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==Key differences between old 30k and 2.0== Most Legion and army rules have changed so you'll need to check out your new rules since your force will likely operate in a different fashion to how they used to. In addition there are new USR's and changes to some of the existing ones so you will also need to check over them to see if they do the same things that they used to. While somewhat humorously a few of the new additions to 2.0 appear to have been taken from Warhammer Fantasy 8th edition, continuing the trend of new 40k editions copying Warhammer Fantasy/Age of Sigmar, the the biggest influence for 2.0 appears to be [[Awesome|3rd and 4th edition 40k]] (which makes sense considering both this new rulebook and the 4th edition rule book were written by [[Andy Hoare]]), making the game a real return to what made 40k what it is today. As such a lot of the changes from the old Age of Darkness ruleset and the new one will be very familiar to people who have played the older editions of 40k. The big changes in 2.0 are: *'''Movement:''' Gone are the universal movement values for unit types, movement is now a value on each units similar to 8th/9th edition 40k, AoS and WHFB. Interestingly while 6" remain the standard for humans, Space Marines have been given a movement Value of 7" to better represent their superhuman speed, making them run at the same speed as Eldar do in 40k. [[Humanity Fuck Yeah|Take that, you knife eared bastards]]. *'''Reactions:''' The new gimmick for 2.0, reactions allow units to make tactical choices in response to actions taken by the opponent during their movement, shooting and assault phases, allowing units to fall back, trigger overwatch, counter charge, return fire, etc. during the opponents turn. This seems to be an attempt to balance against the person who goes first and also allow more interactive between both players during the entire game, not just during their own turns. Normally only one reaction can be taken during each phase, but pretty much every faction has one "advanced reaction" the army can do in a specific phase, albeit under far stricter circumstances. Some people view it as an interesting addition, some people view them as shitty stratagems with no CP requirements, which imbalance the game. Will people be happy and learn to love them and not argue? Do you really need to ask that? *'''Psychic Phase:''' It's gone. Seeing that 7th edition's clunky psychic phase that had been plaguing heresy for years, and the fact that a single army almost always got to use it unopposed, FW seems to have just wiped it from the game. This news was met with [[Space Wolves|most peoples rejoicing]] and [[Thousand Sons|some people's dismay]]. Psychic powers are now done in specific phases as stated by each psychic power, and each discipline has two powers that the psyker automatically has access too, so not more rolling for powers (thank god). *'''Weapon Skill:''' Melee combat has been made far more brutal and much less forgiving as a combat is capable of slipping into one sided savagery if engagements are not thought out by one of the sides. You now only hit on 4's if you WS is equal to each other, with a unit hitting the other on 3's if it has better WS and 2's if it has double or higher WS. The same applies in reverse as having worse WS means you hit on 5's and having half or less WS means you hit on 6's. This makes high WS characters and Primarchs absolutely savage in most engagements, hitting most things on 3's and 2's, and even having having a 1 WS difference between a two units can really throw one unit on the backfoot and make the combat an uphill battle for them. *'''Revised USRs:''' You'll notice quite a few new and revamped USRs and unit types, all to account for the fact that it's no longer moored to the old system. This results in things like Plasma weapons having a pseudo-Rending that won't work on vehicles and Line units essentially gaining ObSec. *'''Scoring units:''' Scoring is now determined by the type of unit it is, not which Force org slot it fills. Units with the ''Line'' sub-type are now your scoring and denial units and while most troop choices will have them some don't, so you'll need to double check the unit sub-type and make sure you bring units that can actually secure the objectives. *'''Blast Weapons AP:''' After a general amount of complaining from the community that there were too many AP3 and AP2 Blast weapons, the new edition has heavily reigned back most of these weapons (arguably going to far in the other direction), by either reducing the Blast size, increasing their AP so most artillery guns now sport AP4 as the standard AP value, or both. This means that most of the old reliable MEQ and TEQ squad clearers are no longer effective at these jobs and while some have become effective at other things, such as the Demolisher cannon becoming a fairly effective anti-monster/vehicle/fortification weapon, figuring out new ways to deal with 3+ and 2+ saves will be important. *'''Night Fighting:''' actually means something now, and most missions have it. If either of the players declare they want to use those rules, on a roll of 2+ they are in effect on the first turn. You can't draw LoS to an enemy further than the 24" unless a unit has some way to ignore it, AND all units receive -1 BS and LD. Night Fighting and Cognis allow you to ignore all limitations; other stuff like Auguries only the 24" LoS part. Be mindful about it when writing your roster: just standing there getting blasted off the board with no way to retaliate is not fun. ===Key differences between 40k and 30k=== 30k is a very different beast to modern Warhammer 40k, despite not looking like it on the surface. Firstly while <s>9th</s> 10th edition 40k uses AoS as it's basis, 30k uses 7th edition 40k as it's basis, which means many things that disappeared from 40k are still around in 30k, most notably Armor Values for Vehicles (except for Dreadnoughts and Land Speeders, which have Toughness and Wounds like infantry), <s>Universal Special Rules</s>, paying for wargear, Initiative and the Weapon Skill of units interacting with each other. These differences means that Horus Heresy plays much more like the older editions of 40k, with a lot of the same caveats. The direction of tanks is important both to keep them alive and because their guns can't magically shoot through the tank to hit someone on the other side. On the infantry front, you need to be more considerate when you pick targets for shooting, since you can't fire what ever you want at how you want. Everyone must shoot at the same target, you can only charge units you have shot at, and you can only charge after shooting if you shoot Assault or Pistol weapons or have not fired your weapons at all. One of the big differences between 40k and 30k is the community approach to army building and theming (discussed in further below), as 30k is pseudohistorical and the 30k community has become more focused on balanced and fluffy army lists over hyper-competitive army lists. As a result army lists designed to purely crush your opponent and not built around any sort of cohesive army theme are not well tolerated by the existing 30k community and failure to comply with the social standards put in place will get you labelled a "prick" and no one will want to play with you. This scenario can easily be avoided however by simply picking a theme, painting your models and not being a cunt while building your army list and actually playing the game.
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