Tuesday, 21 January 2025

My Thoughts on Warhammer 40K 10th Edition

 Dear James Workshop,


My thoughts on Warhammer 40,000: 10th Edition 


I have been a fan of Warhammer, and Warhammer 40,000 specifically, since picking up a copy of Rogue Trader at Games Day 1987


Since then I have, like most, been in and out of the hobby as life has happened. Some years things scaled back to me just browsing the monthly (or weekly) White Dwarf that arrived through my letter box.


I got back into table top gaming whilst WH 40K was in its 6th and 7th edition era. But I was playing other systems whilst ‘waiting’ for the hard reset that 8th Edition was rumoured to be. I was being told that it would be as dramatic as the End Times.


When 8th Edition landed I was pleased with the ease of access into the revised rules.

That truly was simplified, not simple.


It reminded me of the pleasure I had when 3rd Edition was launched in 1998


As 8th Edition morphed into 9th Edition things did become more complicated, but in my opinion the customisation available with relics and warlord traits was a huge appeal.


10th Edition launched with a hard reset once again!


After playing weekly for more than a year, I wanted to share my thoughts. I thought it was time to put down some of my initial impressions of how this hard reset of the rules is working out. 


The experience has been both good and bad, and often frustrating and at times puzzling.

Army Building

When I learned that Games Workshop had decided to no longer have units fall into the categories of HQ/Troops/Elite/Fast/Heavy I was initially disappointed. That system had been embedded since 3rd Edition Warhammer 40,000.

However, the new system is more flexible and allows my collections to form legal armies more easily.

At first glance it looked like a reset to 2nd Edition with Characters/Squads/Support being the basic building blocks. But without the percentage limits.

However, it is not as restrictive apart from the ‘rule of three’ and limits on aircraft etc, the force building system allows for most options to be viable.

Detachments

When I first learned about the introduction of Detachments I thought it might have been a return to Formations that featured in 7th Edition (not an addition a played, but was well aware of their impact).

However, when Codex: Space Marines was released and I learned that I could use my blue painted ‘Eagle Marines’ effectively as White Scars, Salamanders, Imperial Fists etc I liked what it represented.

For me personally it allowed me to create sub-armies that adopted that method of war. For example, my 8th Company Eagle Marines use Stormlance Task Force. Where as my 9th Company Eagle Marines use Anvil Siege Force Detachment.

Turn Sequence

Reducing the number of phases in a turn sequence does, on the face of it, seem like a good idea to speed up the game. But in my opinion removing the psychic phase and the morale phase has left both of these elements in limbo or no man’s land.

Psychic Powers

Psychic powers are now dispersed and appear on Unit Cards as either Ranged Attacks or as Abilities. Again, on the face of it, this seems logical that only Characters or Units with psychic abilities need to worry about casting powers.

However, I have found that many of the Psychic Abilities are in fact a variation on a Ranged Attack and would be better featuring as such, albeit with a few wording changes.

For example: Typhus has The Eater Plague (Psychic) Ability. It happens in the Shooting phase. So it could be Range 18” D6 Shots S12 AP -4 Damage D6 [Torrent, Hazardous, Devastating Wounds]

Other Psychic Abilities seem to happen randomly during a turn. For example the Knight Abominant has a Warp Storms attack that happens at the end of the Movement Phase!

My idea would be to have only two categories of Psychic Power.

The first would be a Ranged Attack, done in the Shooting Phase. Basically variations of Smite Attack.

The second category would be a Power that happened in the Command Phase. This could be Psychic ‘Healing’ or a Protection ‘Spell’ (For Example giving an Invulnerable Save for a Turn, or A Feel No Pain, or it could be a Buffing ‘Spell’ giving +1 Ballistic Skill etc

Moral Phase

Since the first edition of Warhammer Fantasy Battles the Morale element of the game has been present in one shape or form.

In 10th Edition Warhammer 40,000 we got Battle Shocked. I like the idea of replacing a version of Morale where troops Flee the Table. As I read somewhere these are Grim Dark Warriors and not likely to run from a fight.

However, including it in the Command Phase is a mistake.

It should be a test done in a reinstated Morale Phase at the end of Each Players Turn. Units below half strength take the test. Some units might already be Battle Shocked due to Abilities and Events earlier in that turn.

Units Remain Battle Shocked until they Rally

Units attempt to Rally (if they are Battle Shocked) at the start of their Command Phase.

Modifyers could apply at this point. For example: +1 to the test if the unit is on an Objective you control; -1 to the test in Engagement Range of the enemy.

Whilst on this topic, I will chip in with the thought that All Space Marines should have the rule:

They Shall Know no Fear which allows them to roll on 3 dice.

Unit Cards

I like the introduction of the Unit Cards, despite them becoming out of date frequently.

I use a fine pen to note on a card if its rules have been updated.

The decision to give every unit an ability was not a bad one, but in the heat of battle a unit’s unique ability is often forgotten until after dice have been rolled.

Some abilities feel like having a free CP to use on a Stratagem that might have cost 1CP in 9th Edition, but others feel like an afterthought.

Leaders

I liked the introduction of the concept of Leaders. However, it is not perfectly executed.

The main change required is to introduce an update to the Leader Ability wording.

At present Leaders get an Ability that begins “While this model is leading a unit……”

If this was changed across the board to “This unit can……”

Alternatively, as the word ‘Leader’ already appears as Core Ability the specific ability could be designated as [Leader Ability]

In any event a Leader should not forget his ability once his bodyguard are dead.

One other point to raise here is that there should be more options for ‘two leaders’ to join a unit if possible.

My Space Marines can take an Ancient with a Captain or Lieutenant. But a Chaplain cannot. An apothecary with a ‘higher ranking leader’ would be useful. There are several good ‘fluffy’ and not too overpowered combinations that are currently not possible.

My Genestealer Cuts fair a bit better. But even so, there are combinations not currently possible in the rules set. 

Weapon Profiles

Whilst I appreciate that is must have been a huge task to rewrite every weapon profile in the game, I think that there have been missed opportunities.

I might be wrong but Bolters; Bolt Guns & Bolt Rifles might be the most ‘shot’ weapon in the game.

Differentiating between those weapons, and who is holding it, is a really good way to introduce variation.

Chaos in particular have been treated well with the likes of Plague Boltgun [Lethal Hits] and Infernal Boltgun (extra AP)

However, Tactical Marines and Chaos Legionnaires still use the ‘classic’ Boltgun

There is an opportunity to introduce Astartes Bolters or Heretic Bolters

One big anomaly in my opinion is that the rare and revered Boltgun can often be seen in the hands of an Imperial Guardsman. Okay, he might be less effective with it as he has not got the Ballistic Skill of a Space Marine. But it will not be as well looked after. So, a ‘Militarum’ Bolter might be [Hazardous] or lower strength or shorter range.

Other weapon types have been given various names now. For example Lasconnons are not all the same. Which brings me onto my next point.

Weapons Key Words

The introduction of Key Words to weapons has mostly been good.

Some of the adopted terms that contradict previous editions seems a bad idea though.

Twin Linked for example really feels better representing hits not wounds.

On this topic, the decisions taken to designate Twin Linked seem to be very random and counter intuitive.

For example: Ballistus Dreadnought has a 2 shot Lascannon! This should definitely be 1 shot, twin linked. The same applies to Land Raider Godhammer Lasconnons! They are wysiwyg Twin Linked.

On the other hand, a Predator turret does have a Twin Linked Lascannon!


The most strange one to me is a Centurion with a Lasconnon in each hand (pointing in different directions) is 1 shot, Twin Linked.

Also, whilst on this topic, I think the downgrading of Melta weapons from 9th Edition has been handled badly and goes against their lore. A thermo heat ray should melt armour but at Strength 9 it often does not. I am ok with the reduction in range but the Strength should be 10 or even 12. Alternatively it could be Strength 8 (meting marine armour on 2+) but be [Anti-Vehicle 4+] so tanks do have a 50:50 chance of taking Damage. Some ‘special’ Meltas could even be [Anti-Vehicle 2+], and I am fine with that not being Monster/Vehicle.

Leviathan Missions/Periah Nexus Missions 

I began writing this letter just as the new Mission Deck was released.

Overall the new mission packs are good. Some of the Primary Missions are too complicated and not what is needed in an already complex game.

Some new deployment maps are unnecessary too. I sometimes go back to the Open War ones for variety.

Some of the secondaries are an immediate ‘no’

The changes to doing Actions are improvements. But unless you specifically build a list that has Performing Actions in mind, most are a waste of resources.

Stratagems 

Reducing the number of available Stratagems has generally been good. Having the Core Stratagems change so much from the Leviathan Rule Book seems a shame though.

Conclusion

In conclusion I think that 10th Edition, Warhammer 40,000 is playable and enjoyable.

Thank you for reading my thoughts.

Nick


Wednesday, 12 July 2023

Eagle Marines: WH40K Back Story Update 2023

Eagle Marines – Background Update 2023

Previously........ 8th Edition


The original back story for my Eagle Marines was that the Primaris marine units joined the Chapter and rather than them be integrated into existing companies, the Chapter Master decreed that the reinforcements should form ten new companies numbered 11 to 20 to replicate the First Born companies of the Chapter. 


One good reason for not integrating Primaris with First Born was that the new units had incompatible tech. This is why Primaris cannot ride in Rhino transports. The connections and interfaces are not compatible. It is like trying to plug into a VHS recorder using a USB cable when you require a Scart Lead. 


Previously........... 9th edition


As more and more units of Primaris reinforcements were released and added to the collection it became less satisfying that they were the 12th Battle Company with supporting elements of the 18th, 19th 20th etc 


I took the decision to re-write the back story. 


The updated version of events is that the Primaris reinforcements were dispatched from Mars to go and meet up with the Chapter fleet. However, shortly after departing they received word from the Tech Priests that the entire Chapter had been out of contact for several months. Their last report had been to declare that they were about to tackle a massive Tyranid Hive Fleet invasion force in the far Eastern sector of the quadrant. The silence from the Chapter led to the conclusion that they had failed in their attempt to stop the Aliens in their tracks and it is assumed that there are no survivors to be contacted. 


The Primaris Eagle Marines were told that they must organize themselves into companies under a new Command Headquarters. They would carry on the traditions of the Eagle Marines as a chapter reborn. 


Presently.............10th Edition Update..........


The Leviathan Edition has re-introduced Terminators and Sternguard Veterans as new sculpts.


Fortunately these are both 'First Company' units and so, my Eagle Marines Back Story only needs a slight update.


The story is that the Pramaris Eagle Marine forces that went to meet up with the First Born Chapter Brothers were able to locate, and meet up with, a few Veteran Battle Brothers that had survived the Hive Fleet Invasion and the Over Run of the planetary systems in the Eastern Sector.


Although these veterans were not all First Company Brothers when they left to fight the Tyranids, the new Chapter Master immediately promoted any First Born Brothers into the Fist Company to fight alongside his Primaris Blade Guard units.


Warhammer 40,000: 10th Edition

Greetings,

I have not posted for a while, but the launch of WH40K: 10th Edition has prompted me to create an update.

At the time of writing, I have had three games of the new edition so far.

Game 1: My Chaos Knights v Imperial Guard

I used my Chaos Knights in my final game of 9th Edition and came away with a good win against my regular Tyranids opponent. The buffs and synergies really worked and my knights were powered up. So, seeing how the same list would do seemed like a plan.

The first game of 10th Edition ended after Battle Round Three (due to time running out) The result was a narrow win for the Imperial Guard. But if the game had carried on, I could not have turned it around as I had few assets left. One big knight and two little ones.

First impressions? The 'rules on index cards' did not speed things up particularly. There are still lots of layers. Plus, no psychic phase means psychic powers 'go off' in unexpected phases. Also, vehicles are now very tough to 'bring down' easily. Which might be more 'realistic' but will take getting used to.

One other point was that the ability to create a 2,000 points list was not easy. I ended up with an 1,850 point list and added (illegally) missile pods to two knights to level the points.

There was one stratagem on the index cards that was unusable: extending the aura of the Abominant - who had no auras.

Game 2: My Adeptus Custodes v Tyranids

My second game against my regular opponent was a solid victory. The Custodes are very resiliant, especially in decent sized units, with a leader in each.

I only had four unit blocks: Wardens, Guard, Terminators, Bikes (plus a Culexus Assassin)

The bikes (five plus captain) went up the centre and took a lot of damage, the other units did what the wanted, the assassin took out the Neurothrope.

Overall a decent game with a good result.

Game 3: My Adeptus Custodes v Tyranids

My third game resulted in a defeat.

I wanted to include Sisters of Silence to see how they performed. In 9th Edition they had a valuable role against Tyranids, shutting down their psychic phase.

In 10th Edition: T3, W1 sisters are like paper against any non-psychic attacks.

The smaller Custodes units (reduced to be able to free up points for the sisters) meant they got cut down more easily, leaving my Guard and my Bikes with just their Captains left after Battle Round Three.

General Thoughts

It is early days and learning the unit rules will take time. The core rules are 'ok' but ditching the psychic phase was a mistake.

I am hoping that GW re-introduces per model points cost. Many of my lists use odd unit sizes for fluffy or practical reasons. Having to leave models 'on the shelf' or pay a big 'points tax' to field them is a feel bad moment.

My fear is that most of the 10th Edition Codexes are now 'written' and addressing any issues will be by FAQ, Balance Data Slates etc meaning that I'll be writing edits in pen in brand new books as soon as they arrive. Not a great prospect.

Future Plans

 I have my fourth game tomorrow. My Eagle Marines v Tyranids. I have picked a 'Seven Cards Only' Strike Force based around Intercessors/Terminators/Dreadnoughts to try to reduce rules complexity.

As mentioned, Vehicles are 'tough' so will only be vulnerable to my opponents biggest guns.

I'll see how it goes.....................