Warhammer: The Old World Rulebook
Games Workshop
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3.0 • 1 Rating
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- 38,99 €
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- 38,99 €
Publisher Description
It is a dark age. An age where mighty armies from powerful nations clash to carve out empires on the field of battle. An age where alliances can be fleeting, and today’s friends can be tomorrow’s foes. It is an age where the Winds of Magic must be mastered, and where brave soldiers clash against endless hordes of enemies. And for those who are victorious, it can be an age of glory, no matter how fleeting.
Warhammer: the Old World is a game unlike any other, in which you command mighty armies of Citadel miniatures, relying upon your own tactical ingenuity to achieve victory.
This book contains all the information you need to get started in this engaging, and to become the conquering general of a fantasy army.
Inside this rulebook, you will find:
The World of Legend: A comprehensive history of the Warhammer world and an introduction to the many races and armies that wage eternal war for dominance over it.
The Core Rules: From the general principles, through movement and manoeuvre, to unleashing hails of arrows at your foe and, finally, smashing your enemies aside in deadly close combat.
The Advanced Rules: Rules for rare and potent troops such as war machines, chariots, monsters, and mighty heroes, each adding even more depth to your games.
Realms of Magic: An explanation of the Winds of Magic and rules for wielding a wide range of devastating and devious spells.
Armies of the Old World: A showcase of beautifully painted armies from the talented painters of the world-famous ’Eavy Metal team.
Warhammer Battlefields: Rules for organising your collection of models into an army, and for setting up the battlefields on which your armies will wage war.
Customer Reviews
I love the book, but the digital publication has several weak points
This is my preferred version of the glorious game. There are only some minor points that I dislike compared to previous editions of WHFB, for instance I find certain rules uselessly complicated (e.g. the USR Motley Crew and, in particular, the skirmish formation rules).
For the digital publication I have far more critical comments:
1) the digital version has not been updated with the reviewed version of the rules, nor is this available for sale (although I would have expected the digital version to be simply updated to reflect all the changes).
2) not it is possible to take notes, which would allow the buyer to integrate the errata and additions nonetheless.
3) It is not even possible to highlight specific parts of the text.
So, while I consider the content as excellent, the digital version offers only very limited possibilities to enjoy the advantages that a digital publication should offer in comparison to the printed paper version.