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==Typical Stats and Gameplay== Please note everything in this section will be horribly oversimplified for experienced players, and is designed to merely give newbies an idea of the gameplay differences. Obviously, all of these stats will vary depending on what sort of niche the unit fills. Generally, you can assume values higher than those shown are above average and those lower are below average. ===Warhammer 40k=== The typical troop in 40k will have a statline something like this: Weapon Skill 3-4, Ballistic Skill 3-4, Strength 3-4, Toughness 3-4, Wounds 1, Initiative 3-4, Attacks 1, Leadership 7-9, Armour Save 4-5 Whereas a big beasty might have a statline like this: Weapon Skill 3-4, Ballistic Skill 3-4, Strength 6, Toughness 6, Wounds 3-4, Initiative 3-4, Attacks 4, Leadership 7-9, Armour Save 4-5 Vehicles: A vehicles statline works the same except that is has a armour value instead of toughness or an armour save, often has no attack value or initiative and generally moves faster. A typical range of shooting weapons in 40k is 24". In the absence of special rules all models move 6 inches. ===40k Gameplay=== In 40k a model will move in moving phase (generally 6") and then shoot in the shooting phase. The shot will go something like this: 1. Pick a target in range. 2. Roll to hit with a higher chance if the model has a high BS. If the attack misses nothing further. 3. Roll to wound with a higher chance if the strength of the attack was higher than the toughness of the target. If the attack doesn't wound nothing further. 4. The weapon used will either pierce right through the targets armour in which case the target takes a wound and nothing further. 5. Else the weapon does not pierce the targets armour in which case the target rolls an armour save with a higher chance of living if it has a LOWER armour save value. If the the target makes the save nothing further. 6. Else the target takes a wound and nothing further. 7. Depending on how much damage the target unit took it may need to pass a leadership test by rolling lower that its Ld on 2d6 or run away. Whereas a melee round will go something like this: 1. Two units are in melee. 2. The one with the higher Initiative goes first. 3. Make as many attacks as the models Attack stat. 4. Roll to hit with a higher chance to hit if the models WS is higher than the target. If the attack misses nothing further. 5. Roll to wound with a higher chance if the strength of the attack was higher than the toughness of the target. If the attack doesn't wound nothing further. 6. The attack will either pierce right through the targets armour in which case the target takes a wound and nothing further. 7. Else the weapon does not pierce the targets armour in which case the target rolls an armour save with a higher chance of living if it has a LOWER armour save value. If the the target makes the save nothing further. 8. Else the target takes a wound and nothing further. 9. The unit with the lower initiative makes its attack as described above. 10. The unit that took the most wounds needs to pass a leadership test by rolling lower that its (Leadership - (wounds taken - wounds given)) on 2d6 or run away. Example unit 1 has Ld 8, dealt 5 wounds and took 7. It must roll lower than 6 on 2d6. 6 because its Ld of (8-(7-5))=6. Against vehicles instead of rolling against toughness d6 is added to the strength of the weapon, if the total is higher than the vehicle's armour the vehicle is damaged. ===Warmahordes=== The typical troop in Warmahordes will have a statline something like this: Speed 5, Strength 5, Melee Attack 6, Ranged Attack 5, Defense 12, Armour 14, Command 8, and then a couple of weapons with individual POW ratings and special rules. Whereas a big beasty might have a statline like this: Speed 5, Strength + Power 14, Melee Attack 6, Ranged Attack 5, Defense 11, Armour 18, Command 8, and then their weapons. A typical ranged weapon in Warmahordes can shoot 10". It's worth noting that, because Warmahordes uses a 2d6 system rather than 1d6, 1 point difference in stats is a much less dramatic difference than in 40k - but 2 points or more is starting to get impressive. ===Warmahordes Gameplay=== In Warmahordes a unit will be activated and then takes its full move (generally its speed) and then make its action. A shooting action will look something like this, note shooting attacks just use power (unless it's a thrown weapon, like javelin), melee uses strength+power: 1. Pick a target. 2. Measure range, if out of range nothing further. 3. Roll to hit 2d6+RAT. If equal to or higher than the target's defence; hit. Else nothing further. 4. Roll to damage 2d6+Power if the damage is higher than the target's armour the target takes the surplus in damage, else nothing further. Whereas a melee round will go something like this: 1. Two units are in melee. 2. The one who's turn it is may attack, units may not attack outside of their turn. (There are exceptions, but those will not be brought up here.) 3. Make an attack with each of the models weapons, usually 1 with smaller models, usually more with larger models. 4. Roll to hit 2d6+MAT. If equal to or higher than the target's defence; hit. Else nothing further. 5. Roll to damage 2d6+Power+Strength if the damage is higher than the target's armour the target takes the surplus in damage, else nothing further.
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