In this episode, we conclude our history of 40K with a discussion of 6th and 7th edition. We discuss the changes to the gameplay and how 40k dramatically escalated with 6th and 7th edition. We also have an interview with Carl Tuttle of The Independent Characters podcast to talk about his personal history of 40k.
This is the third in our series of podcasts on the history of Warhammer 40k. This year is the 30th anniversary and we are on the cusp of 8th edition, so we want to explore all the past editions of the game and talk about the rules, the gameplay, the art and the story.
Released in 2012 and written by Adam Troke, Jeremy Vetock, and Mat Ward
Changes with 6th Edition
Continuing the Grim dark theme, but the production values keep getting better.
Many rules were trying to mimic more of a “narrative feel” such as Look Out Sir, challenges, removing casualties from the front, and focus fire. However, the effect is the game tended to get a bit bogged down and was not as clean a system.
Assault was made a lot harder with random charge length and overwatch and not assaulting from vehicles that have not moved.
Vehicles went from very hard to kill to much easier to glance to death with hull points.
Allies opened up a lot more options for army building
Escalation introduced Lords of War, which were previously only seen in games of Apocalypse.
A surprise edition, released in 2014, written by “The Games Workshop Design Studio.”
Changes with 7th Edition
Seventh sees an explosion of codices and supplements, release schedule is accelerated.
6th and 7th edition rules were more convoluted, despite the scale of the game dramatically increasing.
Much more randomness added to the game.
Rapid release schedule means more and more rules, units, and formations added to the game.
The game has a lot of flavor and options, but… we are ready for 8th edition.
Carl Tuttle of The Independent Characters.