Category Archives: Warhammer 40k

Woehammer: Slow-Grow 2026 – March

You may remember back at the beginning of January, we challenged our readers to paint one unit a month in 2026.

It,s time to see what everyone’s been up to this month!

If you want to take part, why not join our Discord?

Warpblaster by Connor Irwin
Empire Militia by Woehammer Peter
Battlemage by Woehammer Peter
Gelgus Pust by Popliteal
Mulgoth the Cleaver by Popliteal
Loonboss by Kars
Sylvanian Army/Vampire Counts bases by Cactus Judy
Vampire Counts base by Cactus Judy
Vampire Counts bases by Cactus Judy
Kroxigor by Andrezzo
Big Nurgle Beastie by Rose of Winter
Blightlords by Popliteal
Balloon Boys by Fittsy
Moar Balloon Boys from Fittsy

Book Review – Traitor Rock

Cadia #3 by Justin D Hill

Following the Fall of Cadia, Minka Lesk is back to defend the Imperium… but no longer on Cadia. She’s now on Malouri, fighting Traitors on an island fortress.

From the book:

Cadia, ten thousand years a stalwart bastion against Chaos, is broken. Its collapse at the hands of Abaddon and the Thirteenth Black Crusade has fractured the Imperium of Man, and in its wake spreads the seeds of heresy, lies, and insurrection. It falls to Cadia’s survivors to fight on, bloodied but unyielding, in the name of the Emperor.

On the world of Malouri, traitorous forces have retreated to the impregnable island fortress of Crannog Mons. After years of stalemate warfare, the task of breaking the siege is given to Minka Lesk and the Cadian 101st, who find themselves fighting a meat-grinder mission that threatens to devour them. In the midst of slaughter, sacrifice, and brutal attrition, a question must be answered: what does it mean to be Cadian in a galaxy without Cadia?

Minka Lesk’s Cadian’s are tasked with taking the island fortress of Crannog Mons (in traditional Warhammer 40k style, via the land). But she’s also dealing with others regiments in the Astra Militaruim. After a behind the lines altercation, Minka finds herself left behind with her squad when the supporting regiment retreats early… And she finds out that friendly fire ain’t friendly!

Hill brings us the third in his Minka Lesk series, and she is now fighting off-world after the Fall of Cadia. By book 3 we already know the character, which allows for more story telling and less background. And the new planet allows Hill to put Minka Lesk into a situation where she can have rivals within the Imperium,. as well as her more traditional enemies – the traitors.

In many ways this brings it closer to a Sharpe novel, and without the need to tell of a key event in Warhammer 40k lore, the author is able to add peril, and add their own colour to the story.

Verdict

Astra Militarum novels are some of the best Warhammer 40k from the Black Library… That’s probably why there are so many of them (Gaunt, Minka, Caiphas) . In a world of the warp, demons, and long dead dynasties, the humble human still has to survive – and these stories are great to bring you into the world of Warhammer 40k.

This is their strength – but sometimes a weakness as well. Throughout this book I was left feeling why they were attacking the fortress from the ground, and not air or space. Or even just Exterminatus. And it was difficult to get over that.

The story is fun, the characters are well written and the story flows… but I just struggled with the basic premise. It’s still a fun read, but definitely wouldn’t be on my must read list for Warhammer 40k novels.

Rating: 3 out of 5.

We always encourage people to shop at local bricks and mortar stores, but if your friendly local book store doesn’t have this available, we have a UK Amazon affiliate link & aUSA Amazon affiliate link for which Woehammer receives a small commission.

— Declan & Eeyore

Woehammer: Slow-Grow 2026 – February

You may remember back at the beginning of January, we challenged our readers to paint one unit a month in 2026.

It,s time to see what everyone’s been up to this month!

If you want to take part, why not join our Discord?

Nurglings by Popliteal
Grey Seer by Connor
Kharadron Dude by Fittsy

Book Review The End and The Death, Volume III

Dan Abnett brings the Horus Heresy story to a close in the final (not really) book of the series.

The End of an Era is finally here. The Emperor and Horus are about to clash and find out who wins, who dies, and who gets to sit on a seat of power for over 10,000 years.. oh the suspense!

But it’s not the end of the journey that matters – what started out 20 years ago has spawned a lot of books, and a lot of stories and for that I am certainly grateful… even if Sanguinius’ Death is still raw after so long.

From the Book

The Great Angel, Sanguinius, lies slain at his brother’s hand. Terra burns as reality itself unravels, and the greatest bastion of civilisation teeters on the brink of annihilation.

Desperate defenders gather, banding against the rabid traitor hordes. The Hollow Mountain, host to the pilgrims of Euphrati Keeler, is one of the last redoubts held by the Dark Angels while the unclean host of Typhus lays siege. Malcador the Sigillite sits ablaze on the Golden Throne, trying to buy his master more time. But time is running out…

Guilliman races across the stars to reinforce the Throneworld. Will he return to ashes, where a Warmaster of Chaos has ascended to godhood, or will the Emperor have triumphed? And at what cost?

Review

How do you tell the end of a story that has been told and hinted at through decades of Games Workshop output? Where the picture of Horus and the Emperor is iconic, and where everyone has an opinion on what happened? If you’re Dan Abnett and the Horus Heresy / Siege of Terra team you spread it out… over 3 books!!

But that is now truly at an end and we can settle down and read the story of the final climatic conflict.

Although, I listed to it on audio book… and I’m glad I did. This is long… long! And the fight between the two great protagonists feels even longer as they fade in and out of realities. Fight with gun, sword, and psyhcic powers. And generally tear each other apart. All whilst Gulliaman approaches Terra. The defenders go on the attack (helped by the Blood Angels being ‘slightly’ upset at the death of Sanguinius. And Oll & John Grammaticus set up the strings of fate, so that they can be / were there at the end. All whilst Malcador dies on the Golden Throne.

There’s a lot! And if anyone can make a fight last a while it’s Dan Abnett… but perhaps there was a point here that an editor should have stepped in and said ‘no’.

Verdict

End End rarely justifies the means, and after so many years Dan Abnett was never going to be able to close out a story which was so old, and so drenched in fable and myth… But… he just took long to do it. The fight sequence between the Emperor and Horus Lupercal is – of course – epic. But it is also too long, involving too many changes of scene and style.

There is not enough about the remaining defenders, but a lot about Oll & John – who are after all ‘Abnett’s characters’… But what about the others?

Guilliman is mentioned at the beginning (perhaps the beginning of the end)… but never again as the fleets clash.

I am left with the feeling that this end isn’t an end… that there is more – and too many open threads. And I’m not alone because after the End and the Death… there is another book – ! Era of Ruin which will tell us yet more. So the End, isn’t even the end.

It’s not a bad book by any means, and I don’t know how to finish a series of such depth but this just took too long. Three novels, could easily have been two and Abnett could have included more from the other characters we have followed throughout the Heresy and less on the fight. But… it’s still a bestseller. And it is an essential addition if you want to finish the story. Let’s face it – if you’ve got this far, you will want to finish.

Rating: 3 out of 5.

Check out the full list of Book Reviews we’ve done on Woehammer here

We always encourage people to shop at local bricks and mortar stores, but if your friendly local book store doesn’t have this available, we have a UK Amazon affiliate link & a USA Amazon affiliate link for which Woehammer receives a small commission.

— Declan & Eeyore

Book Review Low Lives

A Necromunda novella by Danny Flowers

Necromunda is back on my reading desk, and this time it’s Denny Flowers from the 2nd Novella Series. With our ‘hero’ Caleb Cursebound.

From the Book

Caleb Cursebound, the Underhive’s ninth-most-dangerous man, and his ratskin partner Iktomi are in hiding, having deposed the tyrannical lord of a Necromundan noble house. Pursued by relentless bounty hunters, the pair descend to the remote mining settlement of Hope’s End, the last place anyone would think to look. They soon learn, however, that all is not well in Hope’s End; the people are being terrorised by a powerful Orlock gang, and in desperate need of a hero. Caleb cannot resist the opportunity to prove himself, but there are those who would see his reputation forever tarnished…

Review

Caleb Cursebound is a rogue extraordinaire. But, he has a problem. He is on the run, and he likes to play as a Hero. Not the best combination in the dark of the Underhive of Necromunda.

After a drink or two (or three) in the tavern of his new hiding place – Hope’s End – he promises to remove a powerful gang of Orlocks from a nearby mine… and when he wakes up the locals remember his promise.

All the while his pursuers – bounty hunters – are getting closer… although also mysteriously ending up dead. Does Caleb have a guardian angel… or something much scarier stalking him and his Ratskin partner – Iktomi.

With the great ‘Wanted: Dead’ in the first Novella series I was looking forward to this one as well. And Danny Flowers did not disappoint. Caleb does have some competencies but also has a lot in common with Caiphas Cain of Warhammer 40k. He is another epitome of the acccidental Hero.

It all unravels quickly and Caleb learns that you can’t please everyone in the Hive all the time (or even some of the time). And often blood (or House loyalties) run deeper than water… although sometime not.

Warhammer 40k is at it’s best when writing about human characters with human flaws. And Caleb certainly joined those ranks… even if he is only still there because of Iktomi.

Verdict

As a writer you can’t waste time in a Novella and every scene and chapter has to have a place. That makes them great fun to read and I often finish a novella wanting ‘more’. Either more of the character, more of the setting, or more of the adversary!

This definitely hits that spot, and is a fun addition to the Necromunda fiction produced by Black Library.

Rating: 4 out of 5.

Check out the full list of Book Reviews we’ve done on Woehammer here

We always encourage people to shop at local bricks and mortar stores, but if your friendly local book store doesn’t have this available, we have a UK Amazon affiliate link & a USA Amazon affiliate link for which Woehammer receives a small commission.

— Declan & Eeyore

Book Review Wanted: Dead

A Necromunda novella by Mike Brooks

Necromunda is a classic gaming system and – despite some changes between editions – remains mostly with its roots in old editions of Warhammer 40k. The support from the Specialist Games Studio is also superb with new gangs and models released regularly.

And the stories are great fund also – including this older gem by Mike Brooks from the Novella Series that Black Library produced some years ago.nto a Book Review A Line in the Sand by James Barr.

From the Book

In the teeming hives of Necromunda, from the highest peaks to the lowest depths, life is a constant fight for survival. When an ambush in the Underhive goes wrong, and a Guilder gets killed, an Escher gang suddenly find themselves outlawed. Now the hunters have become the hunted, and everyone is after their blood – enforcers, bounty hunters, even other gangs. With their leader dead, Jarene has to take control and save the lives of herself and her sisters in arms, as well as restoring the honour of their gang. For the fateful ambush was no accident, and the true culprits need to face justice.

Review

Jarene’s gang is (mostly) entirely dead. Caught in an ambush by Goliaths after the death of a Guilder. She has two choices, hide forever or avenge them.

But Necromunda isn’t a Hive that allows people to disappear if the Guilders are after them and so despite her best efforts she is forced to prevent the danger… but who can she trust?

When writing Warhammer 40k novels, I always enjoy reading about things that aren’t from the tabletop. (Or at least not common on the table top). Mike Brooks does a great job here of describing the Underhive, the tunnels, passages and creatures that reside. And the peril of just existing.

The ambush and destruction of the Escher gang is a great start as this would often be the end of a story in Necromunda the game. But here it is a starting point. He captures the rivalry between the Houses of the Hive, but also the competitions with the Houses themselves. So Jarene is left with the fundamental question – who can she trust.

Verdict

As a Novella it is short, but that results in Mike Brooks ensuring the pace is kept high – and there are no spare chapters in here. It is a great story, that brings Jarene’s struggle to the reader in quick, sharp vignettes. As she lurches from one crises to another, as there is no respite in the Hive.

My only critiscm is of Black Library – when these were first relesed the series was great value, with 10 books costing £30, but they are now only available electronically at £5 which seems high. Equally it is a shame they changed the format from paperback to hardback for Novella Series 3 later – but that is a different gripe.

If you are looking for a fun Necromunda story or just love Escher gangers then this is a great story – and a must for the collection.

Rating: 4 out of 5.

Check out the full list of Book Reviews we’ve done on Woehammer here

We always encourage people to shop at local bricks and mortar stores, but if your friendly local book store doesn’t have this available, we have a UK Amazon affiliate link & a USA Amazon affiliate link for which Woehammer receives a small commission.

— Declan & Eeyore

Woehammer: Slow-Grow 2026

You may remember back at the beginning of January, we challenged our readers to paint one unit a month in 2026.

With the first month over its time to see what everyone’s been up to!

If you want to take part, why not join our Discord?

How to Paint – Blood Angel Dreadnought

Blood Angel Dreadnought for Warhammer 40k

Following a successful painting year last year where I completed a Horus Heresy force (Blood Angels) and a Legions Imperialis horde (Solar Auxilia) this year I have challenged myself to get a 2,000 point army of Blood Angels for Warhammer 40k.

Blood Angels

I have always collected Blood Angels. However as I don’t play 40k very often I only had one completed army… And it is all firstborn. So 2026 is the year I finish a more up-to-date Blood Angel Army.

This also forms part of the Woehammer Slow Grow challenge and the Woepoints challenge which is great for keeping me motivated.

So, in January I have finished… 2 Brutalis Dreadnoughts

Pictures

How do they play?

Blood Angels are traditionally a ‘ABC’ (Always Be Charging) Legion. But in 10th Edition they can struggling to destroy vehicles in close assault. And so the Brutalis is a great addition to the legion to fill this gap.

Two of them may be a little excessive for a small force and I would intend to use 1 at 1,000 points and only add the second later to keep the balance of assault versus shooting right in a Blood Angel army.

However, I haven’t played Blood Angels for so long that this is all theory hammer and the wise words of ‘BA Commander’ who knows a lot more than me on the subject.

Paints Used

Blood Angels are red! And so I picked up lots of Colour Forge Sanguine Red for the undercoating and gave both models an even undercoat (on top of Black). I then kept the rest of the model simple with Black Weapons, some gold items picked out and of course transfers… lots of transfers.

I use the Micro Sol & Micro Set for mine and it makes it so much easier.

However, I have been unable to give the models a full Matt Varnish coat due to the cold English weather so there are still a few streaks of varnish showing around the transfers. These will disappear with a coat of varnish in good weather… so roll on July!

The basisng is something I’ve been torn on for a while. Ideally I wanted a Baal red desert base but… it just doesn’t work well on the tabletop for red models. So I’ve stolen borrowed an idea from YouTube!

This takes some more time than I would usually spend on bases, but the contrast to the red is very nice. So that’s Vallejo Rough White Pumice, Zandri Dust, Ushabti Bone, Seraphim Sepia and a Screaming Skull very light highlight. Check out the video for a great explanation of the process.

So that’s How to Paint Blood Angels Brutalis Dreadnoughts — graphic below.

Buying a Box?

These were in the Leviathan box (which is why I have 2), so you may find them cheaper second hand or on Ebay. However the kit is also a permanent fixture in the Games Workshop catalogue. That all means – ask at your local FLGS or use our affiliate link with Element Games. They are £52.00 RRP.

— Declan and Eeyore

Woehammer Data Literacy: Same Win Rate, Different Stories

One of the most misleading things about faction win rates is how convincing they look when two armies sit next to each other on the chart.

Cities of Sigmar and Gloomspite Gitz are a good example. Across the September Battlescroll both faction finished with almost identical headline win rates of 53%. To many players that reads as balance. Two factions that are equal in strength.

They are not the same, and this article is about why similar win rates can hide very different player experiences, and why relying on that one number can lead players to the wrong conclusions about what a faction is like when being used at a tournament.

The Illusion of Equality

If you only looked at win rates, then Cities and Gitz would be interchangeable. Both win roughly half their games and neither sits at the extremes. Neither faction looks like it is broken.

But win rates, as we’ve mentioned earlier in our series, answers only one question: How often the faction won. It won’t tell you how those wins were achieved, who’s achieving them and how often players walk away from events feeling like they had a decent weekend.

Once you start looking beyond that percentage, the picture changes.

Who is Actually Playing the Faction?

The first difference between the factions is who is taking them to events.

Cities of Sigmar has a relatively high average Elo but lower player numbers. A larger proportion of its games are played by experienced players, though it still has representation across the middle of the skill curve. It has slightly more appeal to competitive players and rewards strong fundamentals.

Gloomspite Gitz’ player base, while still high, is lower rated than Cities overall, with a much larger player base. It’s a faction that would appear to be chosen for its aesthetic and playstyle over being competitive.

That matters because a faction achieving a 53% win rate with a less experienced player base tells us something important. Gitz can generate wins without requiring tight, highly optimised play in every game.

Already we’re describing two different populations producing the same headline percentage.

What Does Success Look Like?

This is where faction win rate really starts to fall apart as player advice.

Cities of Sigmar shows a higher proportion of players finishing events with positive results. Almost 40% of players finished the weekend with 3-2 results, which reflects both consistency and the faction’s experienced player base.  Cities doesn’t spike events often, but many players walk away having felt competitive through the weekend.

While Gloomspite Gitz looks different. While its players are more likely than Cities to achieve three wins in the first three rounds of an event, there is a noticeable drop-off in later rounds. The 2-3 bracket is much larger, and far few players convert early success into strong final results.

What this suggests is a a faction that is tactically forgiving (players can win games even without perfect execution), but strategically volatile across a full tournament. As the event progresses Gitz struggle more at the top tables than Cities does.

Tactically Forgiving vs Strategically Forgiving

There is a difference. Gloomspite Gitz are tactically forgiving. Its mechanics and swing potential allow players to win games without flawless play or list optimisation. This helps explain why a lower Elo player base can still produce a strong overall win rate.

Cities of Sigmar is  less forgiving on a turn by turn bases. Mistakes can be punished more consistently and clean play matters.

But over the length of a weekend the roles reverse.

Cities is strategically forgiving. It recovers better across five rounds and produces steadier outcomes. Gitz by contrast are prone to late tournament collapse.

Both paths lead to the same win rate and the experience of getting there is very different.

How Fragile is Success?

Another difference lies in how dependent each faction is on certain choices.

Cities of Sigmar has reasonably large roster but would appear to have only a few viable builds. Its performance is spread across a smaller number of warscrolls with a vast amount of its roster being either ignored or experiencing very little play. Warscrolls like the Fusil-Major on Warhulk, Freeguild Cavaliers and Ironweld Great Cannon appear in the majority of lists.

This often happens when a smaller player bases identifies an optimised build and others follow. Success becomes concentrated, which can make the faction feel oppressive at times and fragile at others. Small rules or points changes may dramatically alter the performance even if the headline win rate barely moves.

Gitz shows broader warscroll usage. While not all choices are equally successful, far more of the roster sees meaningful pay. With a larger player base and lower average Elo, success is spread across different list types rather than being driven by a narrow core.

This contributes to both Gitz’ volatility and accessibility.

The Role of the Tournament Organiser and Battleplan Selections

Battleplans matter for each faction, but they matter unevenly.

Cities of Sigmars performs very well on five of the most popular battleplans, where it exceeds a 55% win rates, but struggles significantly on two others where their win rate is well below 45%.

Gits is more consistent across the battleplans with only one proving to be a significant advantage and one a clear problem.

As a result, Cities is more sensitive to the Battleplan selection than Gitz. Identical lists can feel dominant one weekend and underwhelming the next, depending entirely on which Battleplans the Tournament Organiser has chosen.

Again, this is invisible in the headline win rate.

Same Percentage, Different Questions

At this point the headline percentage of 53% becomes almost irrelevant.

Cities and Gitz may win their games at similar rates, but they ask very different things of their players.

Cities rewards experience, precision, and consistency. It performs better into top factions but pays for that with sensitivity to battleplans and narrower competitive cores.

Gloomspite Gitz is more accessible and tactically forgiving, allowing players to win games early and often, but struggles to convert that momentum into consistent late tournament success against top tier opposition.

Choosing between these factions based on the win rate alone, they are choosing blind.

What Players Should Take Away

This is the core of why I wrote the Data Literacy series.

Win rates aren’t lying to you, but they are summaries, and Summaries are dangerous when they’re treated as advice.

Two factions can sit on the same percentage and offer entirely different tournament experiences. One may feel consistent across battleplans but struggle into the top tier of factions. One may feel consistent but constrained. The other may feel explosive but unreliable.

Understanding which experience suits you matters more than the number reading 53%.

Final Thoughts

In our first article we talked about patience. In our second, interpretation. Now we’re talking above perspective.

Statistics don’t tell you what to play but they tell you what questions to ask.

Cities and Gitz look balanced at first glance. In practice, they are telling different stories and that gap is why win rates, taken alone, are such poor guides for players trying to understand their own results.

Same, same… but different.

Previous: Why Faction Win Rates Alone Are Bad

11th Edition Warhammer 40,000: What we know

Warhammer 40,000 11th Edition is on the horizon. It was announced at Adepticon in March 2026. Here’s what you should know to be ready for it along with our answers to a few FAQs. We’ll update this as new information comes to light.

40,000 logo with '11th' superimposed

When will 11th Edition arrive?

The smart money is on Summer 2026. Games Workshop releases a new major edition of most of their games every three years and 10th edition went up for pre-order on 11th June 2023.

Will existing models be compatible?

Yes! People spend a lot of time and money on their miniatures. Obsoleting them all when a new edition lands would cause riots.

Sometimes models “go to Legends”. These are typically models which GW don’t make any more (often because they were designed in the days of metal and resin so are expensive to produce and don’t look very good) or which were produced for different game systems. This doesn’t happen to a great many models each edition, and when it does GW provide rules for a few years so you can still play them in causal games.

Sometimes models get replaced with newer designs, but you can still use the old designs (although if their base side changes than you are encouraged to rebase them or add base extenders).

Will be existing books be compatible?

Yes (at least army rules will).

GW tend to do two kinds of updates for new editions. Ones that give the rules a major overhaul and break compatibility with everything, and ones which are more of a refinement of the current system.

GW have told us that 11th edition is going to use the existing 10th edition army rules (so your Codexes will still be good). They haven’t mentioned missions so don’t expect your 10th edition battleplans from White Dwarf, Chapter Approved, and Crusade supplements to carry forward.

Will I need to buy a new Codex?

Yes, but not immediately.

When the 11th edition Codex for a faction is released it will obsolete the 10th edition one (or the free rules download if there isn’t a valid Codex for an existing faction).

However, the Codexes are released slowly over the first two years or so of the edition’s lifecycle (with the Codexes for the two factions in the launch box being the first two). Until then your existing Codex will be fine.

Launch box? What is in it?

GW opens an edition with a chunky discount bundle deal. This time around it is Armageddon.

Most of the contents are still under wraps; we do know that it will contain new sculpts for Space Marine Intercessors and Ork Boyz. They are staple units so this set to be a great starting point for anyone wanting to start one of those factions but a bit lackluster for players who have got a lot of those troop types already.

Mentioned on the live steam and in the cinematic trailer we may also see:

  • A new Ork walker
  • A redesigned landspeeder
  • New Vanguard Veterans
  • A Chaplain

Since the announcement we have started to get additional model previews:

If it is anything like 10th edition’s Leviathan then you’ll get a chunky hardback copy of the setting background and core rules, the accessories needed for matched play games, and a big pile of miniatures for the two launch factions. It’s a very tempting pile of cheap plastic ideal for luring hobbyists over the new the edition (since most of the models won’t have rules for the previous edition).

The promotional image for Leviathan shows the rulebook, a big pile of models, a mission deck and a transfer sheet

Launch factions?

Editions arrive with a narrative about a big campaign between two factions. One of them is always Space Marines (they are astonishingly popular models) while the other changes each time. Armageddon is a classic battleground of the setting where the Orks have been waging war with the Imperium for almost as long as Warhammer 40,000 has existed.

I want to start playing, should I wait?

No! Dive in!

GW produces new material at a tremendous rate. If you wait for the next big thing then there will only be another next big thing when it arrives. Dive in, have fun.

If you start with a Combat Patrol box you’ll get the core of an army at a discount price and can play games using the Combat Patrol game mode. This let’s you get started quickly by tweaking the rules so you can pit the contents of one Combat Patrol box against another. It’s a great way to learn to play and the rules for it are completely free to download from Warhammer-Community. You’ll need the core rules (as you do for any Warhammer 40,000 game), the combat patrol rules (which has the missions for these small scale games), and the rules for the specific combat patrol box (which replace the need to buy a Codex) you are using.

What rules changes can we expect?

We had some tidbits at the announcement:

  • Detachments now cost detachment points and you can include multiple in one army.
  • The Chapter Approved rule that limits you to 2 (or 4 for Battleline) copies of any given unit is now a core rule.
  • Some enhancements can be applied to non-character units
  • Your choice of detachments will influence your scoring rules. There are 5 force dispositions and each detachment has one or more of them. These describe the general type of missions that it is good at (a little like Kill Team archetypes) and the primary mission will be determined by the combination of force dispositions picked by both players.
  • Circular objectives are being replaced by terrain footprints
  • Terrain rules are getting a shake up including cover bonuses helping against hit rolls instead of helping saving throws
  • One Stratagem per unit per phase so you can’t turn a unit into a god-tier unit by spamming command points at it
  • You cannot target a unit that has not shot if it is in a piece of terrain too far away. This means that, during deployment especially, you can keep units safe until they get involved. This may see an end to the popular house rule that the ground floor of ruins have solid walls even if modeled otherwise.
  • In the Combat Phase, Fast Rolling by default (the rules are now written to roll dice together instead of it being an optional thing if you can work out that all the dice are equal)
  • Strikes First units belonging to the active player go first (it sounds like it still alternates one at a time, but the active player gets to pick first). There’s an implication that the charge bonus and the strikes first ability are being unmerged.
  • Pile-in and Consolidate have been split out from Combat. So you pile in with every unit, then you fight with every unit, then you consolidate with every unit.
  • Charging target selection is now after rolling to see how far you can charge. This removes the gamble of trying to charge a tasty unit that is further away from a less attractive victim.
  • Combat Disembark: Units can exit a transport directly into combat with an enemy unit (but will be battleshocked)
  • Leaders are assigned to units at list building time but keep the benefits of leadership if their bodyguard is killed.

No doubt there will be more to come. On an episode of How We Roll on Warhammer TV one of the designers mentioned that making wargear options free had been limiting, so we might see a return to weapon choices having variable points costs.

The How We Roll promo image feature the Warhammer+ icon, an Age of Sigmar game with a skull dice cup, and the show name

Will the Mobile App be supported?

Yes. It is getting a “huge refresh” there are “loads of things coming for it”.

The first new feature will be wider language support with English, French, German, Italian, Spanish, Chinese, Japanese, and Korean. This will start with core, mission and Combat Patrol rules.

In the first post-Adepticon update we learned that it is going to include a scoreboard and the ability to see your opponent’s data sheets during the game.

What is going to happen to Chaos Daemons?

We don’t know. Here are the facts:

  • They only received downloadable rules in 10th edition; there was no Codex.
  • They are a reasonably large range of models that are cross-compatible between AoS and 40K and GW tends to avoid that

What could happen? The most speculative bit of the post here, but here’s my top three guesses:

The faction could be removed making them locked to the God-specific Chaos factions. Possibly with rules that allow them to be allies of Chaos Space Marines. Possibly with a detachment that mirrors the Age of Sigmar Slaves to Darkness Army of Renown that is all demons.

The faction could be revamped and relaunched with new daemons that are more sci-fi in appearance to separate their model range from the AoS variety.

Nothing in particular. They just get an 11th edition Codex.

Why a new edition anyway?

Bluntly: money.

New editions sell really well. That makes money and money is why GW produces the game.

Editions also generate huge amounts of buzz in the media, social media, and elsewhere which brings in new players. New players are fantastic!

They keep the game alive. People drift away from the game all the time and, without new players, the number of people playing the game would eventually shrink. It’s great to have a game with a huge player base! You can find a local store with a community to play games with. There’s a tournament you can enter going on somewhere in the country almost every week.

Does keeping up with rules changes hurt the brain and the wallet sometimes? Well, it does mine, but I’d rather that then see the game petter out.

Would it be better if editions didn’t come around so quickly? I’d prefer it, but the three-year cycle is working for GW and I don’t see them stepping away from it too soon.

Warhammer 40,000 is a phenomenal success; the benefits of it being so large are a reward for putting up with the rules churn.