Well, I finally read through the whole rulebook for Warhammer The Old World, and not only the rules section but especially the mighty amount of lore.
A very hefty tome in the lineage of books like 8th edition, this hardcover book numbers no less then 350+ pages.
After the End Times in 8th edition, when the whole of the Warhammer World was destroyed, people cried in outrage and the newborn Age of Sigmar had a hard time. Many flocked to the free community made rules of either The Warhammer Project or The Ninth Age. But GW saw their fans still "needing" their rank-and-flank games and relaunched their system as The Old World... but with a twist.
The Lore
Taking place centuries before the world we left behind, the first almost 100 pages details the setting, the lands that are mainly involved in this edition (only 9 factions returned, the others going to Legacy status, while there are some hints of upcoming nations). As in previous editions of Warhammer Fantasy Battles, the lore runs past the coming of the Old Ones, the rise of Sigmar, the Cataclysm, the Coming of Chaos and other well known events... but stops in 2205 as the Empire is in disarray, the Vampire Wars having ended and the Three Emperor's debacle fresh in the mind of the people.
This results in a central Empire map with it's borders just that bit different from what we are used to, some provinces still existing while others not as prominent. The other races are then the ones layered around it, all up to the southern lands of the Tomb Kings. But the book also details Tilea, Estalia and the Border Princes, as well as hinting at Cathay.
The Rules
For those (like me) having grown up on Warhammer Fantasy Battles, this edition seems to draw heavily on... 6th edition actually, with some 8th edition and new tweaks added. They aren't perfect, like no step-up for infantry, but feel very recognisable and the flow is there. Perhaps the biggest change is in the way the results of a Break test work out, with units not necessarily going into an all out rout, but might just give ground a little (recognisable for those playing historical medieval wargames), and magic no longer having it's own phase but taking place during movement, shooting and such where the particular spell fits best.
But the biggest change comes in the size of the bases, with almost everything sized up one notch. Now before you go rebasing everything, you can get MDF or 3D printed "base adapters" to make the footprint and model count correct, making your models suitable for either 20mm or 25mm square gaming. Take into account most war machines have become a little less potent and armour reduction is often changed to Armour Bane, which gives modifiers if natural to wound 6's are rolled, and you have the biggest changes in a nutshell.
The rest of the rules are pretty recognisable for anyone ever having played the older editions, but be warned, this is not a beginner friendly game if you are new to wargaming, as you will need to learn 150+ pages of rules for the game. It helps being able to draw on experiences from the past, but the danger here is thinking (as I had already) how something "used to" work, versus how it now actually works out!
The Rest
After the core rules we get the additional rules, but not before going through the gallery of the 9 main factions with beautiful pictures. The scenario's, the magic spells, magic items and the likes can all be found in the section. Mind you, NO army lists, for these you will need the relevant companion book for either the forces of good or those of evil, and possibly (but not required) their Arcane Journal which are smaller books with lore, special armies and some new items and units.
And there we have it, Warhammer The Old World. It feels like what it is intended to, the return of an old love for those GW players dwindling in melancholy for the days gone by of slow block manoeuvring compared to the fast action of Age of Sigmar. And yes, I am one of those grognards!
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