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![[Post New]](/s/i/i.gif) 2010/02/04 03:55:00
Subject: A few questions on warriors of chaos and WHFB
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Corporal
Chicago
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Im currently working on my 40k Orks army, but the LFGS where I play also has quite a few WHFB players who have told me that WHFB is much less forgiving in tactical errors but annnnnnywayssssss I have taken a liking to the Warriors of Chaos asthetically speaking they are awesome! That aside can anyone tell me what their play style is like? Furthermore to create about a 2000 point force how much would it cost? (in usd) If ive heard correctly chaos are quite pricy in points which of course would mean less money to spend on the main force. Also just speaking generally about WHFB as compared to 40k how much more complex are the rules? Thanks in advance to anyone who can anweser some of htese questions!
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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![[Post New]](/s/i/i.gif) 2010/02/04 12:29:19
Subject: A few questions on warriors of chaos and WHFB
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Longtime Dakkanaut
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Chaos Warriors are actually pretty cheap to collect (apart from the characters, more on that later).
You can get a decent amount by getting 2 battalion boxes and some Marauder Horsemen (who aren't in there, but are really good). You actually might have too many Warriors and Marauders from that too, but it gives you more flexibility.
This is enough troops for a 2000 point list, but you need characters.
They are quite expensive, so what I recommend is converting them from other kits. If you get another Knight box, with a bit of playing around you can make an Exalted Champion or Chaos Lord out of it.
I have a few foot characters, but generally don't use them. Most of mine are on Discs, with my BSB on a horse.
The general playstyle depends on the build, but tend towards reasonably fast, hard hitting units (cavalry), but can make a slow force too which isn't so powerful.
Magic is popular, because it's quite strong and the Chaos Lord option is a bit expensive for what he does compared with the Sorcerer Lord.
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![[Post New]](/s/i/i.gif) 2010/02/05 03:10:58
Subject: Re:A few questions on warriors of chaos and WHFB
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Corporal
Chicago
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Sweet, I definently need get updated with the rules. Most likely im going to end up painting them for awhile before considering making an army list, at some point I'll have to pick up the rulebook though.
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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![[Post New]](/s/i/i.gif) 2010/02/05 14:53:15
Subject: A few questions on warriors of chaos and WHFB
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Nasty Nob
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I would highly recommend going either of two ways with WoC, either Magic-Heavy or all Cavalry. Chaos Warriors and Marauders are great, but unless you have some magical assistance you're going to get into combat against full-strength units. All Cav is great, but it's probably a win-big/lose-big army.
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"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms |
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![[Post New]](/s/i/i.gif) 2010/02/05 15:14:54
Subject: A few questions on warriors of chaos and WHFB
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40kenthus
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WFB vs 40K: The core of the fantasy rules system is how units move. Understanding this system is 80% of playing the game. In 40K the player almost always has control over unit movement. In WFB its possible to have units moving in the "wrong" direction, charging into unfavorable combats or getting stuck in terrain features. Winning the game can often times be attributed to forcing your opponent into these difficult situations.
When building your army, units of Warriors (with shield, extra hand weapon or halberd), small units of Marauders with flails/great weapons, Knights and Marauder horsemen with fails or throwing axes are all good core units which should fit into just about any list you ultimately play.
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![[Post New]](/s/i/i.gif) 2010/02/05 20:38:39
Subject: Re:A few questions on warriors of chaos and WHFB
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Confident Marauder Chieftain
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if you go for cav heavy make sure you have Maruaders kitted out as fast cav and medium cav plus add in some hounds and Chaos Knight, if you want abit more beef try adding Dragon Ogres as they can keep up with the Knights and if you have points left over >.> then you might like to add a Shaggoth
as for magic heavy go with your basic troops (Marauders and Warriors) and a unit of Chosen (they get a free roll on the chart and are a great bodyguard unit) then take sorcerers for your hero choices level 2 them and give them stuff to help get the spells out..........oh and give one the infernal puppet
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I could Murder a cup of tea |
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![[Post New]](/s/i/i.gif) 2010/02/06 00:42:07
Subject: A few questions on warriors of chaos and WHFB
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Corporal
Chicago
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Magic sounds pretty sweet, I mainly want to go chaos for their awesome infantry models anyways. Also whats up with this not controlling your infantry movements business? Are there like special physchology rules or something?
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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![[Post New]](/s/i/i.gif) 2010/02/06 19:41:23
Subject: A few questions on warriors of chaos and WHFB
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Longtime Dakkanaut
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Crusnik wrote:Magic sounds pretty sweet, I mainly want to go chaos for their awesome infantry models anyways. Also whats up with this not controlling your infantry movements business? Are there like special physchology rules or something?
No, it's more of a problem with them being slower.
You know in 40k, the advantage of Mech (and to a lesser extent, bike) armies over footsloggers? The equivalent is with Cavalry.
The 'not controlling' probably means if they are march blocked (marching is moving double speed, like running in 40k but fixed; if there's an enemy model close then you can't do it), the low movement of a standard infantry model limits them.
Working with Infantry does work, but needs more support from other parts as it's intently easier to outmanoeuvre (this is true for all armies, not only WoC). Some armies use Missile Troops to shape the field, which is largely unavailable for WoC so Magic is often used instead to support the army.
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![[Post New]](/s/i/i.gif) 2010/02/07 20:13:19
Subject: A few questions on warriors of chaos and WHFB
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Corporal
Chicago
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Ok, this is starting to make sense. I suppose that as with anything else you need a great dea lof practice to get any good at it.
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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![[Post New]](/s/i/i.gif) 2010/02/08 15:58:08
Subject: A few questions on warriors of chaos and WHFB
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40kenthus
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Crusnik wrote:Magic sounds pretty sweet, I mainly want to go chaos for their awesome infantry models anyways. Also whats up with this not controlling your infantry movements business? Are there like special physchology rules or something?
In 40K all units have 360 view and movement. If you make a mistake, or if your opponent suddenly moves units to a place you were not expecting, its not a problem. The unit stops on a dime and changes direction.
In WFB, units see (and charge) only to the front. Units wheel to move left or right (which eats up your movement allowance) or, the unit can reform to a new direction - but that will cost you all of your movement for the turn. Combat has a similar list of movement restrictions and requirements. The whole process is a lot more like chess - in WFB its possible to predict where a unit will be in 2-3 rounds because the movement choices are limited.
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