Fantasy Q & A

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Re: Fantasy Q & A

Postby Bryden » Thu Apr 21, 2011 11:36 am

Thanks Kosarro, that's what I was playing the rules as but just wanted to make sure I wasn't missing anything.
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Re: Fantasy Q & A

Postby Korsarro-Khan » Thu Apr 21, 2011 12:28 pm

Rocketsauce wrote:A few questions for you all.

2. I understand that deployment is up to the player to decide, but 90% of the deployment in Fantasy from what I see looks like this. Large bricks of ranked up core choices in the center of your deployment zone, maybe with a hero in them. A few ranked up expensive Special infantry behind or adjacent to the Core bricks to help and escort them, typically with a mage in the Special ranked up unit. Warmachines placed behind the infantry, roughly in the center or deployment zone. And then Rare units and Cavalry on the flanks of the board running up and down the sides.

Is that basically deployment for 90% of Fantasy games? Are there ever games where ranked up Core choices may be positioned on the flanks? Or the entire army castles up in one corner of the board? It just looks a little redundant to me.


most players do tend to but the bulk of their army in the middle with things like cavalry etc on the flanks, and it does seem to be effective. But the best deployment styles vary between armies. i.e i've seen dwarves deployed in a "hold the line" type deployment where everything was set up to maximise ranged attacks. It's up to you to find out what deployment works best for your army, but yes, the style you mentioned does seem the general trend

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Re: Fantasy Q & A

Postby Korsarro-Khan » Fri Apr 22, 2011 10:49 am

ok, so dwarfs dont do magic, but what are the rune-priests for and what do they do.

I dont have a dwarf army, but i just want to know out of interest

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Re: Fantasy Q & A

Postby exodusofman » Fri Apr 22, 2011 12:05 pm

extra dispel dice
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Re: Fantasy Q & A

Postby Lester » Sun Apr 24, 2011 9:08 pm

Korsarro-Khan wrote:ok, so dwarfs dont do magic, but what are the rune-priests for and what do they do.

I dont have a dwarf army, but i just want to know out of interest

They add Dispell dice (2 for lord, 1 for hero).
They can carry special runes against magic, one of which is like a Dispel Scroll but you can take multiples.
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Re: Fantasy Q & A

Postby Bone2pick » Sun Apr 24, 2011 9:24 pm

When players refer to ‘Full Command’ pertaining to a particular unit, what specifically does that mean. (I’m 99% sure but why not have it verified?)

Also, is it always worth it to upgrade to Full Command, and if not, when is worth it and when isn’t it?
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Re: Fantasy Q & A

Postby Tuomir » Sun Apr 24, 2011 9:38 pm

Full Command= Champion, standard bearer and a musician

It's not always worth it, depends on the role of the unit. Archers, for example, have little use for champion or standard bearer, but the fast reform of the musician may prove useful. Champions are most useful for protecting your characters from unwanted duels, if you don't want to prevent the character from fighting altogether. They also give the unit slightly more punch, and some can be outfitted with some nasty surprise magic items (got to love bladelords with the Amulet of Loec).
Standard bearers work best with units that rely on winning the combat, and then you might want to take the musician as well.

So, if your unit needs increased mobility, duel blocker, and to win the combat always, then it's definitely worth taking full command.
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Re: Fantasy Q & A

Postby exodusofman » Sun Apr 24, 2011 9:39 pm

Rocketsauce wrote:When players refer to ‘Full Command’ pertaining to a particular unit, what specifically does that mean. (I’m 99% sure but why not have it verified?)

Also, is it always worth it to upgrade to Full Command, and if not, when is worth it and when isn’t it?


Standard bearer,musician and champion(or equivilent)

There are some units where its worth it to upgrade to full command. For me Personally the Champion is the last to be added as the +1 to combat res granted form the standard and the allowance of swift reforms and win on ties in combat. Are more important in my eyes then one extra attack.

Thats not to say that Champions are useless. They protect characters youd rather not have die by accepting challanges instead of the characters. Some Times the extra attack is worth it(note not all champions get 1 extra attack) I would say take champions on units that are good at killing so chaos warriors,orcs boyz,black orcs,saurus,swordmasters,ogres etc. I woudl steer clear of them on mediocre combat units like spearmen or low strength troops

Champions that have an inceased BS I will never take as they really dont offer much aside from hitting better(barely mind you) than the rest of the unit and with all the to hit modifiers flying around are seldom useful. your better off just saving your 10 or so points and getting a whole other model all together as its an extra shot as oppossed to the same amount of models but 1 has a marginal chance of hitting better
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And I can't come out
Do you know if Merlin did exist
Or Frodo wore the ring
Did Corum kill the gods
Or where's the wonderland
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Or was it just a dream
I knew the answers
Now they're lost for me

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Re: Fantasy Q & A

Postby Korsarro-Khan » Mon Apr 25, 2011 4:24 am

sometimes champions can also take special equipment, for example my stormvermin fangleader could take 50pt worth of equipment from the scavenge pile, which includes some cool things like a body guard which provides D3 extra S3 attacks, he could also take a warplock pistol and all sorts of cool things

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Re: Fantasy Q & A

Postby khani » Fri Apr 29, 2011 8:21 pm

hey guys, had a nice long look at the rules and i want to ask, does the flail give you +2 strenght on the charge or always?
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Re: Fantasy Q & A

Postby Tuomir » Fri Apr 29, 2011 8:24 pm

The strength bonus of flails applies only to the attacks made in the first round of combat.
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Re: Fantasy Q & A

Postby khani » Fri Apr 29, 2011 8:26 pm

thaks toumir. still don't know what decapitiating blow does.
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Re: Fantasy Q & A

Postby Tuomir » Fri Apr 29, 2011 8:32 pm

You mean killing blow? If a model with killing blow wounds with a natural 6, the wounded model dies straight, regardless of armor saves or wounds left. The normal version only affects infantry and cavalry, but Heroic Killing Blow affects all creature types (so that you can one hit KO dragons).
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Re: Fantasy Q & A

Postby khani » Fri Apr 29, 2011 8:34 pm

cool, thanks heaps. decapitaitng blow his heroic blow and something else in one i am pretty sure.
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Re: Fantasy Q & A

Postby m14 » Fri Apr 29, 2011 8:56 pm

I think Brets are the only army that has access to Heroic Killing Blow, despite being an older book.


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