Here are all the latest gameplay details for Warhammer The Old World rules from Games Workshop that resemble Fantasy battles quite a bit!
We’ve heard about what armies GW will be focusing on for the game, but this is really the first time we’ll see how the ruleset will play out on the tabletop. While it looks like there will be some big changes to the game, GW says a lot of things will actually stay the same.
While we don’t have a release date set in stone, getting all these details could mean we will see the game soon! Let’s check out the details about the game.
Huge Gameplay Details For Warhammer The Old World!
The latest gameplay details for Warhammer The Old World rules come from Warhammer Community.
The rules encourage players to field units of varying size based on their type and role. Perhaps most importantly, the formations units adopt (how wide or deep they are) are just as significant as where they are deployed and how quickly they advance.
The rules encourage units with wide frontages, but the ideal number of models per rank is decided by the player, not enforced by the rules. To do this, we’ve ensured that as many models as possible can fight in combat, giving even those models that are within the fighting rank but not in base contact with the enemy the opportunity to bring their weapons to bear.
Combined with the freedom to create and arm characters as you choose from a wide range of options, players have a lot of strategic choices to make when building their units and writing their muster lists, choices that will, in turn, inform their tactics on the battlefield.
This might be one of the most important parts of Fantasy; how many ranks do you want in your units? Having giant blocks of units is just awesome, and from the sounds of this, there will still be some form of rank bonus that you have to balance with how many models can get attacks.
Then, it feels like GW won’t restrict your wargear options too much, which is another excellent part of Warhammer Fantasy.
Winning Combats In Warhammer Old World
One thing we were keen for Warhammer: the Old World to represent was the push and pull of battle, capturing the way in which a hard-pressed army will gradually succumb to fatigue and attrition. To achieve this, units that lose a round of combat will often give ground reluctantly rather than immediately breaking and fleeing, while the winner can advance to press their advantage.
This is interesting because it sounds like units don’t just break and fully run anymore; they just get “pushed back.” We assume the winning unit will get some advantage for pressing forward, and there is probably still going to be a chance for units to fully break.
Magic in Warhammer Old World
Magic is integral to the game, though the mechanics of its use are simple. The untutored Wizards of the Old World practise strange Lores of Magic of their own devising, manipulating the Winds of Magic and crafting spells that suit their purpose. While such recklessness might alarm some, it gives Wizards freedom to cast a wide range of spells with ease.
To reflect this, spellcasting has been liberated and spread throughout the different phases of the game, rather than restricted to just one. In doing so, we’ve ensured that every spell available to a Wizard can have a significant impact upon the battle if cast in the right place and at the right time.
Situations where a single spell can decide the outcome of a battle are rare. The focus has shifted from keeping track of dice pools or hands of cards onto the positioning of Wizards.
This means players will have to plan ahead, moving their Wizards as carefully as any other unit, both to ensure they can bring their magic to the right place at the right time, and to ensure they can counter the spells of enemy Wizards.
This seems like a pretty big change, as there will not be just a magic phase anymore, and it sounds like dice pools are set now, and the mages know a lot of spells. It does seem like GW will keep a wide range of spells which is fantastic, but we’ll have to see just how different it plays on the tabletop.
Overall, it seems like we’ll see a lot of similarities, but magic and combat have some significant differences. They said they played all the versions to make the rules, so let’s hope they took the best bits from every edition and left out the bad stuff.
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In case you missed the past Warhammer Old World announcements since 2019, we’ve included them above.
All the Latest on Warhammer Old World!
What do you think about the gameplay details for Warhammer Old World?
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