You’ve heard the latest news - the 10th edition of Arc40k’s favorite game is coming this June! Exciting Times!
But that's not all we learned from this past week. Let's dive into the juicy details of what's to come and from what we know so far how some of these changes will impact you and the next Arc40k event.
The new edition of Warhammer 40K is set to launch with the massive Leviathan Box set. Filled to the brim with Spacemarines, Tyranids, transfers, bases, cards and a book. At the Warhammer Fest review and articles over the past week we’ve seen some more details about the release take shape - like the announcement that the new edition is coming in June.
The launch box will include a special Leviathan Book. The important part for Arc40k participants is that this book will contain the Core Rules for the 10th edition of Warhammer 40k. That will be a 60-page section that explains everything we need to know to battle on the tabletop.
As we’ve already seen over the past weeks, the rules have been revised and simplified, ensuring that the game remains fast-paced and thrilling in the grim darkness of the far future. Event gameplay should see much less page turning hunting for the right stratagem for the situation… and there’s much less maths with redesigned data cards and consolidation of bonuses and benefits into weapon profiles. So much better!
But one of the clever things about this new edition is that the Core Rules section within the Leviathan Book is it has its own page numbers. This means that no matter which edition of the rules you're looking at - because it will be available digitally and in other printed forms - you will be able to cross-check and find the same page numbers.
Common page numbers will be so much better for FAQs, errata’s and updates - it’s 40K - you know that it will be a living evolving rules system.
Also inside the book are rules for Combat Patrol. This is a new and apparently simplified way to play Warhammer 40K. It's the fastest and simplest way to get a force onto the tabletop for a game. All you need are those rules and one Combat Patrol per player.
Want an easy way of introducing your friends to the game and the worlds of Warhammer 40,000? Combat Patrol should be a great way to get them started. If you land yourself a Leviathan Box then a portion of the Tyranids and Space Marines found in that set can be used to form a full Combat Patrol for each faction.
So there’s a great opportunity for you to help your friends get playing. Maybe you’ll teach the next Arc40k Champion how to play using the Combat Patrol format.
Mustering an army with the biggest guns, the sharpest swords, and roomiest transports for the upcoming edition of Warhammer 40,000 is all well and good, but all the firepower and fighting prowess in the galaxy is no good if you don’t complete your mission.
As you’d expect for a new edition, missions have changed in Warhammer 40,000. In fact, there’s just one in the Core Rules – entitled Only War, this is a perfectly balanced pitched battle in which two players fight for control of four objective markers, which they’ve taken turns to place.
What has really caught our attention are the mission cards.
Building on the success of the Chapter Approved Grand Tournament Mission Packs, and Tempest of War Cards - these new cards allow you to quickly and cleverly build exciting, unexpected, and well-balanced missions for your games.
Some of the details from the cards might even find their way into future Arc40k missions. We’ll have to see what they are all like and if there are fun or funky combinations we can create to use them in missions for next year’s event. How cool is that?
So, how do the mission cards work? First, pick your game size and muster your armies as usual. Then divide the cards into their respective decks. Shuffle each deck, and draw one card from the Deployment, Mission Rules, and Primary Mission decks. These are the shared mission parameters - and probably what we’ll be looking to emulate when we look to add or update missions for next year’s Arc40k.
Players then select and reveal their Secondary Missions, which are personal goals they're trying to achieve. Each player starts with two Secondary Missions, and they can either choose Fixed Missions, which remain in effect the whole battle.
Or take a risk with Tactical Missions, which offer greater rewards but must be replaced with a randomly-drawn card each time they're completed. Doesn’t that sound truly Arctastic!
The deck box contains 66 cards. Five of them are Deployment cards, nine Primary Mission cards, 12 Mission Rules cards - giving more than 500 unique missions to play!
You also get 16 Attacker Secondary Mission cards, 16 Defender Secondary Mission cards, four Attacker Gambit cards, and four Defender Gambit cards - so it's going to be hard to play the same combination of cards twice.
For the Arc40k team there's a twist in the tail and the part of the new system we are waiting in anticipation of...
Have you ever found yourself in a tight spot during a game? Maybe your primary mission isn't going according to plan, and victory seems to be slipping away from your grasp. But in the previous edition if your opponent was a full round of VPS ahead there was no way to turn the tide and pull a rabbit out of the hit to clinch victory.
Fear not, for there is a glimmer of hope hope on the horizon and hopefully many tales of victory being taken from the clutches of defeat – a daring Gambit may just be your ticket to turn those tables!
So, what is a Gambit?
Well, apart from Gambit being an X-Men character from the Marvel Universe - in New40k it's a new special card set from the Mission Card pack that can be played at the end of the third battle round by either or both players.
This is so cool as each player chooses a Gambit card in secret from two identical decks. Once a player reveals their Gambit, their original mission objective is thrown out the window, and they must pursue a completely fresh and intensely challenging new objective.
Talk about shaking things up! It’s so Arc40k-like right? But wait, there's a catch...
While players keep all their existing victory points and secondary missions, they can no longer score them. Instead, they must focus solely on achieving their Gambit to the bitter end. It's a risky prospect, but if you can pull it off, you'll score an intimidating chunk of VP, potentially snatching victory from the jaws of defeat.
But that's not all – Gambits also ensure battles stay valid and violent throughout all five battle rounds, adding an extra layer of excitement and unpredictability to the game. With three different Gambit cards included in the set, one of which is randomly discarded before players make their choice, you'll be able to keep your opponent guessing.
And don't forget about the bluffing potential – you can always reveal the "Proceed as Planned" card to throw your opponent off or even trick them into taking on a Gambit themselves.
After all, a little mind game never hurt anyone, right?
Now, it's worth noting that Gambits are hard to pull off and should be considered a desperate, hail-mary attempt to turn the tide of the game. But they also ensure that any player who has fallen behind still has a meaningful longshot at winning, even in the face of overwhelming odds.
So, who knows?
Maybe a Gambit is just what you'll need to come out on top. It certainly is something we'll be looking more closely at when it comes time to play 10th Edition and specially when it becomes time to develop missions for next year's Arc40k.
We can't wait to see how all of these new additions will change the game. We're sure that you're all just as excited as we are. So start preparing your armies, brush up on your skills, and get ready for the 10th edition of Warhammer 40K, coming this June!
When it's time to preorder any of the new 10th edition products, or adding to your collection, remember to click out our affiliate link to Gap Games to show your support for Arc40k.
Note:Images used in this article were sourced from from Warhammer Community