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Warhammer 40K 11th Edition Rules Roundup Through 9 May

Games Workshop is dripping out 40K 11th Edition rules ahead of its June launch, and Goonhammer's running tally through 9 May gives wargamers their clearest picture yet of what Armageddon will play like. The good news for anyone with a shelf full of 10th Edition books: current codexes and faction supplements remain valid, and the recently released Armageddon: Return of Yarrick supplement will slot straight in. GW has framed 11th as "an evolution rather than a reset," so no wholesale rebuy.

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The new edition launches alongside the Armageddon box pitting Blood Angels Space Marines against Orks, and the headline change is a complete rebuild of how detachments work. 10th Edition's single-detachment lock was widely criticised for funnelling armies into one playstyle, and 11th's answer is points-based modularity.

Every faction Detachment revealed so far costs 1 Detachment Point. At 2,000 points you get 3 DP to spend, so a typical army can mix three different 1 DP Detachments together rather than locking into one. Enhancements, the leader-boosting upgrades from 10th, are getting spread across all units rather than just leaders, with the cap at 2,000 points jumping from three to four.

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Each Detachment also unlocks one or more Force Dispositions, a new layer that ties your army's mission to its strategy and meaningfully alters how Primary Missions score. Goonhammer flagged the Chaos Daemons' Warptide Detachment as a clean example. Battleline units gain ASSAULT, can Advance and Charge, and an Enhancement bumps a Battleline unit's Strength by one. The fixed objective circles from 10th are gone, replaced with terrain-based scoring.

If your local group is gearing up for launch weekend, find players for an 11th Edition night over on Backseat Gamer and get the lists ready early.


Sources: Goonhammer | Wargamer | Bell of Lost Souls

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