This past Wednesday, thousands of expectant Warhammer players tuned in to watch this year's AdeptiCon Preview Show, and it didn't disappoint. Between towering Cogforts and an expansion for Guard's armored arsenal, much love was provided for the baseline human factions in either system. For us, the collective human faction of current-day Terra, however, there was something far grander: The announcement of the 11th edition of Warhammer 40,000. It's hard to believe 10th edition has already come and gone, but the three-year release cycle marches onward. To that end, Games Workshop was fairly forthcoming during the reveal show, and we got quite an in-depth look into many of the core changes arriving in 11th. Still, we can be sure more will arrive as the June release date draws near. I've broken down what we know so far into a few major talking points, because the forthcoming changes speak to what I'd describe as a three-part ethos for 11th: Unity, Impact, & Flexibility.
The rules discussed in this article reflect only our understanding following the 2026 AdeptiCon Preview show.
Unity
It is only natural that edition shifts are reactive; when making changes to the world's most popular tabletop wargame, the collective murmuration of the player base is hard to put out of one's mind from a design perspective. While I would posit 10th has been among the better editions of 40k (the best since 5th), the main gripe that I've heard from the community has been an overzealous adherence to its tagline, "Simplified, not simple." Tenth edition has undoubtedly been pared-down compared to previous Editions, in terms of complexity on both the mechanical and flavor fronts, but that's made for an eminently teachable game you can feel comfortable playing in <3hr rounds at a GT. The bones of the game at present are excellent, so when I hear "Every battle is a story," I hope only that the designers so dogmatically follow that refrain as they did in 10th edition.
That being said, I'd not be so naïve as to believe the marketing language at face value. What have they put forth on the rules front, to show they're serious about putting good game stories first? Changing objectives again? Oh dear.
The shift away from the circles we know and love is a tough thing to immediately justify; circles were fair, and the last time they tried to make objectives real game objects, the weird 40mm bases sitting around the table led to gridlock for mechanized armies. Objectives for the majority of the modern game have been suggestions of grander actions on the table, from seizing a key position to raising a flag, and in the theatre of the mind that's been fine enough for me. When I hear an army is terraforming or burning an objective, I'm imagining everything from suffusing the very rockcrete with tainted magicks to setting alight trees on a feral world. I understand the urge to bring those scenarios to the realm of the physical, but the potential sacrifice in ease of play worries me. It's far too early to make judgments, but I'm hesitant about this change.
Impact
I wanted to highlight the word 'impact' here for both of its common meanings, because 11th is shaping up to be a melee Edition, going off of the limited information so far. The ability to roll up in a Rhino and leap directly into the fray is a fantastic image from a flavor perspective, and the likely casualties seem a small price to pay for a more universal Assault Ramp (or nearabouts). There's actually a number of rules discussed which make it easy to deliver chainswords to your opponent's front lines, as even armies without transports benefit immensely from the new cover rules, providing 15" Lone Operative to units who haven't shot, and [verify hitting on 5s for those within]. Footslogging your staging-reliant melee units like Repentia, Khorne Berserkers, or my beloved Fulgurite Electro-Priests is far easier when the threat of being shot off the board is minimized.
To that end, 'impact' has another meaning: The effect your units can have on the game. Little feels worse to new players than seeing their models plucked from the table before they do anything, after all. With the Hidden rule, the chances every single unit does
something during the course of a game feels like it'd increase substantially, and further pushes the theoretical strength of melee trade pieces that hit well above their points. Again, when the opportunity cost of playing a glass cannon is that there's a chance your opponent takes it out before it accomplishes anything, more ways to ensure you can flex that outsized damage is pretty nice.
Now for a change to
reduce impact: It sounds like we're moving to one stratagem per unit, per phase. This is something we've seen implemented in AoS as well, and it prevents the kind of buff-stacking that allows specific units to grossly outperform their intended power level; while mashing together stratagems for big plays is cool, and a great way to encourage players to build up Command Points for those devastating moments, it places a far greater strain on the balancing team (especially given some other changes to detachments. This seems like a reasonable change to me.
Another thing arriving from AoS: Charge targets will be decided after the roll. This is a change that's likely to flatten the curve a bit, between failing a charge and dying immediately or succeeding and wiping a squad, but compounded with a number of the other changes could be a bit much for melee-centric armies. Case in point: We're also seeing the Fights First sequence changed to begin activations with the turn player; this neuters the 'Heroic Intervention a FF unit' play pattern we've seen be a strong counterpunch for the whole of 10th Edition, but once again opens the door to melee feeling
quite strong in 11th.
Finally, as should have likely always been the case, Leaders retain their abilities provided to units they're attached to, even once their ablative wounds -- sorry, battle brothers -- have fallen. This is a welcome, non-intrusive change that just makes sense. Good stuff.
Flexibility
Allies of Convenience. Formations. Custom subfactions. Across the history of 40k, modularity has been an albatross around the balancing team's necks. Tenth edition largely moved away from high customization of this sort, as beyond some shenanigans with allied Nurglings, Canis Rex, or Agents, most armies played the units in their actual book. Detachments also helped satisfy players who craved niche, skew playstyles like myself, but every faction had 2+ generalist Detachments by the end of the first Grotmas, more or less. I say all of this because in 11th, Games Workshop is trying again...with modular Detachments. From what we've heard, with the example of playing both Terminators & Bikes, and each receiving their own detachments' buffs, this reeks more of 9th-style split subfaction armies than anything else. "My Admech army is all Mars, except for these ~20 Rangers who are from Stygies. No, they're painted the same, yeah." We can only speculate given what we know, but from a historical perspective, managing multiple contingents in the same list, with wildly different subfaction rules, has not gone well. The silver lining is that at least now subfactions aren't things like Iron Hands or Stygies, but instead broader characteristics or styles of warfare. One could make an inference that these 'Custom Detachments' are at least not backwards-compatible in large part, and I expect part of why we're getting 70 new ones at the outset is to provide the necessary tools to build your own from Detachments *balanced around that*.
Unsurprisingly, this isn't an Index edition, and there's pros and cons that come with that. The system isn't being wildly upset from everything we've seen so far, so the backwards compatibility makes sense, but whether this is a net positive depends on how your individual army feels about its 10th Edition book. I do wonder if some units will be shuffled into Legends at the outset, as we've seen in previous start-of-Edition rollouts, with things like Custodes being up in the air with their upcoming Heresy release. Whether factions like Knights or the golden boys receive clemency once more from GW regarding their Forge World ranges remains to be seen.
Faction secondaries also make a return from previous editions, but for Detachments, and more like Kill Team than Age of Sigmar third edition. While the information is nebulous, it sounds as though Detachments will receive some sort of 'class', and each of those will have optional Secondaries. So, all of the Vehicle-based detachments across factions like Guard, Eldar, etc might ask you to take an objective with a Vehicle, or destroy an enemy monster or vehicle, you get the idea. If this is how things shake out, I'm far more bullish on the whole idea, because while 40k is fundamentally asymmetric, there are themes shared across armies, and rough archetypes that emerge whether you're sallying forth for honor and glory or just krumpin' it. This aspect of the preview has without a doubt the highest delta, between being a ton of fun, or a balancing nightmare.
Final Thoughts
The first glimpse we have at 11th Edition's rules are something I'm hesitantly excited about; while historical precedent doesn't exactly invite the best comparisons to things like build-your-own subfactions and asymmetric Secondaries, there's always the chance they get it right this time. More than the impact any rules will have though, is that of objectives and terrain. Coupled with the new cover rules, melee armies are looking potent, and if objectives truly are terrain (therefore providing cover), assailing combat-savvy units sat squarely on a point seems tough. Most things we've seen, actually, seem to tilt the game's power towards low-cost, high-impact melee units, and the ability to throw oneself up the board for a turn 1 Charge is suddenly worth more than cross-map shooting. Armies benefit in different ways from these changes, yes, but I'm confident something like Tau has a workaround for what seems a devastating storm of changes directly aimed at dunking shooting forces. We know only enough to draw broad conclusions, and the broad conclusion I've made is that 11th is already shaping up to be interesting, if not potentially stepping in the potholes of its predecessors. Keep your eyes open, chin up, and chainswords revved, because there's more to come soon.
Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com. Want articles like this linked in your inbox every Monday morning? Sign up for our newsletter. And don't forget that you can support us on Patreon for backer rewards like early video content, Administratum access, an ad-free experience on our website, and subscriber-only content covering competitive Warhammer 40K!
Thank you for being a friend.