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https://www.warhammer-community.com/2023/10/14/warhammer-day-preview-the-kingdom-of-bretonnia-revealed/

 

Warhammer Day Preview – The Kingdom of Bretonnia Revealed

 

Warhammer: The Old World is a game of massed combat set in the World of Legend, in which whole regiments do battle in a swirling melee of ranking, flanking, thundering charges, roaring monsters, and powerful sorcery. 

We’ve revealed a handful of new miniatures so far, and there’s been a long-running Development Diary that’s covered the intricacies of the game, the main factions you will be able to play, as well as art, lore, and weapon concepts

Today’s reveal is a little more expansive… So here’s a video dedicated entirely to the Kingdom of Bretonnia. Hit play for the Lady.

That is a whole lot of chivalry – it’s the entire launch range for the Kingdom of Bretonnia for Warhammer: The Old World. The only way to comfortably drink in all of those miniatures painted in the heraldry of the Duke Gastille, the Red-Hand, is with some high-quality photography. Speaking of which… 

First up are new plastic kits you haven’t seen before, in all their glory.

Lord on Pegasus

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You can’t have a Bretonnian army without a mighty general to lead them, and where better for such a supercilious strategist to survey the battlefield than from atop a soaring Pegasus?

You can build your choice of either lofty Duke, or slightly less high-ranking Baron.

Battle Standard Bearer on Pegasus

Bretonnian armies frequently march to war under the banner of their realm, a massive flag that embodies the glory of their lord. We’ve revealed one on foot, one on horse, and completing the trio is a Battle Standard Bearer on Pegasus.

Knights of the Realm on Foot

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What does a knight do when they are called upon to protect the realm, but their noble steed is having its hooves reshod? Slog into battle on foot, naturally, beautifully represented by this diverse kit of heavily armoured warriors who can be equipped with two-handed great weapons or swords and shields.

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This kit is exceptionally flexible as the heads and arms can be used on any torso, so you can add oodles of character to each noble Knight. These arms and heads also present an opportunity for you to spruce up any returning Knights. Speaking of which…

Four beloved regiment kits are meanwhile returning to the fray.

Pegasus Knights

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The richest and most influential knights may have a shot at owning a battle-trained pegasus, the ultimate status symbol in the Kingdom of Bretonnia. These airborne cavaliers are swift and deadly combatants that are perfect for tackling exposed flanks.

Knights of the Realm

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Much like their on-foot brethren the Knights of the Realm are minor nobles, often from the extended family of a baron or duke. They enthusiastically charge into battle bearing their lord’s heraldry, which means lance formations are back – and they’re good! This kit can also build the impetuous Knights Errant.

Men-at-Arms 

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Serving the Lord of the Realm in battle is a great honour, and Men-at-Arms are militia trained by the noble households, ready to give their lives in support of the knights, often accompanied by pious monks who have dedicated themselves to the Lady of the Lake.

Peasant Bowmen

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The noble families aren’t numerous enough to maintain a standing army, so the peasants of the realm are pressed into service. Peasant Bowmen are canny shots with their longbows, and have the good sense to bring defensive stakes with them to defend them from charges.

These regiments and other future regiments are returning in boxes that contain enough plastic miniatures to make a full regiment, not just a rank or two. With the Peasant Bowmen box, you’ll be able to build a unit of 32 archers, complete with a command group and Defensive Stakes. So dreams of creating massive armies of ranked-up troops will be well within your grasp.

As revealed previously, there are also a selection of brand new resin characters, including one you haven’t seen before.

Handmaiden of the Lady 

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Magic in Bretonnia is the preserve of the women, who as children are abducted by the Fay Enchantress and taken to the Otherworld. When they return, they are trained into powerful sorceresses who can smite their foes and bless their allies with little more than a simple gesture.

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Previously revealed this year are the Battle Standard Bearer on Foot, Questing Knight Paladin with Great Weapon, and the positively radiant Lady Élisse Duchaard. They will all be available at launch, or shortly after, in resin

Field Trebuchet  

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Last but not least, add siege engines to your Kingdom of Bretonnia army with this returning kit which does one thing very well – slinging massive hunks of stone into enemy regiments with devastating effect. It has been remastered as a Forge World resin kit – a lot of work went into ensuring a beautifully crisp casting.

Alongside these new and returning kits which form the bulk (or entirety) of your force, there will also be a selection of returning metal heroes and specialist units that will be available to order direct from games-workshop.com. 

Now the phrase “at launch” has been used a lot, and we are delighted to be able to confirm that Warhammer: The Old World will be released in early 2024. As we get closer to release we’ll be revealing more details of this game of fantasy battles in the World of Legend, and revealing plenty exciting things including miniatures and books.

The official Warhammer: The Old World website will also be going live on Monday, so keep an eye out there for more information on the lore and landscapes of the Old World as we get closer to release.

You can also stick with Warhammer Community for more Old World information as it comes to light, and head back to the Warhammer Day Preview Hub to see the rest of today’s reveals.

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  • 2 semaines après...

https://www.warhammer-community.com/2023/10/30/old-world-almanack-your-first-look-at-the-rules/

 

Old World Almanack – Your First Look at the Rules

The bascinets have been polished, the arrows fletched, the desert dust blown out of all the crevices, and Warhammer: The Old World is nearing release in early 2024.

 

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As the Warhammer Design Studio unrolls the last of the green flock, it’s time for us to start taking a longer look at the actual rules of the game in a new series of articles in the run-up to release.

Today, the Old World Almanack looks at the basic structure of the game, and the first main phase: the Strategy Phase.

Game Structure

Warhammer: The Old World is a new game, designed from the ground up to simulate large regiments meeting in combat as volleys of arrows and artillery shot soar overhead, and cavalry, wizards, heroes, and monsters crash into combat all around them. That’s not to say that it hasn’t taken plenty of inspiration from what came before it – including several popular editions of Warhammer Fantasy Battles. Much of the complexity has been kept (and – particularly regarding morale – added), but a lot of thought has been put into the structure of the phases, in particular when units and characters might use their abilities.

 

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Warhammer: The Old World is a game of Rounds and Turns; each game is broken down into a number of Rounds. During each Round, both players will take a Turn, each of which is broken down into four main phases: the Strategy Phase, the Movement Phase, the Shooting Phase, and the Combat Phase. Finally, every Phase is broken down into four steps called Sub-phases.

The Strategy Phase

We begin with the Start of Turn sub-phase, which is when certain units perform special actions or take tests. These aren’t common, and their details will be clearly stated in their rules. For example, Stone Trolls would take their Stupidity tests at this juncture, and it’s also when Night Goblin Fanatics are placed on the table.

 

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Additionally, a particular scenario may require you to check whether a victory condition has been met at this point. You may also use this period to tidy the table, removing stray casualties and errant dice.

The second sub-phase is more exciting – Command. This is when most Characters’ special rules fire off. For instance, a Bretonnian Lord brandishing the Falcon-horn of Fredemund may blow it in the Command sub-phase, hopefully preventing opponents from being able to Fly.

 

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Where would Warhammer be without magic? You’ll note that there’s no Magic Phase in the game – instead, magical powers and spells are cast during relevant phases. Hand of Mork (or Gork) is a Conveyance spell, which means it’s cast in the Movement Phase, for instance.

However, the third step of the Strategy Phase is Conjuration – which is when you cast Enchantments (magical boosts for your allies) or Hexes (magical penalties to your enemies). Players take it in turns during this step to choose Wizards who aren’t fleeing to attempt to cast spells. The Tomb Kings, for instance, might choose to cast Djaf’s Incantation of Cursed Blades from the Lore of Nehekara. What’s a Casting Value? We’ll go into more detail on Magic during another article…

 

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The final step in this Phase is Rally Fleeing Troops. This is when the active player must attempt to rally all of their units that are fleeing. To take a Rally test, choose a unit and roll two dice against its Leadership characteristic. If you fail, it will continue to flee during the Movement Phase; if you pass, your unit is allowed a free reform move and returns to the fray. 

We’ll have more on Morale in a later article too, but please do bear in mind that if your unit is under half strength, it gets a -1 modifier to its Leadership when attempting to Rally. Under 25% and you need a natural double 1

 

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There’s a lot more to clue you in on for Warhammer: The Old World in the coming months. We’ll be tackling the rest of the Phases, plus rules for Magic, Morale, Psychology, and other matters, and we’ll also be taking a closer look at the factions, the setting, the models, and… the future of the game, only here on Warhammer-Community.com.

 

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https://www.warhammer-community.com/2023/11/06/old-world-almanack-the-movement-phase-introduces-marching-columns/

 

 

Old World Almanack – The Movement Phase Introduces Marching Column

We had our first real sight of the rules for Warhammer: The Old World last week, with an in-depth look at the turn structure and the Strategy Phase.

 

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It’s now time to investigate one of the major mechanics that differentiates this game from any other Warhammer game: its movement system. But before you can move, you need a formation – it’s time to rank up.

Formation

All units in the game must adopt a formation, which will dictate how they act in battle, including moving and fighting. Most units can only adopt one: Close Order, though some can also choose options such as Skirmish or Open Order, and for Bretonnian Knights, the mighty Lance formation.

 

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Close Order units are arrayed in base-to-base contact, facing the same direction in order to fight in ranks. Where possible, there must be the same number of models in each rank, with more models in the rank than the file,* which sometimes means leaving spaces in the back rank if necessary. They move and fight as a single entity – walking, wheeling, charging, and exposing their flanks and rears. The more full ranks you have, the greater your advantage in combat. 

When they need to move rapidly, your units can adopt a Marching Column, reforming into a shape that’s deeper than it is wide. A unit formed in this way may not charge and earns no rank bonus in combat, but it can move at triple speed.

 

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Units with the Skirmisher special rule do not need to rank up at all. So long as each model is within an inch of at least one of its comrades, they can fan out. They tend to be highly manoeuvrable, harrying enemy units with missile fire and hit-and-fade flank charges. Open Order units still fight in ranks, meanwhile, but they’re faster, more agile, and handle tough terrain better. 

The Movement Phase

There’s plenty more to it than that, but it’s now time to take a look at the Movement Phase. This is – as with every phase in the game – divided into four parts. 

 

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The first of these is Declare Charges, in which the active player nominates each unit that they want to charge and their targets. Charging is the only way to enter combat, and there are a couple of caveats: the target must be visible to your unit and at least partially in its front arc, and your unit cannot be fleeing, rallied this turn, or already engaged in combat. You may, however, pre-measure the distance to your targets.

After all this, the inactive player declares Charge Reactions. Most units may Hold to receive the charge, Stand and Shoot if they have missile weapons and are further away than the charging unit’s Movement characteristic, or Flee by pivoting around 180 degrees and trying to escape. If you’re caught, however, you’ll be run down and destroyed! Beyond that, some especially alert units may Counter Charge

The second step is to actually make your Charge Moves. To establish the range of their charge, units roll two dice, pick the highest score from the two and add it to their Movement characteristic. This means a unit of Skeleton Warriors has a charge range of between 5” and 10”, but Bretonnian Knights are rather more dangerous – their Swiftstride special rule adds an extra d6” to every charge they make.

If you’re in range – accounting for wheeling** – move the charging unit into base contact with its target, bringing the maximum number of models from both sides into combat. If you whiff the roll, however, the charge has failed. The unit must move the full distance rolled towards its target, but your warriors haven’t got the impetus to complete the charge and they’re now ripe to be hit back next turn!

 

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The third step accounts for Compulsory Moves. This is mostly to accommodate fleeing units that failed to rally during the last Strategy Phase, but it includes other rarer moves such as the Random Movement of Night Goblin Fanatics, or Stone Trolls who have failed their Stupidity test.

The fourth step covers the Remaining Moves – regular manoeuvres that don’t result in combat.

The Mechanics of Movement

As you’d expect from a game of multi-model units acting in concert, movement in Warhammer: The Old World is fairly involved. In general, units may Move or March, performing Manoeuvres on the way. In the first case, they move up to their Movement characteristic, and may then shoot later in the turn. In the latter case, they may double their pace*** but they sacrifice the ability to perform any manoeuvre more complex than a wheel, and their ability to shoot this turn, for speed.

 

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While moving, a unit may Wheel, in which the unit pivots from one of the front corners of its leading edge, measuring distance from the outside model. You may also Turn all a unit’s models through 90 or 180 degrees, spending a quarter of your Movement for each 90 degrees, Move Backwards or Sideways at half pace, and Redress the Ranks or Reform.

So what happens after you charge? A lot of angry jostling with sharpened metal… which we’ll find out in another article…

 

 

* In other words, the unit needs to be at least as wide as it is deep.

** The distance the unit wheels is deducted from its charge range.

*** Or if you were smart enough to put them in Marching Column… even faster!

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https://www.warhammer-community.com/2023/11/13/old-world-almanack-darken-the-skies-with-volleys-of-arrows-quarrels-shot-bolts-balls-and-screaming-skulls/

 

Old World Almanack – Darken the Skies with Volleys of Arrows, Quarrels, Shot, Bolts, Balls, and Screaming Skulls

 

We’re now deep into our investigation of the rules of Warhammer: The Old World, having learned how to strategise and move. This week, we prime our muskets, draw our bowstrings, and crank the old arbalest handle to suffer the slings and arrows of outrageous fortune in the Shooting Phase.

 

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As with the other phases, the Shooting Phase is broken into four steps which you follow in turn for each unit: Declare Targets, Roll to Hit, Roll to Wound, and Remove Casualties. Everyone and everything shoots in this phase, whether they’re lowly peasant bowmen and barbarian javelineers, a macabre Khemrian screaming skull catapult, or a High Elven mage manifesting a Fiery Convocation.

 

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First, pick a unit and declare its target. A unit can only shoot if it has a ranged weapon, hasn’t marched or charged that turn, and isn’t fleeing or in combat. To shoot, a model must have line of sight to its target and you can’t split fire – so in some cases, not every member of a unit can let loose. Models can (almost always) shoot only once, no matter how many Attacks they have in their profile, and unless they have the Volley Fire special rule or are stationed on a hill, only the front rank may fire.

Once a target has been chosen, it’s time to roll To Hit. Here’s the big news: old-style Ballistic Skill, or BS as it is on the profile, is back, and it runs from 1 to 10. The higher your BS, the easier it is to bullseye your target, and once models reach a BS of 6 or more, they start earning rerolls on their missed shots.

 

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Of course, it’s not always as easy as that – there are various negative modifiers to your shooting: it’s -1 to hit if you’ve moved, you’re at long range, you’re receiving a charge, or if the target has partial cover. On top of that, a natural one always misses, while negative modifiers can stack past 6+, and you may find yourself having to roll 7+, 8+, or 9+ to hit (a natural six followed by another roll of 4+, 5+, or 6+!).

There’s more old-school goodness in the next step, in which you roll To Wound by comparing the Strength of the Attack against the Toughness of the target. There are even Toughness caps – a Strength 3 bow is simply too weak to harm a beast of Toughness 9.

 

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It wouldn’t be Warhammer without a saving throw, which your opponent will make during this step. It’s a familiar process: compare the Armour Penetration of the weapon with the armour value of the model it’s hitting. Light armour grants a 6+ save and heavy armour a 5+, which can be boosted with a shield, a barded mount, and certain spells and magical items. There is a small difference, however, as models can also have a Ward Save. This cannot be modified by AP, and it is rolled for as a separate save made after the armour roll has failed.

The final step is to remove casualties and take panic tests where necessary. This is super simple – remove one model for every Wound caused, unless the target has more than one Wound. You know the drill. You’ll need to take a panic test if the shooting has killed more than a quarter of the models in a unit – but we’ll get to what happens then in another article.

 

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There are plenty of weird and wonderful shooting units in Warhammer: The Old World, and a plethora of special rules to go with them. Big beasties have Breath Weapons, some skirmish cavalry can Fire & Flee, while Dwarfen Irondrakes have cinderblast bombs that can Quick Shot. Wouldn’t you like to know…

As for magic, there are two categories of spells to be fired off in the Shooting Phase – Magic Missiles and Magical Vortexes. Human wizards using Battle Magic can, for instance, blast off a quick fireball, while those blessed by the Dark Gods may use the Lore of Daemonology to conjure a Vortex of Chaos.

 

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That’s it for this week, but prepare to close ranks and raise that shield wall for next week, when we’re talking about the combat phase.

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https://www.warhammer-community.com/2023/11/18/world-championships-preview-awaken-an-ancient-terror-from-beneath-the-sands/

 

World Championships Preview – Awaken an Ancient Terror From Beneath the Sands

The noble lords and ladies of Bretonnia have already put in a good showing for Warhammer: The Old World, but any questing knight needs vile enemies to vanquish and terrifying beasts to slay, in order to fulfil their troth.

The Tomb Kings of Khemri are more than willing to oblige. Their Liche Priests perform dark rituals to resurrect bony relics of ancient beasts into a morbid and malodorous new monster – the Necrolith Bone Dragon.

 

Long ago, when Nehekhara was at the height of its power, its rival kings clashed with each other – and with the mighty Dragons that stalked its eastern mountains. Many were slain, and others bound to their will as beasts of battle. Millennia later, the sand-blasted corpses of these regal behemoths have been reanimated by the Mortuary Cult, once more bending them to the will of the Tomb Kings.

 

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The Necrolith Bone Dragon is a totally new plastic kit, featuring an osseous overlord sitting upon a throne decorated with Khemrian paraphernalia.

This kit builds either a Tomb King or a High Priest on Necrolith Bone Dragon, each with their own palanquin.* The High Priest has a tasteful canopy, shielding his delicate mummified skin from further bleaching in the sun – and if you choose him, you can also make a Monarch of Nehekhara on foot, to lead the charge from terra firma.

This kit will be available when the Tomb Kings launch alongside the valiant Bretonnians in early 2024. We’ll have more details to share about Warhammer: The Old World before the end of the year – including another investigation of the rules on Monday.

 

 

* Both characters will be making plenty of decisions in the Strategy phase.

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https://www.warhammer-community.com/2023/11/20/old-world-almanack-fight-the-good-fight-in-the-combat-phase/

 

Old World Almanack – Fight the Good Fight in the Combat Phase

So far in the run up to Warhammer: The Old World, we’ve prepared for battle in the Strategy phase, jockeyed for position in the Movement phase, and darkened the skies with arrows in the Shooting phase. It’s now time to get to the grimmest business of all: slinging swords and shouldering pikes in the Combat phase.

 

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You may not be surprised by this point to discover that the fourth and final phase of the Game Round is divided into four simple steps: Choose & Fight, Calculate Result, Break Test, and Pursuit. As with the Shooting phase, these steps are followed in order for each separate combat. It’s too complicated to summarise in full here, but this article should give you a flavour of how it all works.

You begin the phase by choosing which combat you want to begin first. In general, fighting happens in ranks, and only the first rank* of an engaged unit can fight. However, a unit with a wider fighting rank than its opponent can still attack with every model in that rank – your troops surround and envelop the other regiment.

There are plenty of wrinkles to this – some models may make supporting attacks from a deeper rank, multiple units can be engaged in the same combat, and any model that is able to fight without being in base contact may only make one attack this turn.

 

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Once you’ve worked out who can fight, it’s time to determine Initiative for each model and see who strikes first. The model with the highest Initiative statistic strikes first, and so on down the order – with a bonus for charging and a bigger one for hitting them in the flank or rear. There could still be a situation, however, in which a lumbering foe like a Stone Troll (Initiative 1) may find itself striking second on the charge against the preternatural senses of a Swordmaster of Hoeth (Initiative 6).

Weapon Skill and Rolling to Hit

The big news here is that we’re back to the classic Weapon Skill stat – which means higher WS is better, and that to work out each model’s roll to hit, you must compare your WS against theirs. Yes, the To Hit Chart is back and it’s as beardy as ever. Bad news if you’re a Goblin Spearman, but fantastic for that Bretonnian Duke who’s about to skewer them.

 

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You roll as many dice as your engaged models have Attacks and, with the higher Initiative models striking first, a charging unit has the opportunity to overwhelm its enemies before they have the wit to swing back. Next, you roll to wound and make armour saves as normal.

Casualties are removed from the back ranks, representing the rear ranks stepping forward as their comrades bite the dirt. Set every death in each unit aside – you’ll need to tot them up for the next step…

Calculating the Combat Result

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Combats in Warhammer: The Old World are usually decisive – one side or the other makes the breakthrough, and the loser is pushed back or breaks. Unlike in other Warhammer games, you don’t flee based on your Leadership alone; you have to calculate the Combat Result – in other words, you work out who’s won by totting up who’s killed who.

It’s not just how many deaths you’ve caused, however – you get bonuses for complete ranks, for having the high ground, for standard bearers, and for attacking the side or rear.

 

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Add it all up and see who’s won. If it’s a draw, combat continues next turn, but if there’s a clear loser, they must take a Break Test. This is a Leadership test modified by how much you lost the combat by, and with several outcomes: 

  1. If the natural roll is higher than the Leadership stat of the testing unit’s leader (either that of its Champion or of a Hero model that’s joined it), then the unit Breaks and Flees
  2. If the modified roll is higher than the Leadership stat, but the natural roll is lower, the unit Falls Back in Good Order
  3. If the modified roll is lower than the Leadership stat, or if you roll a double 1, the unit Gives Ground

As you can see, this is a substantial change to combat rules from the last few editions of Warhammer Fantasy Battles, and instead combines and refines a selection of rules from earlier editions and spin-offs of the game. It may seem complex at first glance, but it’s a mechanic that quickly becomes clear once you’ve run through a few combats – and it adds a ton of tactical depth to the most important part of the game.

 

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We’ll be discussing Morale, Breaking, and Psychology next week – but we can still investigate the final step of combat, Pursuit.

Run Them Down!

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When you win a combat, you have a range of choices depending on how the enemy reacts:

    1. Restrain – pass a Leadership test to avoid pursuit and instead reform your ranks for free
    2. Follow Up a unit that gave ground, re-entering combat a few inches forward
    3. Pursue a unit that flees or falls back. If you catch a fleeing unit, it’s cut down and destroyed. If you catch a unit falling back, combat begins again and the pursuer counts as having charged
  • Overrun – in the case that the victor has completely killed its target, it may make a full move directly forward… and if you end up in another combat, that counts as a fresh charge. Clever use of Overruns will have heavy cavalry licking its lips…

There’s plenty more to the Combat phase – Wizards can use Assailment spells, for instance, while units fighting from behind a barricade or wall benefit from the extra protection. 

 

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That’s it for this week’s rules snapshot from Warhammer: The Old World. Next week’s instalment is all about Morale and Psychology – Fear, Terror, Hatred and all that good stuff.

 

* Referred to as the Fighting Rank. Certain units have the ability to fight in deeper ranks or offer supplementary attacks.

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https://www.warhammer-community.com/2023/11/27/old-world-almanack-get-in-the-right-headspace-for-morale-and-psychology/

 

Old World Almanack – Get in the Right Headspace for Morale and Psychology

A battlefield – no matter what the average Bestigor might claim – is not a happy place to be in the Old World. What with marauding bands of bickering Orcs, frenzied Chaos Warriors bearing the gifts of the gods, and terrifying dragons, both living and dead, all rampaging around the domains of Man, this is not a good place to be a lowly Imperial trooper waggling a halberd. 

 

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So today, we’re going to buckle up our most ergonomic sabatons and make a break for freedom, on our way to discuss how Morale and Psychology work in Warhammer: The Old World.

Morale

Last week, we discussed the nitty-gritty of combat, seeing what happens once that spittle-flecked Chaos Warrior crashes into that ever-so-slightly quivering spear you’re holding. As we saw, it’s quite rare for a round of melee to end in a draw – and where there’s a loser, there are consequences.

The first of these is the Break Test – a Leadership roll modified by how badly you lost the combat with three outcomes: Break and Flee, Fall Back in Good Order, and Give Ground.

 

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In the first case, the losing unit turns and runs in the opposite direction from whatever caused it to flee (and whichever enemy unit had the stronger unit strength if it was a multiple combat). They run 2D6”, pivoting only to avoid impassable terrain, and if any part of the fleeing unit crosses a battlefield edge, it is destroyed.* If the enemy gives chase and rolls high enough on 2D6 to make contact, the fleeing unit is destroyed. If they run through another enemy unit, they take additional wounds as they go. If they run through a friendly unit, however, they’re safe – but that unit may now bear the brunt of the pursuers’ charge. In short: try not to break and flee.

On the other hand, a unit that falls back in good order is still beating a hasty retreat, but they’ve not yet lost that fighting spirit. They can discard the lower of the two dice when they flee, and they automatically rally and reform at the end, ready to receive the charge of their pursuer – or to hit back in the next turn.

 

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Giving ground is the best result when losing combat. The loser simply steps back 2” (terrain permitting), attempting to put some much needed space between them and the foe – unless, of course, the winner chooses to follow up and press their advantage, in which case combat continues next turn.

Running away isn’t the only thing on the minds of the rank and file of the Old World. There’s also a whole world of Psychology.

Psychology

All the classic psychological effects are back – Fear, Terror, Stupidity, Animosity, Frenzy, Unbreakable, Stubborn and Hatred. While in previous games, Psychology was separate from the rest of the Universal Special Rules, it’s all now found in one place in the Core Rulebook. We’ll be looking at other USRs in a future Almanack, but there’s time this week to see how a few of these work.

 

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Units causing Fear, for instance, will have enemies quaking in their boots. If an enemy with lower Unit Strength wishes to charge a Fear-causing unit, it must first take a Leadership test, or its charge will fail. Already in combat with a scary regiment of Skeleton Warriors? Take a Leadership test each round or suffer -1 to hit!

Terror is even worse. If you’re charged by a beast with this effect, you have to take a Leadership test just to be able to declare a charge reaction – if you fail, you flee. And that’s before any dice are rolled to see if the charge succeeds. Terror also applies an extra -1 penalty to opposing units’ Leadership characteristic when taking Break Tests – making a break and flee outcome that much more likely.

 

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Finally, we can touch on Frenzy – this gives models in a unit an extra Attack, and also immunity from Fear and Terror. A Frenzied unit, however, must always charge if able to and can never choose to Flee from a charge.

 

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Next week we’ll click our fingers, and an entire article on Magic will miraculously appear before your eyes. And while the arcane arts no longer have their own phase, you’ll discover that spells are still as impactful on the battlefields of the Old World as ever…

* Note that units can cross the edge of the field and remain in play in other circumstances, such as when performing a manoeuvre.

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Old World Almanack – How Magic Brings a Sparkle to the Battlefield

What would Warhammer be without magic? Without that ever-present risk of having your proud regiment of Silver Helms toasted by a well directed Fireball, or your Black Orcs grappled by the Dwellers Below?

 

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The four-phase structure of Warhammer: The Old World is perhaps the biggest break with the previous instalment of Warhammer Fantasy Battles – not least because there’s now no set Magic phase. But that doesn’t mean the arcane arts take a back seat; if anything, magic is even more prevalent as it’s cast during every phase of the game.

Wizardry 101

Warhammer: The Old World is set at a time before the Colleges of Magic were established. Imperial Wizards were still very much around and tapping into the eight winds, but the study of magic had yet to be so formalised in human lands. 

That’s not to say that there aren’t lores – there are eight in the core rulebook alone, each representing a particular approach to the study of magic: Battle Magic, Dark Magic, Daemonology, Elementalism, High Magic, Illusion, Necromancy, and Waaagh! Magic. Most mages will have access to two or more of these, selecting one Lore at the start of each battle.

 

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Each Lore has seven spells, with one being a signature spell that’s always available to its adherents. Every magic user has a level running from one to four – the higher the level, the more puissant the wizard, and the more spells they know at the start of the game.

 

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There are six types of spell: Enchantment and Hex (Strategy phase), Conveyance (Movement phase), Magic Missile and Magical Vortex (Shooting phase), and Assailment (Combat phase). These are cast in the appropriate phase, so units can end up Enchanted or Hexed from the outset of your turn, magically moved when it’s time to charge, and blasted with arcane power when the rest of the shooting happens.

Each conjuration has a casting value appropriate to how complex it is, and spells are cast on 2d6, adding the skill level of the caster. It’s a quicker system than the previously used Winds of Magic cards or pools of dice – leaving the tactical decisions of what to cast and when. 

 

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Magic is still very much a duel between opposing wizards. It’s still perfectly possible to Miscast should you roll a double 1, or to achieve a Perfect Invocation on a double 6.  

What’s more, every spellcaster can attempt to dispel their opponents’ conjurations – provided they’re within 18” as first and second-level casters, or 24” at levels three and four. Roll 2D6 and add your level to the roll – if you beat the casting roll, the target spell is cancelled. A double 6 counts as an Unbinding, dispelling no matter the casting roll, but should you roll a double 1, you’ve been Outclassed in the Art – and you must roll on the Miscast Table…

 

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What’s more, both Casting and Dispel rolls can be further modified by the wealth of magic items available to Wizards, and by a number of special rules. It’s a real battle of arcane wits out there.

If a player finds themselves unable to attempt a Wizardly dispel, they may make one Fated Dispel per turn – an unmodified 2D6 attempt. To offset this, certain units (notably Dwarfs) have an innate resistance to magic, making it harder for enemy wizards to cast spells upon them successfully. Yet even Dwarfs have some recourse to the arcane – Runesmiths are perfectly capable of making dispel attempts.

Damsels Causing Distress

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Let’s take a closer look at one of the first spellslingers to be released next year – the Bretonnian Handmaiden of the Lady. From the lowliest first-level Damsel to the mightiest Prophetess, these formidable priestesses of the Lady of the Lake may pick from three spell lores: naturalistic Elementalism, tricksy Illusion, or Battle Magic for when a direct approach is best.

 

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As you can see, she comes with plenty of options – take her as a lowly first-level conjurer or a mighty fourth-level arch-mage! She can also be mounted on a Warhorse, a Bretonnian Warhorse, a Royal Pegasus, or a Unicorn.

 

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She’s at her best when she’s joined by a unit, as her aura confers Magical Attacks and  Magic Resistance (-2) to the brave men and women she leads, and her Shield of the Lady ability allows her to seek sanctuary in the back rank where she can cast her spells untroubled by the aggression of the foe.

As a Battle Magic user, her signature spell is Hammerhand, an Assailment cast in combat to add considerable threat to the charge of the noble knights who flank her. Elementalists can Storm Call an enemy unit, slowing them and dulling their wits to soften them up for a charge, while Illusionists may cast a Glittering Robe on their allies, making them harder to hit in combat. No Knights of the Realm should leave the keep without a Damsel in tow.

 

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In summary, though the Magic system may be simplified from editions past, it retains its tactical depth – your spells can still change the course of the game, but they’re more blended into the action, leading to a smoother experience. What’s more, because the ranges have been cut short both for spells and dispels, canny generals have to put a lot more thought into where they station their Wizards and how they’re used, both in casting their own spells and countering enemy magic. 

Next week we’ll be investigating the Grail Knights – living saints and exemplars of the Bretonnian way of life – and seeing how they interact with the Universal Special Rules.

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Old World Almanack – Living Saints and Special Rules

The Grail Knights are the epitome of the Bretonnian ideal of chivalry, warriors of immeasurable prowess and exemplars of courage, virtue, and noblesse oblige. Arguably the most devastating heavy cavalry plying their trade in the Old World, these are literally the last living saints your average devotee of the Dark Gods wants to meet out on the battlefield.

 

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As you can see, with a Weapon Skill of 6, 5 Initiative, and 2 Attacks, this band of brothers are a truly terrifying proposition – but their stats aren’t the full story. With heavy armour, shields, and barded Bretonnian Warhorses, they have a save of 3+, while the lances give them +2 Strength on the turn they charged, and Armour Bane (1)

 

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This is a Universal Special Rule (USR), just one of about 75 in the game. This seems like a lot at first glance, but this new system simply collates a lot of special rules that once lived in several places – things like Psychology, unit coherence, or Monster rules. 

Close Order is a good example. In the past, you just had to know that units that weren’t skirmishers or fast cavalry operated in ranks and files – what we now know as close order. Now every unit has all its formations listed as a USR, calling this out and clarifying. Likewise, Stomp attacks were once listed under the Monster rules, but now as a USR it’s possible to be more deliberate with which monsters have the rule, and which don’t. And it’s also easier to remember you’ve got a Stomp in the first place!

 

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Beyond USRs, there are also rules that only govern units from a single army, which are collected in the relevant army lists, and even a couple of rules that are unique to a particular unit. These are listed on individual profiles. With that in mind, let’s find out exactly what our Grail Knights are capable of.

Special Rules for the Lady

The Blessings of the Lady is an army-wide rule for the Kingdom of Bretonnia. Instead of rolling to see who goes first, a Bretonnian army may instead kneel to pray for the protection of the Lady of the Lake. This grants a 6+ Ward Save (invulnerable save) against any wounds suffered, or 5+ against wounds of Strength 5 or higher. Of course, this blessing can be lost by besmirching one’s own honour – either when a unit flees, or a character declines a challenge.

 

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Close Order we have covered already. Counter Charge is effective against Monsters, Cavalry, and Chariots – if our Grail Knights are charged by units such as these from a longer distance than their attacker’s Movement characteristic, they can spur their horses D3+1” in response – both parties count as charging, and Initiative then comes into play.

Finest Warhorses is another Bretonnian-only rule – such is the quality of these noble steeds, you may reroll any 1s when you Charge, Flee, or Pursue before discarding any dice. If their First Charge of the game makes contact, the target unit loses its rank bonus until the next round of combat. Lance Formation allows Bretonnian Knights to form their signature devastating charge formation – offering them a choice between this and Close Order.

 

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Living Saints is a great example of a unique special rule – these Grail Knights are such mighty warriors, that they can individually issue Challenges to enemy characters. Goblin Bosses watch out! Swiftstride adds a further 3” to your maximum charge range, and +D6” to any given charge, flight, or pursuit. 

Finally, the Grail Vow provides further benefits: they are unaffected by Fear and Terror, they fight with Magical Attacks, and the first time they fail a Break test, they may automatically Fall Back in Good Order.

On top of that, you can load up on even more abilities with Magic Items and a Knightly Virtue for the Grail Guardian who leads them, or a Magic Banner. Grant him the Virtue of the Impetuous Knight to extend your charge range – at the risk of Impetuously charging towards the foe, the Dragon Slaying Sword to make him a Monster Slayer, or the Blazing Banner to add Flaming Attacks.

 

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Universal Special Rules provide the variety, character, and granularity you need for a realm as violent and varied as the World of Legend. Elite units such as Grail Knights generally have the most USRs, but even the lowlier likes of Bretonnian Squires have a few tricks up their sleeves: Move Through Cover, Open Order, Peasantry, Skirmishers, and Vanguard – but to find out what these do, you’ll have to complete your Questing Vow of buying the Warhammer: The Old World rulebook when it goes on pre-order some time in the new year…

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Old World Almanack – Mustering the Grand Army of Bretonnia

Warhammer: The Old World is galloping into position on its finest, barded Bretonnian Warhorses, so it’s now time for our next look at the rules. We know how to plan, move, shoot, fight, run away, cast magic, and soup it all up with Universal Special Rules – but without an army, a general, points, or a plan, we’re really just a bunch of skeletons milling around in a field.

 

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It’s time to muster your forces and select an army.

Building Your Army

As they have always been in real life, armies in Warhammer: The Old World are selected according to a system of ‘points’. Games do not have recommended points values – as long as you’ve got a General and three Units, you have an army. However, 2,000 points per side will make for a substantial two-to-three-hour game – perhaps involving 100 or more models each.

 

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Every faction* will have a Grand Army upon release – a balanced list of options from which you can pick a wide variety of units chosen from four categories shown above. There’s usually one page of stipulations, but the full range of units from each faction is available for selection. Take, for example, the Grand Army of Bretonnia:

 

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There’s a lot here to unpack. Firstly, you can’t overload your army with powerful wizards and mighty heroes – Prophetesses and Barons are a rare occurrence, even in the armies of the king. There is, however, the flexibility to take characters of lower ranks: Paladins, Damsels, and Sergeants at Arms enjoy no such limits – and you’ll certainly want at least one Paladin for that free Battle Standard Bearer upgrade.

Otherwise, as long as 25% of your roster (500 points in a 2,000-point game) is spent on units listed as Core, and includes one unit of Knights of the Realm and another of peasant levies, army selection is very flexible. As you’d expect, Grail Knights and Field Trebuchets aren’t such a common sight, but at 38 points per model, +7 per champion, musician, and standard, you can just about cram two units of six Grail Knights into a 2,000-point army – perfect for any Duke who prefers to keep every single one of his eggs right there in one decorative basket.

Talking of Dukes, we should probably take a look at their rules:

 

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Grognards may remember multiple ranks of heroes from previous editions of Warhammer Fantasy Battle, and those delineations are still present and correct. A Duke is a mighty warrior indeed – no time for feasting, issuing edicts, or sprawling decorously across your throne for these guys: every Bretonnian General is tremendously skilled at arms and as strong as a Troll.

 

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Options abound. You’ll note a choice of weaponry – these are taken from a larger menu of arms in the main rulebook. A morning star adds +1 Strength and -1AP in the first round of combat, and a great weapon doubles those bonuses but makes you Strike Last. A lance adds similar bonuses, though only on the charge, while a shield improves your armour save by +1.

We’ll gloss over those Knightly Virtues for now – suffice it to say there are two pages of ‘em, and they’re great. But wouldn’t you like to know about the mounts? Well, guess who’s back…

 

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Yes, your Duke or one very fancy Baron is entitled to ride a Hippogryph captured as a chick and trained from birth as one of the fiercest mounts in the Old World. They’re fast, strong, and lethal in combat, and they fight independently of their rider but combine profiles, making a single model that’s much tougher and can dole out a lot of attacks

At the other end of the martial scale are the Men-At-Arms. What they lack in combat prowess, they also lack in bravery, equipment, and chivalric acumen. On the other hand, they’re very cheap.

 

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The Grail Monk functions as a kind of second champion, whose Blessed Triptych will inevitably prove very useful – it grants the whole unit Stubborn, so the first time they are required to take a Break Test they don’t need to risk a dice roll. Instead, they Fall Back in Good Order. Combined with Shieldwall (which allows them to Give Ground instead of Falling Back) they’re capable of stealing the impetus from even the heaviest cavalry.

Armies of Infamy

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The Grand Army is not the only way to select a force, however. Each faction will gradually gain access to Armies of Infamy, which provide often wildly different ways to muster a force. As a Bretonnian Lord, you might wish to enter exile – especially as it means you can then take forbidden Border Princes Bombards into battle, while those who really just enjoy Knights and more Knights may prefer an Errantry Crusade.

There’s no Old World Almanack next Monday – it’s Christmas Day after all, but check in on the 26th for something of an off-white Christmas…

* Yes, including those factions getting a PDF list…

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Warhammer: The Old World – The Tomb Kings of Khemri Revealed

Fun fact: Boxing Day gets its name from an ancient necromantic practice, in which the skeletons of the dead were removed from their coffins ready for reanimation*. Which is appropriate, because here at Warhammer we have more than a few skeletons ready to take out of our closet.

It’s the Tomb Kings of Khemri (and a bunch of guys in some metal trousers)!

Tomb Kings and Bretonnia Core Boxes

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There is no single launch box for Warhammer: The Old World. Instead, there are two separate – and massive – core army boxes, each containing a full 1,250-point army with dozens of all-plastic miniatures each. On top of that, you get a complete 352-page hardback Warhammer: The Old World rulebook, a four-page reference sheet, 20 D6 dice, one six-sided scatter dice, three weapon templates, two classic red plastic measuring sticks, and transfer sheets.

 

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The Liche Priests have exhumed a horde of 93 Tomb Kings miniatures, including the magnificent new Liche Priest on Necrolith Bone Dragon (which can additionally build a Tomb King on foot, or be built instead as a Tomb King on Bone Dragon). The rest is made up of enough classic kits to create an army fit for Settra himself – 40 Skeleton Warriors, 32 Skeleton archers, 16 Skeleton Horsemen, and three Skeleton Chariots. 

 

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Raise your banners to the Lady with the Kingdom of Bretonnia box, which contains 76 miniatures. The resplendent new Lord on Royal Pegasus can be built as a Duke or a Baron. They’re backed up by a lance formation of 12 Bretonnian Knights of the Realm, 36 Bretonnian Men-at-Arms, 24 Peasant Bowmen with two defence stakes, three Pegasus Knights, and a Kingdom of Bretonnian Transfer sheet with 176 transfers.

Warhammer: The Old World – Fantasy Battles in the World of Legend Rulebook

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The rulebook will also be available separately. This weighty 352-page tome features over 70 pages of background on the World of Legend, plus Core and Advanced rules for the game, an explanation of the Winds of Magic and rules for casting spells, a gallery of armies painted by the ’Eavy Metal studio, and rules for building armies and setting up your battlefields. It will also be released as a digital ePub version for easy access to rules on the go.

Forces of Fantasy and Ravening Hordes 

Rules for all nine factions in the game will be available at launch, in one of two tomes covering the forces of Good and Evil – Forces of Fantasy and Ravening Hordes respectively.

 

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Forces of Fantasy is a 192-page book available in hardback and ePub formats covering five factions: the Dwarfen Mountain Holds, the Empire of Man, the Kingdom of Bretonnia, the Wood Elf Realms, and the High Elf Realms.  

Each army gets an introduction, a gallery of miniatures, a grand army composition list, a complete set of unit profiles (so you’ll have no need for a separate army book to play), special rules, magic items, and unique spells.

Ravening Hordes contains all your Evil factions – it’s a 160-page hardback book or ePub containing similar material for the Orc and Goblin Tribes, the Warriors of Chaos, the Beastmen Brayherds, and the Tomb Kings of Khemri.

You’ll need the main Warhammer: The Old World rulebook to use either book.

Arcane Journals  

In addition to these hefty hardback books, there are the Arcane Journals – softback books for each faction that expand it all out with history, heraldry, maps, special characters (including a certain undead emperor), magic items, spells, a historical scenario, and thematic Armies of Infamy which let you select armies of very different compositions. 

 

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For instance, Arcane Journal: Kingdoms of Bretonnia has rules for armies of Bretonnian Exiles and Errantry Crusades, while Arcane Journal: Tomb Kings of Khemri  provides the Nehekharan Royal Host and the Mortuary Cults. It is important to know that you don’t require an Arcane Journal to play your chosen faction – all the units and army rules are contained in Ravening Hordes or Forces of Fantasy – but they do provide a trove of extra options and extra depth for discerning generals.

The Arcane Journals for the Kingdom of Bretonnia and Tomb Kings of Khemri will arrive at launch alongside their army releases, with those for other factions following in the future.

Tomb Kings of Khemri Miniatures

Not wanting to be outdone by the self-important short-lived mortals of Bretonnia, the venal and power-hungry royalty of Khemri have a handful of other new miniatures up their sandy sleeves.

Nekaph, Emissary of Settra

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Settra the Imperishable has accumulated a truly prodigious number of epithets and achievements over the long centuries of his un-life, and this seemingly endless list of titles and victories is recounted in full by his loyal servant Nekaph before each battle – luckily, animated skeletons are very patient. Armed with the enchanted Flail of Conquered Kings, Nekaph, Emissary of Settra, pulverises those who refuse to kneel before his immortal liege.

Battle Standard Bearer

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Royal Heralds are the personal champions of Nehekharan royalty, mighty combatants in life who retain their strength in undeath despite their withered forms. The greatest of these champions often bear banners featuring the personal heraldry of their master, inspiring the deathly legions that accompany them into battle.

Tomb Swarm

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The Liche Priests of the Mortuary Cults are well-versed in the dark arts of necromancy, and they bolster the armies of their masters with writhing Tomb Swarms. Comprised of the reanimated corpses of scorpions, scarabs, and all the other critters that infest the necropolises of Khemri, these shifting, swirling masses can overpower well-trained combatants with a storm of bites and stings.

On top of all of these, a full range of classic Khemri miniatures will be returning to bolster the forces featured in this article, with much more to come in the future.

The Bretonnians and Tomb Kings are just the first two of nine factions arriving in the World of Legend. The rules for the other seven will be available at launch in Forces of Fantasy and Ravening Hordes – and look out for miniature releases for the other seven in due course. 

Don’t worry if you’re more of a follower of Hashut or interpreter of the Great Plan – Legacy army list PDFs for the other seven factions from Warhammer Fantasy Battles will be available shortly after launch.

All that’s left now is to reveal the pre-order date for this avalanche in the World of Legend. We’ve got a suspicion it might be quite soon – keep an eye on Warhammer Community to find out exactly when.

* At least according to Settra. We don’t like to argue with him.

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Old World Almanack – Discover Bretonnia, a Land of Chivalry and Honour

The Kingdom of Bretonnia is a key player in Warhammer: The Old World, with the Duke of Brionne’s crusade against the marauding Tomb Kings a key element of the game’s lore. Today we’re taking a look at this ancient land and its people, and their place in the World of Legend. To kick us off, here’s a video explaining the basics of Bretonnia.

 

Bretonnian History

To understand Bretonnia, one must understand its history. Once ruled by the elves of Ulthuan, these lands fell into darkness and ruin after they left, until the human tribes of the Bretonni colonised them, and claimed what remained of the Elves’ once-shining cities. The modern Bretonnia was born with Gilles le Breton, the first and greatest of the Bretonnian Kings, who fought 12 great battles with his sworn companions to free the Bretonni from the domination of Orcs, Beastmen, and other foul creatures.

 

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Gilles was the first to encounter the Lady of the Lake and drink from her holy chalice, becoming a Grail Knight. To this day, the noblest goal for any knight is to follow in his footsteps and sup from the Grail. Gilles and his heirs also formalised the Code Chivalric, the tenets by which all Bretonnian knights live. 

 

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Athel Loren and the Wood Elves

On Bretonnia’s eastern flank lies the great Forest of Loren. This fey and impossibly deep woodland borders three dukedoms, but belongs to none. Though the King lays claim over it as part of Bretonnia, in truth Loren belongs to the Wood Elves. They are the descendants of those who once ruled the coasts of the Old World, and now dwell in the hidden realm of Athel Loren.

 

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These mercurial guardians have a dangerous reputation in Bretonnia, for when they emerge from the eaves, they could be friend or foe to their human neighbours. The Elves are a peril to any who dare venture beneath the boughs of Loren, and they guard their secrets closely.

The Green Knight

Among the many mysteries of the Land of Chivalry is the Green Knight. This mysterious figure, the protector of the Lady, appears to many Questing Knights as they seek the Grail, coalescing from the mists and challenging them silently to a duel. For some he is the end of their quest, as they prove unworthy and fall to his spectral blade. Those who can land a blow against him find that the mists clear and their quest is near its end. 

 

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None know what the Green Knight truly is. Some say he is the current champion of the Lady, or the living spirit of Bretonnia, or Gilles le Breton himself, forever testing those who would walk the path he laid out. Regardless, when Bretonnia is in great need, the Green Knight will appear to aid worthy knights in battle, before vanishing into mystery once more. 

The Present Day

In the year 2276 of the Imperial Calendar, Bretonnia is guarded by the valour of its knights. The cities and villages of the 14 dukedoms are well defended, and the nobles of Bretonnia seek new opportunities to secure their borders, elevate their station, and show their mettle in battle. 

 

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The mighty Tomb King Settra the Imperishable’s assault on the Border Princes is one such opportunity. The ancient warlord’s undying legions cut a swath through the wild and lawless region, until they came to an outpost of the chivalrous realm, a border fortress commanded by Sir Cecil Gastonne, the Wyrm Slayer. Even as Gastonne prepares to face the Nehekharan hordes, allies led by the Duke of Brionne, one of Bretonnia’s southerly dukedoms, ride to his aid. The scene is set for mighty battles that will determine the course of the future, and perhaps the fate of Bretonnia itself – battles that you can fight in Warhammer: The Old World.

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While you wait for news on when you can get your hands on this new game, the Warhammer: The Old World website has been freshly updated with a massive interactive map that lets you explore the lands of the World of Legend, their inhabitants – and more than a few dark secrets perhaps better left forgotten.

Modifié par Nekhro
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Old World Almanack – The Noble History of the Tomb Kings of Khemri

When most human civilisations of the World of Legend were little more than hunter-gatherers in mud huts, the mighty kingdom of Nehekhara was at the height of its power. Ruled by kings and queens whose every whim was law, the city-states of Nehekhara eventually descended into civil war, until the all-conquering Settra ascended to the throne of the city of Khemri, unifying the kingdoms of Nehekhara under his mighty rule – and changed the fate of his people forever.

 

The Mortuary Cult

Under Settra’s rule, the Mortuary Cult grew in prominence. At his command, the priests of the cult promised to conquer death itself, granting Settra the immortality he craved, and by their magics the lives of Settra and his favoured servants were vastly extended. However, even the power of the priests could not entirely stave off death’s icy embrace. As his inevitable end drew near, Settra commanded a great pyramid be built in which his mortal remains could rest until such time as the priests made good on and their oaths to restore him to life – oaths which they would honour…  in a manner of speaking.

 

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When the traitorous priest Nagash cast his great ritual to raise the dead across the world, the kings and queens of the innumerable dynasties that had ruled since the death of Settra lived again as wrathful spirits bound to the cadaverous remains of their mortal bodies. When Settra himself awoke, he commanded demanded all the monarchs of Nehekhara kneel before him as they had done in life.

The Armies of the Tomb Kings

The risen monarchs demanded armies, and the liche priests obliged, raising the long-dead warriors of the kingdoms as rank upon rank of skeletal soldiers, armed with blades, spears, and bows. Many rode skeletal steeds, or fought from the sturdy chariots they had taken to war in life.

 

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Supplemented by bizarre and terrifying constructs such as Necroserpents, Ushabti, and even skeletal dragons, the armies of Nehekhara were again the equal of any in the world. Driven once more by dreams of conquest, and united under the everlasting rule of Settra, the Tomb Kings – as they became known – set out from their Land of the Dead to conquer the empires of the living.

War in the Border Princes

When a crusade from the upstart kingdom of Bretonnia dared to enter Nehekhara and steal treasures from the great tomb-cities – as well as striking down one of Settra’s most trusted lieutenants – the imperishable king swore vengeance. Gathering the mightiest host of the dead assembled in unliving memory, he began the long march to Bretonnia, travelling through the Badlands and the lawless countries of the Border Princes. 

 

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Many upstart enemies dare to stand in the way of this vengeful host, including the High Elven guardians of the tower of Tor Anrok, and the Orc and Goblin tribes of the Badlands – not to mention the thieving, honourless Bretonnians. What happens next is up to you, as you recreate the mighty clashes between these armies in your games of Warhammer: The Old World.

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Check out the Warhammer: The Old World website to find out more about the game, and take a look through our series of preview articles to find out all about the game’s setting, rules, and more.

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Sunday Preview – Prepare to enter the World of Legend

Welcome to the end of 2023. With a new year just over the horizon, it’s time to look at the first miniatures, books, and more that you’ll be able to pre-order in The Future (albeit the very near future, specifically the 6th of January). Paradoxically, you’ll be returning to the past in the World of Legend, as Warhammer: The Old World arrives with banners flying and horns blowing.

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If you’re starting your journey into the Old World from scratch, the two immense starter sets are your best jumping-on point. Each contains everything you need to start playing battles of Warhammer: The Old World (with the exception of a battlefield and an opponent – they wouldn’t fit in the box).

 

Warhammer: The Old World Core Set – Kingdom of Bretonnia Edition

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The chivalrous knights of Bretonnia and their peasant followers march to battle in this set, with 76 plastic Citadel miniatures – 75 of them returning classics, with a brand new Lord of Bretonnia on Royal Pegasus leading them – joined by the core rulebook, a reference sheet, dice, templates, measuring sticks ,and a transfer sheet.

Warhammer: The Old World Core Set – Tomb Kings of Khemri Edition

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If your tastes run more towards the desert sands and endless ranks of skeletal warriors, check out the Tomb Kings of Khemri boxed set, which contains the same game aids (minus the transfers), alongside 93 plastic Citadel miniatures, two of which are new – a Tomb Prince, and a Liche Priest riding a huge Necrolith Bone Dragon.

Already have an army on square bases from years past ready to take to the battlefield? You’ll want to grab the new rules separately.

Warhammer: The Old World Rulebook, Forces of Fantasy, and Ravening Hordes

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This trio of hardback tomes are the ideal way to bring your armies back to battlefields of the Old World. 

The rulebook’s 352 pages are packed with lore about the World of Legend, and all the rules for the game, from manoeuvring your blocks of troops and fighting in vicious combat, to harnessing the winds of magic and linking your battles into epic campaigns.

Forces of Fantasy meanwhile contains army lists for those on the side of good: the Dwarfen Mountain Holds, the Empire of Man, the Kingdom of Bretonnia, the Wood Elf Realms, and the High Elf Realms. Each has profiles for every unit in the army, plus special rules for that faction, unique spells, magic items, and more, alongside showcases of beautifully painted Citadel miniatures.

Ravening Hordes does the same job for the monstrous forces of evil, covering the Orc and Goblin Tribes, the Warriors of Chaos, the Beastmen Brayherds, and the Tomb Kings of Khemri.

Arcane Journal: Kingdom of Bretonnia

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Devotees of the Lady of the Lake can supplement the Grand Army list in Forces of Fantasy with Arcane Journal: Kingdom of Bretonnia. This paperback volume delves further into the background of the land of chivalry, as well as adding a plethora of new rules content, including three heroes of legend and two Armies of Infamy based around Errantry Crusades and exiled knights, giving you more ways to play with your Bretonnian collection.

Alongside the Arcane Journal, you’ll be able to pre-order a range of Bretonnian models in plastic, metal, and Forge World resin.

Battle Standard Bearer on Royal Pegasus

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The most noble of Bretonnian Paladins are given the honour of carrying their liege’s banner into battle. Those of purest heart can do so from the back of a mighty Royal Pegasus, ensuring that their lord’s colours can be seen across the battlefield. This plastic kit allows you to build just such a champion of the Lady.

Pegasus Knights

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The bravest of Bretonnian Knights take to the skies on the back of majestic winged steeds, swooping down on their foes with lances poised to strike. This classic plastic kit builds three Pegasus Knights.

Grail Knights and Grail Knights Command

Some Bretonnian Knights are marked by the Lady and embark upon a quest to find and drink from the Grail. If they succeed, they are forever changed, granted super-human prowess.

 

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The Grail Knights kit contains three metal Grail Knights with plastic horses, enough for a small unit. The Grail Knights Command group gives you a champion, musician and banner to lead your heroes.

Battle Pilgrims and Grail Reliquae

Wherever Grail Knights travel, they are followed by bands of dedicated pilgrims who worship them as living avatars of the Lady. When the knights go to war, so do these Battle Pilgrims. When a Grail Knights falls in battle, the pilgrims venerate their corpse, carrying it aloft to spur all who see it to the heights of valour. 

 

The Battle Pilgrims kit consists of 12 metal Battle Pilgrims, with nine different models, three of which are included twice. The Grail Reliquae kit contains seven metal models – six Battle Pilgrims and the Reliquae itself. Additional Battle Pilgrims can be added to this unit to help defend the Reliquae.

Mounted Yeomen and Mounted Yeomen Command

Yeoman have reached one of the highest ranks to which a Bretonnian peasant can aspire – trusted servants, head gaolers, militia sergeants, who are even granted the right to ride to war on sturdy draught horses. They’re tasked with scouting ahead of the main force and guarding the inglorious flanks.

 

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The Mounted Yeomen kit comprises five metal models on plastic horses. The Mounted Yeomen Command kit includes three metal models – a Warden, a standard bearer and a musician – on plastic horses. 

Handmaiden of the Lady

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Bretonnian armies are often joined in battle by Handmaidens of the Lady, fey enchantresses whose powerful magic can turn the tide of war. This miniature in Forge World resin can be used as a Damsel or Prophetess, and includes options for her head and both hands.

Battle Standard Bearer on Foot and Mounted

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One Paladin in any Bretonnian crusade will be given the honour of carrying the army’s battle standard. The two models in this set are Forge World resin, and allow you to have your Battle Standard Bearer on foot to inspire the peasantry, or mounted on horseback to ride with your knights.

Questing Knight Paladin with Great Weapon

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When a knight’s Grail quest leads them to cross paths with their fellow knights, they will eagerly join the battle, searching for any sign that the foe can lead them closer to their goal. This Forge World resin model is one such Questing Knight, perfect to use as a Paladin with the Questing Vow. You can choose between bare and helmeted heads for this storied hero.

Kingdom of Bretonnia Reference Cards and Dice

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Bretonnian armies will be full of magic items and Knightly Virtues, and the best way to keep them straight in battle is with this handy set of 36 reference cards covering all the unique magic items, spells, and Knightly Virtues from Forces of Fantasy. 

You can also get a set of 18 metallic silver swirl dice with the iconic fleur de lys replacing the 6 – perfect for gaining the Lady’s favour – which also includes similarly coloured scatter and artillery dice. 

Arcane Journal: Tomb Kings of Khemri

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Expand your Tomb Kings of Khemri army beyond Ravening Hordes with this paperback Arcane Journal, featuring rules for magic items and three heroes of the dead, including the iconic first Tomb King, Settra the Imperishable. You can also theme your army around two Armies of Infamy – Nehekharan Royal Hosts or the Mortuary Cult, each with its own unique units, which have full profiles in the book. You’ll also learn more about the Tomb Kings, their history, and the sinister Land of the Dead from which they hail.

Tomb Guard

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A Nehekharan monarch’s elite guard would be buried with them, returning to unlife when they did as Tomb Guard. This boxed set contains 20 classic plastic Tomb Guard, with options for hand weapons or halberds, as well as enough parts to build Tomb Captains, standard bearers or musicians for each of your units.

Sepulchral Stalkers

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Created to protect the borders of Nehekhara, Sepulchral Stalkers are terrifying constructs that lurk beneath the sands, and emerge to kill those who would threaten the restful dead. This plastic kit builds three Sepulchral Stalkers, and can alternatively be built as Necropolis Knights, elite warriors who ride snake-like Necroserpents.

Necrosphinx

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The Necrosphinx is a bizarre and terrifying construct, an amalgamation of mythical beasts that stalk the Nehekharan underworlds. This plastic kit lets you add one of these horrors to your army, and drag your enemies screaming into death.

 

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If you prefer, you can build the kit as a Khemrian Warsphinx, a gigantic leonine construct with Tomb Guard riding upon its back. The kit also comes with a Tomb King, who can be mounted atop a Warsphinx or go to battle on foot.

Settra the Imperishable

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As a mortal king of Nehekhara, Settra founded the Mortuary Cults, obsessed with gaining eternal life. When he awoke to the half-life of a mummified monstrosity, he swore that all the living would feel his wrath. This metal and plastic kit builds Settra atop his chariot, perfect for leading your skeletal hordes to eternal victory.

Liche Priest

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The Liche Priests of the Mortuary Cult hold the secrets to unlife, and on the battlefield they support the undying legions with incantations that bring unearthly vigour to skeletal bodies, or blast foes with deathly energies. This metal model can be used in your army as a Mortuary Priest or High Priest.

Ushabti

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Carved into the likeness of Nehekhara’s gods of old, Ushabti guard the massive tomb complexes of Nehekhara, seeming to be no more than immobile statues… until their lieges are threatened. These two metal kits each build three Ushabti. You can choose between Ushabti with Ritual Blades, perfect for hacking enemies apart in melee, or Ushabti with Greatbows, who pick off foes from afar.

Tomb King

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The monarchs of Nehekhara lead their deathly hordes to war. Vengeful spirits trapped in mummified corpses, they channel their will into pushing their troops forward, and sating their eternal hatred on the living who defile their ruined kingdoms. This Forge World resin Tomb King model is armed with two hand weapons, and makes a great leader for a unit of Skeleton Warriors or Tomb Guard.

Battle Standard Bearer

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When a Nehekharan monarch leads their undead armies to war, they march beneath the shadow of their ancient banner, carried by a Royal Herald who is also the monarch’s sworn protector on the battlefield. This new kit builds one Royal Herald with a flail, cast in Forge World resin.

Tomb Swarms

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When the monarchs and priests of Nehekhara channel their magic to raise the armies of the dead, the many creatures that once inhabited tomb complexes are restored alongside them. These scorpions, scarabs, and other poisonous beasts form deadly swarms that can overwhelm the unwary. This new kit builds three Tomb Swarms in Forge World resin to use in your Tomb Kings of Khemri army.

Tomb Kings of Khemri Reference Cards and Dice

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Keep track of your magic items and spells in the heat of battle with a set of 36 reference cards containing all the rules for the Tomb King’s artefacts and incantations from Ravening Hordes. While you’re at it, enhance your rolls with a set of 20 bone-coloured dice with dark red etching. The 18 D6s have a Tomb Kings symbol replacing the six, and are joined by a scatter dice and an artillery dice.

Warhammer: The Old World Dice Set, Lore of Magic Reference Cards, Common Magic Items Reference Cards, and Card Sleeves

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If you want to keep your dice in-theme for the World of Legend, but don’t command Bretonnians or Tomb Kings, the Warhammer: The Old World Dice Set is for you. Crafted with a pearlescent blue swirl and gold ink, they have the iconic hammer Ghal-Maraz in place of the six on the 18 D6s. The set also includes a scatter dice and an artillery dice.

The two Warhammer: The Old World Reference Card packs give you an easy way to keep track of your common magic items – usable by any army in the game – and spell lores as you play. The Common Magic Items set includes 56 cards, and the Lores of Magic set has 56 cards covering eight lores of magic. You can also protect your cards with a set of 50 sleeves featuring the Warhammer: The Old World logo on the backs.

Bases and Modular Movement Trays

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Warhammer: The Old World uses square and rectangular bases, many of them larger than those used for previous iterations of the game of fantasy battles. If you want to rebase your venerable forces for the new Old World, you’ll want to pick up some of these sets. There are 11 packs to choose from, with every variation of base you could need, from 25mm squares for infantry all the way up to 100x150mm rectangles for the very largest of monsters.

 

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Moving ranked units around is much easier with movement trays, and the Modular Movement Trays set allows you to build them to fit your units. It includes two 200x200mm sheets and various pieces of edging, ready to be cut and glued to suit your needs.

Warhammer: The Old World – Map of the Old World

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Plan your campaigns of conquest with this stunning map of the Old World. Measuring an immense 1,000x890mm – yes, that’s a whole metre in length! – and printed on heavyweight poster paper, it showcases the locations and factions of the Old World.

Warhammer: The Old World Celebration Day

On Saturday the 20th of January – the day Warhammer: The Old World hits store shelves – Warhammer World is hosting a day of celebration. Immerse yourself in the World of Legend with demo games, the chance to paint a Knight of the Realm on Foot, a jousting minigame based on a classic from a 1990s issue of White Dwarf, and much more. It’s free to enter, and there will be an optional ticket to take part in a Hobby Challenge on the day. Find out more on the Warhammer World Facebook page, and get your Hobby Challenge tickets here.

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Old World Almanack – Watch a Learn to Play Video

We’ve been on quite a journey with Warhammer: The Old World. It was all the way back in 2019 that we first dropped the news that the Warhammer Studio was working on such an auspicious project – and it was only last week that we previewed the first releases for the game, including the Tomb Kings of Khemri and the Kingdom of Bretonnia boxes.

 

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You’re mere weeks away from getting to play Warhammer: The Old World yourself! To get you in the mindset, we’ve prepared an official How to Play video which covers all the basics of fighting grand battles featuring wheeling regiments, bolts of magic, and massive monsters in the World of Legend.

 

 

There is plenty more to learn about Warhammer: The Old World. This is a game rich in the traditions of rank-and-flank Warhammer, with smart changes and new additions. One of the wizened old Warhammer Community squires has been nose-deep in the game’s hardback tomes, digging into the guts of the game, stopping only to pen ink-stained pages that we digitally transcribe for you in the form of the Old World Almanack article series. 

Read these to discover the ins and outs of the Movement phase, how to shake all those swords and polearms about in combat, and the new way that the hocus pocus of magic has been sprinkled throughout the game to make it more meaningful. 

 

 

That’s not everything – we’ve collected the Old World Development Diaries straight from the designers themselves. They’re an evergreen look at how certain decisions were reached, including the reasoning behind which factions are the main factions during the time frame the game is set in, and Warhammer Fantasy deep cuts disguised as gorgeous illustrated maps.

 

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The coverage doesn’t stop there. Our writers have spent many hours sequestered in shadowy rooms chatting to the writers, artists, designers, and painters behind the scenes, and yet many more hours chained to their desks writing up these conversations.

This week, the Old World Almanack expands to include four round table interviews – or should that be square table interviews? Each is a cornucopia of delicious design details and an unmissable read for fans of the World of Legend.

 

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Make sure you check them all out during the week, and remember that everything you need to get into Warhammer: the Old World is available to pre-order on Saturday. 

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Bretonnia Kit Focus – Knights of the Realm Walk so their Lord Can Fly

The first batch of pre-orders for Warhammer: The Old World are just a few days away! The Kingdom of Bretonnia and Tomb Kings of Khemri have brand new miniatures coming up, to accompany fresh rules that mix the classic strategy of rank-and-flank Warhammer with modern quality-of-life upgrades. Today, we’re taking a closer look at some of the Bretonnian newcomers – the Lord on Royal Pegasus and Knights of the Realm on Foot.

 

These new kits are a sight to behold – they fit seamlessly alongside the classic design language of the Bretonnian faction, while taking full advantage of modern miniature technology. In the case of the Lord on Royal Pegasus, this allows the pegasus to strike a regal, rearing pose with intricately detailed barding on its body and choice of heads.

As Warhammer veterans may remember, the Lords of Bretonnia come in several different ranks, and this kit lets you build either a Duke – hefting a knightly lance and wearing an ornate shrine-topped helmet – or a Baron wearing a more restrained circlet, with a gleaming sword. Ultimately, however, as the rules allow any level of Lord to be equipped with every option in this box, it’s up to the player how they want to deploy their chosen build.

 

As such, this awesome miniature can also be used to represent a Paladin riding a Royal Pegasus – though if you want them to bear the army’s majestic battle standard, a separate kit is available for just that purpose. This plastic kit uses the same Royal Pegasus, but has an entirely different rider.

 

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The Knights of the Realm on Foot are appropriately a riot of individuality, as each model represents a storied champion with their own history and heraldry. Each box contains 20 highly detailed miniatures, with two full sets of command staff – champions, standard bearers, and musicians – so you can build them as two separate units of 10 Knights or one large regiment of 20. 

 

As befits noble warriors with years of battlefield experience, Knights of the Realm on Foot are just as skilled with a mighty great weapon as they are withthe classic sword-and-shield approach. This kit provides both options for all 20 warriors, which means you can split it right down the middle for more tactical diversity, or load up on your favourites. Head options and arms across the kit are largely interchangeable, so even your largest regiment can be full of unique Knights of the Realm, each with their own story.

 

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You’ll be able to pre-order your own Royal Pegasus-riding Lords this Saturday, alongside a massive assortment of classic Bretonnia kits and the new rules for Warhammer: The Old World. The Knights of the Realm on Foot will follow soon after – they’re walking, you see, so it takes longer for them to get here.

If you want to start a glittering army of Bretonnian champions in one convenient package, make sure to check out the huge Kingdoms of Bretonnia box which contains the core rulebook, and is packed with knights, pegasi, and ranks of doughty foot soldiers.

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Old World Almanack – Designer Round Table on How the New Old Lore Was Written

Warhammer: The Old World is so close you can practically smell the mortuary unguents. We’re so excited about it here in the Warhammer Community wizard’s tower that we summoned the team who designed the game for a series of round table articles. Our binding circle forced them to answer truthfully, so here’s what they told us on today’s topic – the lore of the World of Legend.

 

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How does the narrative of Warhammer: The Old World drive its setting?

Jonathan: Warhammer: The Old World is an origin story for the apocalypse. Across the decades of Warhammer Fantasy Battle we covered the reign of Karl Franz, the rise of Archaon, and ultimately, the End Times. From the moment we’d established what the Empire was and what Chaos was, we’d destined Archaon to ascend and destroy that setting. 

 

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An early question for us was: “What was the Horus Heresy moment in the Old World? What was the Siege of Terra moment?” The conclusion we came to was that the Destruction of Praag and the Siege of Kislev were pivotal – the rise of Asavar Kul represented the true return of Chaos to the Old World. 

Ever since the days of Sigmar, mighty champions of Chaos have risen every few centuries to claim the title of Everchosen and lead grand incursions from the Northern Wastes to further the power of Chaos. The Everchosen prior to Kul was possessed by Be’lakor and destroyed, so he didn’t achieve what the Ruinous Powers had hoped, which left Chaos with weakened influence in the years that followed. It’s Asavar Kul who rises up and destroys Praag, bringing Chaos back into the world. He’s defeated at Kislev, but while the nations of the Old World think that means Chaos has been driven back, the reality is that it’s a tipping point – something has changed in the world, and from that point on, it is doomed.

So how imminent are these events?

The date on the rulebooks is 2276 – that’s just a few decades before the Great War Against Chaos really kicks off. 2276 is specifically the year when Settra invades the Border Princes, which is a huge moment for the setting. You won’t see the Siege of Praag any time soon, but the wheels have been set in motion…

How much of the setting was created especially for Warhammer: The Old World, and how much of it was already established in past books?

Jonathan: While I don’t think anyone had specifically planned for a game set in this period, there’s really very little that we’ve revealed in previous articles that wasn’t already there. When we look at the factions we’re focusing on, it all fits quite organically. The Skaven really aren’t around at this time in the established background – they’re fighting a civil war in the bowels of the earth, which causes them to practically vanish for a few centuries and become folklore. 

 

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The major Vampire Counts leaders aren’t around either, because the von Carsteins have just been defeated at Hel Fenn – as much as it’s possible for a Vampire to be defeated. All this was there, and it all ties in with what we wanted to do, possibly better than we could have ever hoped. 

Dan: There were some excellent foundations for us to build the next leg of the journey on.

Rob: There’s still enough space for us to explore, and our long-term aim is to discover this setting through developing model ranges (which we do a lot of) and creating army books, campaign books, and more. We are treating it as a whole playground of time that we can explore – we might do some of that sequentially, we might hop around, but our plan isn’t to start at the beginning and work our way, step-by-step, to the victory against Asavar Kul. 

Will any characters be returning? Or is this a chance for new heroes and villains to be written?

Jonathan: There are a number of  familiar characters around in this era, but some of them may not be seen because they’re not relevant to the story we’re telling and the areas where the primary conflicts are taking place. 

Rob: Focusing on what’s immediately relevant – for the Tomb Kings, Settra the Imperishable is back! In Bretonnia, the Green Knight is also present – that’s pretty cool!

 

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Jonathan: They are two examples of characters who have been around for hundreds or thousands of years, so naturally they’re around in this period too. When we get to future books, you’ll start to see other characters you recognise returning, but at a younger age. Kings may currently be princes…

Dan: There will definitely be characters people recognise, especially those who are longer-lived, but this is also a great chance for us to introduce new and timeline-appropriate characters. As an example, none of the characters from the Empire who were alive in the era of Karl Franz will be turning up, as they won’t yet have been born. Magnus the Pious isn’t a featured character just yet, but we might see heroes who are just as important introduced into the fiction and tabletop.

Rob: There will be characters in this era whose deeds or failures have a knock-on effect leading to the End Times, as well as ancestors or other relatives or predecessors of characters you know and love from Warhammer Fantasy Battle. That means those older characters are relevant anyway, without us needing to simply revisit that same character a second time. 

Jonathan: In the Empire background especially, there are lots of family names that have been dropped in which we think people will be excited by. If you’ve been following the maps we’ve been doing from the beginning, there are a lot of hooks there. 

Holly: There are a lot of nods to things there, and plenty of Easter eggs. Veteran Warhammer fans, those who have read rule books and novels going back 20-30 years, will recognise bits here and there – as well as ideas first seen in various editions of Warhammer Fantasy Roleplay. Those books are a major reason why the world is now so fleshed out, and have been worked on by so many people from inside the studio.

Is there anything that’s drastically different about the world in this era? 

Dan: Technology won’t be hugely different. A few things may be missing, and others will be treated as experimental in the time the game is set in – but you’ll still get cannons and mortars.

Rob: Another way to look at it, instead of “what won’t exist” is, “What technologies might exist during this time that have been forgotten or cast aside later on, and what does that tell us about the World of Legend versus the world of the End Times?”

 

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Jonathan: As for how things change over time, look at Empire handguns. We could give soldiers of the Empire older style handguns with more primitive firing mechanisms, but they’d function pretty much identically in game. So we didn’t do that because we want people to be able to get their old armies out, use them, and expand upon them without having to worry that such models are anachronistic.

Rob: In terms of magic, the Colleges of Magic will not feature because the Colleges don’t exist at this point. The Celestial Hurricanum and the Luminark of Hysh won’t be there either.

Jonathan: They’re creations of the Colleges of Magic, so they just wouldn’t exist at this point in time. You might be surprised at some of the things that do exist during that time though… 

Rob: One of the interesting things we came across during our research was lore from the End Times about a specific Steam Tank used by Nuln, called “Deliverance” which was deployed during the Siege of Praag. 

Jonathan: Steam Tanks are fascinating, because they were built several centuries ago, when the great engineer Leonardo De Miragliano was still alive. They’ve been around a long time, and there are actually more in the World of Legend period than during the End Times because they were newer, and fewer had been destroyed. This is a slightly more Golden Age, an age that knows a degree of peace compared to the End Times.

 

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Giorgio: An interesting difference here. In this time frame, Steam Tanks are no longer a relic to be revered and studied – they were the shiny new product!

Jonathan: They are less disconnected from the inventor and their contemporaries, too.

Rob: There’s also less superstition. By the End Times, it was commonly claimed that there were only 12 Steam Tanks built, ever – but that’s the kind of mad myth that spread in the End Times. Really there were loads of them! That was just normal. This isn’t an age of vast crowds wandering through the Empire and flagellating themselves.

Jonathan: Some do that!

Rob: Some, definitely, but there are fewer than them! Far fewer. 

 Tomb Kings are listed among the Forces of Evil – was that always the case?

Dan: Settra’s understanding of his realm is that all lands beyond his borders are lands to be conquered by Settra and to submit to his glorious rule. And his rule is absolute and unchallengeable. If you don’t want to be ruled by him, he will kill you. Those are the two options: bend the knee, or die.

Jonathan: That’s Tomb Kings down to a T. There was a period in later Warhammer Fantasy Battle where morality got a little more grey, but this isn’t the world of the End Times, or the World-that-Was. This is the World of Legends – it’s where they’re born and come to life. We’ve tried to draw a clearer divide between Good and Evil, and the armies of good are very much the protectors of order.

 

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Rob: We’re not trying to say that there are no shades of grey within this binary split, but that split is far more well defined now. 

 Jonathan: It’s difficult to buy the idea that an undying empire of skeletons, ruled over by the ultimate tyrant who in his life wanted to cross every horizon and subjugate everything he discovered… wouldn’t be evil? The mortuary cults and the entire idea of undeath exist because of Settra’s vanity and refusal to die. Nagash wouldn’t exist if it weren’t for Settra’s refusal to die. The aggrandisement of self through the grand statuary and hieroglyphic writings of Nehekhara – it’s so self-centred and so selfish and tells us so much about how little the rulers of Nehekhara cared about their subjects that it cannot be anything but evil.

Rob: We’ve tried to capitalise on that with Nekhaph, Settra’s Herald. He has this huge scroll that he brings out ahead of the army. Before they arrive, he’s screeching all of Settra’s thousands of titles and epithets. 

Jonathan: That list takes two hours or more to read out, and we’ve got a little bit of it in one of the side bars in the Tomb Kings of Khemri Arcane Journal

Dan: Even that’s a non-exhaustive list. In life, Settra was a tyrannical monarch, and when he realised he was going to die before he conquered the world, he was so angry as to be inconsolable. When he realised that there would be land that would lay unconquered before he could reach immortality, it was more than he could bear.

Jonathan: In the End Times, Settra opposed Chaos, because he was not going to yield to Chaos. He’s too insane, even in undeath. That’s where we think the idea of the Tomb Kings being ‘good’ came from, and where we think the shades of grey perhaps muddied things a little too much. Neither Chaos nor Settra will let the people of the Old World get on with their lives.

The Kingdom of Bretonnia seems much as it was – are there any major changes?

Rob: For Bretonnia, the same classic symbolism and thematics that you’ll remember are still in use, but the main thing that’s changed visually is the way heraldry is presented, which shows a different side of Bretonnia from the chromatic parade you might be familiar with.

Jonathan: In the old days, Bretonnian armies were presented with mixed-and-matched heraldry, which tied into older ideas that every single Knight of the Realm had their own independent castle, and they all came from over the dukedoms to join battle together. What we wanted to do was consolidate how the Bretonnians worked a little – a Bretonnian army where every model wore different personal heraldry was a really aspirational image that you’d see in White Dwarf and army books, but as a hobby project it was easy to run out of steam on.

We didn’t want to remove heraldry, so we rethought things a little. We settled on the idea that most Knights of the Realm, including Pegasus Knights, would act as the retinue of a greater lord, and wear their colours – much like the lowborn Men-at-Arms. They may have their own land, their own servants, and their own responsibilities, but they’ll also spend a lot of time at court as professional soldiers and courtiers, which adds a sense of verisimilitude to how the Kingdoms operate.

 

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Holly: We used that as a chance to analyse how heraldry works, how over time it will shift and change, and major and minor elements will get updates. Sometimes minor elements may be emphasised more for a reason, or a major element diminishes, and colours change – and through these changes, you can tell a story of what’s happened. In part, we are reverse-engineering from the heraldry of the End Times to where we are now. 

Rob: Some of these ideas were picked up by the ‘Eavy Metal team – the high-ranking knights will wear colours that are consistent with their duke’s heraldry, but where there are tilting shields or similar features, the team took the time to paint those in a manner which reflected their personal heraldry.

Jonathan: This all works really well for when you’re building armies. Knights of the Realm are relatively humble, but you progress upwards to Questi

ng Knights and Grail Knights, who are more individual and have more prominent personal heraldry. If you still want to do the classic mixed heraldry, there’s nothing stopping you. There will even be full rules for crusading armies, where knights from across the kingdom come together to undertake a grand crusade that is wreathed in colour and pageantry. 

 

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Dan: With every faction, we’re continuing to adhere to the foundational elements established in the written lore over the years. Bretonnian knights aren’t going to start carrying a gun – that’s dishonourable warfare! 

Jonathan: We do explore the idea of Outcasts and Exiled Bretonnian Knights, however. They might be willing to bend the rules of chivalry a little more… 

Rob: Even there, we’re drawing on ideas we established in earlier editions of Warhammer Fantasy battles. Exiled Bretonnians can call on bombards and black powder, but it’s still not the Knights that fire them!

Jonathan: Though their honour couldn’t really be more tarnished. They are knights who’ve gone into exile of their own volition because they won’t apologise for a wrongdoing – they won’t take a quest or do penance, so instead they take their whole family and their loyal serfs, and go and live somewhere else because they still believe they are right.

The unique insanity of Bretonnia is that everyone starts saying, “Well, isn’t that noble to sacrifice so much!” It becomes an honourable act, even though their honour is besmirched. At some point, they may be able to come back – but in the intervening time, of course they’ll justify using cannons, and reinforce their armies with murderers and ruffians. 

Thanks guys – that was fascinating. We’ll be back tomorrow with a chat about desi

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Returning to the Old World with Warhammer+

This week on Warhammer+ The Battle Report crew fight a pitched battle of Warhammer: The Old World between the Kingdom of Bretonnia and the Tomb Kings of Khemri. Presenters Nick and Simon are veteran Warhammer players who have faced each other across the battlefields of the Old World on countless occasions over the years. We caught up with them as they talked to us about the new version of a classic Warhammer game, and some of the differences they’ve spotted… 

BattleReport OW

Nick: It’s certainly been a trip down memory lane using ranked units once more in a game of Warhammer! But of course, taking off the rose-tinted glasses and reading through Warhammer: The Old World for the first time, we could see this wasn’t just the game we remembered from ten years ago – it was much better.

 

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Simon: What we read was a combination of multiple versions of Warhammer Fantasy Battles that we remember,  with a few tweaks and additions here and there, which really excited us. And that’s exactly what Warhammer: The Old World is – a homage to the best editions of Warhammer Fantasy Battle. So, here are a few of our favourite updates to the classic game that we really liked when we made our episode of Battle Report.

Phases and Sub-phases 

Nick: The way the turn sequence is laid out is great – four distinct phases, each with four separate sub-phases. It’s made it super-clear when specific rules come into play. It might be a bit more to learn than usual, but once you’ve played a few games and you’ve got the sequence in your head, it makes so much sense. No more confusion about when something happens! 

Unit Types 

Simon: Carrying on with the improved clarity, all unit types have been clearly defined. For example, we now have four categories of cavalry – Light, Heavy, and Monstrous Cavalry, and War Beasts. Each has their own specific rules which means everything is clearer, and crucially, each unit can act exactly how it’s supposed to on the battlefield. 

 

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Magic 

Nick: In ages past, all magic was cast in a separate Magic Phase. Well, now, each spell type is cast during the phase that it’s most relevant in. Enchantments and Hexes are cast in the Conjuration sub-phase of the Strategy Phase, but Conveyance spells, which transport units around, are cast in the Movement Phase. Magic Missiles and Magical Vortexes are used in the Shooting Phase, and Assailment Spells are cast in the Combat Phase. That means you’re always using magic in the right place, at the right time, and allows wizards much more tactical advantage. 

Armour Piercing 

Simon: The introduction of the Armour Piercing stat is great. Longbeards like us may remember that armour saves were universally affected by the Strength of an attack. For example, strength 4 would always be a -1 modifier, and strength 5 would be a -2. But now, with the addition of Armour Piercing, it’s a lot more granular. Weapons can be low strength and high AP or vice-versa, which can really reflect the weapon’s characteristics better. It also allows for new special rules like Armourbane* where a lucky or well-placed shot can pierce armour (like on the Bretonnian Peasant Bowmen’s longbows). 

 

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Fall Back In Good Order! 

Nick: Anyone who has played Warhammer Fantasy Battle in the past remembers how regularly your huge unit would fail a break test from combat, run away, and be chased or ridden down. Now, that’s still a possibility, but thankfully, much rarer. In Warhammer: The Old World, a catastrophic Leadership test fail will see your unit break and flee but they are much more likely to Fall Back in Good Order, where the retreating unit turns to face a new charge from their pursuers. This is a huge change and means your glorious unit will be on the tabletop longer, which is great if you spent hours painting them!  

Take the Initiative 

Simon: The order your models fight in combat is determined by the Initiative values of the units fighting, which is a classic way of deciding things. However, in Warhammer: The Old World your units also receive an Initiative bonus for charging – up to 3 if you’re attacking the enemy head on, or 4 if you charge their flank or rear. This means that charging will often give you the advantage of fighting first, but against foes with the most quicksilver reflexes (Elves, we’re looking at you), even that may not be enough. In the episode of Battle Report, we found that Knights charging in on +3 Initiative was so good that many of the Tomb Kings were destroyed before they had a chance to fight.

 

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Nick: Well, there we go – just a few of our favourite things in Warhammer: The Old World! Of course, if you want to see a full game in action, make sure you tune into Battle Report on Warhammer+ this week. You’ll get to witness Si and I reliving our pasts with this great new game and having a jolly good time doing so! 

Thanks guys! But that’s not all Warhammer+ has on offer this week for fans of Warhammer: The Old World. Loremasters delves into the history of the Kingdom of Bretonnia. We asked presenter Alex for a rundown of what we can expect: 

Loremasters

Alex: For the Glory of the Lady, we are delving into the history of Bretonnia. From the Elven presence and the subsequent War of Vengeance whereby the Dawi showed them the proverbial door, to the arrival of the tribes of the Bretonni, we cover the founding of the nation of Bretonnia all the way up to the reign of King Louen Orc-Slayer. 

 

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It was an incredible opportunity to dust off the old tomes and revisit some fantastic memories, whilst digging into the incredible new lore. Bretonnia by its very nature is a relatively stable land, compared to the tumultuous Empire, with little in the way of technological advancement. This is the benefit of strong, chivalrous kings who have supped from the grail and been blessed with long lives.

There are a lot of similarities between the Bretonnia we remember from Warhammer Fantasy Battle and the one we find ourselves in during the era of The Old World, yet it is subtly different in many ways, from heraldry to social attitudes. It is exciting to be back with so many more stories to tell, foes to vanquish, and quests to embark upon!

Well, it sounds like Warhammer+ is the place to be this week if you’re looking forward to Warhammer: The Old World. If you’re not a subscriber, sign up right now to get this and so much more. And of course let’s not forget that all of the great Warhammer: The Old World releases are available to pre-order on Saturday.  

 

 

* in case you missed it, Universal Special Rules have returned.

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Old World Almanack – Designer Round Table on New Graphics and Miniatures

Yesterday we cracked the lid on the first in a series of round table articles for Warhammer: The Old World. Today’s article is digging into the design decisions behind the new miniatures and the heraldry that accompanies the Kingdom of Bretonnia and the Tomb Kings of Khemri.

 

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Where did you start with the new miniatures for such beloved factions?

Giorgio: The Bretonnians and Tomb Kings hadn’t really been the stars of a previous edition for a while, but as the community loves both, they felt a natural fit for the return to the Old World.

Rob: Giorgio actually managed to find a massive tome of Bretonnian concept art, background, heraldry, and everything that the old Warhammer Design team had put together years ago. 

Giorgio: It was essentially a style guide from the old studio. It had been put together at the end of a project, and they had collected all of their assets – box art and packaging, transfers, copies of concept art, everything – into paper form and then rationalised it all. It’s effectively the legacy of that particular period. 

 

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Rob: That book gave us a great launch pad for new miniatures. It also contained the seeds of new things that we’ve not done before, such as the locks, which are a new motif in the Bretonnia range. 

Giorgio: The big desire with the Knights of the Realm on Foot was finding specific themes that could be particular to Bretonnia – and then showing them through their attire, equipment, amulets, and little trinkets. 

Alastair: It would be very easy to make them look like historical knights, so we had to dig into what makes them Bretonnian and not another generic fantasy knight, and importantly what separates them from Empire Knights – those two factions have similar aspects, so how to differentiate them? 

Giorgio: The legendary Arthurian-style fantasy of the Questing Knights, with their devotion to the Lady, is the angle we wanted to hone in on and make evident in the miniatures. The helmets have these oversized heraldic elements, and one even has a sculpture of the Lady on it. That came about through revisiting old concept art and original miniatures and paying tribute to them.

The locks that appear on the miniatures have an element of superstition to them. They’re a symbol of how they’ve bound themselves to the Lady, a representation of their faith and a reminder of their quest. It was a very immediate and relatable way of representing these promises.

 

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Alastair: Many of these knights have gone on quests, some campaign for their duke, and they’ve made promises to people. Some have the strange little reliquaries and boxes on their person, with odd little Warhammer-style stuff locked away in them – perhaps a body part or a bone, something a bit mad that makes them uniquely Bretonnian. 

Giorgio: We worked really hard to be faithful to the original designs and also to the Warhammer aesthetic. We wanted to pull back slightly from where we ended up in the End Times, to simplify some materials and details, focus on fabrics, and root the aesthetic in this earlier time period. 

Digital sculpting has changed things a lot. We can get a level of accuracy and detail that we just couldn’t before, but it also increases the amount of space that we can work on for each miniature – so balancing that is important. There can’t be detail for the sake of it. 

Rob: Just through the way older technology works, the older frames had so much space on them compared to the new frames – there’s a statement of intent here; this is what you can expect from the Old World going forward.

What is the genesis of the new centrepieces and character miniatures?

Jonathan: One thing that we knew is that we wanted a new centrepiece for each range, and ideally, we wanted that to be in the launch box for each. They became the Lord on Royal Pegasus and Necrolith Bone Dragon

Giorgio: The Pegasus is archetypal for Bretonnia. Pegasi have been in different factions in the history of Warhammer, but when the Pegasus Knights were designed for Bretonnia, it sort of cemented them as a feature for the army. In a lot of ways, the miniature explains itself. It comes from this long history of Warhammer art and miniatures, and so, we had an idea in our minds about exactly how it should look.

 

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The challenge was coming at it from a more contemporary angle. The opportunity to make a kit like this in plastic is a crowning moment – it’s creating almost a perfect kit with a level of detail and finesse we could only imagine in the past. For the Pegasus, so much of the impact comes from its wings – always one of the hardest elements to sculpt, but beautiful in the end – so graceful and with connotations of the angelic, the divine, the legendary. The Tomb Kings needed a centrepiece to match, and we gravitated towards a Dragon because, in Warhammer Fantasy, a Dragon is this great and grand thing.

Rob: But for the Tomb Kings, it’s also a horribly evil thing. In Bretonnia, the Pegasus is a symbol of virtue and nobility, whereas the Dragon which faces off against it is an ancient evil, representing inhuman power. 

Giorgio: In part, it’s about resurrecting old glories – for us, that’s going back to the big Spined Dragon design, and its wings without membranes, while for the Tomb Kings themselves, it’s the glories of their life before resurrection. There was some freedom to pluck features and symbols from across the expanse of Warhammer art, but also freedom to explore technical challenges such as the big wings and the big arch on the palanquin. 

 

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Khemri, even more than Bretonnia, are a faction that has not changed in years within the fiction. They essentially hit a point of stasis when they died, so we really couldn’t change the aesthetic too much – they are quite literally preserved. It would be hard to imagine them as something else.

The magical vulture for the Liche Priest is a nice example of us pushing the boundaries. In the past, there were things you couldn’t achieve when sculpting. Technology means there are fewer limits, but it’s important to consider how far we can push things while still remaining in the Old World.

Is working on the World of Legend different to working on other settings? Are there limits on what can be changed?

Alastair: The Questing Knight Paladin was one of the earliest miniatures that we worked on, and we swiftly realised that we had to determine an aesthetic for these “new old miniatures”. We couldn’t do something completely new in terms of aesthetics because we are re-releasing lots of classic miniatures, but we also couldn’t just blindly recreate what has come before. We had to dip our toe into what the future might be, but also keep one foot in what’s come before. 

 

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When the opportunity presents itself to capitalise on designs we’ve seen in artwork or concept art, especially if it seems appropriate, it’s foolish not to leap on that. What we like to say a lot is we want to “bend, not break” things, which is a step-by-step process. We push things here and there, sometimes in subtle ways, but in other places, we’ll push far enough out that in the future, there’s scope to come back later – and push things out a little further!

Rob: There’s definitely a lot of respect and a love for the artwork of days gone. The influence of Warhammer is far-reaching. It extends beyond just our games and miniatures into merchandise and video games. Some of this classic art has resonated for decades now, so some of those miniatures really are direct love letters to specific pieces of art. Others are taken from five or six different pieces of art and concept work, all blended together to make something that’s new but still feels like Warhammer.

Giorgio: It’s important not to forget the core identity of a faction, to always carry that forward with every new idea we have. And when we talk about new elements, we’re mainly talking about a new way of looking at miniatures because of the time difference between the originals and now, rather than a new way of looking at Bretonnia.

Holly: There are more places to find inspiration from than you might think – it’s not all concept spreads. Some of it comes from page furniture, old miniatures, and designs for boxes.

Jonathan: There is definitely a thread here, though, that we’re realising across all of our game ranges where we’re finally seeing the miniatures we imagined as kids! But in reality, we actually just have the technology to create miniatures with the same fidelity as older artwork. 

 

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Alastair: We’re not here to change what Warhammer is. It’s more about reminding people what they love, picking up where things left off, and then taking the next step. There are a lot of things we can do now, with regard to finesse, detail, the fineness of the material, and the negative space we can play with, that we could never have done in the past. Throughout the whole process, we are trying to stay true to what people remember Warhammer Fantasy Battles being, but we still want to push things. It’s funny, though, because your memory of a miniature versus what it looks like can be different, but there is still a certain feeling associated with that memory.

Giorgio: Everyone who has worked on the project remembers getting into Warhammer and playing the game, and all the emotions that go along with that – sometimes that nostalgic feel is more important than the reality. So we’re really trying to pay tribute to those feelings as well as the aesthetics, trying to bring a bit of that fun we all remember back in.

How has the iconography changed in the years since the end of Warhammer Fantasy Battle?

Jonathan: The art and the iconography go hand in hand – while the miniature designers are working on sculpting, the books and design teams are working on the artistic implementation of heraldry and so on.  

Holly: For Bretonnia, we looked at examples of earlier iconography to try and decide what was and wasn’t clear, what was missing and so on. For each dukedom, we drafted a few different examples and worked on drilling down into the strongest, most immediately recognisable examples. There was also an element of making the iconography consistent, as opposed to a series of diffuse elements.

 

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Jonathan: We essentially rationalised things down to make it more concise – the rules for Bretonnian heraldry, what the motif is for each dukedom, and what their primary heraldic device is. For example, the symbol of Quenelles is the Unicorn, which is the primary element, and it will be seen through all of its fiefdoms. 

Holly: Another example of a shift in our approach is the fleur-de-lys that appears across heraldry. This is a fairly generic heraldic device, but it has now been made into one that is indisputably Bretonnian with the inclusion of the sword in the middle and the sharper crescents. It’s far more representative of Warhammer.

 

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The difference between the world of the End Times and the World of Legend also shifts our perspective on what Bretonnia is. In the World of Legend, it is a shining beacon of chivalry and honour. At this point in history, they really are walking that walk. The rest of the world is primarily meeting Exiles and Crusaders, not the paragons of chivalry that live in Bretonnia itself. We reflect that in the heraldry and the coats-of-arms. There are strict rules understood by the knights that are reflected in the art, background, miniatures, and painting, but it might be slightly different in this setting from what you’re used to. 

Jonathan: The Tomb Kings of Khemri were interesting and, in a lot of ways, different. There were lots of ideas floating around from the old days of Warhammer, but nothing as concrete as the iconography we’d worked on for Bretonnia. It gave us a lot of room to get creative.

Holly: Khemri is a collection of kingdoms, essentially an empire from before the word empire even existed in the Old World. We focused a lot on the idea of crowns and their adornments to define each kingdom – each on top of a skull, because it’s the Tomb Kings. There’s also this idea that perhaps some of these crowns are the ones they were buried with when they died. There are even some hints at the older gods of Nehekhara in there, if you know where to look.

 

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Of all of the heraldry, the symbolism of the Mortuary Cult was the most heavily layered and thematic. The skeletal vulture evokes a few ideas, as a two-headed skeletal creature that feeds on the dead. There’s the idea of the ouroboros, and there’s phoenix imagery in there, but decrepit and skeletal – a nod to the duplicitous nature of the priests. They promised the royalty a shining gold afterlife, but what they’ve delivered is something else entirely. 

The other icons of Khemri are heavily embellished, enamelled and jewelled, and so the simple nature of the Mortuary Cult’s heraldry emphasises the self-aggrandisement of the Tomb Kings. It has to be humble. The Liche Priests can’t be seen to be attempting to seize power by force. They are insidious, and do strange and dark things.

Yet more enthralling stuff from the people behind Warhammer: The Old World. Tomorrow we will be serving you up another slice of what goes on behind the scenes, with an article all about how ’Eavy Metal applied their specific set of skills to the World of Legend.

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