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Take a look at the best Special Rules a unit can have in Warhammer: The Old World – and why.

Once of the key things you need to know to build and effective army in TOW, or any wargame, is how good each unit you can take is. This is also very useful when playing a game and trying to pick out what to attack. Now we’ve spent a fair bit going over what I think are the best units in various categories, like infantry, heavy cavalry, etc.. It is, however, also very important to know how to identify what units are good beyond such simple lists.

Now there are a lot of things that go into making a unit good or bad, but one of the key things, and one that is very easy to look at, is what Special Rules they have. Some of them are simply better than others and can really define a whole unit. So today, lets take a look at what I think are the best of the best special rules, ones that often mean you should take a deep look at a unit.

Note: This list is only looking at rules from the big rule book that all armies share, faction, and unit, specific rules are not being considered. I’m also not going to count the special rules that allow you adopt a formation, close order, skirmishers, etc.. as they are kind of their own thing. If I did Skirmishers would be #1.

6. Veteran

Veteran is one of those quiet, non-flashy rules that just chugs along making your unit a lot better. It’s a simple rule that allows a unit (with a majority of veteran models) to re-roll leadership tests. While this does not include Break tests, it includes pretty much everything else, which is a lot of re-rolls. This just makes your unit a lot more reliable overall. The most obvious use cases are helping to pass Panic, Fear and Terror tests, and it does good for those. However there are a lot of other things that make you take LD tests, from enemy effects, to trying to activate items. This helps with all of them. It’s basically always useful to have around and while it’s not going to change what the unit does, it will make it do whatever it does better.

5. Warband

This is another great rule, and one of the best you can find on a big ranked up unit. Warband has two effects. The first is to give the unit +1 LD per rank bonus they can claim. Normally this is +2, but a lot of Warband units also have horde, and +3 to LD is nothing to sneer at. Characters with Warband can also benefit from this, which is especially powerful on a general. This rule can basically take a unit with poor LD and make it have the best in the game, transforming that critical stat. (It is worth noting that if you can’t claim a rank bonus for some reason, you will lose the LD buff).

On top of the above however Warband also allows you to re-roll charge rolls (provided more than half the unit has it). This alone even without the LD buff is a great rule and very powerful! This makes it useful for units that don’t get ranks, like skirmishers. The rule double-whammy of LD buffs and charge re-rolls makes it a really good and transformative rule.

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4. Unbreakable/Stubborn/Immune To Psychology

I’m clustering these three together because they basically do the same thing- make you run away less/become a lot more reliable in different ways. Unbreakable is normally the pinnacle of this, as it means a unit will never break from combat, simply give ground. Meanwhile Immune to Psychology as it lets you auto-pass Fear, Terror and Panic tests. Combined, as they often are, they mean your unit will basically never run away (at least there is no way I know of for it too) and must be killed to the last model. Pretty much every Unbreakable unit is also ItP, thought the reverse is not true.

However this combo does have some downsides. Only Unbreakable characters may join Unbreakable units. Likewise if you are ItP you cannot flee as a charge reaction. On top of that, these rules are often combined with unstable, in the case of undead and daemons, mean that they will suffer from losing combat. This balances out the benefits at lot. If you find a unit that has these rules and isn’t Unstable that’s really worth taking another look at! (though sadly a lot of these units are pretty bad for other reasons).

Stubborn meanwhile is kind of the lighter version of Unbreakable. It’s only good for one use, the first time the unit takes a break test, and lets you auto fall back in good order, instead of testing. This is a really sold rule that also makes you a lot more reliable as you know that at least once you won’t run away. It also doesn’t come with the downsides of the others, still allowing you to flee and have characters join you. Also sometimes falling back in good order is better than giving ground. All around a great rule.

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3. Killing Blow/Monster Slayer/Multiple Wounds

Yeah, I’m doing it again, grouping three rules together. These three basically full under the category of “Make You Kill Big Things Better”. All of them are great and do slightly different things. Killing Blow and Monster Slayer give you the potential to just kill things, depending on the rule and your type, with a lucky blow, which can be very swingy, but also unreliable. Multiple Wounds on the the other hands gives you reliable extra damage output with every wound you do, but won’t just kill things and still allows saves. All of these are great in their own way and pretty much speak for themselves.

Unlike the other rules on this list these generally aren’t found on units. Other than a few very rare cases you’ll find them on monsters, characters and warmachines, the big things in the game, or granted by items and effects. While they are rare, the things that do have them natively are often worth a look.

2. Ethereal

Ethereal is one of the most transformative rules in the game as it completely changes how a unit interacts with the game. This rule does two main things. The first is allow the unit to treat all terrain as open for the purposes of movement (though they cannot end their movement in impassable terrain.) Second they can only be hurt by magical attacks. This one of course is huge as depending on the enemy army it could make your unit impossible to wound. Against most foes it will mean that only a very few models in the enemy army can hurt you. This is of course huge.

Now it’s wise not to get too cocky with Ethereal. Most units with it also have unstable and can still die thanks to that. In addition most ethereal units are fairly weak, and can only be joined by ethereal characters. Some armies also just full of magical attacks, making this kind of useless. A rare few  units don’t have any of the big downsides, or can gain Ethereal in game. While it’s not an instant win it is huge. If you see this rule it’s again one you should really look at.

Honorable Mention: Swiftstride

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Look, Swiftstride is maybe the best special rule in the game as it massively increases your ability to not only declare charges, but make them. It’s a huge rule and the difference between units that have it vs those that don’t is night and day. It, more often than base movement, can be what decides if you get charged or if you charge. It’s huge. However, Swiftstride is also one of the most common special rules in the game, with basically every cavalry model and most monsters having it, among others. As such it just doesn’t feel all that special. So many units have it that its not a great indicator of if a unit is good or not. While it doesn’t mean a unit is good, not having it can often mean a unit is on the brink of being not good. So it’s getting an honorable mention here.

1. Fly

Fly is another rule that is transformative to a unit. It of course has two components. The first is, normally, increased movement. Movement is probably the most important stat in the game and so this is huge. On it’s own that would make it a great rule. However it also allows you to move over models and terrain giving you a massive freedom of movement and maneuver. I don’t think I have to go too deep into this one, as its benefits are pretty clear. Now, not all units with fly are good, but fly will take a bad unit and push it up there and takes good units and makes them game defining.

Let us know which rules you think are the best, down in the comments! 

Abe is that rare thing, an Austin local born and raised here. Though he keeps on moving around, DC, Japan, ETC., he always seems to find his way back eventually. Abe has decades of experience with a wide range of tabletop and RPG games, from historicals, to Star Wars to D&D and 40K. He has been contributing to BOLS since almost the start, back when he worked at and then owned a local gaming store. He used to be big into the competitive Warhammer tournament scene but age has mellowed him and he now appreciates a good casual match. He currently covers 40K tactics and lore, as well as all things Star Wars, with occasional dabbling in other topics. Abe remains in mourning over the loss of WFB to this day.

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