Alright, folks, let’s dive into one of the game mechanics that makes Warhammer: The Old World stand out – its movement system. This isn’t your typical Warhammer game, so get ready for something different.
First things first, you gotta put your units in formation. There’s the default Close Order, but some units can choose different options like Skirmish, Open Order, or even the mighty Lance formation for Bretonnian Knights.
Now, Close Order units line up base-to-base, all facing the same way, and they fight in ranks. Ranks matter, so try to keep the same number of models in each rank. The more ranks, the better you are in combat. But when speed is crucial, you can switch to Marching Column formation for triple movement speed, but you can’t charge.
Skirmisher units, on the other hand, don’t need to line up in ranks at all. They can spread out and are super maneuverable, great for hit-and-run tactics. Open Order units still fight in ranks but are faster and handle tough terrain better.
Now, let’s talk about the Movement Phase, which has four parts. Declare Charges is when you decide which units will charge and who they’ll attack. Remember, charging is the only way to get into combat, and there are some rules to follow.
The inactive player then declares Charge Reactions – units can Hold, Stand and Shoot, or Flee. Some might even Counter Charge.
After that, it’s time for Charge Moves. Roll two dice, pick the highest, and add it to your Movement characteristic. If you’re in range, move your unit into base contact with the enemy. If not, well, your charge failed, and you’re sitting ducks.
Compulsory Moves deal with fleeing units, Night Goblin Fanatics, and other special cases. Finally, Remaining Moves are your regular moves that won’t lead to combat.
Remember, in Warhammer: The Old World, movement is an involved process. Units can Move or March, with the latter allowing for double pace but no complex maneuvers or shooting. You can wheel, turn, move backwards or sideways, and redress ranks or reform your units while moving.
So after all this movement, what happens when you charge? Well, there’s a lot of sharpened metal and combat action, but that’s a story for another article. Stay tuned!
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