Space Marine Detachments

Earlier I wrote a quick walkthrough about army list selection in Warhammer 40,000 8th edition. Unfortunately, aspects of those rules demonstrate again that 8th edition is very good, but neither as slimmed down nor formal and clean as it has been hyped to be.

The issues crop up from the new incarnation of Objective Secured, which enables models selected as part of an army detachment with uniform faction to trump other models for control of objective markers.

Preview of Objective Secured rule from the upcoming Chapter Approved.

Copy & Paste

To begin, there isn’t really a rule for Objective Secured. There’s a rule for Objective Secured, Defenders of Humanity, Knights of Titan, and so on. All the different codexes are coming out with the same rule under different names, e.g., the Space Marines’ Defenders of Humanity. Meanwhile, to maintain some parity for the factions that don’t have a codex yet, GW previewed an Objective Secured rule to be included in the upcoming Chapter Approved supplement giving that ability to all of those armies.

This copying & pasting is strange and unfortunate. Defenders of Humanity made sense at first when the ability was initially presented to be a unique Space Marines advantage. The presumption was other codexes would then arrive with different but similar abilities. But it turned out they all just have the same ability. Note that the abilty per se isn’t the problem. Diversity of abilities would be interesting, but also harder to balance. It’s the presentation of this universal ability that is problematic. Even minor carve outs such as for Fabius Bile and Fallen being compatible with all the legions and thus not breaking the faction uniformity of Chaos Space Marine detachments don’t merit copy & pasting the entirety of the basic idea into each book.

To look at just one issue, because there’s no universal term, the rule concept can’t be expressed in as simple and formal a fashion as before. E.g., to paraphrase previously:

Models with Objective Secured trump models without Objective Secured for control of objective markers.

Instead the new rules have to be worded in terms of trumping models with “a similar ability” because they all have different names. What does “similar” mean? In practice it’s understandable, but it’s not as formal as it could be.

All this duplication under different names is unfortunate but a hallmark of this edition, a consequence of “streamlining” the game by eliminating common text from the core rules and main rulebook and instead pushing it out to numerous copies in the codexes and datasheets. If all the factions are going to have this rule, there should just be one straightforward universal rule. That centralization would reduce the overall volume of rules and text, foster understanding, be more formal, and prevent errors from creeping in over time with successive copying.

This is also another example of how GW went to all the trouble of introducing a keyword system, but isn’t actually using it well. Objective Secured could easily be handled more elegantly and formally by granting units keywords if their detachments meet given conditions and wording the ability around those keywords.

Ambiguity

More critically, these rules contain ambiguities in their prerequisites. For example, Defenders of Humanity relies on the definition of a “Space Marine Detachment.” The other books are structured similarly. As explained below, that definition isn’t 100% unambiguous on whether or not a Space Marine Detachment can include multiple chapters within the codex, e.g., Salamanders and Ultramarines. It is explicit that Space Wolves and the other variant codexes are not included.

Beyond Defenders of Humanity, this ambiguity also raises rules questions about stratagems. Those listed in the codex are unlocked if you field a Space Marine Detachment. So must you field a detachment drawn from a single chapter to get access? Or would a detachment comprised of any mix of Space Marines suffice?

Mixed Chapters

In defining a Space Marine Detachment, the codex provides a list of chapter keywords which a “Space Marine unit” might have and then says:

A Space Marine Detachment is therefore one which only includes units with one of those keywords.

By far the most natural reading of this treats “with one of” as simply requiring each unit to have a faction keyword from that list, essentially grouping the last clause as:

… [units with one of those keywords].

The wording doesn’t actually make a binding to a single chapter keyword across the whole detachment, it permits a selection per unit. A detachment made up of Salamanders and Ultramarines would indeed quite obviously “only include units with one of those keywords.” Note that units can each only have one of the keywords in the given list, so “one” doesn’t instate any additional information as compared to, e.g., “any,” and is a more natural wording anyway for a selection of that type.

So in that straightforward reading, a detachment of mixed chapters would receive the benefit of Defenders of Humanity.

Single Chapters

Alternatively, a somewhat strained but plausible reading interprets “one of those keywords” as containing an additional stipulation that the units all share the same keyword from that list. It puts more meaning into the “one,” depending on how you look at it either adding an unstated “which must be the same for each unit” or grouping the last clause to the first clause:

A Space Marine Detachment is therefore one which only includes … one of those keywords.

In that case a Space Marine Detachment may only be comprised of “one of those keywords” and mixed chapters won’t receive the benefit of Defenders of Humanity.

A more complete definition under this reading would be, for example:

A Space Marine Detachment is therefore one which only includes units with one of those keywords, which must be the same for each unit.

Or, better:

A Space Marine Detachment is a detachment comprised solely of Adeptus Astartes units, all with the same <Chapter> faction keyword.

Intent & Practice

In trying to resolve that ambiguity, the intent is impossible to decipher from the text alone. Certainly it would be most traditional for a “Space Marine Detachment” to be comprised of a single chapter. However, it would also be quite reasonable and not at all out of line for Defenders of Humanity to apply to any mix of Space Marines. Chapter Tactics, which is explicit about being available only to uniform detachments, would then be an extra benefit for selecting units entirely from one chapter and strongly encourage that traditional makeup. The latter would be a more interesting structure and create somewhat more list building decisions, so it could easily be the intent.

In practice this ambiguity doesn’t matter much. The benefits of Chapter Tactics are so considerable and the ability to mix factions between detachments so flexible that there’s little reason to not field single chapter detachments. In theory though you might, e.g., if a future codex had weaker Chapter Tactics equivalents but strong characters from different chapter equivalents that you wanted to combine in one detachment but still be Objective Secured.

Next Level

As with the previous examples of textual (as opposed to mechanical) shortcomings in 8th edition’s rules, right now these generally aren’t actual problems due to the freshness of the duplicative copies and the competing interpretations of the ambiguity being obscured by the in-game strength of one. But they create openings for problems, particularly as the game evolves. With each new book there’s a chance to introduce a real error while pasting in its copy of Objective Secured. At some point there might be a real reason to field a detachment of mixed chapters/legions/dynastics/etc. and face real questions about what buffs it would receive.

The elimination of Universal Special Rules and other centralized concepts no doubt minimized the number of pages in the main rulebook. But it necessarily expanded the cloud of text replicated throughout all the books, with identical rules under formally and often even textually different symbols. Objective Secured and all its variants such as Defenders of Humanity are a prime example. That unnecessary inelegance and volume of text is unfortunate, a product of over-minimizing and false simplification.

The ambiguity in defining Space Marine Detachments isn’t hard to see and the definition trivial to improve. So it highlights that although much improved, Games Workshop’s ongoing reviews of 40k material are still very limited and non-technical. The playtest group is still too small, coming in with too many shared assumptions, not analyzing the language or mechanics formally enough, and sharing too much extra-textual context and intent to catch all possible interpretations and other potential issues. It is a much longer discussion for another day, but for a such a complex technical system (the game) and with such a large, diverse, and disconnected audience implementing that system (players worldwide), large scale public review is strongly warranted. That could be done in an efficient fashion to minimize burden on GW’s end, and, as other games as well as GW’s own recent public rules releases (for both 40k and Age of Sigmar) have demonstrated, in such a fashion that it wouldn’t hurt sales.

To take 40k to the next level of elegance and excellence, the design process should:

  • Focus streamlining on minimizing overall rules volume and duplication, rather than superficial main rulebook page count reduction;
  • Continue to expand the scope, diversity, and extent of peer and public review.

40k 8th edition is very good. But it could be even better with minimal effort and cost.

40k Matched Play Armies Walkthrough

Questions about army list building in Warhammer 40,000 8th edition continue to come up as newcomers join the hobby and old heads return. So I’m going to write my explanation about detachments, Battle Forged, and so on here just one more time and then link to it in future conversations. Corrections and questions are welcome.

TL;DR

For Matched Play, the most common 40k 8e format, armies must be organized into detachments and all units across the entire army must have at least one faction keyword in common (e.g., Imperium). Additional buffs are available for detachments (not armies) drawn from single codexes or factions (e.g., Space Marine chapters).

Background

My impression is that most players are generally using the Matched Play format, as opposed to Open Play, Narrative, or something else ad hoc. I could be wrong about that in general, but it’s certainly true of pickup play around my local scene (Redcap’s Corner) and all the tournaments I have seen (and run). So the default is that you’re selecting armies by points, not power levels, and adhering to Matched Play format.

Hampering newcomers in hunting down rules is that Matched Play is actually more restrictive than Battle Forged. Many people implicitly assume Battle Forged is more fluffy and limited. That’s not the case. Matched Play is a subset of Battle Forged, not the other way around. Competition-oriented Matched Play and some newer rules additions from the codexes and upcoming Chapter Approved supplement actually do more to encourage armies more similar to traditional Force Org Chart, no allies, old-school 40k. Battle Forged by itself is more open.

Battle Forged

Matched Play requires that your armies be Battle Forged (main rulebook page 214, top left). Battle Forged requires your entire army to be organized into one or more detachments (main rulebook page 240, top left).

Beginning of the Battle Forged rules.

Detachments in theory are wide open, you can put any mix of units in there. However, in practice all of the units within a detachment must share at least one keyword. All of the detachments in the main rulebook such as Patrol, Battalion, Outrider, and so on either explicitly impose that restriction or are limited to a single unit. The only exception is the Fortification Network, which permits multiple fortifications with no faction restriction. There are some faction specific fortifications out right now, such as the Tau Tidewall, but most published so far are Unaligned (the commonly seen ones are all in Index Imperium 2), and this is mostly a small side point anyway.

Unless I’ve missed something, no other detachments have been published or rumored. So, in the future some supplement or such could perhaps have a detachment that permitted you to include Orks and Imperial Guard within a single detachment. However, you cannot do that within any of the detachments that currently exist because those units do not share any faction keywords. What you can do though is, for example, make up a detachment of Imperial Guard and Ultramarines units, because those all share at least one faction keyword (Imperium).

The Patrol detachment.

In addition, under Battle Forged rules alone, your army could straddle factions across multiple detachments. You could, for example, make up a Battle Forged army that had two detachments of Imperial Guard and one of Orks. There are no rules for Battle Forged armies linking the detachments.

Matched Play

However, Matched Play prohibits that by imposing such a linkage. Matched Play requires that armies be Battle Forged and that all units have at least one faction keyword in common (main rulebook page 214, under “Army Faction”).

So, in a tournament or pickup play using Matched Play rules, you could not field an army with detachments of Imperial Guard and Orks even though it was Battle Forged. You can however still mix Imperial Guard and Ultramarines units within and across detachments, because those all share at least one keyword.

Beginning of Matched Play rules.

Faction Buffs

New rules from the codexes released to date as well as the upcoming Chapter Approved supplement however encourage—but do not require—detachments drawn from a single faction by offering at least four types of buffs for doing so.

Objective Secured

The codexes seen so far all have rules, such as the Space Marines’ Defenders of Humanity, that give a scoped but important buff to models in a detachment comprised solely of units from that codex: They trump other models for control of objectives. The Chapter Approved supplement will provide a similar rule, Objective Secured, for all the factions that still only have Indexes. Most events seem to be adopting this and the other updates to Matched Play from this supplement that have been officially previewed. There’s a reason GW rushed out these rules previews just in time for the first really large 40k event under 8th edition (NOVA): They address a number of balance issues, particularly as the codexes roll out.

Preview of Objective Secured rule from the upcoming Chapter Approved.

Stratagems

Similarly, codex stratagems are unlocked by fielding at least one detachment comprised solely of units from that codex. So a detachment made up of Imperial Guard and Space Marines would be Battle Forged, share a keyword, and be legal in Matched Play, but by itself it would not have access to either of those codexes’ stratagems. That’s a severe penalty for mixing the factions given the utility of some of those, so it’s another strong incentive to field uniform detachments.

Chapter Tactics

All of the codexes released or previewed to date have also granted additional unique benefits to detachments comprised solely of particular factions: Space Marine detachments made up of a single chapter receive an associated Chapter Tactic, Grey Knights have a Chapter Tactic in Brotherhood of Psykers, and Chaos Space Marine legions all have their own benefits. Future codexes will grant similar unique benefits to detachments made up of specific regiments, dynasties, forge worlds, clans, etc..

Some of the Space Marines’ Chapter Tactics.

Units

Finally, most unit special abilities affecting other units are also compatible only with the most specific factions. Transports in the mainline indexes and codexes can only embark units drawn from the same chapter or that codex’s equivalent. Captains, honor guards, ancients, and similar generate aura buffs only applicable to units and models from their specific chapter or equivalent. There are some notable exceptions, such as Guilliman, who provides an aura at the Imperium level. But in general while detachments made of various factions under an umbrella faction are valid in Matched Play, their units will be limited in how they interoperate and support each other.

In some sense this incentive is not very strong. You might only be planning on those units interacting with a few other units anyway. But unlike the Objective Secured and Chapter Tactics type buffs it is diffused across the entire army, creating a soft linkage between detachments: Sure would be a bummer if at some point in a game a unit in one detachment really needed to embark a transport or receive some buff from a unit in another detachment but couldn’t because they were of different factions (detachment boundaries alone do not impair such abilities). So the tighter faction scoping of most unit abilities in this edition also gently encourages focusing on one or a limited number of factions, even between detachments.

Fluff

By and large though the explicit faction-focus benefits so far are primarily encouraging uniform detachments, not armies. You could still mix factions between detachments, provided they all have at least one shared faction keyword, and get these buffs. So, as long as our example Imperial Guard and Ultramarines army was organized into detachments each with uniform faction, they would all have Objective Secured or Defenders of Humanity respectively, access to their stratagems, the Ultramarines would get their Chapter Tactic, and when their codex arrives the Imperial Guard will get some benefit associated with the chosen regiment.

Matched Play rules therefore impose basic requirements prohibiting very unfluffy combinations. You can’t field Orks and Imperial Guard together. But within a larger alliance such as Imperium or Chaos you have a great deal of flexibility, certainly across an army and even within detachments. However, there are multiple strong incentives for focusing detachments at least on particular specific factions. Unit level interactions and combos are also much more constrained. Taking all of these rules together, in 8th edition you won’t see anything nearly as crazy as the allies permitted in the recent prior editions, and many armies will in fact be very traditional.

Limited Detachments

One last general note is that most events are limiting the number of detachments that may be taken. Matched Play provides a table of suggestions (main rulebook bottom of page 214) which have been widely adopted. So at the new standards of 1500 or 2000 points, armies are generally restricted to 3 detachments.

Suggested detachment count limits.

Conclusion

In sum, the rules for allies and army organization in Matched Play are somewhat confusingly presented as they’re located in a variety of places throughout the 40k main rulebook. But in practice they’re pretty simple: Armies must be made up of detachments, every unit across an army must be from the same general faction, and there are buffs for detachments selected from a single specific faction.

Footnote

It is a detailed rules design topic not especially applicable to actually playing, but this post discusses duplication and ambiguity problems in the rules around Objective Secured and Space Marine Detachment.

40k 8th Edition Isn’t Any Less Messy, But Could Be At Least As Great

There’s rightfully a lot of buzz around 40k’s 8th edition even among people not currently engaged with the game, e.g., among the X-Wing crowd here, and I’m hoping we can recruit fresh new players into our local community. So this morning I sat down with the leaked rules to be prepared to run demo games at a release party tomorrow.

Literally almost instantly one of my biggest fears about this edition seemed confirmed: The rules are at times sloppy and inadequately specified, a casualty of mistaking shorter text for streamlined gameplay.

By absolutely no means is that to say they’re unplayable, broken, or won’t be fun. I’m looking forward to the edition and think it could be great. But we shouldn’t go into this new era of Warhammer 40,000 with unrealistic expectations that the game is suddenly free from significant open rules questions, let alone balance issues.

Coherency

The example that leapt out at me immediately is unit coherency, one of the core concepts in 40k and one distinguishing it from many other types of miniatures games wherein models act individually or in strict formations.

7th Edition

Here’s how 7th edition defines coherency:

… once a unit has finished moving, the models in it must form an imaginary chain where the distance between one model and the next is no more than 2″ horizontally and 6″ vertically. We call this ‘unit coherency’.

Main rules on coherency for 7th edition.

This is a fundamental mechanic of the game that’s simple in essence but surprisingly somewhat tricky to capture fully. As such its main rule gets an entire page in the 7th edition rulebook (pg 19). In addition, there is an earlier note explaining the intent that “Units fight in loose groups with gaps between each model…” (pg 9), and special provisions for vehicle squadrons (pg 79) and independent characters (pg 166).

This 7th edition definition is already not ideal. What is an “imaginary chain”? That’s not a formal game term with any precise meaning. The rule relies on the reader’s understanding of an intuitive concept. That’s problematic on its own, but then the two “X” formations given as permitted formations exacerbate it by not actually fitting a typical natural idea of a chain as a single linear sequence of links, e.g., a necklace or lock. The definition relies on an intuitive understanding that isn’t applied in a totally clear and straightforward fashion.

In contrast, you could define coherency simply and unambiguously with plain text like:

A unit is in coherency if for every pair of models in the unit a sequence can be listed from one to the other of models in the unit each within 2″ horizontally and 6″ vertically of its predecessor.

Or, spelling out some of the implications just a bit more:

A unit is in coherency if for every pair of models in the unit they are either within 2″ horizontally and 6″ vertically of each other or a sequence can be listed from one to the other of other models in the unit each within 2″ horizontally and 6″ vertically of its predecessor.

Both of these definitions are intuitive, unambiguous translations from formal graph theoretic terminology, in which you would concisely define coherency via:

The graph over models in the unit with an edge between every pair of models within 2″ horizontally and 6″ vertically of each other must be connected.

Regardless of these more clear specifications, the text and figures in the 7th edition rules get the concept across solidly and concisely: Models in a unit are supposed to move and fight in close proximity. If you came to the game knowing nothing about it, you would quickly understand that models in a unit cannot be spread all over the place.

8th Edition

Here’s how 8th edition defines unit coherency:

A unit must be set up and finish any sort of move as a group with every model within 2″ horizontally and 6″ vertically of at least one other model from their unit: this is called unit coherency.

Coherency rules in 8th edition.

This is a short, concise rule. But consider this unit of four brave 2nd edition warriors divided into spread apart pairs with the paired models each 2″ apart:

A unit of 4 models in coherency under 8th edition rules.

Assume they deployed that way or properly moved “as a group,” all at one time rather than switching between units. The pictured unit is then inarguably in coherency under 8th edition rules. To quote: “Every model [is] within 2″ horizontally and 6″ vertically of at least one other model from their unit.” All of the models meet all of the given criteria. Yet there’s that 12″ gap in the unit completely against all previous concepts and rules of unit coherency.

That gap could be arbitrarily wide, and there are a lot of reasons you might want some configuration like this. Just off the cuff: You could take a unit of heavy weapons, divide them up into pairs, and spread them all across your deployment zone so that you have a mini-fireteam positioned on each shooting lane. This generally would not have been a particularly helpful before, but in 8th edition all the models can target different enemies so it could definitely be useful. More problematic, you could take a portion of a unit and put it in an essentially unreachable location so that it effectively can’t take wounds. Such near invulnerability could be very powerful if a model or models are providing an ability, stat, buff, or acting as some kind of battery for the unit.

Personally I don’t think this is the designers’ intent, it’s just too big a change to the feel of the game and too awkward. Granted there have been substantial changes made in this edition, but none of the official previews have flagged this as one of them. Regardless, absent official FAQ or errata, intent doesn’t matter, because you could argue it either way. Consider interacting with a newcomer to the game:

  • They set up a bunch of Devastators spread across their deployment zone.
  • You say they can’t do that.
  • They ask you to show them the rule saying they can’t.
  • You claim the designers intended for units to fight close together.
  • They ask you to prove it.
  • You say it’s always been that way.
  • They point to any number of rules that were “always that way” and now aren’t.

Maybe the designers do now intend for models of a unit to be able to fight off in pairs because at least as long as they have a buddy backing them up they’re able to operate semi-independently? It would be scarcely “crazier” as an intended change than independent characters not being able to join units.

So, now what to do? For better or for worse this updated rule potentially changes the game quite a bit, reducing one of its differences from skirmish games. A configuration like this is completely against previous ideas of coherency so most players with even minimal experience are going to think it’s wrong. Having units all over the board will definitely slow games down. Worst of all, it will be extremely frustrating if someone tries to exploit what is probably an inadvertently granted ability to hide away a battery or ability-granting model while other elements of its unit operate elsewhere.

Casualties

Here’s another problem circling 8th edition coherency that doesn’t require anything but a very possible outcome in very traditional and straightforward play: What if a unit takes casualties such that it is no longer in coherency and cannot get back into coherency in a single move? This is not uncommon, for example, with any decent sized unit that loses models in the middle of a stretched out line, and there is no rule forbidding or preventing a player from allocating wounds in such a way.

Previous editions had a simple paragraph of text explaining that the unit had to try to move back toward coherency as best as possible at each opportunity to do so. Rules-as-written in the 8th edition text though, that unit is immobilized. If a unit “must be set up and finish any sort of move as a group with every model within 2″ horizontally and 6″ vertically of at least one other model from their unit” then it cannot make a move that ends with it out of coherency, plain and simple. There is no other provision to move given, so a unit that has its coherency broken and cannot restore it in a single move is thereafter stuck.

Units getting immobilized like this doesn’t seem like anything that would be reasonably intended. It’s very non-intuitive, frustrating gameplay, not explicitly described, a major change, and not a previewed one. Presumably most people will play as before and move toward coherency as best as possible. But then: Do you have to advance, or is it enough to just move? Previous editions explicitly noted that you had to run as well if you were out of coherency and could not restore it in a move, but there is no such note about advancing in 8th and it would not be absurd for someone to not assume such.

To that point about assumptions, what if you’ve never played before? How do you know what to do when coherency breaks? Being stuck clearly isn’t going to seem right but the straight rules text doesn’t let you move or provide other guidance, so now you’re putting your game on pause to deliberate on what should happen, potentially consult forums, and so on. A chunk of the time savings gained in speeding up the game just got burned up, and that’s for a very simple question with immediately likely answers.

In sum: Many people will simply say “Don’t be that guy, just play the obvious way and don’t exploit the rules.” But why shouldn’t I play to win within the given rules? And what if you’ve never played before? Who decides what’s obvious and fair? That obviously should be and largely can only be Games Workshop, but as they have so many times in the past, they’ve abdicated that role on these example questions.

Streamlined

Many people think of ambiguous and unclear rules as problems mostly for tournament players. But that’s entirely wrong. Despite the various communities with their own FAQs and such, tournament players are the most prepared to mitigate and obviate these kinds of issues. Playing with strangers and in a competitive settling quickly exposes rules misunderstandings and uncertainties, forcing their resolution. Tournaments also have the people, structure, and impetus to develop and disseminate FAQs as needed.

Casual players don’t have any of that. They’re on their own, encountering problems ad hoc and coming up with ad hoc solutions, and then potentially hitting entirely different solutions when they do go play other people, even casually. What happens to people at home playing 40k the first time unit coherency is broken and they have to figure out what to do next? Their game just stalled as they work it out. Worse, what about some young newcomer who builds a whole army strategy around breaking up their heavy weapons into mini-fireteams and then shows up at weeknight open gaming only to be told that’s not how the game works even though the rules don’t actually forbid it and they have no a priori way to know that? That’s going to be devastating.

In order to play games quickly and with strangers possessing their own set of assumptions and experiences, you need clear rules, regardless of how competitive or casual the match. Ambiguity is detrimental to the experience of all types of players.

I’m all for streamlining games. Being able to play games quickly is one huge positive. Clear and concise rules with an underlying elegance often also yield more strategic depth. But note in this area at least that nothing has been streamlined, the rules are just marginally shorter in text. The original coherency rules were two short, clear paragraphs that adequately captured a simple mechanic even as they could have perhaps been made even shorter and more clear. Instead, now there’s almost as much text as before, the game is no simpler, and a number of additional questions are generated even with only cursory investigation. Frustratingly, this isn’t even a space saving issue—there’s plenty of whitespace on that page immediately below the rule that could have been used to define coherency just as well as before or better.

Maybe I’m way off base and despite all indications the new coherency rules are indeed intended to permit splitting up units into pairs. But how to act when coherency is broken seems like an outright omission. It’s a straightforward one so probably it won’t be too much of a problem. But these are non-trivial, completely unnecessary problems that did not exist before and come up within the first minute of reading the new rules, literally in the third paragraph. How many other similar issues are there going to be in these “streamlined” rules? How many of them are exploitable to distort the game? Even setting aside Games Workshop’s track record on these kinds of issues, encountering such questions so quickly at minimum warrants some skepticism about what else will come up in the rest of the rules once read in depth and on the table.

Play

One of the risks in simplifying a game design, especially in revamping a large, complicated ruleset, is over-streamlining. Miniatures games are complicated. It’s often very difficult to spell out intended mechanics and behaviors in a short, simple way. There are many edge cases that need to be covered, and people come at rules with a broad spectrum of assumptions. Simply cutting text is not the same as clarifying and speeding up the game. Just a few more sentences here—carried over from previous editions, no less—would have averted non-trivial potential for confusion and abuse.

Despite the observations in this post I’m optimistic about this edition and excited about the enthusiasm around it. I think it quite likely to turn out really fun to play and a huge boon to 40k. But we should not be over optimistic that it is magically free of open issues or not already, even before release, in need of FAQs and erratas. There are multiple reasonable indications to the contrary and it would be completely appropriate to assume so of any essentially new ruleset for any game. Rebooted 40k also may not be intrinsically more suited than it has been in the past to either competitive or pick-up battles, as opposed to play in small, repeat groups that develop a shared consensus understanding of the rules.

The good news though is people have made all those viable in past editions. So, yes, we’ll probably still need to hammer out FAQs and complain about balance and construct missions to address various issues and so on. Eighth edition could and should be great, but just as with past versions I also think it’s going to take work. The real question then becomes: Is this a better basis from which to do that work? I think so, and I certainly hope so. We’ll start finding out tomorrow!

Update

This post discusses a few concrete examples of duplication and ambiguity problems cropping up as the codexes and supplements come out.