Buildings offer shelter and protection to soldiers and civilians alike and allow the safe storage of vital goods. Thus, in times of war, securing buildings in order to defend or destroy them is key to victory. But battles in the Old World seldom take place in urban environments. Large regiments prefer battling across open ground to skulking within buildings.
Accordingly, buildings in games of Warhammer: the Old World are usually treated as impassable terrain. However, should the players agree, buildings that measure at least 4" at their widest point may be designated as occupiable?
Occupiable Buildings
Such a building can be occupied by a unit whose troop type is 'infantry, with a Unit Strength of 20 or less. A unit may occupy a building by moving into base contact with it during the Remaining Moves sub-phase of its Movement phase. Once the units movement is complete, remove it from the table and make a note that it now occupies the building.
All measurements to or from a unit that occupies a building are made to or from the building itself. A unit that occupies a building has a 360° vision arc and can draw a line of sight over or through other models.
Leaving a Building: Unless it is fleeing, a unit can leave a building during the Remaining Moves sub-phase of its Movement phase, by making a follow up move, or by pursuing an enemy. Simply place the unit back on the table so that at least one model is in base contact with the building. The unit's movement then ends. Whilst a unit occupies a building, it cannot declare a charge.
Flee! A unit that flees whilst occupying a building does not move. The unit counts as fleeing and must rally as normal, but will hide behind the safety of the walls.
Buildings & Shooting
Shooting from a Building: Some buildings have upper-storey windows or flat rooftops, making them advantageous to missile troops. To represent this, up to half (50%) of the models occupying a building can shoot (and cast spells).
Shooting at a Building: Any model that can draw a line of sight to an occupied building can target the unit that occupies it. However, the unit is considered to be behind full cover.
Templates: Should an occupied building be hit by a template, every model within it risks being hit. However, due to the protection offered by the walls, they are hit on a D6 roll of 5+, rather than the usual 4+.
"Incoming": Should an occupied building be hit by a cannon, the unit within it suffers D3 Strength 4 hits, each with an AP of -1, as stones and shrapnel explode from the structure. The cannonball then stops immediately.
Buildings & Combat
Assaulting a Building: When an enemy unit charges a unit within a building, it charges the building itself rather than the models) within it. Whilst engaged in combat, both units are considered to be in Skirmish formation (regardless of their actual formation). However, due to the close confines of the tower, only five models from either unit can join the fighting rank.
Nowhere to Run: A unit that occupies a building will not Give Ground or Fall Back in Good Order. Instead, the unit holds its ground and the combat continues.
Should a unit occupying a building Break and flee from combat, it will find itself trapped within the walls, unable to escape quickly. Such units are completely destroyed and removed from play. In such cases, a unit belonging to the winning side may choose to take occupancy of the building.