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The Tiger Roars

The Jungle Top Ten: Changes We'd Like in 8th Edition by Patrick Eibel

A new edition of Warhammer 40K is just around the corner.  Here are a few thing we would like to see addressed, and from the sneak peeks that we've seen, some of them have.

10. Move the story forward.  The basic story line of 40k has not really changed for over thirty years.  Recent releases seem to suggest that the dominance of the Imperium may be in peril.  Having the Imperials knocked back a peg or twelve would help to freshen up the story.

9.  Clean up terrain rules.  The other day, I was playing a game with my son and wanted to demolish a bastion, where he had a Devastator Squad.  I went to the rule book and could not find Armor Values (though I figured it was 14).  Also, the idea that buildings are treated like vehicles has always been odd (“What do you mean you enter the giant, sprawling building this turn and exit the other side next turn?”).







8.  Clean up Flyers.  Other than Necrons, Flyers have not been as much a game-changer as all that (at least in games that Kenton and I play).  Still, if you are up against someone who is really leveraging the Flyer rules, the game can get un-fun very quickly unless you have built your army specifically to deal with them.  







7.  Clean up Super Heavies.  There are two problems with Super Heavies: the extra set of rules they require, and the potential inclusion of Forgeworld models you may not be familiar with (being Forgeworld and all).






 

6.  Clean up Deep Strike and Outflank.  These rules are okay, but not being able to charge when you have them come on often leaves the unit hanging out to dry.

5.  Clean up Formations.  I don’t have too much problem with the mix-and-match nature of Formations, but being able to use Formations from upwards of three or four books to maximize benefits seems gratuitous.  Perhaps you could get one codex and a CAD or Allied Formation for free, and then for each other book you draw from, you have to pay 50 points.







4.  Clean up the Assault Phase.  Random charge distance and the agonizing Initiative step mechanic can make assaulting a torturous process.

3.  Clean up Challenges.  In addition, Challenges are just overly confusing, and seem to leave a lot of guys in a squad standing around while the characters duke it out.

2.  Clean up Psychics.  As in, let’s just get rid of it as a separate phase.   Can we just go back to the powers going off in Movement, Shooting, or Assault as appropriate?  And the psychic dice pool mechanic? Needs to be simplified.







Which leads us to...

1. Simplify and speed up the game.  The game just take too long to play.  Many minor aspects of the game can be streamlined to make it go faster without losing the complexity and flavor players love.  I would hate to see a four page book like Age of Sigmar, but there is definitely room to tighten things up.






We'll find out soon how many of the items on our "wish list" that Games Workshop will grant!  See you in 8th Edition for more Jungle Top Ten.


Other Jungle Top Ten Lists
 

Posted May 2017
 

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Fighting Tigers:
Codex <> Tactics <> Gallery <> Allies and Enemies <> Tales of the Tigers

Other Pages:
Main <> What's New <> Site Index <> The Tiger Roars <> Themed Army Ideas
Events and Battle Reports <> Campaigns <> Terrain <> FAQ <> Beyond the Jungle