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Jul
25

Warhammer The Old World: New rules info revealed by GW

Games Workshop has unveiled more details about Warhammer: The Old World through a developer update on Warhammer Community. The company's goal was to create a contemporary game that pays homage to the cherished Warhammer Fantasy Battle while captivating both seasoned veterans and newcomers to this venerable fantasy realm. To achieve this, they immersed themselves in numerous games.

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Over several months, the designers gathered regularly to play games of every edition of Warhammer Fantasy Battle, reconnecting with rules that had not been used in decades. Their aim was to identify the most enjoyable aspects of the classic game and determine where improvements could be made. Here are some of the rule adjustments they've made:

 

Assembling Your Warhammer Miniatures for Battle

Warhammer: The Old World centers around massive combat, with armies forming disciplined units that march resolutely towards their adversaries. The rules encourage players to field units of varying sizes based on their type and role. Crucially, the formations units adopt are just as important as their deployment and speed of advancement.

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The rules promote units with broader frontages, but the exact number of models per rank is now left to the players' discretion, rather than being strictly governed by the rules. Games Workshop has ensured that as many models as possible can participate in combat, granting even those within the fighting rank but not in direct contact with the enemy the chance to use their weapons.

Combined with the freedom to create and equip characters from a wide range of options, players have numerous strategic choices when assembling their units and muster lists, which, in turn, influence their tactics on the battlefield.

 

Smashing the Foe

Games Workshop emphasizes that Warhammer: The Old World aims to capture the ebb and flow of battle, simulating how a beleaguered army gradually succumbs to fatigue and attrition. As a result, units that lose a round of combat will often withdraw reluctantly instead of immediately breaking and fleeing. Conversely, the victorious unit can advance to capitalize on their advantage.

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However, cunning opponents can use this dynamic to set traps, and an advancing unit risks exposing a vulnerable flank to a well-timed counter-charge!

 

The Ways of Wizards

Magic plays an integral role in the game, though its mechanics are simple. The untutored Wizards of the Old World practice unique Lores of Magic, manipulating the Winds of Magic and crafting spells suited to their needs. This approach grants Wizards the freedom to cast a wide range of spells effortlessly.

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To reflect this, spellcasting has been distributed throughout different phases of the game, rather than being confined to a single phase. This ensures that every spell available to a Wizard can have a significant impact on the battle if cast at the right place and time.

While battles decided solely by a single spell are rare, the focus has shifted from tracking dice pools or card to the positioning of Wizards. Players must plan ahead, moving their Wizards strategically to ensure they can wield their magic effectively and counter enemy spells.

 

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