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Looking Back at Warhammer 40k 4th Edition

  • Aug 22
  • 4 min read
Warhammer 40,000 cover with a skull and crossbones emblem, set against a dystopian cityscape. Text: "In the grim darkness...war."

Recently, I’ve been playing games of Warhammer 40,000 4th edition at the club, partly because I’ve found myself a little disenfranchised with the current 10th edition. And you know what? It’s been fantastic. Dusting off an older edition of the game has not only been fun, but it has also made me appreciate the design choices of the past and perhaps even glimpse where the game could head in the future.


I’ve been playing Warhammer 40k since its earliest days, starting towards the end of 1st edition, Warhammer 40,000: Rogue Trader. Over the years I’ve played every edition that has come and gone, but I have to say that 4th edition stands out as the pinnacle of the game. In my view, the editions that came after never quite captured the same tactical flavour.


When 4th Edition Arrived

Warhammer 40k 4th edition was released in 2004, and unlike some of the bigger leaps between editions, it wasn’t a massive overhaul of the system. Instead, it refined and improved upon 3rd edition, tidying up rules, adjusting balance, and expanding how certain mechanics worked. For players at the time, it felt familiar but sharper, with more thought put into how positioning and battlefield choices mattered.


During its lifespan, a wide range of Codexes were released covering all the major armies of the era. Here is the chronological release order for 4th edition codexes:

  • Space Marines (2004)

  • Codex: Tyranids (2005)

  • Codex: Black Templars (2005)

  • Codex: Tau Empire (2006)

  • Codex: Eldar (2006)

  • Codex: Dark Angels (2007)

  • Codex: Blood Angels (2007, White Dwarf update)

  • Codex: Chaos Space Marines (2007)

  • Codex: Orks (2008)

These gave each faction a strong identity and added depth to the strategic choices available, while still being firmly grounded in the slower-paced and more tactical framework of the edition.


How the Game Played

One of the big differences with 4th edition compared to today’s game was its slower pace. Games always ran for a minimum of six turns, but with most infantry moving only 6" a turn and charging only 6", armies advanced carefully. There was no sprinting across the board in two turns, which meant you had to plan your movement phase deliberately and anticipate how the battlefield would evolve several turns ahead.


Shooting was also restricted. Rapid Fire weapons, which were the bread and butter of most armies, could only fire 12" if you moved. Heavy weapons could only be used if you stayed still. This meant you had to make tough decisions: push forward at the risk of losing firepower, or dig in and hold a firing line.


Cover was another standout rule. Instead of the modern system of adding a +1 to armour saves, cover in 4th edition gave you something closer to an invulnerable save, a fixed chance to shrug off hits. A squad dug into good terrain could withstand a serious pounding, provided you positioned them properly. This made the game feel much more about battlefield placement and less about stacking rerolls or buffs.


After our most recent match, my opponent summed it up perfectly: “4th edition feels like a proper wargame, not a system designed for people to speed through in a tournament style.” And I agree. It felt tactical, deliberate, and strategic. You had to maintain a proper battleline and organise your troops carefully to maximise charges and survivability.


Expanding the Game: Cities of Death and Planetstrike


Warhammer 40,000 "Cities of Death" cover depicts futuristic soldiers in white armor battling in a fiery urban landscape. Text: "Cityfighting…"

One of the highlights of 4th edition was the way it expanded into new styles of play.

In 2006, Games Workshop released Cities of Death, which provided rules for fighting across dense urban battlefields. It came with new stratagems, ways to garrison troops in buildings, and scenarios that transformed the tabletop into desperate street fighting. It forced players to rethink tactics entirely. Cover was abundant, movement was restricted, and every ruined building became a stronghold.


Later, in 2009, Planetstrike was introduced, bringing rules for planetary invasions. It wasn’t just about a pitched battle anymore. The missions flipped expectations, giving defenders fortifications and attackers unique tools to break through. It was narrative, cinematic, and still competitive, providing an incredible variety of games.


Why Playing Older Editions Matters

Being able to play older editions like 4th is one of the real joys of being part of a gaming club. At our club, we’ve been able to dust off old models, mix in some newer collections, and relive the feel of a different era in the game’s history. It gives us perspective too, helping us see not just what we enjoy now, but what was done well in the past.


Walking away from these games, I couldn’t help but think: there is so much modern Warhammer could learn from older editions. Cover saves, slower movement, and meaningful trade-offs between advancing and firing all made 4th edition feel like a tactical wargame at heart.


Maybe the future of Warhammer isn’t just about streamlining or adding more rules. Maybe it is about rediscovering some of those old foundations that made the game so rich.


If you fancy joining us for a game, whether it’s 4th edition 40k or something else entirely, get in touch and come down to the club. And if there’s an older game you’d love to revisit, let us know. Chances are, we’d love to dust it off and play it with you.

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