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GW Reveals New 40k Command Points and Stratagems (for 11th?)

GW revealed new Exigence Command points and Stratagems to Warhammer 40k; will they stick around for 11th Edition or pass into obscurity?

Games Workshop just threw a curveball into Warhammer 40k with White Dwarf 508, introducing Exigence Command Points (ECP)—a new resource that sits alongside standard CP. It’s not just a tweak; this could shift the way players manage their armies, pulling in mechanics from Age of Sigmar’s latest edition and rewarding comebacks in ways 40k hasn’t before.

The biggest question? Is this a sneak peek at 11th Edition or just a fun side rule that’ll vanish in a few months? With unique stratagems that favor movement, aggression, and mid-game flexibility, ECP could change the way battles play out—especially for players who struggle to keep up with early-game power spikes. But will tournament organizers take it seriously, or is this destined to stay in the “optional rules” pile? Let’s break it down.

ECPs: A Game-Changer or Just a Gimmick?

Warhammer 40k has seen its fair share of rule shake-ups, but the latest addition in White Dwarf 508 might be the biggest curveball in a while. Enter Exigence Command Points (ECP)—a brand-new resource alongside the standard CPs we all know and love. The big question: is this the future of competitive play, or just another cool idea destined to live in casual games?

aspects of war new warhammer 40k rules text

GW also said you can use these new Aspects of War rules in matched-play games as long as both people agree (so technically, that makes them tournament-legal).

What Are Exigence Command Points?

Exigence Command PointsAt the start of each Command Phase, players now gain one ECP in addition to their usual CP. These aren’t just bonus tokens to throw around; they’re a separate currency entirely, used for a new batch of Exigence Stratagems. And yes, that means more tactical options, more resource management, and more opportunities to mess with your opponent’s plans.

But the twist? There’s an Underdog Bonus. If you have fewer victory points at the start of a battle round, you get extra ECP—sometimes even a full CP (if you’re behind by 15vp)—giving you a fighting chance to claw your way back. Sounds familiar? That’s because Age of Sigmar 4th Edition just introduced a near-identical system.

Is This Just a Test Run for 11th Edition?

warhammer 11th edition 40kWith rumors swirling about a 2026 release for 11th Edition, it’s hard not to see ECP as a test run for future mechanics. The parallels to Age of Sigmar’s Underdog system aren’t exactly subtle (as we know, GW likes to port over rules from both systems to each other). If this mechanic sticks, Warhammer 40k could see a major shift in how command resources are managed, potentially moving away from the rigid CP structure we’ve had for years.

And let’s be real—giving the trailing player a fighting chance makes for a more engaging game. No one enjoys getting steamrolled by an opponent who stockpiled CP while you burned through yours in the first two rounds. This system keeps things dynamic without feeling like a participation trophy.

Breaking Down the New Stratagems

Exigence Command Points 2If you’re already running mental gymnastics on how to squeeze the most out of these points, here’s what you’ll be spending them on:

  • Victory or Death (2ECP): If a unit is about to be wiped off the board, they get one last round of attacks. Spite never felt so satisfying.
  • Hammer Blow (2ECP): Improves hit, wound, and AP for a shooting attack. Perfect for that one unit you really need to do work.
  • Break the Line (1ECP): Mounted and Beast units get better movement, ignoring enemy models like they’re not even there.
  • Crushing Advance (1ECP): Infantry and vehicles get extra mobility, moving through enemy models and causing mortal wounds in the process.
  • Targeted Demolition (1ECP): Bonus damage when attacking units in terrain, because why let them hide?

Exigence Command Points 3These aren’t just reskinned versions of existing stratagems. They offer unique, high-impact effects that could genuinely shift how armies play—especially for factions that rely on movement tricks and aggressive positioning.

How This Changes the Meta

GW Stores Rumor Engines METAWatch balance dataslate best armies warhammer 40k 1

If Exigence CP sticks around, list-building and in-game tactics could shift in some key ways:

  • More comeback potential. The Underdog Bonus means players trailing on VP won’t be completely locked out of CP-fueled plays.
  • Stronger mid-to-late game stratagems. ECP isn’t just an extra pool of points; it’s a whole new set of powerful abilities that don’t drain your standard CP reserves.
  • Incentivized aggression. Many of these new stratagems benefit units pushing forward or making big moves. This could lead to more dynamic engagements instead of the classic “sit and shoot” approach.

Will Tournaments Adopt This?tournaments warhammer games workshop tables

This is the real question. White Dwarf rules sometimes stay in the realm of “fun for casual games but not serious play.” But with 11th Edition potentially incorporating elements from this, tournament organizers might start experimenting with it sooner rather than later.

Right now, the biggest obstacle is balance. ECP benefits aggressive and mobile armies more than defensive ones. If the system isn’t tweaked carefully, it could skew faction balance in ways that favor fast-moving forces over slower, more methodical ones.

Final Thoughts

ECP might be the most intriguing (and, let’s be honest, divisive) addition to Warhammer 40k in a while. It rewards tactical adaptability, gives players a chance to recover from a rough start, and forces everyone to think about their resource management differently. Whether it sticks around for 11th Edition or fades into White Dwarf obscurity, one thing’s for sure—games just got a lot more interesting.

See the Latest 40k Rules Changes Here!

Will you be trying these new Exigence Command Points out in your casual games of 40k to see if they are fun? 

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