Wiatry Magii

A chronicle of our Warhammer journey - painting, battles, and hobby adventures.


We’re Still Learning: A Small Old World Panic Rules Catch

We love these little moments in the hobby when a game turns into a quick rules clinic.

This time it was one of those “wait, should they really have run?” situations during a game of Warhammer: The Old World.

Stas mentioned that a unit had fled after losing only 4 models out of 15. Michał immediately smelled something suspicious and asked the very reasonable question: why did they run if only 4 died?

And that kicked off a very relatable rules check.

The situation

The key numbers were simple:

  • the unit started at 15 models
  • it lost 4 models
  • 4 is more than 25% of 15
  • but it is still less than 50%
  • the unit had Leadership 4, so failing the test was not exactly shocking

At first glance, it’s easy to jump straight from “failed test” to “the unit flees”. But that’s exactly where the catch was.

Panic test, not straight to fleeing

As Michał pointed out, if the unit took more than 25% casualties, it should take a Panic test.

Panic test rules reference

But because the losses were under 50%, this was not the kind of situation where the unit should immediately leg it in full disaster mode.

Less than 50% casualties rules reference

Instead, this was a case of remembering the exact consequence of the failed test rather than going with instinct.

And then came the best possible ending to a rules discussion:

“Oh :) forgot. We’re learning!”

Honestly, that’s the whole hobby in one sentence.

Why we like sharing these moments

We’re posting this because these tiny corrections are incredibly useful. Not the giant dramatic rules debates, but the small interactions where someone goes:

  • “hang on, is that really how it works?”
  • checks the rulebook
  • finds the relevant passage
  • everyone learns something

That’s the good stuff.

It’s also a great reminder that in rank-and-flank games, percent-based casualty thresholds matter a lot, and mixing up panic, break, flee, and fallback in good order can happen very easily when you’re in the middle of a game.

Hobby tip

If you’re learning The Old World, it’s worth keeping a short cheat sheet for the most commonly mixed-up leadership interactions:

  • Panic tests
  • Break tests
  • Flee reactions
  • Fall Back in Good Order
  • casualty thresholds like 25% and 50%

Even if you broadly know the rules, those edge cases are exactly where mistakes sneak in.

We’ve all had that moment where we confidently do something wrong, someone asks one question, and suddenly the whole sequence needs a second look.

And honestly? That’s fine. That’s how we learn the game.

Final thought

So yes: losing 4 out of 15 with Leadership 4 is still bad news.

But sometimes the real danger isn’t the dice.

Sometimes it’s forgetting one line in the rulebook.

And that, apparently, is also part of the Old World experience.