Warhammer 40K 8th Edition has been kicking around for a while now and Mr Steinberg and I have once again delved into Games Workshop’s game of never ending war. The quick start rules were available free and the army indexes meant it did not cost much to try it out. In fact Mr Steinberg bought the indexes so I did not have to spend a penny. To start with anyway…
I have been playing 40K on and off since Rogue Trader first came out 30 years ago! The first book was great, 2nd Edition was good, I started to lose interest after 3rd Edition and tried 5th and 6th without much joy. I don’t think I even noticed 7th Edition being released.
I really wanted to like this edition. I have plenty of models, especially Blood Angels that have been added to in more recent years, around 5th Edition I think. I have always liked the setting and the massive range of models, loads of which have been languishing the Loft Full Of Lead for years.
We have had several games in the last few weeks, mostly with my Blood Angels against Mr Steinbergs close combat heavy Nurgle force.
I have to say I am quite impressed. It plays well, even if it is still using the I GO YOU GO turn mechanic rather than alternative activation, which I do prefer.
One thing you do need is loads of dice, especially if attacking with chainsword wielding Death Company.
Mr Steinberg has a number of proxy models in his Nurgle force, but they all looked fantastic. The Greater Beast of Nurgle (above) was pretty much a tank and a tank killer. These Nurgle will double up in Dragon Rampant, so I will be seeing plenty more of these…
The Psychic phase is quite powerful and most models seem to spend plenty of time Smiting anything within 18″. As it is a Mortal Wound, it cannot be saved.
Cover increases a units armour save by 1, but for Marines with a standard 3+ save it does not really make a huge difference, I spend my time rolling 1’s anyway for armour saves, just ask my Terminators, oh no, wait you can’t, they all died.
There are a couple of things that I am not keen on, mostly around movement and charges. All models charge 2D6 inches, regardless of what their basic move is. So a unit of jump pack equipped Assault Marines with a move of 12″ can charge as far as a unit of Terminators with a move of 5″.
I think for units with a greater basic move should be able to charge 3D6 and discard the lowest dice. House rule!
Another issue is that character models are no longer part of a unit, they are individual models. This can cause problems when trying to get a squad and a character to charge at the same enemy, the squad may not succeed in their 2D6 charge, but the character may and end up all on his own in combat. So far, I have found it best to first attempt to charge with the squad and if they make it, then attempt to charge with the character.
Close combat has improved, models can freely leave combat in the movement phase without suffering a free hit, but they generally can’t fire weapons or charge again.
There is no Overwatch, basically any unit being charged can shoot at the attackers but only hit on a 6.
I like this edition, a great improvement over the last edition I played. We will continue to thrash out some games.
I have the new Grey Knights Codex and need to work out if the models I have fit well enough into the revised structure. My Grey Knights were last used when the Inquisition were in the same army list, so I do not have a large number of pure Grey Knights. As we are currently playing 75 power points in a game, I should be okay.
One thing I noticed in the Grey Knights Codex was that my three Forge World models were not listed, it is a good that Google provides all the answers. My two Dreadnoughts and a Vortimer Pattern Land Raider Redeemer are 35 power by themselves.
I am also going to catalog my old Orks and Tyranids to see what I can field but both of these forces are really old and do not include anything released in about the last 20 years. Most of my Orks will look like Gretchin compared to today’s model sizes. Should be fun.