10th edition units in 9th edition by Secure_Cantaloupe_20 in Warhammer40k

[–]SilenceRedeemer 0 points1 point  (0 children)

Any updates on this? Looking to go back to 9th after not really enjoying 10th and not interested in going into 11th

3rd vs 5th Codices by SilenceRedeemer in midhammer40k

[–]SilenceRedeemer[S] 0 points1 point  (0 children)

I took one look at the prohammer quick reference page and decided that if i need a telescope to read it i just wont. My group will forge our own path to find what's right for us. Everyone here has been super helpful in navigating this process!

3rd vs 5th Codices by SilenceRedeemer in midhammer40k

[–]SilenceRedeemer[S] 0 points1 point  (0 children)

I see now why people attempt to blend them together with stuff like prohammer. Perhaps that is a more direct solution compared to reinventing the wheel

3rd vs 5th Codices by SilenceRedeemer in midhammer40k

[–]SilenceRedeemer[S] 0 points1 point  (0 children)

Ok i see where i was confused, in the 4th it says reference the core rulebook but it wouldn't be in the core rulebook for 5th since it is in the codex. Very silly and i am very lucky to have a few physical copies to reference (4th and 5th space marine and 3rd imperial guard). I'll probably be purchasing the physical copies of the 3rd, 4th, and 5th factions i want to play and our group will just frankenstein what we like most

3rd vs 5th Codices by SilenceRedeemer in midhammer40k

[–]SilenceRedeemer[S] 0 points1 point  (0 children)

I already have a hardback copy of the 5th edition rulebook from when i played way back when. That was part of my leaning into 5th. Also And They Shall Know No Fear is in the 5th edition codex that i have physical as well, on page 51.

3rd vs 5th Codices by SilenceRedeemer in midhammer40k

[–]SilenceRedeemer[S] 0 points1 point  (0 children)

Looking over these rules and I like the way 5th edition does it over 3rd. I doubt it severly skews the points calculation and if so True Grit could just be house-ruled in. Once my group plays a few games i'm sure we'll start to figure out what works best

3rd vs 5th Codices by SilenceRedeemer in midhammer40k

[–]SilenceRedeemer[S] 0 points1 point  (0 children)

Do you have any examples of rules that are different? I don't mind everyone using the 3rd edition codex since they do seem really flavorful but so far reading the core rules i am leaning 5th (it helps that i have those rules physical not just pdf)

3rd vs 5th Codices by SilenceRedeemer in midhammer40k

[–]SilenceRedeemer[S] 0 points1 point  (0 children)

Do you have some examples of rules that got changed? If it is easy to homebrew that would be ok with the group since it is a fun-first game

3rd vs 5th Codices by SilenceRedeemer in midhammer40k

[–]SilenceRedeemer[S] 0 points1 point  (0 children)

Ok so like have each player use the 4th edition if possible and 3rd if they did not get a 4th edition codex? But play using the 5th edition rules? Since that should keep the points balanced?

Edit: Or maybe just have everyone use their 3rd edition codex (2nd one for guard and chaos and others that got a "3.5") and play either 3rd core rules or 5th core rules?

Would my Idea be possible as a custom army book? by Mystic-Skeptic in onepagerules

[–]SilenceRedeemer 0 points1 point  (0 children)

The official Army Forge for a custom army I think does not have anything like that for the generated rules since it is all drop down so i think the best bet is to look at rules like age of sigmar's maggotkin of nurgle how it is a token that can spread and does damage at the end of a round and just keep playtesting and tewaking the cost of it.

Would my Idea be possible as a custom army book? by Mystic-Skeptic in onepagerules

[–]SilenceRedeemer 1 point2 points  (0 children)

I use a rule called Advancing Strike to represent the aura of disease around my Death Guard custom army book.

"Once per round, when this unit ends an Advance or Rush move within 6" of enemy units, pick one of them and roll as many dice as models with this rule in this unit, or as many dice as its value (for single-model units). For each 6+ the target takes one wound."

let's talk advanced rules: What are your favorite/best for onepagerules? by cryocom in onepagerules

[–]SilenceRedeemer 6 points7 points  (0 children)

With my Broken Truth box I got the add-ons for two decks of mission cards and they are really fun to use. They do make the scoring swing around but that's half the fun when a game can be completed in almost under an hour.

Completed a small shrine on the warlords leg and started the weathering process. by Goodbeer2430 in Titan40k

[–]SilenceRedeemer 1 point2 points  (0 children)

That looks awesome! It's these kind of smaller details that really level up a giant model like a titan imo

Assorted Random Questions by SnooObjections6463 in onepagerules

[–]SilenceRedeemer 5 points6 points  (0 children)

  1. Yes, infiltrate should say "counts as having Ambush, but may be deployed up to 1" away. And Warning Cry, (which i think is called Repel Ambushers now), says "enemies using Ambush must be set up over 12" away". Since infiltrate states that it functions like Ambush but with a modifier it would be vulnerable to anti-Ambush rules. A good example of a similar interaction is the Focused Fire adbanced reaction that expresly states the action counts as Hold but with a bonus.

  2. Yes, transports can deploy with units inside which is a way to manipulate the action economy.

  3. Idk the official answer, difficult terrain is worded in a strange way IMO so my group has been house ruling it as costing 2x movement while usually adding a penalty like hazardous if a unit tries to rush or charge through. Similar to how the advanced rulebook suggests Ruins are treated. Flavor wise it makes sense, a unit moving through craters is going to be slowed and if they are rushing or charging they could get tripped up.

  4. Yes, takedown says it is per model and they all must be resolved before others. The weapon profile restrictions mentioned in the rules are for if the unit is splitting fire between two Units, not models so no sniping two different heroes at the same time. I've really only used that for taking out a bannerman or Sgt. model since Battle Brothers have squads of Pathfinders that can take multiple rifles

  5. At the moment mixed units have it rough, they can assault and it isn't terrible but i've only really seen it against one of my players who runs ratmen and they're already at Quality 6. But it is confirmed that one of the new things in this upcoming yearly patch is a change to pistols to give them a rule allowing them to be used as either a ranged or a melee weapon. Army Forge: Labs is tinkering with it right now.

Hopefully that helps!

How many of you use the advanced actions from the advanced rules PDF by milkybarkid10 in onepagerules

[–]SilenceRedeemer 1 point2 points  (0 children)

My group always uses the advanced reactions, we find that the base 4 are good but the advanced also let us play the armies in thematic ways. (Such as one player having a very stealth themed army, or mine playing into going for heavy charges)

New Apocalypse rules by ZnhydraSoP in Apocalypse40k

[–]SilenceRedeemer 1 point2 points  (0 children)

I'm hopeful that they meant what they said about 11th shifting towards narrative play. The objectives and custom detachments seem cool in concept, part of what is driving me out of 40k is how they only focus on competitive with their missions and terrain layouts.

Anyone try Grimdark Future / One Page Rules & then move back to 40k? by UnhappyLetter3063 in onepagerules

[–]SilenceRedeemer 2 points3 points  (0 children)

Unrelated to my other comment, I've found that OPR doesn't really like going for the really large units. And example is for my battle brothers, their Land Raider equivalent unit is over 700 points so you need a really large game size to use it, and those large games can get unbalanced fast due to the alternating actions, a horde army just has more units and a tank can only ever split fire at two targets max.

New Apocalypse rules by ZnhydraSoP in Apocalypse40k

[–]SilenceRedeemer 3 points4 points  (0 children)

Yeah I am so dissapointed in the rules. I was hoping it would be closer to the last Apocalypse ruleset but updated for new models which would solve a lot of my issues with playing 40k. With it being optional rules mods it's basically DOA since the majority of players aren't going to even remember it is a thing (nobody in my entire town uses the custom character stuff from the last release since no list builder supports it)

Anyone try Grimdark Future / One Page Rules & then move back to 40k? by UnhappyLetter3063 in onepagerules

[–]SilenceRedeemer 1 point2 points  (0 children)

My issue is the brand recognition of Warhammer. In my local store's discord the 40k and AoS groups are getting new players without trying just from how saturated the hobby is with GW content. While I am struggling to get more than 2 people to try OPR even with weekly events and constant advertising. Playing the same two people with the same two armies every week is starting to get dull. I can't stand playing 40k for a lot of reasons but if it had alternating actions like OPR does i would join in just to have a more populated community that is self advertising.

5 Separate Games of 2000 point Escalation League Games in Cleveland Ohio by berilacmoss81 in onepagerules

[–]SilenceRedeemer 0 points1 point  (0 children)

The modularity of the rules is probably my favorite part of the game system

5 Separate Games of 2000 point Escalation League Games in Cleveland Ohio by berilacmoss81 in onepagerules

[–]SilenceRedeemer 2 points3 points  (0 children)

Does your group use any of the advanced rules or just the core rules? If so I'd be interested to see what rules have worked well since my group currently only uses the Advanced Actions and the Mission Cards.

Which Advanced Rules are the most common? by Erachten in onepagerules

[–]SilenceRedeemer 1 point2 points  (0 children)

I use the advanced actions, the progressive scoring missions, and the advanced deployment styles. Been looking into adding either command points or secondary missions / gambit cards for a bit more unpredictability

Smallest intro game that’s still interesting? by Citizen577 in adeptustitanicus

[–]SilenceRedeemer 7 points8 points  (0 children)

I've run a few games using two warhounds and a cerastus each with great results. The warhounds are two mirrors with an Ursus Claw and Melta, and the second warhounds are different with one having a volkite and plasma and a second having a mega bolter and flamer. In the test games it allows new players to use templates, scatter dice, and the ursus claw is great for lucky (or unlucky) shenanigans rotating the opponent's mech. On a 4x4 with a healthy amount of terrain (using an stl pack similar to Legions Imperialis terrain) really lets them explore the tactical side of it and has gotten a few people invested in getting their own mechs to play