1987 BGG rank #14663

Warhammer Fantasy Battle (Third Edition)

2–99 players 180–360 min Ages 16+ 3.3/5 complexity 5.5/10 rating

About this game

This is the third edition of very popular Warhammer Fantasy Battles wargame, with a complex movement system and new specialist troop types. Warhammer Fantasy Battles is a tabletop game for two or more players where you command several armies from a huge range that goes from Humans, Dwarves, Elves, Undead, Orcs, Beastmen, Ratmen called Skaven, and other fantasy races. This starter set provides you with all the rules you need to play, a core for two armies, and guides you through collecting and painting your own army of Citadel miniatures. The Warhammer rulebook is a 304-page hardback book. Within its covers the book is divided into seven sections: Introduction, The Basic Game, Advanced Rules, Magic, The Warhammer World, The Bestiary, and Forenrond's Last Stand.

What it feels like

Variable Player Powers Modular Board Dice Rolling Wargame Fantasy Miniatures

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Game intelligence

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Setup

Each player assembles an army according to agreed points limits. Terrain is placed on the battlefield by mutual agreement or scenario rules. Deployment zones are established and armies are deployed within them. Determine who goes first (typically by dice roll). The game then proceeds in alternating turns.

Turn flow

Each player's turn consists of several phases, including the Magic Phase in which wizards cast spells by spending Magic Points (MP). Spells are cast during the Magic Phase unless otherwise specified. Fireballs and other offensive spells follow normal targeting rules. Wind Blast continues across multiple rounds as long as the caster remains stationary and spends 1 MP per round.

Scoring and victory

The player who destroys or routes the opposing army wins. Victory conditions are typically determined by scenario rules or by the total points value of enemy units destroyed or fled from the battlefield. Scoring sources: Destroying enemy units, Routing enemy units from the battlefield, Scenario-specific objectives

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

Turn structure

Spells are cast during the Magic Phase by spending Magic Points (MP).

Wizards cast spells during the Magic Phase of their turn. Each spell has a Magic Points (MP) cost that must be paid to cast it. The caster's Magic Level (ML) may also determine how many or which spells can be cast (e.g., Fireball allows one fireball per ML). Unless a spell specifically states otherwise, its effects take place during the Magic Phase.

Special

Some spells allow the target a Magic Save to resist the spell's effect.

Spells marked with 'SAVE: YES' in their profile grant the target a Magic Save roll to resist the effect. If the save is successful, the spell has no effect on that target. Spells marked 'SAVE: -' do not allow a Magic Save.

Special

Immunity from Poison (Battle Level 1, MP 2, Range 3") grants complete immunity to poisons and poisonous gases for the rest of the game.

Immunity from Poison may be cast on the caster or any single model within 3". It takes effect immediately and gives the bearer complete immunity from the effects of poisons and poisonous gases for the remainder of the game. No Magic Save is allowed. Cost: 2 MP.

Special

Part Water (Battle Level 1, MP 3, Range 12") parts any stream or river within 12", creating a 4" wide gap.

Part Water may be cast on any stream or river within 12". It drives the waters apart, creating a 4" wide gap. The effect lasts until the caster moves or casts another spell. It may be dispelled at any time. The exposed river bed counts as difficult ground. No Magic Save is allowed. Cost: 3 MP.

Special

Strength of Combat (Battle Level 1, MP 4, Personal) increases one of the caster's characteristics by +1 for the rest of the battle.

Strength of Combat is a personal spell (affects caster only). It allows the caster to increase any one of the following characteristics by +1: WS, BS, S, T, W, I, or A. The effect lasts for the remainder of the battle. If cast a second or subsequent time, the older version of the spell is instantly dispelled before the new one takes effect. No Magic Save is allowed. Cost: 4 MP.

Special

Steal Mind (Battle Level 1, MP 4, Range 12") renders a single target mindless for D6 of the target's turns; target allows a Magic Save.

Steal Mind may be cast on any single model within 12". The target gets a Magic Save. If affected, the target becomes utterly mindless — unable to do anything but sit on the ground, gibber, and eat grass. The effect lasts D6 of the target's turns. While affected, the target cannot defend itself and suffers a free hack. The target may be dragged at half pace. If the target is riding, fellow unit members may move it at normal pace. Cost: 4 MP.

Special

Cause Animosity (Battle Level 1, MP 4, Range 24") makes an enemy unit subject to Animosity against a nominated friendly unit; Magic Save allowed.

Cause Animosity is cast against any enemy unit within 24", making it subject to Animosity against one friendly unit nominated by the caster. The nominated friendly unit must also be within 24" of the caster. The target gets a Magic Save. Animosity Test: The affected unit must take an Animosity test at the start of each turn if the nominated friendly unit is within 12", UNLESS there are enemy troops within 12" or charge reach, there are Hated enemies in sight, or the unit is already in close combat because of Animosity. To take the test, roll D6 and subtract the leader's Ld bonus, then apply modifiers: +1 if the target unit is in front of and within charge reach of the nominated unit; +1 if no enemies are in sight; +1 if the target unit is a different race. Result of 5 or less = PASS (no effect). Result of 6 = FAIL (fire any missile weapons, no charge, no close combat, but move as close as possible to nominated unit). Result of 7+ = DISASTER (charge nominated unit if within range, otherwise move as close as possible and fire missiles). Cost: 4 MP.

Special

Dispirit (Battle Level 1, MP 2, Range 24") reduces an enemy unit's Leadership by -1 for the rest of the battle; Magic Save allowed.

Dispirit is cast against any enemy unit within 24". The affected unit suffers -1 Ld for the remainder of the battle. This spell does not affect character models associated with the unit. This spell can be cast only once per unit. The target gets a Magic Save. Cost: 2 MP.

Common questions and edge cases

Can Wind Blast be used against a unit engaged in Hand-to-Hand combat, and what happens?

Yes, Wind Blast can be cast into H2H combat, but all wounds caused are halved and rounded down. The affected models are still knocked to the ground and cannot fire missiles.

What happens if a model affected by Steal Mind is attacked in close combat?

A model under Steal Mind cannot defend itself and suffers a free hack from any enemy model. It can be dragged at half pace, or if mounted, moved by fellow unit members at normal pace.

Can a wizard heal a model that is currently fighting in Hand-to-Hand combat using Cure Light Injury?

No. Cure Light Injury explicitly cannot be cast on a target currently in H2H combat.

What happens if a wizard fails to cast Cure Light Injury?

A failed casting of Cure Light Injury causes 1 wound to the intended target with no armour save or magic save allowed.

Can a wizard cast Strength of Combat multiple times to boost multiple characteristics?

No. Casting Strength of Combat a second time instantly dispels the first instance. Each new casting replaces the previous one; multiple characteristics cannot be boosted simultaneously.

What happens if a wizard already has an aura active and then casts another aura spell?

Only one aura can be active at a time. Casting a new aura spell replaces any previously active aura. The old aura is immediately dispelled.

The caster uses the Flight spell after casting Part Water. Does Part Water remain?

No. Part Water ends immediately if the caster moves or casts another spell. Using the Flight spell counts as both moving and casting another spell, so Part Water would end instantly.

A wizard with ML 3 wants to throw 3 Fireballs. Can they split them between two different units?

No. All Fireballs thrown in a single Magic Phase must be directed at the same target unit. All 3 Fireballs must hit the same unit.

Does Dispirit or Enthuse affect a character model that is attached to the target unit?

No. Both Dispirit and Enthuse explicitly do not affect character models associated with the unit. Only rank-and-file models are affected.

A unit of 3 models moves between the Wind Blast caster and the target. Does this block the spell?

No. A unit with fewer than 5 models in frontage does not block the Wind Blast. However, the unit still suffers the effects of the blast as it passes through.

Can a caster sustain Wind Blast and then cast another spell in the same turn?

No. Wind Blast ends immediately if the caster casts another spell. The caster must choose between sustaining Wind Blast (spending 1 MP per round while stationary) or casting a different spell.

Does Hammerhand end if the caster takes a wound during combat?

Yes. Hammerhand lasts only until the caster suffers a wound. As soon as the caster takes any wound, the spell ends immediately.

A 2-legged Character is targeted by Leg Breaking. What happens on the first hit?

A 2-legged Character model's leg is broken and movement is halved on the first hit, but they are not removed as a casualty or immobilized until hit a second time. Only ordinary troopers (non-characters) are removed as casualties on the first hit.

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