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5 Ways GW Got 40K 8th Right

4 Minute Read
Jun 5 2017
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I got in my first game of 8th and I really have to say GW got it right. Here’s just a few reasons why.

I’m sure at THIS point you know 8th Edition of 40K is here.  You can get down to your local GW, or FLGS and order it – and get in a game while you wait. The game is very much a “modern 2017” reimagining of the game and I’m fine with that. Here’s what I really like about the new edition.

8 Pages of Core Rules

I got MY WIFE to play and we were both up and running, rolling dice, moving dudes and having a blast.  She hadn’t touched 40K since 6th and is already planning out our next week with more games she wants to get in.  I’m so scared of her Deathwatch army, I’m calling her “The Watchmistress” of our household. 8th edition is going to pull in a LOT of new blood with it’s clean streamlined core ruleset.  I REALLY hopes GW ships a ton of those 8-page rules pamphlets to every store that want them to give away to prospective customers.

 

The Minis – Oh Lordy!

Yes, I know it get tiring of hearing it, but GW knocked the minis out of the park. In some past boxed sets we’ve been impressed with the quality of the quick assembly minis, or just the bargain for what was in the box. Here GW does both of these AND reinvents both Space Marines with the Primaris line and the Death Guard.  the Primaris in particular are going to shake up the GW product line for decades.

Games for Every Player Type

I’m so sick of the fluff bunny vs super serious vs hobby first arguments. Now there are rules structures for each and every type of game you might want.  Want to knock heads against the “serious players” then take your time crafting an exact tourney army with the detailed points and the Matched Play rules. Want to get in a solid fun game fast, then just use the Power Level points system to put together a list in under 5 mins and get players. Or do Open Play and just bring whatever. Can’t we all just get along? We Can Now!

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The Special Rules

There are some people saying the consistent statlines make the game bland and boring. Ignore them. The real magic is in the unit specific special rules that allowed the Design Studio to bring the fluff right onto the tabletop in ways that the USR system of the past could never do. Here’s two quick examples to show you what I mean:

Striking Scorpions: For decades they have been described as the deadly masters of cover and scuttling through the shadows. Now they have rules allowing them to get a +1 to hit (shooting and melee) when they target a unit that is in cover! How cool is that? Maybe you don’t want to set up your heavy weapon teams in that spooky forest…

Commissars: Summary Execution was always draconian and could backfire, making your Commissar oftentimes harm your own army at a bad time. Now it is both fluffy and a positive, capping the maximum number of models nearby Astra Militarum units can lose via morale failures to 1. NICE, fluffy and a positive for your army.

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Zero to Hero

I’ve looked over almost every unit I could find that was utter garbage in previous editions and they all have a place. Here’s a list of just some of the units that are now solid:

  • Genestealers
  • Rough Riders (seriously decent now)
  • Ogryns
  • Mandrakes
  • Pyrovores
  • Vespids
  • Hemlock Wraithfighter
  • Monolith
  • Walking Tyrants

~ I’ve got to go, another 8th game is calling me. I’ll be back in 90 mins 🙂

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Author: Larry Vela
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