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40K: Get Ready to MOVE

3 Minute Read
Jun 16 2017
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Warhammer 40,000 8th Edition promises to be the fastest moving edition in more ways then one.

It’s been decades since we’ve had a Movement stat and that’s just the beginning.  I’ve been playing a lot of 8th these last few weeks and let me tell you – get ready because you might get whiplash at how fast this game moves.  Here’s just three big concepts you need to get your head around:

The Board Size May be Smaller

For the first time in a while, GW gives you official table sizes for your games:

Matched Play Guidelines (p.214)

  • Up to 1000 pts: 4’x4′ table
  • 1001-2000 pts: 6’x4′ table
  • 2001-3000 pts: 8’x4′ table

It’s nice to see GW give advice not only for the bigger games, but the smaller ones as well. I wouldn’t be surprised to see TO’s starting to crank up some space efficient 1000pt events with folks crammed into taped off 4×4 tables.  If you have been playing for as long as you can remember on 4’x6′ tables, give a 1000pt / 50Power Level armies a spin on a 4×4 – it’s fun and frenetic!

Everything Moves Faster

With the arrival of the Movement stat, everything is getting faster. Sure the “standard” units still move 6″ and vehicles 12″, but then you hit the really crazy units who motor like you can’t believe. Here’s just a taste:

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  • Howling Banshees: 8″ +D6+3″ Advance (and fire at full effect)
  • Razorwing fighter: 20″-72″ + 20″ Advance
  • Screamers of Tzeentch: 16″ + D6 Advance
  • Warbuggies: 14″ +D6 Advance
  • Flying Hive Tyrant: 16″ + D6 Advance
  • Land Speeder Storm: 18″ +D6 Advance

Compared to the last few edition, units who want to move really get out there. You can routinely get deep into enemy deployment zones by the end of turn 2 if you try. The truly fast units will be anywhere they want to be by mid game, and be able to traverse the entire table from turn to turn. The game has very free-wheeling feel from turn to turn that is much closer in feel to Age of Sigmar and X-wing than previous editions of 40K or stately games such as Star Wars Armada.

The Sarge said CHARGE?  – WHAT?!

The Rules Promote Speed

Finally you get some of the bigger rules changes from previous editions. Things such as firing heavy weapons with a -1 to hit are unheard of, and are making long abandoned weapons like the Heavy Bolter hop off of shelves for the first time ever. Then you get Advancing now available to all units, and the some faction abilities to Advance and fire with no penalties.  It all adds up to longer distances moved per game by more units than 40K has ever seen.

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Putting it all Together

Small boards, faster movement and rules that encourage mobility all come together for a new 40K tabletop experience. Get ready to forget assuming your static gunline will get 2-3 turn of shooting at the bad guys as they approach. Instead start to look for new movement opportunities for your own army.  Seeing things like CSM Havocs ADVANCING while raining down a hail of autocannon fire on flankers trying to skirt the board edge is COOL. Seeing Tau Gunlines blaze away, only to break cover and mount an effective fighting withdrawal – while raining down deadly firepower is something exciting to see.

In short – in 8th Edition get ready because we are ALL Eldar players now. Get ready to move and have fun exploring, and using it for your advantage.

~ What are you planning to do with your newfound mobility?

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Author: Larry Vela
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