Cosmic change

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The ruins of Yetmorerulz.

As he awoke to a bright summer’s day on the former Imperial colony of Yetmorerulz, Ork Warboss Glarsnot Bloodcurdle had two overriding thoughts. The first was that the universe had changed in a fundamental way, almost as if the very paradigms of physics and creation and stuff had been rewritten by Gork (or possibly Mork) for the 8th time. The second was that there was still lots of things to of loot in this city, which he and da Westend Boyz had captured some months earlier.

However, others had a different idea. A renegade group of T’au, expelled from their homeworld for developing a new branch of mathematics whereby there army added up to 2,700 points instead of 2,000 points because they forgot to count their weapons, were looking for a base of operations, Just as the Orks had seized this planet from the Imperium, so too they intended to seize it from the greenskins—for the greater good, of course.

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The T’au cautiously enter the ruins of Yetmorerulz.

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Ta’u scan the battlefield with their advanced sensors, seeking the enemy.

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Drones, drones, and more drones.

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Believing in peace through superior firepower, the T’au plan to stand back and let the Orks come to them.

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A rumble grows louder and louder. Da Westend Boyz are ready fer some krumpin’!

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Excited high-pitched squeaks that the Grot contingent too is eager for battle, now that they are surprisingly dangerous in large numbers.

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The T’au are ready for them…

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…or are they? Despite heavy casualties from T’au shooting, Ork morale remains high and they continue to surge forward.

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A Trukk full of Tankbustas fires at the enemy.

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Grot tanks and a Battlewagon provide fire support. With a unit of Burnas ready to disembark, there’s quite a lot of fire in fact.

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Meanwhile on the left flank, Grots and Deffkoptas also advance. The Deffkoptas are soon destroyed by a storm of fire from the Ta’u Stormsurge, but not before doing some damage. The Grots are overjoyed to find that their shooting skills are now considerably better than the much-vaunted T’au.

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With the Ork horde showing no sign of slowing, this T’au decides to save its fancy-pants armoured ass by seeking refuge atop a ruined tower. 


We didn’t play a full game, since we were just trying out the rules. Some quick thoughts:

  • Having elements of the points calculation for a unit spread out on several different pages is just poor index/codex design, unless Games Workshop is trying to encourage everyone to use Power Levels. I certainly hope Army Builder is allowed to update to 8th edition to make army-building easier.
  • Orks play much more like hard-hitting hordes, which is great. Conga-line management is going to be a thing, though—and a rather “gamey” one that rather damages the sense of narrative engagement.
  • I like many of the simplifications to the game system. However:
    • They have dumbed-down and minimized cover and difficult terrain in a way that renders the use of terrain in the game far less nuanced and “realistic.” Many terrain-rich games that we’ve run (such as Orkingrad) simply wouldn’t work very well in 8th edition.
    • I also don’t like the new vehicle rules. Vehicles just seem like.. big characters. I much preferred the incremental damage and catastrophic penetration effects in previous editions (which were far more like actual armoured combat).
    • In trying to simplify charging they have made it far more time-consuming and complicated, with more opportunities for players to exploit the pile-in and consolidation rules with large infantry armies. On more than one occasion we had to measure base distances to the millimetre to determine whether an envelopment or tar-paper tactic was legitimate.
  • This is a long-time 40k gripe, buy why are pistols even a thing? They’re virtually useless in modern combat.
  • I liked many of the new scenarios. I’ve never been a fan of tactical objective cards, though.
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