![]() ![]() The deck idea is wonderfully refreshing and makes interesting and adaptive situations. Rarely can units be shot down with concentrating fire without SOME input on the other player's end. The alternating activation creates a feeling balance and that the forces are moving and reaction second by second. Most units have a reason- rarely is it a "well I thought it was cool" design idea. ![]() Its a narrative system in its heart and the things like magic spells getting empowered or orcs getting so riled up they get extra movement of the charge to win a crucial is great fun and creates stories that last a long time.Ĭonquest, on the other hand, has a good grasp on what the rules do and how forces function in it. Its also a system that generates fun stories due to its rules and placing some of the decision making into the roll of the dice. However such an activation system allows players to perform grand strategies impossible in an alternating system. In addition, depending on what edition you play, the "I go you go" style of activation can be modest or woefully out of wack- especially editions with strong shooting phases. Saying that, if you like solid control over your army, Warhammer may feel frustrating. ![]() Its jammed packed full of flavor and the dice can create situations of weal and woe. Orcs fight amongst themselves, magic is dangerous, back power weapons explode on bad rolls, undead crumble without a leader. With Warhammer its about replicating an army and how, in a very "school boy DM" sort of way, would function. The two systems are cut from the same cloth but make different garments. Lots of ideas cross pollinate and things like vikings, orcs, dwarves, and the like are used in a bewildering amount of systems. You never know when you'll find someone into playing WH or other fantasy rank and flank games. Saying that, I would grab models you can use to play both and that suit your panting investment. If your local store or club is about conquest, than conquest it is. ![]()
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