GW dropped an update FAQ for Warhammer: The Old World to keep the game balanced and, hopefully, make playing more competitive and fun.
Updated June 26th, 2025, by Rob Baer with new information, the latest Old World FAQ, and links to relevant content.
Let’s talk Old World. The new FAQ and the Matched Play Guide just landed from Games Workshop, and if you’re the kind of player who counts inches like a hawk and still argues over whether that hill is “impassable” or “just difficult terrain,” then this one’s for you.
Even if you’re more paint-before-play, this update is worth your time, and here’s why.
Changes Coming in Hot
This new Warhammer: The Old World FAQ shakes up magic, gives infantry a proper shot in the arm, and adds new layers to matched play that could actually change how you write your next list.
Magic: The Playing Field Gets Leveled
Let’s talk spell-slinging. Level 4 Wizards have been the MVPs of nearly every army since launch. If you weren’t bringing one, you were probably losing. That’s changed.
The FAQ tweaks how casting and dispelling modifiers work. Now, your dice actually matter again. Big spells are more dependent on rolls than raw wizard level, which opens the door for those lower-level casters to do something useful besides catching arrows.
There’s also an update to how magical vortexes interact with units — more control, less chaos (well, less unintended chaos — it’s still magic, after all).
On top of all that, there are also lots of changes to the spells themselves.
These changes make magic less predictable and a bit more daring. Riskier, sure, but also more interesting.
Infantry Gets Its Day in the Sun
Let’s be honest: infantry’s been the sad middle child for a while now. Not tanky enough to hold, not killy enough to smash. That’s changed too.
Units with hand weapons and shields can now parry, so they’ve actually got a shot at surviving combat. Outnumbering your enemy gives bonus combat resolution points again — an old-school mechanic that rewards building those big blocks.
Fighting in two ranks has become more common, and switching weapons mid-fight is back on the menu. It may even be worth paying for great weapons again!
Also worth noting: some weapon profiles have been tweaked. The result? You’ll need to actually think about when to use that halberd or switch back to your sword-and-board. This makes infantry feel more dynamic and worth their points.
They’re still not going to walk through a unit of Chaos Knights, but they’re no longer just speed bumps either.
Ravening Hordes & Forces of Fantasy: Minor Tweaks, Meaningful Impact
Tucked into the update are a few quiet adjustments for the armies in the Ravening Hordes books and Forces of Fantasy. These aren’t headline-grabbers, but they’re the kind of small, surgical changes that can clean up interactions, clarify intent, and, in some cases, shift how a unit functions on the tabletop.
Think subtle updates to unit entries, clearer wording on special rules, and the odd point cost tweak. If you’re running anything from those lists — Tomb Kings, Bretonnia, Orcs & Goblins, or one of the more bespoke journal armies — it’s worth giving the documents a proper read.
There might be just enough in there to free up a few points, tighten a strategy, or fix a long-standing “wait, can I actually do that?” rules snag.
Bottom line: don’t skip this part. It’s not flashy, but it could clean up your next game night or tournament showing in a big way.
Matched Play Gets a Glow-Up
Last up for FAQ and Errata, the Matched Play Guide. This isn’t just a tweak or a table update — this thing adds nine fresh scenarios. That’s right, nine. And three of them are tailored for doubles games, so your buddy with the half-painted army now has even fewer excuses.
What’s really neat here are the objective mechanics. No more rinse-and-repeat VP farming — we’re talking narrative-driven goals. Think supply trains, critical landmarks, maybe a stash of lost relics or weapons in the middle of a skirmish.
And then there are secret objectives. Yes, secret. Hidden. You complete them, and your opponent won’t even know what hit them until the post-game handshake turns into a “wait, you scored how many?”
These are perfect for spicing up tournament play and casual games alike. It adds a layer of bluffing and tactical misdirection that makes things feel a bit more like a proper battlefield and less like a spreadsheet with dice.
What This Means for Your Games
If you play tournaments, expect to see more infantry on tables — not just as tax, but as actual threats or anchors. Magic won’t be so one-sided anymore, and those cheeky Level 2 Wizards might become a lot more viable.
Also, expect some very confused generals trying to guess what your secret objective might be while you’re gleefully racking up hidden points.
This is a great time to shake up your army list, revisit those units collecting dust, and test some new strategies. The game hasn’t been flipped on its head, but the tweaks push things toward more variety and smarter choices. And we think that’s always a good thing.
Final Word From Us
With the latest Old World Warhammer FAQ, the game is feeling fresher, more balanced, and frankly, more fun. This update isn’t just a rules patch — it’s a signal that the designers are listening, refining, and fine-tuning the experience to make your battles more interesting, more tactical, and a little less predictable.
Now get out there, dust off that Empire infantry, and maybe think twice before auto-picking that Level 4 wizard again.
Download All the Changes Here!