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Close Combat Gets a Major Overhaul in New 40k 11th Edition

  • Writer: Servitor Scribe
    Servitor Scribe
  • Apr 16
  • 2 min read



The new edition of Warhammer 40,000 is changing how close combat works, and these aren't minor tweaks – we're talking fundamental shifts that'll affect every single game you play.


First up: engagement range is now 2 inches instead of 1. That might not sound like much, but it completely changes the geometry of combat. You can actually move through enemy engagement ranges now during the Movement phase, which opens up all sorts of tactical possibilities. No more getting completely locked down by a single model positioned just right.

Charging got way more forgiving too. You declare a charge if there's an enemy within 12", roll your dice, and then pick your targets. This means way fewer failed charges where your unit just stands there looking stupid in the middle of no man's land. If you position smart, you can have multiple charge options depending on what you roll. Didn't get the 10" you needed for that juicy target? No problem, charge the closer unit instead.


The movement itself is more generous now. You still need to get within the distance you rolled measuring base-to-base, but if you can't quite make it to within 1", you only need to get within engagement range (that new 2" bubble). Charging around corners and through terrain just got a lot easier. And since you can fight anything within 2", there's no more of that nonsense where people position their models 1" away from a wall to avoid getting charged.


Deep Strike is getting buffed too – you can now set up more than 8" away instead of 9". You still need a 9 to make the charge, but your landing zones are way bigger and you've got more flexibility in positioning.

Here's where it gets really interesting: Pile In moves happen all at once before anyone fights. The active player does all their Pile Ins first, then their opponent. After that, you alternate picking units to fight, but the active player always goes first, even when both sides have Fights First. That's a massive change. Your charging units will strike before enemy units with Fights First abilities.


If your target gets wiped out before you get to swing, don't worry – you can make an overrun fight that gives you a second Pile In to reach a new target. Consolidate moves work the same way, all happening simultaneously at the end.

These changes make combat faster, smoother, and way more dynamic. Can't wait to see how this plays out on the table.

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