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- From: cal@fang.att.com (Charles A. Licata)
- Newsgroups: rec.games.board
- Subject: REVIEW: Grenadier's Fantasy Warriors
- Message-ID: <BzpxuH.po@fang.att.com>
- Date: 23 Dec 92 15:32:39 GMT
- Organization: AT&T Tax Systems Development, Maitland FL
- Lines: 141
-
- This is a long review of "Fantasy Warriors" by Grandier. I also briefly
- discuss my feeling towards "Fantasy Warlord" (publishers name I forgot)
- and Game Workshops "Warhammer Fantasy Battle". To some this whole article
- up, all three games have the merits and their problems, but so far I tend
- to enjoy "Fantasy Warrior" the most, though I do admitt that I have not
- played any one game extensively. Read on if you care!
-
- Chuck
-
- __________________________________________________________________________
-
-
- I am not sure if anyone has tried the "Fantasy Warrior" game produced
- by Grenadier. I seem to recall someone posting about their dislike of
- the game, which I do not intend to argue (not that I do not like the
- game, I just don't feel like making it part of this review).
-
- After owning the game for close to a year and a half, I finally decided
- to try out the game (my opponent being myself). Part of this was spurred
- on by playing my first two games of Warhammer Fantasy Battle (2nd ed.).
- I like what GW had to offer in the game, though some rules bothered me.
- (The one thing that seemed apparent of WFB was that the point cost system
- was well balanced. My biggest problem was the you move, resolve combat,
- I move, resolve combat turn (this is a simplification of the turn).).
-
- I read through both "Fantasy Warriors" and then "Fantasy Warlords"
- and for movement and completeness (a good number of magic items, spells,
- and background included) I found that I liked "Fantasy Warlords". It
- however, fell when it came to combat resolution. They attempted to make
- tatics everything, so casualties bacame a formula. Disasters only occur
- when you foolishly march your units into a bad situation. I am a gamer
- who enjoys when the dice go for me or against me. The element of luck
- is very attractive, though it should not overwhelm a game.
-
- As for "Fantasy Warriors". It played alright, though there are sections
- of the rules that drive me crazy. To some up my good and bad feelings:
-
- Good: 1) Scouting units that allow armies to attempt to modify terrain
- to their advantage. This allows the winner of a scouting roll
- to modify the board to their best advantage.
-
- 2) Time of day is a nice addition though the game turns seem to
- represent a long duration of time. (6 turns during the day,
- 6 turns during the night).
-
- 3) The command structure is simple. Your army is divided into
- commands based on units. You have battle leaders for each
- command and one or more warcheifs to issue orders to the
- battle leaders.
-
- 4) Order issuing for commands is fun. Your warcheif must find a
- way to get an order to a battle leader and even then the
- leader may not accept it.
-
- 5) I will not describe any others except by name:
- the threat test, troop qualities, boasts, limited ammuntion
- for missle troops, and other things.
-
- Bad: 1) Over simplification of important occurances on the battle field.
-
- 2) Attacks from the rear or flank is not covered.
-
- 3) A unit reacting to rout is eliminated. Removed from the board.
-
- 4) Too many damn modifiers. And when you are using a six sided die
- (I have mixed feelings about the number of games using 6 sided
- dice) a negative anything modifier is a big pain.
-
- 5) Too few spells.
-
- 6) Army list is small.
-
- The game was origonally released for $30. I bought it for $20 which was
- well worth the money. The game has now been shipped again, but with a $40
- price tag. Good Luck Grenadier.
-
- I like the game. It has some real interesting features, but $30 is a lot,
- and $40 is unresonable. With WFB topping at $55 you may think I find that
- to be unreasonable, but actually due to the quality of the plastic figures
- and the quality of the printed material, it is price I would be willing to
- pay.
-
- Well, "Fantasy Warriors" just came out with a new supplement. For $13
- it is a nice addition though it is loaded with white space and drawings.
- I was hoping for clarification or addition to old rules, but instead
- their is little clarification. There are a lot of new rules and some
- are pretty good.
-
- One of the obvious attempts of the publication was to set out rules for
- the majority of Grenadier leads and resins. Rules cover giants, war
- mammoths, dragons, the goblin War Giant, Dwarve Cannon, and others.
-
- The supplement begins with the rules for undead armies. These are good
- rules, becuase they go out of their way to make an undead army have a unique
- way of performing on a battle field. They have a warcheif like other armies.
- His job is the same as others. He issues the orders, however he does it
- different than other armies. He surrounds himself with necrmancers and other
- powerful undead creatures. By doing this he gains power points and these are
- used to activate units on the board. 1 point will cause aunit to activate,
- but not attack unless attacked, 2 allows the unit to do what it likes, and
- no points makes the unit stand lifeless.
-
- A warcheif of an undead army has a lot of important decissions to make.
- Especially true if the enemy starts to knock of the precious necromancers
- and the power points he gets each turn become dramatically reduced.
-
- The supplement than continues with rules for allowing warchiefs to give
- speeches, armies purchasing fire water (alcohole. Troops will fight longer,
- but their fighting skills are reduced.) and poison arrows for missle troops.
- Next, rules are given for all those neat resin battle field equipment that
- Fantasy Forge has produced.
-
- New rules are given for goblin and woodelf armies. Goblins get the chance
- to do a war chant that will enhance the fighting ability of the goblins.
- The woodelf get the oppurtunity to try to out manouver the enemy and obtain
- the right to set up units closer to the enmey by hiding in woods and bushes.
- Nothing real exciting.
-
- Mercenary units are covered. An army can pruhase these units at full,
- half, or quarter the points, but the less you pay, the more unpredctable
- they are. They may even change sides and attack the army they origonally
- started wiht.
-
- New individuals are added to the game. They are Paladins, Destroyer Heros,
- Marksmen, Amazon Enchantress, and Druids. 5 New spells are included, though
- more would be appreciated. Finally there is a revised army list, a rule update
- section, and a multiplayer advice section.
-
- All in all, it is worth the money. Again, it adds a lot of new rules to the
- existing game, but none that improve on the old rules. So far I tend to favor
- this game over WFB and Fantasy Warlords, though the other two I view as equals.
- My like of Fantasy Warriors is just a personal opinion.
-
- Chuck
-
- P.S. - The "FREE COLOUR COUNTER CARD" offered with the supplement is
- worth having, but really no big deal. The are computer generated
- drawings which represnt power points, poisoned arrows, and other
- new counter. The only reason I mention this is that Grenadier
- used such large print on the back cover to advertise something
- so trivial.
-