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
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MINIATURES PAINTED BY
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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 CROSURSEQUENCE 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.”