Review

Warhammer 40,000 (Tenth Edition)

Warhammer 40,000 Tenth Edition gives up much of the old flavour, but retains a sharp tactical game that rewards another go. A first loss with Ynnari against Grey Knights felt less like a warning and more like an invitation back.

Warhammer 40,000 (Tenth Edition)
Game
Warhammer 40,000 (Tenth Edition)

I came back to Warhammer 40,000 Tenth Edition after a long absence because friends kept at me, and went straight into the deep end: Pariah Nexus, 2,000 points, Ynnari against Grey Knights. My death-obsessed elves had a poor afternoon, but the battle still had that familiar grand theatre of a 40K table: armies spread out, sensible plans waiting to meet the enemy.

At its heart, this is a tactical game. Pariah Nexus at 2,000 points gives you no room to coast on a handsome collection or old habits; you need to test choices, read the balance again, and accept that the first game may be a reconnaissance slap.

My death-obsessed elves had a poor afternoon, but the battle still had that familiar grand theatre of a 40K table: armies spread out, sensible plans waiting to meet the enemy.
WhiteColarGamer

The interaction comes from plans colliding. My Ynnari and the Grey Knights were not playing in parallel; every move asked for an answer, and the best moments arrived when a plan met resistance rather than simply being carried out. There is plenty to try before the new balances begin to reveal themselves.

Veteran players will reasonably miss the fluff, which feels almost rubbed away here. But I can see why Tenth has drawn such strong new blood: beneath that loss is a game that makes you want to set the army up again. In a less tired version of adult life, I would happily play it two or three times a week; as things stand, I am already preparing for the second slap and dusting off the other armies. A quietly excellent return, even if some of the old colour has faded.

A quietly excellent return, even if some of the old colour has faded.
WhiteColarGamer

Source: BoardGameGeek

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