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Don’t let them spin you around, even with Frenzy! | WTOW Combo

The Ultimate Combo to Charge Further and Hit Harder in Warhammer: The Old World



If you love dominating close combat in Warhammer: The Old World, today I’ve got a rule combo that takes your charges to the next level. Not only will it let you reach further, but it will also make your charges almost unavoidable. And the best part? It works across multiple factions.

This combo revolves around the synergy between Frenzy, Warband, and Swiftstride.

On their own, these rules are strong, but nothing groundbreaking. However, I’m going to show you how they interact to unlock their full potential.

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The Problem with Frenzy and How to Fix It

Frenzy has always had a major drawback: you must charge if an enemy is within range. This gives your opponent the perfect opportunity to manipulate distance, forcing you into difficult charges and leaving you exposed in the middle of the battlefield. Best case scenario? You take a frontal charge. But more often than not, you’ll get hit from the flank.

And since Frenzy makes you immune to psychology, you can’t even flee to avoid it. We all know how that story ends…

Let’s look at an example:

If you’re running Khorne Chosen Warriors of Chaos (Movement 4), their maximum charge range is 10” (M4 + 2D6). A smart opponent will position themselves exactly at that distance, forcing you to attempt the charge with a 6+ on 2D6—not an easy roll to make (just a 30.556% chance of success, to be precise).


The Key Is Charge Re-Rolls

With the arrival of Warhammer: The Old World, the Warband rule was introduced, which, among other benefits, allows you to re-roll charge attempts. This completely changes the game.

If you combine Frenzy + Warband, instead of needing a 6 on two dice, you now get two chances to make the roll. Essentially, you’re rolling four dice and only need a 6 on two of them. Suddenly, it’s not so difficult anymore (your success rate jumps to 51.775%).

But we’re not done yet…


Swiftstride and the Extra Dice: The Icing on the Cake

If your unit also has Swiftstride, charging becomes even more reliable. This rule lets you roll three dice and pick the two highest, making it much easier to reach the 9 you need.

Let’s put this into perspective:

  • You roll 3D6 and add the two highest.
  • You need to get 9 or more on 2 of those dices.
  • If you fail, you re-roll the attempt (thanks to Warband).

The difference is massive. Try it yourself—roll three dice and see how often you hit 9. And if you don’t? Just re-roll with Warband.

With this combination of rules, long-distance charges become a consistent strategy, not a lucky gamble.

I can’t calculate the exact probability here, but if there’s a math whiz in the room who wants to figure it out, I’d be more than happy to update the post and give them credit.
While we wait for a mathematician to chime in, grab three dice and roll them!

Units That Benefit the Most from This Combo

  • Khorne Barbarian Horsemen.
  • Huscarls from the Chaos Sea Wolves List (Khorne, obviously).
  • Kurnoth Riders of the Wood Elves.
  • Savage Orc Boar Riders.

If you think there’s an error in the post, feel free to reach out at theoldwarrior@theoldwarrior.com, and I’ll review it. Hope you enjoy ToW!


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