40K Rules Update – Movement Rules FIXED, Core Rules Patches, Buffs for Genestealer Cult?



Let’s talk through the core 40K rules updates from GW today…

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0:00 Intro
1:29 Pivot Rules
4:55 Zoanthropes + Big Guns
6:44 Core Rules Changes
11:49 Adepta Sororitas
12:58 Genestealer Cults
16:41 Outro

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29 thoughts on “40K Rules Update – Movement Rules FIXED, Core Rules Patches, Buffs for Genestealer Cult?”

  1. Wait, people DIDN'T think the scout move ignored their normal move? Why would they put a scouts value on a model that was larger than the normal movement if that wasn't the fucking intent? Good grief

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  2. Perhaps someone can clarify for me as I’m new to 40k. I’ve seen older batreps where there are no pivot or turn penalties. Just measure from any point on the model to where it’s going. Was that the case? Can we do that again please GW?

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  3. You would think that 9th edition was a mess (powercreep as main issue and workarounds to fix it like armour of contempt and that some armies didn't have time to play their codexes) but now I think that compared to flavourless 10th edition it was more rich as a game system.

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  4. If they're going to treat rules as software and update them multiple times a year within a same edition, might as well relegate the physical books to lore and pretty pictures. Can't maintain useful hard documentation with this messy, finicky approach.

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  5. Why dont they just make it so everything can pivot at much as it wants so everyone can shut up being a cringy nerd and actually enjoy the damn game…people that abuse rules like this do you really wanna play against them? No! off course you don't.

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  6. So if i my Jackals die, get Cult Ambush, so are in reserves, if their Ambush Marker gets away due to enemy to close and if now another unit with deep strike gets cult ambush too, i could use their marker for the Jackals and just deep strike the second unit?

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  7. I want an edition that doesn't have to constantly rework its core rules, that's a sign of lousy preparation, testing and communication.
    I'd rather go back to an old edition that is no longer being changed.

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  8. @Auspex Tactics can you include a link where you find these rules in description when you do these kind of videos, like your presentation of the rules but it would be very useful to just pull up the rules to help go over it with my group.

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  9. I'm scratching my head currently , so now when I use my outriders they move 11" instead of 12" just to turn them slightly or when I use their ability to advance and move 18" I would now move 17" only instead? How does that also affect ATVs which I take with the squad as it has no base?

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  10. So I guess a Skitarii sniper with a Transuranic Arquebus costs 1" to change trajectory during movement, because it's on a 35mm × 60mm base and is neither a Monster or Vehicle?

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  11. Luckily GW is a British company and not a French one. If they would be French, by this time they would have introduced an "Mouvementier" (Assistant player who only takes charge of moving miniatures) and a "Pirouetter" (Mouvementier in Training who takes charge of pivoting miniatures).

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  12. they changed the wording on devastating wounds in a rather odd way. At this point, I think it'd just be better to make devastating wounds their own thing and just describe what they want them to do, ie: "units cannot make armor or invulnerability saves against devastating wounds." rather than all these gymnastics to make them "mortal wounds that arent mortal wounds"

    Samething with Hazardous. Something like "If an infantry model without the character keyword fails a hazardous roll, it is removed from play. If a character, vehicle, or monster model fails a hazardous roll, they suffer 3 wounds; they cannot make armor, invulnerability, or feel-no-pain saves against these wounds."

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