Get The Lowdown On Morale In Warhammer: The Old World
November 28, 2023 by brennon
Another week and another toe-dip into what we can expect from Warhammer: The Old World when it lands on tabletops early next year from Games Workshop. We've seen articles pop up on the other phases of the game which you can find HERE but this week we saw them dive into Morale & Psychology.
Witch Hunter Art // Warhammer: The Old World
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Previously looked at as part of the article on Combat, we got more detail on Break Tests and how Leadership rolls work. As you'll have seen if you read the previous article, when you lose combat you will either Break And Flee, Fall Back In Good Order or Give Ground.
Break Test Example // Warhammer: The Old World
In the first case, if you break and flee then you run 2D6 inches away from your opponent and if you leave the battlefield then you are destroyed. If the opponent manages to catch you on 2D6 then you're also destroyed. You might also end up running through friendly units and if you do then your allies might end up getting charged by the enemy that just wiped out you and your pals!
If you Fall Back In Good Order then you retreat but discard the lower of the two dice when you flee and get to automatically reform at the end of your movement, ready to receive the oncoming charge if the enemy decides to pursue. Lastly, giving ground just means that you step back two inches and will either face the wrath of your foes again or get prepared for the next turn.
So far so good and whilst still identifiable as Warhammer Fantasy Battles, there's something of the Historical wargame in this new edition. A lot of the ideas here are those that you'd find in the likes of Hail Caesar and games of that ilk.
Psychology & Special Rules
As well as getting another bit of information on what happens after combat, we got a look at a full profile and also how Psychology and Special Rules interact.
Dragon Ogre Shaggoth Profile // Warhammer: The Old World
If you want to charge a Fear-causing enemy, for example, you need to pass a Leadership Test to do so if you're at a lower unit strength. If you're getting charged by something that causes Terror then things are even worse. If you fail your Leadership Test at that point then you just flee! You'll also be at a minus one when it comes to fighting a Terror-causing enemy simply by being in their presence.
We also learned about Frenzy as part of a new spell preview.
Battle Lust Spell // Warhammer: The Old World
Frenzy means that you don't suffer the effects of Fear or Terror but you do have to charge given the chance and can never flee from charge against you. Stand and fight my Dwarfen Slayers! This is also a good time to say that all of the Universal Special Rules will be in one place in the new book and that includes those tied to Psychology. So, it should be easy(ish) to get your head around how different units work and what they can do!
It all sounds good so far and Magic is coming up next time as part of this preview season for Warhammer: The Old World. I'd like to know how they've tweaked casting spells beyond what we already know about moving different spells into different phases.
What do you make of Warhammer: The Old World so far?
"...there's something of the Historical wargame in this new edition"
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the dragon ogre look interesting.