Warhammer 40k

Do you guys prefer that 40k is 40,000 years in the future of Warhammer Fantasy, and that all the races evolved technologically over the years and ascended to the stars, and that the greenskins yelling WAAAAGH for 40,000 years manifested it as a psychic force?

Or do you prefer that Fantasy is just one of the inhabited planets within Imperial space that never evolved technologically?
Neither. Leave fantasy as a world in a universe on another side of the warp.
WHFB world <----> the warp <----> 40k galaxy
It explains cross pollination of the chaos gods, similarities for races, but the warp itself in both settings is so deep that it's not entirely the realms of chaos and other gods exist even in 40k so maybe on the other side of the warp sigmar, nagash, etc. can exist interacting with their own universe and just not bothering with the 40k galaxy, and vice versa with khaine chegorach, and so on.

If you try to put WHFB into 40k it becomes a whole mess(even ignoring AoS) that just doesn't work like when Slaanesh was birthed, orks existing but the eldar just managing to ignore this super magic psyker planet that is WHFB but then that also has elves, and so on.
 
Do you guys prefer that 40k is 40,000 years in the future of Warhammer Fantasy, and that all the races evolved technologically over the years and ascended to the stars, and that the greenskins yelling WAAAAGH for 40,000 years manifested it as a psychic force?

Or do you prefer that Fantasy is just one of the inhabited planets within Imperial space that never evolved technologically?
I've always preferred a planet trapped inside a warp storm.
 
While I don't intend to butt in and derail such a long running conversation, I figured the watchers of this thread would be the best to ask. When it comes to W40k games, what are some good ones? I grew up with Dawn of War (1 and later 2, to a degree), but lately I've really been enjoying Armageddon and Sanctus Reach. Any recommendations from there? I prefer games where I'm able to play as the Imperial Guard - the Ork Hunters DLC for Armageddon was my favourite by far.
Dow1-2, BFGA1-2, SM1-2, Mechanicus and Rogue Trader and Inquisitor Martyr were all fun. Ig hasn't really got any games beside Darktide, most of the human centric games have you play as Inquisitors or Navy etc.

Whf could never be w40k's in game past, especially with 40k referencing real world stuff.

It is at best a trapped planet before Age of Sigmar, after Age of Smegma it can only ever be an alternate universe.

Like LoTR can't be Star Trek's prequel, just not compatible.
 
I did check some of the TC rules out of curiosity and when I saw their own take on Crusade, well it wasnt all super different, but wont lie some of the stuff for relics did give a more heavy 40k vibe.
On the subject of Crusade. It's the part of 40k that interests me the most even though I'll never get to play it. Even so, I have questions.
  1. How compatible are crusades with other editions? I thought 8th > 10th were broadly the same game, so it's weird that crusades supposedly need edition updates.
  2. How compatible are crusades with other games? I've seen comments of people using crusades with OPR or Kill Team, but that doesn't make any sense because those games lack things like wound rolls and objective control.
  3. Are there crusades or similar for Kill Team?
 
On the subject of Crusade. It's the part of 40k that interests me the most even though I'll never get to play it. Even so, I have questions.
  1. How compatible are crusades with other editions? I thought 8th > 10th were broadly the same game, so it's weird that crusades supposedly need edition updates.
  2. How compatible are crusades with other games? I've seen comments of people using crusades with OPR or Kill Team, but that doesn't make any sense because those games lack things like wound rolls and objective control.
  3. Are there crusades or similar for Kill Team?
So answering in no particular order:

1. Kill Team has a thing called narrative play, which from what I got is similar to crusade, but on a more small scale.

2. Dunno honestly, I think some OPR systems have their own spin on the crusade systems and like I said Kill Team has a whole narrative play thing.

3. Most changes it comes with crusade are some rule changes from the core game, since 8th edition having the whole psychic phase, which aint present in 10th edition. Plus, there have been changes with some maps/objectives.
 
On the subject of Crusade. It's the part of 40k that interests me the most even though I'll never get to play it. Even so, I have questions.
  1. How compatible are crusades with other editions? I thought 8th > 10th were broadly the same game, so it's weird that crusades supposedly need edition updates.
  2. How compatible are crusades with other games? I've seen comments of people using crusades with OPR or Kill Team, but that doesn't make any sense because those games lack things like wound rolls and objective control.
  3. Are there crusades or similar for Kill Team?
1. The problem is that there are drastic changes between editions(especially 8th, 9th, and 10th) regarding list building, attaching characters to units, how morale checks work, terrain rules, and so on. Let's say you've got a crusade enhancement that allows a non infantry character to walk through terrain, how does that work with it being attached to a unit now? CP generation is of course also different. Some weapon profiles act differently(especially in 10th due to having the USRs back). The entire Necron army rule is completely different than it was in 9th with the dynasties, so anything that would interact with that wouldn't necessarily work, and resurrection completely changed from 8th, to 9th, and again in 10th as well so anything that could affect that may also not work.

2. No idea. I don't see it working without a lot of houseruling to the point of barely using the 40k crusade system as more than a basic outline. Honestly as it is, GWs crusade system for 40k is fairly barebones for helping the organizer come up with any kind of narrative. Sure there's a bunch of crusade rules for XP and list building, and then bonuses for winning and shit, but there's nothing for the grand scheme of things if you catch my drift.

3. From GW? No. The reality is nothing stops you from doing your own narrative. Make a map for the scale of combat you're playing(like a hive city for KT, or a planetary map for 40k). Have some hexes that grant bonuses, allow players to occupy territory based on the results of their battles(like the amount of XP they get means more hexes to control, flipping a controlled hex costs more, and so on). While having a narrative means for reinforcements/supplies/whatever for the underdog so a winner can't just snowball and be untouchable for the rest of the campaign.
 
How compatible are crusades with other games? I've seen comments of people using crusades with OPR or Kill Team, but that doesn't make any sense because those games lack things like wound rolls and objective control.
OPR does have a campaign system that is essentially crusade. As you would expect it is a very simple system of units earn XP in games, they get some stat upgrade or possible die if they're destroyed in game. You keep playing games until someone earns a certain number of points, or whoever has the most after so many weeks. As far as I can tell no army gets unique upgrades, or missions, or anything. They give you only the basic rules and the rest is up to you.
 
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Do you guys prefer that 40k is 40,000 years in the future of Warhammer Fantasy, and that all the races evolved technologically over the years and ascended to the stars, and that the greenskins yelling WAAAAGH for 40,000 years manifested it as a psychic force?

Or do you prefer that Fantasy is just one of the inhabited planets within Imperial space that never evolved technologically?
My head canon when I was young was that it was the same universe and Karl Franz was also the Emperor of Mankind.
 
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How compatible are crusades with other games? I've seen comments of people using crusades with OPR or Kill Team, but that doesn't make any sense because those games lack things like wound rolls and objective control.
OPR has a simpler campaign system thats not really compatible with crusade but its functional and fun enough, as said before, there are no bespoke upgrades or objectives, but the advanced books have alot of variety in sub missions and sub rules you can use to build up a campaign. Its one of the boons and flaws of OPR as a system, it has plenty of sub rules you can use, but you yourself have to pick and choose and they're often not as balanced or given as much effort as their core game. Ive played a simple campaign and used the mission cards with some buds and its fun enough.

OPR's main strength is that the army builder is honestly some of the best when it comes to wargames, and they still give you tools to download PDFs and build your army with pen and paper if you want, although the army PDFs are automatically generated and can be a bit janky. But the option is still there
 
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GWs crusade system for 40k is fairly barebones for helping the organizer come up with any kind of narrative.
OPR does have a campaign system that is essentially crusade.
OPR has a simpler campaign system thats not really compatible with crusade but its functional and fun enough
That's a surprise. I had always heard Crusade was a detailed set of rules where you play from 500 points to a full 2000-3000 point game at the end over the course of a year (assuming you play once a month). Unlocking new abilties and relics along the way, The specifics vary from crusade to crusade. One might be about area control, another might have a branching path that determines the outcome. With the intention of growing your collection throughout. There are even faction specific objectives and upgrades.

Power level, Pariah Nexus had the coolest set up and the most fun sounding mechanic. That being collecting blackstone and using it to build stuff. Others sounded interesting too, though I don't know much about them. I want to say the one with Nids vs Guard vs Orcs sounds like a great time as three horde armies fight it out as Nids and Orcs break quarantine. I think the canon ending was Nids win that one.

Hearing it talked about online, I was expecting something grander. Almost like DnD where units gain levels and names, and while I imagine the 3000 point finale would be a bitch to play, the build up where units are recruited, lost, and replaced, while a few choice veterans make it through either as elite bad arses or as war weary shadows of their former selves.


Meanwhile, all I'd heard about OPR was campaigns introduced a named hero, and then gave a few bog standard missions you played in order and tallied your VP at the end. ie. This.
You keep playing games until someone earns a certain number of points, or whoever has the most after so many weeks. As far as I can tell no army gets unique upgrades, or missions, or anything. They give you only the basic rules and the rest is up to you.

As implied, I always liked the story and collection aspect of the game. Every month you add a new unit or two. Even a loss can be turned to your favour as you focus farming xp and blackstone to help you win the long game.
 
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Meanwhile, all I'd heard about OPR was campaigns introduced a named hero, and then gave a few bog standard missions you played in order and tallied your VP at the end. ie. This.
They do that as a way to generate some extra shekels from the people who dont/cant 3D print, they sell some mission paths for 5 bucks a pop alongside lore, but the vanilla free rule system has a good enough campaign system. They release mission packs and pseudo-codexes as a way to do discounts too. They just released a big skirmish mission pack featuring their not-khorne and not-skaven along with a pretty deep discount on the 3d models, if you were a patreon fag you could get their entire line of khorne demons and ratmen for 71 bucks or so
 
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That's a surprise. I had always heard Crusade was a detailed set of rules where you play from 500 points to a full 2000-3000 point game at the end over the course of a year (assuming you play once a month).
It's assumed people do that, not specified. You can set the interval however you want, along with army points caps.
The specifics vary from crusade to crusade. One might be about area control, another might have a branching path that determines the outcome.
Not really, it's up to people to do that on their own and that's one of the problems. Yes there's a bunch of lore in the book of things that other factions are doing, not stuff that you're doing. It'd be like getting a splatbook with some character options and reading about and adventure of Drizz't or something, not an actual campaign itself. It's got missions as well of course, but they aren't faction specific, there's no narrative to go with them beyond a 1-2 sentence description.
With the intention of growing your collection throughout.
This would make sense but isn't specifically the case.
There are even faction specific objectives and upgrades.
There are, and generic versions depending on which crusade book you're using(and if the codex for your army is actually out yet). that are themed to go along with that book. The main part about the crusade books is really whatever the big "mechanic" is, like the blackstone fragments being an additional currency(like xp, campaign points, requisition points, etc.) to track and providing additional upgrades separate from the traits and relics.
Hearing it talked about online, I was expecting something grander. Almost like DnD where units gain levels and names, and while I imagine the 3000 point finale would be a bitch to play, the build up where units are recruited, lost, and replaced, while a few choice veterans make it through either as elite bad arses or as war weary shadows of their former selves.
It is, so long as the organizer comes up with a narrative that's worth a shit and can organize the games into something people are interested in playing. Another major problem here is that it is like D&D and it scares people off. They have to track xp for units, you need to get at least a game in depending on how often you're scheduled to play(weekly, bi-weekly, monthly, whatever) and people hate commitments even if it's 1 saturday a month. Just like D&D. Hell, even the tracking isn't super hard because there's spreadsheets and websites that help but people act like adding single digit numbers is difficult even when the spreadsheet does the actual math for you.

In my last crusade league(Tyrannic War, the one from the start of 10th) we had teams kind of acting as super-factions, 3 out of the 16 players dropped before it even started(just never showed up). And it was planned to go from 500-1500 point armies(supply is a whole separate thing, imagine it like a sideboard up to a larger number of points, which you can even spend XP on increasing but doesn't increase your army point count per game), with 1 game played in store for XP every other Saturday, and players able to organize games with eachother(so long as you weren't teammates) any other time but only 1 of those games would count for army xp(keep people from snowballing wins, but allow people to get in make-up games if they missed something) and only the Saturday games would count toward gaining territory on the map. After about 4 weeks another handful dropped, and by the end of the league after 12 weeks we were down to 6 players and even then only half of them were willing to find the time during the 2 week intervals to get another game in. Because it was such a shit show, we just had the finale be a giant 3v3 at 1500 points per player(so 4500 per side, but it actually went pretty quick because you've got 3 people moving their army all at once, resolving attacks, etc.) with a narrative of needing to defend objectives at the center of the board so we could have a huge silly game and get it over with and of the people that up and left the league(usually without notice leaving us starting late waiting for people to arrive) I've only ever seen I think 2 again in the year since? No idea wtf happened to the rest.
 
Do you guys prefer that 40k is 40,000 years in the future of Warhammer Fantasy, and that all the races evolved technologically over the years and ascended to the stars, and that the greenskins yelling WAAAAGH for 40,000 years manifested it as a psychic force?

Or do you prefer that Fantasy is just one of the inhabited planets within Imperial space that never evolved technologically?

Im the older lore warhammer FB took place on a forgotten world in the universe.

The Old Slann engineered its worlds to common templates..thats why the world of WFB resembles Earth. In fact there were thousands and thousands of worlds that resembled Terra.
 
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the wife wants a purity seal for her car, I'm seeing a bunch that are like, magnets and then a strip of cloth type stuff, which seems nice from an accuracy standpoint but I suspect it won't last well through heavy weather
are there versions that are just normal printed car magnets?
 
Meanwhile, all I'd heard about OPR was campaigns introduced a named hero, and then gave a few bog standard missions you played in order and tallied your VP at the end. ie. This.
I forgot they did narrative books. There's a generic book for campaign rules that's free. It just gives you a scoring and progression system but that's about it. I don't have the new book Edge of the Radiance, but I would bet $5 that it's the same free campaign rules and the only new content is the short stories and premade missions. You're meant to play them in order like you're playing through the story. Basically the narrative books are only for people who don't want to come up with their own story and want their hand held the entire time. I can't even get a Big Mac for $5 though so honestly I think that's a fair price.
the wife wants a purity seal for her car, I'm seeing a bunch that are like, magnets and then a strip of cloth type stuff, which seems nice from an accuracy standpoint but I suspect it won't last well through heavy weather
are there versions that are just normal printed car magnets?
This was just a quick google but are you thinking of something like this?
 
Basically the narrative books are only for people who don't want to come up with their own story and want their hand held the entire time. I can't even get a Big Mac for $5 though so honestly I think that's a fair price.
They serve a couple of other functions as well, like published adventures for TTRPGs. The first being they're something to do while you're coming up with your own thing, writing a narrative campaign coming up with a map, missions, etc. all takes time. The second, some people want to do their own thing but haven't before so have a pre-packaged campaign can serve as an outline of sorts to use for your own writing. Take the ideas you like, toss out the stuff you don't, have an understanding of how the missions play out before coming up with your own scenarios and so on.
 
I forgot they did narrative books. There's a generic book for campaign rules that's free. It just gives you a scoring and progression system but that's about it. I don't have the new book Edge of the Radiance, but I would bet $5 that it's the same free campaign rules and the only new content is the short stories and premade missions. You're meant to play them in order like you're playing through the story. Basically the narrative books are only for people who don't want to come up with their own story and want their hand held the entire time. I can't even get a Big Mac for $5 though so honestly I think that's a fair price.

This was just a quick google but are you thinking of something like this?
Indeed! I figured such a thing was out there but I noticed a minute or so on ebay there was "grim dark seal" and other Fire Pro Wrestling names, figured it would be easier to ask before putting in much mileage, thanks!
 
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3. From GW? No. The reality is nothing stops you from doing your own narrative. Make a map for the scale of combat you're playing(like a hive city for KT, or a planetary map for 40k). Have some hexes that grant bonuses, allow players to occupy territory based on the results of their battles(like the amount of XP they get means more hexes to control, flipping a controlled hex costs more, and so on). While having a narrative means for reinforcements/supplies/whatever for the underdog so a winner can't just snowball and be untouchable for the rest of the campaign.
Me and my friend do basement campaigns he has a really big basement we are currently doing the first war for Armageddon and everyone who participates is encouraged to scream as loudly as possible when giving the orders to the troops.
We have successfully gotten some servators by that I mean small children that may have been related to my friend to move the pieces
 
Not to disparage Johnson, Chambers, etc. but when I see their names attached to projects these days I see it as one of three things:
  1. They're getting paid out the ass as consultants. Great for them, potentially dumb for your business
  2. They aren't actually doing anything and are just being used for marketing(again, good for them getting paid)
  3. You're getting their leftover notes from 20 years ago that they couldn't sell to someone else previously(which again, good for them getting paid for not having to do much work)
Trench Crusade even got both - Chambers has what sounds to me like a sinecure.
 
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