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Warhammer 40K: 3 Things I Want to See in 11th Edition

4 Minute Read
Mar 2 2026
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Goatboy here with some thoughts on what the new 11th Edition we’ll probably see later this year – most needs.

I have high hopes for it as I think this latest edition has been one of the better ones I have experienced since getting mixed into this hobby.  It is always interesting to think of a game that has taken a better part of 20 years of your life and all the rules that remained jumbled in your head.  While I haven’t been the strongest player in this edition I have had a ton of fun when I get a chance to go out with my plastic soldiers.

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Return to a Stronger Army Building Structure

I understand the total freedom ideas presented in 10th Edition – build whatever you want design we currently have.  Yes we have some over arching rules but the idea that TROOPS are only needed if they happen to be good has run its course.  I think 40K needs a return to some kind of method of controlling the narrative of your army build.  This could mean a return to a force org or at the very least making having some of your Battleline options necessary for the game.  It is a weird thing after playing for a few years with a wide open field but having that structure beyond just only allowing three choices I think might be a good thing.  It could help create some balance a bit.

Battleline Units Should Matter

I think GW has a good idea of what makes a good “TROOP” choice work.  We have seen it in some of the later released armies and how their troops units are not terrible.  They need to be there to create a unique form of glue in how you want the army to work etc.  I don’t know the direct way to get this to work better but I think at least pushing it in some way would let armies look like the armies they want to show up on the tabletop.  The idea of making your troop choices matter also helps new players build up their armies utilizing some of the starter sets and other options that are built with Battleline choices as a major part of the box.  Creating that linear progression for a new player to build up and continue their collection is an important thing and would be a great way feed the hobby and keep the game moving.

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Keep the Detachment System

One of the big successful pieces of 10th was how the Detachment system worked in creating an easier build structure for the armies.  The two pages of rules was a success and I think we can build upon that a bit more.  I love the detachments to stay as is and then build something else on top of it based on the Force Org idea I talked about.  What if you had your army with all your rules and goodies and then you had a “Force Org” detachment that would grant you a few extra things. This could be something like some kind of mission choices or even your bespoke set of stratagems you have access too.  The default ones are no longer just default for everyone but now based on your choice structure which lets you create a really unique set of options.  This idea that building your army goes beyond just picking the best Detachment and now you have to think what Force Org you have to pick.  Heck this could even be locked into the Detachments having locked in options to help balance some things.

I think creating some structure of the game will help make things easier to balance instead of the game we see now where taking as many big tough stat checks is the best option.  I am also hoping for a good pairing down of some armies options and an overall look at what certain choices should do.  A troop choice should have a lot of rules that match up through out the armies as well as some of the other things.  Oh I also hope we actually do a see a drop in rerolls but will just have to wait and see.

What do you think 11th Edition most needs?

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