… with a bit of all the other Warhammer editions thrown in!

Combat Movement

Warhammer The Old World – Highlights for Warhammer Fantasy Veterans

Introduction

While Warhammer – The Old World (TOW) is built on the foundation of the former Warhammer Fantasy Battles (WFB), it has several key differences pertaining to movement, as well as some additional complexity.  In this article, I will highlight several of the top things you need to know as a Warhammer Fantasy Battles Veteran jumping into the “new” Old World.

CHARGE!

Charge Range / Charge roll

As opposed to a unit doubling its movement characteristic while charging as was the case in many past editions of WFB, in TOW the amount a unit moves when charging is referred to as its Charge Range and is determined by the Charge roll.  The maximum Charge Range is also the key determining factor in whether or not a charge is eligible to be declared (terrain and/or Special Rules (SR) may impact whether or not a charge is eligible to be declared as well)

To make a Charge roll, roll 2D6 and discard the lowest result. The highest result is the result of the Charge roll. If both dice roll the same result, discard either. The result of the Charge roll is then added to the unit’s Movement characteristic to give the unit’s charge range (which can be further impacted by terrain and/or Special Rules (SR) such as Swiftstride).  For example, a unit of Elven Spearmen is Movement 5.  When the Elven Spearmen declare a charge, they roll 2D6 (using only the highest result) and add that to 5 to determine their Charge Range (which has a maximum of 11 inches).

Note that Swiftstride is the key SR in TOW which impacts movement as it is found on many fast-moving units in the game and gives a player the option of adding an additional +D6 roll to the result of a Charge, Flee, or Pursuit roll.

Key takeaway:  Charge moves are random and Swiftstride is a very powerful SR!

References: Rulebook pages:  121, 178

Failed Charge

As opposed to moving its movement characteristic when failing a charge against an enemy unit that elects to Hold or Stand & Shoot as was the case in many past editions of WFB, a unit that fails a charge in TOW moves the result of its Charge roll, wheeling as required.  

Note that units with the Swiftstride have the option of adding an additional D6 roll to their Charge roll and this will impact how far they move on a failed charge as well.

Key takeaway:  When failing a charge, the amount a unit moves is random and will and usually fall between 1-5 inches for most units and 1 – 9 inches for units with Swiftstride. (Note: the upper ranges of the random rolls are excluded as in most cases those will result in a successful charge, not a failed charge).

References: Rulebook pages:  121, 178

Not a Failed Charge – Wait – What?

This one is sure to trip up old school WFB veterans!  Note that in TOW if a charging unit elects to pursue an enemy unit which fled from a charge and it fails to make contact with the fleeing unit (e.g., it rolls poorly on its Charge roll) it moves its full Charge Range (movement characteristic + Charge roll) towards the fleeing unit.  It has not made a failed charge as the charge target ran away.  

Key takeaway:  This rule is very different from earlier WFB rulesets and has important tactical implications it terms of where units end up on the tabletop if they fail to catch an enemy who has fled as a charge reaction.

Key References: Rulebook page:  129

Running Down the Foe

If your Charge Range allows you to catch an enemy unit which fled from your charge, the charging unit makes contact with the fleeing unit and will wheel to align as normal. Caught by the enemy, the fleeing unit is then hacked to pieces and immediately removed from play.

The charging unit may then attempt to reform by making a Leadership test. If this test is failed, the unit is unable to reform. If this test is passed, the unit may make a free reform. In either case, the unit cannot move again this turn.

Key takeaway:  When you run down a foe, don’t forget you have the option to take a Leadership test to reform and better position yourself for future turns.

Key References: Rulebook page:  129

POST-COMBAT MOVES

Alright, now that we have covered some of the key concepts pertaining to the charging, let’s dive into the glorious complexity of post-combat moves.

Overrun

Let’s start with a discussion of post-combat moves where your unit(s) have obliterated the enemy.  In TOW this type of post-combat movement falls under the term Overrun.  Note for WFB veterans, there is a key difference here – Overrun in TOW applies to every time you wipe out the enemy, not just when you wipe out the enemy on the charge.

The rule for Overrun is as follows: “If a unit completely destroys its enemy before the Break Test sub-phase, it may attempt to restrain and reform, or it may ‘overrun’. A unit that overruns makes a normal pursuit move but must move directly forwards, without pivoting.”

Note that an important official FAQ related to Overrun exists as well:

Q: If a unit completely destroys its enemy in combat and makes an overrun move, can it attempt to reform after moving?

A: Unless it pursued into a fresh enemy, yes. A unit that overruns makes a normal pursuit move and, since its enemy has already been wiped out, it may attempt to reform as if it had run down its foe, as described on page 129.

Key takeaway:  Overrun applies to any time you wipe out the enemy (not just when you wipe them out on the charge).  In addition, when Overrun applies, you may take a leadership test to restrain and reform on the spot or you may move your pursuit move directly forward and then attempt to reform.

Key References: Rulebook page:  156, FAQ & Errata v1.2 – page 6

Give Ground and Fall Back in Good Order

Definitely a new one for WFB Veterans here.  In prior editions if you successfully passed your break test, in most instances the units stayed where they were positioned on the tabletop – but that is no longer the case as that situation is now covered by Give Ground or Fall Back in Good Order (FBIGO).   Let’s start by reviewing the related rules:

Give Ground

A unit that Gives Ground does so reluctantly, maintaining its formation whilst attempting to put a bit of much needed distance between itself and the enemy.

When a unit Gives Ground, it moves 2″ directly away from the enemy unit or units that caused it to Give Ground, without turning, pivoting or otherwise changing its facing in any way, stopping immediately should it come into contact with another unit or terrain, or if continuing to move would bring it within 1″ of an enemy unit.

Fall Back in Good Order (FBIGO)

When a unit Falls Back in Good Order, it is beating a hasty retreat, but has not yet lost all courage and is able to quickly rally its fighting spirit. A unit that Falls Back in Good Order moves exactly like a fleeing unit, with the following exceptions:

When making its Flee roll, a unit that Falls Back in Good Order rolls two D6 and discards the lowest result. If both dice roll the same result, discard either.

A unit that Falls Back in Good Order automatically rallies at the end of its flee move.

Key Takeaway:  Units rarely stay in the same position on the tabletop post-combat in TOW and this has important tactical implications.

Key References: Rulebook page:  134

Follow-up & Pursuit

Alright, so the movement rules for the defeated units are covered pretty well in the rules references above, but what are the options for the victor here?  Fortunately, those are pretty well covered in the Follow-up & Pursuit section – refer to the key related rules references below.

Follow-up & Pursuit

Once Break tests have been made, but before any units belonging to the losing side Give Ground or make a Flee roll, the winning unit(s) must decide what they will do next: restrain and reform, follow up or pursue.

Restrain & Reform

Most units may attempt to ‘restrain and reform’, rather than making a follow up or pursuit move, by making a ‘Restraint’ test. To make a Restraint test, test against the unit’s Leadership characteristic. If this test is failed, the unit must either follow up or pursue. If this test is passed, the unit remains where it is and may make a free reform.

Follow-Up & Change Facing

A unit can make a ‘follow up’ move when an enemy unit it was engaged in combat with Gives Ground. A unit that makes a follow up move simply follows the enemy unit, moving back into contact with it. The two units then become engaged in combat once more and remain locked in place until the next player’s turn when the combat will continue.

Before making a follow up move, a unit may ‘change facing’ by performing a free turn maneuver (of 90° or 180°).

Pursuit

A unit that won combat can ‘pursue’ a single losing unit that Falls Back in Good Order or flees. If there is more than one losing unit, the pursuing unit must declare which it is pursuing before any Flee rolls are made. Once all of the losing units have completed their moves, pursuit moves are made, one at a time, in an order chosen by the controlling player.

Key takeaways:  If the defeated enemy unit Gives Ground or makes a Flee roll (which encompasses FBIGO), the victorious unit does not have to chase.  There are times when it can be advantageous to restrain and reform to allow yourself to charge again, charge another target, or take an incoming expected charge in a better position. Also note that when a victorious unit makes a follow-up move into a defeated enemy unit which Gave Ground, the victorious unit is allowed a free turn maneuver which allows it to change its facing to put it in a more advantageous position (usually to face a defeated enemy that it was fighting to its flank or rear). 

Key References: Rulebook page 156.

CONTINUING COMBATS

As noted in the rules previously referenced, units will regularly continue to be engaged in combat by the enemy after they Give Ground or FBIGO.  Let’s take a look at the key rules to be aware of when such situations occur.

Follow-up into an Enemy which Gave Ground

In a situation where the defeated unit Gives Ground and the victorious unit makes a Follow-up Move the combat counts as an ongoing combat.  Models engaged in a challenge remain in that challenge, and the units are extremely limited in terms of any types of changes.  This is reinforced by two important Official FAQs as well:

Q: If my unit loses a round of combat and either Gives Ground or Falls Back in Good Order, can it choose to use different weapons in the next turn if the enemy made a Follow Up or Pursuit move?

A: No. Even though the units separated momentarily, they remain locked in place and engaged in an ongoing combat once the Follow Up or Pursuit move has been made. In other words, because the combat is ongoing, neither unit is able to swap one weapon for another. 

Q: Two characters are engaged in a challenge whilst their units battle around them.  At the end of the round, the losing unit might Fall Back in Good Order or Give Ground.  If their enemy pursues or follows up, does the challenge continue?

A: Yes. As stated on page 211, if both participants in a challenge survive the round and if the combat continues, the challenge continues.

Key Takeaway:  Give Ground is largely the equivalent of how units were treated when the defeated unit passed a break test in prior versions of WFB.  The big difference here is that in TOW the defeated unit will be pushed back 2 inches – and take note that as confirmed in an additional official FAQ, if a unit is pushed back off the board it is indeed destroyed.

Key References: Rulebook pages:  134, 155, 156; FAQ & Errata v1.2 – pages 5, 6

Pursuit into an Enemy which Fell Back in Good Order

In a situation where the defeated unit FBIGO and the victorious unit made a pursuit move and re-engaged the enemy, the victorious unit counts as having charged.

Also note that a unit which FBIGO counts as having automatically rallied at the end of its fallback move. 

This is an extremely important point to note as a unit which rallies may perform a free reform which will allow it to change its facing, its formation, and rearrange its ranks and files.

Key Takeaway:  FBIGO is a very new concept for WFB veterans.  FBIGO is powerful for the defeated unit (the unit is allowed a free reform), but the pursuing unit also receives additional benefits it terms of counting as having charged etc.  Be aware of the tactical implication on both sides of the coin here.

Key References: Rulebook pages:  117, 154, 155, 157

Final Thoughts

I hope this article helps out all my fellow veteran WFB players checking out The Old World to demystify the ruleset and clarify some of the newer concepts related to combat movement.  If you have any feedback for me on this article you can find me on the Rank and Flank podcast Discord under the user name of Margrim.


Comments

2 responses to “Combat Movement”

  1. Nadienne Williams avatar
    Nadienne Williams

    If a unit in Overrun or Pursue goes off the table edge when chasing a unit or after completely destroying a unit, can it return to the table?

    1. Yes, it can return to the table. It does so in the next turn. This can actually be a way to protect the unit. See p157 “Pursuit off the battlefield”

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