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How every edition of Warhammer 40,000 broke

542.6K views· 16,322 likes· 28:08· Oct 3, 2025

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About This Video

In this video I take a slightly sinister stroll through every edition of Warhammer 40,000 and point at the exact moment each one “broke” in competitive play. We start in Rogue Trader, where the rules were so woolly you practically needed a games master, and where “following fire” could spiral into absurdity. Then it’s straight into 2nd edition’s wargear-card nightmare: virus grenades, polymorphine, vortex nonsense, and my personal highlight—Eldar doing Eldar things, with a full-fat, original-recipe Guide turning a distort cannon into a problem for anything with an armor value. From there I track the shift into 3rd and 4th edition’s transport and assault shenanigans (Rhino Rush, sweeping advances, Blood Angels being politely described as “a bit much”), then 5th edition’s wound allocation minigame and the infamous Imperial Guard leaf blower. 6th and 7th are where it gets properly deranged: allies matrices, flyer spam, death stars, formations, and the era of “buy six of the same kit or lose.” Finally, I get to 8th’s cleansing wave of simplification and fast balance updates, 9th’s stratagem bloat and gotchas, and 10th’s lightning-fast meta solving—where Eldar once again sit on top, Wraithknights and fate dice in hand. The takeaway is simple: everything breaks eventually, everything gets patched eventually—so buy what you like, paint what you like.

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