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Back to Basics Revisited: All the Tests

Good morning gamers, We're continuing our how-to-play series and we're covering seven different tests that you may need to make in a...

Thursday, April 9, 2026

Back to Basics Revisited: All the Tests

Good morning gamers,

We're continuing our how-to-play series and we're covering seven different tests that you may need to make in a game of MESBG. We've recently looked at how to build lists and the general flow of the game, but these are oddities that everyone should know before they have to make tactical decisions in the game - and since these rules have changed from previous editions, veterans of the game would do well to brush up on these as well (as retraining old habits can be hard).

Movement-Related Tests: Jump, Leap, and Climb Tests

There have been three types of movement-related tests in the game for ages: jump, leap, and climb tests. Depending on the era of the game, these tests would allow you to charge people or not allow you to charge people, depending on the value of the roll you got. Each test effectively works the same way: you roll a single D6 and you consult a table - a 1 is bad, a 6 is good, and a 2-5 is fine.

There are some special rules that can modify these tests. Some models get rerolls on their Jump/Leap/Climb tests (Mountain Dwellers) or that get +1 to their Jump/Leap/Climb tests (Cave Dwellers). King Dain has the Venerable special rule that has him roll two dice and pick the lowest result, and anyone with Expert Rider can reroll Jump tests, but not the other ones (mostly because cavalry can't make Climb tests). Everyone else is going to be rolling a die and hoping that it's not "bad" - and what counts as "bad" is usually just a "1", but could be "not a 6" if you really have to get somewhere. While these tests can add a little bit of time to a game, it really does make the game more dynamic, makes the terrain of the board far more interesting, and opens up more space for player skill expression, which is great.

One final note: Monster and War Beast models don't get to take these tests, but also have ways to automatically pass them - War Beasts, for example 

Jump Tests

Jump tests are used to cross over barricades, hedges, low walls, and other obstacles that are between half the models height and the model's full height. It's important to note that this means that taller models (like men, Elves, and Uruk-Hai) might be able to forego a jump test that a shorter model (like Hobbits, Goblins, and Dwarves) might have to make. Many boards will have hedges, low walls, rocks, or logs on them - be sure to make some measurements before moving towards something to check if you have to make a test or not (and don't forget that you can defend these as barriers against enemy units - don't leave them wide open for your opponent to cross and threaten your backfield!).

A Jump test works like this: before rolling, you need to measure what your maximum move distance is and verify that it will allow the model's base to end on the opposite side of the obstacle (it can go further, of course). If it doesn't, you can't perform the jump test and will have to stay on the other side of the obstacle. If you can get across the obstacle with your maximum move distance, roll a single D6. On a 1, the model stays on the current side of the barrier and ends its activation - because its activation ends, if you want to do things like cast magic or trigger some kind of special rule, it has to do that BEFORE it makes the jump test. On a 2-5, the model crosses the obstacle and is placed in base contact with it. If you happen to end your movement in an enemy control zone and if you had enough movement to make a charge against that model, you'll need to complete your charge against the closest model - otherwise, you'll need to end your move in an enemy model's control zone (which is normally not allowed). On a 6, the model is placed in base contact with the obstacle and can continue its move up to its maximum move value (to include charging enemy models).

It's important to note that this solves one of two critical problems from previous editions: previously, you could only charge a model after making a Jump test if you got a 6 - on a 2-5, you'd end up in the control zone of a model you couldn't charge and . . . you'd have to NOT cross over. Now, you can charge so long as you don't get a 1 (and if you don't have the distance to charge, you can still get across). This fixes the first problem nicely, but does nothing for the second problem: what happens if a model is within 1" of the obstacle so that a model on a 25mm base can't be placed in base contact with it, but the model isn't touching the barrier itself, so you can't fight across it . . . we'll talk about one simple fix for this in a post later this year.

Leap Tests

Leap tests are used to cross chasms and gaps in the terrain - they can be used to cross narrow rivers as well as holes in bridges, chasms, ravines, or flat rooftops where the distance being leaped is more than the model's height and up to double the model's height (which, again, may benefit some models over others). Unlike Jump tests, failing this test can have disastrous consequences, but the results of each die roll are pretty similar.

A Leap test works like this: before rolling, you need to measure what your maximum move distance is and verify that it will allow the model's base to end on the opposite side of the gap (it can go further, of course). If it doesn't, you can't perform the leap test and like a Jump test, you will have to stay on the other side of the gap. If you can get across the gap with your maximum move distance, roll a single D6. On a 1, the model falls into the gap, suffers falling damage (one Strength 3 hit for each full 1" of distance it falls), becomes Prone, and ends its activation - like Jump tests, this means that if you want to do things like cast magic or trigger some kind of special rule, it has to do that BEFORE it makes the leap test. On a 2-5, the model crosses the gap and is placed in base contact with it. If you happen to end your movement in an enemy control zone and if you had enough movement to make a charge against that model, you'll need to complete your charge against the closest model - otherwise, you'll need to end your move in an enemy model's control zone (just like in a Jump test). On a 6, the model is placed in base contact with the obstacle and can continue its move (to include charging enemy models).

The key distinction between a Jump test and a Leap test is that a Jump test doesn't have any downsides besides the tactical limitation of "not crossing the barrier" - you're not Prone and you won't take any damage. Failed Leap tests are far more punishing and could see you being removed as a casualty outright if the chasm is too deep (agreed upon before the game begins) or could see you Prone (reducing your speed for next turn - and perhaps making you a tasty meal for a nearby enemy who hasn't activated yet) and taking damage (perhaps even dying) depending on how far you fall. Leap tests, as a result, are far more penalizing for failure, but are also far less common on the board. Horsemen with Expert Rider will get a reroll on their Jump tests, but will suffer the same fate as most other units if they fail a Leap test - turns out you can be the best horseman in the world, but your horse can still break a leg by falling.

Climb Tests

Climb tests are used to scale certain up-to-vertical surfaces - things like rocky mountainsides and steep hills, but does not extend to castle walls (unless there's rubble or wooden scaffolding sticking out of it - agree upon this beforehand) or to ladders (which don't require a test at all). While you measure distance for Jump/Leap tests for the distance across an obstacle or gap, a Climb test requires you to measure to the base of the thing you're trying to climb and then measure the horizontal distance up the ladder/face that you're climbing up.

A Climb test works similarly to the other two tests: before rolling, you need to measure what your maximum move distance is and verify that it will allow the model's base to end at the top of the place he's trying to climb to (NOTE: in casual games with friends, we've marked how high something is with dice next to them if they're climbing up a ladder, but the ladder itself isn't heavy enough or have gaps wide enough to support a model - figure out in a tournament setting if this is alright to protect everyone's models). If you don't have the move distance to do it, you can't make the Climb test and will have to stay at the bottom of the surface you're trying to climb. If you can reach the top (or a suitable, stable resting place), roll a single D6. On a 1, the model falls to the bottom of the face, takes falling damage if it didn't start on the ground, becomes Prone, and its activation ends - this is pretty similar to Leap tests, but might turn out to just be like failing a Jump test, but becoming Prone. On a 2-5, the model climbs to the top and is placed on it in a stable location. If you happen to end your movement in an enemy control zone and if you had enough movement to make a charge against that model, you'll need to complete your charge against the closest model - otherwise, you'll need to end your move in an enemy model's control zone (which is normally not allowed). On a 6, the model is placed at the top of the climbed surface and can continue its move (to include charging enemy models).

Open honesty: it is unclear to me how charging in a Climb test works if you couldn't see the model when you began to climb - I have the Conquest Creations terrain for the Kingdom of Saxonia, Volume II and in it we have two kinds of buildings: ones that are ruined and ones that are not. The ruins are pretty straightforward and a model that starts outside of the ruined watchtower can probably climb the ladder (no test) to get into base contact with someone he could see outside of it. If the tower is undamaged, however, that is a much less-likely proposition. Usually, to charge an enemy model, you have to be able to see them . . . so do you come up the ladder and have to stop and wait a turn to charge them next turn? I don't know - and the rules don't say. Agree with your opponent or get a TO to rule before you move the charging model (unless you have to get into the building anyway and are fine with either result).

Jump, Leap, and Climb Tests and the Terror Special Rule

This leads to another very interesting rules interaction that I don't know the definitive answer to: what happens if you complete a Jump/Leap/Climb test on a 2-5 and end within the control zone (and within charge-able distance) of a model with the Terror special rule. Normally, in order to charge said model, you have to perform a Courage test (more on those near the end of this post) before moving - but the rules for Jump/Leap/Climb tests indicate that you might be able to charge them automatically just by perform the test . . . personally, I'd go with the same rules that we've done in the past for charging a model that you Compel into charge range: test before you cast the spell, regardless of whether it works - but it's important to note that there's nothing in the Terror special rule text that specifies this, and the text for Jump/Leap/Climb tests doesn't clarify what happens if Terror is involved either. Once again, agree with your opponent or call over a TO if you're in a tournament setting - the TMAT advice, however, is test for Terror before moving because that's how it normally works. Or . . . avoid crossing obstacles that will put you next to a Terror model. :P

Potential Death Tests: Swim and Thrown Rider Tests

This category is potentially misleading because thanks to falling damage (or falling so far that no one will ever hear of you again), you could face "potential death" from Leap and Climb tests - but these two tests are different: they're not related to movement, per se, but more focused on what happens to models that are in very unique situations. The first is sort of movement related: Swim tests.

Swim Tests

Swim tests are only used if you are knocked Prone in shallow/deep water OR if you start your movement in deep water. Many boards will avoid deep water because of the potential for skewing games, but we here at TMAT think this does make things more interesting, so it helps to know the rules just in case it comes up. Shallow water is treated as difficult terrain by almost everything in the game (not Cavalry, Monsters, War Beasts, or any model with a special rule that says otherwise - though note, in the last edition, Warg models were on the list and are no longer included, so Wild Wargs/Chieftains/Werewolves will be moving slower just the vast majority of bipeds, but Warg Riders will not . . . go figure).

A Swim test is taken if you're ever knocked Prone in water - like the preceding three tests, you roll a single D6. On a 1, the model drowns and is removed as a casualty. On a 2-5, the model has its speed reduced by half, like it's moving through difficult terrain. On a 6, the model can move normally. It's pretty simple really: on a 1, you die and on a 2+ you live but probably have some kind of limitation placed on how fast you can move. Crossing water is best done on a boat or bridge of some kind.

Unlike the other tests, there are modifiers that affect this roll - if you're a cavalry model, you can get +1 bonus to the roll (so a cavalry model that doesn't have any additional penalties will never drown and will move at full-speed one-third of the time). You suffer a -1 penalty for each of the following things:
  • Heavy Armor or Dwarf Heavy Armor
  • Shield
  • Banner
This means that a King's Champion Herald (who has Dwarf Heavy Armor, a Shield, and a Banner) will drown on a 1-4 and will move at half-speed one-third of the time . . . don't go for a swim with these guys, okay? A Knight of Minas Tirith (or an Easterling Kataphrakt, Black Numenorean Knight, etc.) will get a +1 bonus from the horse and a -2 penalty from the heavy armor/shield that they're carrying, for a cumulative penalty of -1 (drowning on a 1-2, moving at half-speed on a 3+) - these guys aren't great at swimming either, but they're certainly better than heavy-armor-and-shield infantry, who drown on a 1-3 and move at half-speed on a 4+. Speaking of cavalry . . .

Thrown Rider Test

Thrown Rider test is a unique test that cavalry models might be forced to take if their mount is killed or panicked beneath them. Depending on the shooting attack, Brutal Power Attack, magical power, or special rule that's used, riders who lose their mounts may have to make this roll OR will automatically get a 1 on it ("Knocked Flying") - and this applies even if you have a rule like Expert Rider that would otherwise help you out.

Like the tests we've looked at so far, if you have to take a Thrown Rider test, you roll a single D6. On a 1, the rider takes a Strength 3 hit, is knocked Prone, and can't activate, move, shoot, make strikes, or cast magic this turn - this is kind of like falling 1" after failing a Leap test (Prone models can't make Strikes, so that's not that painful of an addition). On a 2-5, the model takes no damage and isn't Prone, but will still not be able to activate, move, shoot, make Strikes, or cast magic this turn - this becomes a really big deal if you have your horse shot out from under you after you've charged into combat, as you won't be able to make Strikes in the ensuing fight! On a 6, the model can act normally for the turn - no penalties are applied. 

One might think that this isn't that important of a test - if you don't have a lot of cavalry in your list, how often is this going to come up? With the advent of the Sharpshooter special rule (which allows you to target the mount specifically for your attack) and with the greater emphasis this edition on both big mounted heroes and big monsters that might be able to Hurl unfortunate models into their mounted comrades, this test shows up a LOT. Oh, and there are some pretty gnarly spells that will automatically send you Knocked Flying (the result of a 1) - like Wrath of Bruinen and Sorcerous Blast.

Unit Control Tests: Courage and Intelligence Tests

Our last tests today are probably the most common tests in the game and unlike the ones we've looked at so far, there's no chart for these: there is only success and failure, which is based on how good your statline is. While all of the previous tests involve one random die roll (with a 1 being bad, a 6 being good, and 2-5 being mostly-fine), these tests involve rolling two dice and seeing if you have a success or failure result.

Courage tests used to be taken for all kinds of things, but in the current edition of the game, you now take them for three things (there are profile-specific ones, but these are the three you really should know): charging a model with the Terror special rule, staying in the fight after your army has been "broken", and taking off the One Ring. The Courage stat of a unit is now an "X+" value, instead of a numerical number (2-7) that you'd compare to a 2D6 roll, add it all up, and see if you got to 10 or not . . . it was a lot of math.

Now, the test is simple: roll two dice, add up the two dice, and see if it meets or beats the "X+" Courage stat on your profile. This is the exact same system as we used to have, but it's expressed better. If the sum of the two dice is less than the Courage stat of the model taking the test, the model can spend Might points or Will points (assuming they have these) to increase their final roll result. You don't have to commit to spending resources until you see the final result (like you do with Magical Powers), but you always have the option to become more sufficiently brave with two of your three resources.

There are pieces of war gear (like war horns), profile special rules (like Harbinger of Evil), and army list special rules (see the Army of the White Hand or the Defenders of Helm's Deep for more on that) that might boost the courage of friendly models OR apply courage penalties to enemy models - figure out what rules are in play before you make the roll so you know what your modified target value is. If you pass the courage test, you get to do what you want to do. If you fail the courage test, something bad happens:
  • If a model fails a courage test to charge a Terror model, then the model can't move (but will otherwise operate normally - you can shoot, make Strikes, call heroics, whatever).
  • If a model fails a courage test to stick around when your army is broken, then the model is removed as a casualty (he "runs away").
  • If a model fails a courage test to take off the One Ring, then the Ring stays on - which may not be a problem, but if you're trying to take it off, there's usually a good reason.
Courage tests can be prompted for random other things too, but these are the big situations where they arise. Most heroes have at least 1 Will point and most of those heroes don't have magical powers they can cast. This means that their 1 Will point can be used to maybe block enemy magic (assuming there's offensive magic in your opponent's list), but will most likely be used to pass a Courage test during the game.

Intelligence tests work similarly, but they're used in very, VERY specific situations. Intelligence tests are new to this edition of the game and fixed some of the problems from the last edition where models that wouldn't reasonably be good at certain things were fantastic at them - like Uruk-Hai and Gundabad Berserkers being able to spot Ringbearers from far away. Intelligence tests are used for a wide variety of things, but the most common prompts for Intelligence tests are: using the Hurl Brutal Power Attack, spotting a Ringbearer, or performing scoring operations in some scenarios.

Performing an intelligence test works just like a Courage test: each model has an Intelligence stat and you roll two dice and compare the result to your intelligence stat. If you meet or beat it, you pass and do the thing. If you don't, you fail. Unlike Courage tests, however, you can use Might but not Will to improve your score. Additionally, the number of things that can be used to boost or penalize your Intelligence stat is pretty limited (I think it's just Fog of Disarray - someone backstop me on that, though). There are many, many, MANY special rules that now involve intelligence tests - and for many of the profiles in our game, the Courage and Intelligence stats will be the same - but just know that if you don't have Might (or don't want to spend the Might you have), you don't want to see a bad roll on an Intelligence test - fixing it is very hard!

Conclusion

So why does all this matter? Part of what I love about MESBG is that terrain and cool rules (like Hurl) have tests that you have to perform in order to use them - this adds some cool dynamics to the game and can force you to make pivots in your plans when something fails. This isn't a knock against other gaming systems, but the dynamic play in MESBG is a really appealing part of the game - do you take units that focus heavily on combat stats (like Morannon Orcs and Uruk-Hai) but that have fine-to-bad Courage/Intelligence? Or do you lean into units that are better at these kinds of things (like Elves) but that are lacking in some critical combat stats (like Strength)? Do bonuses to Jump/Leap/Climb tests (like Dwarf Rangers have with Mountain Dwellers) count for more than units that lack these (like Dwarf Warriors, who pile on the armor)? You'll find players who say yes to both sides of the extreme - and that's a good place for the game to be in.

Hopefully this was enjoyable for you - we'll be back in this series next month, since our next post takes a little break from teaching you how to play the game to tie a bow on an old series we did at the close of the last edition. Find out what's cooking in the frozen wastes of Angmar and prepare to be shocked and we look into the last sourcebook that GW released for MESBG v1 - until then, happy hobbying!

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