Warhammer 40K 9th Edition Astra Militarum Wish List
Warhammer 40K 9th Edition

Warhammer 40K 9th Edition Astra Militarum Wish List

What is your on wish list for the Guard in 9th Edition Warhammer 40k?


Approximate Reading Time: 7 minutes

Just in case you’ve been living under the piles of rubble of Cadia for the last few days, Warhammer 40K 9th Edition has been announced on the Warhammer Community site.

Along with the inevitable release of some more Primaris Marines *yawn* and new Necron models. The new Space Marines are great models – but do we really need more?

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Tanks are back! Warhammer 40K 9th Edition

Tanks are back! Warhammer 40K 9th Edition

Warhammer 40K 9th Edition At a Glance

From what one can glean from the Twitch video, the FAQ and the 9 Things To Know About The New Edition – the message seems to be;

  • Current Codexes are valid until they are not and a new one is released.
  • But this means the main stat lines probably won’t change.
  • Psychic Awakening books are still valid.
  • Forgeworld models are getting new rules.
  • It’s evolution, not revolution, so maybe it’s an 8.5 Edition more than a brand new 9th Edition.
  • Everyone gets more CP.
  • Tanks are back.
  • Shooting is even more powerful.
  • The terrain rules are changing in some way.
  • Melee wasn’t really mentioned apart from the obligatory Primaris release in the form of an Assault Intercessor.
  • And there is a new Warhammer 40K App Army Builder which also contains all the rules.
Assault Intercessor - Warhammer 40K 9th Edition

Assault Intercessor – Warhammer 40K 9th Edition

All in, this seems like a pretty sweet deal for the Astra Militarum.

What do you think?

Tanks Shooting While in Combat

This is going to be a game-changer I feel. One of the main tactics for many forces is to clog up tanks with close combat units, especially cheap close combat units. A single unit of grots could stop a Leman Russ from firing for a whole turn. This no longer seems to be the case and tanks can now “shoot at point-blank range”. Perhaps this means they have to shoot at the unit they are in combat with? Or maybe they can shoot as normal?

I cannot see how there will not be a nerf applied to the tank in these situations. Something like -1 to BS or BS 6 might be applied to a vehicle in combat.

The other effect this might have, depending on what (if any) nerfs vehicles get for being in combat, is how screens are used if they are even used at all. If there is no downside to having a tank in combat and they can shoot freely then the need for screens is greatly diminished. If the enemy has hard-hitting melee units that can carve through your tanks – then yes screens will still be a thing. But if not and you are just fending off hordes of Hormagaunts then why bother with the screen at all?

No screen means extra points for other toys…

Despite this seeming like a clear boon for the Guard, there should be some negative effect of being in combat. It just seems right and I would miss the tactical aspect of the game that screening brings.

Tanks!

Tanks!

Forgeworld Rule Synchronisation

New Forgeworld rules are coming! I hope that they are synchronised with the main Guard rules so that things like Malcador Defender’s gain the same Grinding Advance, Stratagems and Tank Ace abilities that Leman Russ get. I know that the Malcador Defender is not a Leman Russ, but I would like it to feel more like a Leman Russ and just be a bit more useful on the tabletop.

Malcador Defender

Malcador Defender

Terrain Reworked

The terrain rules seem to be getting a re-working and it sounds like it’s going to benefit melee forces and forces that want/need to hide and creep up. Unfortunately, the Guard is neither sneaky or melee-y. These new rules may hinder some of our weapons like Basilisks and Wyverns. Will enemy forces now count as “off the table” if they are out of line-of-sight and in a ruin? And therefore our indirect fire weapons cannot target them?

This is bad for us, but if this type of thing is coming then it will add a new tactical aspect to the game. No longer will you want to cram in as many artillery pieces behind a ruin, in case it becomes overrun with sneaky melee infantry that you then cannot target despite them being close by.

The terrain rules did need some work as they were scattered between the main rulebook and Chapter Approved. Bringing them back together into one place with some fresh and proper though is exciting and I am looking forward to them. I also hope that line-of-sight blocking terrain is introduced as part of the core rules during the battlefield creation. I often see tables where there is not enough line-of-sight blocking terrain and having more gives games a greater tactical depth.

Artillery Park

Artillery Park

Stratagems & CP

The idea of more CP does not feel good as games are slowed by the use of CP and Stratagems. Both in terms of time to use them and in terms of thinking time. The Guard now have Stratagems and CP spending options from multiple publications;

This does take up time both before and during the game. Adding more CP seems like a bad idea. But it was mentioned with the caveat of “less soup” – so perhaps we will get bonus CP for going Astra Militarum only and not mixing in other factions?

This does not feel like it will speed up the game as you will have more CP and still loads of CP spending possibilities both before and during the game. It may combat soup. But I do not want this to really nerf a force as I love playing with my Guard and other forces. Playing with my Guard and then a small force of Custodians or Raven Guard feels very right.

So I do welcome the reduction of soup in some ways – although I have not seen a lot of it personally and nothing OP – I am a bit worried that it might kill off my desire to field my Astra Militarum with smaller forces of allies.

Custodians vs Dark Angels

Custodians vs Dark Angels

Hordes & Melee

Hordes and melee seemed to have come out worse off in the previews of Warhammer 40K 9th Edition. Melee was not mentioned at all and shooting was tipped to get even better! Great for the Guard!

“Max shots versus hordes” was also mentioned which will be interesting. Does this mean a Battle Cannon will also do 6 shots against a unit of 10, 20 or 30 enemies? Time will tell. But it is not looking good for horde forces.

It will be interesting to see how a horde is codified in Warhammer 40K 9th Edition because a horde of Guardsmen in multiple 10 man squads is very different from multiple units of 20 Hormogaunts or 30 Poxwalkers. I hope that hordes and melee forces get some love too as hordes are a great sight on the battlefield and melee is something that makes 40K what it is. Even if the Guard suck at it. Plus, I need melee to not suck for when my Gorgon full of Bullgryns is done!

Is this a horde?

Is this a horde?

Warhammer 40K 9th Edition Summary

That is it folks, some thoughts and some hopes for Warhammer 40K 9th Edition. I did not feel great about all this when it all dropped but after thinking on it some more and knowing my Codex will not be invalid overnight does make me feel better about the release of Warhammer 40K 9th Edition.

How has everyone else taken the news?

Catachans await the order to "go over the top" - Warhammer 40K 9th Edition

Catachans await the order to “go over the top”