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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.
CHAOS 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
W magazine produced by the Bolter and Chainsword, the
Ultimate Space Marine Resource Site, as a guide for Power
A Living Document?
We like to think that ‘Shall They Know
Armoured armies at the dawn of Warhammer 40,000’s recently Fear?’ is a little different from the
released 5th 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 something to contribute that others
the opinion of members of the B&C Moderating Team on 5th 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, discussion forum for that
we’re not making any claims of 5th 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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The Bolter & Chainsword 5th Edition Guide

SHALL THEY KNOW FEAR?


o, here we are, 5th Edition is officially upon us,
S the rumours have been confirmed or denied
and we’re finally able to begin assessing what
the changes mean to the armies of the Bolter & D awn broke over the horizon and the roar of
bolters and the harsh buzz of chainswords
faltered, then fell away entirely as the enemy hordes
Chainsword. Before we begin to examine the effects
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
saw many veteran gamers give away the game during O n the third day the efforts of the Battle
Brothers of the Legio had been the key, the
weakness of one shored up by another, though
4th Edition. Some argued that the background had
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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The Bolter & Chainsword 5th Edition Guide

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.

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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
only infantry units that fall into the Troops slot on
CHARACTERISTICS
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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The Bolter & Chainsword 5th Edition Guide

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
same but 5th 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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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
blast weapons in 5th 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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The Bolter & Chainsword 5th Edition Guide

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

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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
loss of initiative is still a large hurdle. Add this to the One of the major changes to 5th 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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The Bolter & Chainsword 5th Edition Guide

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
Blast and multiple blast weapons shooting weapon is in range, in 4th 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

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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 Games Workshop 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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The Bolter & Chainsword 5th Edition Guide

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

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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 gimmick, besides let’s face it, it isn’t going to
boost to dedicated transport vehicles; whereas in 4th 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
safer than they were in the past. In 4th 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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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
good in 5th 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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The Bolter & Chainsword 5th Edition Guide

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.

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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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The Bolter & Chainsword 5th Edition Guide

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
5th 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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The Bolter & Chainsword 5th Edition Guide

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
than ever before. from breaking. The “Rites of Battle” ability will be
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
T different game. The addition of running makes
infantry almost as fast as vehicles (albeit with a good
also come into play when you eliminate an enemy
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

25
The Bolter & Chainsword 5th Edition Guide

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
HQ UNITS ‘Righteous Zeal’. Consider using one in conjunction
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

26
The Bolter & Chainsword 5th Edition Guide

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
with the changes to the rending rule toning down
Drilling a round through its eye, Falko tore
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'
Rhino: The workhorse transport unit of the Astartes
shadow fell over him, his gauntlet resting on
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
characters’, this means that they become like much more viable purchase than in 4th 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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The Bolter & Chainsword 5th Edition Guide

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 monsters 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
T some of the changes that Warhammer 40,000 5th
Edition will have on your Chaos army's composition,
normal restrictions on capacity etc and unit type. Is
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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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 under 5th. 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 he flung casings
Bolter the chainaxe in abriefly,
cascaded wide arc. Its edge
flashes of
higher than the Toughness of his victim, then Typhus bit chunks from the chest of the Blood
muzzle fire strobing the darkness. Blood, Angel,
must re-roll failed to wound rolls in close combat. before the World Eater fell on him. Hammering
thick
the and Angels
Blood sticky, helm
washed overhisthe
with helm
fists of
Grake
Very nasty!
Grakeinastriumph.
roared 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
Princes: The wording on the rules for psykers has been “Blood for the Dark Gods!”
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.

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The Bolter & Chainsword 5th Edition Guide

DAEMON ARMIES
W
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
40K 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 Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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

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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
Last Diary Entry : Sgt. Hawkins, 5th 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
in assaults and 5th 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
significant revisions between the 4th and 5th 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
5th 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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The Bolter & Chainsword 5th Edition Guide

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
of her hair fell about her perfect face.
DAEMONIC END-GAMES "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
Troops in Transports: 5th Edition has now adopted defensive attributes. Note also that in 5th 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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The Bolter & Chainsword 5th Edition Guide

For this mission, most armies will need to “castle”


up their defenses while sending out an attack group
SOME FINAL REMARKS
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
"Magick, spells, call it tactician. That’s the army’s acute downside.
Naïve opponents may see how Daemons struggle
what you will human, it is in the first few turns and become overconfident.
The satisfaction will come when the close combat
all the Lord of Change. strength of the army is brought to bear. Lofty
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.

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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.
5 all, the Codex was designed with the new edition
of the game in mind. Indeed, when you read the
The possibility for heavier modifiers as a result of
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
Scorpion. His green armour glinting in ability that will be important in 5th – it ignores cover
saves. So units you’ve pinned in place or which are
the dawn, he leaned on the pommel for a
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
save with his psychic power, allowing your special
quarter still holds."
weapons to survive that little bit longer.

38
The Bolter & Chainsword 5th Edition Guide

Chaplains: Chaplains have lost out a little in the


new rules; they can no longer consolidate into a new
ELITE UNITS
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.

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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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The Bolter & Chainsword 5th Edition Guide

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
specialists that use run to close with them.
glinted in the pale sun above as the Dark
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

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The Bolter & Chainsword 5th Edition Guide

INQUISITION ARMIES
he 5th edition rules introduce a vast amount of
T changes to the 40K rules set, both large and small.
Games Workshop claims that these changes were
as successive 5th Edition designed Codexes arrive,
they will only become more so as heavy weaponry
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.
well beyond what they had under 4th 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
Mechanized forces also got a slight boost, as vehicles 4th 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.
(I.e., instead of shooting, a unit may opt to move
the outpost. Justicar Pablo adjusted 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.)

42
The Bolter & Chainsword 5th Edition Guide

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 Area terrain does not block any lines of sight beyond
in 5th 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
THE SHOOTING PHASE target unit is in range and line of sight, the entire
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.

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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
in 5th 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

45
The Bolter & Chainsword 5th Edition Guide

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
them behind your footslogging or mounted Sisters,
THE ASSAULT PHASE
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
And because most Sisters shooting is handled at short USR. (Counter-assault, under 5th 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
need of burning Faith points to keep your girls alive under 4th 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
combat much more often under 5th edition than barrage of enemy firepower or a decisive counter-
under 4th 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
over his glinting armour the Blood Letter in 4th 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 Harlequins
or Death Company ... and then to suffer the indignity

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The Bolter & Chainsword 5th Edition Guide

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.
Somewhat offsetting our increased difficulties with
"Hatred and fear are merely vessels of Chaos
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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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 planet, 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

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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 Hero 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
Sadly, painfully, the new assault rules have
the Emperors vengeance on you!"
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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The Bolter & Chainsword 5th Edition Guide

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.
averaged less than 3 wounds per game under 4th 5th 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

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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
There was never anything other than Teleport Attack pressures and requirements of 5th 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

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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
question but that, under 5th 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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The Bolter & Chainsword 5th Edition Guide

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,

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The Bolter & Chainsword 5th Edition Guide

SPACE WOLVES
hen discussing Space Wolves and 5th Edition potential upgrades available to a Wolf Guard unit.
W things can get a bit tricky. In this article I
will discuss the changes and how they affect SW
In particular Power Fist (PF) wielding models may
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

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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!
He returns to us at the Wolftime!"
WARGEAR
- 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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The Bolter & Chainsword 5th Edition Guide

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,

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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
N and forever despised/fondly remembered Blood
Angels Codex (depending on your side of the table),
and try stick to the facts and let your play style
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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The Bolter & Chainsword 5th Edition Guide

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
bad about including it to give your army a bit more However, 5th 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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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’
to work with. As useful as Mephiston was in 4th, 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. 3. 16.7%
4. 33.3%
Corbulo
5. 50%
Combined with the above mentioned factors, and
6. 66.6%
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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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
- Captain Corpus that has changed from 4th to 5th 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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The Bolter & Chainsword 5th Edition Guide

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
vs. cost comparisons are concerned. As mentioned Abundant Cover: The prevalence of cover in 5th
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 Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

• 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

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The Bolter & Chainsword 5th Edition Guide

TH
WHY 5 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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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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The Bolter & Chainsword 5th Edition Guide

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
when meticulously composing their lists. Should the game to the next. The changes between 4th and 5th
army take on more Troop choices to mitigate the are much more extreme than the transition from
risk of loss or do you focus on raw killing power to 3rd 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.
So has 5th 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
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Finally - A quick ‘Hello and we did follow all the rules!’ to James and Talima
@ GW Legal if they ever read this.

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