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Fantasy battle game by Nick Lund RULEBOOK (OO NOS are) INTRODUCTION Page 3» Whats theCame about? 4 Counters and Dive 5 Sequence of Pay | PREPARING FOR BATTI 7 Organising an Aemy |t0 Preparing the Teen ‘tory and Defeat Mult-Player Games | BEFORE THE BATTLE 13 Scouting 14 Establishing the Time 14 Laying out the Batletielé 15. Deploying the Armies 16 Boasts and Omens 17 Iesuing Orders THE BATTLE TURN 19 Phase {Threat 21 Phase2~ Shooting Phase ~ Movement and Reorganisation Phase Phase Phase Command Test Individuals in Bate arches and Batle Leadersin Bate Magic Talismans RORSSSREE THE ARMY LISTS How tose the Army Lists Barbarans Dwarves Gobtine Men Ors Wood Elves Trolls and Ogres Sample armies ‘Army game sheet CREDITS GAME DESIGN Nick Land ADDITIONS & DEVELOPMENT Annes ee MINIATURES DESIGN BOX AND COUNTER ART RULEBOOK DESIGN eine RULEBOOK ILLUSTRATION PLAYTESTING AND ADVICE pastes cae ice etn MINIATURES PAINTED BY uaa Seen FANTASY WARRIORS farasy bt game copyright 1950 Grenadier Mote UR Lidl sigh reserved ISBN NUMPER PRODUCT:0-25--12505-9 CoDe-sH0 GRENADIER MODELS UK LTD Beebe Road Deeside s Clwyd Vey ai GRENADIER MODELS INC PO Box 5, Springild PA 19068 Usa. WHAT'S THE GAME ABOUT With its simple but challenging rule systems, FANTASY WARRIORS will let you fight exciting fantasy battles, full of insane heroism, low cunning and sudden death. Everything you need, except a playing surface, is here - over 100 miniatures, an easy-to-understand rulebook, lots of counters, dice and even a ruler. ‘The object of the game is simple ~ to defeat your enemy using any tactics or strategem you can find, In FANTASY WARRIORS there's much more (o battle than launching your army ina head on attack - discover the perils and rewards of scouting, boasts, omens, threats and, of course, magie. Bach player controls an army, headed by a warehlef who Issues orders to the troops under his command, Giving the right orders and changing ‘them when the moment Is right Is the essence of generalship in FANTASY WARRIORS, How well will you do in the battle of wits between opposing players? ‘You can play the game with forces of any size, from small skirmishes of 20 (0 40 figures a side to epic clashes between several armies, containing hundreds of figures, Battles may be fought between two players, each with an army, or groups of players forming tabletop alliances You don't need any sort of referee or games master. There's no book keeping in FANTASY WARRIORS and, after you have decided on your forces, there's no need for pencll and paper. Once the battle is under way, the colourful counters supplied with the game will ive you all the information you need. ‘The rules are laid out in the order of play so that a quick read through will give you a clear Idea of the flow of the game.When you are familiar with the rules you'll probably find that the Quick Reference Sheet is all you'll need. No matter whetber you're a ‘veteran or 2 novice warchiel, you ‘gam always leara from the experts, So oo ot or was you ro through these rales. We'll be giving ‘you the benefit of our experience ‘widh its and cips om how to be a better warekief, COUNTERS AND DICE DICE “The oniy dice requredo ploy FANTASY WARRIORS are the standard sided type supalied with Bear di raat AN ee tc tex nee sted tice Okeninc ooeeaton wll boused. fa number appeasin rot ofthe Dg 200i jus tells you bow many de Brow For eiample te yout throw two dx, Someames you winced aor than the 2D povided wih dk game, When ths happens just heep ling the dce unt you have reaches the Fogued toa you nd trove converant youcon ay entra ice = they're very che. COUNTERS ‘The coasters are aay of dpsyng game tnermation right where you nee it ost ~onthe Bre Barng te gane ine saket unt and some indivi wile So, rather han yuvingto memorse or take rot of fr example, how mary voleysomisse uit has let ‘Me at senting wlsch or eet or ow many map pointe wizard has, You spy lace be relevant cours next oe anit or indivi n queson ard at the ivormaen 8 thew Rifnret you. FANTASY WARRORSIs a inva spestade sot makes sence rod anges of i cca sts ith stracive enters (Game components: At the start of a game, divide all counters (exept magic points and volleys) equally between the theo sides. Allocse mage and volley counters tothe wizards and missle ris as explained inthe rules Blue HOLD Yellow OPPOSE Red ATTACK Bloodlust Shaken af x & 8 9 a at Disorganived 2 Painting miniatures % ‘For advice oa painting the FANTASY WARRIORS miniatarcs ~ ee. the side panels of the game a | Teas ST Lo 5 \ Magic Fower ie x3l x0 4 aa CROSUR SEQUENCE OF PLAY ‘Ther arejust thre stages invalved in paying a game of FANTASY WARRIORS. 1 PREPARING FOR BATTLE 2 BEFORE A BATTLE 3. THEBATTLE TURN Lats take look a each stage in more deal 1 PREPARING FOR BATTLE Organising an Army (page 7) ‘Warriors are provided for youn te frm of past FANTASY WARRIORS miniatures, over 100 of them rammed into the game box. Yul ned to separate them from eachother and group mes of {hem nto urts. You'll ned Specials, Bade leaders and» Wards which you wl agate from therrmaining gues. hey wlll hn be given Proles which determine her ellctiveness sinthegame Preparing the Terrain (page 10) The FANTASY WARRIORS batlefila be ita large table or designated area of the Ror, not just flat empty plan, Sconery is used both tactically and for visual appeal. tis sed in the game in pre defined Tereaan Features Vietory and Defeat (page 11) Lie ary compete ame, FANTASY WARRIORS uly eds with ne ie wining and he ter lasing, Draws ae posible, but not very Likely Before you commence play, both stds will rnoed to know what they have edo to secure victory. Multi-player games (page 12) ‘The most obvious way to play FANTASY WARRIORS is with two people each with aWarchit at ‘he head ofan army, Eating against one another. However, the game s eminently suitable for larger, mali-player bates involving several aed armies. 2 BEFORE THE BATTLE fore any of he ratte re actualy placed on the bate he players will ed to decide it they wish to Scout IF they do, they allocate somo thelr ut fh sk ane succes they ‘ay gan an early advannge ve ther opponens by dicovting ter deployment and maybe Srenby decdng what tine ttleste stherdenermes Establishing the Time (page 14) ‘re players ned to find out what eof day he aegis Ashe game proces record ofthe ine ioe sing the nig FANTASY HARRIONS Tine Dil Tne an inpraepa of Sha game Sense te ptermance of any of thames acted by whether cay or Rig Laying out the Battlefield (page 14) This is when the Terain Features ae placed on the bated, Deploying the Armies(page 15) Sound 2s). there area ew rules o make sure that no-one guns an unfair advantage Boasts and Omens (page 16) Payers make use of man factors in the pur of victory. Both psychological and supernatural aaiarages may be sought in te inegung Bate of wits whch goc on iuvughoat game of FANTASY WARRIORS Hout canallct he orale of nay wks Omens indica whe or ot an army enjoys the favour of the yds. Issuing Orders (page 17) ‘The irl respons ofthe payer before commiting his army othe vagaries of bate isto sue [RS Bate Tees wih hr dos: Cacal decor sre mad at ts tite This when the el tersion bein! sok wih the next stp Besse onder can be changed during se Bale Tur swe 2.THE BATTLE TURN Like most games, FANTASY WARRIORS is played in turns. A typical game's likely toast for between Band 13 tums. To make playing the game as enjoyable and logial as posible, the turns ‘broken up into several phases Each phase must be completed by both sides belo play proces to ‘herent phase I during any turn, there s nothing to doin a particular phase (for example f ether side wishes to threaten) then that phaso is considered fo have Been completed and play proceeds othe next phase layers wil ind that phases 5, 6 an 7 are use lst than he others, particularly atthe begining of game CBGTR = “tis before the bate that the seeds of viewory (can be sown, don't overdo it Careful planning {is needed before the battle.”

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