
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.
Finally, we get to the end of the line: the combat phase. Again, I’d like to point out that the basic mechanics of the two games are the same. Models have weapon skill, strength, toughness, and saves. There’s a leadership test if you lose combat. There’s a chance that your squad will run away, either escaping or getting cut down as they flee. That being said, combat can be considered one of the focal points of WHFB. With waves of troops crashing against massive blocks of infantry, there’s a lot to look forward to! That being said, there are a few important things that make WHFB different from 40k. Keep these in mind if you’re considering picking up one of the two systems, because they’re real game-changers:
- Ranks. This is the name of the game in 8th Edition WHFB. If you have more ranks (rows) of troops than your opponent, you benefit from the “Stubborn” rule, making you immune to negative leadership modifiers. The notion of ranks is important when attacking, because depending on your armament, only a certain number of ranks can attack. Rank bonuses can be canceled by charging from outside the front arc. Regardless of the outcome of combat, you’re fighting an uphill battle if outranked by your opponent. This is in part due to…
- Modifiers and combat resolution (CR). Oh, the modifiers! At the end of combat, each side receives a point for the wounds they inflicted. This score is compared, and the loser takes a leadership test with a penalty of the difference. This means that if I won combat by inflicting 10 wounds to your 5, you would have to pass a leadership test at -5 or break. This of course, gets complicated. The main reason is that unlike 40k, a lot of bonuses are given out for different circumstances: whether you charged, whether you hit a flank or rear field on the target, whether you have a standard in the fight, etc. Don’t forget that depending on army positioning, units may be taking their tests on the leadership of a nearby general (within 12″). If there’s a Battle-Standard Bearer nearby, it can be re-rolled. And it wouldn’t be Fantasy if there weren’t spells in play to modify unit’s leadership values!
- Domino effect. The issue with morale in WHFB compared to that of 40k is that it can quickly cause a chain reaction. The round can start with Fear or Terror checks, which if failed, can seriously diminish the offensive output of your unit for the turn. If your unit fails to strike effectively against the horrifying monsters that just charged them, then they’ll likely take substantial damage and fail their leadership test. If they do, nearby units can panic. This includes both units near the original fleeing unit, and any unit that it runs through. The end result is that a small loss can snowball into a big one. Again, this can be amplified or mitigated by spells and magical equipment.
- Endless weaponry. In 40k, there’s rules to learn. You have to learn about Lightning Claws, Powerfists, Force Weapons, and other horrifying sci-fi weaponry. The WHFB rulebook, and supporting army books, are filled with a mix of mundane and mystical weapons that will make your head spin. Ordinary weapons, such as spears and bows, often have a special rule to provide some flavor. Some rules may provide offensive or defensive bonuses, some may only apply to the first round of combat. It’s important to have a plan for a unit when you equip it. The other end of the spectrum, magical weapons, is equally daunting. Most characters can choose from the standard fare of frightening enchanted axes, swords, and daggers. Their respective army books will often offer more exotic weapons with effects that can synergize with other entries in the book. The important thing to remember is that neither you nor your opponent are expected to reveal any magical items until you use them. This means that while you can bring some nasty surprises to catch your opponent off guard, you’re certain to run into a few unpleasantries of your own.
This wraps up my comparison of the two gaming systems by phase. As I start to get some real game experience in, I’ll be able to make some broader comments about the options and trends with each. Of course, a lot of this is subject to your local meta, or what you and your friends are looking to get out of a game. In any case, both games offer an exciting array of options, and there’s no reason you shouldn’t be playing at least one of them!

