The purpose of this thread is for those of us who are tired of the GW roller coaster of points and rules changes that make the game something we don't enjoy with "the next edition"
Nobody disputes how great GWs model have become, but to many of us have the opinion that the current edition doesn't feel like 40K
I got my start with dark angels back in mid 3rd ed so i have been playing for 2 decades. my preference is for 5th edition as the logical progression of the game.
6th edition was a death sentence for 40K at our FLGS, it came back a bit in 7th and more in 8th, after seeing the direction that GW is going with 9th i am completely turned off by it.
I find index 8th to be an excellent rule set for playing in epic 40k (6mm scale with halving all movement and weapon ranges).
With great 3rd party companies like vanguard, onslaught, trolls under the bridge (necrons and some rare guard units) and other 3d printed sellers on ebay there is no shortage of any 40K unit to play with in 6mm scale.
Our FLGS has a small group of veterans who have been playing as long as i have who also prefer 5th and are teaching people to play it.
To make 5th even better we took the time to consider all the best rules from all compatible editions (3-7) and put them into 5th with 5th as the core rules. this allows all the players to choose which of the codex editions they want to use to represent their force.
For example our khorne player is using 3.5 my space marines and our blood angels are using 5th. my mechanicus are using 7th.
these are the "house rules" that we pulled from other editions and put into 5th
.rapid fire weapon rules (6th/7th)
.snap fire(6th/7th)
.new weapon profiles(grav etc..)(6th/7th)
.overwatch(6th/7th)
.objective secure-troops choice(6th/7th)
.CCW AP value(6th/7th)
.grenade throwing(6th/7th)
.fearless-no LD checks(3rd)
.3+ reserves(6th/7th)
.flyer rules(7th+5th/forge world flyer rules)-jump units can assault, -12" range penalty for guns, immobilize result= destroyed
.4th edition vehicle assault rules-to-hit +armor facing= auto/4+/6+=not move/move up to 6"/move over 6"
.6th edition smash for MCs(half attacks rounded up max S 10)
.psyker powers used when in the proper phase(shooting attacks in shooting phase, melee in CC etc..) on lD check/selecting the known powers available at the start of the game as per 5th ed rules-includes all 7th edition disciplines.
.snipers-strength 3 always hits on 2+/wounds on 4+/rending on 6+ (3rd/4th)
.defensive weapons on vehicles-S5 or less do not count as heavy weapons if the vehicle moves at combat speed (and is not stunned/shaken)-4th
So what's your favorite version of 40K and how do you play it?
(I will be posting pics after my weekly games.)