Rick Priestley talks about WFB 3rd ed in Talking Miniatures book

annagul

Vassal
Hi all!

Probably you know Talking Miniatures, the book that Robin Dews and John Stallard had written with a lot of interviews to the people who made the foundations of our great hobby: Rick Priestley, Tony Ackland, Trish Carden, Andy Chambers, Jervis Johnson, Bob Naismith, Mike McVey...

So, I was reading the part with Rick Priestley last night and I read this:

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It seems, as you also can read in a past thread about another interview with Rick, he doesn't like very much this edition.

Third edition is today my favourite ruleset among all editions, and it is our preferred choice for our Fantasy battles. I understand that it can feel "cumbersome" or "tedious" at times, specially during combats when you need to determine where the hits will land between leader, musician or standard bearer, as it is crucial to know who falls (and if the standard dies, you have to resolve another rounds of combat to see if enemy capture the standard or you can recover it!).

I like the detailed rules, the magic system, the Reserve phase, the rout rules (you don't have to roll breaking test until you loss a quarter of the models of the unit, and you always roll your full Leadership stat), the push-back and follow-up, the To-Hit table... I think it is a more slowly game, but I like it as I enjoy this kind of games with friends. And you can spend all the evening with your army of three or four units of ten or fifteen models - you cannot do the same with 4th edition or later, as you will be wipe out in the first round of combat!

I'm very interested in reading opinions of 3rd ed fans like me. Do you use house rules? What do you think about this ruleset?
 
I also really like it, playing a slightly modified version, see this post and the following.

If I want a quick game, we deploy our armies, roll a dice, and who scores higher wins :) (Actually really did this once...) I never understood this argument about time. Yes, there are times, where you cannot squeeze in a longer game; but for me, more detailed games (which of course take longer) are usually more enjoyable than quick but less detailed games.

Details is about having options. The more options you have, the less likely the same situation will unfold the same way, twice. All of which is a good thing in my book. The more options you have, you can interfere with your opponents plan's.

In 40k, GW lost me with 3rd ed. The example I always tell is:


One of the areas that turn me off from today's Warhammer 40,000 editions compared to the original Rogue Trader are the vehicle rules. No different speed settings, destroying specific weapons, shooting out tyres... you get the idea.

One of the most hilarious moments of my Warhammer 40,000 games was, when in a very small game using 2nd edition rules, the Marines had a Rhino on the table, and the hardest hitting weapon of my Orks (mind, Orks - not Orcs) was a melter. The melter was not able to penetrate the Rhino's armour. Except the turret armour. Bravely, my Ork Boss moved in front of the Rhino, fired the melter, hit the turret and penetrated the armour. The roll on the armour chart caused an explosion which triggered another roll on the body damage chart, triggering an explosion in the body as well which resulted in the crew getting killed and sending the Rhino out of control. The brave Ork boss was rewarded with the out of control Rhino careening around him, rolling randomly across the board for two turns, before crashing into some trees.

Starting with 3e 40k, vehicle damage charts were gone. And other areas of the rules had been streamlined and "therefore made better".

This is the same with Fantasy 3e. Just so much options, troop types, special rules... It is my cup of tea :grin:
 
I play 3rd, we limit magic users to level 15.
We limit what magical items people can have.
We prefer the game to be about the units rather than the character models, characters are there to add flavour, not be the flavour.

We changed the chariot rules a bit as they are very cumbersome.
We also changed how frenzy works as more often than not, troops known for becoming frenzied in lore never do.
I am looking at Witch Elves and their high CL which prevents them from frenzying...

Other than that we play pretty much as written I think.

I much prefer it to later editions, especially where charging means you strike first, it makes a mockery of defensive positions and pikemen etc...
I love that combat can take ages, it gives you time to get reinforcements into the flanks of the engaged enemy and put the fear into them.
I play in 10mm and have a table that is big enough that units start out of range of cannons, cavalry can make full use of their speed, and so on.




I also prefer RT, we made some classic vehicles from kits and crap back in the day and we could stat them and play them.
Happy Days.
 
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