Shall They Know Fear ... The Bolter & Chainswords guide to playing Space Marines in 5th Edition - Version 1.13

INTRODUCTION 2 Written By: OwlandMoonGuy, Bannus, Morticon, SHALL THEY KNOW FEAR? 3 Iago, Brother Nihm, Isiah, Chaplain Lucifer, Lord Ragnarok, Littlbitz, Number 6, SCC, Gillyfish, RULE CHANGES 5 Sigismund Himself, Battle Captain Corpus & SPACE MARINES 21 Brother Argos. BLACK TEMPLARS 25 Cover Art: Mad Scuzzy. MARINES 29 DAEMON ARMIES 32 Conceptual Design: Brother Argos. DARK ANGELS 38 Illustration: Mad Scuzzy, Nalro, Bloodsaint, INQUISITION ARMIES 42 Brother Argos. SPACE WOLVES 56 Production: Brother Argos, SCC, OwlandMoonGuy. BLOOD ANGELS 59 WHY 5TH EDITION? 69 Special Thanks: Mrs. Argos

Produced by The Bolter & Chainsword Copyright © The Bolter & Chainsword 2008. All Rights Reserved.

The Bolter & Chainsword litany and The Bolter & Chainsword Skull emblem are © The Bolter & Chainsword 2008. The Bolter & Chainsword 5th Edition Guide

INTRODUCTION

elcome to ‘Shall They Know Fear?’, an electronic Wmagazine produced by the Bolter and Chainsword, the A Living Document? Ultimate Space Marine Resource Site, as a guide for Power We like to think that ‘Shall They Know Armoured armies at the dawn of Warhammer 40,000’s recently th Fear?’ is a little different from the released 5 Edition. Created in secret by the Moderating Team average, run-of-the-mill web based 5th of the B&C as a surprise for our members and the general Edition guide, it’s been designed to be 40K community, we hope that you enjoy our guide and find it a living, evolving document. ‘What does useful as we all begin to deal with the changes brought on by this mean?’ we hear you ask? the revamped rules. Well, it means simply that this guide ‘Shall They Know Fear?’ is laid out simply, the first section will be updated over the coming months deals with the changes and additions to the core rules of 40K, to catalogue the experiences, good, the second section deals with the effect thes new rules have bad and in between, of Space Marine on the specific armies that the B&C caters for. Last but not armies across the world as they adjust least you’ll find some articles that don’t fit neatly into either to the new rules. If you feel you have of those categories throughout the e-zine, these pieces give th something to contribute that others the opinion of members of the B&C Moderating Team on 5 would benefit from, you can simply Edition, both on specific issues and on the general state of click on the B&C emblem at the end of the new rules too. Please bear in mind that these are our first each article to take to you the impressions and they’re most definitely subject to change, th discussion forum for that we’re not making any claims of 5 Edition omniscience here article, where you can post but we believe our analysis to be sound, though we are a little your ideas and discuss these worried about our ‘MathsHammer’! articles with other players. As one of the editors I’d like to take the time here to say a In addition we invite you to join us at very special thank you to all of our contributors and especially www.bolterandchainsword.com where to our leader, the man who kick-started this whole project you can join a variety of activities such - Brother Argos. Without his drive and enthusiasm, not to as rules debate, painting and modelling, mention his layout skills, ‘Shall They Know Fear?’ would just writing battle reports or simply taking be a good idea sitting on a shelf somewhere gathering dust. part in the Ultimate Space Marine website. SCC - Editor

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SHALL THEY KNOW FEAR?

o, here we are, 5th Edition is officially upon us, Sthe rumours have been confirmed or denied and we’re finally able to begin assessing what awn broke over the horizon and the roar of the changes mean to the armies of the Bolter & Dbolters and the harsh buzz of chainswords Chainsword. Before we begin to examine the effects faltered, then fell away entirely as the enemy hordes upon specific armies and the changes to individual retreated. The long night was over and the Brothers rules let’s take an overview of the changes and the of the Legio Bolter & Chainsword had once more implications not just for the Astartes but for the vanquished their enemies. For four days now they game itself. had battled their foe. On the first there had been a welter of confusion as Astartes and their foes had 4th Edition was something of a mixed bag for many slowly come to grips with the battlefield and their 40K gamers, whilst GW began to tighten up the rules place on it. On the second day the heroes of the and tried to present a generally more coherent game Legio had stood tall, their equipment and power had many players actually found the game less fun than swept the enemy from the field and even the enemy's previous versions. Evidence of this can be found champions had struggled against these mightiest of on 40K forums across the web and in GW stores, Marines. basements and spare rooms around the world, even within the confines of the Bolter & Chainsword we n the third day the efforts of the Battle saw many veteran gamers give away the game during OBrothers of the Legio had been the key, the 4th Edition. Some argued that the background had weakness of one shored up by another, though gone stale, others that real life - a partner, a career, slowly the enemy had gained the upper hand in the a mortgage and even darker and more dreaded ever changing conditions. On the fourth day once things such as children! - had finally caught up with a again it was the Brothers of the Legio who held the generation of gamers, but most simply drifted away key as their Power Armour and boltguns had seen from a game that no longer intrigued and excited them through once more, the battle had been more them. Even younger gamers weren’t immune to this ordered but the Angels of Death had been dull- perceived 4th Edition malaise, many were caught eyed throughout the day, the joy of battle in the by the models that seemed to get better with every Emperor's name dulled by some unnamed sorrow. release or the novels or computer games but few The fifth day though was upon them now and each ever seemed to really get caught up in actually weary Astartes warrior wondered what changes and playing the game on the tabletop. challenges it would bring...

Warhammer 40,000 is hardly threatened with oblivion as a result of 4th Edition, but it may be in but they’re representative of our thoughts, and we danger of losing some of the passion that makes think, the thoughts of much of the community out the 40K community once of the most vibrant on the there. ‘net and that makes playing a game of 40K against a fellow enthusiast one of the best ways to spend GW have actually been listening an afternoon, evening or even a whole summer vacation. Can 5th Edition bring back the ‘golden days I know, I know, it’s a surprise but it does seem GW of yore’? Can it entice a new generation of gamers to have paid some attention to the problems of 4th the tabletop or, indeed, an older generation back? Edition and gone some way to try to address them. We don’t agree with all the answers by any means, The team behind ‘Shall They Know Fear?’ have but by and large we like the direction and shape immersed themselves in the rules and regulations of 5th Edition. One of the key changes here is the of 5th Edition for the past few weeks in preparation emphasis through the book on having fun whilst for the release of the B&C’s first e-zine and we’ve playing, in the past GW books have paid lip service reached some broad conclusions about 5th Edition. to this ideal but one gets the idea that in 5th Edition They’re not definitive, they’re not even unanimous it’s at the forefront of their vision. Scattered throughout the book are helpful hints on simple yet

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common problems like ‘Wobbly Model Syndrome’ or None of this is to say that 5th Edition is perfect, it ‘cocked dice’ that should induct a new generation isn’t and there are always going to be elements of of players into a manner of playing ‘hard but fair’ the game that chafe some players more than others. that will be appreciated by veterans and fellow We predict that the change to ‘True Line of Sight’ new-comers alike. is going to cause as many headaches as it fixes and there are undoubtedly still areas of the rules where GW have at least re-read the rules they’ve written a rules lawyer can find loopholes and wriggle room. this time For all of that it’s the collective opinion of the team Unlike some recent (and not so recent) GW behind ‘Shall They Know Fear’ that 5th Edition is a publications, 5th Edition has at least been proof Good Thing™ and that Space Marine, Chaos Space read and someone has asked the seemingly obvious Marine, Inquisition and Daemon players are going to questions, the type that players have been asking have more fun, less hassles and generally enjoy 5th Rulez Boyz for years, of the developers. As a result Edition more than 4th Edition. Whether it heralds a there are more, and clearer, explanations of rules in return to the faintly remembered and oft-lamented 5th Edition. The language used for actual rules has ‘Golden Age’ of 40K (whenever that was for you dear also been tightened up in many cases, though we’ve reader) we’ll leave it to you to decide. already seen in the production of this e-zine and on the Bolter & Chainsword forums some ‘enthusiastic’ If you wish to comment on, discuss or discussion of some of the finer points of the rules. submit an article for review concerning this section please click on the B&C It’s not all about fine-tuning an army list any Emblem more

It’s an old argument that we’ve all heard during the reign of 4th (and even 3rd) Edition 40K - he with the most powerful (or ‘cheesy’ or ‘beardy’) army list Beyond the Rules wins. And in many cases it was true, the old rules did tend to produce very focussed army lists designed Despite early rumours that GW might with making the most of the limited options available decide to move the storyline of the 40K to players during deployment and, tactically, on the universe on such isn’t the case, at least tabletop once the game had begun. In 5th Edition not yet. What GW have done instead is give though all this is shaken up a bit, missions and us more detailed fluff than we’ve seen in victory conditions have been re-designed and games many years, the newly expanded Imperial are now of variable length, thus forcing players to History timeline is one of the highlights. act throughout a game rather than sit and wait until Much of the focus of the additional the last turn to show their hand. background is on ‘The Time of Ending’, where a detailed timeline covers the last And you'll now need a battle plan in 250 or so years of Imperial History and catalogues the increasing catastrophes and addition to an army list! setbacks that the Imperium has suffered.

And you’ll now need a battle plan in addition to an For Marine players especially there’s some army list and 3 colours on your models to really play interesting stuff there and some interesting a game of 40K, for the changes to deployment, the debates sure to be had as a result, for first turn, objectives, line-of-sight, reserves, victory example why do the Imperial Fists, and points and more core mechanics, as well as the their Successors, seem to be the most addition of new rules like ‘Run!’ or ‘Go to Ground!,’ interventionally inclined of the Astartes have made the 40K battlefield a more tactically and what do the increased responsibilities open place than ever before. Only time will tell how and freedoms granted to many Chapters in well these changes hold up to the addition of revised ‘Mankind’s darkest hour’ as a whole mean Codices and new supplements, not to mention the for the Legiones Astartes? ingenuity of players, but we think the core rules of 40K are stronger, more flexible and better written than ever before.

4 The Bolter & Chainsword 5th Edition Guide RULE CHANGES UNIT TYPES The rules for Transports are where the Vehicle rules and the Infantry rules meet. Previously it was From an introductory perspective, 5th Edition bears somewhat ambiguous as to what transported models a strong similarity to its predecessor. Those familiar could do on the tabletop. 5th Edition has clarified with 4th Edition will find that the basic structure that, given certain limitations, transported infantry of game has remained the same. As before, there are still considered, “on the table.” This means that are seven Unit Types that define models on the 40K transported Troops/Infantry can claims tabletop table top: objectives from within their transports. Also the concept of, “Dedicated Transports” has changed. Infantry • Now, any appropriately sized infantry squad can • Beasts board a friendly transport, not just the dedicated • Monstrous Creatures squad. Those two rules combine to allow a lot more options and flexibility to the concept of transporting • Jump Infantry models on the battlefield. • Artillery In the sections that follow, further treatment will • Bikes & Jet Bikes be given to the specific changes surrounding each of • Vehicles these Unit Types in turn and how that will affect the There are a few points of note that will be elaborated outlook of 40K gaming of the near future. on further in this series of articles. Though there are some exceptions, for most armies CHARACTERISTICS only infantry units that fall into the Troops slot on the Force Organization Chart (FOC) count as “Scoring Those gamers familiar with 40K will note that the Units” in two of the three standard missions. Infantry statistical attributes assigned to each model match will gain a whole new level of importance in the 40K those found in 4th Edition. There are a few new gaming experience.. rules to mix in with the established concepts behind certain attributes that are worth noting: Vehicle rules underwent a large number of changes so their basic role remains the same but their specific Ballistic Skill: In previous versions of the rules, use changes somewhat tactically. The concept of, there was no reason for a model to have a BS skill “Vehicles shooting while moving” remains the same above five (5). This represented a shooter that in principle but certain parameters have changed; would hit on a 2+. The “To Hit” table for shooting “Defensive Weapons” were reduced to Strength four has now been extended so that models with a BS (S4) or below. This will further constrain the amount skill between 6-10 will enjoy increased chances to of damage a vehicle can dole out while moving. Tank hit in the Shooting phase. commanders will need to plan their shooting attacks much more carefully on 5th Edition battlefields .

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Leadership: A model’s (or unit’s) leadership has always had an influence in 40K games of the past. The concept of the Morale check remains the same but the armies of 5th Edition may find some new negative modifiers applied to their Leadership saves, especially in the Assault phase. Upon losing a close combat, the hapless unit will suffer a -1 modifier for every wound they sustained beyond those their enemy sustained. A wide margin of loss after a particularly large scrum may impose some significant modifiers to his roll. Thankfully, there is the “Insane Heroism” rule; if you roll a two (2) on 2D6 you always stay in the fight no matter the odds.

Point Values: In the 40K missions of 4th Edition (and earlier) a unit’s point value was relevant to determine the Margin of Victory. 40K was not just a win/lose/draw proposition but measurements were in place to dictate the degree of one win versus another. This was calculated by comparing This is of special importance when determining the the number of Points Value in unit costs that were frequency and duration of the affects of special destroyed by both players. Beyond the victory abilities and psychic powers. When a rule states conditions of the mission itself, given the level of that it can be used “once per turn[” it’s important play, Victory Points separated the Solid victories to note if that’s a Game Turn or a Player Turn. from the Victorious Slaughters. These concepts are now removed from the 40K system, thus the actual Determining “Who goes first?” is still determined by points spent on a given unit are only relevant for a die roll but a new twist has been added to the army building purposes. “First turn advantage.” In 40K games past, there was a real value to going first; i.e. Player #1’s position above. The first player will get their first chance to THE TURN shoot at enemy units before they are able to take any action. Therefore, that first turn of shooting The familiar three-phase turn of 40K remains the could remove valuable military assets before the th same but 5 Edition has done well to differentiate other player could make a move. the “Game Turn” and the “Player Turn”. This is actually the same concept described in 4th Edition Now the standard missions dictate that whoever but the authors have put in the necessary clarifying deploys first, must deploy all their models at once language to make the term ‘turn’ clear as it applies and then also take the first Player Turn. The rule to different events on the gaming table. where units were deployed, one at a time, going back and forth between players is gone. The player A Player Turn is one where one side conducts all their that gets the second turn gets to deploy their Movement, Shooting and Assault phase activities, forces with the full knowledge of the enemy’s exact one after the other until finished. placement. This might be seen as an overwhelming advantage for Player #2 but also note that new rules A Game Turn is where both players complete their have also been added to the Movement, Shooting & respective Movement, Shooting & Assault phases. Assault phases. The 5th Edition 40K game is much more dynamic; many models can move farther, So in Game Turn 1: shoot straight through area terrain, etc. Expect this Player 1 Moves, Shoots & Assaults; (Player 1’s Turn 1) to add a new dimension to army deployments and Player 2 Moves, Shoots & Assaults; (Player 2’s Turn 1) the downstream effects to game thereafter. In Game Turn 2: To mix this up even further there are times when Player 1 Moves, Shoots & Assaults; (Player 1’s Turn 2) players may take action in their opponent’s Player Player 2 Moves, Shoots & Assaults; (Player 2’s Turn 2) Turn. The “Go to Ground” rule is one example.

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In this case, after a player has finished a unit’s Overall, the new rule will make those distances shooting, recording the number of hits and wounds, between the deployed armies seem much shorter but before saves are rolled, the defending player than before. Setting up more than 24” apart can declare that the affected unit is going to “Go meant that an assault for conventional infantry to Ground” or best attempt to use cover to reduce units marching across the tabletop towards an shooting casualties. opponent’s defensive position was at least four turns away. With a good roll, it can now be done The End Game and Victory conditions have changes by the third turn. This will give armies that depend as well. All standard missions come with a random on shooting less opportunity to wear down their game length; lasting 5-7 Turns and also have different opponents before getting to grips and those armies criteria for holding objectives and even annihilating that depend on assault will suffer fewer casualties units. Please refer to the articles following for a as a consequence. It isn’t as bad as it seems for full description of these impacts to the 40K game the ‘shooty’ army though, since it is possible for the system. game to end earlier than before.

MOVEMENT Moving units to claim or contest an objective can be done from further away with the ‘Run!’ rule, One of the most exciting changes about the Movement so it will be critical for players to lock opposing Phase is the addition of the ‘Run!’ universal rule. units in place that are within 12” of an objective Now all infantry units & Walkers in every army have or risk losing their prize when the game ends. One the ability to move up to six additional inches during fortuitous roll of the dice could snatch victory from the shooting phase instead of firing a weapon. The defeat or vice versa. most significant impact of this rule is that it reduces the advantage of the ‘Fleet’ Universal Special Rule Whether you look at it as advantageous for your for those elements that could employ it. The only army or not, this change will certainly add more advantage units with Fleet have will be the ability than a few surprises to the game. to assault after the special move – which is still significant. But when your opponents can match you move for move before the assault begins, its effects will be reduced. THE SHOOTING PHASE True Line of Sight

We’ve all seen it, the Daemon Prince mounted atop an outrageous pile of skulls on a 40mm Terminator base, yep it’s dramatic and showy but had no real in-game consequences – apart from allowing you to identify him quickly – due to how models were categorised and sized by type.

Until now that is. Due to the new TLOS (True Line Of Sight) system that has been included in 5th Edition, anything on a base that is deemed to interact unfavourably with the rules is now an opponent- ask item. So yes you could refuse that beautifully painted and based Chaos Lord to play in the game.

Seems a bit churlish? Maybe but it’s for a good reason. There is much to be gained by mounting your model on a bigger base. Imagine our Daemon Prince was a psyker with the Lash of Submission psychic power that requires line of sight, being mounted on a tall scenic base would give him an obvious additional advantage, an unfair one maybe, as he could see over intervening models and cover using

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TLOS. However, it must also be said that this works an issue not worth taking the risk over, but for a the other way too because he might well himself be game with a mate over the dining room table maybe easier to target by enemy shooting. it isn’t such a big deal.

So the logic of GW’s thinking here is plain – using non- Either way, basing is one of the many subtle changes standard bases is having an effect on how the game in 5th that, easily missed, can creep up and cause mechanics works with that particular model and is embarrassment... Forewarned is forearmed. something to be avoided. By making dramatic bases an ask-only item, GW is sending out a clear message that gaming and modelling are in this instance quite separate entities. Incidentally using ‘out of the box "The roar of your bolter bases’ extends to skimmers too that are now quite clearly required by RAW to be mounted on their is not your own but a gift flying base, an inconvenience because these often break off – but it does mean they can’t sneak about from the holy Emperor of on cut down flying base stems hugging cover – unless Mankind" permission is granted of course. - Sgt. Moon So does this mean re-basing some of your precious models? Yes, I think it does if you want hassle-free gaming. In a tournament setting I can see this being

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COVER & ‘GO TO GROUND’ I’m sure it has happened to you at least once: One of your units attracts a bit more attention than you expected and takes far more wounds than your battle plan intended. You had no choice but to remove the casualties and figure out something else to do to achieve your goals. Well, now there is another option: ‘Go to Ground’ allows a player the option of his unit to shrug off some of those wounds and possibly live to fight another day. It works like this: After your opponent has made his rolls for hits and wounding – but before making any saving throws – the unit may ‘Go to Ground’ and receive a +1 to the already generous cover saves provided by the terrain (or a 6+ cover save if caught in the open). However, the unit must sacrifice its actions (other than defending itself) for the complete turn following. This is a desperate measure in most circumstances, but can mean the difference in the right situation. Here’s one particularly valuable scenario: It could prove particularly valuable for a scoring unit holding onto an objective against than on the current To Hit dice. This is a big, big overwhelming opposition. Remember that in 5th change as overall the chance of an assault cannon edition units are still scoring down to the last man in the hands of a Space Marine rending has gone and the Last Man Standing rule has been removed. down from 1/6 to a measly 1/9 per shot. The other Where before a defending unit may face assured difference is that Rending now confers an automatic annihilation, a few models may now survive to hold AP2 wound, this is quite good as it’s enough to get the objective and win the game. by the most toughest of armour, with invulnerable and cover saves allowed for those that have them Even when marines are caught in the open there’s of course. But, the target has the option to “Go a use for this new rule. Given the myriad of AP3 To Ground” (covered elsewhere in this guide) and weapons there are out there, some save is at least ignore the rends anyway! Hmm.. maybe we’ll better than no save at all. This rule sheds a ray be seeing a little less AC spam in Deathwing and of hope against the blast of a Battle Cannon once Ravenwing armies. more. Against vehicles RENDING AND ASSAULT Against vehicles is operates pretty much the same way as currently – but with a twist. So, it rends on a CANNONS 6 of the penetration dice, but is now just has a +D3 bonus, not a +D6. This makes little difference to the best result possible as it adds to 15 anyway which is A remarkable combination of changes has been made enough to pen AV14, but it does effect the chance to this weapon, unfortunately changes that aren’t of getting to penetrate AV14 when using this bonus good for us. Well actually that’s an understatement, dice. The chance of getting the required 15 on any but before we all panic let’s have a look at what’s rending shot has decreased from 2/3 (a 3, 4, 5 or 6 happened to the most feared weapon in the Space on the D6 bonus dice) to 1/3 (a 3 on the D3 bonus Marine Armoury – and then panic! dice). Quite a change. Against infantry So providing you rend, the minimum result per shot against armour will be to penetrate anything up to Against infantry etc, the assault cannon now rends AV12 or glance AV13 which is as now. But the average when a 6 is thrown on the ‘To Wound’ dice rather

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rend will fall to penetrate AV13 or glance AV14, from Where it’s going to hurt most are in certain units the 4th edition’s penetrate AV14.5 or glance AV15.5. where only one heavy weapon is permitted, as This is quite a reduction in capability caused by the although still pumping out the shots, those shots armour rending bonus dice now being a D3 rather will be for the most part more survivable. Even so than a D6. on a Dark Angels or Blood Angels Dreadnought I can’t help thinking that the four dice is still marginally The combination of rending reduction and the cost better than the single of the auto-hit/scatter of the weapon (especially in the DA/BA codexes) plasma cannon for example – but only just. With the makes this change quite brutal, so much so that Codex Space Marine Dreadnought (currently), the the assault cannon has probably lost forever the assault cannon is still the cheapest weapon option ‘cheese’ tag it once had. It’s by no means bad, it’s available so stick with it – what are the alternatives just not as good as it was. Still given the alternative for general usage? weapon options for some units the assault cannon should remain a staple of Space Marine armies - it is This will all change when the 5th Edition of the Codex still a 4 shot S6, AP4 weapon after all. Space Marines comes out and assault cannon costs are hiked to match the DA/BA levels. It seems to In terms of game mechanics the use of this weapon me GW have overcompensated in the double-hit of has been brought into line and tidied up. The price increase and effectiveness decrease. rending on the ‘To Hit’ roll (first dice) versus non- armour AV targets was different to the rending on Don’t expect the assault cannon to reap all the Penetration roll (second dice) versus AV targets. before it as it once did, as even if they are still At least now rends are only occurring on 6s on being used to the same extent, it will no longer the second dice against both target types. Logical be the weapon to fear. maybe - but not without significant ramifications to the weapon’s hitting power.

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PLASMATASTIC These have changed too and for the better. When rapid firing you now benefit from needing to throw For those who love plasma weapons within Space just a 1 on either of the two ‘To Hit’ rolls rather Marine armies (and being a Dark Angel’s player I than a 1 or 2 as currently – this is effectively cutting certainly do), it might be worth a quick run through your overheat chance in half on any one shot. How on the subtle changes that have occurred to them good is that!? But to counter that, the rapid-firing in 5th Edition. model might actually end up with two wounds – not so good. Gets Hot! Even so plasma guns are now a great choice as the Plasma weapons on non-vehicle models are still specialist weapon in a fire support combat squad, subject to overheating. There is nothing wrong with even if you can’t shoot and assault with it. Or overheating providing that you a] never throw 1s, indeed in any bike squad that can take them where or b] always make your armour saving throws; and on bikers not only are you safer from overheat, but after all it’s only a 1/6 chance right? Plus, it also due to the Relentless universal special rule you can helps to have an Apothecary nearby too to negate fire them to full effect and still charge. Also expect any overheats. to see more Plague Marine squads with two plasma gun specialists. Overheating impacts on individual plasma weapon types in different ways and as shown below – the Combi-plasma weapons picture is quite complex. Despite being rapid fire the plasma element is still a Plasma blast weapons one-turn wonder and I’ve never been a fan of their use anyway (preferring the combi-melta). Granted As we have seen plasma blast weapons are, the reduction of risk of the overheat has conferred unfortunately, still subject to overheat despite all a slight boost and makes them worth looking at th blast weapons in 5 Edition no longer throwing a ‘To for ICs (who also might have extra wounds to help Hit’ dice. Here ‘Gets Hot’ is determined by throwing with overheating), Veteran Sergeants/Veterans and a separate D6 to see if an overheat occurs, prior to anyone else who might have access to them. But using the scatter dice. Where a 1 results you have even for someone addicted to plasma like me, to be overheated and must take a wound, saving throw honest it’s not one I would want to bother with. allowed. The overheat 1 also means the shot has missed. Plasma pistol weapons All this will enevitably have an impact on Marine Pistols are now Assault 1, which means you miss armies. Massed blast plasma cannons in a squad are the double-tap if you remain stationary, which is a obviously preferable given that overheat potentially shame. As a result the plasma pistols are not looking kills off the single shot weapon plus the benefit of so great given their points cost and overheat risk. giving you more chances of making those vital HITs So for the sergeant of a Tactical squad or an IC on the scatter results. So if you are really unlucky they are not the no-brainer they might have been with your dice throwing then four plasma cannons when paired with say a power fist or power weapon. in a Devastator squad would seem sensible in order Funnily enough this doesn’t affect Space Marine to make the shot at all, rather than taking just a Assault squads so much because they rarely double- single plasma cannon in a Tactical squad, and that’s tapped anyway (prior to assault) so they are probably not even considering the effects of scatter which still an OK choice in that context, especially given complicates the issue somewhat. Overall the weapon the lack of alternative weapon upgrades available is better and I expect to see many more plasma to them. cannons around in 5th just for the fun of them. Conclusion Also just to point out that Sammael (BS5) on his jetbike is now the proud owner one of the most As we have seen a few changes here and there accurate plasma cannons around in the 40k universe! have been incorporated to freshen up the family And I say again that blast plasma weapons on vehicles of plasma weapons, mainly based around the new do not overheat. individual ‘Gets Hot’ roll and new blast rules that might make plasma cannons more popular; and the Plasma rapid fire weapons plasma gun with only a 1 resulting in overheat on each shot; while the change in type of the pistol

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weapon will undoubtedly make the plasma pistol two powerfists or two thunderhammers will you less popular I think. But that won’t matter to some be able to get that bonus for having two close – so for plasma lovers everywhere, screw in those combat weapons, at a ridiculous cost. This is only plasma containment flasks and bless the weapons’ an option in the current Space Marine Codex, Black Machine Spirit. Templars Codex and Space Wolves Codex. Don’t go out converting models with twin powerfists as this Go light something up! option will probably vanish in a few months time in the new 5th Edition Space Marine Codex. It looks like Calgar is really quite unique and will only get more POWERFISTS unique under the next Space Marine Codex. The powerfist has always been the staple choice So will this weapon see a decrease in use by the for the humble Veteran Sergeant and an ignored Veteran Sergeant? One of its primary reasons for weapon for any HQ character. A number of reasons inclusion was so that a Tactical Squad could not get were present for this under 4th Edition Rules. But now locked in combat with a walker or other enemies we are into a new Edition and the winds of change it couldn’t wound with their normal strength. With have not left the power fist untouched. But are they the new Run rules applying to walkers, this reason enough to hurt the popularity of this choice? will only be magnified. The powerfist’s potency has been increased against all the other vehicles as it The old Lightning Claws rule of only being able to can now knock with S8 on the back door of a vehicle get the bonus attack for a second close combat while assaulting any part of it. Less attacks but more weapon if it was paired with another Lightning Claw potency against vehicles. However, the potency now also applies to powerfists and thunderhammers. against Infantry remains the same but the amount So taking that ridiculously cheap bolt pistol will of attacks decreases. A number of players now may no longer give you another attack. Only by taking

12 The Bolter & Chainsword 5th Edition Guide consider the cheaper option of the power weapon, Against vehicles, a 10 man sniper squad can, on given the lower price and more attacks that you can average, expect to at least glance light vehicles put out with it. But it is likely that the powerfist will (AV10-11), although it should be done as last resort still be chosen over. since it’s against infantry that they shine. Will HQ characters consider taking these weapons? The large amount of attacks on their profile is now USING BLAST TEMPLATES important as Sergeants cannot match them but the th loss of initiative is still a large hurdle. Add this to the One of the major changes to 5 Edition is how blast fact that having two different “Special” weapons weapons now operate. In Space Marine armies this (for example, a powerfist with a Force Weapon or will effect plasma cannons and frag missiles, also any power weapon aka. Crozious) means that the extra psychic power that uses the small blast marker. This attack for two close combat weapons cannot be article does not cover large blast Barrage weapons gained. So you cannot give a Chaplain a powerfist which work in a slightly different manner. and get that extra attack for two close combat The good news is that all blast weapons are now weapons. Also the prohibitive cost of giving the two auto-hitting, in that they do not need to make a powerfists or thunderhammers to a commander is a ‘To Hit’ roll – the bad news is that they are subject large incentive not to, since there is not an option to to and must roll for scatter. Scatter is resolved by take a pair at a discount, like there is with lightning throwing a 2D6 and subtracting the firer’s Ballistic claws. Skill from the result. The other good news is that any So will this change affect the choices of players? part of a target model caught under the template I don’t particularly believe so. It will cause some will count as a full hit, there are no more partial more thinking than it did before but the powerfist hits anymore. will more than likely continue as the weapon of The way this works is that you first declare your choice for the Veteran Sergeant and continue to be target and check that the weapon is in range, if ignored as a HQ choices weapon. It is a not a death it isn’t then you miss obviously. You then roll the blow for the no brainer choice but it will have some scatter dice to determine if you get a ‘HIT’ or not. impact, causing players some thought on what their If you hit great, any model or part model under the veteran sergeant will be armed with. template is a casualty and takes a wound or against vehicles the effects of vehicle damage is determined. SNIPER WEAPONS Should you scatter, throw the two dice, consult your firer’s BS value and work out how far and wide you Sniper weapons have changed quite a bit from 4th go. Move the template as scatter directs and then to 5th Edition. On the one hand they’ve gained the determine hits on whatever is underneath. ‘Rending’ USR, on the other hand they’ve lost the ability to always hit on 2+.They’ll hit less now but in return they’ll be more lethal with those hits, Ork Kannon is just as likely to hit the especially against the foes that they were most target before scattering as is a Space often used against - high Toughness creatures. Also note that the changes mean they can start to put Marine frag missile! some dents in foes that previously simply shrugged off their shots, for example units with the “Feel No On the face of it all very straightforward, but it Pain” USR. does mean an Ork Kannon is just as likely to hit the target before scattering as is a Space Marine frag The new True Line of Sight rules also mean some missile (33%) and to me this seems odd. The only changes for sniper weapon equipped squads, where thing that renders the Ork less accurate is when previously a Scout Squad could only dominate a fire scatter is considered. If it scatters, average distance lane or two, nowadays they can see through some scattered by a Space Marine trooper firing will be 3” terrain/cover and thus are often able to engage (coincidentally the diameter of the template), the more targets at longer ranges, keeping them safer Ork 4” (based on Gretchin BS). Also just to point out from the enemy’s return fire. Additionally, snipers that if your shot scatters onto another unit/vehicle rifles are now likely to force an enemy unit to ‘Go then those models under the template become To Ground’ effectively depriving them of further casualties as well as or rather than the aimed-at activity for the rest of the turn in return for a cover target – this aspect is great and is one way of making save against your fire. up for the loss of outright accuracy.

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Now the example above was with a single weapon infantry and I can see this causing some confusion firing, so what happens with multiple blast weapons, to be honest. Nevertheless, with a Space Marine for instance multiple frags or plasma cannon shots averaging a 3” scatter, over a big vehicle you could from a Devastator Squad? Well exactly the same get lucky and still score a hit. Here’s hoping. thing – with every model testing range and scatter etc individually. But the casualties are not removed Conclusion until all templates have been placed. So is it a better system? Well of course assuming the th Blast and multiple blast weapons shooting weapon is in range, in 4 Edition a Marine would hit with his frag missile on average 66% of the time, at vehicles in 5th Edition it will be 33% of the time as a direct Against vehicles the scatter mechanic is slightly HIT, or 66% of the time with some scatter. Without more complex. The placement of the first template ‘Mathhammering’ it I think it’s pretty much even is exactly the same as above with the centre over with one weapon but the amount of damage you can the vehicle’s hull. However any subsequent blast cause rises more in your favour with multiple blast weapon’s marker are centred and stacked directly weapons firing from a single unit as you have more over the first. Now test for scatter for each weapon opportunity of getting ‘HIT’s using multiple scatter firing. If you hit all well and good and you work out dice. Not only that, but multiple blast templates the damage result based on the face of the vehicle can cover a lot of ground, and even with a degree that is presented to the firing unit. If you scatter, of scatter, as all hits count as full there is a lot of then any markers that are not over the vehicle’s hull potential for good results. So I can see plenty of at all miss the vehicle (but remember could obviously missile launcher and plasma cannons in Devastator stray upon other targets). If some markers stray so squads, and two Cyclone Missile Launchers form a that their holes miss the vehicle but the template is cheap and effective weapon for Terminator squads still over it, then the armour penetration is worked while they can still get them. out using the face of the vehicle nearest the hole’s On the face of it only hitting what you aimed at 33% centre and the weapons Strength is modified 50% of the time might not sound too brilliant. But the downwards. Sounds complex and it is as it’s certainly thing you can’t quantify is what happens when it different to the way multiple blast weapons fire at scatters. Yes it could just hit fresh air, but, it could

14 The Bolter & Chainsword 5th Edition Guide also scatter into the unit next door. As such it will Independent Characters joining and be a blast (no pun intended) to use against massed leaving units Orks, ‘Nids or IG or against anything where tightly bunched or large or multiple units are fielded, as ICs now automatically join a unit if they are within you can still scatter a long way and hope to hit two inches of it. If within 2 inches of multiple units something. you now have to declare to which unit your IC is attached. If you do not intend to attach your IC to What about if you’re the target? Spreading out any unit you must not move them within 2 inches to maximum coherency is going to help versus a of an eligible unit. Once the IC is attached, the single incoming blast to minimise anything caught unit may not move further in the movement phase. underneath scatter or not. But against multiple Further, unlike the 4th Edition rules, the 5th Edition templates it isn’t so simple – if you’re tight and the rule set clearly explains that ICs that join and leave templates HIT then you are doomed – your hope then a non-moving unit do not change the status of that is scatter and pray it’s dramatic! But if you spread unit from non-moving to moving. out, even with scatter large areas of ground can still be covered, in fact with scatter spreading out Now it should be clearer, through measuring, whether could work against you as potentially more models the IC is attached or not. In 4th Edition players could will still be covered by the multiple templates, but, run IC’s right next to a squad and it was unclear there will of course be less models under any one whether they were indeed part of the unit or not template. causing confusion for example, when shooting at an IC adjacent to, but not joined to a unit. All in all the new rules are fun and intuitive, don’t appear to downgrade blast weapons’ capabilities Also note an IC may now join other ICs and form a and only marginally slow up gameplay. So go forth single unit! They follow the same rules as joining a and smite. traditional unit. I can’t think of a very good reason to do this as in most cases it is much more cost effective to have your IC join a squad of troops. CHARACTERS Typically most armies may only field two ICs and having two expensive models attached at the hip There are some major revisions on how characters would make a delicious target for any enemy general operate in 5th Edition. It appears that worth his salt. Still, it does offer the chance to mix is trying to ensure that characters, and more notably, and match the skills and equipment of various HQ Independent Characters (IC) are affected by each units, for example you could have your Commander phase in the game. For example you can no longer or Librarian re-rolling wounds thanks to a Chaplain’s can rely on the old ‘Target Priority’ rules to prevent abilities, whether this is worth the risk is debatable the enemy targeting an IC when another squad is however. closer. Let’s look at the major changes in detail. Further, if your IC joins a unit that has ‘Gone to Shooting at Independent Characters Ground’ they immediately ‘Go to Ground’ with that unit. He may not leave as long as the unit has joined Unlike 4th Edition you may now target ICs like any is still under the ‘Go to Ground’ strictures. This also other unit in the game. The IC no longer has to be applies in reverse if a unit joins an IC which has the closest unit when targeting units for shooting. gone to ground. One hugging the deck, all hugging This change is big news as many players were good the deck is the order of the day. at positioning their IC’s in the open, offering them greater fields of fire or more opportunities to charge, Independent Characters in Reserve by ensuring other units would be closer targets. For One really fundamental change to reserves generally example, a powerful IC on a Space Marine Bike could and one that will come into play many times, not formerly be screened by running them up a flank just in Space Marine armies but in pretty much any with a few regular bikes in front. Your enemy would army. In 5th Edition ICs held in reserve can now be be required to target the Bike squad first and only attached to any unit also held in reserve prior to the after all were dead could they target the IC. The IC start of the game. This means that squad plus any receives no such protection now, so watch where attached ICs can roll just one reserve dice roll for you place them! all them to come is as opposed to one for the squad and one for each IC. The other thing to mention is that you must declare your reserve intentions to

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your opponent and this includes letting him or her Retinues know which IC is joining which unit and in which transport. For those few armies which still have a Retinues rule your IC now counts as an upgraded character for The advantage for Marines is that you are not forced that unit until all its members are killed. Only once to take proper Command/retinue squads with your the Retinue is destroyed does the character become ICs giving you a lot more flexibility in squad size/ an Independent Character as per the rules. choice and weapon options. I suspect that in the forthcoming Codex Space Marines (5th Edition), This now means your IC cannot be targeted singly retinues as we know them will be no more anyway in close combat until his entire bodyguard is dead. as they will go the way they have in the DA and BA If you have some type of uber IC this will provide books. So for now for many Marine armies this isn’t extra time to hack your foes to pieces. This is muted currently an issue as you have proper retinues that somewhat by the new wound rules where each are fairly flexible. model takes a wound, but still a boon. But for DA for example it is a great boost as it Independent Characters and Assault allows an IC to tag along with a Veteran squad and ICs now have to move first during consolidation in their transport too, dropping in via Drop Pod if moves or when reacting to being assaulted. This is to desired. Currently there is no way we can do this. ensure they have an opportunity to fight, otherwise So will we see many more jump pack Chaplains and models in their unit may block them from getting Assault squads coming in from reserve, or Company into base to base contact. Commanders and another IC attached to Company Veteran squad tooled for close combat packed This means that if you were planning on hiding your into a Rhino? Maybe. Whether we do or not isn’t IC from combat by keeping them out of base to the issue but to have that kind of option is a great base contact you can forget about it, they are now improvement. forced to take every opportunity to get up close and

16 The Bolter & Chainsword 5th Edition Guide personal with the foe during an assault. and, since units can claim objectives from within a transport, it is entirely possible to have a Troop Special Characters unit in a Land Raider sitting on an objective at the end of the game (it’s not very heroic, mind you). The 5th Edition book mentions that Special Characters Since units can still shoot out of vehicles this could and special upgraded characters are ‘Unique’ and potentially turn your transport into a mobile bunker. may only be selected once when fielding an army. Transports may finally be a truly useful addition to You cannot have multiples of Ragnar Blackmane for your army. Perhaps even a ‘must have’. example. The updated rules also remove the old 4th Edition language which suggested that you needed Pedal to the Metal: Ramming the consent of your opponent to field Special Characters, this should make life easier for those One neat addition to 5th Edition is the ability to use who enjoy the unique abilities of these characters. your tanks as mobile battering rams to cinematically smash into enemy vehicles with the aim of destroying them. Perhaps this should have been included long VEHICLES ago (I have certainly seen plenty of homebrew/ house rules around for this) and I certainly like this Battlefield Taxis new toy. OK, it could be considered a bit gimmicky, but it does have the potential to be a game-winning The new 5th Edition rules give one very important th gimmick, besides let’s face it, it isn’t going to boost to dedicated transport vehicles; whereas in 4 happen in many games anyway. Edition every dedicated transport seemed to contain a jobs-worth driver who refused to transport anyone not in the unit he was deployed with, this has now It's basically a glorified Tank Shock been jettisoned and any transport can transport any unit once the battle has started (provided they A quick test drive can fit into it of course – you still can’t transport Terminators in Rhinos). It’s basically a glorified Tank Shock. Any Tank vehicle can be the rammer, even a Skimmer Tank. During This, combined with the increased durability of the turn that the ramming Tank makes its move it vehicles, means that you will be able to zoom about may not fire. The other thing to mention is that, like the battlefield, transporting your marines to where Tank Shock, you must declare how far your ramming they are most needed. This will be particularly vehicle will move. So you need some degree of important for the objective based missions where accuracy in guesstimating distances in order to you’ll want to get your units onto an objective to actually make contact with the target vehicle – no claim it or, at least, contest it. So with only a few easy task in the heat of action. Rhinos and/or Razorbacks you can radically increase the manoeuvrability of your army. Without giving the actual rules away in their entirety, ramming takes place during movement Passenger Survivability where the ramming tank is moved towards the target vehicle and placed against one of its front, Another boost that has been given to transport sides, or rear facings. Damage is determined by a vehicles is the fact that their occupants are far simple calculation of each vehicle’s mass, armour th safer than they were in the past. In 4 Edition, all value and the velocity of the ramming vehicle to occupants of a vehicle would magically pop out of determine the strength of hit each vehicle will every available exit as soon as a shot went through confer. Resultant hits are immediately taken on both their vehicle’s hull. The cowards! Now this no longer vehicles involved using the standard vehicle damage happens; units can happily hunker down inside table. Now it gets interesting. If a vehicle suffers a, their vehicle until it’s turned into a smoking wreck. “destroyed” or “explodes,” result it is removed from Even then, they’re only likely to be injured if the the table. If it is the target vehicle that is removed, vehicle actually explodes. Interestingly, each model then the rammer can continue its declared move (if now takes an automatic hit at a defined Strength, it has any move distance left) to either tank shock or rather than rolling to see if they were hurt, so high ram something else or roll onto an objective or just Toughness, good Save models are going to be safer move on. If no vehicles are removed, both remain than say, guardsmen. on the table and the ramming vehicle can make no This makes transports a far safer place to travel in further move that turn.

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Due to the nature of the determining factors used, Skimmers can also be rammed, but due of their we can see that “tanks” with heavy armour, moving additional mobility they get a special “dodge” fast, hitting side or rear armour will get greater roll which means that they could move out of the strength hits in most collision/ramming scenarios way at the last moment to save themselves from – which means something for Space Marines Land any damage. Given their largely lighter armour, Raiders. That’s not to say a Rhino won’t be just as etc. they are hardly ever likely to win out in any effective against lighter vehicles, it will just be more aggressive ramming move anyway. Note that when a matter of the careful positioning of it first and some a Tank skimmer attempts to ram another skimmer mental distance and attack angle reckoning to work there is no dodge throw. out if the ploy is to have the desired effect. At first glance fast vehicles will benefit from the additional movement bonuses to offset their lighter armour, Dreadnoughts : Death or Glory! however confusingly these movement bonuses also help the target vehicle! Dreadnoughts can be rammed, in which case they Seat restraints on... can choose to attempt a “Death or Glory!” attack So when to use it? Well the obvious use is against against the ramming Tank, in which case this is enemy vehicles when your own vehicle has had all resolved in a similar way to that of infantry version. its weapons destroyed – give it something useful If it fails however, the poor dready is considered to do, why not? Using it at any other time means hit in the rear armour. If the dread chooses not to you can’t shoot. Shooting is usually preferable in “Death or Glory!” then ramming damage is resolved most situations when the vehicle can bring to bear as per against any other target vehicle. Fun and weapons of similar strength to ramming. For those games to be had there I suspect. vehicles it might not get used that frequently.

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Another by-product is the ability to trap a transported This is where the similarities end. A marked unit within their transport. A unit may not get out changed from 4th Edition is ‘Selecting a Mission’ and of their vehicle if all the exits are blocked and can ‘Deploying the Forces’. In 4th Edition, the mission only Emergency Disembark if within 1” of an enemy determined the deployment. In 5th Edition, mission model. So one could ram it and remain against an exit selection and deployment are chosen separately. point for instance, forcing the unit to disembark via With three standard missions and three methods to another access point – certainly a nifty tactic versus deploy, there are already nine possible scenarios to any transport with only one exit point (Chimera play. Add to this that all games are random in length for instance) or with other already blocked access (between five and seven turns) and it means that no points. And don’t forget if the passengers can’t get two games will ever be the same. out and the vehicle is “Destroyed – Wrecked” then they are lost. Another interesting (and somewhat controversial) change from 4th Edition deals with Scoring Units. ...for a white knuckle ride Not just mandatory army selections anymore, the units coming from the Troops allowance are the The ramming rule works for your opponents too only scoring units (except for vehicles and swarming though, things to watch for would be Imperial Guard units, among others). The rationale behind this is with lots of armour coming at you as I am sure that that the more valuable and exotic selections must many treadheads with plenty of Leman Russes will continue to move forward pressing the initiative love this new ability and will use it to target your (keep in mind a 1500 point game in 40K isn’t much own transports and tanks. But in Space Marine armies more than a large skirmish), while the more mundane the main threat will be from Land Raiders – which units secure the ground gained until reinforcements combined with other changes are now looking so arrive. Whatever the reason, it should increase the th good in 5 Edition – it’ll give Crusaders something to presence and importance of these often-shunned do once their cargo is unleashed. Not sure how often under-valued units. It is significant to note that while you’ll see a Tau Hammerhead ram anything mind, only Troops may hold an objective, any other unit but with front armour 13 it could be a handful. type may contest it. This caveat alone will provide players with a variety of strategies to employ. So, the 5th Edition battlefield has just become even more of a hazardous place than it was already.

Vroom Vroom... Victory and defeat are no longer measured in degrees, but are now SETTING UP A BATTLE all or nothing!

Like many aspects of the 5th Edition rules, ‘Organizing a Battle’ shares much in common with The missions themselves have been overhauled its predecessor. Agreeing to a points limit and force and streamlined. Victory and defeat are no longer organization charts remain largely unchanged but measured in degrees, but are now all or nothing. suggestions are included concerning the sizes of There are three mission types: Seize Ground, battles relative to experience or time allowed. A Capture and Control and Annihilation. few clarifications are also included to round out this section and leave little guesswork. The first two are variations of the age-old ‘capture the flag’ – where scoring units will play a major part. The ‘Preparing a Battlefield’ section offers a plethora The final mission type, Annihilation - as its name of recommendations (but no hard and fast rules) on implies – is all about wiping your opponent’s army how to set up the tabletop for a fair and exciting from the tabletop. Gone are adding up the points game. A particularly helpful addition is a ‘checklist’ costs of the units and credit for dropping a unit of sorts for defining each piece of terrain before a below half-strength. Only completely destroying a game begins to reduce (if not eliminate) potential unit will earn you any points – one for each unit and confusion later on during the game. There are even one each for a character and his retinue. a couple of example battlefields provided to give new players some ideas on the way the tabletop may As mentioned before, deployment is now completely be set up and demonstrating the pro’s and con’s of autonomous and any deployment method may be each of the suggested setup methods.

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combined with any mission. Like the mission choices, clear and simple. They cover what units can be held there are three deployment options: Pitched Battle, in Reserve and clarify what happens with dedicated Spearhead and Dawn of War. Pitched Battle follows and undedicated transports and characters joining a typical deployment with each player choosing units. There should be no more guesswork involved a side and deploying no closer than 12” from the in what has been previously a confusing situation. centerline of the table. Spearhead is similar to table quarter deployment in 4th Edition except that Reserves and units Deep Striking deploy pretty much neither side may deploy any units within 12” of the the same as they did in 4th Edition, but there is an center point. So it is no longer possible to back your all new ‘Deep Strike Mishap’ table that can make for opponent into his corner by deploying first. Finally, some interesting outcomes should the scatter dice Dawn of War allows players to set up anywhere on roll unfavorably. The Deep Strike rules are better their own half of the table, so long as it isn’t within defined than before and even include which level 18” of any of their opponent’s units. This scenario of a ruin a unit will appear on should they land in is also the only one with a deployment restriction – one. only allowing up to one HQ and up to two Troops to initially deploy. There is also a new option for units with either the Infiltrate or Scouts USR called ‘Outflank’. A player An interesting change is that players no longer make may elect to keep any units with either of these separate rolls to choose sides, to deploy and to start abilities in reserve and have them arrive from one the game. Now only a single roll is made, the winning of the other table edges other than the opponent’s. player getting to choose to go first or second. The However, you are not always going to have a choice player who goes first gets to pick his side of the table as to which edge! It certainly would be a bold gamble but must set up the entirety of his army before his for any bold commander. Night Fighting – as always opponent – much like the in real life, the side who – remains an optional rule for any scenario to add picks the battlefield prepares for the arrival of the further variety and is always in effect for the first enemy. All missions allow the Reserves and Deep turn of the Dawn of War deployment. Strike rules to be used. No special restrictions are in effect. To place a unit in reserve, all a player has to do is inform his opponent. I think players will be very happy A few nice additions provide some explanations about with the new missions handling dedicated transports and some suggestions (not rules) about how and when to reveal your army list to your opponent. While the missions and deployment options seem to have been simplified, the sheer number of Absent from 5th Edition are the Alpha, Gamma combinations allows for a greater variety of gaming and Omega levels. Players are free to individually possibilities than allowed in the previous edition. choose whether or not to hold units in Reserve, New options like ‘Seize the Initiative!’ and ‘Outflank’ Deep Strike or Infiltrate. The new Reserves rules are will add a level of boldness to any plan and the random game lengths will ensure that players don’t hold back and make a decisive push in the final turn because neither player will know when that will I LIED! be! Overall, I think players will be very happy with the new missions. They are also free to invent their There is one more time when a player can own. roll to see who goes first. In an interesting twist, GW has provided a new rule called If you wish to comment on, discuss or ‘Seize the Initiative!’ Where the player going submit an article for review concerning second can attempt to change the order by this section please click on the B&C rolling a D6 - if he rolls a ‘6’, he may seize Emblem the initiative and go first instead.

20 The Bolter & Chainsword 5th Edition Guide SPACE MARINES 5th EDITION SPACE MARINES In my opinion, the three most significant changes for Space Marines will be intervening models, cover A PROLEGOMENON saves and the new vehicle rules.

With a new Codex looming on the horizon, the changes Intervening Models this year for Space Marines will be many indeed. But what does 5th edition bring to Codex Chapters in the Intervening models will play a big part in how a Space meantime? What effect will 5th edition have on our Marine army will deploy and operate throughout current Space Marine armies? For a time, we will be the game. In a nutshell, the new rules concerning employing a 4th edition Codex with the 5th edition intervening models allows a unit to fire through rules. While we have heard a number of rumors another unit (be it friend or foe) to hit another concerning the future of our beloved Chapters, this target (be it a unit, vehicle or monstrous creature) article focuses on the present. without taking any kind of priority check – but the target receives a 4+ cover save instead. As a general Seize the day, as it were. rule, Space Marine armies have fewer models that can take a lot of punishment. This will be both a The Space Marine Codex represents the vast strength and weakness under this new rule. The majority of the about one thousand Chapters serving boon is that the vast majority of our armies will be the Emperor of Mankind and there is a tremendous able to maintain clear lanes of fire with few friendly amount of diversity between them. Combine the units actually blocking the shot. Consequently, the flexibility of the Codex list and the Trait system and bane will be those units will be fired upon in return you have a bewildering variety of possible armies. To and cannot be effectively screened. attempt to explain how the 5th edition rules would affect each and every one would be a daunting task This rule will also have a significant impact on our and a difficult one to do justice. So for the sake of opponents as well – especially horde armies. Horde efficiency and clarity, this article will cover these armies will find themselves with serious logistical concepts only with broad strokes of the brush and problems in dealing with this rule. Place their assault leave the subtle nuances to each Space Marine units forward and their support elements will not be Commander. able to fire effectively. Place the support elements in front, then they will have to advance to allow the assault elements to close and reduce their effective So what will impact Codex firepower. Space Marines the most? On the flip side, by careful placement and maneuvering of units, a Space Marine player will So what will impact Codex Space Marines the be able to “shield” particularly vulnerable units most? That is hard to say for sure. But we can until they are ready to make a contribution on the make educated guesses based off of our previous tabletop. A few examples include a unit of Tactical experiences – and that is what I will attempt to do Marines screening an Assault Squad until it gets here. I have played 40K and Space Marines since the in range to assault the enemy; a Land Raider can days of Rogue Trader. I have seen the game change maneuver to shield a Tactical Squad from some small many times and I have seen how those changes have arms fire that is less likely to damage the tank; a affected the way the game is played. So this article Tactical Squad could shield a Dreadnought from a is not based solely on theory – nor can it be claim specialized anti-tank unit and ensure it advances that it based completely on fact either. It is simply a across the battlefield uncontested. guess and an opinion. Opinions can vary and opinions If such tactics become prevalent, the ramifications can be right or wrong. I don’t expect this article to may be that we may see the death of the specialized be 100% accurate, only time will truly tell just how shooting units in favor or more flexible compositions, close it will be to the mark. This is its face value - so Rhinos may screen their charges instead of take it for what it is.

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22 The Bolter & Chainsword 5th Edition Guide carrying them (or vice versa for a Razorback) and counter this obstacle. Cleanse and Purify armies will Dreadnoughts will no longer need drop pods to close be especially pleased to find that hits and wounds with the enemy, just to name a few. are determined before any models are removed. So it is possible for multiple template weapons to inflict However, it will no longer be possible for a Tactical a horrific number of wounds if positioned correctly. Squad to screen a Devastator Squad – as the Even without the Cleanse and Purify trait, there Devastator unit will not be able to fire through are a number of Space Marine units that can take the Tactical Squad without conferring a 4+ cover more than one flamer and these units could prove save on its intended target either. The best place invaluable against poorly armored opponents. for Devastators will remain the high ground. Be sure to keep your IC’s attached to other units – as Vehicles they can be singled out at range now and don’t be afraid to join a Devastator Squad. They will still be The vehicle rules have changed how all vehicles considered as stationary if they didn’t move – even will operate in 5th edition and Space marines will if the Independent Character moved to join them. be no exception. Overall, vehicles will gain some in survivability but lose some in offensive capabilities Cover Saves as a trade-off. Vehicles can gain some hansom protective qualities by using the terrain around Cover saves have become very, very generous in them. Vehicles with sponson-mounted weaponry th 5 edition. While our power and Terminator armor could fire against the enemy with near impunity if provide impressive protection for our own units, placed properly. Dreadnoughts can benefit from this cover saves will make our opponents far more clever tactic as well. resilient. A clever opponent will be able to protect his cheaper and numerically superior units to a Defensive weapons are now Str4 and under instead similar degree as our own simply by placing them in of Str5 and under. The Crusader will not be affected the appropriate terrain. This will have a significant by this change at all, so expect it to continue to impact on traditional “shooty” Space Marine armies. as the most popular Land Raider variant. Because Armies of this type may struggle more with these barrage weapons are treated just like blast weapons changes to the rules since their opponents will when they have line-of-sight, it will be interesting be able to absorb a lot more firepower than in 4th to see if the Helios variant gains any popularity as edition. It could lead to players adjusting their army a Space Marine “Leman Russ”. I wouldn’t try this lists in favor of more balanced capabilities. Because tactic with the Whirlwind. Its weak frontal armor they provide no cover save, the humble flamer and won’t tolerate the attention that would be lavished heavy flamer may appear in greater numbers to upon it when it moves into the open. When it comes to being assaulted, a vehicle is only as good as its weakest armor. Consequently, the Land Raider will excel at surviving such an attack, while all of our other vehicles – with their very thin rear armor – will be quite vulnerable. As history continues to prove, tanks are vulnerable without proper infantry support. Hardest hit by the new rule changes will be the dreaded Land Speeder Tornado armed with the assault cannon. Under the new rules, it will have to poke along at a sluggish 6” to use its weapons to full effect. I suspect this variant will be dropped in favor of the basic Land Speeder equipped with a heavy bolter or multi-melta. The points saved will be better spent elsewhere. It isn’t all bad for the Land Speeder though. They receive a generous cover save if they move fast (but cannot shoot when they do) and effectively have the benefit of extra armor when formed into squadrons. Rhinos and Razorbacks will not be negatively

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impacted by these changes. As dedicated transports, weapon - unless it is the same type. While it does it is nice to see that they can transport other units reduce the effectiveness of these weapons, I don’t and become true “battle taxis” once the game think it will eliminate them from the tabletop. begins. This could be invaluable as they could get a Instead, we may see a few more power weapons scoring unit that lost its own transport into a critical among the ranks of the Space Marines. The new position as the game draws to a close. assault rules will ensure that units will remain fully engaged throughout the turn. It will no longer be Dreadnoughts gain some and lose some too. While possible to strategically remove models to prevent their firing arc has been reduced, they may run! the slower power fists from attacking at the end of like any other footslogger and can be screened the round. With this in mind, Independent Characters by intervening models as mentioned earlier. So a with these slower weapons will be formidable. Dreadnought can now survive marching across the Make sure they are equipped accordingly as it is tabletop. Other vehicles may benefit from the now mandatory for them to “lead the charge” and intervening models rules too. They can be protected engage the enemy fully. You do not have the option by the Marines in front of them or by screening the of holding them back. Also note that the formerly Marines themselves instead. “hidden” power fist is no longer hidden and larger units will be favored in this respect. This applies The ability for units to run will equally to removing casualties from shooting and close combat. As casualties mount during an assault, make the battlefield more fluid morale will be a key factor in keeping your units from breaking. The “Rites of Battle” ability will be than ever before. highly valued among Space Marine players.

Running Rending The ability for units to run will make the battlefield Rending gets a few tweaks. This will have a positive more fluid than ever before. The new run rule is and negative impact on Space marine armies. As a similar to the current “fleet” ability. Those units whole, rending will be less effective against units and with fleet will be able to assault after running in has a marginal reduction in its anti-armor capability. 5th edition, while those without the ability cannot. This will reduce the appeal of the assault cannon You may think that this change will reduce the somewhat. On the upside, rending now applies to dependence on transports and make the Rhino all our sniper weapons (but BS now determines the but useless. I don’t think we will see this happen chances to hit instead of the previous 2+ roll). This because the game will now be variable in length. will improve the effectiveness of our sniper units – Getting troops to objectives quickly will be crucial especially against monstrous creatures. With a unit and should not be left up to the variables of fickle of up to ten Marines firing 36” range weapons that dice. In either instance, expect to see armies can rend, “nidzilla” armies may prove to be more getting to grips with each other more quickly than vulnerable. ever before. It will even be possible to see units in close combat that are not normally expected Conclusion to. The new run rule (which allows units to move These examples concerning the rules and their an additional D6” instead of shooting) will have an effects are by no means exhaustive – but serve impact on all armies and bring them closer together only to inspire Space Marine Commanders to think in fewer turns. Combine this with the brutal new outside the box and develop new tactics for a new assault rules and we should see more close combat game. There is no doubt that the game is changing upgrades throughout most Space Marine armies than and we must change with it. Some of the changes before. favor our armies and others do not. Regardless of the circumstances, the ability to prevail against our Close combat opponents is there, all we must do is exploit it. Speaking of brutal close combat, the changes to close May the Emperor guide you and victory be yours. combat and weapons may affect the traditional mix of weapons we see as being the “norm” for Space If you wish to comment on, discuss or Marine armies. Power fists and thunder hammers submit an article for review concerning now join the lightning claw as an “awkward” close this section please click on the B&C combat weapon that gets no bonus for a second Emblem

24 The Bolter & Chainsword 5th Edition Guide BLACK TEMPLARS

o this author 5th Edition actually feels like a Changes to the way consolidation moves work will Tdifferent game. The addition of running makes also come into play when you eliminate an enemy infantry almost as fast as vehicles (albeit with a good after a close combat as you can no longer sweep into roll), this adds a lot to the game as many armies another enemy unit, this could leave you stranded are now a lot more mobile. Each game now also in front of a firing line if left unsupported. has a random game length, this can be from 5 to 7 turns, this change alone comes with great tactical Mixed Armour: This often confusing rule is now implications, will you dive for the objectives early gone! No need to worry about it ever again. in the game and commit or will you gamble for a Kill Them All: Becomes a redundant rule, as target longer game and wait till the last moment? I have priority is a thing of the past. played, collected and modelled Black Templars for nine years and have seen the advent of 3rd and Abhor the Witch: As with ATSKNF the switch to 5th 4th Editions on the Black Templars and now I shall Edition has no major impact on this rule. impart my thoughts on 5th to you, the avid Black Templar general. VOWS

Accept Any Challenge No Matter The Odds: This "Let Him be the judge of our Vow gives everyone, except neophytes, the Preferred Enemy Universal Special Rule (USR). This Vow is now deeds. Our Crusades are his worth its hefty price tag. Give it is useful against everyone it seems like this will become the default benediction, His strength our vow for many Templar commanders. Templars essentially become a “Master Crafted” army, so sit resolve" - Marshal Augustine back and watch your opponent cringe!

Suffer Not The Unclean To Live: Grants everyone, except Neophytes, +1 strength in close combat, SPECIAL RULES but at a cost of -1 Initiative. Less useful now that Below is an examination of the effect 5th Edition the revamped grenade rules allow you strike at has had on the Special Rules of the Black Templars. initiative when you charge. Given the small number These rules are key to defining a Templars army of circumstances where this rule provides a major and a solid understanding of the implications of 5th advantage it is unlikely to be a common choice Edition on them is crucial. for Templars except against opponents themselves burdened with a poor initiative. And They Shall Know No Fear: ATSKNF itself remains unchanged from how it worked in 4th Edition. Uphold The Honour Of The Emperor: Cheapest of the Vows, it provides a 6+ invulnerable save all Righteous Zeal: The rulebook now clearly states around. However given that it stops us benefiting that the move granted by the Righteous Zeal rule from cover saves and, since 5th is the edition of is “up to” D6 inches. The greatest change here is cover saves, thamakes this vow in my opinion, fairly that consolidation moves can no longer be used useless. With the amount of 4+ saves you can get to engage an enemy in close combat. This means from intervening units, I would rarely trade that for that enemies will no longer have to fear firing at us a 6+ invulnerability save. when they are up close for fear that they will lose the charge. This has happened to me a few times, Abhor the Witch, Destroy The Witch: No major charging a large unit into a smaller one , eliminating changes for most games of 5th Edition. The extra it and then getting fired on and losing a substantial move granted if there is a witch amongst the enemy number of models can almost guarantee a first turn charge, especially in Dawn of War style missions were you to deploy

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18” from the enemy and in a Land Raider Crusader, Chaplain: Will still be a popular choice for many, this would take any army by surprise. Not so good but due to the change in the ‘Accept Any Challenge’ against some of the new “shooting” powers like the Vow many armies will see less of them as most units ones the new deamon codex has, because they are will already be granted a Close Combat re-roll. The not “powers” but weapons benefits of fielding a Chaplain remain that he can control the direction and increase the speed of ‘Righteous Zeal’. Consider using one in conjunction HQ UNITS with large foot slogging squads, together with his Marshal: In this edition the commander will be Cenobyte Servitors and the new ‘Run’ USR this could the backbone of any force. His high Initiative and potentially mean an extra 5 to 15” of movement per Leadership will come in handy with the new assault turn (if we ran previously) if the unit is the target of rules as frag grenades make you strike at initiative. heavy incoming fire. A power weapon will be a popular choice as it will Emperor’s Champion: The Emperor’s Champion allow for a cheap extra attack together with a bolt is slightly improved by some of the 5th Edition pistol. changes, especially when paired with the ‘Accept Any Challenge’ Vow. This Vow allows him re-roll his The ever handy Holy Orb of Antioch will also become attacks, making his relatively low Attack value less even deadlier with the new blast rules as there relevant. will be no partial hits, more hits means more dead enemies of the Emperor, a situation any Templar Command Squads: One of the most overlooked worth the name would approve of. units under 4th Edition rules this is likely to change under the new regime. In 5th Edition characters

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Although you pay a premium price, this will be a Ploughing across the derelict square the unit that the enemy simply cannot afford to take lightly. For a more mobile ‘tactical reserve’ type Black Templar Razorback slewed to a halt. unit, arm them with bolters and mount them in a Thudding shots barked from the heavy Rhino. This gives them greater mobility, protection bolter turret as the squad advanced out of and fire power and still leaves them a formidable the rear ramp, bolters blazing in short bursts. opponent in close combat. Chainswords rose and fell for what felt like Dreadnought: 5th Edition vehicles are harder to a lifetime to initiate Falko as he snapped a kill all around with changes to cover rules and the pistol shot at another target in the whilring new damage chart. Given the relatively low price melee. Parrying quickly, he slid his sword BT armies pay for Dreadnoughts and their increased under the Necrons guard and plunged it survivability (and mobility - Dreadnoughts can now fully to the hilt in its baleful glowing chest. ‘Run’) expect to see many Dreads in BT armies, even Drilling a round through its eye, Falko tore with the changes to the rending rule toning down the power of Assault Canons. his sword free and turned to find the rest of his squad finishing what remained. TRANSPORTS "Good work brother Frako!" Sgt Decius' shadow fell over him, his gauntlet resting on Rhino: The workhorse transport unit of the Astartes benefits from several key changes to the rules the smaller mans shoulder, "Well executed! under 5th Edition. The new damage to passengers Templars redeploy for the second phase!" table makes transporting units less hazardous and the ability to act as a ‘battle taxi’ for any friendly with a retinue become what are called ‘upgrade (non-Terminator) infantry unit make the Rhino a th characters’, this means that they become like much more viable purchase than in 4 Edition. With Veteran Sergeants in regular squads and cannot be a guaranteed 12” move and the infantry being able targeted independently in CC. It also means that to disembark and ‘Run’, getting units into place has the whole unit, command squad and attached never been easier. And with only a guaranteed 5 character(s) will only count as 1 kill point to the turns and variable game length in every game speed enemy. now counts more than ever on the 40K battlefield. Taken to extremes the Black Templar commander Drop Pod: Cheaper than in any other Codex Drop could potentially take a Marshal with Command Pods give the BT commander the ability to drop a Squad and attached Chaplain and it would all count unit on top of an objective and either take it or as 1 kill point and would provide the characters with contest it. Its value has increased now that the much needed support against power fists and the like. Emperor’s Champion can be attached to a squad The same applies to Terminator Command Squads inside a drop pod before the battle begins, this and characters although their greater survivability means that the full drop pod army is now viable for naturally comes at an increased points cost. the Black Templars! Combine this with counter charging Sword Brethren ELITES and you have a very nasty army, especially with the revised rules for drop pods landing in deadly terrain Sword Brethren: Probably the unit that is most or on top of enemy units. These changes now allow a improved by the new rules. With so many, now, chance for the unit in such circumstances to survive effective, wargear and skills options this unit is now rather than automatically leading to the destruction worth taking a serious look at. ‘Infiltrate’ will allow of the Drop Pod and unit, in turn this encourages a you to place the Sword Brethren up close as normal, more aggressive use of Drop Pods as befits the most but you could also outflank the enemy with them zealous of the Astartes. to compromise a static opponent. Alternatively you could use them as your elite shock troops and give Razorback: Do not underestimate the razorback, them the ‘Counter Attack’ USR. Pair this up with for cheaper than a 5 man squad with a heavy bolter Terminator Honours and close combat weapons, you you get one that is twin linked and can move and will then get a unit that should get 4 attacks both on fire. Usually take 2 in competitive lists, this adds the charge and when being charged.

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some anti infantry to the bulk of my force. With the are still a force to be reckoned with. In addition new rules, especially in “dawn of war” deployment they can deepstrike, and vehicles that deepstrike missions you should rely on them to be able to get count as moving at “cruising speed” so landspeeders their squad to where they are needed the most and can still fire one weapon after deepstriking, this support them with either anti tank or anti infantry makes multi melta landspeeders quite attractive as support. This combined with the added suvirvability the enemy will have no one safe from the heat of of tanks will add up to better tougher razorbacks. their guns. Attack Bikes: Decent option, tough use them in a TROOPS dedicated role, so dont mix and match. Use them wisely and in close support to your army, you dont Crusader Squad: The only Troop choice available to want them to get stranded and assaulted now do BT commanders is also one of the most flexible of you! any army. The ability to take up to 20 men in one Troop choice makes this a very attractive option as Troops now count as scoring to the last man, so the HEAVY SUPPORT enemy will have to kill a lot of Marines to prevent Land Raider/Crusader: The new vehicle rules has you taking or contesting an objective. made these vehicles the they are supposed The ability to ‘Run’ combined with ‘Righteous Zeal’ to be on the battlefield. Expect them to survive the also means that the enemy will have to take into entire game, and soak up a lot of damage! Not much account the possibility of such a large squad moving more can be said on these other than fill them up rapidly even without transport. Adding a Chaplain with troops and grind the enemies bones beneath and Cenobytes can further increase this movement your tracks. taking away much of the safety cushion enemies Predator: As always very flexible, a workhorse previously enjoyed against large Crusader Squads. gunship if you will. If you give is sponsons do not expect it to go very far as it will have to remain FAST ATTACK stationary to fire at full effect. But I can see predators with a stormbolter and just the main gun Assault Squads: Yet another unit benefited greatly moving and firing. by the new rules. Not only can they run, almost guaranteeing a second turn charge, but they benefit Vindicator: This beast has become so accurate on from vows. This makes them as good as a squad the move that the enemy will tremble at the sight with a chaplain, if you by accept any challenge, of them. The removal of partial hits makes this but without spending the points on the chaplain. behemoths gun one o the most feared weapons in Assault squads should be used as close support for the space marine articles. As black templars we can your larger crusader squads. Take them in smaller still purchase power of the machine spirit for these units so that they do not eliminate units in one nasties!... so go forth and pound the enemy into go. They will tie up more shooty units so that the submission! large crusaders are safer from ranged damage after eliminating units and not being able to consolidate CONCLUSION into a fresh enemy. The changes that us Black Templars have to endure Bikes: Mobile anti tank support. They zoom in get make us, now, one of the hardest armies out there a few shots off and continue, or zoom out. With in both friendly and competitive play. The positive their boost movement of 24” they move faster than greatly outdoes the negative and I predict Templars almost anything in the game. A mobile multi-melta moving up the charts pretty quick. Our hard hitting attack bike is a good addition. You could also take 3 troops, game breaking vows and plethora of options power weapons and launch them into combat, but I in the form of wargear will see us through a Golden would only do this with accept as the re rolls would Age, and don’t expect a new Templar Codex in the help against the low number of attacks. near future, so sit back and just enjoy the ride. Land Speeder Squadron: Now, take them in If you wish to comment on, discuss or squadrons. They will benefit from the new vehicle submit an article for review concerning squadron rules, they are more fragile now but if you this section please click on the B&C play with them correctly they will be able to turn the Emblem tide of battle in your favour, land speeder tornadoes

28 The Bolter & Chainsword 5th Edition Guide CHAOS MARINES

he following sections are a brief analysis of transport any friendly infantry unit, subject to the Tsome of the changes that Warhammer 40,000 5th normal restrictions on capacity etc and unit type. Is Edition will have on your Chaos army's composition, that a rebalanced Rhino rush I hear in the distance? play style and tactics. True Line of Sight: Line of sight must now be traced from the eyes of the firing model to any part of the MAJOR CHANGES body of at least one of the models in the target unit. The torso, legs and arms fall under this but, wings, Scoring units: Or why we may need to load up on tails, banners, weapons etc. is a no-go. This should basic CSM. All units taken from the Troop section encourage and validate existing and impressive are now the only scoring units in the game. This converted models! includes Troops that are inside a transport (and where applicable - within range of the objective). Intervening models: Or Target priority tests are gone! Also, a unit reduced to below 50% etc. still counts The Target Priority checks have been removed and as a scoring unit. Other units (Elites, Heavy Support replaced with an interesting rule called Intervening choices etc.) can contest objectives but they models. Now, if a target is partially hidden from the cannot claim them. Note that Swarm and vehicle firer's view by other models (including your own), it Troop choices do not count as scoring units. This receives a 4+ cover save. I wonder if this will make new rule favours Horde type armies but it will also spawn useful as screening units now, or does their be useful to us if we can keep our (normally) small- low unit sizes restrict them? Interesting change to medium sized CSM squads relatively safe. say the least.

Kill Points: Victory Points are gone. They have "The warm embrace of endless life is ours. been replaced by 'Kill Points'. Some missions have Mortality is overrated." - Typhus specific criteria that must be met to claim a Victory and in those Kill Points do not apply then but there Powerfists:Powerfists now only give a bonus attack are however, some missions where at the end of now if they are paired with another powerfist, the game, each player receives one Kill Point for thunder hammer or lightning claw. (Editors note: each enemy unit destroyed (completely). The one There has already been some debate on this issue, with the highest number of KP wins the game. hopefully GW will clarify this shortly.) I don't see Defenders React: Or Counter attack for everyone! this as a problem for Khornate champions as they That's right, all units being assaulted must move all get a bonus attack from their Mark/Icons. Nor should models not in base-to-base contact up to 6" so that it change much for Deathguard/Nurgle players as they end up in base contact with the enemy. This is their (DG) low initiative and resilience is a fairly a huge buff for Chaos Lords with Daemon Weapons good reason to go for a killy weapon. Overall though as it lets them use their superior initiative against I don't think that powerfists are the no-brainer basic troops to put a ton of wounds (or stand choice that they used to be. This new rule may around and do nothing, depending on the will of mean that Power weapons will be used more often. the Dark Gods) on the enemy unit. Note that the It is something to consider when you're outfitting counter attack Universal Special Rule (USR) has your Champions. been changed so that it now gives bonus attacks Run Forrest, run!: All units can now forego shooting (for charging) to the 'reacting' defenders. and move an extra D6” in the shooting phase, they Transports: Entanglement is gone, it has been may not assault after running however (unless they replaced with the need for embarked infantry have the Fleet USR). And on that note, running to disembark and take a pinning test should the Dreadnoughts are also a possibility now! This makes transport vehicle be Wrecked or Destroyed. our (currently too unstable) Dreadnoughts a bit Dedicated transports may (after the game begins) more attractive, if only just a little - our Defilers remain a potent melee threat.

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MINOR CHANGES If the ramming vehicle is a tank the strength is increased. If the ramming vehicle has an AV higher Psychic Shooting attacks (and Daemon Princes) than 10 the strength is increased. For each full : Daemon Princes can use two different psychic 3" moved, the strength of the ramming vehicle powers that counts as a shooting attack in the same is increased, if all these factors are considered turn. This may make a walking, and thereby a non- ramming attacks can cause some serious damage to winged, Daemon Prince a valid choice for a gunline even the hardest targets. CSM army. Template weapons: No more partial hits ! Any Vehicle Defensive Weapons : If a vehicle moves at models under the template, regardless of whether Combat Speed (up to 6"), it may only fire a single they are fully or partially covered by the template, weapon and all defensive weapons (S4 or less). are hit. Also, wounds from template weapons can This means that Lascannon + Heavy Bolter sponson be put on any model in the unit and doesn't have Predators may only fire a single weapon when on the to be put on the models actually covered by the move. If not for Tank Shock and the following rule template. I predict a resurgence of flamers in CSM I might be tempted to leave my Predators on the lists, especially in small Raptor squads where their shelf, in favour of Obliterators. higher mobility helps you chose when and where to 'light a fire'. Ramming: It's back, and better than ever : Should your tank find itself shaken and/or without Blast weapons: 2D6-BS scatter unless you roll a Hit. any weapons left, ramming enemy vehicles is an Models no longer roll to hit when firing blast weapons, interesting (and fun!) option. The strength of the you roll the scatter dice and unless a 'Hit' is rolled, ramming attack is based on several factors. the blast marker scatters 2D6" in the direction show.

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Restrictions like range, scattering off the board Feel No Pain: Feel No Pain cannot be used against AP (but not scattering beyond the weapon's range) still 1 or 2 weapons, power weapons, perils of the warp, apply. Finally, as with template weapons, any model rending weapons that roll a 6, and wounds from whose base is completely or partially covered by weapons that never allow an armour save etc. the blast marker is hit. Note that you still roll a die to check for 'Gets Hot!' prior to rolling the scatter dice. "Fear? Fear?! I have spoken to daemons and whispered to gods. Know fear through me!" - An interesting side-effect of these changes came up during my first game underth 5 . Where one of Unknown Marine of the Wordbearers my Obliterators fired his Plasma Cannon at an Ultramarine player's Rhino. The shot scattered 8" and landed on top of a Tactical marine squad Assault grenades & the Mark of Slaanesh: The effect walking behind the player's 2nd rhino. The result of assaulting into cover and frag grenades have been wasn't pretty. Blast weapons, from the mighty battle changed. More on this: here (link to article). I find cannons to the lowly frag missiles will be a good way this particularly beneficial to Slaaneshi champions to deal with screening units. who are wielding power weapons. Combined with their superior initiative a Slaaneshi champion can Plasma weapons and Rapid Fire: Rapid Firing reap a bloody harvest on the defenders before they plasma weapons in 5th Edition will only 'Get Hot' on get to act. the roll of a 1. Note that several wounds may be suffered this way if you roll 'snake-eyes'. (e.g. one wound for each roll of 1' that comes up) CONCLUSION

Having played Warhammer 40k since Rogue SPECIFIC UNITS Trader, I welcome the changes in 5th Edition. After having played 6 test games, both against friends Below are some comments specific to units or and strangers, I find the new rule set to be more characters only available in certain units, by no streamlined, better balanced (though there will means are these the only changes to look for, just always be issues) and more fun in general. And some of the more obvious or important. having fun is what it is all about. Chaos Undivided: Of the fearless units that we If you wish to comment on, discuss or submit an have access to, Plaguemarines will probably be article for review concerning this section the ones least affected by the “No Retreat!” rule. please click on the B&C Emblem For Undivided/unmarked armies, the Icon of Chaos Glory looks a lot better now and is worthy of serious consideration. Bolter casings cascaded briefly, flashes of Armies of the Fell Four: muzzle fire strobing the darkness. Blood, thick Typhus and the Manreaper: Under the 'Poisoned and sticky, washed over the helm of Grake as Weapon' rules if Typhus's Strength is the same, or heBolter flung casings the chainaxe cascaded in briefly,a wide arc.flashes Its edgeof higher than the Toughness of his victim, then Typhus bitmuzzle chunks fire from strobing the chest the of darkness. the Blood Blood, Angel, before the World Eater fell on him. Hammering must re-roll failed to wound rolls in close combat. thick and sticky, washed over the helm of Very nasty! the Blood Angels helm with his fists Grake roaredGrake in as triumph. he flung the chainaxe in a wide arc. Force Weapons, The Mark of Tzeentch, and Daemon Its edge bit chunks from the chest of the “Blood for the Dark Gods!” Princes: The wording on the rules for psykers has been Blood Angel, before the World Eater fell changed and it now allows for a Tzeentch marked model to use a psychic power and the powers of a on him. Hammering the Blood Angels helm Force Weapon in the same turn. Thousand Sons and with his fists Grake roared in triumph. Rubric users rejoice! Also, Force Weapons are now considered to inflict 'Instant Death', as a result our "Blood for the Dark Gods!" Daemon Princes are immune to its psychic effect making Space Marine Librarians and similar units less of a threat to these expensive characters.

31 The Bolter & Chainsword 5th Edition Guide DAEMON ARMIES

ith its recent inception, it’s somewhat In the case of Daemons the Deep Striking limitations difficult to discuss the impact of 5th Edition are the same but there are some additional and W40K as it relates to Codex: Chaos Daemons. distinct disadvantages. They don’t have Drop Pods 40K gamers have hardly found time to play the to ensure that they will be delivered unfailingly army within a 4th Edition context. Suffice to say, the to the table. Likewise, there’s no mobile cover to codex was written in the full light of the new core hide behind. Most daemons don’t have any shooting rules and was certainly play-tested accordingly. attacks at all to leverage when they arrive.Most must With the number of rule changes, it’s still important rely on a 5+ INV save to protect them if exposed in to draw out some integral points that are sure to the open. At times like these, a 3+ regular armour have an impact on Daemon armies on the 5th Edition save would be much more welcome. tabletop. That being said, there are still many new rules in 5th Edition that can be leveraged to turn the tide in DAEMONIC DEPLOYMENT favour of the marauding Daemons.

Among the special rules for Daemons are the Daemonic Incursion rules governing how they WHO GOES FIRST? OR BEING deploy. This rule, above all others, differentiates the Daemons among the armies of 40K. This rule DAEMONICALLY CORDIAL alone makes it difficult to draw examples from the When dicing off for, “who goes first” the Daemon playing styles of other armies. The closest parallel player almost always wants to take the second turn is the all-Drop Pod deployed, Loyalist Space Marine for several key reasons. First and foremost, daemon army. This is the only other case where an entire units must avoid coming under heavy fire. Deny your force is deployed from Reserves, via Deep Strike. opponent a turn of shooting and that’s one less turn The Drop Pod assault army has one very distinct tactic of dodging bullets for the daemonic ground forces. to leverage. When arriving on table, transported Since half the daemon army arrives from reserves, models must disembark and then all the typical winding down the clock only helps speed their Deep Strike limitations apply; they can shoot as if arrival. moving and can’t assault. The Reserves Table has changed in 5th Edition. The version that we were used to in 4th included the chance that certain units held in reserve may never "I feel your doubt, your moment reach the table. Rolling consistent ones (1’s) in of anxiety Space Marine. the final turns could leave hapless units out of the game. No longer in 5th. The new table indicates that Your determination shall only all reserves will arrive on the 5th turn unfailingly. All prove to unbind you" your Daemonic forces will now get their turn on the table every game. - Quilaxos the Keeper of Secrets All standard missions also have random game lengths. Typical 40K games in 5th Edition will last between 5 The tactic is straight forward and initially very and 7 turns determined randomly. Despite that fact, deadly. Drop close in to your enemy, unload all it’s still to the Daemon player’s advantage to grab Rapid Fire and Assault weapons into your foe, hope objectives with newly arriving Troop units. Daemon for withering losses and failed break tests to ruin players will be wise to exploit these benefits to the your enemy’s line. Since the troops involved are utmost whenever possible. Space Marines, their power armour and Dreadnought support helps keep them around for subsequent turns.

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THE PERILS OF DEEP STRIKING by the same difficult terrain that made deployment more challenging in the first place. A Run move can FROM THE WARP be performed after arriving via Deep Strike. This is important for several reasons. Via the run move, Two new rules make Deep Striking a more interesting the daemon unit can spread out their formation prospect; taking Dangerous Terrain tests and rolling making them less vulnerable to template and blast on the Deep Strike Mishap Table. Each one will have weapons. Also it presents the opportunity to get into a bearing on where a Daemon player chooses to set cover without incurring the dangerous terrain test. units on the table. In the past, Deep Striking onto other models, on In the past, models arriving via Deep Strike could top of impassable terrain or even off the table edge arrive safely within Difficult, Area Terrain. In the new resulted in the worst possible outcome; the unit rules, models arriving via Deep Strike count Difficult was simply lost as casualties. In 5th Edition, this is terrain as Dangerous terrain on the turn they arrive. not always the case. If an arriving unit cannot be It won’t take much of a bad scatter to place a full placed legally for any of the above reasons they unit of daemons in harm’s way. Thankfully, a 1/6 are not immediately lost but a roll is made on chance of loss per model is fairly low. Yet, given a the, “Deep Strike Mishap Table.” One third of the bad day a greater daemon may drift off course and time a “Terrible Accident!” occurs and the unit is effectively get telefragged by an errant tree branch lost, removed from the game as a casualty. Equally or outcropping of broken rockcrete. Such risks may likely a “Misplaced” result could occur which lets further force the use of Chaos Icons to remove the the Daemon’s opponent place the unit anywhere on risk factor for such valuable assets. That’s relatively the table they want (dangerous terrain checks still high cost war gear but carries with it a high tactical apply). The final result is “Delayed” in which cases value with these new terrain rules to consider. the unit to be placed back in reserves and will show up again later on in the game. So 2/3’s the time, the At the same time, the new Run rule allows a unit unit is still able to contribute to the game. This may to make a D6” move during the shooting phase if embolden players to attempt more risky placement they opt not to shoot. These D6” are unhindered of arriving troops.

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TRACING LINE OF SIGHT DAEMONIC FIRE SUPPORT

Another factor that proves daunting to Daemon The Daemon’s shooting game is a difficult prospect models are the new rules governing Line of Sight even under the most ideal circumstances. Most (LoS). In 4th Edition, the torso of the model had to be shooty daemons have Ballistic Skill three (BS 3) visible along the “model’s eye view” of the enemy and most of the really heavy firepower resides with shooter. In 5th Edition, the model’s legs and arms can the unique characters and HQ choices. At the same also be targeted for the purpose of determining LoS. time, almost all daemonic shooting is classified as Also, if any model in a unit is visible the entire unit ‘Assault’ fire and therefore can be shot freely on the may be hit by incoming fire, even if the rest of the same turn they arrive from Deep Striking. Likewise, target squad is outside of LoS and the max range of such Daemonic shooting can always be conducted the shooting attack. So one arm of one Bloodletter after moving and thus enables the canny Daemon model is all it takes to provide enough visibility to general to optimize every shot fired despite terrain, jeopardize an entire squad of 10+ daemons. LoS or other issues.

The Soul Grinder, as impressive looking at it is, It will be a real temptation for Daemon players to makes for a very high profile target, literally. The Deep Strike their shooty units with an immediate, new rules for tracing LoS to a vehicle’s hull now clear line of fire to their enemy. A word of caution specifically includes Defiler legs. LoS also works here comes in carefully considering the enemy’s in three dimensions so the Grinder is both tall and response on the following turn. A large squad covers a very large area. That will make claiming of Pink Horrors can lay down a lot of shots, their the “hull down,” 4+ cover save very difficult for Warp Fire attack being Assault 3. Yet, at BS 3 they them to achieve. will only be hitting half the time. At S 4 they will only be wounding Marine Equivalent opponents (3+ Winning the Daemonic game will rely heavily on save, Toughness 4) with half the hits scored. At AP exploiting terrain to be effective. Players need to 4, many units will still get armour saves further make sure that they understand the terrain rules. reducing enemy casualties. Horrors themselves are This includes the terrain being employed on any Toughness 3 so they will often times be wounded on given table. Agreeing with your opponent on what a 3+. Their 4+ INV save will be of great help to keep terrain models invoke which rules was always them around but they will find it difficult to win the challenging. Now that these rules are much more sustained shooting game. WYSIWYG, agreement before the game begins becomes an even more challenging but all the more It becomes clear that the real strength of the important issue for the Daemon player. Daemonic army lies in their close combat abilities. And yet, the best assault units in the game must still be supported as they close with their opponents. In every case, the daemon player must force their Chaplain Xerxes slid noisily down the glacis, opponent to make hard target priority decisions; his armour smoking. Painfully he raised his “Do I concentrate on the advancing ground troops or head, warning runes flashing before him. try to keep from being shot by their fire support?” Ignoring the pain Xerxes rolled onto his To fulfil this role, one unit in particular makes some knees and hands, retching blood from his massive strides forward in the 5th Edition shooting visor's mouth piece. The ground itself shook phase. The Soul Grinder is the only vehicle in the as the Blood Thirster smashed before him. Daemon army list and carries along with it a wide Pulling himself to his feet, the Chaplain range of particularly deadly weaponry. This includes brought his Rosarius up in his left gauntlet, the Harvester gun (Assault 6, S4) and the Maw flaming whip chains hammered down at him cannon that can be upgraded to fire in three modes: Template (S6), single shot (S10) and large blast (S8, as the Daemon of Khorne bellowed. AP 3).

Braying at the thunderous sky the Daemon Vehicle rules in 5th Edition have also changed glared down at the chaplain with pure hatred considerably. The multiple vehicle damage tables seething from his form! have been reduced to one table that governs all vehicle damage with modifiers based on different

34 The Bolter & Chainsword 5th Edition Guide factors, e.g. Open Topped, Glancing hits, etc. The To make matters worse, when launching an assault Soul Grinder is AV 13 front and sides and ignores from within, across or into area terrain, the attacker’s all Stunned and Shaken results. Since it is a Walker, initiative is reduced to one (I 1). To clarify, say a all close combat attacks must be against its front Daemon unit skulking in cover starts the assault armour (as opposed to the rear armour for all other phase in charge range of an enemy unit in the open. vehicles) and boasts four Dreadnought Close Combat Even if the Damon unit passes their difficult terrain weapons. The fact that it is also Fleet makes for test, they still fight at Initiative one (1). The target quite a deadly shooting and close combat platform. unit being in the open does not negate the penalty. Expect this to become a well feared element to any The fact that the daemons started in terrain is Daemonic force on the table. enough to invoke the initiative penalty.

The Slaaneshi faction has a good grip on the use of grenade like rules to help offset this penalty; "Again and again the dead arose. i.e. the Aura of Acquiescence. This serves to further reinforce their role on the table. Get your Lasrifles spent we laid in with Daemonettes through cover, fleet to clear it and get our blades, yet they come, like an them into close combat. Their offensive grenades allow the she devils to leverage their high Initiative endless tide of filth ..." unhindered. After they have engaged the enemy, bring in your non-grenade equipped assault elements th Last Diary Entry : Sgt. Hawkins, 5 Nadir Regulars behind them. Once the enemy unit is fighting in a close combat, intervening cover no longer imposes the I 1 penalty no matter what terrain may be involved.

DAEMONIC ASSAULTS Flesh Hounds of Khorne, especially lead by Karanak, have a nice collection of advantages given these What Daemons lack in the Shooting phase they more changes. Karanak provides the Move Through Cover than make up for in the Assault phase. Bloodletters USR while the fact that they are Beasts gives them are Weapon Skill 5, Furious Charging and all come the Fleet rule and gives them a 12" assault move. equipped with Hellblades – effectively two handed A very nice combination with these new terrain power weapons. Daemonettes boast 3 Rending impacts considered. attacks (still powerful even with changes to the Rending rule) striking at Initiative 6. Plaguebearers All Daemons are also Fearless so the result of losing are Toughness 5 and have the Feel No Pain Universal a close combat automatically invokes the “No Special Rule (USR). Daemons literally span the entire Retreat!” rule. In 4th Edition, overwhelming odds spectrum of highly skilled close combat abilities. As dictated how many wounds the enemy unit would stated above, Daemons become particularly deadly sustain. In 5th Edition it’s all about the number of th in assaults and 5 Edition has introduced several unsaved wounds inflicted vs. the number of unsaved new rules in the assault phase worth some infernal wounds sustained. If the Daemon player inflicted attention. two (2) unsaved wounds and received four (4) back; 4 - 2 = two (2) additional wounds that require (INV) Area Terrain : more of a curse than a blessing (or do saves from the losing daemons. Daemons prefer curses?). Terrain rules underwent th th significant revisions between the 4 and 5 Editions. Non-fearless units are subject to taking Morale As a net result, Daemons have a lot less to hide checks when losing close combats. Based on the behind than they did before. In the last edition, same equation mentioned above, more unsaved all Area Terrain would block Line of Sight (LoS) for wounds equates to a negative modifier to that those models positioned behind it and 6” within morale check. In the same equation above, if the it. This is no longer the case. Not only can you see Daemons inflicted four (4) unsaved wounds and through it freely, only under certain circumstances sustained two (2) unsaved wounds their opponent will it confer cover saves. Daemons do not weather would make their Morale check at minus two (-2). well vs. shooting attacks and the terrain board of Note well the Instrument of Chaos war gear item th 5 Edition 40K offers less cover for the intrepid available to many Daemon units. Having a few of Daemon player. these available in a Daemon army will turn drawn combats into minor victories for the Daemons.

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Force Weapons: Formerly the Bloodthirster’s bane, Space Marine Librarians equipped with Force Bone splintered as the Daemonette drove weapons used to be the sure cure for rampaging Greater Daemons. All daemon models, both great the smooth claw clean through the shoulder and small, have the Eternal Warrior USR which of the Marine, leaving a foul wound behind. makes them immune to Instant Death. The killing Bringing her face close to his, she tilted her blow of the Force Weapon is now considered an, head to one side as if in consideration, lifting “Instant Death” result, the same as being struck the Space Marine clear of the ground as if he by a weapon that has a Strength value double the target’s Toughness. All multi-wound Daemons are weighed nothing. Curling like a snake, her now immune to the “soul drinking” power of the tongue darted forth and coiled round his Force Weapon. The “Blessing of the Blood God” neck guard, grinding the vertebrae tighter. even passes along a 2+ INV save vs. such attacks. Her taut purple skin shivered in delight. Space Marine Librarians will now need to direct their multi-wound killing powers elsewhere. "Blood Raven ..." her voice was as silk and honey, as a razor across palid skin. Streams DAEMONIC END-GAMES of her hair fell about her perfect face. "Thank you for this sumptous moment!" The following are a few special considerations for Chaos Daemon armies as they relate to some of the The crux of both the Seize Ground and Capture and new Missions and Deployment patterns found in 5th Control missions require that Infantry units from an Edition. army’s Troop choices capture the mission specific Seize Ground: For this mission, 3+D3 objectives objectives. Such units must be within 3” of the set are set about the game table, each player placing objective without any other enemy unit, of any an objective in turn. The Daemon player’s tactics type, in the same range in order to fulfill the victory must be put into play at this point. Objectives that condition. Nurgle units represent some of the hardest are close to cover, outside of enemy shooting lanes Infantry/Troops in the 40k game system. They are make for the perfect opportunity to exploit the Toughness 5, have a daemon typical 5+ INV save and unique way Daemons deploy to the table. Note that a 4+ Feel No Pain (FNP) roll vs. most attacks. (Note there is no longer a sense of the Margin of Victory that the rules for FNP have changes so they will not as with 4th Edition missions. If you hold one more get this save in all cases.) uncontested objective over your opponent you win Plaguebearers become the ideal, “take and hold” the mission. unit for these mission types. Deep Striking allows the unit to quickly seize the objective. Deploying from reserves keeps them safely off-table until the "More! Bring me more skulls! later turns of the game. Once in place, the unit can freely “Go to Ground!” the new rule that increases My Lord needs MORE!" a unit’s cover save by +1 while forfeiting their next - U'Zuhl the Skulltaker turn’s actions. If an objective is in or within 3” of area terrain, the stalwart daemons could also be protected by a 3+ cover save on top of their other th Troops in Transports: 5th Edition has now adopted defensive attributes. Note also that in 5 Edition, a the rule that units in Transport vehicles are still unit is still considered “scoring” until the last model considered, “on the table” for scoring purposes (and is removed from the table. Given such hearty troops, most others for that matter). This will be a big boon killing them to the last man is a difficult task. for armies that have excellent transport options like Capture and Control: The primary difference Tau and Eldar. Unfortunately, Daemons don’t have between this mission and Seize Ground is the number any at all. More unfortunate is the general lack of and placement of the objectives. In this case there anti-tank the Daemon army can bring to bear. This are only two objectives, one in each of the player’s rule may mandate that Daemon armies leverage deployment zones. Again, Deep Strike deployment what anti-armour units they do have. Screamers and can be leveraged to make this work out well for the other Tzeentchian units with high Strength attacks encroaching Daemons. could become very popular for this purpose.

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For this mission, most armies will need to “castle” SOME FINAL REMARKS up their defenses while sending out an attack group to take the enemy’s objective. They cannot just The Daemon army is by no means a “power army” to sit back and shoot and still expect to win. This is any extent. Veteran 40K players have noted that GW the perfect mission to draw your opponent down usually errs on the side of caution when introducing table and into the open. Note that the mission new armies to the game. That may well have been requires that only Infantry/Troop units can claim the case with Codex: Chaos Daemons. Winning with the Daemon’s objective or hold their own for that Daemons will take a lot of quick thinking and for matter. In most cases, they must foot slog or rely many, a little luck too. The Daemon player must on troop transports to make their way across table constantly be accounting for bad scatter results, to win the game. The new Run rule will help them failed reserve rolls and lots of other factors left to but running units aren’t shooting which again works the mercy of the Dice Gods. It’s a thinking gamer’s well for the Daemon’s cause. Use your first wave army, one that requires constant spontaneity and of Daemonic incursion to foil the advancing units. improvisation in each and every game turn until the Once overwhelmed, use the units coming in from final roll of the dice. reserve to mount the Daemonic attack against the enemy defensive to secure the win.

Dawn of War: This is one particular deployment "Child...why waste so much time where the Daemon army may have a distinct for a life so short? Let the pain advantage over others. The 5th Edition rules clearly state that army specific rules found in the various become a tool, let Grand Father codices supersede those found in the core rules. In the mission setup rules for Dawn of War, not all take you in his warm embrace? units start out on the board at the beginning of the Yes?" game. Therefore, a full half of the daemon army will arrive on the first turn compared to a relatively - A Preacher of Nurgle small number of units on the part of their opponent. Also, enemy units arriving from reserves must come That being said, the 5th Edition game of 40K may lend on from their own table edge while the daemons itself nicely to strong assault armies. The Horde may retain the full reign of Deep Striking anywhere. still rule the day but Daemons have their own anti- horde elements to rely on. Overall, compensating for weaknesses is the first order of the Daemonic tactician. That’s the army’s acute downside. "Magick, spells, call it Naïve opponents may see how Daemons struggle in the first few turns and become overconfident. what you will human, it is The satisfaction will come when the close combat strength of the army is brought to bear. Lofty all the Lord of Change. overconfidence will fall quickly at the mad slashing attacks of U’Zuhl the Skulltaker, backed up by his And you will feel him entourage of blood drenched Crusher and Letter units. But don’t let Khorne have all the fun. Proper upon you this day." placement and leveraging opportunity will let all the four faces of Chaos combine into one horrific visage - Psaros the Seeker for those who dare oppose the marauding denizens of Chaos, spurred to war. This is one instance where the daemon player may If you wish to comment on, discuss or want to ‘Seize the Initiative!’ and try to take the submit an article for review concerning first turn advantage. Fewer enemy guns will be this section please click on the B&C on the table to hassle the arriving daemons. Take Emblem full advantage of having more of your army on the table sooner. Concentrate on eliminating enemies piecemeal, always attacking with overwhelming odds.

37 The Bolter & Chainsword 5th Edition Guide DARK ANGELS

th edition should benefit the Dark Angels; after man you’ll want to ensure that they don’t run away. 5all, the Codex was designed with the new edition The possibility for heavier modifiers as a result of of the game in mind. Indeed, when you read the combat is also going to make this a key ability, rulebook there’s a new sense of understanding ensuring that your units keep fighting until the bitter towards over some of the rules queries you might end. The ability to take standards that allow re-rolls have had. For example, it’s now explicit that for morale and pinning may also be very helpful and characters can be deployed attached to units from the new emphasis on simply causing more casualties reserve without making a separate roll for them; a in close combat means that the benefits offered by great boon for Deathwing Assault! the Deathwing, Ravenwing and Chapter Standards are going to be more attractive than ever before. The new rules will change the way that the army plays as a whole, with some units getting a nice polish and others losing a little power. I’ll go through "The Fallen I will not speak of" - Imrael each section of the army list and highlight the areas that I think will change before discussing how this might affect Deathwing, Ravenwing and mixed wing I would expect to see a lot more of both Belial and forces. Sammael, even in mixed armies, simply because they give you the added leadership bonus of a company master and they allow you to take Deathwing or HQ UNITS Ravenwing units as troops, giving you the option of making even more of your force count as scoring. The big change here is that it’s clear in the rulebook that you no longer need your opponent’s permission There’s been some debate about which version of to field named or special characters. So they’re Sammael should now be taken, with some people all up for grabs. In addition, HQs can be used to viewing the Landspeeder as redundant as it can deny your opponent an objective in the endgame, neither stand its ground in close combat nor fire so holding one with the ability to move rapidly may as effectively as before. I suspect that the jetbike well be of use. may now be the preferred option, but I wouldn’t completely discount the speeder; it’s still hard to Company masters, Azrael, Belial and Sammael: shoot down and is now more durable than ever with Generally speaking, Rites of Battle will become the new vehicle damage table. In addition, it gains even more important than in the past; with the a nifty saving throw if moving quickly, making this ability of troops to count as scoring until the last an HQ to use at a distance.

Librarians & Ezekiel: Librarians have proved to be Cream robes spattered with gore, Ishmael extremely unpopular since the Codex came out. reversed his broadswords grip as he drove it However, with the advent of 5th they now get a slight down through the abdomen of the Striking polish. First of all, their shooting power has one th Scorpion. His green armour glinting in ability that will be important in 5 – it ignores cover the dawn, he leaned on the pommel for a saves. So units you’ve pinned in place or which are lurking in cover will be vulnerable to this attack, moment then slid it free of his enemy. The making a bike mounted librarian rather attractive stark white symbol of the Dark Angels (and don’t forget characters still get skilled rider and shone at his chest as the sun rose on the 12th move through cover). The other reason is the new day of fighting. wound allocation rules; now if you’ve taken a lot of wounds and it looks like you may lose a specialist or "Brother Ishamel to Azrael, northern two, allocate one of those wounds to the libbie to quarter still holds." save with his psychic power, allowing your special weapons to survive that little bit longer.

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Chaplains: Chaplains have lost out a little in the ELITE UNITS new rules; they can no longer consolidate into a new unit which means they will have to weather return Deathwing: With the new deep strike rules, fire before charging again. That said, the ability Deathwing Assault is far more viable without the to run combined with the new assault calculations Ravenwing, meaning that the Deathwing could mean that their ability to give re-rolls on the charge cause some real havoc on turn one, teleporting onto could prove to be deadly. In addition, their ability to objectives and putting pressure on your opponent make their unit Fearless may also be a boon. I would right from the start. Even if the teleport scatters, also expect to see a little more use of the Sacred the run rule means that the Deathwing can try to Standard, to make a Dark Angel gun-line or troop dash behind cover or wherever else you wanted units parked on objectives that little bit harder to them. However, terminators may now be more shift. vulnerable to close combat specialists because of the very same run rule, meaning that it will be harder than before to stay at range. As before, "I said I would not speak!" - Imrael combat should generally be avoided unless the unit is tooled up for it, although those units may be more deadly than before as they can close more quickly Command Squads: With the potential for a with the enemy. greater number of casualties from incoming fire, apothecaries will become even more important Dreadnoughts: Dreadnoughts are now worth their than before, as will standard bearers. They will still higher cost; unlike most other vehicles they can perform at their best in a supporting role, either move and fire at full effect but they still benefit shooting at threats to your troops or pitching in to from the new damage chart. The prospect of several turn the tide in close combat. Given the new assault venerable dreadnoughts is now more attractive rules, command squads will make a brilliant second- than ever. However, the new assault rules may make line support unit, able to counter-charge or pour in dreadnoughts more vulnerable in close combat than fire as necessary. before as ‘hidden’ powerfists are almost guaranteed to get a chance to attack.

39 The Bolter & Chainsword 5th Edition Guide

Techmarines: The ability to repair vehicles may be more annoying for your opponent than before, but otherwise techmarines remain mostly unchanged. "Descend 3rd Squadron, for the Lion!"

Company veterans: Company veterans will primarily Screaming like an avenging angel the see changes in the way they are equipped, with cc Ravenwing speeder punched down from veterans squads gaining combat or storm shields for powerfist-armed models to try and ensure they get the thunderous clouds, rolling on its axis to strike. Shooty vets may also be more attractive as incoming tracer fire stitched between given the new line-of-sight rules. its wings. Three more swooped after it, Scout squads: Scout squads are now a far more their assault cannons roaring shells, heavy attractive proposition. Their infiltrate ability will bolters pounding with their stocatto either allow them to deny an objective to the enemy barks. (or at least threaten it) or give them the option of appearing later on the game in your opponent’s half of the board. Whilst that may leave them stranded on the wrong side, it also means that they can plus side, they can run, allowing them to close more seriously disrupt your opponent’s battle line, with quickly with the enemy and you can screen them with option of destroying vehicles, launching assaults or your own units, to protect them from incoming fire otherwise making a nuisance of themselves without (or even use the combat squads ability to do that). facing enemy fire. The combat squads option also Deep strike may now be more viable, especially if means that you can attack multiple targets. done with an attached character, and you can run afterwards to protect you from shooting. "Clad in bone, with weapons of Ravenwing Attack Squadron: Just as with Scouts, Ravenwing bikes and attack get the option to make zeal we will hunt the fallen!" an outflank move which can seriously ruin your - Deathwing catachism opponent’s day (multi-meltas turning behind an opponent’s tank and within 12” anyone?), especially since most Ravenwing bike units have relatively short range weaponry. This may be of use if you want to Deep Strike Terminators accurately towards the TROOPS end of the game. A question remains about whether you can use the outflank move with only one combat Tactical squads now have a bit of a polish. The squad or if you bought a Landspeeder as part of the combat squads rule means you will be able to have squadron (the rulebook would suggest you can, the multiple scoring units and there’s the possibility of Codex that you can’t). using one squad to screen the other to grant the all- important cover save. Smaller squads will remain The Ravenwing see a slight downturn in the usefulness vulnerable in cc, but will be less vulnerable to blast of turbo-boosting, but they also gain the option markers and will remain scoring to the last man. of going to ground to improve their survivability, Every tactical squad is now a threat to the majority although that isn’t an option that should be taken of enemy tanks and the polish to frag grenades lightly. means that an assault into cover can be more viable than before. Ravenwing Support Squadron: This is now a far more interesting option. Although vehicle shooting on the move is less effective, Landspeeders can still FAST ATTACK move a little and fire at full effect. They also get a save if they move fast enough. Individual skimmers Assault squads: Assault squads have a lost a bit are no longer destroyed if they are immobilised, of their bite in that they can no longer sweeping making a single speeder slightly more durable. advance into another combat, leaving them far However, squadrons become more interesting as more vulnerable to enemy fire. They are also more they treat all stunned results as shaken. Given the likely to suffer from dangerous terrain tests. On the amount of cover saves available in 5th, expect to see more Speeders with heavy flamers.

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HEAVY SUPPORT that they keep away from close combat. With the new vehicle assault rules they will see an increase Devastators: Devastators are pretty unchanged; in their effectiveness vs. armour. combat squads are still a useful viable form of deployment. Expect to see more plasma cannons, especially against hordes. Missile launchers may "You will break! once again become the predominant weapon, given their dual abilities. You will bleed!

Tanks: All tanks have gained a increased measure of You will tell me all! survivability in the new addition. That said, expect Before this day is done to see fewer Predators, as they are, once again, reduced to being mobile pillboxes. On the flipside, Traitor!" Land Raiders are now more potent than ever as they don’t have the same close combat problems that - Interrogator Chaplain Vareus other tanks have. In addition, power of the machine spirit will ensure that the Land Raider can fire Mixed forces: Using all elements of a Dark Angel more weapons than other tanks when on the move. army should now be an attractive option. With the Vindicators become more mobile as they can fire ability to make certain unit types count as troops their demolisher cannon whilst on the move without a DA army can be varied whilst still having a high ill effect. Whirlwinds also offer an interesting option number of scoring units. The new deployment rules with their castellan missiles meaning that cover for Scouts and Ravenwing bikes combined with a saves are ignored. less risky deep strike option and cheap transport vehicles means that the DA can be extremely mobile and apply pressure anywhere on the board. The DEDICATED TRANSPORTS combat squad rule will mean that tactical squads could be extremely useful, giving the DA player an Gone are the days when a ten-man squad was stuck even greater advantage in the number of scoring with a Razorback because the unit was in reserve. units they can have over other MEQ armies. The rules would suggest that combat squads can always be deployed separately. In addition, If you wish to comment on, discuss or dedicated transports can ferry any unit round the submit an article for review concerning battlefield, allowing a Rhino or Razorback to take this section please click on the B&C your units to where they are most needed. Drop Emblem pods no longer give away victory points so they are, if anything, more attractive than before. "Stand firm brothers! Hold the line!" ARMY SELECTION Tactical Squad Memnes fanned out, Pure Deathwing/Ravenwing: The ‘pure’ armies still whining lethal discs zipped around them, seem to be viable, although both types may need to some ringing out as they hit power include additional ‘troop’ units in order to ensure that they score. Mechanised Deathwing are still armour. Bolters at their shoulders, the likely to a force to be reckoned with, although they squad pounded forward, snatching shots may need to tool up a unit for cc to counteract the off in brief bursts. Dark green armour danger posed by units such as large ork mobs or cc glinted in the pale sun above as the Dark specialists that use run to close with them. Angels swept into the ruins, a scream of Ravenwing may have problems holding objectives, energy as the plasma gun blew another although they also have an advantage in going for ‘objective grabbing’ towards the end of a game. wall down. In addition, the new benefits of the scout rule will mean that the Ravenwing will be a hard army to "Hold the line!" predict. However, it will be more essential than ever

41 The Bolter & Chainsword 5th Edition Guide INQUISITION ARMIES

he 5th edition rules introduce a vast amount of as successive 5th Edition designed Codexes arrive, Tchanges to the 40K rules set, both large and small. they will only become more so as heavy weaponry Games Workshop claims that these changes were becomes both more scarce and more expensive. necessary to make the play less “gamey”, abstract, and technical and more cinematic, dynamic, and Shooty forces, on balance, don’t appear to be fun. Only time will tell whether they succeeded, helped or hurt by the new rules. Static gun lines though, personally, I tend to believe that 5th edition will no longer be rolled by a single squad of assault is indeed a significant improvement to the system. specialists, and the new WYSIWYG terrain and LoS rules mean they’ll be able to draw beads on more targets than ever before. As mentioned above, OVERVIEW vehicles will be tougher to damage as well. On the flip side, vehicles with multiple weapons systems In general, the new rules seem to favor hordes. They must remain still to be fully offensively capable, and reap all the benefits of the new system without almost everything that the army shoots at will likely suffering any noticable downsides. Such armies have have a significant cover save. Two steps forward, increased maneuverability and protective options two steps back. th well beyond what they had under 4 edition. This is Assaulty forces got a slight boost in potency. Even especially true if it’s an assault-oriented force, but without transports or Fleet, such armies can get to will also be applicable to shooty, infantry-centric grips with their foes in a hurry, and bounce from armies as well. Horde armies are much harder to cover to cover while getting there. And once in kill, and they will hit harder both at range and in close combat, they’ll be able to inflict the maximum close combat. amount of damage, more than was possible under th Mechanized forces also got a slight boost, as vehicles 4 edition. The danger is that they may be so overall have greater survivability, if having their effective that they end up stranding themselves shooting potency weakened by the redefinition in the open once too often (it is no longer allowed of “defensive weapons”. Even so, vehicles have to consolidate into the enemy) and get shot up or been made more attractive by the new rules, and counter-assaulted as a result.

THE MOVEMENT PHASE Screaming lances of raw energy speared The most significant change here is that infantry the dusk. Pounding legs, flailing arms and walkers have gained the ability to Run. This is and horned features streamed towards exactly the same as a Fleet move under 4th edition. the outpost. Justicar Pablo adjusted (I.e., instead of shooting, a unit may opt to move an extra D6 inches.) Units that Run may not initiate his incinerator before unsheathing his an assault, however, unless they actually have the force sword from his back sling. Fleet USR. One new twist is that units that arrive via Deep "Time we stemmed the tide Strike may actually Run upon arrival, but not even brothers!" Fleet units can initiate an assault upon the turn they Deep Strike. Also, the Deep Strike mishap table is significantly more forgiving. Only 1/3 of the time He cheered as he leapt to the ground, is a unit destroyed by a bad landing. (1/3 chance pulsing bursts of promethium pouring of being legally redeployed by your opponent, 1/3 forth. chance of remaining in Reserves.)

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Units that have either the Scout or Infiltrate USRs Daemonhunters: Kiting, where you maneuver may be put in Reserves and enter play via a special your units in a shooting, fighting retreat, hugging “Outflank” maneuver. When their Reserves roll cover as much as is possible, is still probably the is made, such units will entire along either of the best defense. You should already have learned that short table edges. (1/3 chance it’s the left edge, Grey Knights are no match for assault specialists, 1/3 chance it’s the right edge, and 1/3 chance the and nothing about 5th edition changes that. Sadly, owning player gets to choose.) Run means that we are likely to have even less time to effectively whittle down opponents with Finally, dedicated transports may now transport any stormbolters before they reach our lines. The upside friendly unit. Only the unit the transport was bought is that we can’t be rolled by these guys any longer; with may begin the game embarked, but other than no more consolidation into enemy units! Thus it can that restriction, the transport is free to be used by be practical to feed a few smallish, sacrificial units any eligible unit. to the assaulters and set them up for a shooting or counter-assault trap. Using small IST squads, or those inducted Guardsmen, would do the trick OPPONENTS nicely. Never forget that Grey Knights work best when supported. Keep them together to maximize Running makes assault-oriented forces significantly their potency on the battlefield. more dangerous. Such armies can more easily cross the battlefield hugging the safety of cover and more quickly position themselves for their assault. "May He pass judgement on you through me" Because of the adjusted Deep Strike mishaps table and Run, Deep Striking will likely be seen more often and more decisively as the consequences aren’t On the offensive end, it’s difficult for me to envision quite as dire as they once were, and landing units any real benefit to Running our Grey Knights will have an opportunity to adjust their position around. It’s a rare situation in which no targets favorably upon arrival. present themselves for stormbolter dakka, and such

43 The Bolter & Chainsword 5th Edition Guide

opportunities should never be wasted. Of course, if no shooting is possible, then making a quick Run towards armour, cover, an objective, etc., is at least Rolling the venomous pocked blade to one now in our toolbox. side, Brother-Knight Zandat blew the plague bearer apart with a flurry of bolter shells. Using unmounted ISTs, however, suddenly becomes significantly more viable. Take small squads to serve Greasy, foul vapour washed over him as as speedbumps, or large squads to take objectives and harass the foe. Getting your ISTs a transport paced over the remains, his stern face grim is probably still preferable in most situations, but with determination he swung the halberd no longer will it be a virtual necessity. However, in in a double handed arc, carving two more a pinch, you can use those Rhinos or Chimeras to down. pick up some Knights and get them someplace fast and in relative safety. (And so the dream of truly Crackling energy ran its course down the “mechanizing” our GKs has finally come to pass....) weapons haft, illuminating the dank tunnel Witch Hunters: Running breathes new life into the with its raw glow. Zandat tore through the Witch Hunters. Rarely used units like Arco-flagellants, remaining abominations like a whirlwind of Sisters Repentia, and Penitent Enginges can all vengeance.. make excellent use of this new rule. Run also makes footslogging Sisters a much more viable choice, and so-called “horde” Sisters builds are entirely viable th Area terrain does not block any lines of sight beyond in 5 edition. No longer will mechanized Sisters be what the modeled terrain really, truly blocks. To the only “competitve” army build; every unit in the offset this somewhat, most terrain provides a cover army will have the capability to get up close and save, and more often than not, this will be a 4+ save. personal in a hurry! Even intervening models, be they friend or foe (but ISTs in Hereticus armies can be used pretty much not including those models that are part of the exactly as they would be in Malleus armies (see firing unit itself), count as terrain for this purpose, previous section), although, clearly, you don’t get providing a 4+ cover save to units behind them. So the same value per point that you do with Sisters. while you don’t need a LD check to hit such units, Unless you have a soft spot for the models you’re they are well and truly screened by those units that using, or the fluff, or Chimeras, or plasma guns (none are closer, shrugging off wounds they might not of which a Sisters force really need), why bother? normally be able to under the 4th edition rules. Also, wounds inflicted may be put on any models in "Arco flagellation awaits you heretic..." the target squad, even on models that are neither - Inquisitor Arquemis Flambaeu in range of the firing weapons nor in line of sight of any of the firing models! That is, it is no longer possible to “snipe” enemy models with clever positioning. So long as at least one model in the target unit is in range and line of sight, the entire THE SHOOTING PHASE unit is eligible to receive wounds, at the target unit Most of the rules changes here can be summed up owner’s discretion. thusly: if you can see it, you can shoot it, period. Speaking of which, wound allocation has changed. You never have to take a LD test to shoot at a more The owning player decides which models receives distant unit, there are no special protections for wounds. The only restriction is that wounds must Independent Characters, etc. If you can see it, you be distributed as equally and evenly as possible can shoot it. This may mean that our basements and throughout a squad. No doubling up on wounds until game stores will require a bunch of new terrain, every model has at least one. No trebling up on because now the game is “true line of sight”. Unless wounds until every model has at least two. And so the terrain actually, really blocks the line of sight on. Once wounds are distributed -- and the owning from the model’s point of view, then the guys hiding player may distribute the wounds from sources with inside or behind it can be seen. “Area terrain” has differing AP values in any way s/he sees fit -- you been redefined to simply mean that models inside pick up the dice for all the models with exactly the the terrain may take a cover save if being shot at.

44 The Bolter & Chainsword 5th Edition Guide same game characteristics (i.e. same statline, same absorb more firepower, as there will be much less weapons loadout, same special rules, etc.) and roll totally sight-blocking terrain on most tables. Those all their saves at once, removing as many models cover saves will be very important! As of this writing, as failed saves. Then you pick up the next group it’s unclear whether or how much players, clubs, of all-the-same dice, and continue until you’re all stores, and tournaments will revamp their terrain done. (When you have squad upgrades like a model collections such that there will be a decent amount carrying a special weapon or a veteran sergeant, it’s of sight-blocking terrain (or at least sight-blocking entirely possible that some of these model groups terrain available in the amounts that we might be will consist of just one model.) currently used to it).

In general, this means that special/unique models Daemonhunters: When facing hordes, which are buried in squads are both more and less survivable typically weakly protected, we need to ensure that than before. They’re more survivable because you we’re minimizing the amount of cover available to can, initially at least, pawn wounds off onto the more the enemy. Be sure to spread your GKs out, never let basic models in a squad. Less survivable because, if your units unintentially screen the enemy. (Assaulting the unit suffers enough wounds, you may be forced units can no longer consolidate through firing lines, to put one or more onto these important game so spreading out carries less risk for the force as a pieces. It’s a double-edged sword, to be sure. whole.) Spreading your models has the additional benefit of increasing the number of models that can Regarding cover, infantry units have the option to Go potentially deny cover. The more models that can To Ground. You can decide to do this after wounds draw unobstructed lines of sight to enemy models, are calculated but before saving throws are made. the more likely it is that you can deny cover and Going to ground means you voluntarily pin your unit insta-gib them with stormbolter dakka. but in return it gains a +1 bonus to its cover save, or a 6+ cover save if in the open. The downside is that Against relatively well-armoured foes and enemies the unit remains pinned until after its next turn. with a significant amount of AP 3 or better firepower, it’s more important to take advantage of cover, using While vehicles can’t Go To Ground, they will have our own units to screen ourselves if need be. The DH ample opportunity to benefit from 4+ cover saves, army’s capabilities slide off significantly with just outright nullifying glancing or penetrating hits. The a few losses; it’s usually safer to err on the side of revised damage table also means that glancing hits caution and conservation. Our traditional scoot-n- can do no worse than immobilize a vehicle. (Only shoot, mobile firepower force isn’t going to be hurt when a vehicle is immobilized and all its weapons too badly by all the cover in many, perhaps even systems destroyed might it be possible for a glancing most, game-time situations. hit to destroy it.) All in all, vehicles got a massive survivability boost in 5th edition.

"By order of the Ordo Malleus I sentence you Sprinting from cover, Sister Grace snapped to battlefield excommunication ... Sinner!" up her bolt pistols. Chattering death they - High Inquisitor Balorphin pummelled apart the Dark Eldars Incubis armour.

Opponents: Screening will actually mean something Throwing herself forward, she slid on one th in 5 edition. Expect cheap troops to be used as side through the next doorway, spewing fodder and protection for more valuable units behind, especially for hordes and assaulty armies. rounds at the gaurds above her, watching This tactic will be far more effective in 5th edition them tumble bloodily to the floor. than in 4th edition. Gun lines won’t be quite as offensively effective as before because of the Rolling to one side she hammered the common availability of 4+ cover on the average pistols on full auto at the floorboards above, game board. Even the army’s own units will provide splintering the wood into shards. Screams cover, so deployment strategies will have to adjust sounded, then heavy thuds as blood soaked accordingly. and dripped down. On the other hand, you can probably expect to

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Overall, I would expect the new shooting rules to mean much more reliance on our power armour and cover. Especially in the early game, the Shrouding will be tested more often than usual. It can prove to be a game saver, so be sure to deploy with that special rule clearly in mind. If you can position your GKs about 30” away, the Shrouding will, statistically, deny about 50% of the incoming shots, yet a single turn’s worth of movement will bring your stormbolters into range and able to effect every model of the enemy provided you can get sightlines and range to at least one model. Sadly, the increased vehicle survivability rules exacerbate what is already the greatest weakness of the army. All we can do is maximize our access to lascannons, missile launchers, and melta weapons in every way we can. Despite the increased need to bulk up on Troops choices, no Daemonhunters army can afford to shortchange themselves on anti-armour weaponry. This is even more true in 5th edition than in 4th edition.

Witch Hunters: As with the Run rule, the ability to use your own units to screen other units adds entirely new tactical dimensions. And again, seldom-seen units in 4th edition (like Repentia and Arco-flagellents) come out as the clear winners. Run THE ASSAULT PHASE them behind your footslogging or mounted Sisters, and then clear a path for them once in assault range, leaving the bolter-toters free to seek out other targets. There are five significant changes to assaults, which combine to make them quicker, deadlier, and more decisive than in the 4th edition. "Sisters of the Rose vanquish all who sally Firstly, when a unit charges into assault, the forth!" - Cannoness Angelique assaulted unit must consolidate into the assaulting unit, exactly as per the 4th edition Counter-assault th And because most Sisters shooting is handled at short USR. (Counter-assault, under 5 edition, gives a +1 range, it should be easy to provide cover saves for Attack bonus to the assaulted unit if the unit passes a your own troops while minimizing the amount that LD check.) The rules are unambiguous and designed, is available to the enemy. It is highly unlikely that through step-by-step instructions, to ensure that vehicles will benefit from a cover save when you are the maximum number of models are in base contact in melta gun or inferno pistol range. Really, only the and/or engaged (within 2 inches of a model in base Exorcist is significantly effected by the new cover contact with the enemy). rules when considered from the offensive angle. Secondly, the concept of the “kill zone” has been As with the Daemonhunters, you should expect your eliminated. Wounds may be allocated to any model Sisters to have to absorb more firepower than before, in the enemy squad, even those that are neither relying on their power armour more than was usually in base contact nor engaged. In fact, wounds are necessary in 4th edition. Fortunately, unless you feel allocated and saves are rolled in exactly the same you really need those 3+ invulnerable saves, there manner as for shooting. (And thus special or unique should be enough 4+ cover available to save you the models are both more and less vulnerable than th need of burning Faith points to keep your girls alive under 4 edition.) as you make your approach. Thirdly, each and every model that began the close combat in base contact or engaged, and that is still

46 The Bolter & Chainsword 5th Edition Guide alive when its Initiative step arrives, will get to fight grenades), then the assaulters get to go at their even if the model is no longer in base contact nor usual Initiative. engaged! That is, the tactical element in 4th edtion combats of deciding which models to remove as Finally, while vehicles are harder to kill from range, casualties as a way to control who gets to fight in the they are easier to handle in assault. Assaults against later/slower Initiative steps is no longer possible. vehicles are now always resolved against the rear Each and every model that began the combat able armour. to fight will fight, so long as it is alive to do so when it’s turn comes and there are enemy models. "Faith in the God-Emperor is my shield!" Fourthly, the winning and losing of close combats is - Holy Prayers of the Sisters VII-XX decided purely by the number of unsaved wounds inflicted. There is no more outnumbering, or ratios. If one squad inflicts at least one more wound upon Opponents: These rules changes combine to its enemy that it receives, it wins the combat, pure make it virtually impossible for an assaulting unit and simple. Furthermore, the losing squad must (or army) to roll through a series of enemy units, take a Morale check to remain locked in combat, but significantly altering the way assault specialists taken with a negative modifier equal to the number have been traditionally employed in 4th edition. One of wounds by which it lost the combat! (Fearless lucky charge will no longer be enough to decimate units who lose close combat must instead take a an enemy. Assaults will have to be coordinated and number of additional wounds, which can be saved, supported if they are to be converted into long- equal to the number of wounds by which it lost the term gains. It is otherwise far too easy to strand combat!) We can expect to see units fleeing from one’s assault units in clear sight, sitting ducks for a th combat much more often under 5 edition than barrage of enemy firepower or a decisive counter- th under 4 edition. assault. Now an opposing general will be required And as I’ve noted elsewhere, units who win assaults to put at least a modicum of thought into organizing are no longer allowed to consolidate into a fresh his or her forces, rather than just pushing them enemy unit. This includes close combats that are forward, rolling the dice, and watching the carnage. already underway. Units like harlies and DC are almost too effective in 5th edition. When they rush into combat, they are Assaulting into cover has changed under 5th edition highly likely to run their opponents off the table as well. Instead of the defenders going at Initiative (if not slaughter them outright), and then strand 10, the assaulters go at Initiative 1. If the assaulting themselves in the open. troops have “offensive” grenades (e.g., frag Assaulting hordes are the great beneficiaries here. Not only will they be more likely to make it into assault, thanks to the generous cover save rules, Grey Knight Makro pitched sideways, his but once they charge in, they will be able to inflict chest plate spraying blood and gore. Bounding significantly more damage than was often possible th over his glinting armour the Blood Letter in 4 edtion. They can also absorb significantly more damage without hurting their assault potency. Having howled, lapping at the spray of crimson liquid a high Initiative is still of paramount importance briefly. Flaming bolter rounds punched its in close combat for many of us. But if you’re a arms wide, cutting it to ribbons. Striding horde your supreme weight of numbers will often forward, Justicar Agamennon laid done a be enough. Units on the receiving end will have sheet of fire as he grabbed Makro's backpack, to generate a massive amount of wounds to offset hauling him away from the daemons reach. those that they themselves will be receiving. Daemonhunters: The altered consolidation rules "Throne! Begone filth!" Light flared for a have to be seen as a great boon for us. Despite blinding second as Agamennons screaming the best of intentions and game plans, sometimes halberd beheaded the Blood Letter to his there is just not enough time to halt or weaken the right, another fallling to his left from the advance of one or more dangerous assault units. chattering storm bolter at his wrist. There is nothing sadder than watching a squad of the Emperor’s finest get rolled by a squad of or Death Company ... and then to suffer the indignity

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of having them dance on over to the next unit of Valuable Troops they may be, but in pinch you can Knights and watch the whole fiasco repeat itself. At feed them to the wolves as bait and setup for a least now we will have an opportunity to recover shooting/counter-assaulting trap. Even if they are from such an ignoble beating. If you see something easily wiped to a man, ISTs can make fantastic speed like that coming, at least now you can set up our bumps for a fast/assaulty army, forcing them to other units to pounce on the enemy once they’ve digest what you toss them and setting them up for done their initial damage. some righteous retribution from your more capable Grey Knights units.

"Hatred and fear are merely vessels of Chaos Somewhat offsetting our increased difficulties with armour at range, our Grey Knights are now capable that we shall crush" of destroying any vehicle short of a land raider, - Heard at the Siege of Athros VI monolith, or soul grinder in an assault. Melta bombs should rarely be taken (those points will be more valuable spent elsewhere in the army), as it will However, being on the losing end of an assault is almost always be more beneficial for our Justicars much more dangerous than before. 5th edition to take 3 swipes with his S6 NFW than just one with will be the game of large units, especially large a single melta bomb. All of the aforementioned Troops units. Buying 8 to 10 models for virtually vehicles were always best dealt with at range every power-armoured Grey Knights squad will be anyway; 5th edition doesn’t change that calculus. a practical necessity, else the consequences for our Fearless troops, should they lose an assault, will be Witch Hunters: Overall, the new assault rules are dire. In fact, we should be even more careful about a great boon for the Sisters of Battle. In a game initiating assaults ourselves. Not only must we be dominated by MEQs, Sisters are at the lower end relatively certain that we can win them, but we of the assault power spectrum. The fact that close must be prepared for the consequences of beating the enemy off. Be certain that you are ready to have your Knights exposed after every assault. Don’t leave them isolated and easy pickings. Also, it is no longer enough, when facing a foe with superior assault capabilities, to simplay kite/ backpedal your way into cover so that we can at least fight simultaneously. Many such foes will have superior Initiative stats and also frag grenades or equivalent, meaning their assaults will be just as deadly whether or not our Knights are in cover. This simple rules change, when combined with the inability to consolidate into fresh enemy units, has such a huge impact on how we deal with foes like Tyranids, Eldar, Death Company, etc., that I feel the very nature of the Daemonhunters army has changed. In 4th edition, it was almost perfectly balanced between shooting and assaulting, but in 5th edition it is a majority shooting army. Our default tactical approach will, more often than not, consist of scooting-n-shooting, trying to remain at some distance to take maximum advantage of the shrouding and our stormbolters. Assaults will only be used as a last resort, when forced upon us by circumstances, or when facing an enemy with clearly inferior fighting abilities (e.g., Imperial Guard). While ISTs are no better, perhaps even worse, in 5th edition assaults than they were under 4th edition assaults, now they can at least serve a true purpose.

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will probably be able to keep them around down to "Switch targets daughters of the the last model. Take 10 models in mounted squads, 14, 16, maybe even more in footslogging squads! Emperor!" Such large squads can actually perform reasonably well on 5th edition boards. Besides, shifting 16 or Commanded Sister Chel, her auspex more Sisters off of an objective would be no mean chiming a warning. With a grace not easily feat ... for anybody. They make ideal objective- achieved in ceramite the four battle sisters takers. swung their heavy bolters up and over the parapet once more, tracking the lead vehicle. Runes blinked red then green one MISSIONS AND GAMES by one in Chels helm, indicating the squad There are now only three standard missions: Sieze had range and target priority. Ground, Capture and Control, and Annihilation. However, there are also three variant deployment "For Celestine!" patterns: Pitched Battle, Spearhead, and Dawn of War. Both the mission and deployment are Booming rounds spat from their position, determined randomly at the start of the battle, the vibrations shaking debris and rubble. resulting in 9 different possible games. Chel aimed her own storm bolter, sending Sieze Ground and Capture and Control are both two howling shots into the furious objectives-based. Victory is determined solely by explosions and dust. who claims the most objectives. Importantly, only non-vehicular Troops units can claim objectives (though a Troops unit mounted in a vehicle can combats will result in more casualties than before is claim objectives while embarked). Any unit can easily outweighed by Faith, the relative inexpense “contest”, or deny an objective, but only Troops of Sisters, and most importantly of all: the Book can score them. Troops are scoring down to the last of St Lucius. That little item alone makes Sisters man, and non-Troops are capable of denying so long effectively Stubborn (a new USR in 5th edition), and as they, too, aren’t completely destroyed. (Thus, means that you can depend upon your troops to hold the line no matter how grisly things get, thus giving you ample time to appropriately respond with the rest of your army. "For Celestine!" On top of that, even if the girls finally get beaten down, that leaves the victors open to a brutal Was the last thing she could have Divinely Guided fusillade of retribution because of heard as Sister Feria pitched suddenly their inability to consolidate into another unit. back, a mist of ruby where her helm On the other hand, if you want to go looking for had been. a fight, the Sisters are amply prepared for it. Frag grenades are available virtually everywhere (and Snatching the heavy wepaon up in a with Faith, means that you can always fight ahead of MEQs whenever you want, even if they’re being second, Sister Chel cycled the feed cowardly and hiding in cover), along with plenty of belt into action once more. Swinging flame templates for denying those precious cover to face the rapidly approaching vehicles saves. And the new rules for template weapons quickly, Sister Chel pulled hard on means you’ll be inflicting more wounds than ever the trigger of her heavy bolter. before. The number of wounds are calculated all at once instead of one template at a time, which could The thumping vibrations shook her add up to double or more the number of wounds possible under 4th edition. diaphragm as she avenged the young sisters death. As with the Daemonhunters, you will want to maximize the sizes of your squads whenever possible. So long as a Book of St Lucius is near, you

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an immobilized Rhino, providing it’s sitting on top units that Scout or Infiltrate may either be deployed of an objective, can still deny that objective to the normally or they may be placed in Reserves and enemy!) arrive via Outflanking. In Annihilation missions, players score one “Kill The other new twist regarding deployment is that Point” for each enemy unit they entirely destroy. whoever wins the roll-off for first turn deploys his or Whoever has the highest tally of KPs wins. There are her entire force first. Only then does the opponent no Victory Points. VPs are mentioned, as a smallish who lost the first turn deploy his or her army. Then footnote almost, at the very back of the book as an the player who deployed first takes the first turn of option that might be beneficial for tournament use, the game. If the losing player chooses, they may try or perhaps for “bragging rights” in drawn games. to “Sieze the Initiative”. If they choose to do so, But they aren’t even mentioned in the main rules of and after all deployment can roll a 6, they get to the game. It’s unclear how often they will actually go first. be used.

Pitched Battle is the normal deployment pattern "So it is, heretics and daemons all, (you have a 12 inch swath along your long table edge). Spearhead is table quarters deployment. my Knights will win this day!" Dawn of War is a new deployment. The board is - Inquisitor Hannos divided in half and each player deploys two Troops and one HQ, everything else is off-table. (Note that Finally, all games will have a random length. 1/3 of dedicated transports do count as a Troops unit for them will go just 5 turns, 1/3 will end after 6 turns, this purpose! However, if you deploy the transport, and 1/3 will end after 7 turns. This is likely to create then the unit for which it was purchased must also be quite a bit of excitement as both players scramble deployed, though not necessarily embarked.) Night- to consolidate their positions while simultaneously fighing rules are in effect for the 1st game turn, and preparing for an uncertain future. You will never you have the choice of placing the off-table units in know whether a next turn will actually be played Reserves or simply moving them on from your own until it is time for it to (possibly) arrive. long table edge during your 1st turn. Speaking of Reserves, you may place as many units Opponents: The pressure to include more than as you wish in Reserves. All, one, some, or none, it’s the required minimum of two Troops choices is, entirely up to you. In Reserves, you may elect to obviously, great. And unless one likes playing for join Characters to other units so they will arrive at draws, a practical necessity. At least three Troops the same time, or embark a unit in a non-dedicated will be necessary in games up to 1500 pts, and 4 or vehicle (perhaps with a Character joined as well!), more Troops will probably be required for games of and they will all arrive at once. There is much more 1500 pts or more. Armies with great Troops choices flexibility than before. (e.g., Chaos Space Marines, Orks, Necrons) have every incentive to load up on them. And as I noted above in the Movement Phase section, Daemonhunters: The necessity to maximize scoring Troops effectively sounds the death knell of the Fast Attack teleporting Grey Knight squad. There Fire swam across the surface of the , will never be a strong enough incentive to sacrifice levelling all to ash. As a ball of flaming a scoring unit just so you can Deep Strike. Deep death the planet was cleansed in seconds. Striking will now be under the exclusive purview Inquisitor Hannos watched from the thick of our Terminators. Besides, having Fearless Troops that are as potent and capable as Grey Knights must amroured glass of his battle frigate. Lance be considered a huge advantage for the army, one cannons withdrew behind shuttered port that we should push for all it is worth. holes, their use now done. The Annihilation mission may actually be an "And with that, I declare this world fit advantageous mission for us to play. The DH is commonly outnumbered, both in model count and for Imperial rule once more." in unit count, and victories have almost always required us to kill much more than we lost. That is, the DH won’t have a vast amount of KPs available

50 The Bolter & Chainsword 5th Edition Guide for taking and we’re already accustomed to accruing them at a faster rate than we lose them. It’ll simply be business as usual. Witch Hunters: The new missions and deployments don’t really affect Sisters army lists other than to make the taking of additional Sisters Troops virtually mandatory. Fortunately, they are excellent, flexible units. And while taking more Troops might inevitably mean fewer specialists (like Seraphim, Retributors, or Celestians) because of the tightening points pressures, it’s not like you’ll be trading down very far.

ARMY LIST SELECTION Daemonhunters - HQ

One change to the rules that has not yet been mentioned is that Independent Characters that have a dedicated retinue lose their IC status and instead become just another model in the squad. This was always a contentious issue under 4th edition because Morale tests are a subset of LD tests, a unit containing GW never FAQ’d whether the verbiage in the codex an Inquisitor Lord can, so long as he is alive, hold up was overridden by the advent of the 4th edition an assault indefinitely. Not being Fearless, the unit rules, so there was considerable confusion as to how won’t suffer automatic wounds for losing an assault, Grey Knight Heroes should be treated while they yet it will never have to make a break test, either! had their retinue. At least now the 5th edition rules It will either stick around or flee, at your pleasure. and the rules in the codex sync up perfectly. And it While a very expensive option, building a close also makes retinue a very attractive option, more combat Inquisitor Lord squad can prove valuable attractive than buying a lone GK and joining just because of Iron Will, making it the one of the them up to an Elites Terminator squad, even with ultimate tar pit units in all of 40K. (Can anyone say the changes in deployment rules. “Inquisitor Lord Coteaz”?)

Daemonhunters - Elites "Warp spawn filth! Let my force weapon be as the Emperors vengeance on you!" Sadly, painfully, the new assault rules have significantly nerfed the combat effectiveness of - Brother Captain Jurgens assassins. Unless you send them up against relatively small or weak units, they are very likely to lose after Deep striking our GKT HQs is also more attractive the initial round of combat and either die outright than before. Not only has Deep Striking become or by taking additional wounds as a result of being less risky, but now our power-armoured Knights Fearless. cannot afford that luxury. (They will be required to Death Cult Assassins must be bought en masse fulfill Troops obligations of claiming objectives.) I and used together to have any effect whatsoever. have always been a fan of foot-slogging GKT squads However, not being a unit, they can’t actually be with a pair of psycannons (so much so that I rarely used to provide cover saves to units behind them! deployed them via Deep Strike), and that will still be viable under 5th edition. But there can be no denying The Eversor is no longer able to smash through unit that the fluffier Deep Strike delivery method for our after unit; he’s hardly going to be capable of taking Terminators should be seriously considered. down even one unit anymore! Constructing shooty Inquisitorial firebases is still The Callidus will largely be useful just for A Word In going to be the most effective build for them, but Your Ear, as she’s hardly likely to do much beyond Iron Will has grown in power under 5th edition. Since kill a couple of models in assault before biting it.

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It’s still an OK option if you want a cheap but at Snow gusted round the kneeling silver least somewhat effective way to unlock assassins (assuming you still think they’re worth the armoured warriors, their heads low investment), but a shooty retinue is really a superior in prayer. Ancient words echoed in option, considering. Certainly, one psycannon- the circle, swords held upright, their toting model may not seem like much of a threat surfaces burnished gold. Helms lay at to the enemy, and you may even be able to sneak their feet, angular plates with ornate him over to an objective and contest it as a result, but he’s nowhere near the trouble-maker he was scripture adorning them. Glowing in 4th edition. And if you’re going to build a shooty runes hazed their suits power units, Inquisitor, why not get an Inquisitor Lord? Iron will the exhausts gently idle. alone is worth the 25 pts, easily. Everything noted above about Grey Knight HQs With a final word the Grey Knights applies here as well, of course, being virtually stood as one, sheathing their swords identical in nature. into place. The Justicar placed his hand upon the sacred text, the mem-pages Daemonhunters - Troops barely flicking in the strong winter Grey Knights, Grey Knights, Grey Knights ... and gale. Each man placed his gauntlet in more Grey Knights. Always highly regarded (if turn upon the book, saying a concluding expensieve), 5th edition makes our GKs one of the private benediction before battle. best Troops choices in the game (even with the expense). Load up on as many as you can afford. But be certain to get large squads, 8 to 10 models, The Vindicare -- already a subpar choice because every time. Small squads are just not going to have of his inability to predictably inflict wounds (he that great of an impact when push comes to shove. th averaged less than 3 wounds per game under 4th 5 edition is a game that encourages and practically edition) -- has been rendered virtually useless by requires large Troops units to carry the day. the wide availability of cover saves. Even with his There is still a use for “mini-purgation” squads special rules, most units will be granted at least 5+ (5-6 GKs, 2x psycannons), but they should be set cover saves to his shots. up as firebases to hold an objective near or in your Perhaps the only assassin that comes out looking deployment zone. (Or just to rain dakka down upon better is the Culexus. He was never that effective the enemy in Annihilation missions.) If you really in combat anyway (except in very limited want to deep strike psycannons behind enemy lines circumstances), but his ability to force basic LD for shots at rear armour, use Terminators instead. down to 7 could potentially prove invaluable in quickly running enemy units off the board. Keep him nearby in an assault, and even a slight victory could "Run! They come! The Grey Knights come! force the enemy to flee. We will all be dead by noon!" About the only thing that brightens up the picture - Heretics at the Wailing wall on Askeron V for assassins is their ability to Outflank. Even with a much less effective assault impact, getting several Inquisitorial Storm Troopers are very attractive DCAs and/or an Eversor to suddenly appear on the choices, too. Their transports are more survivable, flank could potentially cause enough mayhem to be and even when damaged, won’t necessarilyy cause useful. Of course, Reserves and Outflanking make the any harm to the guys riding inside. (The new damage timely appearance of the assassin(s) unpredictable, results rules are quite forgiving.) And, of course, so it’s nothing you can count on. With a little luck, those Rhinos and Chimeras can conceivably be used however, they still have the ability to swing a game to shuttle some Grey Knights around the field, too! in your favor. Mounted or unmounted, ISTs can take objectives, Regarding Elite Inquisitors, without Independent screen other units, and serve as speed bumps to Character status protecting him any longer, the slow the advance of fast assault forces. There are psycannon-sniper-supreme is a thing of the past. very few downsides to these guys, almost no matter what configuration you take. (But always remember

52 The Bolter & Chainsword 5th Edition Guide to double up on special weapons, especially meltas what dreadnoughts are for in this army. Assault- or plasmas, as those weapons provide capabilities oriented dreadnoughts -- or any other weapons that GKs themselves simply cannot match.) loadout -- are either suboptimal or redundant, or both. Don’t bother. That said, the “doormat” squad (5+ guys w/2x meltas or plasma, IST vet sgt with a TP homer, Rhino) is Land Raiders, like other vehicles, got both nerfed no longer as useful for bringing in GK reserves. It’s and boosted. They’re more survivable than before unlikely that our forces can afford more than a single because of the new damage reduction table and their Terminator squad (probaby as the HQ) to perform ability to take advantage of cover saves. (Though that role; all our power-armoured Knights should it’s such a large vehicle that gaining Obscured status be bought as Troops. And with that few teleporting will be a bit more difficult to pull off.) However, the squads, plus the less harmful Deep Striking mishaps redefinition of defensive weaponry means that, on results, there is little need to waste the 20 pts on the move, a land raider can only fire a single one of such an upgrade. In fact, there is no good reason its weapons at full BS. to invest in IST vet sergeants that I can see. Those points would inevitably be better spent on just Land Raider Crusaders fared much better because another IST model, if nothing else. not only did their survivability increase, but along with a Machine Spirit, remain capable of firing all If you’re playing pure GK, you should shoot for at of their weapons systems while on the move. While least 3 Troops choices in games up to 1500 pts (24- Land Raiders, in my opinion, still have a slight edge 30 Knights), and 4 or more Troops GKs (32+ Knights) (because of our desparate need for long-range heavy for larger games. You will never have enough. firepower), the Crusader has become considerably more attractive. Daemonhunters - Fast Attack Orbital Strikes can still be fun, I suppose, but the th There was never anything other than Teleport Attack pressures and requirements of 5 edition army lists Grey Knights here, and I cannot think of any good has changed so much that I don’t see myself ever reason to ever use them again. The army was always using them again. Sure, they can be targeted to short of small “t” troops, and the new edition now an objective and cause havoc that way, but all I’ll requires a hefty amount of capital “T” Troops. Grey ever see are points that could have gone to my anti- Knights are needed on the ground, so don’t bother armour needs or to another precious 3 Grey Knights with these guys anymore. Fast Attack is now for or so. It’s highly unlikely that a Strike could, on its the exclusive use of allied or inducted units (e.g., Seraphim) ... if you can even afford the points for Shards of light imploded around Trooper such extravegances. Jense as he was blown clear of the column. His back slammed against what he thought Daemonhunters - Heavy Support were a statues legs and he scrambled for his Despite the absolute necessity to fill up on Troops, las-rifle but it was nowhere to be found. the DH army’s shortcomings in the heavy/anti-armour Gaping in awe at the lurching Death Guard weaponry department have only been exacerbated mounting the steps he made to get up. by the 5th edition rules. Dreadnoughts with TLLCs and MLs have always been the traditional mainstay Firm, strong silver gauntlets gripped him in this department, and they should continue to be even as the traitors swung their bolters up so going forward. Unlike most tanks, they can fire at him. all their weapons on the move, and they stand to benefit from the superior cover rules even more "Stay down for a moment brother!" than other vehicles because of their relatively small physical profile. Dragging him behind his armoured It is difficult to imagine any reason to not use the protection, Grey Knight Orpheo put TLLC/ML weapons loadout on every GK dreadnought. himself between the Trooper and the plague GKs can pretty much tackle armour in an assault just Marines, ricochets whining from him as fine in 5th edition, and are already superb at taking the dark enemies weapons coughed shots at apart infantry from range or up close. What they him. don’t have is long-range heavy firepower: so that’s

53 The Bolter & Chainsword 5th Edition Guide

own, prevent an objective from being claimed. Most option -- she even has the option to Deep Strike, objectives will be placed in terrain, and thus any thanks to the new jump pack rules! -- building a potential claimants would benefit from 4+ cover Celestian retinue around around a Canoness or saves. Palatine has been made significantly more attractive, and would make the perfect HQ for a footslogging Daemonhunters - Allied and Inducted Sisters “horde”. The increased survivability of Units vehicles and their occupants also makes mounting such a squad attractive and viable, no matter what Sadly, the points pressures on a Daemonhunters kind of list you have. list are so extreme that the use of allies will need See the Daemonhunters HQ section, above, for my to be minimized. Inducted Guardsmen can help to thoughts regarding Inquisitor Lords in 5th edition. bring mobility (in the form of Armoured Fist squads) and long-range heavy weaponry (in the form of lascannons and missile launchers), but they take Witch Hunters - Elites up precious Troops choices that are probably better As I mentioned earlier in this article, Arco-flagellants left for Grey Knights or ISTs, both of whom are more and Sisters Repentia deserve a second look in 5th survivable and capable. edition. Running, the ability to Go to Ground, and Allying in units from the Witch Hunters remains an the ready availability of cover saves makes both of excellent option, and there’s nothing wrong with these units entirely viable, even in a competitive Sisters of Battle for Troops! However, in an army environment. It will be much easier to deliver these without much Faith, Seraphim remain the single best units on target than ever before, and thus their allying option for the DH. Even without Faith, they inclusion should open up new vistas of tactical supply speed and -- with a pair of inferno pistols and options for the canny Witch Hunter general. an eviscerator on the Veteran Superior -- excellent For my comments regarding Inquisitors and assassins, and much-needed anti-armour capabilities as well. see the Daemonhunters Elites section, above. The problem is that Seraphim are a significant investment, and that usually means they enter Witch Hunters - Troops the list at the expense of some precious Troops or a precious Heavy Support choice. They may still Sisters, Sisters, Sisters ... and more Sisters. What add something to the army, but there can be no more needs to be said? Yes, you can also take ISTs (and th question but that, under 5 edition, they come with for my thoughts on them, see the Daemonhunters drawbacks that must be weighed carefully. (See the Troops section, above), but really, why would you? Witch Hunters Fast Attack section, below, for more You’d have to really love their fluff or their models on Seraphim.) to consider it. Sisters are superior Troops choices in Of course, Radical DH gamers may have little virtually every way. You should aim to field at least choice, and for them inducting in some Guard or, three Sisters units in games smaller than 1500 pts, preferably, Space Marines will be a necessary step in and four or more Sisters units in every game of 1500 maintaining a viable list. Allying in Sisters of Battle, pts and larger. Filling out all 6 Troops choices with anywhere and everywhere, should also be a strong Sisters will not only be possible, it could even prove consideration. useful and decisive. I’d do it in any game I played that was at least 2000 pts in size. Another option worth considering is to ally in a "Flame and faith Sisters! Let the Letters of squad, or even two, of Grey Knights from the Blood know banishment of this realm!" Daemonhunters. A significant investment, to be sure, - Sister Jannice but they bring quite a bit to the table, including a MEQ statline, significant dakka at a longer range than the Sisters can generate, and superior close Witch Hunters - HQ combat capability among the game’s elite units. They would integrate well with a footslogging Sisters As with Grey Knight Heroes, the Sororitas Heroines force, drawing a significant amount of attention and benefit from the new retinue rules, which are really laying down plenty of dakka -- and the threat of a a throwback to the 3rd edition (see that section, decisive assault -- while the Sisters line up for Divine above). While the flying Canoness is still a superior Guidance and/or a counter-assault of their own.

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Being Fearless means they’ll have to be killed to Orbital Strikes simply don’t measure up. See the the last man to be denied an objective; they can’t Daemonhunters Heavy Support section, above, for be run off the table by anything. my thoughts regarding them.

Witch Hunters - Fast Attack Witch Hunters - Allied and Inducted Units

Seraphim are still the clearly superior Fast Attack Other than bringing in some Grey Knights allies, there option. And in 5th edition, they have the option to is virtually zero reason to consider bringing in units Deep Strike! You can even join a flying Canoness to from other Codexes. Inducted Guard can help you them while in Reserves, and that single unit can out in the ranged firepower department, but as with enter play together on a single Reserves roll. Running the Daemonhunters, they cost you precious Troops them on the board is still viable -- and there should slots that would be better spent on more Sisters. be plenty of cover for protection as you do so, and Besides, between Exorcists and Retributors -- and Run makes them even faster! -- but at least now you the ability to bring innumberable melta weapons have a choice. to bear very quickly -- the need for Guard, their weaponry, or their vehicles is practically nil. On the other hand, Seraphim have also been nerfed slightly. Firstly, they can only successfully Hit and Playing a radical Witch Hunters force is not even Run out of combat with a successful Initiative test. possible, rules-wise, like it is with the Daemonhunters 1/3 of the time, therefore, they’ll stay put. Also, (who can at least take Daemonhosts to represent they cannot use their jump packs when exiting area/ such heresy), and I’ve never seen anybody even difficult terrain without suffering dangerous terrain attempt it (except as the base for their radical rolls. Even so, Seraphim still represent a serious Daemonhunters army!). There’s just no reason to threat to virtually any enemy asset, and are easily consider inducting Space Marines when you can worth the investment. bulk up on Sisters and Faith ... not to mention the superior fluff and flavor that comes with them! Dominions still don’t seem to be worth very much, especially considering the new reliance on Troops to claim objectives. The ability to double up on CONCLUSION special weapons pales in comparison to the need to have as many Troops choices as is possible. If you While I believe that Daemonhunter army list building want an Immolator that badly, take Celestians, or, if changed radically -- and might even have become, you have the slot available just get an undedicated necessarily, somewhat more restrictive -- the army Heavy Support Immolator. has become somewhat more competitive under the new rules set. Grey Knights are among the game’s Witch Hunters - Heavy Support most potent, flexible, and valuable Troops, and that is worth a lot in 5th edition. Land Raiders, despite Exorcists and Retributors have always been and their expense, give the army significant advantages still remain superior options. Both units provide the in surviability and mobility over and beyond what only long-range firepower in the army, making them the average 40K army has. And our Terminators have invaluable additions to any kind of list you make. been freed of the need to conserve Victory Points Both units should be more survivable and have more or take objectives themselves, and thus can be let shooting opportunities in 5th edition. loose to do what they do best: rip apart enemy foes with slashing Nemesis Force Weaponry. Immolators are undoubtedly cool, but should typically be bought as a dedicated transport for For the Witch Hunters, the 5th edition rules set has Celestians. But if you can spare the Heavy Support expanded the tactical toolset immeasurably. Built choice, then go for it. upon a solid core of dependable and capable Sisters, Witch Hunters generals no longer need believe that As mentioned earlier, Penitent Engines got a major mechanized Sisters be the only practical army build power boost thanks to Run and the increased of any significant strength. availability of cover. These machines of mayhem should be seriously considered for every Witch If you wish to comment on, discuss or Hunters army that is intent about getting right up submit an article for review concerning into the opponent’s face. this section please click on the B&C Emblem Measured against this embarrasment of riches,

55 The Bolter & Chainsword 5th Edition Guide SPACE WOLVES

hen discussing Space Wolves and 5th Edition potential upgrades available to a Wolf Guard unit. Wthings can get a bit tricky. In this article I In particular Power Fist (PF) wielding models may will discuss the changes and how they affect SW now be better off with a combi-weapon of some sort armies. Where things are not clear, I will give the now, as a pistol or CCW won’t grant an extra attack consensus opinion of myself and my fellow B&C Mod, to a PF user (only another Power Fist will) and ‘True Lord Ragnarok. Note that my gaming group and I Grit’ isn’t going to help with a PF either. have been using these decisions in our 5th Edition play testing and have found them to be the most Our Wolf Scouts now gain the advantage of having reasonable on the table interpretation of the SW the ‘Out Flank’ USR, at least for the time being, Codex and 5th Edition rules. Having played a couple making them perhaps the most flexible Scouting unit of games now using the 5th Edition rules I must say in the game. The ‘Out Flank’ USR allows scout units that over all the system strikes me as superior to to come into play from reserve along the sides of the 4th Edition and the changes made in regards to my battlefield, potentially giving the controlling player beloved Space Pups are generally for the better. the chance to, well, out flank their opponent. This also makes it viable for more than one Scout pack in What follows are some comments on specific changes an army now. One can be use the ‘Operate Behind and perhaps more tellingly some comments on how Enemy Lines’ rule from the Codex whilst the other my army changed from 4th to 5th Edition to make the uses ‘Out Flank’ giving you two elite units attacking most of the new rules. from the weakest points of the enemy’s line.

HQ UNITS TROOPS

The ‘Retinue’ rule is a great boon here. As my Grey Hunters don’t really change much with the group understood it and as we’ve been playing it, new rules, they remain perhaps the most flexible an Independent Character (IC) with a Wolf Guard tactical squad in the game but still lack the skills bodyguard effectively becomes simply an upgraded offered by more specialised units. Note that the character for the squad (much like a Codex: Space benefit of a Wolf Guard Pack Leader with Terminator Marine Veteran Sergeant). This means that in close Armour is much more noticeable now with the combat he cannot be singled out and also means new allocating of wounds rules. The changes to that he only has to be within 2” of a friendly model the ‘Counter Charge’ USR rule don’t really benefit to strike into close combat. us right now as we have True Grit, so the number

ICs without a Retinue also benefit, as they can now be attached to a designated Pack prior to the game and come in a Drop Pod at the same time as the squad Wolf Guard Raffon let the wolf in they have joined with a single Reserves roll. The him have its head as he barrelled into rules for ICs joining squads have also been clarified, the Thousand Son, smashing the hated please see the article ‘Characters’ elsewhere in this enemies form across the plaza with his edition for further information. power fist. Swinging his ancient storm bolter up he blazed rounds into the ELITES recumbant traitor, shredding power armour. Wolf Guard Bodyguard units are now affected by the altered ‘Retinue’ rules and if attached to an IC now Fangs bared he grinned in triumph, benefit from the changes outlined above. Changes before continuing the hunt. in the way in which extra close combat attacks are granted by specific gear have affected many of the

56 The Bolter & Chainsword 5th Edition Guide of attacks we make stays the same regardless of passing our Leadership check or not. I expect our new Codex will bring us back into line with other armies however, as I believe the True Grit rule will be removed from the rulebook and that we will be equipped in a very similar way to Chaos marines with a bolter, bolt pistol, and close combat weapon. But, this is purely an educated guess on my part.

With the loss of an attack with Power Fist wielding Grey Hunters (as noted for Wolf Guard), Power Weapons become a more attractive option and those who mixed bolters and pistols within a Pack to maximize the effectiveness of PF wielders on the charge may as well go ahead and add those extra bolt guns in place of the pistols.

I have been using the new ‘Run’ rule to great effect, by fielding a large Ten man pack with a Pack Leader in Terminator Armour, all on foot. With the new scoring unit rules in most scenarios this Pack is often the key to capturing an objective and are very hard to shift once they decide they are going to dig in somewhere.

Blood Claws suffer the most from the changes to how additional attacks work with Power Fists, especially in after the first round of a close combat. As a result I’ve been working on making some changes from my standard PF heavy squads to a more Power Weapons Plasma cannon toting Pack or a Pack armed with oriented list. I think PFs are going to be the sole Missile Launchers very interesting. You can find the property of the Pack Leaders in these Packs for me. new rules for ‘Blast Weapons’ elsewhere in ‘Shall They Know Fear?’ An interesting note here, the wording of the ‘Counter Attack’ USR and that of the ‘Berserk Charge’ Blood As for Vehicles, these act in much the same manner Claw rule leads me to believe that if a Blood Claw as their Space Marine Counter parts, you can find Pack passes its Leadership check when it is charged, more information on issues such as the new and it gains not one, but two attacks! This would make improved Rhino ‘Battle Taxi Service’ and the changes Blood Claws a much better supporting unit as they to survivability of embarked troops in transports could then receive a charge effectively. Hopefully elsewhere in our e-zine. the upcoming FAQ will clarify this situation. SPACE WOLF RULES & "Russ was my lord, miss him? No! WARGEAR He returns to us at the Wolftime!" - Bjorn the Fell Handed. As mentioned before the True Grit rule has been removed from the Rule book as a Universal Special Rule, this means that until we are told other wise we revert to the wording in the Space Wolves Codex. HEAVY SUPPORT & VEHICLES Now, I have previously heard some arguments that the codex allows us to use combi-weapons with Long Fangs, like their younger Grey Hunter brethren, True Grit but I have to say here that I’m not wholly stay much the same with the updated 5th Edition convinced, the wording seems clear to me that it’s rules. I would be remiss however if I didn’t mention only regular bolters that are of use with this rule, that the changed ‘Blast Weapon’ rules will make a but in the end as GW would say these rules are just

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guide lines and the aim is for you and your opponent Runic Charms, and Wolf Pelts. Two have Assault to have fun, so if you agree otherwise then have at Cannons and a Single Lightning Claw, 2 two have it by all means. Combi-Plasmas, one of these has a Lightning Claw and the other a Thunder Hammer. Used to support The ‘No Matter the Odds’ rule is worthless as it my Troops units they generally start on foot as does is written, being outnumbered in close combat the bulk of my army. matters not at all in 5th Edition. The way my group and I have been treating this rule is that we ignore This pack is nigh on perfect for standing, shooting Modifiers for losing close combat. This seems to and then taking an opponent’s charge. In fact they be the logical extension of the rule until the FAQ are better when receiving the charge due to the is released, when one of two things will happen. ‘Counter Attack’ USR and their Wolf Pelts with an Either the rule will go away, or they will modify it. awesome 19 Lightning Claw attacks followed up by Again, reach a consensus with your opponent before 4 Thunder hammer attacks. Go ahead, charge these the game starts on this rule. guys, I dare you...

The ‘Wolf Pelt’ has now become a very worthwhile As you can see from my two new ‘must have’ units piece of war gear now, plus one attack on the and the analysis a foot slogging army is a much more Counter Charge, especially for only a few points, viable selection with the 5th Edition rules than it represents great value. I am taking these by the was during 4th, a fact that should have Space Wolf Packload whilst supplies last. commanders across the Imperium rejoicing. I am finding however that either some fast elements or at least some transports are going to be needed ‘MUST HAVE’ UNITS in order to handle all of the scenarios, and I am currently working on a couple of Rhino Transports to fill the gap. Keep an eye on ‘Shall They Know Fear’, There are now two units that I consider a must take as a living document it will be updated to reflect for my armies. First is a Troop choice as Troops are ongoing changes and challenges. the name of the game these days, only they can capture objectives in 2 out of 3 standard 5th Edition scenarios. As I said above I have been using a large Grey Hunter pack as my core Troop choice whilst play "Young Ragnar? testing the 5th Edition rules, the squad is configured Aye, he is still a pup! as follows: But with a fierce bite!" - Njal Stormcaller "Ale, bring ale for this foe is almost done with!" - Althred the Thirsty CONCLUSION

10 Grey Hunters: 2 with Power Weapon and bolter, Over all the Space Wolves have seen some much 2 with Plasma Pistols, 1 with a Plasma Gun, 5 with needed improvements with the 5th Edition. We are bolters. They are joined by a Wolf Guard Pack still in need of an update, and some of what has Leader with Terminator Armour,Runic Charm, Power been discussed may become null in a few weeks Fist and a Combi-Plasma. when the FAQ is released but for now Wolf Lords have much to be thankful for. This has proved to be a good solid core for my Army. With the ‘Run’ USR they can get where they need to If you wish to comment on, discuss or be and are good in both short ranged fire fights and submit an article for review concerning close combat. this section please click on the B&C Emblem The second ‘must have’ on my list is my primary HQ - a Rune Priest in Terminator Armour with a pair of Lightning Claws and a Wolf Pelt. He is followed by a retinue of 4 Wolf Guards in Terminator Armour,

58 The Bolter & Chainsword 5th Edition Guide BLOOD ANGELS

ine years after the release of a very powerful unit. I will do my best to avoid prescriptive advice Nand forever despised/fondly remembered Blood and try stick to the facts and let your play style Angels Codex (depending on your side of the table), dictate your unit selection based on the information June 2007 saw the long awaited, highly anticipated available. Also, please note, that this Tactica is renewal of the Blood Angels. However, for many written with a very broad reader base in mind. It players our swift following of suit after the Dark tries to accommodate the readers that have not Angels Codex left many players with either a bitter been scouring the internet for months on end for taste in their mouths or a complete loss of passion 5th Edition rumours and as a result the very basic for the army – and ‘optional’ rending DC just wasn’t changes that many (especially the online savvy) may enough to re-ignite that doused fire. already be aware of have been included. Special Characters – a quick note "The Inquisition and the Administratum say The concept of ‘Opponent’s Permission Special we are weak, because some of us have given in Characters’ was a decision that GW must have been to the Black Rage- they are fools! The Black regretting from very shortly after it went to print Rage makes us strong, because we must resist until now (Much like their fumbled: ‘A Word about its temptations every day of our lives or be Secrecy’ rule - which they have since changed too.). What inadvertently happened was players were no forever damned!" longer able to use ‘cool’ special characters in their - Chaplain Argustes" pick-up games because opponents would simply not grant permission for them to do so.

Unbeknown to all but GW’s inner circle, the BA ‘dex, GW caught on to this fact very quickly and started much like the DA ‘dex was done not only with the excluding the ‘opponents permission’ Special ‘new codex style’ in mind but, more accurately, with Character provisory as early on as the last Necron the new game system fully taken into consideration. codex. However, it wasn’t until the most recent Many of the missing puzzle pieces players had just Eldar codex where the concept of the ‘Special assumed we’re non-sensical and simply the result of Character’ was totally abolished and replaced by poor game design, suddenly fall into place when you ‘Named HQs.’ While this difference may be a mere look at the 40k 5th Edition rulebook. matter of naming convention for some, it is in fact a decidedly different style of thinking that needs Going ahead to state the blindingly obvious, 4th to be acknowledged by all. Too many players still Edition BA play decidedly differently from 5th post online saying they are unable to field a ‘Special Edition BA – much like every other Codex out there. Character’ in the tournaments or the gaming groups However, we have the added benefit which we share that they are playing with. with only 4 other Codices. We were designed for 5th. It is really important to note that while the majority Now, if a player is wanting to handicap or limit of the puzzle pieces are in place, there are still one themselves for fluff reasons or personal justification or two mysteries remaining. These unknown factors that they don’t feel they should include a named will only come to the fore 2-3 months down the line HQ of legend on account of his rarity – great. They with the release of the new Codex: Space Marines are more than within their right to do so. No-one and its subsequent interaction (if any) with our can tell them otherwise. However, telling others favorite .PDF. to do so is exactly the same as telling your friend/ opponent that Dreadnoughts/Terminators are rare and you should not play with more than one, if any ARMY OVERVIEW at all, or tantamount to prescribing what army their opponents/friends play. Furthermore, having an As a general overview and introduction into this event (tournament) that specifically excludes certain BA 5th Edition Tactica, I’ll review our army unit by aspects of your army which has been balanced for

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5th Edition on account of a 3rd Edition throwback is DC rending ability and a Chaplain’s ‘Litanies’ rule certainly beyond unfair – it’s blatantly stubborn. and you pretty much have your first ‘no brainer’. My advice to new and old players who experience Unlike other Space Marine chapters, the use of our unwarranted and unjustified pressure to not play Chaplains ties in directly to the use of the DC. We named HQs is to simply ignore it as much as you can. don’t have the luxury of using the Chaplain as a Don’t use the named HQ as a crutch. Don’t model regular or veteran assault squad booster. 5th Edition your army around one power piece and continue will see no difference in this for people wanting to using it as a beat down stick to torture poor 12 play a Chaplain with a jump pack. year olds who can’t get around it, but don’t feel th bad about including it to give your army a bit more However, 5 Edition has allowed us to open up some punch. That’s why they’re there. previously un-thought of possibilities which may see us experimenting without the standard jump pack Chaplain. HEAD QUARTERS Points Of Change Lemartes & the Death Company Gentle Jogging: The ability for all units to now ‘Run’ (a D6” move) allows for the previously slow Corbulo Blood Angel lists for the last year have been dominated to get a little more speed and possibly a little more by one universal point of obviousness. What person action regarding DC control allowing our Chaplain to would not take +1W and a special ability to reduce support elsewhere if needed. the Leadership of the enemy for an extra 5 points? Couple this with the requirement for us to be able Mounted Support: It may be ambiguous but to control our ‘optional’ Death Company, the new mounted troops may score from within a transport.

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As a result, there is precedence for models being The days of leap-frogging into clusters of weak able to use their controlling influence from within enemy units using our DC as a steamroller are dead a vehicle. This allows for Corbulo or a Chaplain to and gone. A good assault from DC will leave our control the DC from within a vehicle. main enemy dead and our DC standing in the middle of the battlefield with their collective chainswords Additionally, models with ‘Rage’ (a new Universal in hand waiting for the next volley of enemy fire. Special Rule – and undoubtedly a rule targeted at the Death Company) do not have to disembark from Chaplain + DC on the attack a vehicle to engage enemies, nor does the vehicle have to move if a unit with ‘Rage’ is embarked. A squad of 8 DC led by a Chaplain that charges a squad of 10 MEq will do an average of about 8 Vehicles now follow a single damage table and are unsaved wounds and then, in all likelihood, with somewhat sturdier and more difficult to kill. minimal return attacks will either fail their LD, be forced to take a barrage of extra saves or be wiped This in turn may allow for us to use an entirely out by the massacre move. All of which will leave different primary HQ – Librarian/Master without our DC out in the open. fear of ‘wasting’ the points spent on DC. Remember to work out the new wound allocation There are no more consolidation moves of 3”. Every correctly as it will sometimes help you on the attack consolidation move in combat is a D6” move. with enemy special weapons. Additionally, if you wipe out your opponent you may We now need to use the DC much, much more NOT consolidate into a new opponent. cleverly and carefully than before, or make sure

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they don’t wipe out what they hit in one turn. All of Dante this at least gives us more than just one ‘no-brainer’ th to work with. As useful as Mephiston was in 4 , Dante will be in 5th. Preferred enemy to all BA in 12”. Coupled with With 5th Edition Rending and 5th Edition wounding his Death Mask, Rites of Battle, his mobility and allocation.. ie: on 6s to wound- not to hit. Melta gun – you have yourself an incredible unit that simply boosts the potential of your army many times Regarding Rending: It is important to note that Vs. over. WS4+ the new ‘Rending’, even with re-rolls to hit, has taken a huge powering down with a loss of about Dante & Corbulo are already working their neo tag- 50% rends. (4 down from 8 in an 8man DC squad). team way into BA players lists online, trying to usurp Vs. WS3 or lower ‘Rending’ is only slightly better the power from the previous Lemartes/Mephiston than WS4. (Almost 5 down from 8 in an 8man DC tag-team of devastation. squad). Other Options The other non-named HQs will more than likely "Rage and strength lend us bearing take a back seat to named characters for most in times of strife." tournament players. - Mephiston Librarians - Unfortunately, in my humble opinion, I see the Mephiston lowly BA librarian falling to the bottom of the list of Feel no Pain. No longer works with AP1 and AP2 potential HQs. Why? I’ll give you a few reasons. weapons or weapons that ‘always’ ignore armour • The forceweapon’s poor ability to kill saves (including Perils and Dangerous terrain). big critters as mentioned. This small ability which allowed Mephiston to shrug • Poor synchronicity of powers (ie: you off Lascannons and lasguns with equal ease is now need to use wings to get to combat gone. then can’t use your combat power/ Force Weapons – Now count as Instant Death weapon) wounds. Our big name bug killer and uber Chaos/ • Leadership 9 psychic hood breakdown: Eldar Character killer - gone. • Chance to beat opponents power on While Mephiston is still the squad killer he always your roll was, he is now even more vulnerable to incoming fire and less useful as a big gribbly hunter. This 1. Impossible may not be enough to dissuade many players of his 2. Impossible usefulness in their lists, but it will definitely make them think twice about other options. 16.7%3. 33.3%4. Corbulo 50%5. Combined with the above mentioned factors, and 66.6%6. the fact that only Troops are scoring, Corbulo’s ability to boost BA units may see him getting much Chaplains more use than ever before – with or without a power weapon….which is sadly not the case with… Chaplains retain their usefulness, Lemartes will remain No.1 for players wanting a JP chaplain. Tycho Other configurations could see more use though, but possibly only as a secondary choice. Tycho now gets a minor buff against Orks in that Preferred enemy now grants re-rolls to hit as opposed Sadly, Special Weapon limitations - Models with to hits on 3s. Sadly this is the limit to his usefulness two different special CCWs (eg; powerfist/Power as he is still merely a Captain with a special ability weapon) will lose their +1 attack bonus for hand to for himself vs. Orks. hand weapons.

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Captains • The Narthecium of the Sanguinary Priest – preventing leadership checks A lot of the Captain’s use will now rely on what GW from shooting or wounds within 6” (if decides to do with Rites of Battle. (This is relating we are to follow the DA description). 5th Edition Codex rumors rather than rulebook issues as the Captains of the new C:SM do not have rites • The re-roll of leadership given by the of battle). Should GW decide to keep Rites of Battle banner bearer within 12”. as a BA/DA ability, then we may see some more play Add this to the fact they can get a similar selection considering how important leadership is now. of weapons as the VAS then you have a great support Foot slogging captains may become a little more unit! Also – remember that just because they have popular with mechanized options becoming more a base of two attacks does not mean they need to prevalent, but those wishing to play a jump be armed for close combat. Bolters will be a great pack captain will always be conflicted with the weapon load out for a support unit. fundamental question on BA players minds; why not Also, to minimize the new wound allocation issues, pay an extra 65 points and get Dante? don’t forget to arm your upgraded characters with Honour Guard your special weapons. This may seem like putting your eggs in one basket, but it can be wonderfully It’s my belief that the honour guard will start seeing minimized by the priest. more play than before. Two of its most important abilities will now be even more invaluable to army commanders. "Forward? What other direction is there?" - Blood Angel Marine : Armageddon

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ELITES Outnumbering no longer exists like before, so dreads can rarely get dragged down. Death company and/or Since I’ve already discussed the DC in depth we can Venerable upgrades seem like they will be well worth move on to discuss the other elite choices available their points and Extra armour- even at its exorbitant to us. In the last year, almost every BA list included pricing will be(/should be) stock standard. at least one unit of VAS. For near identical points cost as a RAS we could get an 8 man VAS squad with Furioso Dreadnought more attacks and more weapon options. Likewise, Mobility has always been the Furiosos #1 issue – the very few lists had terminators, fewer still had result of which being that most players would only scouts, regular dreadnoughts barely made it onto ever field one mounted in a Drop Pod. With the new the field except in the cases of tread-head lists and Run rule, coupled with the above-mentioned factors techmarines were something that some players had we may see more use out of these guys. “heard of somewhere.” 5th Edition will see the opening up of the gaming Scout Squad playing field so much more. More succinctly, players • Outflank – The new ability which allows will find their own balance of what works in relation us a chance to come on from reserve to killing ability vs. claiming ability. It will be entirely onto the left or right board edge will list and player dependent and finding that balance be the driving force behind taking the will be so much more difficult because of the way it scouts. will interact with the enemy lists. • Sniper Rifles – Although losing their “hits The “rock-paper-scissors” aspect will become much on 2+” gain rending and retain pinning. more widely defined in that general, uber powerful Another very good reason to use them. all-comer lists seem like they will be much more difficult to produce leaving us with big choices to Seeing a 5/10 man squad come in from a side make. The choice of a troop heavy army may see us board allows us a lot of tactical play in objective being torn apart by elite heavy armies, while elite interference. Not to mention, a side placed heavy heavy armies may see themselves being unable to weapon could come in handy. Scouts are nowhere claim objectives. The majority of this list play will near a “must have” but will fall into play more often revolve around the selection (if any) of our Elites. than before – especially in certain assault heavy BA lists.

"Our father helped fell Horus...who are you Terminators to question our honour or loyalties?" With regards to normal terminators, there is nothing th th - Captain Corpus that has changed from 4 to 5 rules wise that will make a monumental difference to the incentive behind taking these boys. The only two things I can Dreadnought think of are: While there is not likely to be a dreadnought • Initiative rules change in combat – ie: revitalization revolution, they are much more likely Models that were able to attack at the than before to see the field. start of their initiative turn will still be able to strike if models in the attack • Power fist attack reduction – Due to the zone are killed when it rolls around to loss of attacks on hidden fists, we can their initiative. What this means is, the maybe get a bit more life in combat. power weapon Sarge won’t mess things up for the Powerfists. A tiny change: • New vehicle rules – As mentioned above, vehicles are much more resilient • Wound Allocation – Small squads both benefit and are disadvantaged by the • Infantry provide vehicle cover saves- If wound allocation system which may 50% or more of the walker is blocked allow us to wrap around low AP shots. by intervening infantry, you get a 4+ save. This adds a LOT to the walker’s However, beyond rules changes per se are the meta- survivability. game changes that may make these guys worthwhile.

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Horde Orks is becoming/has become the primary any generals army design. concern for many players out there. Horde Nids are also looking feasible. Furthermore infantry will be VAS will form a very big part of this thought process. seeing the field more and more. Combine this with The usefulness as far as pure power and in-unit increased pricing of low AP weapons and you will versatility cannot be argued. However, putting start to see more high rate of fire weapons over low in the 270 points for everyone’s favorite “Melta, AP weapons. This makes for an excellent counter Flamer, Thunderhammer” jumping squad will be balance to use terminators. Hard as nails unit with a taking 270 points away from scoring units. For some likely 2+/4+ (from cover) and some great shooting. the pros still outweigh the cons, for others it’s the Assault terminators benefit a lot from the new Run opposite. For some still, it’s tougher now more than rule and that along with the new vehicle rules will ever to make a decision. Add to that the fact that make the Land Raider a VERY attractive option in the enemy will now be focusing on taking out your higher point games in the new rules. scoring units, you may even get the chance to keep them alive longer than before. Techmarine There are some observations which will weigh *sigh* heavily on people’s minds. Veteran Assault Squad (VAS) Initiative rule change: As with the terminators, the ability to take mixed initiative based weapons (i.e.: What a monumental conflict. Our 2nd most prized Fists/Hammers and PWs) are now a blessing. unit just received a heavy beating as far as use th vs. cost comparisons are concerned. As mentioned Abundant Cover: The prevalence of cover in 5 before, coming up with the balance of units that can Edition is what has made the Flamer a VERY powerful kill and units that can claim will be the foremost of weapon. In fact, I will go as far as saying that IF

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the only reason GW had to remove flamers from their options are severely limited and the DC price DA assault squads was to prevent BA assault squads inclusion makes them somewhat unattractive when from getting them in 5th, then they were VERY smart. compared to the VAS. This was an obvious no-brainer It may seem a tad unfounded but I believe if our back in 4th Edition. However, claiming changes this jumping Troops were to get flamers BA could easily all. Just remember… Entering and Leaving difficult be shifted into a top tier army. To cut a long point terrain now causes Dangerous checks short – Flamers on jumping squads will be golden. If you never took RAS or VAS before, then it’s highly Now, having a mobile close combat assault squad unlikely that you will now. If your list focused on that is less able to kill, but able to claim will form multiple VAS before, you may see a shift towards a the biggest point of contention for our list design. single RAS. If, like so many of us, you just took one The awesomeness of the VAS will not decrease, but squad then you will find yourself in a tough place its frequency in players lists may do so as a result. trying to decide. Subsequently, players may find that different combinations work now, where they didn’t before. What I foresee happening is more use of RAS with They will be more happy to branch out try new Corbulo or Dante as support. Or alternatively, options which may or may not leave room for the minimized 5man squads to use as last minute VAS. claimers.

TROOPS HEAVY Tactical Squads (TACs) Predator Undeniably and unequivocally, the unit that is going • New Vehicle Movement - Up to 6” and to find its way into our lists once again. And find its fire one weapon, 12” fire nothing way with due force, I feel. • New Defensive weapons Strength – ie: • Now true LOS (TLOS) is used, the need 4 means that HB preds can no longer for screening Rhino’s (that can ram at move 6” and fire everything S8) will be plentiful. • Vehicles are hit side armour by barrage • Objective Claiming by Troops only weapons • Availability of weapons to Tacs – flamers/ • Vehicles are hit rear armour in close plasma/heavies etc. combat. • No consolidation into new combat - Makes bolters (and even the flamer) very attractive. • Dawn Of War – The “new escalation” can see us putting down 7 units. (4 combat squads, 2 razorbacks and HQ) as opposed to most peoples 3. With arguably more tactical flexibility in that (for example) we can get 10 Tacs, a HB Razor, a Lascannon, a Meltagun and a power weapon for 5 points more than 10 RAS with 1 Power Weapon and 1 Plasma Pistol, you can place money on seeing more of these guys in our lists. Regular Assault Squads (RAS) We have a distinct advantage over most other marine players in that we can take assaulters as Troops. The disadvantage to this however is that

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This sounds like “the end” of Preds, but it actually The whirlwinds offer missiles with the ability to opens up the doors for all the variants of Preds now. ignore cover – again invaluable in 5th Edition At 85 Their durability also goes a long way to mitigate the points, many armies may opt for this. Add the above above mentioned factors. So, choosing what weapon mentioned ability to move and fire and we gain more make up we want will be the biggest factor. Expect tactical flexibility than before. to see more Autocannon, Las sponson preds. Devastator Baal Predator • All blast markers scatter 2D6”- BS. • Over-charged Engines. Additionally, you tally up ALL the wounds before • The ability to move 6” and still lay down you roll saves. Devs with the standard 4ML seem a hail of fire. even more attractive than before in their multi-role purpose. Plasma barrages seem terrifying, but as • The ability to ram at Strength 10. always, the lascannons still seem overpriced unless The Baal becomes a HIGHLY attractive option. your army is really lacking tank hunting. Sadly, heavy flamers are still not the best idea, Dedicated Transports can transport any unit in your but depending on how you play the Baal, this could army eligible for a ride – Need a ride for your HQ change too. or the second half of a combat squad’ed VAS? No sweat. Makes for great support, albeit pricey. "Stand with us or against us. A simple Vindicator choice really don't you agree?" Other than the template weapon changes and - Sgt Bartica universal vehicle changes mentioned already, not much has changed for the trusty vindicator. The template may scatter an average of 3” but Partial Land Raider & Crusader blast marker hits count as full – The temptation to field one grows! • New vehicle damage system – Means that AV14 all around will only get destroyed • Hull mounted weapons have a 45degree by Missile Launchers by 5 hits thereafter arc of fire- This means more exposed all rolling 6s, and finally thereafter all side shots rolling consecutive 5, or 6s. Anyone want to do the math on how many times If you were a fan before, you will be a fan now. If you have to fire a ML to kill a LR? you were not a fan before, you may find yourself wanting to try fielding one. If we get the new Power of the Machine Spirit rule, (again C:SM) where we can move and fire everything, then this will be a very attractive choice. Not even FAST ATTACK as far as transport capability is concerned, but the ability to block LOS to other units, vehicles or the Attack Bike Squad ability to be an actual support tank firing everything on the move makes taking a LR seem like a wise • Kill Point Missions - There is a standard choice. Of course, Melta and Lance weaponry are mission type where every unit killed still abound to ruin its day. The Crusader has the grants the opponent 1 Kill Point (KP). added advantage of being able to fire all those This means that single “sniper” style bolters with no penalty either! Bonus! attack bikes will be useful for claim distraction, but vulnerable in KP Whirlwind missions. • New ordnance rules – Give us the ability • AP1 & Melta Rule - AP1 gives you +1 to to move 6” and fire the weapon, if we your vehicle damage result and Melta are firing it directly however, firing out gives you a better chance of the Pen. of line of site scatters 2D6” (totaled – All in all- VERY good against the added and no subtraction of BS). durability of vehicles.

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• NO MORE Last Man Standing - There is no more last man standing, giving us no more fear to use units of 2 bikers. • Turboboost – Grants us a 3+ cover save now. Regular Bike Squad Sadly, they’re still not inexpensive enough to warrant anything of serious merit. Their mobility is hindered by terrain (dangerous checks), but their toughness is good and their ability to dish out good firepower is there if they have numbers. Also, they are another unit that can give you a mobile flamer!

"This is fair resistance at best. I weep for their lack of determination." - Tycho

Land Speeder Squad • Skimmers like all models use TLOS – this makes the previous practice of dictating the skimmers height as your felt a thing of the past. IN CLOSING • Skimmers moving more than 12” get a Change is something that old and new gamers 4+ cover save - There is no longer the alike struggle with. It’s something we don’t like skimmer moving fast rule where you to welcome with open arms as it wanders over to only get glances. our house, wakes us up, and drags us kicking and screaming out of our comfort zone and forces us to • Skimmers only crash on an immobilized think in different ways about things we were more result if they move over 12” than content having thought about previously. • Skimmers lose the ability to be hit on 6s Admittedly, we can all acknowledge that this fact is only in combat. not necessarily a bad thing. We may or may not like it. We may or may not welcome it but it’s certainly • Vehicles in vehicle squadrons treat not a bad thing. stunned results as shaken but treat immobilized results as destroyed Opening our minds to new changes will only make our lists and our gaming stronger. Trying things These changes do not bode too well for the cardboard that have never been tried before will expand our armour skimmers who relied on the glances to save gaming borders and develop our gaming experience them. which will, in turn, evolve into a much richer and rewarding experience. Fear not fellow BA Brethren. Additionally, moving 12” will allow them to fire 1 The BA are here to stay. And the BA are strong. The gun. This means two variants may see more play- Blood Angels are as strong as ever before, if not 1. The Typhoon. On account of the range imbued with a little more potential for victory in 5th Edition. 2. The Multi-Melta /Heavy Flamer, since they can only fire one weapon anyway, If you wish to comment on, discuss or neither weapon is “wasted”. submit an article for review concerning this section please click on the B&C Emblem

68 The Bolter & Chainsword 5th Edition Guide WHY 5TH EDITION?

The following is an editorial counterpoint to the a bad thing as it kept the game easy to interpret. release of 5th edition and as such offers a different You didn’t have to worry about crazy large model viewpoint to previous articles. bases or extremely dynamic poses. Likewise, Area Terrain seemed to make sense. A piece of cut felt The latest edition of Warhammer 40K is upon us could easily represent a clump of trees. Individual and maybe a bit earlier than expected. Before tree placement didn’t matter; a given model was in making judgement calls on whether or not 5th or out and cover was clearly evident at a glance for Edition is an improvement or a step backwards it’s both players. only fair to lay out the criteria by which we are making that judgement. Here is a quick summary of Not so any more. The two basic abstractions considerations without spending time defining them. common to the 40K system, height and area, were That will become much clearer in the context of the replaced with the new WYSIWYG system. Formally, material following. For now, consider the following a shooting model needed to be able to draw LoS to for evaluating the merits of 5th Edition 40K on a the torso of the target model. This was a good rule. change-by-change basis: The model could be dancing on their tip-toes with • Does the change make the game more arms outstretched dressed in pantaloons but still streamlined; therefore faster and easier be hiding behind some area terrain. Now, if a fine to play? tuned laser pointer can tag the outstretched arm, that twirling dervish of a warrior can be shot at, • Does the change make 40K more of a along with his entire troop of buddies hiding behind ‘real-life’ simulation; i.e. does the rule him, even those outside of the range of the weapon just make sense? firing. Huh? • Does the change simply make the game more fun to play? (this is a game after all) Whatever happened to • Does the change make good business the principle of, sense?; i.e. it serves as a catalyst to sell models "if it ain't broke don't fix it?"

You just can’t disregard that last one. Note also Whatever happened to the principle of, ‘if it ain’t that each of these qualities come as an asset and broke don’t fix it?’ Admittedly, the three height a liability. A game that’s too streamlined can also levels were a bit odd but it kept 40K easy to follow be seen as overly simplistic; forfeiting simulation, on a two dimensional plane. Exact height and scale fun game play, etc., etc. So change is change but didn’t matter so much which only encouraged more change coupled with improvement equals progress. elaborate and dynamic model conversions. So net/ That being said, here is one gamer’s gut reaction net, seems like this change didn’t help much in to the latest incarnation of the Warhammer 40,000 the area of streamlining or taking a ‘make sense’ rule system. approach but what did it do for game play? Why did they change the Terrain & Line of Sight Q: How much terrain does it take to lend a system? 4+ save to a Land Raider? Is it all about the business? A: A whole lot. The new terrain and Line of Sight (LoS) system For those of us who now have a copy of July’s White begs some questions concerning the designers’ Dwarf (US 324), check out that set-up in the Capture motivation. What was wrong with the 4th Edition & Control battle report starting on pg. 48. I believe system? I can’t think of a single time I ever heard a 40K that gaming table tells it all when it comes to the player complain about how terrain worked in a 40K most ideal way these terrain rules are meant to be context. It was abstract but that wasn’t necessarily used. Too bad we all don’t have studio artists at

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wonder about the discrepancies. WHFB players don’t seem to mind the arithmetic needed to gain a more fine-tuned measure of what happened during a given battle. They also don’t mind the concept of a Margin of Victory, another end of game activity which has been removed from 40K. The new Wound Allocation rules The one new element that seems to run counter to the Streamlining goal of the revised rules lies in the new Wound Allocation system. Previously, the defender always could minimize losses by removing any model of choice after determining the outcome of a shooting or close combat attack. In the new system, every wound scored must be assigned to a specific model and multiple wounds cannot be assigned to the same home to help build such elaborate set-ups. In the model until they “wrap around” mean time, I suppose we can always draw trees on all the models in the target unit. The defender still our pieces of cut felt and just claim that they happen retains some control. Say, given a certain shooting to stand a foot tall. At least until we buy ourselves attack, five (5) power armour equipped models more of those GW forest terrain models. How much sustain six (6) wounds from shooting; four (4) from do those cost again? Ah yes, that will make for some bolters and two (2) from plasma. The defender must good business for GW. apply one wound to every model in the squad and then there’s one left over. To minimize losses, he Streamline the gaming experience rightly applies both plasma hits to the same model thus ensuring that he can take four (4) 3+ armor With good cause, some cumbersome rules in 4th saves on the other models. In 4th Edition, those two Edition were thankfully dropped. Chief among them plasma hits would remove two models outright. In was the Mixed Armour rules. For the unfortunate 5th, given enough other wounds, they may only claim few units that were forced to make them, a ton one. It’s easy to see the effects of this rule on the of potentially argumentative issues could arise. game. Upgraded models and special characters are Now, just like the mixed Toughness rules, the save always in the line of fire right along with the rank of the majority of models in the unit defines the & file troops. Therefore the chance of losing one of roll required. Nice, very straight forward, easy to these models before they can use their upgraded remember and leaves no room for dispute. If only gear is much higher. all rules were like that. This change seems to be a bit of a wash from a So far, those who have played a few 5th Edition net effect to the game. It’s perhaps a bit more games report that a typical game doesn’t take real, or makes more ‘sense’ from a simulation quite as long as it use to and it’s easy to see why. perspective (though that’s stated reluctantly). In Mission objectives have been simplified making it 4th Edition, why did the Sergeant always seem to very straight forward to determine who won or be the last man in a squad to go down? Is this a lost (or more often tied). Kill Points now replace military game or a Hollywood screenplay? As far as a Victory Points when it comes to determining the cumbersome element is concerned, it’s not all that outcome of the Annihilate style missions. It doesn’t difficult to master. Frequent gamers will have this take much to count up the number of units killed to system memorized quickly and be able to resolve the very last man. When you compare rule changes very complex turns without much delay. So from like this to Warhammer Fantasy Battles one might

70 The Bolter & Chainsword 5th Edition Guide an evaluation standpoint it seems like a wash. One ‘stealers on the near flank of the marines in cover ‘gamey’ system was exchanged for another with a purposing leaving 5” or so between them and the slight net loss for the defender (see below). far edge Marine. The important thing here is that the closest stealer must be able to draw a line to Why make changes to the Assault system? one marine without crossing over the barricade. On pg. 27 of the July White Dwarf (US WD342) When the assault goes down, only the first stealer the designers note that certain aspects of the 4th reaches b2b contact and the rest line up behind him. Edition assault system were ‘gamey’. To put that Because of the reaction move, the hunkered down into context: Marines all jump 6” over the barricade to make contact with the encroaching ‘stealers. The bugs One of the banes of close combat squads in the now get to retain their superior Initiative. Since previous edition was the way that casualties could none of them had to cross the intervening terrain be removed during assaults. Called Tactical Casualty they never suffer the penalty. Because of the new Removal in certain circles, this often led to canny wound allocation system, even non-engaged models players deliberately choosing casualties in contact can suffer casualties. The bugs still might not kill or close to powerfully armed models, such as off all the Marines but negating the cover in this characters with low Initiative, who could not fight fashion makes for a much more successful assault, when it was their turn to strike. Although this was as counter intuitive as the actions of the Marines sensible, viable tactic in 4th Edition, many found it might seem. very ‘gamey’ and counter-intuitive. Why are Infantry/Troops the only scoring units? Without question, this is another way of saying that the designers were actively attempting to make 40K To make the game more of a simulation. more make-sense from a real world perspective and As we have discussed in the sections above, despite laudably so. its fantastic elements, 40K supposedly mimics certain Example of ‘gamey’ rules in 5th Edition; Drawing qualities of real-life combat tactics. It becomes enemies out of cover more, ‘real’ when the fiction involved seems to be consistent with our perception of warfare. Just like There are still certain ways assault based armies when we read any kind of fiction, the, ‘suspension can, ‘work the system’ to their advantage. Take the of disbelief’ is a wilful act on the part of the reader. new, Combat Reaction rule. This rule states that We know it’s not real, but it’s at least believable. once an assault has been successfully initiated and We suspend our unbelief for 40K in the same way that all enemy models have made their assault move, the defending unit must move 6” in an attempt to get as many models in base to base contact as they can. Take for example a squad of ten (10) Space Marines lined up behind a barricade. At the start of the enemy’s turn, a squad of ten (10) Genestealers starts out within 10” of their position on the opposite side of the barricade. The SM player thinks that this combat won’t be all that bad. The ‘stealers will have to cross over terrain to reach combat which will reduce their Initiative to one (1). It still won’t be pretty but with the nerf to the ‘Rending’ USR the line should still hold after the first turn of combat. However, the savvy ‘Nid player has another plan in mind. During the movement phase, he places his

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as we do when we see a sci- fi genera movie, read a novel, etc. No matter how high one suspends their unbelief, it’s always humorous when players state that such-and-such a 40K rule is more ‘real’ when compared to others. So has 5th Edition made for a more ‘realistic’ simulation? For the standard missions, the new definition of a ‘scoring unit’ is Infantry derived from the Troop slot on the FOC. So for objective based missions, one Infantry/Troop unit must be within 3” of an objective marker without any other enemy units in the same range. So only Infantry/Troops can claim an objective, but any unit can contest the claiming of an objective marker. Common Ultimately, our criticisms as 40K players inevitably wisdom seems to dictate that this is much more went back to the game designers. If only they would reflective of real life. Elite forces go in and perform play test these rules thoroughly enough, they would surgical tasks and then the ground troops move in find the abuses and remove them from the game. If to claim the objectives. Without disputing this fact there are no beardy rules to exploit then there are from a real life perspective, let’s examine it purely no beardy power gamers either. from a 40K perspective and see if it holds up: Making things more fair and balanced For the Dark Angel & Blood Angel Codices, Scouts were removed from the Troops slot and made Elites, So did this rule make 40K more fair and balanced? while other units moved into the Troops slot, namely As Infantry/Troops now step into the limelight, Assault Marines for BA armies. So the argument here their role on the table cannot be disputed. It’s not is that the Troops slot position on the FOC really just because the FOC requires that you take two means, ‘can claim objectives’, and has little to do of them. There is now a very real game mechanic with what it means to be Troops, or Elite, or Fast, that forces more Troops to the table. Show up with literally. So Blood Angel Assault marines are able to only two units at your own peril. Your enemy may claim objectives and all other SM Chapters’ cannot. show up with 6+ and walk away with an easy win. What do the BA’s know that other marines don’t? The question here then rests on the qualities of the Regular Assault Marines of the BA ilk can capture Troop choices themselves. Among the armies that objectives while Veteran Assault Marines cannot (The clash in the 40K universe, not all troops are created same being true for DA Tacticals vs. DA Veterans). equal. Perhaps the training to claim objectives is forgotten when a regular assault marine gets their promotion Though this is a bit debatable, most of the 40K to the 1st Company? Codices were not written with this rule in mind. When army rules were written, Troops were The simple fact of the matter is that typical 40K just Troops, one of several kinds of scoring units games are conducted on must too small a scale that could make up a given army. They weren’t to consider the larger roles of military units in a necessarily seen as the core driver that made combat theatre. A 40K game is barely a skirmish. that army balanced in comparison to all others. In The rule is just a rule that does nothing to help the fact, it can be argued that some armies had their relative suspension of disbelief. While it may fail in Troops toned down to offset very high quality Elites, that regard, does it offer other benefits to the game Heavies or Fast units found in the rest of the codex. overall?

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All that sort of balancing is meaningless now as Gamma, Omega tiers they once had and retained Infantry/Troops are the sole winners of the 40K the best of both systems. tabletop in 2/3rd’s of all standard missions. Did the changes make 40K more of a ‘real-life’ and/ Armies that now have a wide and effective set of or a ‘makes sense’ simulation? Hmmm, uh, no. For Infantry/Troops choices have a whole new lease every, ‘gamey’ rule they removed they replaced it on the game. Armies that have few choices and with one that was equally or even more ‘gamey’. Not those on the weaker end of the scale might find that this is really a big fault. The designers should themselves struggling to keep up with the more able strive to make the game intuitive and to respectfully codices. So did this move balance the game or did simulate the tactical aspects of real warfare. Many the balance of power just shift? Did mechanized Tau other games take this much more seriously and & Eldar armires have their day in the sun during 4th therefore make for more realistic war gaming. That Edition only to give it up to a horde of Orks in 5th? being said, 40K has such a fantastic setting that it The 5th Edition rounds of the GT will tell the tale no can hardly be held to the same standards as other matter what the case. Unfortunately, this change is genres, i.e. historical war games. So this is a bit of a poor replacement for writing balanced army rules, a fine line. It would be nice if 40K took this aspect something that GW continues to struggle with. more to heart when creating new game rules. Being able to shoot models around a corner or outside of Making the game more fun to play the maximum range of the weapon might have been This was a very bold change to 40K and one that may one to leave out for example. have the most impact as it changes the entire game top-to-bottom; from army make-up to how units interact on the tabletop. Whereas it may not make Hopefully, fun gaming will for more of a simulation or do much to balance out also make for good business. the armies it may just end up making 40K more fun to play. Did the changes simply make the game more fun The rule does serve to create more tactical interplay to play? Given the sweeping new rules made to the between units. Desperate gambits might pay-off as game’s tactical dynamic the early outlook seems the last model of the last scoring unit climbs the hill like this is an overwhelming yes. The game moves to claim the final objective at the bottom of seventh faster, units on the table have more options and the turn. List crafters now have a new factor to consider new mission goals keep players guessing from one th th when meticulously composing their lists. Should the game to the next. The changes between 4 and 5 army take on more Troop choices to mitigate the are much more extreme than the transition from rd risk of loss or do you focus on raw killing power to 3 Edition. It’s a whole new 40K with enough of the ensure that your enemy has zero scoring units left classic element to keep the diehard fans engaged. to challenge the victory? Will one Codex’s strength Hopefully, fun gaming will also make for good bear more toward killing opponents while another is business. I would be ideal if every good gaming steadfastly holding the objectives? The change does decision GW made to also yielded the best financial open up a lot of new considerations to contend with. reward but that’s not always the case. Here’s hoping It will go a long way to make for more interesting that the improvements made to 40K will also come scenarios as the game plays out on the table. back to reward the designers for their efforts.

th So has 5 Edition improved 40K gaming? 5th Edition will now be the rule of the land for the Let’s go back to the original criteria and see how next four-five years. Fans of the game should look we fared:Did the changes make the game more forward to some great experiences through this streamlined; therefore faster and easier to play? chapter of Warhammer 40K gaming. For the most part yes, with some exceptions and If you wish to comment on, discuss or at times this was taken too far. Calculating Victory submit an article for review concerning Points and determining Margins of Victory was a plus this section please click on the B&C for the game not a minus. Why couldn’t they have Emblem kept the VP system as an optional rule for standard missions? So yes, determining the winner is quicker and easier but the old system wasn’t all that bad either. It may have been best to keep the Alpha,

73 The Bolter & Chainsword would like to state that this Electronic Magazine is completely unofficial and in no way endorsed by Games Workshop Limited.

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