With rumours flying around about a new edition of Warhammer 40k being on the cards this summer, we take the opportunity to discuss how we’ve got on with 10th Edition, looking back at it’s launch with Levithan, and where the game is at now.

For our Top 3 we chat about the 3 things we’d like to see change when 11th Edition lands.

We also read out the community Top 3 choices as well, to see what you folks would like to see change.

On top of all that we catch up on what hobby we have got done since the last show, and chat about some of the news drops from Warhammer Community, including that new Stompy Knight. 

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One response to “Podcast: Episode 246 | Episode 246: What Should Change in the New Edition of 40k?”

  1. Nice work, chaps. Very much looking forward to the Myrmidons next week given that the old FW trio lacked the darkfire cannons, but I did prefer the older style double-nozzle irad engines. I still can’t work out why GW “redid” the Destructor rules in the Steel Hand book because there’s absolutely no difference in the end result and AFAICT the only printed difference is the weapon wording, leading to the same end result. I suppose it’s because in the Mech book the volkite is default and this new box (blatantly 1 of 2) doesn’t include it so there’s no default…and that’s it. Not sure that warranted a new page, lol! I’m not sure that we needed a Knight Destrier but I’ll grab one even without 30k rules as it looks great.

    I think that you nailed what 40k has sacrificed for a (IMO unwarranted) shift towards the tourney scene and that is the depth & nuance of not just the rules but the armies too. Suppressors were the silly jump Marines with autocannons and this highlights one of our (Grumpy Grognard Gaming) problems with Marines from 8th onwards and that is the direction of how the newer units work. Much easier and mature was the old skool ICs & Dev/Tact/Assault Squads; tooling each for specific jobs made forces feel far more personal and so more memorable when it came to specific battles and events therein. Now instead of customising and naming your own units, we’re forced to choose from a pretty daft list of tools to get jobs done. That’s not Marines to me; they’re supposed to be the elite flexible force that needs to hit hard and fast lest they get overwhelmed and this isn’t what we currently have in 8th-10th. List building has basically been drastically reduced down to Blocks of Models, No Wargear which is also an anathema to my group; we’re all in our 40s with starting points ranging from Rogue Trader to 3rd. You’re not alone in thinking that 40k has shifted too far from it’s 6-7E balance of complexity vs army sizes.

    The 10E rules aren’t much better. For 11th edition I’d like to see a comp version based on 10th for those who just want to roll dice and sweep models into a bucket so they can get onto the next game and a version more based on 30k, which retains the older 40k feel, (maybe with the classic 3E-7E FOC) for those of us who want longer games via a deeper ruleset which make playing more worth our grown-up limited time, maybe with alternate activations (finally!). The more abstract rules get for the sake of expediency (30k terrain suffers from this also somewhat) the less logical and immersive they are. Alas, having worked in corporate environments myself for the last 20 years I strongly suspect that GW’s top bean-counters overpower the creatives there who put in the good work and as such they don’t really care for us long-term veteran players as they’ve already got their profit from us; in their drive to make the game more accessible instead of old skool enjoyable for profit via new players I’m afraid that 11E will be more like an Ikea instruction booklet. I hope not, though.

    Matt – GGG

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