How 40K 5th Rules Changes Affect Each Army
Nice summary of how you can expect your army to change with the new Warhammer 40K rules.
How 5th Edition Affects Each Army:
Chaos Demons
Lots of Deep Striking Daemon Troops can capture game-winning objectives with ease.
Assault units like Greater Daemons and Daemon Princes can now Run and get to grips with the enemy faster.
Running also allows units to disperse after Deep Striking, offering them protection from template weapons.
Chaos Space Marines
Chaos Marines and Daemons provide many units of Troops to capture objectives.
Both running and more resilient transports will get close combat specialists into combat faster.
Template weapons, such as Havoc's missile launchers, Obliterator's plasma cannons and the Defiler's battle cannons are now more effective at hitting multiple targets as there are no longer partial hits from template weapons.
Damonhunters
Grey Knight Terminators can Deep Strike to contest objectives and with more forgiving Deep Strike rules, you are much less likely to lose expensive units to an unfortunate roll of the scatter die.
Now that units assaulting vehicles always strike the rear armor, Grey Knights with Nemesis force weapons (+2 Strength) can damage almost any vehicle they can reach.
Storm bolter shots from Grey Knights offer reliable, massed firepower on the move. This fire can be applied to smaller units to force armor saves on models carrying special or heavy weapons.
Dark Eldar
Dark Eldar transports are much safer now that glancing hits are less dangerous and passengers take less damage when their transports are destroyed.
The new rules for intervening models allow units of Dark Eldar Warriors or Scourges to be screened by friendly troops.
Dark Eldar Wyches count as Troops in Lelith Hesperax’s Wych army meaning they can capture objectives, and as noted above, the increased chance of receiving a cover save greatly enhances their surviveability without hampering their movement.
Eldar
Now that transports have become less dangerous for the passengers, Falcons and Wave Serpents are better for carrying troops.
Given that vehicles now receive cover saves from enemy shooting when obscured, The Fortune psychic power can now affect vehicles, further increasing the survivability of Eldar vehicles.
Avatars and Wraithlords can now run, allowing them to get into close combat faster.
Imperial Guard
Missile launchers, grenade launchers and mortars are much more effective against massed formations because misses will land somewhere nearby and there are no more partial hits from blast templates.
The enemy can no longer consolidate into another assault, so your line won't be rolled up the moment a single enemy unit hits your forces.
The new Line of Sight rules give massed heavy weapons far more to shoot at.
Necrons
Now that glancing hits can no longer kill it, the Monolith is even harder to destroy.
Improved infiltrate rules mean that Flayed Ones can now arrive on the enemy’s flank, just where he doesn’t want them.
Now that they can Run, Necrons can effectively field an assault force.
Orks
With the new line of sight rules, Grots can now be used to provide cover for Ork Mobs, giving them a 4+ Save.
When they are done protecting Boyz Mobs, Grots can sneak off to claim objectives.
Running and more resilient transports will get your infantry, Killa Kanz and Deff Dreads into combat more quickly.
With the updated vehicle rules, Kustom Force Fields will provide Killa Kanz and Deff Dreads with a 4+ cover save.
Space Marines
Rhinos and Razorbacks are now tougher and can rarely be destroyed by glancing hits.
Running Dreadnoughts can now keep pace with Rhinos and Assault Marines.
True Line of Sight allows your Devastators far greater fields of fire.
Tau Empire
Enemies can't consolidate into a new assault, so Fire Warriors gun lines can’t be wiped out by a single close combat unit.
With so many cover saves in 5th Edition, the cumulative –1 penalty to Cover Saves provided by Marker Light shooting is an invaluable resource for taking down screened units.
Fire Warriors mounted in Devilfish make excellent game-winning objective grabbers.
Tyranids
A Broodlord and Genestealer retinue can enter on your opponent's flanks and assault in the turn they enter play.
With real Line of Sight, lesser creatures can more effectively shield the all-important Synapse Creatures of the Hive Mind.
Carnifexes can now Run which gets them into close combat more quickly.
Witch Hunters
Flamers and heavy flamers are now much more powerful as there are no partial hits from template weapons.
Both running and safer transport vehicles will make it a lot easier to get Battle Sister’s bolters, flamers and melta guns into range.
The new Line of Sight rules will provide ample targets for Exorcists.
Labels: Games Workshop, Miniatures, WH40K

