With new rules incoming for our 40K armies I wanted to go over the army rules GW hit out the park when they came out with their new books. Don’t touch these GW- they are SOLID!
There are a few army faction rules I think GW got almost perfect when they came out with their latest round of codexes. These are rules that just feel right, play decently, and feel fair in the grand scheme of things in the current 40k landscape. I think every army will have tweaks but I am hoping these guys stay the same with just cooler detachment options.
World Eaters – Blessings of KhorneI am sad I lost the original World Eater ones we had in 10th edition I still like the updated ones we have now. The idea of rolling each turn to figure out what you can do is an exciting piece of rules and I find very fitting for the army. I just love the default way it is set up to get you enough basic rules to be good as well as how it is designed to mostly work each turn. It is pretty rare to get screwed by it when you only roll one power but when you do you have to think your way out.
It is a good set of rules and helps build how the army can just change each round and create fun and unique options. I also like a default way to get army wide Fight on Death even though I am real bad at rolling that 4+. I hope GW keeps the Blessing table and just tweaks a few things within the book to help utilize some fun options like certain Blessings might activate a units to be better or one of the detachments specifically enjoys different blessings to take.
Emperor’s Children – Thrill SeekersThis is such a simple rule that works so well for an army of fast jerks ready to do some creepy dances into your units. The simple rule of Advance/Shoot/Fallback/Charge is a powerful set of rules that has a really interesting limitation you can’t do it if another unit targeted that unit while Thrill seeking. It isn’t nearly as hard as you initially read it to be and again it makes you truly think out your movement. It also really helps you in figuring out when your go turn is and when you need to plan and stage.
This creates a really unique EC army that covers the movement side of things in the basic army rule and lets the Detachment pile in other unique rules to help fill it all out. I just wish we had more unit options like Chaos Bikers, bigger Terminator units, and maybe a cool extra character or two. The EC players need some support just like their leaders do.
Imperial Knights – Code Chivalric and BondsmanI think both of these rules really speaks to the idea that this army is full of crazy Imperial Knights and their squires rushing into battle. The ability to pick a deed is cool and just going out to solve that problem feels like a nice mini quest for your knight. I think the qualities are pretty good to shoot for and it allows you a bit of control of the game as you go around and boast about the deeds you have completed. Then the Bondsman ability to “power” up your squires is a really cool set of rules.
I like how each type of Knight gives different abilities which pushes you to try different chassis on the table top. It is a cool little boost rule and I love to see it. Each turn it is the Knight player figuring out the puzzle presented and then trying to get their “kids” to listen to what they have to say on the tabletop.
What other armies have good rules right now you don’t want changed? I still think everyone will get tweaks and I am hoping we don’t see too many complete refreshes. We’ll just have to wait and see when we can buy our new codexes and see the pile of new detachments we can mess with.
Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I've been writing for BoLS for 15 years. Look at my Instagram to see what I am working on - or working on for someone. I am always doing something hobby related.
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