So what's "new" in the guides...

By commoner, in Warhammer Fantasy Roleplay

I know some of you on these boards already have copies of the Guides. Besides the creature vault, I was wondering how much these clarifications actually improve game play. For instance, the diary about "modes of play" gave a great deal of insight into card recharge in story mode and the initiative mechanics. In my opinion, it has enhanced the play experience. Are there other areas such "clarifications" improve the game. If there are, could you highlight them or at the very least, give us your overall impression of what's in the guides that those of us who already own everything. What use could we get out of them? It is a hefty price-tag and if all they contain is a rules compilation and everything published in some handy reference charts, it probably (at least for me) won't be worth my dollar investment if that is all they are. Any information about the actual improvements, more than you don't need these books or the books are great would be helpful for us who are on the fence about purchasing them.

Like all of us who have bought everything thus far, I don't think I am the only person who would be curious to know this information.

Thank you and Good Gaming,

Commoner

If you have everything published to date, you really don't need the Guides & Vaults gui%C3%B1o.gif

The Creatures ones bring new stuff, even if some is badly missing for people who did not get the boxes (Lesser & Greater Servants of Tzeentch & Nurgle missing in the Guide, but are in the Vault as cards; Spell cards Rank 1 to 3 with Chaos, Dark Magic, Necromancy, WAAAGH, Tzeentch & Nurgle Traits which are superb to customize badies).