]<br /> <br /> I find this to be just the opposite. The decreased emphasis on dice rolls usually means that who ever is playing better will come out on top. For example, with fantasy's static combat resolution fights can often be decisively won with only one or two casualties being done so even if you fluff your attacks you can still win if you managed to do something such as rear charge your enemy.[/quote]<br /> <br /> No, Fantasy is just dependant upon die rolls as <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, they just don't roll as many.  For example, in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> you might roll 30 attacks.  In Fantasy, if you're rolling more than 10, that's a lot.  With the greatly reduced dice counts, it's easier to get a "unusual" result in Fantasy, whereas, in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> things tend to flatten out.  You're correct that Fantasy, it may only need 1 kill to win a fight, but in Fantasy, if you're only rolling 5 attacks, it's very possible that you don't get it.  Or if he only needs to make 3 saves, that he makes all 3.  Same with Fantasy <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> tests.  A bad <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test or handful of die rolls at the wrong time, and things can swing in a big way. <br /> <br /> It's not bad, per se, but it's very different.]]></description>
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				<pubDate><![CDATA[Tue, 6 May 2008 20:16:53]]> GMT</pubDate>
				<author><![CDATA[ JohnHwangDD]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ To Dice Monkey:<br /> <br /> Your first rambling sentence could use some puctuation, so forgive me if I misunderstood. I agree that "counts as" armies can be very pretty but also very confusing. I don't see how a Smurf Orc and Goblin army is somehow more acceptable (or easier to understand) than a Zoat Necron army. And certainly, that wasn't the original issue I was addressing, which you seem to have missed (again.) <br /> <br /> I think it is harder to convert in WFB because models have to rank up. Generally speaking, you can't be as outlandish as you can be in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. <br /> <br /> As for your <span class="glossaryitem" onmouseover='gp(150);'>WYSIWYG</span> issue, I think both games are clear on their expectations but both allow for creativity to override. A Power Fist doesn't have to be a Power Fist. Ever see Dave Taylor's Geswick Guard? He had an officer with a cyber mastiff from Necromunda that counted as a Power Fist. I have a friend who is converting his Storm Claw Bike squad from Sammael - despite the fact that Storm Claws ride bikes and not Jetbikes (storm claws are from the pre-heresy era where Jetbikes were more prevalent.)<br /> <br /> Again, I have no doubt that in your experience you many have seen more converted models in WFB than <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, but I certainly don't think that's a universal truth or anything. Good gaming!<br /> <br /> Zoned]]></description>
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				<pubDate><![CDATA[Wed, 7 May 2008 00:10:13]]> GMT</pubDate>
				<author><![CDATA[ Zoned]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=JohnHwangDD]<br /> <br /> No, Fantasy is just dependant upon die rolls as <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, they just don't roll as many.  For example, in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> you might roll 30 attacks.  In Fantasy, if you're rolling more than 10, that's a lot.  With the greatly reduced dice counts, it's easier to get a "unusual" result in Fantasy, whereas, in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> things tend to flatten out.  You're correct that Fantasy, it may only need 1 kill to win a fight, but in Fantasy, if you're only rolling 5 attacks, it's very possible that you don't get it.  Or if he only needs to make 3 saves, that he makes all 3.  Same with Fantasy <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> tests.  A bad <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test or handful of die rolls at the wrong time, and things can swing in a big way. <br /> <br /> It's not bad, per se, but it's very different.[/quote]<br /> <br /> The one area of fantasy in which I will definitely agree with you about the dice having a negative impact is the magic phase. There are so many dice thrown around during the magic phase that sooner or later someone is going to have a disasterous miscast and personally I don't have a lot of fun when the game is decided by who has the most self inflicted magic casualties (which is why a lot of people stay away from magic and to a lesser extent artillery). <span class="glossaryitem" onmouseover='gp(3);'>40k</span> really doesn't have anything that is quite the equivalent of this. Sure there is the perils of the warp rule but assuming you're playing a toughness 4 army you're usually not going to have your psykers completely nuke themselves and even when they do they're not the same ammount of points investment as a 400 some odd point magic using lord in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>.<br /> <br /> I think that this is more than made up for though by some of the areas in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> that do [b]not[/b] require dice rolling where they do in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. The best examples that I can come up with off of the top of my head are difficult terrain and marching. In <span class="glossaryitem" onmouseover='gp(3);'>40k</span> your difficult terrain and "fleet" moves are completely random. You really don't know if your guys are going to go one inch, six inches, or somewhere in between. Whereas in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> you always know exactly how far your guys are going to move. If they're going through difficult terrain they are moving at half speed and if you march you're going double speed. It's always the same and you never get screwed by rolling a one for your difficult terrain on the charge when you only needed two inches.]]></description>
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				<pubDate><![CDATA[Wed, 7 May 2008 13:39:14]]> GMT</pubDate>
				<author><![CDATA[ tomguycot]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=malfred]<span class="glossaryitem" onmouseover='gp(3);'>40k</span> players, what were the hardest things to get used to in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>?[/quote]<br /> <br /> Good rules?<br /> <br /> Depth?<br /> <br /> <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> BYE]]></description>
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				<pubDate><![CDATA[Wed, 7 May 2008 14:19:22]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>Re:40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ I actually started with <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> back in 5th edition.  Started playing <span class="glossaryitem" onmouseover='gp(3);'>40K</span> with 3rd.  Then around the time 6th <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> came out I didn't play anything for a couple years.  Then started playing <span class="glossaryitem" onmouseover='gp(3);'>40K</span> a lot but no <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> because there were no players.  So it's been about 7 years since I really played much <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>.  Been getting back into lately and here's my thoughts:<br /> <br /> 1) One of the biggest adjustments (and one of the reasons I don't play much) is that Fantasy takes longer - longer setup, longer move times (even with trays which are essential), longer break down.<br /> <br /> 2)  Movement - probably the single biggest phase during the first 3 turns.  Only slightly overshadows deployment.  If you don't plan your moves out 3 turns in advance, you're probably screwed.<br /> <br /> 3)  Deployment - with a few exceptions (flying brets being the one that sticks out), if you screw up your deployment, it's almost impossible to recover.  If you have a slow army with a few weak fast units, and you find yourself in the wrong area of the battlefield, getting to where you need to be is damn difficult.  <br /> <br /> 4)  <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> with units for charging.  As someone else mentioned, it's annoying as hell when you have a unit of troops that can't do anything about the pesky unit of skirmishers who are picking off guys in 1's and 2's and keeping you from getting to where you want to be.<br /> <br /> 5)  Static combat resolution - actually this is something that wasn't hard for me to get used to with <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>.  It makes a lot of sense to me, but it's something that you have to be aware of when planing your army.  While <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> has a place in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> (developed there in the first place?) unless used right, it can lead to a quick loss of units.<br /> <br /> For a summary: one of the hardest things to learn about <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> is that there is no room for mistake in deployment or the first couple turns of movement.  There is no rapid redeployment of your army wholesale, once a slow moving large unit is heading somewhere it's hard to change them.]]></description>
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				<pubDate><![CDATA[Wed, 7 May 2008 14:25:10]]> GMT</pubDate>
				<author><![CDATA[ budro]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=H.B.M.C.][quote=malfred]<span class="glossaryitem" onmouseover='gp(3);'>40k</span> players, what were the hardest things to get used to in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>?[/quote]<br /> <br /> Good rules?<br /> <br /> Depth?<br /> <br /> <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> BYE[/quote]<br /> <br /> Now, now. ]]></description>
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				<pubDate><![CDATA[Wed, 7 May 2008 14:47:40]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ I actually find <span class="glossaryitem" onmouseover='gp(3);'>40k</span> to be much more enjoyable than <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>, mostly because something that looks big and nasty actually is. The point about the dragon is a good one, the dragons should be able to eat things like no tommorow, but there should also be a balanceing, like bolt throwers or cannons cause extra wounds against dragons a small possibilty of instant kills.]]></description>
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				<pubDate><![CDATA[Thu, 8 May 2008 04:18:29]]> GMT</pubDate>
				<author><![CDATA[ Ratbarf]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ see but then dragons would lose all effectiveness against armies with loads of bolt throwers and cannons, whereas armies like mine (lizardmen) would have some trouble with things like that.<br /> <br /> <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> is the best system for fantasy medieval style gaming out there, aside from warmaster. it has the most in depth rules to have large army scale games and the rules actually fit how historical research has shown that battles were fought in the old ages. big units would form in ranks and charge another enemy ranked unit, and then one of the two units would take a couple steps back and repeat the process. overall it's an amazing system which takes into account all the things that changed the tide of historical battles and armies which the books for <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> have been based upon (british, french, aztecs/mayan, mongolians, etc.)<br /> <br /> oh right forgot to say, yes the hardest thing to realize/get used to in fantasy is the movement and combat resolution. other than that it's pretty much like <span class="glossaryitem" onmouseover='gp(3);'>40k</span> without guns]]></description>
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				<pubDate><![CDATA[Thu, 8 May 2008 04:42:37]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>40k players, what were the hardest things to get used to in WHFB?</title>
				<description><![CDATA[ [quote=Ratbarf]I actually find <span class="glossaryitem" onmouseover='gp(3);'>40k</span> to be much more enjoyable than <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>, mostly because something that looks big and nasty actually is. The point about the dragon is a good one, the dragons should be able to eat things like no tommorow, but there should also be a balanceing, like bolt throwers or cannons cause extra wounds against dragons a small possibilty of instant kills.[/quote]<br /> <br /> please please never write new fantasy rules for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> becuase you (not in a nasty way) have no idea how all the armies would cope with that, dragons are balanced in the game <span class="glossaryitem" onmouseover='gp(258);'>atm</span> and provide pew pew killyness to the army as well as loads of support options.<br /> <br /> I dont want ur dragon being able to munch my BoC army and my only counter to be warmachines &gt;&gt; yeah becuase BoC have sooooo many of them in their list &gt;&gt;<br /> <br /> Not every army in fantasy has 'the anti tank weapon' 'the anti infantry weapon', so you cant make them nessisary counters.]]></description>
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				<pubDate><![CDATA[Thu, 8 May 2008 14:15:17]]> GMT</pubDate>
				<author><![CDATA[ Watcher]]></author>
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