Alright, fellow generals of the Old World, it’s time to chat about the less glamorous but equally crucial aspects of the battlefield – Morale and Psychology. Strap on your most ergonomic sabatons because we’re about to break down what happens when things go south.
First off, the Break Test – your Leadership roll after a not-so-pleasant combat encounter. Lose, and you might Break and Flee, Fall Back in Good Order, or Give Ground. Breaking and fleeing means running for the hills, risking destruction if you cross the battlefield edge. Fall back in good order, and you retain your fighting spirit, ready to rally and reform for the next round. Giving ground is the tactical retreat – step back, create space, and maybe live to fight another day.
But wait, there’s more on the psychological front! Fear, Terror, Stupidity, Animosity, Frenzy, Unbreakable, Stubborn, and Hatred – it’s a psychological rollercoaster. Fear causes enemies to quiver in their boots, requiring a Leadership test to charge. Terror takes it up a notch, making you test just to declare a charge reaction – fail, and you flee. Frenzy, on the other hand, brings extra attacks and immunity to Fear and Terror. But the catch? You must charge if able, no fleeing allowed.
And that’s just the tip of the psychological iceberg. Next week, get ready for the mystical side of things – a whole article on Magic is brewing, and it’s set to add a spellbinding twist to your battles in the Old World. Stay tuned, and may your sabatons tread wisely on the unpredictable terrain of war!
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!