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![[Post New]](/s/i/i.gif) 2012/03/25 17:06:06
Subject: Why should i play fantasy?
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Hellacious Havoc
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I have been playing 40k for a while now but have always liked the middle earth kind of setting. I'm just wondering how different WHFB is from 40k, gameplay wise anyway, i heard its slower and more boring, and just wanted some new opinions and information on how it plays differently from its counterpart.
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Happiness is a delusion of the weak.
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![[Post New]](/s/i/i.gif) 2012/03/25 17:11:46
Subject: Why should i play fantasy?
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Water-Caste Negotiator
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lakemacleod wrote:...i heard its slower and more boring, and just wanted some new opinions and information on how it plays differently from its counterpart.
I'm an avid 40k player, I just recently started getting into WHF, and I will tell you this.
No they are not slow, if anything games take a faster amount of time.
You get into hand to hand quicker.
Only reason it would be slow is if you opponent has no clue what they are doing and keeps second guessing or doesn't know his strategy.
Boring? No, in fact I've been bored playing 40k a lot of times, I have never been bored playing WHF..
So the things that you have heard are pretty flase, at least in my opinion, your experience may vary.
[EDIT]
Things that are different.
WHF and 40k, the only similarities are the to hit and to wound chart and other small rules, other than that, its essentially different.
most units have to be in what is called rank and file, which is a big ol block. this makes things like stone throwers and magic that uses templates more deadly than in 40k, but you will not often have to worry about templates to much, unlike 40k where everything uses a template.
the turn is divided like so
40k: Move Shooting/Running Assault
WHF: declaring charges (then you charge into combat but do not fight yet),
Compulsory movement (IE things that have to move, not your choice IE fleeing),
Regular movement (things you want to move),
Magic Phase (this one is big, I'll describe further down),
Shooting Phase
Assault Phase
Now, charging you declare a charge, every unit has a specific movement value in their stats shown as M, this is how far they can move, unlike 40k where everything is a static 6"/12"/18"/24"/36".
Charge, which means you declare, than roll 2D6 + your movement value. Movement you can either move your movement value and shoot or what not, or you can march, which is like running where you can't shoot but you move double your distance value.
Movement is not like 40k where you can willy nilly turn around and run back, if a character is by himself or a model is solo they can then, since they are not in formation, but formations have to pivot to turn, which will take away some of your movement.
Magic is big in 8th edition. Almost everyone has some form of magic, with 8 stadard lores in the rulebook to choose from and special lores in respective codecies. You roll 2D6 for casting dice, and you have a pool of dice you use to cast. Your opponent gets the higer number from that 2D6 for dispel dice. If you have any wizards, your wizards can try to channel more casting dice or dispell dice into your pool in a roll of a 6 for each wizard you own. As stated before, Magic is powerful in 8th, not nessesary, but if your opponent has magic and you do not, than you're at a slight disadvantage.
Shooting has modifiers, so if archers are BS3, meaning they need 3's to hit, if they moved, they will get -1, if your opposing unit is over half the total distance of your ranged weapon, -1, if you are charged and you stand and shoot (meaning you get shots before they hit you) you get -1.
So example, BS4, you moved and the unit you are trying to shoot is 20" away and your weapon range is 24", you get -2, which means you now need 5's to hit.
Assault phase, those who are in base to base or are at corners get to attack. Not everyone in the unit may attack, only the first rank gets ALL of their attacks, second rank only get what is called support attacks, IE only 1 attack per model, Unless they are monsterous infantry. If your unit is equiped with spears, than the 3rd rank will get support attacks (except on the turn they charged.)
You may ask "Then why have all these other models just sitting in the back p****ing in the wind?" will if you have more ranks than your opponent, you get steadfast, which means if you lose combat, you're stubborn in 40k terms. Thats a big one. their are pluses and minuses for how your unit is equiped, IE, if you have a banner, +1 to combat res, how many ranks you have adds to combat res, how many models you killed adds to res, how many your opponent killed subtracts your res, musicians will win combat res by 1 if it is a tie.
Remember I am still learning myself, so these statements may be inaccurate or false all together, so take them with a grain of salt, and if I am wrong than please correct me. I am only telling you what I have learned.
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This message was edited 1 time. Last update was at 2012/03/25 17:42:13
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![[Post New]](/s/i/i.gif) 2012/03/25 17:11:47
Subject: Why should i play fantasy?
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Fanatic with Madcap Mushrooms
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I find 40k to be the more boring game due to its dependancy on one phase. Fantasy every phase of the game is important.
It requires alot bigger blocks (80% of the time) and a greater understanding of the movement phase.
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![[Post New]](/s/i/i.gif) 2012/03/25 17:21:46
Subject: Why should i play fantasy?
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Hellacious Havoc
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okay cool, i just wanted to make sure the common consensus wasn't "fantasy is slow and dull" thanks guys i think im going to get into tomb kings, as soon as someone buys my damn tyranids....
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Happiness is a delusion of the weak.
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![[Post New]](/s/i/i.gif) 2012/03/25 17:54:48
Subject: Why should i play fantasy?
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Cosmic Joe
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It used to be, or so i hear, but boy did they streamline the thing.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2012/03/25 17:56:05
Subject: Why should i play fantasy?
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Hellacious Havoc
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Abyssel wrote:lakemacleod wrote:...i heard its slower and more boring, and just wanted some new opinions and information on how it plays differently from its counterpart.
I really appreciate it man, thanks for taking the time to write a long reply. When you said if the unit has BS 3 it hits on threes, was that legit or did you mean to say hit on four's, it confused the whole shooting thing for me.
I'm an avid 40k player, I just recently started getting into WHF, and I will tell you this.
No they are not slow, if anything games take a faster amount of time.
You get into hand to hand quicker.
Only reason it would be slow is if you opponent has no clue what they are doing and keeps second guessing or doesn't know his strategy.
Boring? No, in fact I've been bored playing 40k a lot of times, I have never been bored playing WHF..
So the things that you have heard are pretty flase, at least in my opinion, your experience may vary.
[EDIT]
Things that are different.
WHF and 40k, the only similarities are the to hit and to wound chart and other small rules, other than that, its essentially different.
most units have to be in what is called rank and file, which is a big ol block. this makes things like stone throwers and magic that uses templates more deadly than in 40k, but you will not often have to worry about templates to much, unlike 40k where everything uses a template.
the turn is divided like so
40k: Move Shooting/Running Assault
WHF: declaring charges (then you charge into combat but do not fight yet),
Compulsory movement (IE things that have to move, not your choice IE fleeing),
Regular movement (things you want to move),
Magic Phase (this one is big, I'll describe further down),
Shooting Phase
Assault Phase
Now, charging you declare a charge, every unit has a specific movement value in their stats shown as M, this is how far they can move, unlike 40k where everything is a static 6"/12"/18"/24"/36".
Charge, which means you declare, than roll 2D6 + your movement value. Movement you can either move your movement value and shoot or what not, or you can march, which is like running where you can't shoot but you move double your distance value.
Movement is not like 40k where you can willy nilly turn around and run back, if a character is by himself or a model is solo they can then, since they are not in formation, but formations have to pivot to turn, which will take away some of your movement.
Magic is big in 8th edition. Almost everyone has some form of magic, with 8 stadard lores in the rulebook to choose from and special lores in respective codecies. You roll 2D6 for casting dice, and you have a pool of dice you use to cast. Your opponent gets the higer number from that 2D6 for dispel dice. If you have any wizards, your wizards can try to channel more casting dice or dispell dice into your pool in a roll of a 6 for each wizard you own. As stated before, Magic is powerful in 8th, not nessesary, but if your opponent has magic and you do not, than you're at a slight disadvantage.
Shooting has modifiers, so if archers are BS3, meaning they need 3's to hit, if they moved, they will get -1, if your opposing unit is over half the total distance of your ranged weapon, -1, if you are charged and you stand and shoot (meaning you get shots before they hit you) you get -1.
So example, BS4, you moved and the unit you are trying to shoot is 20" away and your weapon range is 24", you get -2, which means you now need 5's to hit.
Assault phase, those who are in base to base or are at corners get to attack. Not everyone in the unit may attack, only the first rank gets ALL of their attacks, second rank only get what is called support attacks, IE only 1 attack per model, Unless they are monsterous infantry. If your unit is equiped with spears, than the 3rd rank will get support attacks (except on the turn they charged.)
You may ask "Then why have all these other models just sitting in the back p****ing in the wind?" will if you have more ranks than your opponent, you get steadfast, which means if you lose combat, you're stubborn in 40k terms. Thats a big one. their are pluses and minuses for how your unit is equiped, IE, if you have a banner, +1 to combat res, how many ranks you have adds to combat res, how many models you killed adds to res, how many your opponent killed subtracts your res, musicians will win combat res by 1 if it is a tie.
Remember I am still learning myself, so these statements may be inaccurate or false all together, so take them with a grain of salt, and if I am wrong than please correct me. I am only telling you what I have learned.
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Happiness is a delusion of the weak.
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![[Post New]](/s/i/i.gif) 2012/03/25 18:08:52
Subject: Why should i play fantasy?
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Water-Caste Negotiator
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My mistake, BS4 is what I meant. WHF uses the same to hit, to wound, and assault hit charts as 40k.
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![[Post New]](/s/i/i.gif) 2012/03/25 18:17:18
Subject: Why should i play fantasy?
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Hellacious Havoc
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Abyssel wrote:My mistake, BS4 is what I meant. WHF uses the same to hit, to wound, and assault hit charts as 40k.
ok cool, i was worried i'd have to learn a new system
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Happiness is a delusion of the weak.
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![[Post New]](/s/i/i.gif) 2012/03/25 18:36:26
Subject: Re:Why should i play fantasy?
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Cosmic Joe
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As a transfer player myself i have to say the cover sistem is what weirded me out more, it just seemed to actually make sense
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2012/03/25 18:38:01
Subject: Why should i play fantasy?
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Water-Caste Negotiator
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Yeah I must admit that a lot of common sense actually MAKES SENSE in WHF.... le gasp!
Unlike 40k where things get weird quick.
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![[Post New]](/s/i/i.gif) 2012/03/25 18:57:55
Subject: Why should i play fantasy?
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Hellacious Havoc
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How does cover vary? I always thought armor saves should be taken in addition to cover saves. No one is says "im going to remove all my armor because i am in a stand of trees, i would rather they protect me"
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Happiness is a delusion of the weak.
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![[Post New]](/s/i/i.gif) 2012/03/25 19:06:30
Subject: Why should i play fantasy?
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Water-Caste Negotiator
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Not sure how cover works, I think it gives them negative modifiers to their BS.
I believe you can roll both your armor save and ward save and regeneration though.
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![[Post New]](/s/i/i.gif) 2012/03/25 19:15:58
Subject: Re:Why should i play fantasy?
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Excellent Exalted Champion of Chaos
Grim Forgotten Nihilist Forest.
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Cover? Theirs no cover. You can obscure units though. However you can take an armor save, that can be deduced by modifiers. A s4 attack is a -1 modifier so 5+ instead of 4+ To save a Bestigor.
However you can take a inv save or as we call em in fantasy, Ward saves!
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I've sold so many armies. :(
Aeldari 3kpts
Slaves to Darkness.3k
Word Bearers 2500k
Daemons of Chaos
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![[Post New]](/s/i/i.gif) 2012/03/25 19:21:35
Subject: Why should i play fantasy?
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Sneaky Lictor
Sacramento, CA
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agreed w/ what pretty much everyone says.
As one redshirt even said - " 40k is about list-building and letting your list do the work. Fantasy is about board control and unit tactics." Which one sounds like a better, more fun and engaging game?
WHFB's rules make it inherently "non-competitive" from a player's perspective. By that, I only mean, there are so many variables and equalizers during a match (random charges/flees/pursues, self-destructive magic/ WMs, armor saves harder to get than 40k, shooting harder to hit than 40k, etc) that the players who want total control of what goes on (i.e. the list-builders of 40k) usually get turned off or frustrated. WHFB players have to accept the bad w/ the good. I've heard so many 40k players who test out WHFB say "man, magic is BROKEN" or "this isn't fair!!!". ...except it is "fair" (if that's the proper term). The same randomness, good or bad, can happen to any and all armies.
Although, maybe in the 41st millennium, whoever has the most S9 shots truly will always win...
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currently playing: ASoIaF | Warhammer 40k: Kill Team
other favorites:
FO:WW | RUMBLESLAM | WarmaHordes | Carnevale | Infinity | Warcry | Wrath of Kings
DQ:80S+G+M----B--IPwhfb11#--D++A++/wWD362R++T(S)DM+ |
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![[Post New]](/s/i/i.gif) 2012/03/25 19:25:03
Subject: Why should i play fantasy?
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Hellacious Havoc
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Come to think of it 40k is kind of run on autopilot, i would much enjoy a much more engaging/interactive game.
Dr. Cheesesteak wrote:agreed w/ what pretty much everyone says.
As one redshirt even said - " 40k is about list-building and letting your list do the work. Fantasy is about board control and unit tactics." Which one sounds like a better, more fun and engaging game?
WHFB's rules make it inherently "non-competitive" from a player's perspective. By that, I only mean, there are so many variables and equalizers during a match (random charges/flees/pursues, self-destructive magic/ WMs, armor saves harder to get than 40k, shooting harder to hit than 40k, etc) that the players who want total control of what goes on (i.e. the list-builders of 40k) usually get turned off or frustrated. WHFB players have to accept the bad w/ the good. I've heard so many 40k players who test out WHFB say "man, magic is BROKEN" or "this isn't fair!!!". ...except it is "fair" (if that's the proper term). The same randomness, good or bad, can happen to any and all armies.
Although, maybe in the 41st millennium, whoever has the most S9 shots truly will always win...
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Happiness is a delusion of the weak.
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![[Post New]](/s/i/i.gif) 2012/03/25 19:30:02
Subject: Re:Why should i play fantasy?
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Excellent Exalted Champion of Chaos
Grim Forgotten Nihilist Forest.
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Oh how I dearly wish some of our local gamers would convert from 40k to fantasy.  I like a lot of the regulars in the WHFB forum.
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I've sold so many armies. :(
Aeldari 3kpts
Slaves to Darkness.3k
Word Bearers 2500k
Daemons of Chaos
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![[Post New]](/s/i/i.gif) 2012/03/25 19:31:26
Subject: Why should i play fantasy?
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Cosmic Joe
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lakemacleod wrote:How does cover vary? I always thought armor saves should be taken in addition to cover saves. No one is says "im going to remove all my armor because i am in a stand of trees, i would rather they protect me"
Thats just it there are no cover saves, standing behind a tree dosen't magically protect you X% of the time it will oddly enough make you harder to actually hit.
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This message was edited 2 times. Last update was at 2012/03/25 19:42:52
Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2012/03/25 19:37:16
Subject: Why should i play fantasy?
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Water-Caste Negotiator
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Forgot to explain that.
More indepth,
Armor is a lot different than 40k, armor saves are NOT static.
The average stat is 3 in WHF as compared to 4 in WH40k.
As strength gets higher, armor becomes worse. I'm sure a giant could squish a knight, armor will not help him.
Strength 3 = Regular armor save
Strength 4 = -1 to armor
Strength 5 = -2 to armor, so on and so forth.
equipment can add armor to models, for instance, shields give +1 to armor, mounts give +1 to armor, and so on. Light armor is a 6+ save, heavy armor a 5+ save.
I'll give an example on how this works. A warrior of chaos starts out with a 4+ armor save from Chaos Armor (very powerful armor all the core units in WoC start with.) Give him a shield and he now has a 3+ armor save.
I fight an ogre with a great weapon. Great weapons give +2 to strength, so the str 4 ogre now has strength 6.
Warrior will attack first with initiative 5, strength 4, on toughness 4, needs 4's to wound. Ogres have 3 wounds a piece. Say i got him down to 1 wound.
Ogre attacks back, Gets one wound on warrior.
3+ armor save
strength 6
-3 to armor
so the warrior now has to roll a 6 to save himself.
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![[Post New]](/s/i/i.gif) 2012/03/25 19:54:40
Subject: Why should i play fantasy?
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Hellacious Havoc
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Cool that makes alot more sense actually, thanks for all the feedback!
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Happiness is a delusion of the weak.
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![[Post New]](/s/i/i.gif) 2012/03/26 00:44:57
Subject: Why should i play fantasy?
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Commanding Orc Boss
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Abyssel wrote:
I believe you can roll both your armor save and ward save and regeneration though.
If you fail your armor save (or are unable to take it because of a high strength hit or other reason) you can take the ward save (Fantasy's Invulnerable save). Regeneration is another type of save you can choose to take either this or your ward save (if you have any of the two), but not both.
Also, infantry models that fight in close combat using a hand weapon and shield benefit from what is called a "parry" save which is actually a 6+ ward save.
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This message was edited 1 time. Last update was at 2012/03/26 00:47:21
KoW Ogres/Basileans/Elves
WHFB Orcs & Goblins
WH40k Necrons
Ph'nglui mglw'nafh Cthulhu R'Lyeh wgah'nagl fhtagn
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![[Post New]](/s/i/i.gif) 2012/03/26 01:43:24
Subject: Why should i play fantasy?
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Regular Dakkanaut
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This post just pushed me over the edge on wanting to play Fantasy. I heart 40k, but this sounds real fun too.
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![[Post New]](/s/i/i.gif) 2012/03/26 03:59:34
Subject: Why should i play fantasy?
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Cosmic Joe
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When 8th came out i was like yea i started 40k ata a new eddition so lets give this a try, since then i've only played 40k twice...
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2012/03/26 04:01:14
Subject: Why should i play fantasy?
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Avatar of the Bloody-Handed God
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Fantasy is more fun, but I dont consider moving giant blocks of infantry fun....
More tactics in fantasy though, and pre measuring allowed!
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![[Post New]](/s/i/i.gif) 2012/03/26 04:46:17
Subject: Why should i play fantasy?
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Cosmic Joe
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LunaHound wrote:Fantasy is more fun, but I dont consider moving giant blocks of infantry fun...
No that's true pushing the blocks armound gets a bit tedious (still better than moving a horde of orks around model by model), it's when you start learning positioning, tactical manuevering, and proper flanking that the fun of it kicks in. WHFB is a game of tryung to kill blocks by getting you'r blocks in a favorable possition, while the enemy is doing the same.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2012/03/26 05:34:52
Subject: Why should i play fantasy?
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Avatar of the Bloody-Handed God
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Another thing I like about Fantasy is, even though it still luck oriented, your tactic will effect your result more than 40k.
Mainly due to the combat resolution stacks alot, more than what your dice rolls
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![[Post New]](/s/i/i.gif) 2012/03/26 06:07:26
Subject: Re:Why should i play fantasy?
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Excellent Exalted Champion of Chaos
Grim Forgotten Nihilist Forest.
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Two personal reasons.
I like how the armies have a lot more selection. In 40k nigh half the codex's are power armor just in a different flavor. You don't get that, each fantasy army has an incredibly unique look and feel. Though some play in a similar way.
And, a lot less annoying kids play it.
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I've sold so many armies. :(
Aeldari 3kpts
Slaves to Darkness.3k
Word Bearers 2500k
Daemons of Chaos
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![[Post New]](/s/i/i.gif) 2012/03/26 06:08:18
Subject: Why should i play fantasy?
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Big Fat Gospel of Menoth
The other side of the internet
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LunaHound wrote:Another thing I like about Fantasy is, even though it still luck oriented, your tactic will effect your result more than 40k.
Mainly due to the combat resolution stacks alot, more than what your dice rolls
Until that block of 100 gobbos hits the table...
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(╯°□°)╯︵ ┻━┻
RAGE
Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies |
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![[Post New]](/s/i/i.gif) 2012/03/26 06:10:15
Subject: Why should i play fantasy?
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Avatar of the Bloody-Handed God
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Surtur wrote:LunaHound wrote:Another thing I like about Fantasy is, even though it still luck oriented, your tactic will effect your result more than 40k.
Mainly due to the combat resolution stacks alot, more than what your dice rolls
Until that block of 100 gobbos hits the table...
Then that goes back to my earlier post of giant blocks not fun :'3
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![[Post New]](/s/i/i.gif) 2012/03/26 06:37:04
Subject: Re:Why should i play fantasy?
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Sneaky Lictor
Sacramento, CA
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Shadowbrand wrote:Two personal reasons.
I like how the armies have a lot more selection. In 40k nigh half the codex's are power armor just in a different flavor. You don't get that, each fantasy army has an incredibly unique look and feel. Though some play in a similar way.
And, a lot less annoying kids play it.
I gotta admit, those apply to me as well. The monotonous look/play of half the armies (i.e. Marines = half of the armies available...and = 3/4 of the armies played) and the community - so much finicky criticism and b-peen (like e-peen, but "b" for "board"!), etc. I could easily get over the fact that the game is fairly simpler compared to WHFB and I could even get over the fact half the armies are Marines if just less people played Marine armies (which the community is partially to blame too, I suppose). But in the end, the lack of variety and the players themselves were enough to make me to give WHFB a shot.  so glad I did.
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currently playing: ASoIaF | Warhammer 40k: Kill Team
other favorites:
FO:WW | RUMBLESLAM | WarmaHordes | Carnevale | Infinity | Warcry | Wrath of Kings
DQ:80S+G+M----B--IPwhfb11#--D++A++/wWD362R++T(S)DM+ |
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![[Post New]](/s/i/i.gif) 2012/03/26 07:52:47
Subject: Why should i play fantasy?
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Beautiful and Deadly Keeper of Secrets
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Just remember that magic is far more devastating than psykers. If you thought JOTWW was bad wait till a Pit of Shades hits your mob and destroys half your army before you get to move.
Magic is perhaps the most random, and most erratic thing in the game, because you need a Level 4 magic or else you die.
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