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Which 5th ed rules do you keep/throw out?
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Old 12 Jul 2009, 18:56   #1 (permalink)
Shas'La
 
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Default Which 5th ed rules do you keep/throw out?

I've been away from the club-tabletop scene for a while, so I'm curious. What rules does your club/friends commonly revert to the 4th ed rules for?

I'm thinking the really odd ones like the 'S5 weapons aren't defensive weapons', 'your own troops give the enemy a cover save' and jump/jetting out of difficult terrain' rules.

When playing on Vassal 40K, the 'true line of sight' thing is fortunately made redundant anyway, as it's all top-down.
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Old 12 Jul 2009, 19:00   #2 (permalink)
Shas'Vre
 
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Default Re: Which 5th ed rules do you keep/throw out?

Actually, none here, since 5th Edition is now used for tournaments. No use in playing with a different ruleset and then making mistakes while playing a tournament game.

Plus me and my group started with 5th anyway (not counting 2nd a decade back since that was a quite different game).

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Old 12 Jul 2009, 19:14   #3 (permalink)
Shas'El
 
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Default Re: Which 5th ed rules do you keep/throw out?

We still use Victory Points, Old Rending (lots of Stealers and harlies explains it :P), S7+ Offensive Weapons, 4th Veichle movement rules (ie more than 6" move= glance only)[hr]We often play by 4th edition rules completley but we've never been a competative group so we hae hundreds of house rules, many of which became solid rules in 5th.
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Old 12 Jul 2009, 19:18   #4 (permalink)
Shas'O
 
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Default Re: Which 5th ed rules do you keep/throw out?

Pure 5th Ed.

With the added clarification rule that your transport can also ferry the troops of your allied army (we often play 2x2 at 1000point each).
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Old 12 Jul 2009, 19:19   #5 (permalink)
Shas'El
 
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Default Re: Which 5th ed rules do you keep/throw out?

Pure 5th, with the only exception being Victory Points.
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Old 12 Jul 2009, 19:23   #6 (permalink)
Shas'El
 
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Default Re: Which 5th ed rules do you keep/throw out?

Quote:
Originally Posted by CmdrBonesaw
Pure 5th, with the only exception being Victory Points.
I'd say this is the most common change because you're now penalized for taking lots of small units instead of a few large ones- VP are much better
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Old 12 Jul 2009, 19:28   #7 (permalink)
Shas'El
 
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Default Re: Which 5th ed rules do you keep/throw out?

Quote:
Originally Posted by Colonel Sorck
Quote:
Originally Posted by CmdrBonesaw
Pure 5th, with the only exception being Victory Points.
I'd say this is the most common change because you're now penalized for taking lots of small units instead of a few large ones- VP are much better
And I'm not 100% cedrtain it qualifies as a "change" at all, because VPs are still explained at the end of the Rulebook. We just play slightly different scenarios, that is all
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Old 12 Jul 2009, 19:30   #8 (permalink)
Shas'El
 
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Default Re: Which 5th ed rules do you keep/throw out?

Quote:
Originally Posted by CmdrBonesaw
Quote:
Originally Posted by Colonel Sorck
Quote:
Originally Posted by CmdrBonesaw
Pure 5th, with the only exception being Victory Points.
I'd say this is the most common change because you're now penalized for taking lots of small units instead of a few large ones- VP are much better
And I'm not 100% cedrtain it qualifies as a "change" at all, because VPs are still explained at the end of the Rulebook. We just play slightly different scenarios, that is all
Page 108 to be precise Most of our games ae anhialate (origonal :) and so we use VP to maintain our sanity (our guard player would otherwise lose with only a handful of points killed)
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Old 12 Jul 2009, 19:33   #9 (permalink)
Shas'O
 
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Default Re: Which 5th ed rules do you keep/throw out?

Full 5th edition

and

Full 4th edition (rarely)

I can't remember the last time someone played fourth in our area... :'(
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Old 12 Jul 2009, 20:08   #10 (permalink)
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Default Re: Which 5th ed rules do you keep/throw out?

Kill Points is the big one for me. A grot simply=/=a plague marine. A massive oversimplification there that actually encourages the building of so called "Death Star" units.

To be honest, I'm not a fan of many of the missions in 5th. The one with the two objectives seems all too likely to end in a draw and Dawn of War deployment makes it too easy to achieve something (taking an objective or CC) without your opponent even having had a turn yet. At least IMO. I usually just end up suggesting 12" deployment with loot counters.

In the main rules, I'm really bothered by the defensive weapon nerf. That got a big Whisky Tango Foxtrot from me when I heard about it.

I also think TLOS wasn't the greatest idea. In theory, it would work nicely. It's nice and intuitive as you simply stoop down and have a look. The problem is, in practice not everyone has terrain modeled to use it. When was the last time you saw a hill with conveniently level "steps" to stand on. Also, when combined with the attitude of some players you get some truly bizarre situations. Situations often involving someone who took the time to customize their model being penalized for it. The one upside for me is that more people are hiring me to make scenery for them :P.
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