Even ignoring the many years of explicitly pushing "a setting, not a story" before 8e
That's exactly why I curious about younger vs older. I come from 3e where it was explicitly a wargame setting and books and stories were a fun novelty. To me, 40k lore progress with stories and books is a recent change, and I've made no secret that I think this ever changing lore stuff is a bad idea (
@p1138 mentioned Battletech, which died this way).
But maybe people coming in later think it's always been this way, so games like Warpath, K47, etc. are the anomaly to them?
Gonna sound like a dumb question, any suggestions for a first-time painter/potential player? I haven't picked an army yet and I'm kinda overwhelmed.
This is going to sound even more dumb, but jozxyqk. But another dumb sounding thing is don't pick an army.
The starter sets have armies. Usually space marines vs some other guys. They are a good place to start.
If none of those speak to you, just buy a kit or maybe a combat patrol that do. Fun is the main goal. So even if it costs more in the long run, go for things that are fun to you short term and worry about the details later.
As a player of a game, it's usually best to pick an army that is "easy" to play. ie. Avoid armies with complex rules (Genestealer cults) or that require "finesse" (Eldar). Finally, and this is a very personal opinion (and very Timmy for those who buy into that measure), but I try to avoid "feels bad" armies. ie. Abilities that stop the other player from doing things, or ultra tanky armies where it can take an age to kill anything.
AoS tutorial game 5 : Some salt edition.
Played the final tutorial game of AoS. The next game is full fat Spearhead. TLDR : 40k brain strikes again.
Currently confused by a rule. It seems to be AoS is roll to hit, wound, save, damage, ward save.
Eg. If I do 1 wound with a damage 3 attack. It appears that you roll 1 save against the wound but ward save requires 3 saves (against the damage result). Not sure if that's right, but that's how it seems in the book, and what AI and Reddit (but I repeat myself) say is how it works. Also the 3 inch combat bubble is odd and I don't understand it, so we chose to ignore it for now.
Anyway. Battle was fixed set up again. I won the initiative. My plan was simple.

The fight that would matter would be the middle. I wanted to lock down his fliers since they could fly around grabbing points otherwise. And the rest of his army is too slow to move around grabbing things. So charged the fliers with clan rats to lock them down while the rest of my army moved to the middle. The plan worked.
Somewhere along the way, my rat ogres got an above average roll. This led to a bunch of rage and salt from my opponent, complaining how they're OP, there's no counter, how his army of 9 dudes have no chance against 20 clan rats and 5 elites/hero units. If this happens next game, I might have to stop playing with him because, while it makes an entertaining story, I'm not putting up with a tantrum each time I roll well.
On his turn, he did a major fuck up. He decided to just stand around. I asked why and he said "to hold the point". I explained sticky objectives, and he just wanted to sure I didn't take it, and during the salt complained that charging my ogres would be a death sentence. Eventually he finally realized that my ogres are tanks by rat standards, but still squishy enough that they could be destroyed in a turn or two.
As for something funny at my expense. A unit of clan rats failing to hit fliers. I put this down to them being short and the fliers being to high to reach.
We also played out past turn 4 for shits and giggles, and he tabled me again. What I'm learning is rats start strong, but have to get their damage in early as once they start to thin out they lose a lot of effectiveness.