Alright, fellow gamers, the hype train for Warhammer: The Old World is chugging along, and it’s set to roll into the station in early 2024. The Warhammer Design Studio is giving us a sneak peek, and it’s time to dive into the nitty-gritty of the game’s rules.
So, what’s this game all about? It’s designed to capture those epic moments of massive regiments clashing in battle. Think volleys of arrows, artillery shots flying overhead, cavalry charges, spell-slinging wizards, mighty heroes, and monstrous creatures duking it out. It’s like they took the best bits from previous editions of Warhammer Fantasy Battles and spiced things up. Complex? Oh, yes! But that’s what we love.
Game Structure – It’s all about Rounds and Turns, my friends. Each game consists of several Rounds. In each Round, both players take a Turn, and that Turn has four main phases: Strategy, Movement, Shooting, and Combat. And every Phase? Well, it’s got its own four steps called Sub-phases.
Now, let’s get into the meat of it: The Strategy Phase.
- Start of Turn: This is when certain units get their special moments and take tests. For instance, Stone Trolls are dealing with their Stupidity tests here. Also, Night Goblin Fanatics make their grand entrance at this point. It’s like the opening act of a grand show!
- Command: Here’s where the fun begins. Characters unleash their special rules. A Bretonnian Lord with the Falcon-horn of Fredemund can blow it here and make things tricky for flyers. It’s like giving the cue to your best actors.
- Conjuration: Magic lovers, listen up! There’s no Magic Phase, but magical powers and spells are cast during other phases. Conjuration is where you work your magical mojo, casting enchantments and hexes. Wizards take turns to cast spells, like the Tomb Kings and their Djaf’s Incantation of Cursed Blades. More on Magic coming soon!
- Rally Fleeing Troops: Time to gather the troops! The active player has to rally their fleeing units. It’s like shouting, “Get back here!” Roll two dice against the unit’s Leadership. Fail, and they keep running in the Movement Phase; succeed, and they’re back in the game. Morale matters, and we’ll delve into it later. Remember, if your unit is under half strength, it gets a -1 modifier to its Leadership when rallying. Under 25%, and you need a natural double 1 – talk about nerve-wracking!
Stay tuned, fellow generals, because there’s more to uncover in the months to come. We’ll dig into the other Phases, Magic, Morale, Psychology, factions, the setting, the models, and the game’s future. The excitement is building, and we’re all aboard for the ride!
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!