Warhammer 40K: Hot Mess – These Bad Rules Need to Go for 11th Edition

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Goatboy here with some bad rules and tactics that GW needs to toss out in 40K 11th Edition.

I know each time we get a new update there is a whole design philosophy that gets pushed and then we watch it slowly get eroded as the edition goes on.  I just hope we see somethings at least forced on when we get our armies new books and at least maybe curtail some of this nonsense we deal with from time to time.  Let’s go through the top 5 things I want to toned down when we get our new shiny rules.

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5. Remove -1 Damage Reduction On Big Things

I don’t care that we have Feel No Pain on our big monsters (looking at you C’Tan!).  In fact I think most of the big things should have some kind of Feel No Pain because they are supposed to be giants that are hard to chew through.  It’s when we have to deal with damage reduction on top of a Feel No Pain we see an issue. Let the big models in the game take that damage and have a chance to shrug it off instead of just removing that damage.  I don’t want to see units that can turn damage to 0 and would rather just let them have a 6+ Feel No Pain to try and curtail some of the dying potential.

4. Remove Having BOTH Rerolls to Hit and Wound

When you get rerolls to your unit you should only be allowed to take it on one thing. There should never be a chance where you can reroll your hit into another reroll – like Marine Sternguard Veterans w/ Oath Target.  It slows the game down and removes some of the random factor of just falling at doing something.  I could almost always be cool with rerolls to hit as there is still a chance you have to succeed on the next roll to help keep the random nature of the game.  The ability to have failure should be something we don’t avoid in a game as it allows things to fail and just not overpower everything.

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3. Ban Rerolls for Successes

If your hit is successful but not the extra special success you want you shouldn’t be able to reroll it (like Abaddon with lethal/sustained Dark Pacts).  This would help curtail some of the reroll nonsense we see and let you just go after the failures.  I hate the idea of fishing for more damage because your army has that ability too and you should just leave any success as a success and then the misses are what you care about.

2. Heavily Limit Consolidation After Assault Moves

I don’t think you should let players do things like “move” block themselves to allow for extra movement.  You see all kinds of shenanigans with giant World Eater Berzerker squads these days. These sort of things should be left as special rules for specific units and removed from the game as a method to “out do” your normal movement.  When you kill a unit you can pick one direction your unit can go and thus one unit you can try to engage or one objective you can try to get too.  You might even remove the idea that they can go to the closest enemy and instead say you pick one place to move towards and one unit you can “engage” with.

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1. Elite Units Need Damage 2 MINIMUM on Melee Attacks

I am tired of seeing Elite units with 1 damage attacks on the majority of their close combat attacks. C’mon GW, you gotta help those CSM Chosen out! If you are an Elite unit you should be able to punch things like you are better than them.  There shouldn’t be their murder hobo units who only have a 1 Damage attack unless that attack has a crazy number of hits or “horde” like cleaning option.  Damage 2 should just be a default option on more of your close combat units as they are supposed to get into combat, get punching, and punch things good.  It just sucks to see some of your units try to get mixed in and watch as they bounce off and get trounced back because they were an older unit release versus the new fancy Elite soul crusher option your enemy has.

I am sure there are a ton of other things I would like done in this game.  I would love to see more Default stratagems show up so the Detachments can get freed up with more interesting rules.  It would also just do better to let everyone have the same “Keyword” like option for their armies so they all know what the rule actually is.  It would also let the timing work the same for everyone so you don’t forget oh my detachment needs to do advance and charge in their movement phase not during my charge phase.

What else would you like to see changed in 11th Edition?  Anything else that would be interesting?

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Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I’ve been writing for BoLS for 15 years. Look at my Instagram to see what I am working on – or working on for someone. I am always doing something hobby related.

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  • Source: Bell of Lost Souls