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==WFB crunch in a nutshell== [[File:M2180130 P1Mb2.jpg|left|thumb|600px|Contrary to popular belief, engaging an enemy army from the flank isn't that good an idea. Makes for cool shots though.]] As for actual tabletop performance, some argue WHFB requires more tactical skill from the player; however, this is probably because it's not as widely discussed and is more often played by an older audience that was introduced to the setting during the glory-years of the fantasy genre. The game certainly does require more memorization (or reference at least) of rules, although list building factors in less than actual field tactics in comparison to other games (see [[Tarpit]]). Psychology is a major factor in Fantasy as few battles (barring Undead on Undead slapfests or Daemon infighting) will progress without something fleeing or even disintegrating due to a failed Leadership roll. Fantasy puts more models on the field, but most of them are rank and file redshirts. Perhaps most blessedly, Fantasy lacks the $400+ models other gaming systems do. If you want an [[Apocalypse]] level battle, you bring a fucking sea of 1 hit point soldiers lead by one single model so fucking badass that Kenshiro bows in respect as it passes him. Magic is a big deal in the game, and has its own phase during each turn. Other than gentlemanly games between you and your opponent, you ARE taking a spellcaster even if their only job is to fuck up the enemy's magic phase (some armies in fact require a spellcaster in the army, both of the Undead armies requiring someone to keep the corpses walking). Models may gain positive effects, or more likely negative ones during the battle so notes may need to be taken beyond just Victory Points. You have to know the ins and outs of your troops, and you'd be better served knowing your enemy's rulebook as well since things don't change much in their roles in the battle. Planning is everything, but ultimately the field of battle is chaotic and thus you'll need to be able to adapt to win ([[Nurgle]] and [[Tzeentch]] enjoy the gameplay aspect of Fantasy in different ways). As far as models go, Fantasy is a bit liberated. With no rules requiring measuring from a gun, or an exact model footprint, you instead rely on the plastic base as an indicator of who you're fighting and if you can be hit. This means that the only requirement is to have a little plastic square or rectangle base in the correct size. What is actually ON that base doesn't matter, unless you play at a GW shop in which case the only requirement is that they made whatever is on that base. Want to play one faction, but you only own another? So long as your opponent isn't a dick you can just use your army as the army you want to play now. Fantasy has it literally stated in the rulebooks that it's a big world (same basic geography as ours, but scaled up to a ridiculous size of a planet) and thus there's plenty of unexplored places where anything is possible. So when you field your first army as your second, you can provide a legitimate fluff explanation (Vampire Dwarfs, Lawful Good Chaos Gods, redneck Elves, Undead who are not soulless killing machines but instead have simply had their invitation to your opponent's army to a Wednesday teatime rejected for the last fucking time, and so on). Unit fillers are a popular option for people making a new army in Fantasy. Instead of buying 60+ foot soldiers for the army of your choice, you can buy some extra bases and glue them together (for example a 3 by 2 grouping of 6 bases) then put something on top of them (a balsa-wood cart, an older model from another edition that was removed, an army specific thing like a hole in the ground that appears to be where the Skaven are coming out from or a statue of a hero for Empire) and stick it in the middle of the group. Boom, instantly you have to buy 4-8 less troops. As for those "GW-made at GW shops" rules? Clip sprues, make a fence, glue it to a base. Voila, instant unit filler. Fantasy models DO have to fit close together unlike models in other games, so they tend to be a bit less wild with poses (some see this as a plus). Big models tend to have a lot of detail, and almost no armies share models so there's quite a bit of variation on the field. Also there's generally less spikes everywhere, actual exposed breasts on some models, and FAR more skulls ([[Khorne]] and [[Slaanesh]] both approve!). Those guys who made the Total War games have made computer games based on it. Feel free to have a nerdgasm, or a [[Rage|RAGEGASM]], as <s>Creative Assembly</s> Sega [[Games Workshop]] has locked away every other faction besides Empire, Dwarfs, Bretonnia, Vampire Counts, Orcs & Goblins, and Chaos (if you were an early buyer of the game) behind a DLC paywall. But there are two or more legendary faction leaders which can change up the game. Either way, Warhammer fans who own it are fairly happy with it. Similarly, [[Blood Bowl]] was a specialist game set in an alternate universe where American football replaced war and has a vidya and a sequel, while the other specialist game [[Mordheim]] which was a skirmish game got the Xcom-like [[Mordheim: City Of The Damned]] that is available now on top of [[Man O' War: Corsair]] which is loosely based on the [[Man O' War]] tabletop (so out of a game about fleet management, you get the bastard offspring of Mount & Blade and Sid Meier's Pirates! somehow) that was launched as an alpha access game. On top of that, a hack-n-slash multiplayer game was made [[Vermintide]], where a marriage of the combat of Mount & Blade and Chivalry: Medieval Warfare meets the structure of Left 4 Dead to massacre Skaven.
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