Studio Q&A Rules Analysis - 9th Edition Warhammer 40000 #New40k

Published 2020-05-27
Missed the Studio Q&A Live stream? Let Mikey break it down for you and how the changes will affect the game going forward :D There's so many great changes!

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#new40k #9thedition

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All Comments (21)
  • @IainK76
    Hit modifiers I hope are something along the lines of the enemy can only manipulate by +-1 or something to that effect. So moving with a heavy weapon and shooting at a flyer would still result in - 2. With the 6s always hit that, makes sense to me. There are also strats and abilties that give +2 to hit. Wonder if those will be nerfed? Personally I think 6s always hitting was good enough tbh
  • Not gonna lie, this Crusade system sounds interesting. Giving a lot of flashbacks to those videos I've seen regarding classic 40k codexes and just how much more focused on character growth or the rules being so chocked full of special effects. Layering a more RP focused system onto what's basically 8.5 Ed in it's core certainly is an interesting concept.
  • @theadro91
    Great vid and a better breakdown of the Q&A than some of the articles I’ve read. Nice one!
  • @harrylane7817
    Thanks for the round up! I couldn’t catch the livestream so between you and auspex tactics, I’ve managed to catch up. I’m slightly worried about the role of troops in 9th. We can’t say much until the proper rules are shown, but do you think we might see tournaments take a leaf out of SN’s No Retreat where you have to take either a battalion or brigade and then go from there?
  • @ThrowThemDice
    Cheers for this, I've still not managed to watch the Q/A myself but going to give it a look mainly for the Crusade stuff really liking the sound of it.
  • I found 8th to be a breath of fresh air after the previous few editions, that felt sluggish and overly complicated. I'm a casual player, though, and sometimes rules felt like they were created to nerf an OP army plan used in tournaments. So..... 9th... I'm a little nervous, but your video eases some of that. Many of these new rules sound very cool, more like adjustments to 8th (glad my codices won't be worthless over night!) and the "crusade" sounds like something I've wanted for a long time. So, okay, I'll get a little excited and stay open minded about it.
  • @mutehowl
    I am on the second to last narrative campaign for a friend. It was a rescue mission for him that is coming to a head after 6 months of weekly games.
  • @mathieuboe9128
    I think the whole point of the "Startegic Reserves" is to prevent the Alpha-Strikeness of the game in its current state. I'm pretty sure you'll be able to deploy units that you put in reserves with this strategem starting from turn 1, and you're bang on on where it can be deployed. e.g T1 = your own deployement zone, or within 6" of your own board edge. T2 = up to 12" from your board edge (And maybe more than 9" from the ennemy?), T3 = up to 18/24" form your board edge, or wholly within 6" from any other board edge. Everything not on the board at the end of turn 3 is destroyed anyway so...
  • @rightfool6436
    If 6s always hit and 1s always miss why cap modifiers??
  • @joshparry6086
    Keep up the good work guys. You are the reason I started the hobby again 🙂
  • @xampleloginname
    Very excited for the new changes. With the exception of the danger we seem to be in of "Bring nothing but the best unit" lists.
  • @IainK76
    Didn't they mention, at some point during this preview time (maybe at the weekend), that 'blast: weapons could not shoot into combat? Blast weapons being a new keyword and they'd be a list or def in the new rules.
  • Leman russ turret weapons shooting into combat could be interesting but I think it will be limited to only sponson,Hull and pintle mounted weapon systems which will see the actual build going towards more traditional leman russes I.e.HB sponsons SB/HS pintle mounted and then either HB or LC hull mounts
  • @marko243
    As for using CP to unlock and recruit units from different codexes, there is already in 8th the stratagem of the officio assasinorum, where you spend 2 CP to get one Assasin as long as you don't have an assasinorum detachment already in your list. I feel it is safe to say it will go as that, either unlocking a specific unit at a time (eg a Knight or a IG Whyvern) or a complete detachment (I tend to lean towards the latter as more probable to happen).
  • @artistpoet5253
    I'm crazy excited. I play Orks, Tau and Nids....seems like I'll have a bit of a challenge, but the one element i'm totally ramped for is smaller games needing smaller play space. Not kidding, but we haven't the space or time to play full on games. Quick skirmishes will be great.
  • @kiwipile
    I feel that a problem with being able to shoot into combat, is that it hurts melee armies even more. I'm not necessarily talking about tanks or monstrous creatures, but other units who have powerful shooting able to decimate melee units who may have gotten unlucky in their first round of combat. If I charge a unit of hellblasters, with some intercessors, and only kill 1 or 2 models, I don't really think it's fair to be on the receiving end of a faceful of plasma in the combat phase. Especially in my combat phase.
  • @joshclark2274
    Thanks for the excellent update. I agree with the issue regarding tank turrets shooting in combat/out of combat. It makes sense that a leman russ turret can shoot elsewhere but not depress far enough to target units close. But that nullifys hellhounds and immolaters...
  • For the builds with the changes the potential for just bring the nasty stuff, thinking pure armour guard, but leaves you without any obsec. Think alot of it will depend on mission scoring. The interesting stuff will be how older suppliments interact with the new codexs. Until the new codex hits everything is valid, but if a strat doesn't make it to the new codex will it still be valid or be binned. So a case of everything carries over till it doesn't, rather then the statement of everything is stays valid.