A Closer look at 7th by the Greatest 40k Player in the World

Hello everyone the greatest 40k player here again. This time here to give my thoughts on 7th as a whole.

So lets start with how short 6th was. It lasted what a little bit over two years. Really short for an edition and I dont know about all of you, but I for one did not have every rule memorized quite yet. Over all felt a little rushed.

With 7th came a lot of good. Gw did a great job of clearing some things up but then did a terrible job on others by re wording things that didnt need it or straight up changing rules that we fine the way they were. Some of the good included not allowing characters to join monstrous creatures (Riptide and Buff Commander) Another one was taking away or at least down grading the battle brothers combos. They also left a lot more freedom in the list building and narrative forging areas.study

Some of the down sides of seventh would be building an army is complicated as hell due to the wording. The quickness that it was released is probably the biggest down side as the new book leaves open a lot of questions. Such as can something charge up a floor if it pysically would not be able to fit due to your opponent filling the top floor with men. It feels like the book has a lot of potential with some minor tweaks.

Now that the tournament season is upon us we all need to sit down and take a closer look at 7th. We need to take the time to read the new rulebook. It feels like most people are not actually reading through the rulebook because it was such a fast release and feels like a minor change.

But once you truly dive into this rulebook you start to notice the small but fierce changes that were made.


Anyways the point is dont get frustrated with the new edition just take the time to read the rulebook and notice all of the changes however small they may be. Because the last thing you want to do is be on  the top table of a tournament and have someone correct you on a rule you have been playing wrong throughout the event. I do believe that with a few tweaks this edition of the rules will be the best so far.

Thanks for reading everyone and go ahead and point out some of the subtle rules changes you guys have noticed such as how snipers got nerfed ;P.


About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

25 Responses to “A Closer look at 7th by the Greatest 40k Player in the World”

  1. bigpig July 6, 2014 1:38 am #

    I don’t see precision shot/attacks for characters any more. That is a big one…. unless I’m missing it someplace

    • White925 July 6, 2014 12:22 pm #

      Yeah that one was really big. Another one was that in a challenge the guys outside dont have to clap anymore if they are not in combat with anyone they can put there attacks against that solo character in the challenge.

    • Loopy July 6, 2014 3:02 pm #

      I love it. This, along with the changes to Challenges, makes it at least possible for Orks to actually do something against a Daemon Prince.

  2. Novastar July 6, 2014 2:00 am #

    Nope it got taken away from character, now the fancy bolt pistol in the AM book makes sense( it grants precision shots)

    • white925 July 6, 2014 12:23 pm #

      That pistol is so worth it hahaha

  3. Nathaniel July 6, 2014 3:44 am #

    Re-rolling charge distance for jump pack troops. Actually makes them almost worth their points

    • white925 July 6, 2014 12:24 pm #

      Key word almost haha. Unfortunately they still cant kill much unless were talking about warp talons.

    • Adam (Thediceabide.com) July 7, 2014 5:28 pm #

      Unfortunately they didn’t actually change the rule, you can still only pick one movement mode.

  4. Fagerlund July 6, 2014 5:32 am #

    I think seventh is probably what sixth should’ve been, as it feels like they’ve streamlined a lot of stuff which just makes more sense now. Some exceptions of course, but it’s my overall impression at least.
    The biggest downside would be the very lacking terrain section… and also the change to the roll-off to go first. But with the people I play with we have simply house ruled those things to work like in sixth.

    • white925 July 6, 2014 12:25 pm #

      Yeah I agree. I believe that 7th is a more refined and flushed out 6th with some easy to fix issues.

  5. Ryan Murphy July 6, 2014 6:45 am #

    Frankie do you get the rulebook on audiobook or does Reece read it to you?

    • droozy July 6, 2014 8:38 am #

      Oh snap

    • white925 July 6, 2014 12:26 pm #

      I actually got it on video tape. Matt Ward is the main actor and he forges some hard narratives.

      • Ryan Murphy July 6, 2014 8:36 pm #

        Ah yeah! Can’t complain about movies like that.

      • Wrath July 12, 2014 7:01 pm #


  6. Jural July 6, 2014 9:16 am #

    Some interesting ones which seem to be missed-

    1) scattering blasts/large blasts don’t allow a jink save
    2) Can’t jink in the psychic phase (debatable)
    3) charging through difficult terrain move you to Init 1 unless you have grenades, even if you ignore difficult/dangerous terrain (bad for wraiths, jetbikes, etc.).
    4) Pile in moves are 3″ (I can’t honestly remember if this is a change or not, but I have seen it played wrong repeatedly.)

    • white925 July 6, 2014 12:28 pm #

      Number 3 and 4 were the same in 6th. But I completely missed 1 thats kinda crazy Ill have to look into that. What about how you resolve all weapons on there own now so that you could potentially not be able to kill models with certain weapons.

    • rexscarlet July 6, 2014 1:33 pm #

      5) Models in same enemy unit block LoS to other models in the same enemy unit.
      6) LoS is NOT head and shoulders any longer.
      So, hide your character behind another model.
      Precision shots are wasted if the shooting model does not have LoS.
      *see Wound Pool.
      This just came up when playing TAU, the drones, even when on flight bases, are blocked by battlesuits.

  7. Moses55 July 6, 2014 1:27 pm #

    Can you assault on the 1st turn now? cant see anything thing stopping you

    • vonvilkee July 6, 2014 5:00 pm #

      If you can get in range yes. Both infiltrate and scout dictate when you can’t charge tho so it would be very tricky.

  8. Ruinous July 6, 2014 1:28 pm #

    Precision wounds are allocated now, not hits.

  9. Joshhodg July 7, 2014 2:19 pm #

    One I found that wasn’t actually as interesting as it was annoying is that fortifications can’t be placed on your table half anymore. It’s in your deployment zone. So no more aegis line up farther so your guys can move up.

    • Joshhodg July 7, 2014 2:21 pm #

      Or vengeance weapons batteries at the table half. I think that in my mind is the worst loss.

  10. hippesthippo July 9, 2014 11:23 pm #

    Uhhh.. how about Focus Fire being gone??!?!

    That rule gave good players such a huge advantage.. really sad to see it go as I had just mastered the darn rule after months of routinely forgetting.

    Overall, however, I am quite happy with 7th. 6th got old, reallll quick.

    As it stands, the success of 7th edition lays in the hands of TO’s. We need consistent army building guidelines, and at least a modicum of familiarity between missions. So far, y’all look to be on the right track.

    • Reecius July 10, 2014 7:46 am #

      We like 7th a lot more than 6th, too. 7th is pretty good, actually. There are a few things that stink and like you said, TO’s/Community choice is HUGE this edition.

      And yeah, focus fire was useful for the skilled player. RIP!

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