Wiatry Magii

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


A Small Rule Discovery That Changes How We Build and Position Characters

Sometimes one sentence in the rules changes everything

We had one of those classic “wait, what?” moments recently while talking about Warhammer: The Old World rules.

Michał dropped this quote into our chat:

In combat, a character that has joined a unit can only be hit by enemy attacks (including Impact Hits or Stomp Attacks) that are directed against them, made by enemy models that are in base contact with them.

And honestly? We had both been playing with a very different assumption in our heads.

We thought that if a character was hiding inside a unit, then usually you had to either:

  • grind through the whole unit first, or
  • use a champion and force a challenge

before you could really get at that character in combat.

Turns out the actual interaction is more specific than that, and once we noticed it, a few things immediately started making a lot more sense.

Why this matters on the table

The key part is base contact.

That means a joined character is not just some abstract target floating inside the regiment. Whether they can be attacked depends on who is physically touching them in combat.

That realization instantly reframed positioning for us.

Michał pointed out one very practical consequence: suddenly it makes much more sense not to move a character into the first rank in some situations, for example after a flank charge. If the character is not ending up exposed in base contact, they may avoid a lot of incoming attacks that we previously assumed would just reach them anyway.

That is the kind of rule detail that can affect:

  • how we deploy characters inside units,
  • whether we want them exposed in the front rank,
  • how we think about receiving charges from the front or flank,
  • and how much protection a unit really gives a valuable hero.

One rule, lots of knock-on effects

The fun part with discoveries like this is that they often explain other rules that felt a bit odd before.

Michał immediately connected it to the Skaven rule Verminous Valour. Once we looked at character targeting through the lens of base contact, that kind of rule interaction started to feel much more intuitive.

It is always satisfying when a rule stops being an isolated paragraph and starts fitting into the larger logic of the game.

Why we like sharing these moments

This was not some giant strategy breakthrough or a full army list rewrite. It was just a short exchange in chat, followed by that very hobby-familiar feeling of:

“Hold on, have we both been misunderstanding this the whole time?”

Apparently, yes.

And that is exactly why we like collecting these little findings. In games like The Old World, small wording details can have a real impact on army-building and in-game decisions. A character build is not only about stats, magic items, or points efficiency — it is also about understanding when that character is actually vulnerable.

So this one goes into our mental notebook under:

positioning matters more than we thought.

For army-building: what we are taking away

We are definitely filing this under army-building, because it changes how we evaluate characters inside units.

A few takeaways we are keeping in mind:

  • a character in a unit is not automatically exposed to every attack in combat,
  • rank placement matters a lot more than we first assumed,
  • flank situations can create interesting protection for joined characters,
  • and some faction rules make more sense once you understand this targeting restriction.

Nothing revolutionary — but exactly the kind of thing that can quietly make us better players.


One of those rule snippets that sends us straight into rethinking unit layouts and character placement.


If you also spent some time assuming you had to wipe the unit before touching the hero inside, welcome to the club.

We are always a little happier when a random rules chat turns into a genuine oh, that actually changes things moment.