Isn't there something where the magic people pull from "The Warp," which is what makes them crazy? I feel like I heard that years and years ago in high school
"The Warp" is present in both universes but in Fantasy most mages/wizards/etc draw their power from "the winds of magic" which are basically residual warp winds emanating from the central warp rift in the North Pole of the planet.
Heard about the Warp in physics class huh?
Just wanted to add that traveling through the Warp makes long distance space travel possible, so it plays more of a direct role in Warhammer 40k than it does in fantasy.
@bisonhero: I haven't watched a ton but I've been playing the game myself for a good amount of hours now and I don't know ANYTHING that you are talking about. I don't think I've ever found (or noticed that I found) a shipping invoice or noticed red platforms. On one hand it's cool this game has so much neat under the surface stuff but man, I wish they explained this a bit more!
I look forward to playing this from the beginning. After Wolf Among Us I got burned out with waiting extended periods of time for episodes to come out.
I think it's pretty neat that they seemingly have no random chance in the combat. All tactics and very chess like. That's cool! Kinda of a bummer if there isn't much progression in the units though. I also think the two turns idea is a cool idea.
I'm been working on my own tactical game for a while now, and looking at this... man I got a long way still to go...
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