Close combat is getting a serious cleanup in the next edition of 40K. That matters, because melee has often produced the game’s messiest arguments.
However, these changes look aimed at speed, clarity, and more dramatic charges. So, if you like assault armies, there is plenty to chew on here.
The New Fight Phase Looks Built to Reward Aggression and Cleaner Positioning

Engagement range now jumps to 2 inches, which immediately makes ruins, walls, and packed fights less awkward. Charges also feel smarter, because you roll first and then pick targets within 12 inches that fit the distance rolled.

As a result, fewer units should fail and stand around uselessly in the open. Meanwhile, chargers only need to reach engagement range if base contact is impossible, so corners and terrain feel kinder. Ingress now lands more than 8 inches away, not 9, which widens landing zones without shortening the charge.

Then pile-in moves happen before swings are resolved, with the active player moving all their eligible units first. After that, Fights First still matters, yet the active player now selects the first such unit to fight. Units left unengaged after casualties can also overrun, pile in again, and find new targets.

Finally, consolidate moves happen together and can push units deeper into combat or onto nearby objectives.
Final Thoughts

Overall, this looks like a real attempt to make melee cleaner without draining away the brutality. However, the biggest winners should be armies that chain charges, stage threats, and exploit tight terrain.

