Here's why I've already played more of Warhammer 40k's 11th edition than any previous release

There are a lot of changes in Warhammer 40k 11th edition, but no major overhaul of the overall experience. There are obvious pros and cons to this approach. Pro: We don't have to fully learn the rules. Cons: Some major balance issues may not be fixed. Advantage: There is less risk of any major missteps with rule changes. Cons: It doesn't feel good to shell out $295 for a book with minor tweaks to the one already sitting on your bookshelf.

As has been the case for recent editions of Warhammer 40k, you do not need to purchase the new Armageddon box to get the 11th edition rules. They are available now, for free, on the Warhammer Community website. However, the Armageddon box contains a lovely softcover physical edition of the rules that is much more useful for taking into battle. I've had the box for a couple of weeks now, so I decided to do just that – take it to some battles and stress test the new rules for myself.

What has changed in Warhammer 40k 11th Edition?

We all want to know what has changed in 11th edition, but let's go over some big things that remain the same. Your Codexes (Codices?) are all still valid and remain compatible with the new release. Some bugs and details about individual factions have been revealed since and between my battles, so I haven't played a “true” match of 11th edition yet, but the rules alone are enough to get me excited.

11th edition has tweaked the existing abilities so that even if your data cards are valid, they may play completely differently now. Your Aeldari host who loved nothing more than to choke out a wave serpent, blow something up, and jump back in? It is now about as mobile as Festus the Leechlord on a zimmer frame. Your conga line of rangers denying space by bum-bum-bum-bum-bum-eh!-riding across the battlefield? They need to do more of a cool cokey to put their lasguns in a much smaller footprint.

Now that I've got a few dozen turns under my belt, it seems like most of the toxic battle plans have been nerfed somehow. But neither my opponents nor I run anything particularly meta or cheesy, so it could be a piece of stilton that has slipped through the cracks.

Warhammer 40k: Armageddon box set.

The command phase has a few tweaks, but the biggest one is Battleshock. If you fail a Battleshock test, your unit is now paralyzed until it passes, rather than until the next turn. If you can trigger a few per turn, this can turn into a really effective disruption strategy.

Besides the aforementioned coherence rules (units must now be fully within 9 inches of each other), pivoting is now free – my Imperial Knights are jumping for joy. Or, yes, happily squeezing between buildings thanks to the new off-road footprints. Your engagement zone is now 2″, which is a nice melee and melee fighter. This is also combined with a nice buff to Deep Striking (now labeled an Ingress Move) which results in you only needing a 7″ charge when you enter the game – much more reliable.

In the shooting phase, your ballistic skill can now be modified in more ways (including with cover), as can the hit. I feel like this will have the biggest impact on the new edition, but it didn't affect my matches that much because I was facing a horde of orcs. I like the fact that height now also affects your slider, as it adds some refreshing ludonarrative resonance to the game.

Warhammer 40K Kill Team Tyranids

In combat, wounding will take some getting used to. I found it a little hard to wrap my head around, but when you attack a unit with mixed saves, your opponent chooses the order in which they save the wounds before rolling the die. This held up the game a bit at first, but I think it will streamline things in the long run.

There are many more changes than this brief overview – units can only be affected by one Stratagem per turn, for example – but overall 11th edition seems to be a reversal of the narrative for 40k. This comes as a surprise after a few editions aimed at the more hardcore, competitive players, but these changes might be just what I needed to dive back into the game.

Time to play

Space Marine figures from Warhammer 40K.

I like the 11th edition rules. They feel intuitive and drive a story into every battle, which is what I've always loved most about 40k. Except now my opponent doesn't have to listen to my silly voices and exaggerated death reenactments to get a feel for that flavor.

Since the release of the rules, Games Workshop has followed up with more exciting changes. New wards beg to be tested, costs to return points to wargear are long overdue after a boring hangover from the Power Level days. I also love that taking multiples of the same unit can now incur points-based penalties, punishing those meta-chasers while allowing me to take a single, lovingly converted unit without it becoming overpriced or pointless on the table.

But the real reason 11th Edition will draw me back in is that I've been reminded what a social hobby this is. Over the past year, I've made so many friends at various events—from Camping Kitbash to the Fringe—that I'm making a concerted effort to recreate this in my neighborhood.

Warhammer 40K: 11th Edition Reveal.

Although I know a few players close to me, most of my table gaming buddies are spread across Europe and beyond right now. With some narrative juice and community excitement driving renewed interest in the game, I promise to replicate these annual event experiences into weekly narrative events, and 40k is the logical starting point for that.

I'm not going to rock up to my local game store and demand that everyone play Turnip28 or Aetherpunk28 because they are my latest fixations. Even Trench Crusade is too niche for this audience, so I commit to joining them where they are. After all, I played a lot of 7th and 8th edition 40k in pubs in Leeds, and had a great time doing it. I'm hoping that with a more narratively focused release rearing its head, I can have as much fun with 40k as I currently do with indie options. Who knows, I might even end up at a tournament before 2029. I wouldn't hold my breath though.

Leave a Comment