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==Summary== In general Warmahordes is a smaller, (in the [https://www.youtube.com/watch?v=jVL4st0blGU| technical sense]) less complex game that requires much less money to start. However, while Warmahordes may have a simpler ''basic'' rule set, it has many more ''special'' rules, which more than balances this out in terms of depth. Warmahordes is more melee-focused than 40k and games go for a shorter period of time. Finally the 2d6 system allows for a more predictable outcome of any move, which results in a game that often feels less chaotic and random than many Warhammer fights. However Warmahordes is much less customizable than 40k, so making an army of [[your dudes]] is much harder. You can't make your own commander with a history all of his own unless you want to use one of the warnouns that already exist as an identical base. Also, the lack of options for the troops makes making whatever fluff you have for your army more difficult to crunch. Warmahordes feels more like a historical game than a fantasy one in that you're not "forging a narrative" so much as stepping into someone else's. Further, Privateer Press has pretty tight conversion guidelines for its tournaments, (which, to be fair, makes sense because a lot of things like the warjacks share the same chassis and differ only in the arms so making sure no-one is confused is important), limiting how wildly you can convert your models if you want to be competitive. There are two ways to view 40k VS Warmahordes. If you want a casual game, Warmahordes is far superior for these reasons, but if you are prepared to dump a fair amount of time and money for a larger scale game with a more battlefield commander feel, you may prefer Warhammer. Additionally, Warmahordes' greater predictability places more importance on tactics and is a bit better balanced, with fewer stand-out horrible choices like Pyrovores, making it better for people who want greater tactics in their game. Furthermore, as has been proven with monstrosities like [[Screamerstar]], the Daemon Summoning Tide, and [[Fish of Fury]], 40k is easily broken when taken to high level tournament play with ''Von, und precisely von vay!'' to play each of the top level armies. On the other hand, the 40k ruleset (especially with new Unbound rules) favors "forging a narrative," with players expected to play the army they want with the backstory they want, adding RPG-character elements to the wargame. This is why 40k's plot [[Advancing the Storyline|just keeps treading water]] - it sets the stage for [[your dudes]] to have epic adventures and stories, while Warmachines' plot advances because players want to see what happens next. Historical games like Flames of War or Bolt Action do the same, but as the events are real it's easier to motivate players to play a force from one point of time. If you want to have a good story, go to Warmahordes, but if you want to ''make'' a good story, 40k might prove a superior choice. It's hard to say which is better, since they're trying to be different things, and the answer is very much up to personal taste. Thankfully, '''because''' they're trying to be different things and not really copying each other, there's easily enough room for both of them. [[Category: Warmachine Tactics]]
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