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The 5 Best 40k Special Rules in the Game Today

top-5-marines-wal-horThere are plenty to choose from, but these are A-Dawgs picks for the best 40k special rules you can take advantage of- check it out!

A-Dawg is back with another top 5 list, check out his thoughts on some of the most OP rules out there!

https://youtu.be/RoeIGBr85Eg

The 5 Best 40k Special Rules in the Game Today

Looking at the bare stats of models is important.  Comparing those values with the points you pay for a model is also important.  But it is not the end all be all of what makes a unit great.  It is in fact one area where mathhammer falls short.

Because much more important than the base stats are the special rules given to a unit.  It’s the same for many games, be it items for League of Legends, or keywords on Magic: the Gathering creatures, base stats are only so much.

So, in this A-Dawg’s Top Dogs, Austin breaks down which special rules are giving you the best bang for your buck!

5- Infiltrate

Infiltrate is this special rule’s name from past edition, but serves as a good catch-all term for those units that can start the game mid-board.

Offensively, you can use this to start the game spread in table quarters, get turn one charges or start the game on objectives.  Defensively, you can use this to screen much more of your army and deny your opponent’s movement or his own infiltrate.

4- Deny Auras

death guard space marine heroes“Hey, your special rules look pretty good.  It would be a shame if you didn’t get to use them…”

Denying auras, or denying any special rules for that matter, is a pretty great trick to have.  If your opponent paid points for aura-toting models, like the nasty apothecary or Bobby G, chances are they think it’s good or built their list around that.

3- Objective NOT Secured

9th edition digital codexThere isn’t really a name for this, but removing Objective Secured, or manipulating objective scoring/denial in any way is bonkers.

9th edition is more than ever a game of points, where whacking your opponent’s army can only get you so far.  Removing your opponent’s main way to score points is amazing.

2- Fight Last

incubi dark eldar wal horThe ability to make units fight last is perhaps one of the best because it takes away or adds a layer of challenge to charging.

The basic mechanic is quite simple:  I charge you and get the benefit of swinging all my guys into whatever I charged before you can retaliate.  But when that same unit that will absorb a charge is going to attack you first, this makes charging a much less no-brainer move.

1- Redeploy

They were here, now they’re not!

Unlike our Infiltrate at number 5, redeploy means picking up a unit that was set up, and placing it somewhere else before the game starts.

With the new mandatory going first on winning the die roll, having the option of redeploying units is powerful.

You are going first? Take models that were hidden away to offensive position to maximize your offense.  Going second?  Take those alpha strikers and put them in a safer board position, denying your opponent’s alpha strike.

Did we miss any of your favorite rules?

A-Dawg’s Top Dogs is a regular segment in The Mismatched Play, a Weekly Warhammer 40K Talk Show.  Catch it live on Twitch every Tuesday, or watch it on replay on YouTube anytime.

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About the Author: Hellfire Gaming

My name is Max and I'm streaming and making videos about Warhammer 40,000; either from the tabletop or the workbench.