INTO the EYE
An investigation into the deepest and darkest nooks of the GW Universe
By Mike Brandon [March-April 2007] 
Welcome to the tenth volume of ‘Into the Eye’, a look into the finer parts of the GW 
hobby. Note that into the eye is now bi-monthly!
To Charge, not flounder!!
......The case for amending 2nd edition combat
The 2nd edition combat phase can really capture the imagination,
especially when an epic combat breaks out between two powerful commanders,
bonuses are awarding for charging, defending higher ground etc whilst combats
can be won and lost with critical strikes and tripping fumbles. There can on
occasion be something distinctly satisfying about working out an epic and
important combat round....that is until you raise your eyes level with the rest of
the battlefield and notice that there are in fact, several dozen of these combats to
work out...or even worse the Orks and Tyranids are at it and there are a hundred
to get your head around. Sooner or later the only resort is to say, 'well, they have
power fists they'll win', or 'they're just Gretchin, take them off', and gone is the essence of the narrative and potential
gambles, and in is the pre-determined combat functions of Chess. It is a fact, the 2nd edition combat system, whilst fine
on a small scale especially Gorkamorka or Necromunda, is a horrendous chore and probably the weakest aspect of the
2nd edition rules set. I for one was quite suck of writing down long formulas for working combats out, and consequently
set upon a path, along with others to revolutionise the combat system.
Looking at the arguments for the system being good at skirmish level, Mordheim caught the eye. Here was a
system that had just as many variables but took about a fifth if not less of the time. It was all about knowing the
statlines, which at full 40k level everyone already knew for their armies. Given the nature of 40k in that every model is
effectively following the Warhammer rule for skirmishing, it seemed that 2nd edition was a prime target for trying this
out. And so one Summer, three or four years ago myself and the then reigning 40k Champion Adam May sat down to
start working with this. Firstly we tested out combats between several armies basic troopers, Guardians, Tactical
Marines, Ork Boyz etc and found that combats had the same outcome with the standard 2nd edition hand to hand rules,
and the Mordheim ones. When we started mixing the troops up we found that some of the weapons didn't work, but this
was not a problem, they merely required a bit of a change, but the downside of the system change were that combats did
take a turn or two longer, something that could have marked differences in a game that last just 4 to 8 turns, depending
on how you look at it. Nevertheless we went ahead with using these rules in a full game of 40k....
The results were extremely well received, the change began encouraging combats rather than avoiding them so
we could at least go home the same evening. It literally shaved a good hour off each game for something that had
similar outcomes. However there were also some side effects that we believe enhances the 40k experience...firstly
charging troops being able to strike first was a huge advantage, and also allowed weaker units to attempt to push back
tougher ones, as opposed to the previous effect whereby weak units were doomed on the charge. As Attacks on the
profile now meant the amount of hits, as opposed to previously spelling fumble related doom for anything with more
than two attacks, character models, although still powerful, could no longer be relied upon to defeat entire sections of an
army on their own. Inadvertently we had found a system that was not only time saving, but actually increased the game
strategic elements, troops became much better and characters were capped. As it is our mission to make 40k the
ultimate tactical battle simulator, favouring strategy over knowing the rules, this was a big step. In fact since the
decision to not switch to the new editions of 40k were based on the fact that they were based far less on strategy and
realism, this was very good news indeed.
Now years on this system had evolved, with the intention of ironing out the faults and building upon it, and
we've never looked back, or rather we  have looked back and winced. Of course there is still work to do, which is one of
the points of this article, to open debate on ideas and evolutions of this line of the 40k combat system. Of course, if you
haven't already tried this rules change, scrap the 2nd ed. Combat section completely and head to the specialist games
website and download a copy of the Mordheim close combat section, specifically look out for the frenzy and parry
rules, if strategy and tactics are what you care about were sure you'll agree that the system is much better, not to
mention the time saved. A full version of our amendments are also available in the 40k rules section of the website so
check that out, it includes several important changes.
Strange Visions
Kratos
Living man-god from the game God of War, Kratos is not someone
to have an animated discussion with. Now he comes to the world of
Warhammer, to defy the gods once more....
Kratos is ideal as a boss in Mordheim or as a general for a special
exhibition to the Chaos wastes. He could also be fielded as an
Imperial (or Chaos) champion in 40k. He's something of a loner, so
its up to you!
Troop Type
M
WS
BS
S
T
A
LD
Save
Points
Kratos
4
9
5
5
5
4
7
5
10
5+
300
WeaponsBlades of Chaos. Cause D3 wounds, always strikes first, adds +2 to Kratos' strength.
Armour Favour of Ares  (4+ ward/unmodified save)
Special Immune to psychology & Unbreakable. Is a level 2 Celestial wizard in Warhammer, and is a
level  2 Psyker in 40k (always with Lightning Arc & Salamander). Kratos can charge up to 12”. In close
combat, enemy models must pass an Initiative test or be turned to stone (thus being killed instantly by the
Gorgon head).
Grey Knights image from Dawn of War (2005)
Kratos is from God of War published by Sony (2005) particular image from kiziko.com