40k vs. WHFB: The Shooting Phase

Note: This article is not meant to be a competitive comparison between the two systems.  If you’re a 40k player that is curious or just starting fantasy, this article is meant to highlight some of the distinctions to look out for.

So far, we’ve covered 2 phases in Fantasy, and only one in 40k.  Now I’d like to compare the 3rd WHFB phase, which I believe to have the most in common with 40k — the shooting phase.  Naturally, since the games borrow from the same basic set of mechanics, there’s quite a bit of overlap.  Models have ballistic skills, there’s hit/wound/save rolls, and you can expect to see the same quality vs. quantity in unit profiles.

There are, however, some important distinctions.  A lot of these keep in step with other trends I’ve pointed out so far in WHFB:

  1. More modifiers, no cover saves. For the most part, there’s no such thing as a cover save in WHFB.  If you have no armor, and you get wounded, it’s tough luck.  Whereas the ubiquitous cover save gives obscured models in 40k a chance to simply ignore a wound, WHFB uses such considerations as to-hit penalties.  Shooting a model in cover might give you a -1 to all to-hit rolls, for example.  You can similarly expect penalties for things like moving and shooting, or shooting at longer ranges.  Of course, magic or equipment may give you a bonus instead, making special equipment very flavorful in WHFB.
  2. Randomized targeting. Without vehicles, WHFB resorts to “war machines” with crew.  The crew are usually distinct models, and there are rules that dictate whether a shot hits a war machine or its crew.  This can also apply to some special units and their mounts — i.e. a scary Lord on an even scarier Dragon.  This has a few implications that 40k doesn’t cover.  Destroying a dragon’s handler, for example, can make it an unpredictable monster that will ravage both friend and foe alike.  In 40k, you bring a meltagun to bear on a tank and expect to shoot at, and kill, a tank.  In WHFB, it’s possible that your high-damage single-shot weapon will just obliterate a single Dwarf!
  3. Daunting numbers. As a 40k-player, you may look at some underwhelming Fantasy weapon profiles and wonder how anyone manages to die in the shooting phase.  It’s important to remember the context of WHFB; S4 is way less common than it is in 40k.  Same with models that are T4.  A S4 weapon also carries with it the -1 penalty to armor saves, which naturally, are a lot less impressive than in 40k.  Of course, this increased lethality brings with it a series of to-hit modifiers as mentioned above.  Above all else, you can’t forget that you’re not dealing with 5-10 man squads, you’re dealing with 20-40 man regiments.
  4. Ranks and blocks. With a few exceptions, you’re not dealing with unit coherency.  You’re dealing with blocks of infantry.  This means that your unit has a front field of view in which it can fire, unlike 40k where units can shoot 360 degrees around them.  Be prepared to move, exposing a flank or incurring a penalty, if you want to bring your shots to bear on a target that’s outside of your field of view.  Also consider that only a certain number of ranks can fire, depending on your missile weapons.  You can organize your unit to contain more file/less rank (widening your frontage), but that makes you a juicier target for assault units.

Altogether, WHFB and 40k share many of the same mechanics.  Any 40k player will be familiar with the basics when switching to 40k, or vice versa.  There are certainly nuances, the biggest ones outlined above, that must be taken into consideration.  Of course, remember that there is a certain climate of each game to take into consideration.  You can face a 40k army bristling with S9 weaponry, but such a feat is far less common in WHFB!

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