Frequently Asked Questions (FAQs) about Warhammer The Old World
Q: What is Warhammer: The Old World?
A: A rank-and-file fantasy battle game by Games Workshop set in the classic Warhammer world, focusing on blocks of troops, characters, magic and epic battles.
Q: How is it different from Warhammer Fantasy Battles (WFB)?
A: It's a modernised return to that style-new rules, streamlined mechanics and updated faction lists while preserving square bases, formations and classic atmosphere.
Q: What scale and base sizes does it use?
A: 28mm "heroic" scale. Infantry typically use square bases (e.g., 25mm or 20mm depending on unit), with cavalry/monsters on appropriately sized rectangular or square bases.
Q: Do I need movement trays?
A: They're highly recommended. Units fight in ranked formations and trays make moving, wheeling and reforming much faster and neater.
Q: Can I use my old Warhammer Fantasy models?
A: Yes. Most legacy miniatures fit perfectly; just check the current base sizes and unit options for your army list.
Q: Which factions are available?
A: Iconic forces like The Empire, Bretonnia, High Elves, Dark Elves, Dwarfen Mountain Holds, Orc & Goblin Tribes, Warriors of Chaos, Tomb Kings, Vampire Counts, and more, availability varies by period and list.
Q: What's the setting and timeline?
A: It's set centuries before the End Times, during earlier eras of conflict across the Old World, letting classic nations and rivalries shine.
Q: How big are typical games?
A: Common sizes range from 1,000-2,000+ points. Skirmishes are possible at lower points; grand battles can go far higher if you have the models and time.
Q: Is there a starter path for newcomers?
A: Start with the core rulebook, pick a faction with an army list, assemble a few units plus a hero/wizard, and play small games to learn before expanding.
Q: How does movement work?
A: Units move as ranked blocks with wheels and reforms. Facing, arcs and formations matter for charges, flanks, and line of sight.
Q: How does magic work?
A: Wizards generate power and use spells from defined lores. Casting involves dice, risks like miscasts and counters like dispel attempts-timing is crucial.
Q: What about shooting and war machines?
A: Ranged units use volleys, modifiers, and arcs; artillery brings templates or high Strength shots. Positioning, range bands, and line of sight are key.
Q: How does close combat resolve?
A: Initiative/order decides strikes; wounds, static combat resolution (ranks, banners, flank/rear), and special rules determine winners; losers may break and flee.
Q: What's morale like (Leadership, Panic, etc.)?
A: Units take tests after heavy losses, nearby routs, or combat defeats. Banners, generals, and proximity to friendly units can steady your lines.
Q: Are there scenarios and objectives?
A: Yes-beyond pitched battle, missions add objectives like holding ground, breaking through or protecting standards to encourage maneuver and combined arms.
Q: Are official army lists and books required?
A: You'll need your faction's current list (in books or PDFs, depending on release) to know unit profiles, special rules and points.
Q: Can I mix allies or mercenaries?
A: Some eras and lists permit allies or contingent forces with restrictions. Check your faction's rules for who can fight alongside whom.
Q: How hobby-heavy is it (assembly/painting)?
A: Moderate to high. You'll build ranked units, magnetize trays if you like, and paint large blocks-batch-painting methods speed things up.
Q: How do I find games and events?
A: Local game stores, clubs and online communities organize leagues and tournaments. Many groups welcome legacy armies and teach newcomers.
Q: What tools help play?
A: Movement trays, dice, tape measure, templates, a quick-reference sheet, and printed army lists. Optional apps or spreadsheets help track points and rosters.
Common words and phrases connected to Warhammer The Old World.
1. The Old World - The classic Warhammer Fantasy setting, centuries before the End Times.
2. Rank-and-file - Troops arranged in blocks on square bases fighting in ranks.
3. Movement tray - A tray used to move whole ranked units together.
4. Charge - A special move to contact an enemy for combat, usually giving bonuses.
5. Charge reaction - Defender's response: Hold, Flee, or Stand & Shoot.
6. Wheeling - Pivoting a ranked unit around a corner to change facing during movement.
7. March move - A faster move when not near enemies or after certain actions.
8. Reform - Reshaping a unit's formation or facing without moving far.
9. Flank charge - Hitting the side of a unit to disrupt ranks and boost combat resolution.
10. Rear charge - Attacking from behind; even stronger disruption than a flank.
11. Combat resolution - Score from wounds, ranks, banners, flank/rear, etc., to decide the winner.
12. Break test - Leadership test for a losing unit to see if it flees.
13. Panic test - Leadership test when nearby allies break, flee, or are destroyed.
14. Leadership - Stat representing discipline and morale; used for many tests.
15. Initiative - Stat that often decides strike order in melee (higher goes first).
16. Weapon Skill - Stat measuring melee prowess and ability to hit/avoid hits.
17. Ballistic Skill - Stat for ranged accuracy with bows, guns and war machines.
18. Strength - Determines wound rolls and armor penetration in combat.
19. Toughness - How hard a model is to wound.
20. Armour save - Roll to negate wounds based on armor and modifiers.
21. Ward save - A special save that isn't reduced by armor modifiers (magical/protective).
22. Regeneration - Ability to regain or ignore damage; often lost to fire attacks.
23. Fear - Psychology rule that penalizes enemies; can cause failed charges or lower WS.
24. Terror - Stronger than Fear; may cause immediate Panic or force Flee reactions.
25. Frenzy - Grants extra attacks and immunity to certain psychology but compels charging.
26. Hatred - Re-rolls to hit in the first round of combat against specific foes.
27. Stupidity - Units may act sluggishly or stumble if they fail a test.
28. Animosity - Orcs & Goblins rule: squabbling or surging unpredictably.
29. Magic phase - Turn step where wizards cast spells using power dice.
30. Power dice - Dice pool used to attempt spell casting.
31. Dispel dice - Opponent's dice pool to stop incoming spells.
32. Miscast - Dangerous backlash from a failed or overpowered spell.
33. Bound spell - Spell stored in an item or model with a fixed casting value.
34. Lores of Magic - Themed spell lists (e.g., Fire, Metal, Life, Light, Shadow, Beasts, Death, Heavens).
35. Characters - Individual models like Lords and Heroes that lead or join units.
36. Core - Essential troops required to build an army.
37. Special - Elite or specialized units with stronger rules or gear.
38. Rare - Powerful, limited units or monsters and engines of war.
39. Army Standard Bearer (BSB) - Character carrying the battle standard; boosts rerolls to morale tests.
40. War machine - Artillery such as cannons, bolt throwers and stone throwers.
41. Template - Blast pattern used to determine hits for catapults and breath weapons.
42. Misfire - Artillery malfunction result that can damage or disable the machine.
43. Skirmishers - Loose-formation troops with more mobility and flexibility.
44. Scouts - Units that deploy forward in advanced positions before the game starts.
45. Ambushers - Units that enter play from table edges mid-battle.
46. Lore attribute - Passive effect that triggers when casting spells from a specific Lore.
47. Ethereal - Units that ignore mundane attacks but are vulnerable to magic.
48. Challenges - Duels issued between characters during combat rounds.
49. The Empire - Human faction of provinces, blackpowder and state troops.
50. Bretonnia - Chivalric human kingdom of knights, peasants and the Ladys faith.
Description and game play for Warhammer The Old World.
Warhammer: The Old World brings classic rank-and-file fantasy warfare back to the table, where blocks of infantry, pounding cavalry and cunning wizards decide the day. It's a game of maneuver and morale as much as raw damage: formations matter, flanks are priceless and steady leadership can outshine spectacular dice. Alternating turns with charge reactions and psychology checks creates a tense rhythm-every march, wheel, and pivot telegraphs intent while setting traps. Terrain shapes lanes of advance, artillery dictates timing and banners extend courage where it's needed most. Victory usually belongs to the general who wins the positioning battle before swords ever cross.
Best overall game plan: win the movement phase, then let combat confirm it. Begin by anchoring your center with stubborn infantry that can absorb a charge and hold. Screen those anchors with cheap skirmishers or detachments to soak missiles and redirect enemy hammers. Keep your own hammer units-elite cavalry, monsters, or great-weapon guards-masked behind the line until you've fixed enemy bricks in place. Use fast cavalry to feint, threaten flanks, and force unfavorable reforms. Magic should be a force multiplier, not a crutch: prioritize buffs that increase reliability (leadership, hit/wound rerolls, charge control) and debuffs that steal the opponent's momentum over flashy but swingy damage spells. Preserve your general's leadership bubble and time your banners for decisive clashes.
Battle strategy on the table: deploy with a refused flank to compress the fight, then threaten an envelopment on the open side. March to present simultaneous charge dilemmas-two or more threats that can't all be answered at once. When engagement comes, commit in layers: anvil to pin, hammer to break, pursuit to capitalize. Always guard your flanks with arcs, chaff, or terrain; even elite regiments crumble when taken in the side. Track combat resolution and standards-small modifiers win big combats. If behind, trade space for time and hunt points with mobile elements; if ahead, collapse the refused flank and roll the line. Above all, maintain discipline: measure, sequence, and strike when the odds are already yours.
About Warhammer.
Warhammer is a tabletop miniature wargame created by Games Workshop, set in rich fictional universes like Warhammer 40,000 (sci-fi) and Warhammer: Age of Sigmar (fantasy). The hobby is more than just gameplay; it's an immersive experience that combines strategy, creativity and community.
One of the core aspects of Warhammer is the modeling and painting of miniatures. Hobbyists spend hours assembling detailed figures from plastic sprues and then painting them using a variety of techniques. For many, painting is a relaxing and expressive part of the hobby, allowing for customization and artistic flair. Whether you're painting a grimdark Space Marine or a majestic Stormcast Eternal, every model is a chance to tell a story.
The game itself involves players using these painted armies in turn based battles on terrain filled boards. Each unit has its own stats, abilities and lore. Strategy and luck (through dice rolls) play key roles in every match. Army building is also a crucial component, with players balancing point costs and synergy between units to create effective forces.
Beyond the game and models, the Warhammer hobby includes an expansive universe filled with novels, animations and a passionate global community. Fans dive into the deep lore, collecting books and engaging in online discussions or local gaming clubs. Events like Warhammer Fest and tournaments give hobbyists the chance to showcase their armies and meet like minded individuals.
Whether you're drawn in by the tactical gameplay, the detailed models, or the storytelling, Warhammer offers something for everyone. It's a hobby that encourages patience, creativity and strategic thinking making it both challenging and deeply rewarding.
Warhammer shop near me, Leicester:-
© Leicestershire Miniatures. All rights reserved. This website is part of Leicestershire Airsoft
Shop opening times:-
Thursday 10am until 5pm
Friday 10am until 7pm
Saturday 10am until 5pm.
Unit 2, Queniborough Ind. Est. 1487 Melton Road, Queniborough, Leicestershire, LE7 3FP.
Warhammer 40k and Age of Sigmar