40K 10th Ed. Discussion Thread

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Jye Nicolson
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Re: 40K 10th Ed. Discussion Thread

Post by Jye Nicolson » Sun Apr 16, 2023 3:38 am

Primarch wrote:
Sat Apr 15, 2023 2:17 pm
So a Critical Wound causes a Devastating Wound which causes a Mortal Wound? And they say that they have simplified things? :lol:

Every time I read one of these articles it seems like they are claiming one thing, but then the reveal shows the opposite to be true.

All your stratagems and rules will be on a two page spread. - There are also more stratagems in the book.
Re-rolls are very rare now. - The basic rule for marines gives them rerolls every turn.
Characters no longer have auras. - Lone operative characters have auras.
Most guns have not increased in strength. - Melta and Railguns have increased in strength.

All of this kind of undermines the message about the changes they have made IMHO. Are these the only exceptions or just the tip of the iceberg. And if they have made exceptions already, it is much easier to make more in the future. Overall, the changes sound good, but how long the changes last is anyone's guess.

I think the reality is probably somewhere between what you were getting from initial marketing and what you're fearing now :) I don't think it's going to be *that* dramatic a change from 9th, so when they say "less of X, more of Y!" there's still going to be a fair bit of X and maybe only a moderate amount of Y.

In context I think most of the reveals still track with what they've said, from the point of view of a 9th edition player.

- All your strats and special rules are on the two page spread. Not core stuff, and we've had core strats for two full editions now so not much expectation that would change. If you only have ~8 strats anyway you don't want them eaten up by reprints of the basics.

- Rerolls are rare. That can still be true even with the Marine special rule granting them (against one unit a turn, so most useful against other elite armies). If anything Marines having consistent access to rerolls through an army rule makes it less likely that rerolls are the default buff handed out by Captain and Lieutenant level characters.

- Lone operatives might have auras, but if they're the exception that doesn't join units they will need some sort of alternate mechanic if they want to hand out buffs, and auras aren't a bad mechanic. We just have tons of them in 9th. So if Morvenn Vahl has an aura but Canonesses, Palatines, Repentia Superiors, Dialogus, Imagifiers etc join units you're still cutting way down on the amount of aura measuring you do for a Sisters army, for example.

- Melta increased in strength but looks like a net nerf - it only wounds Rhinos on 4s and most other Marine vehicles on 5s. The specific rail guns they're talking about will be the main weapons of Hammerhead Tanks and Votann Land Fortresses - so a big investment with a low rate of fire; keeping them wounding on 2s for almost everything makes sense because they'd otherwise feel very swingy (well, more so, I still roll plenty of 1s). I think we're seeing more of a smear across the scale, as Grant was talking about upthread. These are exactly the sort of weapons that shouldn't go dramatically backwards vs tanks, and I expect melta's lack of a significant Strenth buff reflects it keeping a high AP when many weapons are getting that wound back.

I don't think we're going to see a radically simplified game, and we are definitely not going to see GW put out *less* rules. 9th isn't an excessively heavy game in essence (note how many simplifying abstractions it uses compared to 30K), and I don't think 10th is trying to be rules-light, so you're still going to end up somewhere in the middle. The hope would be that they're serious about the extent to which you're swapping out exceptions rather than layering them - and there are going to be a *lot* of exceptions ultimately, so you're not off-base being concerned about how water tight that principle is. You will definitely need to deal with core rules + units + two page spread. Units are the place that net complexity is likely to grow; if it's limited to that and we don't get extra army wide layering rules (ie more than two pages) it should be fine.

I'm personally not too fussed about any of this shooting stuff, what I'm really hanging out to learn is:

- How does Combat Patrol work? (ie how easy is it to learn the game)
- How do the Charge/Fight phases work? (the most complex part of the current core rules)
- How do Terrain rules work? (the most *impactful* rules)

Jye Nicolson
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Re: 40K 10th Ed. Discussion Thread

Post by Jye Nicolson » Sun Apr 16, 2023 3:40 am

Grantholomeu wrote:
Sat Apr 15, 2023 4:15 pm
I hadn't seen the basic Marine rule before, but that does seem ridiculous and I hope it's modified before release.
I will be very surprised if they change anything before release; books will be printed already, we're probably not far off getting leaks from some enterprising warehouse worker or influencer.

They have given themselves more scope for balancing the game online but basic army rules in the probably-already-printed first codexes aren't likely to get changed unless Marines get a 65%+ winrate for the first season of tournaments.

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Re: 40K 10th Ed. Discussion Thread

Post by Jye Nicolson » Wed Apr 19, 2023 3:34 am

https://www.warhammer-community.com/202 ... ses-count/

Well I said it won't be a dramatic change from 9th but I'm definitely wrong there about Psychic and Morale!

Their respective phases are gone; Psychic is now a tag on abilities that just operate at the appropriate timing, usually without a test (and no evidence so far of Denies). The examples they show are of offensive spells effectively being guns (though pretty fancy ones) and psykers giving buffs to units they join. This resembles 30k but even further towards making spells normal unit abilities.

Morale is now handled in your command phase - if a unit is below half strength (or half wounds for solo models) you take a test, and if you fail they are debuffed until your next command phase.

I like both of these; I've had a lot of games swing on how the magic minigame went for my opponents' Masters of Possession, so I think their abilities being more reliable but maybe less potent so I have to consistently deal with it is better. Morale is probably going to feel more like morale (and not just extra casualties for big units) for a lot of players, but it seems like it's not fiddly in tracking status.

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Re: 40K 10th Ed. Discussion Thread

Post by The Other Dave » Wed Apr 19, 2023 4:35 am

Hey, finally more or less real morale rules for 40K, I dig it. I never did much care for the "just a casualty multiplier" thing, and this at least opens design space for things like pinning, that might make a unit count as having X more casualties than it actually does for its next battle shock test or what have you.
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Re: 40K 10th Ed. Discussion Thread

Post by Primarch » Wed Apr 19, 2023 6:48 am

So you make morale checks at the start of your turn, so if you reduce a scoring unit down to one model on the last turn there is no way for them to fail their morale check...
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Re: 40K 10th Ed. Discussion Thread

Post by Jye Nicolson » Wed Apr 19, 2023 10:33 am

Primarch wrote:
Wed Apr 19, 2023 6:48 am
So you make morale checks at the start of your turn, so if you reduce a scoring unit down to one model on the last turn there is no way for them to fail their morale check...
In 9th it's more common to score in the Command Phase too, so if that pattern holds it should be pretty rare to dodge a morale test before scoring.

(For most of the edition the player who goes second scores at the end of the fifth turn, so it could happen, but the most likely way they'd suffer casualties on their own turn is overwatch or melee, in which case at least the point is being contested)

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Re: 40K 10th Ed. Discussion Thread

Post by Primarch » Wed Apr 19, 2023 10:51 am

I see, I'm more used to objectives being scored at the end of a turn.
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Re: 40K 10th Ed. Discussion Thread

Post by Jye Nicolson » Thu Apr 20, 2023 11:59 pm

Well I got one of my wishes in the form of terrain rules: https://www.warhammer-community.com/202 ... mer-40000/

It seems like it boils things down to something very close to the subset of 9th's terrain rules that are most used.

Cover is +1 save (but can't get you to 2+), and broadly you get it whenever any model in the attacking unit can't see all of the model making the save due to terrain, or if the model is wholly within a few of the terrain types.

Dense cover no longer seems to be a thing, though I've been playing against Emperor's Children so much that I no longer place any value on it anyway 😅

Obscuring now seems to be just a thing ruins do - possibly regardless of height - so they'll remain the most crucial terrain pieces. Ruins also get a plunging fire rule for extra AP if 6" up and shooting at ground level which seems oddly fiddly but good for jump pack troops I guess.

No mention of difficult terrain?

Overall it seems fine. I really liked 9th's terrain rules but that mostly means I liked Obscuring and ruins keep that around. Seems like cover is easy to adjudicate; might just involve a bit more LOS checking and rechecking as models die and you change who will be taking the save but doesn't feel like it'll lead to disputes.


https://www.warhammer-community.com/202 ... -in-style/

Transport rules! Transports seem real good.

You can now always get out after the transport has moved, and shoot but not charge; you'll need to keep this in mind when setting up ruins or large LOS blockers to ensure shooting units in transports can't just get around them too easily.

Many transports seem to have a datasheet rule giving their own extra value. Impulsors let you get out after an Advance, Repulsors apparently let units embark as a reaction to being charged, and Falcons give spicy wound rerolls to a unit that disembarks and then shoots the same target as the Falcon.

Marine vehicles are now (mostly?) Primaris vs Firstborn agnostic, which is very helpful. The "mostly" is due to apparent exceptions for Rhinos and Impulsors, which makes me think you probably buy those as dedicated transports for specific units and you can't buy an Impulsor for Tacticals or a Rhino for Intercessors, even if both squads can now ride in Land Raiders and Repulsors.

This all seems good to me, though as usual it doesn't mean much without context (mechanised force sounds great but how many points for their rides?). I'd guess it underlines needing at least some anti-tank though since your opponent will be getting a lot out of their transports if nothing else. Hoping the Repulsor with the right squad inside is as good as holding points as this makes it seem!

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Re: 40K 10th Ed. Discussion Thread

Post by Primarch » Fri Apr 21, 2023 3:28 am

They haven't actually said that the Rhino can't carry Primaris have they? I think it might just be that it can't carry Bulky models, so no Terminators, Centurions or the like.
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Re: 40K 10th Ed. Discussion Thread

Post by Jye Nicolson » Fri Apr 21, 2023 4:12 am

Primarch wrote:
Fri Apr 21, 2023 3:28 am
They haven't actually said that the Rhino can't carry Primaris have they? I think it might just be that it can't carry Bulky models, so no Terminators, Centurions or the like.

Could easily be! WarCom exegesis is an inexact science at the best of times and I don't see anything wrong with your reading.

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