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Made in us
Regular Dakkanaut





Hi all. I've been playing 40k for about a year and a half now and love it. I love the fulff, I absolutely love the painting and modeling, and I enjoy the game itself. Recently, I've been thinking about getting in to fantasy as well, because there are some seriously cool models to work with.

How different a game is fantasy from 40k? Obviously this may change soon with 6th edition on its way, but what is the general feel of the game?

What are the important things to consider when building an army? For example, in40k you need to address anti armor, anti infantry, model count, mobility, close combat, shooting, etc. What does a fantasy army need to do?

As far as armies I'm considering, what are the pros and cons of Warriors of Chaos, Vampire Counts, and Daemons of Chaos? They all have really cool models. I have a small 40k daemons army already but other than the princes, crushers, and bloodletters, I'm not super inspired by them and am not sure I want to invest more in to them. That is partly because I have found them frustrating to play in 40k.

Things that I enjoy are tough, strong creatures or characters that can make a mess in close combat, but I also enjoy being able to blast foes to pieces and the magic element of fantasy is something I would like to mess with.
To give an example of types of armies I like, I play thunderwolf heavy Space Wolves, Imperial Guard with a Leman Russ foundation with infantry blobs, and the aforementioned Daemons based around daemon princes, greater daemons, and bloodcrushers. Thanksgiving your input.
   
Made in us
Confessor Of Sins




WA, USA

I'll do my best to answer all your questions.

Fantasy and 40k are very different games. While they use the same basic stat systems, the similarities quickly fall away between the two. Generally, in Fantasy you have to think in terms of overall synergy and long-term battle planning. I'm not saying you don't do that in 40k, but in Fantasy, there is a much greater emphasis on it.

Likewise, there is far less list-strength emphasis in Fantasy. Again, there are lists that are better and worse than others, but you will not find lists that are used with such frequency to get names in Fantasy; there's no such thing as Draigowing lists in Fantasy. For the most part, a strong tactician can win with a wider variety of lists, and you will rarely get much of an advantage or disadvantage with your basic list construction.

When building an army, you need to consider your units' strength and weaknesses. Force Organization is different than in 40k. In Fantasy, you may spend up to 25% of your points on Lord, 25% on Heroes, -AT LEAST- 25% on your Core, up to 50% on Special and up to 25% in Rare. Generally, this means finding ways to get a lot out of your core and find their strengths.

As far as 'must-haves' for Fantasy, the only thing I really consider needed is some form of Wizard, but most will tell you a level 4 mage is necessary in 8th edition, I do not believe that as much. It all depends on your playstyle. Also valuable is learning the difference between bus infantry (5 models wide and very deep) and horde infantry (10 models wide). Buses offer durability and a strongpoint for your army to hold off the enemy through ranks and Steadfast while infantry hordes can pump out more damage.

As far as the armies you like, here are my basic thoughts on each:

Warriors of Chaos: The strengths of this army are its basic core troops (Marauders and Chaos warriors are both excellent for different purposes) and the strength of its characters. YOu can have powerful, well-protected wizards and combat characters with very little to fear from anything. Their main weaknesses is that they are elite, so you will have less models, and have almost no shooting.

Deamons: They are different than 40k demons, as you will be deploying normally (no deep strike in fantasy). Their strengths are that they are reliable and will always have some form of ward save (the invul save of Fantasy) so they can take some serious punishment. In addition, each type of daemon can fill their role really well; Bloodletters/crushers are beatsticks of the highest caliber, Tzeentch guys can put out some awesome casting, Nurgle is very durable and so on so on. You also can get some nice variety in your demonic gifts and abilities. Weaknesses for Demons are that they do not have conventional armor, so while they always have a save of some sort...they do not have a GOOD save. They also are a fairly elite army, so losses are always felt.

Vampire Counts are an army that thrives off of magic and battles of attrition. With your magic and cheap, expendable infantry, you can mire your opponents in a mob of zombies or skeletons that they just can't chew through in time for your more powerful units to get to their flanks and start hurting them back. Likewise, your magic is excellent in a support role, allowing you to heal up damaged units. Weaknesses are the relative poor nature of most of their units, outside of the elite VC units, you will need to choose your fights wisely. Also, VCs are reliant on keeping your General alive, if you lose him, your army will begin to melt down and crumble. (this was true for the last edition, but I have not read the new VC book).

Hope that helps!

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Regular Dakkanaut





Thanks man. Warriors are probably the way for me to go. They will likely give me the style of play that I want. Suggestions on how to play them well? Different types of builds available to them?
   
Made in us
Confessor Of Sins




WA, USA

stewy37 wrote:Thanks man. Warriors are probably the way for me to go. They will likely give me the style of play that I want. Suggestions on how to play them well? Different types of builds available to them?


Warriors of Chaos have some pretty decent units, it is best to go over the codex and figure out what fits you best. But in terms of a durable anvil, a unit of Chaos Warriors with shields and the Mark of Tzeentch are about as solid as they get, if a bit expensive. But a block of them can take most of what is dished at them, and have enough power to hit back as well.

Chaos Sorcerers are a solid choice as well.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Regular Dakkanaut





I have a codex coming, and I'll take some time looking at lists and tactics that people are using in the meantime.
   
 
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