Top-down battle map with ruined structures, vehicles, and skull markers indicating enemy positions across red and blue zones.

11th Ed 40K Rules Roundup from the WarhammerTV Battle Report

The beautifully produced WarhammerTV 11th ed 40k bat rep had a slew of information about the upcoming edition of Warhammer 40,000. Let’s take a look at what we learned.

First of all, you can see the battle report for yourself, here. Now let’s dive in!

Missions, Force Disposition, Deployment

One of the first things we see is that the venerable Gladius Task Force is 3 Detachment Points and the force disposition is Priority Assets.

Military-style game card: Space Marines logo with skull and sword, 'Josh' and 'Attacker' text over a battle background.

For the Orks the More Dakka and Dread Mob detachments come out to 3 detachment points and their disposition is Purge the Foe. Here is what we know about the dispositions so far:

Battle-size infographic comparing Incursion and Strike Force: points, detachment, enhancement, and unit limits; mission icons on the right.

Take and Hold: Focuses on board control, claiming, and holding ground.
Purge the Foe: Rewards aggressive play, systematic lethality, and wiping enemy units.
Disruption: Centers on sabotaging enemy plans and performing actions in enemy territory.
Reconnaissance: Focuses on espionage, cloak-and-dagger maneuvers, and deep-table actions.
Priority Assets: Geared toward obtaining and recovering key battlefield elements

Your Force Dispositionvs. Take and Holdvs. Purge the Foevs. Disruptionvs. Reconnvs. Priority Assets
Take and HoldSymmetrical ControlHold the Line vs. SlaySecure Sector vs. SabotageGarrison vs. InfiltrateSecure vs. Extract
Purge the FoeSlay vs. Hold the LineSymmetrical EliminationAttrition vs. RaidHunt down vs. EscapeExterminate vs. Salvage
DisruptionSabotage vs. Secure SectorRaid vs. AttritionSymmetrical ChaosInterference vs. ScoutContaminate vs. Recover
ReconnInfiltrate vs. GarrisonEscape vs. Hunt downScout vs. InterferenceSymmetrical IntelSpycraft vs. Secure Cache
Priority AssetsExtract vs. SecureSalvage vs. ExterminateRecover vs. ContaminateSecure Cache vs. SpycraftSymmetrical Priority
Three battle cards from a tabletop game featuring a skull emblem and text blocks with stats; left card has red border, center card dark teal with a large skull gear motif, right card blue with 'DEATH TRAP' header and partial back design.
Warhammer 40k Orks army card: Orks Simon Defender, Detachment—More Dakka Dread Mob; red shield emblem with a cross; motto 'Purge the foe'.

So then the interplay between these Force Dispositions means the Space Marines are playing Vital Link and the Orks are playing Destroyer’s Wrath. It seems so far, that for Matched Play you pick one of the Dispositions available to you from your detachments for your army and that is locked in.

Two game cards side by side, labeled Vital Link (left) and Destroyer’s Wrath (right), showing battle objectives and stats text blocks.
Vital Link mission card: 'Maintain Control' with objective actions and markers; shows compass and bolt icons.

One would assume this means you have a card with the corresponding symbol for the other Force Dispositions you could match up with for your force disposition (including the mirror match).

Top-down battle map with ruined structures, vehicles, and skull markers indicating enemy positions across red and blue zones.

Finally, the deployment is then also determined by this interaction with 3 choices of maps, not sure yet exactly how this will be determined between the options. It is believed that the TO will pre-determine the choices in the player pack based on match-up but that remains to be seen.

A tabletop wargame battle map viewed from above, with ruined structures, tanks, and trenches scattered across a dusty terrain and a glowing blue objective marker with a skull icon nearby.

Then the Space Marine player’ Lt. with Combi-Weapon designates which terrain piece will be the Priority Objective which provides benefits to that player and interacts with the mission scoring.

General Rules

Top-down view of a miniature war game battlefield with a glowing hex targeting overlay and a skull icon, plus a large text panel explaining objective control.

Looks like the rules for “sticky” on objectives remains unchanged.

Tutorial popups explaining hazard rolls: a 'HAZARDOUS' banner with a close button, then instructions about rolling hazard dice when a unit is selected to shoot or fight.

The Hazardous rule is now on a 1 or 2 but deals 1 wound unless you are a Monster or Vehicle in which case it is 3.

Screenshot of a rule card titled 'Pile-In Move' detailing game rules: Maximum Distance 3", Eligible If with conditions, Effect, and steps for Before Moving, While Moving, and After Moving with bullet points.

Pile-in works quite differently in 11th edition 40k, all models pile-in 3″ at the same time before fighting occurs, alternating players starting with the active player. I assume there will be a lot of room for shenanigans in this phase for higher level players to manipulate combats.

Mobile screen displaying an 'Ingress Move' rules card with sections: Set Up Distance 6", Eligible If you are in strategic reserves, Effect, While Moving, and bullet points for Before the Third Battle Round and After Moving.

Ingress Move is the new reserves rule, simplified a bit and with the updated 8″ limitation on distance from enemy models.

Fast Dice Rolls were made a lot more clear in the video, and while at first it seemed a bit confusing in practice it is quite simple. You roll the units’ saves and then allocate them in the order you like (1s, 2s, etc.) and this means in practice by the time you get to the character in a unit, assuming they have a better or invulnerable save, you can allocate the successful rolls to that model. In effect this means you are more likely to survive with heroes.

Rule card titled 'Consolidation Move' showing sections for Maximum Distance, Eligibility, Effect, and detailed consolidation rules (Ongoing, Engaging, and Objective) across Before, While, and After Moving.

Consolidation likewise is different than it was but functions similar to the Pile-in phase where it all happens at the same time, after Fight Phase casualties are pulled. The Active player goes first then players alternate. There will be shenanigans here as well I am sure and if you pile in to a unit that did not fight yet, they then become eligible to fight it seems, so there can be some odd interactions here.

Rule card titled Close-Quarters Shooting detailing eligibility, effects, and shooting rules for engaged enemy units, monster/vehicle models, blasts, and end-of-phase action prohibition.

Close-Quarters Shooting covers all shooting actions while engaged, ie. Pistols or Monsters/Vehicles.

General Stratagems

Screenshot of a rule page titled 'Command Re-roll' showing core rules: when to re-roll (Advance, Charge, Damage, Hazard, Hit, Save, Wound rolls) and effects for a unit in a tabletop game.

The Command Re-roll strat allows for re-rolls of Advance, Charge, Damage, Hazardous, Hits, Saves, Wounds and the number of Attacks for a weapon in 11th ed.

Rule card Fire Overwatch: When end of opponent's Movement phase; Target: one friendly unengaged unit (excluding Titanic); Effect: unit shoots using snap shooting (15.09).

The Fire Overwatch stratagem now seems to allow you to simply shoot any unit you can see at the end of the opponent’s Movement Phase, so having a solid unit to get into a good position and Overwatch will be a common choice for lists. Torrent weapons will bypass the Snap Shooting penalties so I expect many players will be adding these types of units to their army.

Ability card titled 'Crushing Impact' with sections Core, When, Target, and Effect detailing charge-move resolution for a monster/vehicle unit in a tabletop game.

The Crushing Impact stratagem is the new Tank Shock it seems, and applies to Monsters and Vehicles which is a nice change. It now also deals damage to you which is a bit of a bummer but otherwise deals damage on a 5+, rolling a number of dice equal to the model’s Toughness.

Epic Challenge app: Core rules—When a CHARACTER unit is selected to fight, Target is that CHARACTER, Effect grants PRECISION to that model's melee weapons until end of phase.

Epic Challenge grants precision which is quite a bit scarier this edition due to the way fast rolling works with saves, allowing you to allocate the dice roll results as opposed to your opponent.

Card from a mobile game app titled 'Insane Bravery' showing Core rules: When: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit; Target: That unit; Effect: That battle-shock roll is automatically successful; Restrictions: You cannot use this stratagem more than once per battle.

Insane Bravery remains unchanged in 11th, once per battle you auto-pass a Battle-shock before rolling.

Secondary Missions

Two parchment-style rule cards titled 'Engage on All Fronts' and 'Outflank' laid side by side on a game board, with shield and card icons at the bottom and light textured background.

The secondaries look similar to what we are familiar with in 10th with some changes but broadly look fairly similar. Outflank requires a unit to be within 6″ of a board edge and not in your deployment zone, and if you have units on two edges you get 5 points over 3 for one.

Pair of weathered battle mission cards titled 'Bring It Down' and 'Engage on All Fronts' with sword and document icons at the bottom, containing game objectives and rules.

Bring it Down triggers for models with 10+ wounds, Engage on All Fronts remains largely the same with units in table quarters with a provision on being within 6″ of the center of the board.

Two parchment-style game rule cards labeled Beacon and Display of Night, each with mission instructions, victory point hints, and blue border with shield icons, set against a desert background.

Beacon is an interesting secondary, apparently you just have to survive a turn with the unit you pick and be outside of your deployment zone. Display of Might remains largely the same with the caveat that it scores more at the end of your opponent’s turn in no-man’s land.

Two game cards laid side by side showing Defend Stronghold and Overwhelming Force with rule text and a crossed-swords logo.

Defend Stronghold got updated to have a bumper condition if no enemy units are in your deployment zone in addition to holding your home objective. Overwhelming Force remains largely the same, granting up to 5 points for destroying enemy units that started the turn on objectives.

Two game cards titled 'Cleanse' and 'Behind Enemy Lines' showing mission text, objectives, and unit stats on a grunge background with shield icons.

Cleanse remains similar, with 2 or 5 VP for cleansing 1 or 2+ objectives. At first it seemed odd to cleanse more than 2 but with ongoing combats and overwatch, it could make sense to try to cleanse more than you need to to hedge your bets. Behind Enemy lines scores up to 5 VP for being in the enemy deployment zone and as now, can be redrawn on turn 1.

Two side-by-side game mission sheets for a tabletop game, titled 'Behind Enemy Lines' and 'No Prisoners', with rule boxes and a desert background.

No Prisoners is a potential whopper of a card, it grants 2VP per unit destroyed up to 10!

Two tabletop game cards laid on a sandy surface; left card shows 'Assassination' with mission details, right card shows 'Overwhelming Force' with objective text; both feature blue side borders and bottom shield/icon graphics.

Assassination now grants a bumper point for characters with 4+ wounds and you can score up to 5VP for the secondary.

Two weathered board game cards titled 'Outflank' (left) and 'Forward Position' (right) on a sandy surface, with unit action text and diagrams visible.

Forward Positions scores you 5 for holding your opponent’s home objective and/or both expansion objectives, and may be redrawn in the first battle round.

What else did you learn from that battle report?

Start Practicing For 11th Edition Today

The rules are shifting, and the new terrain mechanics are going to separate the top tables from the rest of the pack. Don’t wait until the official launch to learn the new board control strategies.

GET YOUR 11TH ED FOOTPRINTS
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Reece Robbins President
Co-founder of Frontline Gaming, and creator of the ITC, Reece Robbins has been a pillar of the tabletop community for over two decades. From developing Blood Throne to launching industry-leading hobby products and major events like the LVO, his career is defined by innovation and a lifelong passion for gaming since the 80s. Today, he remains a very active community organizer and business leader dedicated to the growth of the hobby.

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