I had a chance to play my first game of 8th Edition Warhammer 40K.
Overall, it’s been a blast!
However, I must note that the new way of doing re-rolls can be decidedly weird in the new edition. It matters, because re-rolls are very common in the game. Having characters with aura-effects for re-rolls near units seems to be a major design feature of the new 40K. Continue reading “8th Edition Re-Rolls Are Weird”→
As noted, I am working on a Chaos project for the new, 8th Edition of Warhammer 40K. Nonetheless, there is still stuff from my current (and still main) 40K army on my table, including these lovely Wulfen I managed to finish. Continue reading “Painted Wulfen for my Space Wolves”→
I listened in on Games Workshop’s live Q&A on the new edition of Warhammer 40K. Here are my notes, in case you’re interested.
Rules from the Warhammer Community Preview Article are still in.
Armour Values for Vehicles are gone. Vehicles use a stat line like other models.
Vehicles will become less effective and “lose” abilities/stats similar to how big monsters in Warhammer Age of Sigmar become less effective as they take wounds.
Each vehicle will be affected differently and in a unique manner.
Monsters will work very similar to vehicles (and vice versa).
The new Edition still uses D6.
An average game of, say, around (currently) 1500 points will last about 90 minutes on average (about half of what it takes now).
New version is designed with 3-ways-to-play in mind with strong support for narrative play planned.
There will be two sets of point values for units/models.
One called “power level” for narrative play. Very “rough”, not taking into account individual equipment, etc.., but allowing “rough” balance.
For “Matched Play”, point values go into all the granular details of individual weapons, etc.
Key words are used to define abilities (i.e. a Space Marine Captain may buff units with the “Adeptus Astartes” keyword, but not, say, Imperial Guard).
Command Points & Army Organisation
Command Points are a new mechanism to make the game more tactical and better reflect army selection (narrative & matched play).
Narrative and matched play requires armies to be “battleforged” (organised long detachment rules).
Compliance with detachment rules will give an army command points.
Lots of detachments/force organisations will be available.
One command point per phase.
Command points can be used, for example, to re-roll dice, interrupt actions of an opponent during an opponent’s turn, etc.
“Generic” Command points will be in the general rules and army specific command points will be featured in future Codexes to reflect the flavor of different armies Codexes as a product will still exist (including command point rules).
Rules & Codexes
On launch there will be 5 books: Space Marines, Forces of the Imperium, Xenos, ??, ?? to cover all armies at launch (cheaper than Codexes). These include points.
Expansions such as Planetstrike and Cities of Death will reappear eventually (as well as new narrative supplements).
free core rules will be available digitally. GW stores and stockists will have a limited supply of printed free rules.
A Warhammer 40K app with army builder is being worked on, but will not be available on launch.
No currently existing factions and models will disappear (no “Bretonnians”).
Matched Play and Tournaments
Matched Play section will be updated annually (along the lines of Age of Sigmar General’s Handbook), including adjustment of point values.
New Edition was playtested by external playtesters (e.g. Frontline Gaming, etc..) as well as internal playtesters.
There are no specific tournament rules over and beyond “Matched Play Rules” (but guidelines/recommendations to help tournament/event organisers).
Story & Other Things
New faction(s) coming, including at least one at launch.
A design goal to position Chaos more fully as the main antagonist.
White Scars still exist (despite being absent from the new map).
If you bought a Warhammer 40K Codex or rulebook within 8 weeks of last Saturday’s announcement of the new edition, you can contact Games Workshop customer service for a voucher.
As I move house, my paints and miniatures disappeared in boxes. Deprived of “proper” hobby time, I took to playing on my iPhone. Deathwatch: Tyranid Invasion is a really cool retro game with shiny modern graphics
Playing Deathwatch feels a lot like playing Space Hulk or Imperial Assault (if set in Games Workshop’s grimy 40k-universe, not Star Wars).
What is Deathwatch: Tyranid Invasion?
Deathwatch plays as a turn-based strategy game. You command a “kill team” of 5 Space Marine to battle hordes of the insect-like Tyranids.
You select one of your Deathwatch Space Marines and order him to move, shoot, attack in close combat or use one of many special abilities (like setting a Space Marine, Space-Hulk-style, on overwatch) with a limited number of action points.
After that, it is the Tyranid’s turn. And more than once I found myself nervously fidgeting, hoping a Space Marine of mine would make it to my next turn alive.
As I said, very retro. And a lot of fun.
Choosing & Equipping the Space Marines
A big part of why Deathwatch: Tyranid Invasion is great fun is the ability to train, personalise and equip the various Space Marines serving in your kill team.
At first glance, Space Marines would appear to be fairly uniform. It is also worth mentioning that the game (currently?) only comes with Space Marines from three chapters, the Ultramarines, the Blood Angels and Space Wolves and in four variants: Tactical Marines, Assault Marines, Devastators and Apothecaries.
Though this might seem limited, the game more than makes up for this in the various skill-trees, equipment options and variants it offers within this selection.
Surprisingly, the developers truly managed to bring “personality” to the Space Marines. Playing the game, I really became attached to my band of grimdark heroes.
Rodeo Games even added a bit of banter between the Space Marines of different chapters, which sometimes plays during a mission. A cool touch!
Accomplish Different Missions!
Rodeo Games also added variety to the game by giving you different missions: Break through and reach a base, secure vital information, defend a position for a number of rounds or take down a particularly tough opponents like a Carnifex or Hive Tyrant.
Give Deathwatch: Tyranid Invasion a try!
Does Deathwatch: Tyranid Invasion replace the tangible gameplay of a board game with miniatures? No, not for me. Probably not for you, if you are coming from the miniature-games side of the hobby as well.
But if you’re plastic soldiers are packed away, as mine currently are, Deathwatch: Tyranid Invasion is a great game to scratch that particular itch.
It truly plays like a miniatures board game on a touch screen and very different from most smart phone games. And it really makes you work hard to achieve those missions (on Veteran and Heroic difficulty) with some nail-biting challenges.