Discover how your army’s unique strengths and playstyle directly impact mission success and tactical objectives in Warhammer 40k 11th edition.
Another Long War Two-Fer is here: Keep those hobby muscles strong with this week’s webcast and the latest exciting podcast of table-top wargaming awesomeness, mostly centered around Warhammer 40k.
The Long War: Episode 507
Show Summary:
This week, the crew covers their reflections on Adepticon and hopes for the hobby going forward! Here are the key takeaways, section by section:
- 00:01 – 09:56: The episode opens with a long comedy-heavy intro: aging jokes, Rob Baer being out again due to an eye-related medical issue, absurd group chat stories, and a “would you rather” bit about an imaginary dog mess in shoes versus an imaginary screaming toddler in the car.
- 09:56 – 17:14: Mike’s hobby desk segment detours into UFO/UAP research and a documentary on Bob Lazar and S4, which he says is well-produced, unsettling, and interesting even if viewed as speculative entertainment rather than hard proof.
- 17:46 – 19:27: The main 40k topic starts with 11th edition detachment rumors/leaks. The big idea is that detachments may become a Build-A-Bear-style system using three detachment points in Strike Force, where weaker or narrower rules cost less and stronger army-wide rules cost more.
- 19:27 – 21:47: They discuss likely limits on enhancements and units, including a possible four-enhancement cap and “upgrade” style enhancements that can go on squad leaders like sergeants. Characters may also be split into Leader and Support roles, with Support characters needing to attach to units.
- 22:08 – 23:48: A major rumored addition is five dispositions tied to how your army scores primary objectives: Take and Hold, Disruption, Purge the Foe, Priority Assets, and Reconnaissance. The hosts frame this as a system where your list may effectively shape the kind of mission game you play.
- 23:48 – 27:22: They walk through a sample Purge the Foe vs. Disruption mission card and note how this could create asymmetric scoring, including punishing armies that rely on repositioning or picking units up off the table. Grey Knights are used as the obvious example of a force that might hate that interaction.
- 27:22 – 30:57: The crew likes the direction overall because it feels like the 11th edition is trying to fix problems exposed by the late 10th edition. Their big caution is that Games Workshop often has great ideas but uneven execution, especially when it comes to long-term balance and edge cases.
- 30:57 – 33:32: On secondary objectives, they say the deck system appears to stay, but with a twist: players may draw a hand of cards and keep them until they can score them. They like that cards keep games dynamic, but still worry about the classic problem of some players drawing “dog water” objectives while others spike easy scoring turns.
- 34:00 – 36:08: They touch on line of sight and terrain, saying nothing fully official seems confirmed yet, but they strongly favor cleaner rules, such as base-to-base style measurements over awkward “I can see your tassel” model geometry arguments.
- 45:04 – 53:35: The terrain discussion gets more interesting: they mention rumors that objectives may become terrain features instead of small markers, and that cover may shift from reducing AP to imposing a hit penalty. They see that as a potentially huge gameplay change that could make games feel more cinematic, but only if rerolls, ignore-modifier rules, and similar mechanics are also cleaned up.
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