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Hey guys, ive been watching some people play warhammer fantasy and have thought of picking it up. What would be a good army for fighting wood elves since thats pretty much what everyone near me plays? Also what are some major differences from Warhammer 40k, i mean i get the whole move in units thing but what about charging and all that stuff
thanks , dapope
As there are quite a few differences, and quite a lot to explain, I can only recommend that you buy the BRB and have a read
The movement phase in WHFB is far more brutal than that in 40K. If my Howling Banshees screw up their movement, I can readjust their position in the shooting and combat phase, but if my Greatswords mess up a charge, there's no real room for error. Combats are also different in nature, being more about what's going on in the combat, whilst 40K is just about wounds and numbers.
Magic has a greater reward than psychic powers, but is harder to get off and far riskier, which I'd say is probably the biggest difference.
Then there are several minor changes, like shooting and characters being there for support, not having the potential to win the game by their own steam, and that kind of thing.
As to which army, I can't really say, since every army has the capacity to beat WEs, but I recommend this thread. Should bring you to some kind of conclusion.
Movement phase includes charging rather than a seperate "assault phase". Troops can march and moving through different terrain carries different effects compared to 40K. Charges are much harder to set up as the opponent must be within the unit's charge arc
Magic Phase is distinct phase, and magic is used during this phase, rtaher than just additional shooting attacks
Shooting phase is much the same, but "tactical" shooting has modifiers for shooting at things in cover. Most units cannot shoot in any direction. Artillery is more dangerous to the user as it has a chance to blow up. Armour saves are subject to modifiers based on weapon strength, none of the AP nonsense!
Close combat is much more complex in Fantasy. The rolls to hit and to wound are the same, initiative plays a much lower role unless the combat is protracted as chargers (generally) strike first, so getting the charge is all-important. Many weapons carry bonuses to strength e.g. lances on the charge. Combat resolution factors outnumbering, ranks, standards, casualties caused, flank charges etc etc. Armour saves are again modified based upon weapon attributes and strength
Fantasy is more about grand manouvre, and barring "cheese-fest" lists, the army which outmanouvres its opponent should carry the day, as they will be able to engage in flank charges and engage enemy units 2:1 or more...Big guns don't win Fantasy battles as much as 40K.
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I came from 40k to fantasy and I doubt I'll be turning back anytime soon :p
As for what army to go for the only bit of advice I can give is to go for the one you think looks cool. There's no such thing as a superior army, only superior players.
There is no such thing as a superior martial art, only superior martial artists.
Moved to the general discussion area.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone