#New40k – Combat changes shake up fighting in the new edition

Another key change is ingress moves – which cover all types of special deployment like Deep Strike and other ways of moving in from Strategic Reserve – allow you to set up more than 8” away from enemy models, rather than the current 9”. This means that you still need to roll a 9 to successfully charge out of Deep Strike, but now your potential landing zones are larger, and you have much more flexibility to move your models around when the dice gods are kind.*
Pile In moves also see changes – these are now all done before the fisticuffs start, rather than each time a unit is selected to fight. The player whose turn it is resolves all of their Pile Ins first – shuffling units 3” to get as many as possible into engagement range** – followed by their opponent.
Fighting works much the same as it did before – players alternate between units that are eligible to fight – but the order in which those units get to fight has changed. Most importantly, the player whose turn it is now gets to pick a unit first – including when fighters on both sides have the Fights First rule. This means that one of your units that Charged will get to strike before enemy units that have the Fights First rule.
Once all combatants with Fights First have taken their swings, the person who would normally be next in line gets first pick from the rest of the crowd, regardless of whose turn it is.



