Check it out.
I've been looking at it for months and wanting to get a game in on it. I'm usually playing large three player Maelstrom battles, but that's all flexible. I'm Word Bearers, my regulars are Space Wolves and Tyranids. What might work, here?
I'm thinking...
Stuff like minimum sized units only, as the task forces are dedicated to underground combat.
Night fighting rules, maybe?
Bikers and Cavalry have to take tests not to fall off when Advancing along walkways, with worse odds if turning around corners.
Rules for jumping across gaps. Something that makes faster units more capable of doing this. Perhaps automatically pass tests to horizontally jump half your maximum move? Or perhaps limit horizontal jumping to no more than this? Maybe for every inch beyond your minimum p, roll a dice, for each 1 a member of the squad falls into the lake and is removed? Taller falls should be more dangerous - maybe autohits at
str=distance fallen, -1AP for every 3" fallen?
Arriving from reserve other than onto the landing pads or from a table edge is dangerous, on a 1 each member of the unit dies as they miss the walkway. Jumping down onto an enemy model enables a death from above attack - roll to hit, and if successful then the enemy unit takes the falling damage instead of yourself! Units with FLY can re-reroll to hit?
Abseiling and climbing down ladders working different to jumping down and climbing up. Going down a ladder, each inch is half price. When climbing without a ladder to an overhead walkway, maybe... make a hit roll for all of the unit's close combat attacks. For every hit, a member of the unit successfully climbs up to the higher level. Minus one for each 3". So, you've got to be pretty strong to throw ropes up and climb them quickly, and if half your squad is already up, they'll help pull you up.
Just some ideas. If anyone's worked on some rules for 8ed dense terrain combat, I'd love to hear them!