The Dord of Darien

Musings from the Mayor of the Internet

New Edition

The fifth edition of Warhammer 40k came out last week, and I’ve finally read through the new rulebook sufficiently to comment on it. I have the fancy expensive Collector’s Edition, which contains the exact same material as the regular version, but is fancy and expensive. You can’t get one anymore (well, not straight from Games Workshop, anyway — you can try eBay, but there aren’t a lot there as of this writing, and you shouldn’t expect to pay a reasonable price there anyhow), but don’t worry about it — you’re not missing out on any content if you get the regular edition, just a bit of style.

The rules haven’t really changed very much since fourth edition; if this were a computer game, it would be version 4.1 (if not 3.6; fourth edition wasn’t massively different from third either). On the bright side, that means there’s no compatibility break — fourth-edition-compatible codices and supplements will work fine with the new rules with only minor tweaks; you can get the errata here, and it’s something on the order of two pages of errata per codex (and that’s cumulative errata going back to the first printing of the current version of each codex), which should give you an indication of how few major changes there really are. Why would Games Workshop cut a whole new rulebook for such minor changes? I’m sure I have no idea.

That said, what is changed is mostly good. Fourth edition’s peculiar mixed-armour-types resolution rules were downright bizarre, and that’s been cleaned up dramatically. We’ve gone back to a second-edition-style model’s-eye-view for LOS, instead of the weird "height classification" system. Vehicle rules are slightly more detailed without going back to the 2E/3E super-complicated style. The biggest rules change, though, is that there’s no longer any penalty for not shooting at the nearest enemy target — you’re free to shoot at whatever you can see and reach (noting that enemy models block LOS, so you can’t just ignore that big pile of Termagants standing between you and that irritating Zoanthrope). In addition to this, it’s now possible to "go to ground," sacrificing any chance to act in favour of improving survivability, and all units can now run and gain extra move if they don’t wish to attack.

There are no new factions added yet — those right-minded folks who play Imperium still have their choice of Space Marines, Imperial Guard, Witch Hunters, and Daemonhunters, and all those misguided xenophiles out there still have the choice of Space Elfs, Scary Space Elfs, Orks, Tyranids, Chaos Marines, Chaos Daemons, Necrons, and Tau. One of the nice new additions to the 5E rulebook is a set of reference charts in the back listing stats for all units and weapons in all armies, which makes it much easier to use the allies rules, and helps those of us, say, who run a Chimera with a multilaser, whose Witch Hunters codex is oddly missing the data for multilasers, and who lost our 3E Imperial Guard codex.

The book itself is organised the same was as the 4E book, with the first third consisting of the rules, the middle third the lore, and the back third the modeling and hobby material. The lore section ("Dark Millennium") goes into more practical detail and less theoretical detail than the 4E section of the same name, and the hobby section is less focused on the details of modeling and talks more about the hobby as a whole (tournaments and such have their own chapter, and it even includes a few White Dwarf-style battle reports). Everything except the rules section is in full colour, too, and there are lots of pictures of models and armies along with lots of artwork. There’s no photocopyable army roster this time around, but that’s fine, since it’s a pain in the balls to copy it out of a hardcover book anyhow, and a 40k army roster hardly has the complexity of a D&D character sheet. Regular lined paper works fine.

The 5E starter set isn’t available yet (or if it is I can’t find it; Games Workshop’s web site is kind of ass), but I’m told the armies involved will be Space Marines and Orks (just like the old days!), and it will come with a rather tremendous number of models. If it follows the 4E model, it will come with a paperback rulebook that has the entire "rules" section from the main book but none of the rest. If you’re not a 40k player, the 5E starter set is probably a great way to get into the game; the new rules are quite accessible and very well-laid-out, and it’ll provide you with a great core for a Marines or Orks army. Or, you know, both, if you’re in to that sort of thing. I’ve been playing since the ancient days before the invention of time (back then, there were no Necrons, no Tau, no Witch Hunters, no Daemonhunters, and no Spoooooky Elfs, the Tyranids were the hot new thing, and the next army to be released was supposedly going to be Squats — whatever happened to them?), and I have to say, while I wasn’t a big fan of 3E when it came out, 4E really fixed a lot of its issues (close-combat and vehicles), and 5E is a bit more polish. I do like where they’re going with the game.

In short, if you tried 40k back in 2E or 3E (there was technically a first edition, but it was sort of a completely different game) and the slowness and the complexity put you off, you should consider giving it another look. It’s a lot more playable now.


July 25th, 2008 Posted by | Warhammer 40k | no comments

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