Well these days it seems Games Workshop can't go more than four or five years without deciding to rehash it's core rules. What with one thing and another though I decided to forgo the hardback release of the rules as they were I considered, very poor value compared to the previous edition.
The other obvious boon to the boxed set is the figures. Now the previous box supplied a disappointing amount of figures, of admittedly high quality, and a lot of scenery. This set skips scenery in favour of what the buyer really wants, lots of nice figures! And lots there are; 46 pieces in fact, including a small horde of Orks, a neat Dreadnought, some terminators and the unique Deffcopters. To buy the available alternatives to all these figures would cost somewhere around £150; when you consider the price of the boxed edition is only £40 it seems almost ludicrous, but on the other hand, what a bargain.
The gig looked to be up straight away, as I found myself outnumbered three to one. We'd ended up with a simple 'kill everything' mission, essentially the same as the old Cleanse mission. The first notable change in the rules for us was the 'True line of sight' rule. If you can see it you can shoot it, and that includes through what would've once been blocking cover - most notably through woods. This meant at all time we were firing hard at each other, but the amended cover rules also allow most forces a cover save at all times, which is often a 4+ Better certainly than the Tyranids base save.
Reserves and the like had changed too, becoming optional in all missions IIRC. Sure enough, Chris' Genestealers turned up behind my lines (despite this being a chance roll it felt inevitable). The new rules allow units to engage several targets at once, great for Tyranids and Orks certainly, with their large units. Vehicles assaulted are always attacked on the rear armour; you can guess what happened to my stationary Predator Tank on its' first foray to the battlefield then!
With my rearguard destroyed I was reliant on my own reserves, my terminators turned up and made short work of the Genestealers, but then found themselves being sniped through a doorway in that long wall. Damn line of Sight!
Gaunts attacked my other infantry unit across the wall, Whilst my Dreadnought dispatched the giant Carnifex; who couldn't hide anywhere at all. Foolishly I allowed my Dread to get tied up in a melee rather than staying back and giving covering fire.

The game ended randomly on turn 5 to my great relief. We totted up Kill points - a simpler system than victory points - and found the game was a draw. Immediately KP appeared inferior (if easier to calculate) compared to VP; as by any other assessment I was losing, and another turn would've secured total victory for Chris.
All in all though, in this small game 5th edition plays much like 4th, only with some, largely acceptable tweaks. Many don't seem to like the line of sight rules, but with a simple agreement of what constitutes a target they seem fair enough. The casualty distribution for saves is an excellent rule, though one which favours generic armies facing specialists like the Marines or Tau. And although we didn't use them here, the concept of objectives should bring a new dynamic to the game and about time too.
Overall it's a good refresh, but buy it as the boxed set, not the hardback book.


A few years back I vaguely remember reading a GW annual report where they stated their intention to renew all rules on, I think it was a 4 year cycle. It sounded a bit like profiteering at the time but now I'm quite pleased because I enjoy the changes they bring out.
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