Chaos Space Marine Tactics for Warhammer 40k 8th Ed

Warhammer 40k Khorne Berzerker Chaos Space Marine

In the age of the Great Heresy a full half measure of the Space Marine armies where corrupted by Chaos these corrupted Space Marines becomes the Heretic Astartes, or Chaos Space Marines!

On this page we will have a look at the Chaos Space Marines and their tactics.

Index: Chaos or Codex Chaos Space Marines

There are two rule books available with the rules for Chaos Space Marines. These are the ‘Index: Chaos’ rule book and the ‘Codex Chaos Space Marines’ rule book, so which do you get? Well the Index: Chaos was released right after the Warhammer 40000 8th edition rule book was released as a stop gap. This rule book allowed players to get going while the full Codex was being lined up for release. The Codex Chaps Space Marines has all the unit rules but also adds rules for special equipment, stratagems, and mission objectives. If you have the choice I highly recommend going for the Codex!

So what are the Data Cards and do you need them?

If you look at the Chaos Space Marine Essentials on the Games Workshop or re-sellers web sites you may see Chaos Space Marine Data Cards for sale. Data cards are packs of playing card sized cards with the most used rules from the Codex: Chaos Space Marine on them. For example the psychic powers, command point stratagems, Chaos Space Marine themed mission objectives. You do not get the rules for Chaos Space Marine units. For those you need the Index: Chaos or Codex Chaos Space Marines.

General Chaos Space Marine Tactics

The Chaos Space Marines are not just your vanilla Marines in spiky suits. There are a number of differences that make a huge difference to how they play.

Many players that are new to the Chaos Space Marines see the army as a close combat specific army. The reason for this is that there are a lot of close combat units available, specially for the popular Khorne themed army ( see Marks of Chaos below ).

Warhammer Chaos Lord with WingsRemember that the Chaos Space Marines are only half of the Chaos army. Much like the Imperium Space Marines have the Imperial Guard to back they up, the Chaos Space Marines have the Chaos Daemons as easy allies too. The link between these two forces in so strong that you can see some of the Daemon units slip in to the Chaos Space Marine too. If you are building a CSM army I highly recommend giving the Daemon army list a look over too.

Marks of Chaos

There are four Gods of Chaos. Khorne who loves violence for its own sake. Tzeentch who loves to trick, lie and confound. Nurgle loves decay, rot, and purification. Slaanesh loves sensory excess, pleasures of the flesh, exquisite pain, drugs and rock and roll!

Some Marines do not follow a single Chaos God, but Chaos in its raw form,. These Marines are said to follow Chaos Undivided.

Each Chaos Space Marine Legion follows one of the four Chaos Gods or Chaos Undivided. If you want to mix and match units with different marks of Chaos then you will need to have multiple factions.

Chaos Space Marine Abilities

On page 116 the Chaos Space Marine Codex introduces a couple of abilities that are shared between many of the Chaos Space Marine units. Also on page 155 additional Legion specific abilities are added.

Death The False Emperor

Most units in the Chaos Space Marine army get an additional ability called ‘Death To The False Emperor ‘. This reflects the Chaos Marine belief that the Imperial Emperor is not the saviour of human kind and needs to be removed through revolution.

How this ability works is that in the fight phase, and when targeting Imperial units (Space Marines, Guard, and friends), units with this ability get to have a bonus attack for each hit roll of 6 (before any modification). Note that bonus attacks cannot generate more bonus attacks. Also note also that these bonus attacks need to hit, wound, and etc. Also note that these attacks can be target a different unit from the initial attacks.

Note that this ability only works in the fight phase, but both fight phases. So you need to get into the fight!

Daemonic Ritual

Age of Sigmar chaos Blue Horrors of Tzeentch.. or how to get some reserves on the table fast!

How this ability works is that on a turn where any characters has not moved or arrived on the table in the movement phase, those characters can each summon a unit of daemons with the ‘Daemonic Ritual’ ability.

When you look at the army lists you will find that there are only four units that can be summoned ( but the rule has been left open for possible expansion ). The units are Khorne Bloodletters, Tzeentch Horrors (mixed units of Pink, Blue and Brimstone Horrors), Nurgle Plaugebearers, and Slaanesh Daemonettes.

There are limitations on what can be summoned, and as usual with the Chaos armies, if the summoning goes wrong there are consequences! First off you can only summon units that match the Character Chaos alignment. This means that Nurgle characters can only summon Nurgle Plaugebearers. Note that unaligned characters can summon any of the four daemonic units. This may be a factor when you choose the alliance for your character.

Units summoned using this ability does count as reserved and can only be brought in if you have enough reserve points. If you are not playing a point matched game, feel free to summon as many units as you like!

How you summon daemon units work like this. At the end of the movement phase pick your first character. Roll 3D6. Select a unit of Daemons who’s power level is equal or less that the dice total. As the average of 3D6 is 10.5 this should not be a problem. Place the unit of Daemons within 12″ of the character and beyond 9″ of and enemy units. You can repeat this process for any other Character that has not moved that turn.

Now here is what can go wrong. If you roll a double on your 3D6 roll then the character suffers a mortal wound. This should happen 1 in 12 times. However if you roll a triple then the character suffers D3 wounds. This should happen once in 216 times. I am expecting that the triple roll damage replaces the double roll damage and is not accumulative because in a triple you will always find 2 doubles!

Chaos Space Marine Stratagems

8th edition Warhammer 40000 introduced Stratagems and published 3 basic ones in the rule book. You can sometimes get extra stratagems at part of some missions, but in the Chaos Space Marine codex you get another 24 tailor made Stratagems! I feel like a kiddie in a sweet shop!

Chaos Space Marine Data Cards

Warhammer 40k 8th ed Chaos Space Marine Data CardsOne issue I have with the number of Stratagems / Special Chaos Space Marine Mission Objectives and Psychic powers is that I loose track of them, special during an intense game. I find this happens more often when using the e-book versions on the codex, but does happen when using the paper Codex too. Yes this is a memory issue and not a fault with the game. My advice in the past has been to focus on using one or two Stratagems or powers until you get use to them and expand from there. However these days there is another option, the Data Cards.

The Data Cards are a pack of playing card sized cards that have the special Mission Objectives, Stratagems and Psychic powers for that army, printed one per card. For an army like the Chaos Space Marines that adds up to a big pack of cards! 73 cards in total. Now these cards do come at an extra cost and are not essential to playing Chaos Space Marines like the codex is, but if you are playing Chaos Marines on a regular basis, or a member of a club that shares rulebooks & etc, then they are very useful!

The best way to use the cards is to split them in to 3 piles. Place the Stratagems you will use in one pile, the mission objectives in a second pile, and the psychic cards that you will use ( if any ) in a 3rd pile. These cards will act as a reminder to use these option and as a quick reference to their  rules.

It is a pity that the Chaos Space Marine units don’t have a similar card deck, say in A5 size. This would would make it easy to have just the information for the units that you are fielding to hand without having to flick from page to page to page to page in the Codex or on a tablet. The bes5t option I have found so far is to screen grab the pages from the eBooks for the units I am using and print them off. You could just photocopy pages from a paper Codex (for your use only!). The quality may not be great, but it does speed up the game!

Chaos Space Marine HQ Tactics

Warhammer 40k Chaos Space Marine LordEvery army needs a leader and this is where you will find the Chaos Marine leaders. Chaos HQ tend to be better at close combat fighting. They also have abilities that empower the troops around them.

The HQ section is also where you find the Chaos Psykers. Psykers use the power of the warp to Smite your foe directly and/or use their power to empower your troops too. You will note that there are no Khorne psykers. This is because the god of Khorne places brute force above all else.

Chaos Space Marine Psychic Powers

Soul Steal SpellAll the Chaos Psykers know the Smite Psychic power from the core rules. Most of them know two other power too. These Chaos Marine powers can be found on page 161 of the Chaos Codex.

There are nine Psychic power to choose from. Six in the main ‘Dark Heretics Discipline’ list and then one each for the 3 Chaos alliances that can have psykers. You can either just select which additional power your Psyker will have or roll for a random one. Obviously you would usually just select the power that best suits your play style and will help the most against whichever opposing army you are playing against that game. Usually you will be able to choose your power after you know which army you will be facing, and hopefully after you have seem the models on the table. There may be time when you agree to roll for your psykers power. You only want to do this if the opposition has more psykers that you, or because you have negotiated some other bonus for yourself!

Abaddon The Despoiler Tactics

Traditionally the biggest, badest, Heretic Space Marine. Armed with a nasty power fist with built in storm bolter, and a Daemon blade and wearing master crafted Terminator Armour.

Hopefully Games Workshop will release a new Abaddon model soon. The current one is out of scale with the new Chaos Terminators!

Cypher Tactics

Cypher by name, an enigma by nature! Even though Cypher appears in the Chaos Space Marine Codex, Cypher  and the Fallen are not a Chaos units. They are Imperium that fight with the Chaos Armies!

Cypher is a master pistolelio! Master Crafted bolt pistol in one hand and plasma pistol in the other he can blaze away with both weapons even if he has advanced or fallen back! A slippery character indeed!

Cypher is quite keen in close combat, but not fantastic. If you get in to close combat you will need to back him up with some close combat troops too.

Cyphers Ability: No-One’s Puppet

The Errata for the Codex Chaos Space Marines added an ability for Cypher that stops him from performing a Daemonic Ritual even though he has the ‘Chaos’ and ‘Character’ keywords.

Chaos Lord Tactics

Warhammer 40k Chaos Space Marine LordThe Chaos Lord is the standard Chaos Space Marine HQ choice. He can come on foot, on a bike, in terminator armour or with exotic transport like a Juggernaut of Khorne or Disc of Tzeentch.

The Chaos Lord is designed to be in the thick of the action, backed up with some good men. Load the Lord and his men in to a Rhino or Land Raider and charge in to the enemy front line!

Chaos Lord Abilities

Death to the False Emperor

Chaos Dark Apostle Tactics

The Dark Apostles are the Chaos Space Marine version of a Chaplin. He fulfils a similar role too. In the Fight Phase nearby friendly units of the same Legion can re-roll missed hits. This means that his main strength in in close assault surrounded by his mates! A popular tactic is to have a Dark Apostle in with the Chaos Lord and his posse.

Chaos Daemon Prince Tactics

Warhammer Chaos Lord with WingsIf the Chaos Gods are pleased enough with a Chaos Lord they can get promoted to being a Daemon Prince.

Daemon Princes are more Daemons than mortal, and as such take on many of the features of the Chaos Daemon army. The Daemonic 5+ save is an example of this.

Daemon Princes must take on an allegiance of one of the 4 Chaos Gods. You are not allowed to have an unaligned Prince. It is most usual to take on the allegiance that matches the rest of your Chaos Marine army.

Chaos Daemon Prince Psychic Powers

If your Daemon Prince is aligned with Tzeentch, Nurgle, or Slaanesh, then he is a psyker too. As a psyker he will have the Smite psychic power plus one from the Chaos Space Marine psychic power list.

Might Over Magic Ability

If your Daemon Prince is aligned with Khorne then you will not have any psychic powers, but don’t worry! you will get the ‘Might over Magic’ ability instead. This ability gives you one extra attack in close combat.

Chaos Daemon Prince and Wings

The Daemon Prince has the option to have wings. If you have.already built your Daemon Prince, this option may be moot. However if you are about to build your Daemon Prince, or if you have magnetised your Daemon Prince so that add or remove the wings at will, you will want to know if wings are worth the points!

If you are playing open games or games using Power Points, then there’s no additional points for adding wings, so do it! If you are playing points matched games then the wings adds 24 points to the model. For these additional points the movement speed goes up to 12″ a turn and you get the Fly keyword.

Chaos Space Marine Sorcerer Tactics

Warhammer 40k Chaos Space Marine SorcererSorcerers are the Psychics of the Chaos Space Marine army. This does not mean that they are no use in a fight!

Chaos Space Marine Sorcerers are closely linked to the power of Chaos that is the source of all psychic powers in the Warhammer 40k universe. Because of this they can cast two psychic powers in each of your psychic phases. Each Sorcerer can pick two powers from the Dark Heretics Discipline list.

Get Familiar With You Familiar!

In Warhammer 40k Chaos Familiars are not places on the board as models like Age of Sigmar, however they can be found in the Chaos Space Marine Stratagems (page 159). For 1CP Chaos Space Marine Psyker can swap on of his psychic powers for a different one. You can pick any of the powers from the Dark Hereticus discipline list. This is really useful if you started out with one psychic power for a specific job and halfway through the battle you find that it is no longer useful. In this case you can just call on your familiar and swap that power for one that will be useful here on in. Note that when you swap your power you keep the new one for the rest of the battle. Well unless you use this stratagem again later in the battle!

Where are the Khorne Sorcerers?

The Chaos God Khorne despises magic / psychic trickery. For this reason there are no Khorne Psykers. If you need one you will need to co-opt one that has a different Chaos alliance.

Warpsmith

Space Marine Techmarines are not beyond the corrupting influence of Chaos. These corrupted Techmarines are called Warpsmiths.

The main use of the Warpsmith is to repair vehicles that have received damage during the game. The Warpsmith needs to be within 1″ of the vehicle at the end of the vehicle to repair it.

If you have two Warpsmiths there’s no point keeping them close together. A vehicle can only have one Warpsmith attend to repairs per turn, so if you spread them out you can repair two vehicles a turn.

Not got a vehicle to repair? Then how about jinxing an enemy vehicle? If the Warpsmith is within 18″ of an enemy vehicle, on a roll of 2+ on 1D6 he can inflict a mortal wound on the vehicle.

Warpsmith’s are available from the Games Workshop as a web store exclusive. There may be some available on eBay & similar.

Chaos Space Marine Troop Tactics

Chaos Space Marines have two troop choices, Chaos Space Marines and Chaos Cultists! This is not a great selection, but they are very flexible. With a bit of imagination the two unit choices will fulfil most needs.

Chaos Space Marine Tactics

Chaos Space Marines are the backbone of the Chaos Marine army. They can be configured for close combat fighting or more general / tactical role. The tactical role is where the Space Marine units excel. They can lay down withering fire clearing objectives or defending objectives, or fight at close quarter fighting.

Chaos Cultist Tactics

Chaos Cultists are the gun fodder of the Chaos army. Their stats are similar  to the Imperial Guard trooper, but costing only 3 power points for a unit of 10, you don’t expect much!

So if Cultists are so cheap, why take them? Well even cheap troops with a lot of shots can cause damage, even to Imperial Knights and Meknoughts! Otherwise you arm them with close combat weapons. This gives you an expendable close combat unit. Use this unit to defend tactical objectives, or as a moving shield for Characters or elite units.

For every 5 models in a unit you can take a Heavy Stubber or flamer. If you are planning to use your as a defensive force, load them up with Heavy Stubbers. Place them high and they will be able to give covering fire for advancing units. Assaulting units are best tooled up with flames. You can take a pot shot with these in the shooting phase before piling in for the fight. Assaulting units also find flamers useful if they are about to receive a counter assault.

Khorne Bloodletters Tactics

Tzeentch Horrors Tactics

Age of Sigmar chaos Blue Horrors of TzeentchAaagh! You kill one and two smaller ones pop-up, and they can throw Smite bolts around too!

Tzeentch horrors are tricky things. First off they come in 3 sizes and in the Chaos Space Marine Codex, you can have all 3 types in one unit. Also they are psykers. for simplicity the whole unit is treated as on psyker. Don’t expect a 30 model unit of Horrors chucking out 30 Smite bolts! Even so, having psykers as a troop choice will sent your foe in to utter panic. This is specially true now that psychic powers have been beefed up in 8th edition 40k. If that was not enough, Pink Horrors have 18″ A2 shooting attacks too.

Nurgle Plaugebearers Tactics

Slaanesh Daemonettes Tactics

Chaos Space Marine Elite Tactics

The Chaos Space Marine army has nine different elite choices. This could tempt you spend most of your points on Elite units. Avoid this temptation! You need a good volume of troop units and just a small number of Elite units.

Chaos Terminator Tactics

Warhammer 40k Chaos Space Marine TerminatorsChaos Terminators are veteran Space Marines in super though Terminator Armour. This armour gives the Terminators a 2+ basic save and a 5+ invulnerable save.

Terminators are classically used to weed out opposition from fortified positions. Their Teleport Strike allows them to get close to the enemy, and with a change of charging in on the turn they arrive. Their tough armour means that they can take on numerically superior units for several rounds, and their weapons will rip through tanks and monstrous creatures alike!

Khorne Bezerkers

Warhammer 40k Khorne Berzerker Chaos Space MarineKhorne Bezerkers are Elite Chaos Space Marines that have dedicated themselves to the Chaos God Khorne. The Chaos God Khorne is the god of war, and wanton destruction for it’s own end. They go in to a frenzy in battle, specially if you call them ‘bunny ears’!

Khorne Bezerkers are close combat specialists. To aid this role they have +1 strength and +1 attack over the basic Chaos Space Marine. However there is more! If the Bezerker had a chain axe they get an additional attack ( that’s 3, and 4 for the Champion). On top of this they have an ability ‘Blood for the Blood  God’ which effectively doubles the number of attacks Bezerker gets.

Khorne Bezerkers cannot take heavy weapons. You can arm your Bezerker Champion with a Bolter or Combi-Weapon from the Champions equipment list, but this is a waste. This means that your Bezerkers will be armed with short ranges pistols and close combat weapons. This means that Khorne Bezerker tactics is easy, get them in to the fight and keep them fighting for as many rounds as possible!

Khorne Bezerker Ability – Death to the False Emperor

Khorne Bezerkers get the ‘Death to the False Emperor’ special rule. This rule allows the Bezerkers to get a bonus attacks each time they hit, if they target and hit Imperial units and hit on a roll of a 6.

 

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Missions and Mission Tactics for Warhammer 40000 8th Ed

Warhammer 40000 8th edition Dark Imperium Rookbook

In this section we will be looking at the different missions you can find for Warhammer 40000 and mission tactics that will help you win more games.

The core of Warhammer 40000 is the game mission. This is what gives you the details of what you need to do to win a specific specific game. You can create missions yourself, and Games Workshop will publish missions in future army Codex and rule extensions, however the missions that you are likely to be playing most often are the ones published in the rule book. If you get familiar with the rule book missions then you will win more games!

In the 8th Edition rule book there are 5 different sections of missions starting at page 186. One thing you can not complain about is the lack of missions in this release! Each section of missions do get more complicated as you progress through the rules. If you are new to Warhammer 40k I recommend that you start with the ‘Only War’ missions on page 187 or the ‘War Without End’ missions on page 191.

Only War Mission Tactics

On page 187 you can find the Only War missions. At first look this page looks like there is just one mission, but on closer inspection there is a table where you roll to select one of three missions.

Each of the missions on this page use objective markers. You can use anything as an objective markers. Dice are popular, or coins work well. If you play WH40k regularly then creating terrain pieces numbered one to six looks better on the table.

The missions use objective markers, but do not mention how many to set up. I suggest that for small games up to 1000 points 4 markers work well, standard games of 1000 to 3000 points, 6 markets are recommended, and larger games need 8 markers, and the table space to place them!

 

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Psychic Tactics for WH40k 8th Ed

Soul Steal Spell

In Warhammer 40k there is no magic like you find in the Age of Sigma game. What you have instead psychic powers.

Psychic powers can only be manifested by special individuals called psykers (duh!). All psykers can manifest a psychic power called smite.

These note are written with the expectation that you have the Warhammer 40000 8th edition rule book, or you have regular access to one.

Chance of Manifesting Psychic Powers

To cast a psychic power you need to roll 2D6 and get a result equal or higher than the power level of the power. You need to pick the power before you roll, so you need to ballance the chance of success with the result you need. If two powers will give you the result you want, for example the death of a character, then use the power that will be easiest to invoke.

Smite

FireballAll psykers get the Smite psychic power, so you need to get familiar with it. Even if you have no psykers you are likely to be on the receiving end of it.

Smite has a psychic level of 5. This means that it is easy to cast. However the psyker needs to be within 18″ of the target, which is well within counter assault range. This short range means that your psykers will need some body guards.

With Smite you can only target the nearest visible enemy unit. If you are in 1″ of the enemy then this should be easy. If you are touching 2 or more units you can choose which of these units you want to smite.  If you are further away you may want to use the movement phase to get in position to Smite your preferred target.

If you get the Smite power off then it causes D3 mortal wounds to the target enemy unit and if you rolled 10+ then you get D6 mortal wounds. Mortal wounds carry over, so this can, and often does, remove several models from the target unit. The best target units are those with only a few wounds ( or only a few left) that have high save and invulnerable saves. Terminator Squads or Characters are my favourite targets.

Deny The Witch

The main use of psykers is to cause damage to your enemy or strengthen your army. However there is another very important role for your psykers, and that is to block successful psychic attacks from enemy psykers. This blocking action is called ‘deny the witch’.

Deny the witch rolls can be made 24″ away from the enemy psyker. Notice that this is further than the 18″ range of Smite. This means that you can keep your psyker a bit further back. Note though that other army specific psychic powers may have a longer range!

Army Specific Psychic Powers

Each army has, or will have their own Codex which include special psychic powers that are available for that army only. I will be covering these powers in the general tactics section for each army.

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Tyranid Tactics for Warhammer 40K 8th Ed

If you have ever wanted to side with the alien in the ‘Alien’ film series, or you just like the thought of playing giant monsters rampaging across the gaming table, eating everything in sight, then the Tyranid army is for you!

Now that the Tyranids has a full Codex for 8th edition they are a real force to be reckoned with!

General Tyranid Tactics

A Tyranid Genestealer. Genetically designed to be the perfect killing machine!

Tyranids are, on the whole, a close combat army. The sooner you get your Tyranids in to assault the better. There are exceptions to this rule. Some larger creatures have shooting weapons as well as close combat weapons, and some are dedicated artillery, but on the whole these are support creatures to your main assault.

While you are rampaging across the table you will be on the receiving end of a lot of gun fire. Do your best to start the game as close to the enemy as possible. Also do your best to hug and cover. This will help to get as many of your Tyranids in to the fight as possible.

The exception of the assault-assault-assault stratagem is the Hive Fleet Kronos Adaptation that get an advantage from standing and shooting.

Tyranid Abilities

There are a couple of general rules that cover all, or just about all of the Tyranid units. One is Instinctive Behaviour’ and the other is the ‘Hive Mind’. As it happens these two abilities are linked.

Instinctive Behaviour

Tyranids work better when they are psychically linked to the hive mind. If they are not linked then they revert to basic animal instinctive behaviour. Basically this means that creatures that are affected by instinctive behaviour (most of them) can only shoot at the nearest viable enemy unit, and when they charge they can only charge the nearest visible enemy unit too. It does mean that you can move and advance normally.

Synapse Creatures

Warhammer 40k Tyranid Zoanthrope BroodSynapse Creatures are Tyranid are the leader creatures connect the lesser Tyranids ( those with instinctive behaviour) with the greater Hive Mind. The range of this connection is limited to 12″ from the Synapse creature! Note that some Tyranids, like the Hive Tyrant, have a special rule that extends this to 18″.

As the Synapse effect radiates in all directions from the Synapse Creature. This means that it is most useful in the centre of the table.

Tyranid Stratagems

The Tyranid Codex lists a number of Stratagems for Tyranid armies. These Stratagems, used at the right time can be very useful. Several of these Stratagems allow units a second move, round of shooting phase and extra attacks in the fight phase.

To make the most of all the stratagems you need command points that come from fielding battleforged armies. The good news is that  with the Tyranid army it is easy to have several formations, and therfeore loads of points!

There are so many possible stratagems that you will want a list of them to hand. A book mark in the Tyranid Codex would work, but the Datacards make this much easier.

Tyranid Tactical Objectives

If your army has a Tyranid Warlord then you can use the alturnative Tactical Objectives found on page 128 of the Tyranid Codex.

The Tyranid Tactical Objectives replace the first 6 tactical objectives in the rulebook. As these objectives are tweeked for the Tyranids style of play, I highly recommend using them whenever you can.

Flipping between diffent rulebooks keeping track of your objectives can be a chore. If you play Tranids frequently I highly reccomend getting the Tyranid Data cards. These are packs of playing sized cards with frequently used infomation like the Tyranid specific objectives.

Hive Fleet Adaptations

Not all Hive Fleets are the same. As the Great Devourer adapts different Hive Fleets are exhibiting adaptations are created. In game terms the adaptations place the Tyranids on an even footing with the other main armies that have different regiments, chapters, war bands, or craft worlds. The six named Hive Fleets are Behemoth; Kraken; Leviathan; Gorgon; Jormungandr; Hydra; and Kronos.

Each of the Hive Fleet adaptations have a unique special rule. You can find these special rules on page 117. These special rules cost no points so there’s no reason not to opt for one of them.

House Rules: You can make up your own Hive Fleet Adaptation, with it’s own special rule. You will need to get your permission to use this Hive Fleet / Special rule, but if it is fair and you back it up with an interesting back story, most reasonable players will go along with it.

Tyranids vs Tanks

Warhammer 40k Space Marine Landraider CrusaderAfter playing a few games one issue that crops up is how to handle Tanks. The issue is that they have a good armour save and plenty of wounds. This combination is tough for the Tyranid shooting weapon arsenal. Also unlike most monstrous creatures, they can hang around the rear of the table away from your advancing troops. Shooting long range heavy Weapons they can takeout your Monstrous Creatures in one round.

To solve this issue you will need to drop units behind the enemy lines, get up close and personal, and your claws on those pesky vehicles!

The Tyranid army has a few options when it comes deep striking units. Raveners, Trygons, and Ripper Swarms can burrow up through the ground. Other options are to drop a unit in a Tyrannocyte, or have a unit pop up out of a Trygon hole. As tank hunting is the name of the game, you will want to get a Monstrous Crature in on the act. If you upgrade your creature will adrenal glands, there is a 30% chance that you can get into assault on the turn they arrive. Dropping several units in at the same time will greatly increase your chances of success! But watch the points cost. Dropping several Monstrous Creatures in will eat up points. Don’t leave your front line too thin.

When choosing a Hive Fleet I usually go for Hive Fleet Behemoth. Behemoth allows you to re-roll charge rolls. If you are aiming for a first turn assault this is very useful.

Tyranid Psychic Powers

Many of the Tyranid Synapse Creatures are also Psykers. Because Tyranids use psychic powers (after a fashion) to maintain their Hive Mind links some of these Synapse Creatures are powerful psykers. These psykers can use the standard Smite psychic power and usually one or more of the special Tyranid powers listed in the Codex Tyranids.

Dominion

This psychic power allows you to extend the Hive Mind to a single unit 36″ away from the Psyker / Hive Mind. 36″ is a fair range and can be used to surprise your opponent who thinks that that a unit will be subject to instinctive behaviour, but then is not!

Catalyst

Expecting a lot of incoming heavy weapons fire? if you are ten this gives your units a 1 in 3 chance to shrug off each wound. Most useful on monstrous HQ creatures. This is because your bigger HQ units can not hide behind other units like your none-monstrous enemy HQ units can.

The Horror

The Horror is on of the 3 Psychic that damage the enemy rather that pimping up your troops. If this power goes off you can force an enemy unit in 24″ to have a -1 modifier to their hit and leadership rolls. The normal targets for this power are heavy weapons squads of tanks with lots of guns.

Onslaught

Onslaught is a psychic power with a power level of 6 and allows a near by unit to Advance (run), and move and still fire at full ballistic skill and still assault in the assault phase. Used correctly this will get a unit that is usually slow right in to your enemies face. Carnifex and Hive Tyrants with both shooting and combat weapon are choice units.

Paroxysm

Paroxysm effectively slows target enemy units down in the fight phase. This is a great power to have if you are fighting an enemy that is even faster than you are. Some Eldar and Slannesh units come to mind. Very fast units often rely on their speed, so robbing them of their strike first rule is usually devastating!

Psychic Scream

This is partly a Psyker neutraliser. However it works well as a Smite clone. As a clone it means that you can Smite twice in a psychic phase for those units that can cast two powers in a psychic phase.

Tyranid Bio-Artifacts

Bio-Artifacts are more freebies you can have if you have a Tranid general and the Tryanid codex. As these have no points cost it is highly recommended that you take one.

Tyranid HQ Unit Tactics

With most armies HQ units add nice to have combat and command skills, but the army will function without them. With the Tyranid army the HQ units are where you will find most of the Synapse Creatures that keep the army together.

Tyranid Old One Eye

Warhammer 40k Tyranid CarnifexOld One Eye is a classic Tyranid Character. The first Tyranid Carnifex with regeneration that seems to have spawned an untold numbers of Carnifex that also have regeneration!

Old one Eye is a HQ choice, however he is not a Synapse Creature. This means that I would not recommend using him (her?) as your main HQ choice, keep him in mind as a secondary HQ choice though!

Old One Eye is a plod along Tyranid with a 7″ move. You will need to give Old One Eye cover as he approaches the enemy,or better still, place him near an objective where the enemy comes to you.

Tyranid Genestealer Broodlord Tactics

Warhammer 40k Tyranid Genesteales

Classic Tryanid Genestealer Broodlord and ‘Stealer Brood

Instead of having a monstrous leader for your army, there is an option to take a Tyranid Genestealer Broodlord as your HQ. This is better option for smaller games or if you fancy playing a swarm army that consists purely of smaller Tyranids.

Genestealer Broodlords have really been given a boost in the 8th edition of WH40k. They are fast, they have sharp claws, they are psykers with Synapse, and they boost the Genestealers around they with a +1 to hit in the fight phase.

Broodlords do not have any shooting weapons. This means that you need to get them in to assault as soon as possible. Broodlords can not deep strike so you will need to run across the table, or get the enemy to come to you!

Tyranid Prime Tactics

Warhammer 4000 Tyranid Hive TyrantThe Tyranid Prime is an oversized Tyranid Warrior. This is another possible choice if you want to keeps the points cost down.

Games Workshop doesn’t do a Tyranid Prime model so if you want one you will have to model one yourself. You could take a Tyranid Warrior and beef it up, or paint it so the Prime stands out from other warriors. What I did was to take an unused Mk1 Tyranid Hive Tyrant that is a touch larger that the Warriors and used that as a Prime.

Tyranid Tervigon Tactics

Tyranid Tervigons are the Mother of all Tyranids, or at least Tyranid Termagants! This is a monstrous creature and not bad in a fight, however its (her?) main strength is that it can create 4 new Termagants each turn. This means that as long as the Tervigon is alive your army keeps growing!

The best way to use the Tervigon is to keep it behind the front line as long as possible and spawn off as many Termagants as possible. If your back line gets pressed then it can jump in to the fight.

Tyranid Troop Unit Tactics

An army with HQ Units only will be over run by more flexible armies with a good mix of HQ, Troop, Fast, and Heavy Support units. The backbone of any decent army is their Troop Units.

Tyranid Warrior Tactics

Classinc Tyranid Warrior with Spine Fist, Bone Sword, and Rendering Claws

Classinc Tyranid Warrior with Spine Fist, Bone Sword, and Rendering Claws

Tyranid Warriors are another very adaptable unit in the Tyranid Army. They are Synapses creatures (but not psychic), one in 3 models can have heavy weapons and close combat weapons, other models can have assault weapons and close combat weapons or 2 close combat weapons!

Tyranid Warriors are not full psykers and cannot cast psychic powers in the psychic phase. Tyranid Warriors can, however, act as Synaptic nodes and keep the smaller creatures in order. With this in mind you will want to form your units in a bubble with the Tyranid Warriors in the middle. The down side is that the value of Synaptic creatures is well known and your Warriors will be hot targets. They are not characters so they will not have any natural cover. Also Warriors do not get any kind of invulnerable save, so one good round of bolter shots will knock them off the table.

Tyranid Warrior Devourers

With an 18″ range and A3 at S4, the devourer is a decent assault weapon. This is specially true if you are using the Warrior in the usual support role supporting the smaller Tyranids as they approach the enemy.

Tyranid Genestealer Tactics

A Tyranid Genestealer. Genetically designed to be the perfect killing machine!

Genestealers are pure close combat creatures. They have no shooting weapons so get them into assault as soon as possible!

If you are playing a point matched game you will want to see which upgrades inflict the greatest damage to your enemy. This will be much easier to calculate if you know who your enemy is! Before the game and preferably before you write up your army list find out which army you will be facing. If you cannot do this write out an army list for each likely enemy and pull out the optimised list as you set-up.

Tyranid Termagant Tactics

Termagants are the rank and file troops of the Tyranid army. They have a number of weapon options, but most of these are short ranged. You will need to get close to the enemy or set up an ambush for the Termagants to be effective.

Termagants are notoriously susceptible to instinctive behaviour. It is highly recommended that you keep a synaptic creature close to hand!

  • Devourer: 18“, A3, S4. This is the basic Space Marine killer. Works well on Orks and other hords too. The multiple shots and half decent range make this the new go to  weapon for Termagants.
  • Fleshborer: 12“, A1, S4. This use to be the basic Termagant weapon but with less shots and a shorter range than the Devourer, you would only choose this weapon if you had to or you needed to cut the points cost.
  • Spike Rifle: 18“,A1, S3. This use to have some armour penetration, but now it’s just another 18″ single shot weapon.
  • Spinefists: 12″, Pistol, A3. The go to weapon if you want the cheapest Termagant weapon. Because Spinefists are pistol weapons you can shoot with them in the shooting phase even if you are in the middle of an assault.
  • Strangleweb: 8“, A D3, S2: Strength 2?, why bother?

Termagant Abilities: ‘Hail of Living Ammunition’

If you have a unit of 20+ models you can re-roll 1’s when shooting. This means that you don’t get a bonus when in assault.

Tyranid Hormagaunt Tactics

Hormagaunts are the faster close combat specialist troop units. With a 8″ move and a 6″ pile in and consolidation move.

As Hormagaunts are close combat specialists you will want to get them in to assault as soon as possible. There aren’t many weapon options with a Hormagaunt. The Scything talons are your lot! Scything talons do give you 2 attacks per model and a re-roll when you roll 1 to hit. However with S3 you will be advised to target infantry units.

Tyranid Ripper Swarm Tactics

Warhammer 40k Tyranid ripper swalm The often overlooked troop choice of the Tyranid army has many uses and are still very cheap in terms of points, and may be even in cash if you can find them second hand!

Deep Strike / Burrowing

Ripper Swarms can deep strike on to the gaming table as the Rippers are so cheap you can drop them in / pop them up, where ever they will cause the most disruption.

As Ripper swarms pop up 9″ or more away from enemy units at the end of the movement phase. This is too far away for the Rippers Spine Maw to hit anything useful, but you may be in assault range.

The Fly-paper Manoeuvre

How do you stop units assaulting your key units? One way is to place a disposable unit between the enemy and your expensive units!

Capture Objectives

Ripper Swarms have the swarm keyword (no surprise!) however swarms can capture objectives again so let’s do it! Using the Ripper Swarm’s deep strike ability you can pop up and snatch objects. This is even better if you are playing ‘Maelstrom of War’ missions where you get points mid-game for holding tactical objects.

Tyranid Elite Unit Tactics

Elite units are the specialist units of an army. The Tyranid army is no different. Be careful though, Elite units can cost a lot of points. If you have too many elite units then you will find yourself out numbered on the battlefield.

Tyranid Tyrant Guard Tactics

The Tyrant Guard are designed to be body guards for foot slogging Tyranid Hive Tyrants.

Shield Wall

This ability is the core of the units purpose. If one of the Tyrant Guard are within 3 of a Hive Tyrant when the Tyrant looses a wound then on a roll of a 2+ on a D6 the Tyrant Guard take the wound instead. As each Tyrant Guard have 3 wounds, a unit of 3 will give the Hive Tyrant an extra 9 wounds!

Blind Rampage

You may think that loosing your ward would be a problem, but not with the Tyrant Guard. Apart from the fact that they are subject to Instinctive Behaviour they do not suffer any ill effects. Instead the Tyrant Guard go on a rampage and get an extra close combat attack for each model.

Tyrant Guard Weapons

Tyrant Guard come with Scything Talons and Rendering Claws. This is the standard configuration of the current Tyrant Guard. The plastic Guard do offer some modelling options where you can swap the scything talons with other weapons. If you are getting your Tyrant Guard in to combat regularly then you may find upgrading to the Crushing Claws worth while.

Tyranid Hive Guard Tactics

Based on the Tyranid Tyrant Guard, and sometimes confused with the Tyranid Tyrant Guard is the Tyranid Hive Guard.

Hive Guard are heavy support artillery placed in the Elite section because there are loads of Heavy Support units in the Tyranid Army already! They are armed with either a 36″ Impaler Cannon or a 24″ Shockcannon. Of the two weapons the Impaler Cannon is the one associated with the Hive Guard.

Tyranid Hive Guard Impaler Cannon

It’s not just Tau that can fire missiles around corners! The Impaler Cannon can target any unit in 36″. Line of sight is not needed.. Also the distance is measured as a direct line, not the path the Impaler would travel to reach the target!

  • Note : Need to check if units in bunkers or vehicles can be targeted.

The Impaler Cannon is a heavy weapon. This means that your BS will be knocked down one point if you move and fire in the same turn. Where possible place your Hive Guard in a safe place with a few target options to get the best out of them.

Tyranid Hive Guard Shockcannon

The Hive Guard Shockcannon is an Assault anti-tank weapon. If having D3 S7 shots where not enough, this weapon causes a mortal wound if you roll a 4+ to wound against vehicles, that’s a 50/50 chance with each shot! If that’s not enough, if you roll a 6  then you inflict D3 mortal wounds!

Tyranid Lictor Tactics

Tyranid Lictors are the sneaky infiltrators of the Tyranid army. They are engineered to work ahead of the main Tyranid army.

Hidden Hunters

Tyranid Lictors have a number of special rules that facilitates the hit and run nature. They can deep strike in to the game table mid game, the usual 9″ away from the enemy, but they do get a re-roll on the charge range when they come on to the table. This gives them an average charge range of 10.5″ and means that they are good assassins.

Choose your target carefully. make sure that it’s one you can take out in one turn. Try to target HQ units that have become separated from their body guards.

If you do survive the initial assault there is a fair chance that your Lictor will be a distance from friendly support so it’s time to run! To help you out the Lictor has a couple of special rules that make it easier to survive retaliation.

Tyranid Zoanthrope Tactics

Warhammer 40k Tyranid Zoanthrope BroodZoanthropes have been bio-engineered to be super psykers. They normally go around in groups for protection.

Warp Field

To aid the Zoanthropes survive-ability they get a 3+ invulnerable save. As this is better than their 5+ regular save, even if they are hiding, you will probably be using this save most of the time.

Strength In Numbers

The Zoanthrope brood can have two psychic powers. Smite is one of them, and the other comes from the Tyranid Psychic Powers list. When Zoanthropes manifest psychic powers they manifest one power for the hole brood if there are 1 to 3 of them, and two powers a turn if there are 4 or more in the brood. Zoanthropes come in boxes of three, so units of six will be popular!

Another benefit of larger broods is that Warp Blasts cause an additional D3 Mortal wounds. It does not say is this means that you get D6 wounds, or 2xD3 wounds. Given a choice 2xD3 wounds is better as you will always get 2+

Synapse Creature

Zoanthropes are not great in a fight, however in the WH40k universe their 18″ or 24″ psychic power range is not great. This means that you will want to keep them supported by a body guard of lesser creatures. This is not so hard as Zoanthropes are Synapse creatures too!

Fly

Yes, Zoanthropes have the Fly keyword. They are still quite slow, as far as Tyranids go at 5″ a turn!

Tyranid Maleceptor Tactics

If you want a monstrous sized psyker then the Maleceptor is the creature for you! However this psyker needs to in the thick of the action! Apart from it’s psychic powers the Maleceptor only causes damage at close range.

Psyker & Synapse Creature

The main reason for taking a Maleceptor in the army is for it’s psychic powers. It can manifest one power a turn, but it has a +1 to the psychic roll. This means that casting Smite is quite easy and hardly ever fails!

The Maleceptor is a synapse creature that can keep the lesser creature in line within the usual 8″ bubble.

Tyranid Pyrovore Tactics

Pyrovores are short ranged (10″ range) flamer creature. It’s main strength is clearing strongholds of infantry.

Pyrovores have moderate close combat abilities. With 2 attacks the Pyrovore will have hard work if faced with massed troops, The Pyrovores attacks are S5 and AP-3. This means that it will hurt power armoured troops. Aim for Space Marines and Chaos Marines. Even Terminators are viable targets!

Another less obvious skill is to resist an assault. With D6 automatic hitting even in overwatch, the Pyrovore will blunt assaulting units as they charge in. Remember that you only ge5t to overwatch once a turn and then only if you are not in close combat already. So the idea here is to thin out assaulting units before they get to you. You can scare units off, use terrain to funnel units, or just blast away from a distance until there is much in the way of opposition left!

Ok, so this may not be super easy, but if you use your Pyrovore to defend strategic locations then wait for the enemy to come to you!

Pyrovore Abilities

Pyrovores have a bit of a sting in the tail if they are wounded or killed in close combat.there is a chance that the Pyrovore will cause mortal wounds on the assaulting enemy units.

Pyrovores are one of the lesser seen Tyranids. You can still buy Pyrovores from Games Workshop. One advantage of this rarity is that your opponent may not know the Pyrovores abilities giving you an advantage!

Tyranid Haruspex Tactics

The Tyranid Haruspex is a close combat creature through and through. It’s main ‘weapon’ is it’s Ravenousness Maw.

The Haruspex is a close combat creature through and through. However with it’s regeneration ability you want to aim for multiple softer targets. This is because the Haruspex regains a wound for each model eaten, and not each unit. Line up a unit of Imperial Guard and you could recover 3 or 4 wounds an Fight Phase. Remember that this includes the enemies Fight Phase as well as your own!

Tyranid Fast Attack Tactics

Tyranids are generally a close combat army. This means that you usually have to dodge a hail of fire before you can get your claws on the enemy. One way to get around this is to get some fast troops to tie up enemy units while your heavier, slower units catch up!

Tyranid Shrike Tactics

Tyranid Shrikes are Tyranid Warriors with wings. They share the Synapses ability with the Warriors. This means that they can bring order to all the Instinctive Behaviour creatures.

The other main ability that the Shrikes share with the Tyranid Warriors is the access to a wide of weapons. This means that the Shrikes are able to fulfil many roles. Heavy weapons, close fire weapons, and close assault weapons are all available. What’s more like Warriors, Shrikes can carry two weapons. This means that they can be configured to be tactical, ie. able to take on changing roles as needs and opportunities change.

Tyranid Ravener Tactics

Warhammer 40k Tyranid Raveners appear from the Abbey ruinsTyranid Raveners are fast and light. They can pop up anywhere on the table (9″ away from the enemy). Raveners are subject to instinctive behaviour, however this is not a major restriction, so they are great at harassing the enemy flanks.

Tyranid Raveners usually come with two set of scything talons, and these are very useful in close combat. You can upgrade one set of scything talons to a deathspitter, devourer, or spinefists. Depending on your style of play you may wish to swap some close combat ability for some shooting ability. Raveners work well either way.

Tyranid Sky-Slasher Swarm Tactics

Tyranid Sky-Slasher Swarms are Ripper Swarms with wings. This gives them the fly keyword. This gives them faster movement at 12“ a turn.

Sky-Slasher Swarms are cheap. This means that you can use them to slow down or distract the enemy from your main assaults.

Tyranid Gargoyle Tactics

Tyranid Gargoyles are in many ways Termagants with wings. This means that they are fairly cheap, carry fleshborers and fight like Imperial Guard (useless).

Gargoyles fly. This means that they can move 12″ in the movement phase and jump over obstacles.

Ability: ‘Hail of Living Ammunition’

Another feature that Gargoyles with Termagants is that they get the ‘Hail of Living Ammunition’ ability. This does give the Gargoyles a boost when shooting.

Tyranid Harpy Tactics

The Tyranid Harpy is a monstrouse flying ground attack creature. Flying up to 30″ a turn at full strength with a minimum move of 10″ a turn, the Harpy can move around the board quickly.

Tyranid Hive Crone Tactics

Where as the Tyranid Harpy is a flying gun platform, the Hive Cron is an aerial close combat beast.

The Crone does have some decent shooting weapons. The Tentacilds have a special rule where it causes mortal wounds against vehicles half the time it hits. This is a help against lighter vehicles, but tougher tanks absorb a lot of mortal wounds. The targets of choice for this weapon are flyers. So shoot, move in close and pull flyers apart with it’s scything wings.

Tyranid Spore Mine and Mucolid Spore Tactics

Warhammer 40k Tyranid Sporemines

Tyranid Spore Mines occupy a building.

Spore Mines and Mucolid Spores can be taken as units, but they are usually set up as missed Biovore and Sporocyst shots.

Spore Mine Abilities

As Spore Mines and Mucolid Spores are mostly mindless mines there are a few special rules that dictate how they move and fight. I will deal with these Abilities in reverse order of play. This is because you will need to know what damage they do first in order to know how to deploy them!

Floating Down

Spore Mines bought as units in your army list (ie. not shot out of a Biovore or Sporocyst) can come in to play later in the game. At the end of the movement the unit of mines can be set up  anywhere that is  more than 12″ away from enemy models. This distance means that there is no chance of charging the same turn you arrive. This in turn means that your opponent will have a round of shooting to get rid of the mines before they can do any damage. This really reduces their effectiveness.

Floating Death

When Spore Mines and Mucolid Spores blow up they do a random amount of Mortal Wounds. That’s right, hardly anything can save against a Spore Mine blast. This means that you will want to target those units with high saves, specially those with high invulnerable saves. Also as Mortal Wounds carry across models in a unit, you want to look out for multi-model units. My favourite targets are Space Marine Terminators. Other Terminator armour wearing targets are good pickings too, as are characters with invulnerable saves.  Remember if you are shooting your Spore Mines from Biovores or Sporocysts, you can only target a character if they are the closest target.

When they do blow up, Spore Mines have a 1 in 6 chance of causing no damage, 4 in 6 ( 1 in 3 ) chance of causing 1 Mortal Wound and 1 in 6 chance of causing D3 mortal wounds per Mine. This means that they have an average of 1 in 1 chance to cause 1 Mortal Wounds each, or 3 Mortal Wounds for a unit of 3.

The Mucolid Spore has a 1 in 6 chance of doing no damage, 4 in 6 chance of doing D3 Mortal Wounds and 1 in 6 chance of doing D6 Mortal Wounds. This gives an average of 1.92 mortal wounds per Mucolid Spore.

Living Bombs

Spore Mines and Mucolid Mines are bombs that happen to be floating around the table. To reflect this Spore Mines and Mucolid mines have been given this special rule that means that they can not capture objectives, but also do not create victory points for your opponent if they are destroyed!

Tyranid Heavy Support Tactics

Tyranids have a good range of Heavy Support units to choose from, and do they need them! Tyranids are often seen as close combat specialists. However even close combat troops need some long range supporting fire as your close combat troops get to grips with the enemy!

Be careful not to hope to come out top in a long ranged fire fight. Just about all the enemy forces have better long ranges weapons than the Tyranids do. So again think of Tyranid heavy support as support units rather than game winners in their own right!

Heavy Support units include:

  • Exocrine
  • Tyrannofex
  • Toxicrene
  • Carnifexes, Thornbacks and Screamer-Killers
  • Mawlocs and Trygons

 

 

 

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Warhammer 40000 8th Edition nearly here!

Warhammer 40000 8th edition Dark Imperium Rookbook

The much anticipated new 8th edition of Warhammer 40000 rules are about to be released. some have managed to get copies early and there are videos on YouTube showing the box set, main rules, and additional Index Books (army codexes).

At is stands, the new rules look to be everything that Games Workshop have promised. The basic rules are going to be free. This will help new players get in to the game with the fewest obstacles. For more advanced players there will be an advanced rule book and ‘index’ books with the unit by unit rules for existing models.

As I write the new box set ( which includes the advanced rules), the Advanced Rule Book and the Index books have been made available for pre-order. Following a moth or two of solid marketing I expect that early orders for these items will be strong and if you want to ensure that you get them on release day, or soon after ( if you are mail ordering), then I highly recommend that you place an advanced order. You can order the new box set and rule books through your local Games Workshop store, or through the Games Workshop website, however if you want to buy them with a discount I would recommend buying them through a reputable online Games workshop stockiest like Element Games.

As you may expect, I will be getting my hands on the rules as soon as possible and update these pages with new tactics for the new game!

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Loads More WH40k Pre-release Updates

Games Workshop Community Pages have not been holding back with Pre-release drip feed updates on the new Warhammer 40k version. In the last few weeks we have had updates about all the different turn phases, and so far, I like what I see!

Since my last article on the new Warhammer 40k release we have had articles on the shooting phase; assault phase, vehicles and monsters, moral and break tests, amongst others.  Now we are getting updates about how GW see the new rules affecting the different existing armies starting with the armies that are seen to benefit most from the new rules.

Shooting Phase

After the Movement and Psychic phase article was released the next article covered shooting. On the expectation that these articles are released in some semblance of order, I expect that there will be a separate psychic phase after themovement phase and it will not be handled in a command phase like Age of Sigma (boo!).

Warhammer 40k Imperial Guard Chimera troop transpoter

Vehicles with several different weapons will be able to pick multiple targets too!

The shooting phase has changed a bit moving closer to what we see in Age of Sigma. The main feature is that the members of a unit can choose different targets.  This means that heavy weapons will be more useful in a tactical squad, but also squad members with basic weapons can take on different targets too. If you take out all the members of one unit and some squad members have not shot yet then the remaining squad members can take a different target.

Unit profile will have a ‘to hit’ ballistic skill. This will give you a score that you will have to beat to hit your target. This score looks like it will be modified by terrain, night fighting, or smoke.

Cover saves look like they are charging too. At the moment it is often not worth placing your Space Marines in buildings as their 3+ armour save is better than the 4+ building cover save. It looks like in future cover saves will be a modifier that improves your save roll in the opposite way to weapon rend scores reduce the save roll target.

Assault / Fight Phase

The talk of unit activation makes me think that the fight phase will be more like the AoS combat phase. The note that charging units will go first is ambiguous though. In AoS units only charge in the controlling players turn, so only one unit is guaranteed to hit first in the combat phase. I suspect more details about this will be released eventually!

I will be keeping an eye on the release news and report back here with any insights gleaned from the community pages!

 

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Wh40k Update News – Phychic Powers!

Soul Steal Spell

Games Workshop have released details of the new Warhammer 40k psychic phase, and as expected they are looking a lot like Age of Sigmar psychic rules :

https://www.warhammer-community.com/2017/04/28/new-warhammer-40000-psychic-phase/

The similarities to Age of Sigmar magic are:

  • A set number of psychic castings per model
  • 2D6 to cast
  • Everyone knows one or two basic psychic powers, probably plus a signature psychic power.

What we don’t know is if there will be a psychic phase, or if the psychic phase will be rolled in to  a command phase like Age of Sigmar. Personally I think that the Age of Sigmar combined command and psychic phase is working very well and I hope that this has been brought over to the new WH40k!

Smite is Right!

Smite is the power that all the psykers will know, and it does look like Arcane Bolt with 18″ range and an extra kick if you roll 10+. It is probable that 18″ will be the standard distance for psychic powers and dispels / deny the witch. If 18″ is the standard distance then it will be awfully close. Standard weapons range is 24″ and I don’t see that changing. Also 18″ is on the edge of assault range. I suspect a 24″ range on psychic powers would work better.

There is mention of perils of the warp, but no mention of how you peril. I am thinking of a double 1 roll, but we will have to wait and see!

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WH40k Update Official News Released

Warhammer 40k Dark Vengeance Box set

We all know that it is time for Warhammer 40000 to be updated. It has been 3 years since the 7th edition came out and that was a fix release from the 6th edition that came out a year earlier!

Don’t get me wrong, the 7th edition of 40k has been very popular. The addition of objectives forced gun-line armies out from their barricades and give assault based armies an even chance. The move away from Standard formation armies to factions and themed armies has added co;our to the game too.

However to keep the game fresh the rules need to change and grow from time to time, and basically the time is right!

Here is the latest post on the changes due in the next version:

Warhammer 40,000 News from AdeptiCon

From the post I suspect / expect that Games Workshop will be taking some of the best bits of Age of Sigmar and bringing them back in to Warhammer 40,000.

The first on the list was the recognition that the Generals Handbook and the ‘3 ways to play’ have been a great success in Age of Sigmar. I do have to echo this recognition too. The simple free play version of Age of Sigmar makes it very easy for new players or occasional players who have a handful of nice looking models to get in to gaming with little effort and no extra cash expenditure. This has had the effect of drawing new players in to the game. Some of these new gamers will stick with the game and become more competition later. Warhammer 40000 has had less difficulty drawing new players, however a lower entry point will be a bonus to adding new blood to the game.

Another success from Age of Sigmar that seems to be coming to 40k is the war scroll idea, where all the points and rules for a unit can be found on one page (weapon special abilities, movement rates, etc). This is not massively new to 40k, the newest codexes have been redesigned so that upgrade points costs are on the fact sheets instead of having to search two section at the same time while building your army lists (upgrade options in one section, points costs for the upgrades elsewhere). From the GW post it looks like any unit special rules will be joining them on the unit fact sheet. This should slim down or remove the Special Rules section of the rule book, and thereby halving the rulebook size!

Moral check changes where mentioned in the Games Workshop post too. These proposed rules look exactly like the Age of Sigmar Moral tests. I didn’t think that there was anything up with the current Moral tests, but one system that covers both games will make it easier if you are swapping from one genre to the other!

All told, I suspect that the new rules are being heavily play tested in GW towers, and any rumoured changes still have time to change again, however this is one player who is waiting for the new release with expectation!

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