Wiatry Magii

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

Reading the New Old World FAQ Together: Pegasi, Regeneration and Green Knight Drama

We had one of those very familiar hobby-chat moments this week: someone drops a few screenshots, someone else asks “where is that even in the new FAQ?”, and suddenly we are all digging through rules updates and trying to work out what actually changed in Warhammer: The Old World.

This was less of a polished review and more of a live group reaction, but honestly, those are often the most fun. A couple of things immediately caught our attention: skirmish changes, nerfs to some mobile units, a pretty significant clarification around regeneration, and a sneaky Green Knight change that looks small until you realize what it means on the table.

First reactions: “is this the line?”

The whole discussion started with screenshots flying around and the classic question: where exactly is the relevant wording in the new FAQ?

FAQ screenshot 1

FAQ screenshot 2

FAQ screenshot 3

And then came the follow-up screenshot with the exact bit being discussed:

Highlighted FAQ wording

That really set the tone for the whole exchange. We were not just reacting to the fact that something changed, but to how these rules are actually written and how easy they are to read in completely different ways on first pass.

Skirmish: maybe better… but not for everyone

At one point we joked that skirmish might finally make sense now. But the optimism did not last very long.

As Michał pointed out, it is not all sunshine here. Some units seem to have taken a real hit from the changes to skirmish-related interactions. The examples that came up immediately were Pegasus units and Dwarfen Gyrocopters.

Skirmish-related rules screenshot

The big practical takeaway from our chat was that these units now have a normal front arc, which is a meaningful downgrade for pieces that previously felt extremely free in how they moved, threatened space, and set up charges.

Stas summed up the Pegasus side of it nicely: when he played a Dragon into Bretonnia, it already felt wild how freely Pegasi could move around the board. So from that perspective, the nerf does not exactly come out of nowhere. It still looks like a major change, though, especially for players who leaned hard on that mobility.

Green Knight confusion, then Green Knight nerf

Another fun little rules-lawyer moment was the Green Knight scoring discussion.

Michał laughed at the idea that someone might read the rule as giving victory points every single time you kill the Green Knight. Wilini pushed back that the wording seemed to mean you score for destroying him if he is not on the table at the end of the game, not repeatedly every time he disappears and comes back.

That kind of misunderstanding is exactly why FAQ season is always such an event.

Green Knight rules screenshot

But the bigger Green Knight news came a little later: according to Michał, the Green Knight now appears during Compulsory Moves rather than at the Start of Turn, which means he cannot show up and charge immediately.

That is a very real nerf. Not flashy, maybe, but definitely the sort of timing change that affects how threatening the model feels in actual play.

The really big one: regeneration clarification

The most impactful rules point from the whole conversation might actually be the regeneration clarification.

The way Michał explained it:

  • if a multi-wound attack hits a model,
  • but that model has fewer Wounds remaining than the attack would normally inflict,
  • then regeneration is only rolled against the Wounds the model could actually lose.

So if a weapon deals 4 Wounds, but the target model only has 1 Wound left, and all 4 would otherwise go through, then at that moment only 1 actual Wound is being suffered because the model cannot lose more Wounds than it has left. If that single Wound is then saved by regeneration, the model survives — and the other 3 Wounds basically vanish into the void.

That is a huge clarification.

Our immediate reaction was that this looks like a serious buff for armies and units with access to regeneration, especially things like Undead that can stack durability in awkward ways. It also implies that a multi-wound hit into a 1-Wound model only contributes +1 combat resolution, not the full multi-wound value.

Stas pointed out that this makes big models on low remaining Wounds much more willing to take risks, because the punishment ceiling is lower than some players probably assumed before. At the same time, he also noted the intuitive counter-argument: if something gets hit by what feels like an enormous, overkilling blow, it is a little funny that regeneration can still reduce that to basically nothing. Rules-wise, though, the sequential interpretation does make sense.

Bretonnia really took some hits

Later in the discussion, Wilini found the errata directly and the mood was pretty clear: the FAQ seems to hit Bretonnia quite hard in several places.

His summary was blunt and very relatable: they really went after Brets.

One of the specific points mentioned was the interaction around lance formation and combat resolution, something we had apparently talked about before and which now got a clearer answer.

Lance and combat resolution clarification

Between the Pegasus nerf, the Green Knight timing change, and the lance/combat res clarification, it definitely sounds like Bretonnian players have some rereading — and probably some list tweaking — ahead of them.

Where we were reading it from

One very practical question that came up in the middle of all this was: where are we even getting these takes from so quickly?

Michał mentioned that he was following the discussion via Square Based on YouTube, where they were reading through the FAQ and talking about it live as they went.

And then, of course, Wilini found the errata itself.

Final thoughts

This was one of those classic rules-update conversations where the first read gives you one impression, the second read changes it, and then someone notices a timing detail that completely shifts how a unit works.

Our biggest takeaways from this round of FAQ reading were:

  • skirmish-related changes are not universally a buff,
  • Pegasi and Gyrocopters seem notably worse off because of front arc changes,
  • regeneration got a very important clarification that looks like a real durability buff in some cases,
  • the Green Knight lost some of his immediate threat because of when he now appears,
  • and Bretonnia players probably have the most to complain about right now.

As always with this kind of update, we suspect the real impact will only become obvious after a few games. But as first-impression FAQ chats go, this one had everything: confusion, excitement, overreactions, and at least one moment of “wait, that is how it works now?”

Which, honestly, is part of the charm.