

I do like the "can't put an objective in terrain if the terrain has a base" wrinkle though, forces you to actually move out into the open and engage with the enemy a bit, rather than just hunkering in a ruin and calling it done. My brains still stuck in 'gives cover save, move on' mode a bit. I'm still feeling out the best balance of scenery and also where it should go on the table. I'm honestly amazed at how much GW dropped the ball on that after spending the first year of 8th going "ah crap alpha strikes are really good here's what we'll do to tone them down" I've played three games now, two 2k Matched Play and one 1k Crusade, and that turn one advantage has been pretty crucial to two of them and didn't really matter in the third, as neither me or my opponent achieved much due to naff dice then from turn 2 my dice started working and his didn't. How's everyone else finding it? Have you got terrain setups you're happy with? How is command phase scoring treating you? Crusade has more mission variety, decouples secondaries from victory, and has a better loser experience in general (you still get sweet XP) It's still awkward getting the terrain mix right - a really big piece of concealing terrain is just another shooting gallery once units enter, but a maze of LOS blocking walls hiding psychotic vikings is only fun for said vikings - but I think we'll collectively skill up at that.
#Emphasis art ninth edition warhammer simulator#
Terrain density is way easier if you're filling out one table rather than a tournament's (especially if you're OK with random household goods providing some LOS blockers for garage/kitchenhammer, and of course in Tabletop Simulator you can magic infinite terrain into existence). The things that make it so are also a factor in the other mission packs, including Crusade, but there's a couple of caveats that I think make it not quite so bad in casual play: Short version, the first turn advantage with the current GT mission pack is really strong, and appears to be statistically significant in tournament play. I really wanted to start the thread off with something positive, because there's some wrinkles to talk about stemming from Goonhammer's analysis of the tournament meta so far: But the foundation looks solid, and we will definitely find thousands of posts of things to say about it. This is a killer feature for many players, myself included.Īt time of writing many things are in flux as all factions are awaiting their 9th edition Codexes, and we can expect mission packs to make big changes to play as time goes on. Crusade, a decoupled campaign system tracking the narrative of your force that you can play against any opponent anywhere, with its own mission set and an expansion already announced. 8th streamlined to the bone 9th doesn't add much (in fact it simplifies some of the hairier parts of the rules, like the charge and melee phases), but it does allow itself to decompress the text for more thorough coverage, with punchy dot point summaries wrapping it all up.

An emphasis on midfield control to focus the game on desperate struggles outside the deployment zones Expanded terrain rules to make maneuvering around the table more interesting and blunt the threat of alpha strike We will definitely not be playing the game constantly on Tabletop Simulator in the meantime and burning all that good painting time.ĩth Edition is a refinement of the already popular 8th Edition but brings some notable features that promise a few years of exciting gaming: With its 9th edition just released, it's at the peak of its popularity, just in time for a global pandemic to make playing in person awkward but with the implicit promise that we'll actually have our backlogs painted by the time we meet again. Warhammer 40,000 is the tabletop miniatures wargame where the inhabitants of everyone's favourite baroque quasi satirical dystopian but mostly over the top science fiction setting come together to have their conflicts decided by large handfuls of d6s.
