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Fantasy Battle - How good is it?

 Post subject: Fantasy Battle - How good is it?
PostPosted: Wed Oct 04, 2006 7:06 pm 
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CS! The battle for skull pass costs little more, has a complete rulebook without the extra fluff and nonsense, and has over 100 plastic models - and if you don;t fancy gobs and dwarfs, you can always sell these. The hardback rulebook is overpriced compared to this lot!

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Wed Oct 04, 2006 7:28 pm 
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That sounds like a bargain. Now I'm really tempted, since if I were ever to get in to WHFB I would only collect a Dwarf army. Must resist, must resist....

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Wed Oct 04, 2006 7:33 pm 
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You basically get a 500 point dwarf army along with the rulebook in the starter set (As well as a 500 point Goblin army too).




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 Post subject: Fantasy Battle - How good is it?
PostPosted: Wed Oct 04, 2006 7:33 pm 
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Personally I like the big hardback rulebook, and, unlike many things GW, I don't think it is terribly overpriced.

Mind you, for 40K I've both the hardback and the small softback, but hey. Besides, the heavy hardback rulebook is much better to use if you need to "throw the book" at an annoying opponent. I mean figuratively, of course...


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 Post subject: Fantasy Battle - How good is it?
PostPosted: Thu Oct 05, 2006 8:21 am 
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(CyberShadow @ Oct. 04 2006,17:28)
QUOTE
Armies of Arcana - I looked at this a while ago. It has been described as 'WHFB with the serial numbers filed off'.  :D  It seems OK, but I have not  seen anything or learned anything about it that makes me think 'ohh, cool'.

I definitely wouldn't describe AoA like that. I don't own the newest WHFB but I do have 6th edition and there are several differences, not the least of which is the ability to change formation. The magic system is very different as well and there are other differences.

Plus it has the best unit creation system I have seen so far.

Granted, the book does not look like much but the rules themselves do.

Like I said; I'll gladly borrow you my own copy so you can take a look. Just PM your address and I'll send it.  :)

EDIT:
Take a look at No Quarter as well; the rules are freely downloadable so you won't lose anything if you don't like 'em.

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Thu Oct 05, 2006 8:54 am 
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(Lord Inquisitor @ Oct. 04 2006,18:01)
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[quote="Markconz,Oct. 03 2006,20:58"]No more lap around (rule removed): This rule tended to be messy in practical application and slowed gameplay down, but it did mean that you could finish off enemies faster in combat. Its removal will make certain unbreakable units like Chaos Spawn, a lot more powerful.

Agreed... not sure I liked lap round, but removing it altogether seems strange. We?re going to get some downright strange situations here ? a single model will be able to take on a whole unit and still only have to fight a couple of guys.

I think this change is highly dubious and it?s the first thing I?d focus on if I wanted to powergame.  It was a bit clunky but the rule was there for a reason.

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Thu Oct 05, 2006 10:32 am 
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(Mojarn Piett @ Oct. 05 2006,08:21)
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I definitely wouldn't describe AoA like that. I don't own the newest WHFB but I do have 6th edition and there are several differences, not the least of which is the ability to change formation. The magic system is very different as well and there are other differences.

Plus it has the best unit creation system I have seen so far.

Granted, the book does not look like much but the rules themselves do.

Like I said; I'll gladly borrow you my own copy so you can take a look. Just PM your address and I'll send it.  :)

EDIT:
Take a look at No Quarter as well; the rules are freely downloadable so you won't lose anything if you don't like 'em.

What do you mean exactly by the ability to change formations?

I will revisit AoA and take another look at it. Thanks.

I have also found out that one of the authors of Raven is a certain P Haines! I am not sure if this is a plus point or not!  :D

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Thu Oct 05, 2006 1:18 pm 
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(CyberShadow @ Oct. 05 2006,10:32)
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What do you mean exactly by the ability to change formations?

The player can choose whether his unit is in open (skirmish) formation or closed (Rank and file) formation. Being in skirmish formation maximises the number of attacks a unit can make by allowing more of the troops to get into contact while RaF focuses the power of a unit to the front and gives morale penalties to the enemy.

The heroes are also much less powerful in AoA than in Warhammer. Although they still are mighty warriors they can't  win battles by themselves.

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Thu Oct 05, 2006 2:12 pm 
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In 6th ed the heroes were considerably toned down.

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Thu Oct 05, 2006 2:31 pm 
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(netepic @ Oct. 05 2006,14:12)
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In 6th ed the heroes were considerably toned down.

I know. But I still seem to read about rampaging heroes in battle reports. And that inludes reports other than the ones in WD.

In AoA there isn't a wealth of magic items to choose from. And that can, of course,  be a pro or a con depending on your point of view.  :)

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Thu Oct 05, 2006 2:49 pm 
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I find that the game is all over in turn two or goes on to the sixth turn.

There again I play alot against goblins and their fanatics were insane (luckily they have been toned down in the new rule book).

Like most of the rest of the people here. ?I find it is better than 40K but still beaten by SGs.

Also the hardback book isn't that overpriced, for the wealth of background you get in it.  Unless you are a fool and buy the limited edition version (What was I surpose to do, it had a magnetic clasp) :laugh: .





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 Post subject: Fantasy Battle - How good is it?
PostPosted: Thu Oct 05, 2006 3:39 pm 
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The wrapping change seems odd to me, too.

===

Battle for Skull Pass - I'm highly tempted.  I still have a set of Orks and Empire from the 6th Ed boxed set.  With Skull Pass I could make a decent Ork/Gobbo army and a just-for-fun Empire/Dwarf allied army.

Of course, I'd then have to buy the army books for the Empire and Orks/Goblins...

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Thu Oct 05, 2006 5:42 pm 
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I must admit that I would be tempted by the limited edition rule book as well! Really, I shouldnt. I cant! I would get the Skull Pass boxed set, but I just dont need all the extra bits, and I have no-where to store them. Besides, I like the quality of the hard backed book better.

A few more questions... if you guys dont mind.

AoA - What is the activation system? Is it I Go You Go, or unit activations like Epic? Also, is it a question of open or closed formation, or are other types also an option in the game?

It was mentioned that Maelstrom has very different combat resolution. Are there any more details on exactly how this works in the game?

Has anyone got any experience of Rag'Narok?

I keep looking at the WHFB forces and wondering what I would create. Given free reign, I would probably go for Lizardmen, Dark Elves and then Skaven. I would be tempted by Orcs and Goblins - especially with the new Spider Riders - but I would create the first force without Fanatics!  :p

Thanks all.

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Thu Oct 05, 2006 6:28 pm 
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(CyberShadow @ Oct. 05 2006,17:42)
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Has anyone got any experience of Rag'Narok?

Who's been experiencing me?   :laugh:  :D

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 Post subject: Fantasy Battle - How good is it?
PostPosted: Fri Oct 06, 2006 1:52 am 
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(Mojarn Piett @ Oct. 05 2006,12:18)
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(CyberShadow @ Oct. 05 2006,10:32)
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What do you mean exactly by the ability to change formations?

The player can choose whether his unit is in open (skirmish) formation or closed (Rank and file) formation. Being in skirmish formation maximises the number of attacks a unit can make by allowing more of the troops to get into contact while RaF focuses the power of a unit to the front and gives morale penalties to the enemy.

The heroes are also much less powerful in AoA than in Warhammer. Although they still are mighty warriors they can't ?win battles by themselves.

Can ANY unit change from skirmish to closed formation in AoA - that seems very strange??

I disagree about heroes being so powerful in warhammer 6th and 7th (with the exception of the special characters which no one uses except on very rare occasions). More typical complaints are that heroes have been toned down too much in 6th and 7th.  Even the most powerful heroes in the game like chaos lords cannot win a combat against a mere unit of goblins! (The goblins start with combat res of +5, chaos lords need to hit and wound with all of their attacks to even equal this).  Saying warhammer heroes can win games by themselves is simply not true - they need backup and plenty of it.

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