Guide

The Old World rules, in plain words

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This page explains the main rules of Warhammer: The Old World in our own words, with a pointer to the book and page where the full rule lives. It isn't a copy of the rules and won't replace them. The Old World is a rank-and-file fantasy battle game from Games Workshop. Armies are built from points and fight in blocks of models. Each player turn goes through four phases: Strategy, Movement, Shooting and Combat. Combat is decided by more than kills. Ranks, standards and flank charges add to a combat result, and the losing side tests its nerve or flees. Magic is cast with dice and can be dispelled, and it sometimes backfires. Leadership and psychology such as Fear and Panic decide whether units hold. Read a summary here, then check the citation in your rulebook or army book. If a summary and the book disagree, the book wins.

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Army building basics

You agree a points size, pick a faction and list (Grand Army or Army of Infamy), choose a General, and spend points across Characters, Core, Special, Rare and, where allowed, Mercenaries and Allies. Core has a minimum share; the other categories have caps. See composition caps.

Turn sequence

Each player turn runs through four phases in order: Strategy, Movement, Shooting and Combat. Most decisions about rallying, magic setup and leadership happen early; charges are declared before other moves.

Movement and formations

Units fight in ranks and files, so facing and frontage matter. Units turn by wheeling or reforming, which costs movement. Charges are declared, then measured; a charged unit may hold, flee or shoot, depending on its options. Fleeing units can be pursued.

Shooting

A unit needs line of sight and range. The firer's skill sets the base roll to hit, then modifiers for things like cover, long range and moving apply. Hits roll to wound, then the target saves.

Close combat

Models strike in Initiative order, higher first. After blows, each side adds up a combat result from wounds caused plus bonuses such as ranks, standards and flank attacks. The loser takes a Break test that can send it fleeing.

Psychology

Leadership tests decide whether units keep their nerve. Fear and Terror make some enemies harder to face. Panic can spread when nearby friends break or are destroyed.

Magic

Wizards know spells from a lore and try to cast them with dice; the opponent can try to dispel. Rolling badly can cause a miscast, which can hurt the wizard and the units around them.

Characters and challenges

Characters can lead units, lend them their Leadership and fight inside them. In combat, characters can issue or accept challenges to fight one on one.

Terrain

Terrain can block sight, slow movement, give cover or carry its own effects. Agree before the game what each piece counts as.

Special rules glossary

Many units share named special rules. Order of Battle lists the ones your army uses in Play's Rules tab, as short summaries. The book's wording is the one that counts.

Victory points and scenarios

Most games are won on victory points for destroyed or fleeing units, captured standards and scenario objectives. The scenario decides deployment and any extra goals. Play tracks victory points.

Companion pages: Army composition · Tutorials · List builder

Is this the official rulebook?

No. These are our own summaries. Buy the rulebook for the full rules.

Why are there page references?

So you can check the exact rule in your copy quickly.

Does Order of Battle enforce these rules?

It checks list composition and helps track state in Play. You still resolve the game.

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Free Old World builder · How to use Order of Battle · How to build a list · Composition caps · Play at the table · Rules · Tutorials · Factions · Why Order of Battle · Compare builders · FAQ