top of page

From 4th to 10th Edition: How Warhammer 40k Has Changed

  • 22 minutes ago
  • 3 min read

In my last blog I talked about revisiting Warhammer 40k 4th edition and how much fun it was to step back into an older era of the game. Playing these older rules reminded me just how different the game felt compared to today’s 10th edition. Both versions are undeniably Warhammer, but the way they play creates very different experiences on the tabletop.


Warhammer 40,000 covers, one with a silver hammer and skull, the other with warriors and fiery sky. Dramatic and intense atmosphere.

A Slower, Tactical Game vs. A Faster, Streamlined One

4th edition was deliberately slower paced. Infantry moved 6" and charged only 6", which meant you had to carefully plan how your army advanced. With a minimum of six turns in every game, you could afford to take your time and build towards a decisive moment. In contrast, 10th edition armies can move further, charge further, and often bring in reserves or devastating strikes early on. Games are much faster and often decided in the opening turns.


This difference creates two distinct playstyles. 4th edition rewards patience and positioning, while 10th edition rewards decisive early aggression.


Shooting Restrictions vs. Endless Firepower

One of the things I miss most from 4th edition is how shooting felt like a choice, not a guarantee. Rapid Fire weapons could only shoot 12" if you moved, and heavy weapons were stationary only. This made you think very carefully about when to push forward and when to stay still.


By comparison, in 10th edition almost everything can fire at full effect on the move, and there are far more weapons with special rules that bend restrictions. It makes for dynamic action, but it also removes that element of tactical trade off.


Cover Saves vs. +1 to Save

Cover in 4th edition felt like a genuine shield. A squad dug in could shrug off incoming fire thanks to a flat save provided by the terrain, almost like a built-in invulnerable save. Positioning troops in ruins, woods, or fortifications mattered massively and could swing the outcome of a battle.


10th edition uses the +1 to armour save approach. While quicker to resolve, it rarely feels as impactful. A unit in cover today is still vulnerable to high AP weapons, whereas in 4th edition even heavy firepower could be blunted if your troops were dug in properly.


Stratagems and Detachments vs. Simpler Armies

10th edition has leaned heavily into stratagems, detachment abilities, and layered special rules. It allows for deep army customisation and flashy cinematic moments, but it can also lead to rules bloat and a sense that you need encyclopaedic knowledge just to stay competitive.


4th edition armies, by contrast, were much simpler. You had your codex, your army list, and a handful of special rules. The tactical depth came not from remembering multiple resource systems but from the way you moved, shot, and fought.


Narrative Expansions vs. Competitive Balance

4th edition’s expansions like Cities of Death (2006) and Planetstrike (2009) were all about giving players new experiences and battlefields. They encouraged narrative play, asymmetric missions, and unusual tactics.


10th edition is far more focused on tournament style balance. The missions, detachments, and matched play rules are designed with competitive events in mind. While this has benefits for organised play, it can sometimes strip away the more narrative, hobby-driven side of the game.


Two Different Eras, Both Worth Playing

None of this is to say 10th edition is “bad”. It is polished, accessible, and designed to keep players engaged in fast games with plenty of action. But revisiting 4th edition reminded me that sometimes a slower, more tactical wargame can feel just as rewarding, if not more so.


Perhaps the best approach is not to choose between one or the other, but to enjoy both for what they offer. 10th edition for fast, cinematic battles and competitive play. 4th edition for slower, tactical wargaming where positioning, cover, and patience win the day.


If you fancy trying out either 4th edition or 10th edition at the club, get in touch with us. And if you’ve got another edition or game you’d love to revisit, we’d be more than happy to dust off the books and give it a go.

bottom of page