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I played off and on since 2nd edition. Here are my recollections, which are obviously not going to be perfect.2nd was what I started with, and I remember it fondly. The model counts were low, you had plenty of really crazy things like vortex grenades and wargear cards, and the characters were insane. 2nd will always have a place in my heart although it was closer to Kill Team or Necromunda in terms of complexity.3rd was a massive, massive shift for GW and created the foundation of rules that were used for many years to come. It vastly sped up the game and demonstrated that GW was willing to adjust things. I would say this was probably my favorite edition since everything was so new and games were really fast paced, and 3rd edition also had some of the most flavorful codices like CSM.
This was the time of the Rhino Rush and Vindicators being terrifying.4th kind of missed me since after college I started to lose interest, plus it was backwards compatible with 3rd so the changes were kind of minor IIRC.5th got me back in with Orks, and I really enjoyed it. It started off strong but had some challenges with Grey Knights and codex creep. There was something innately satisfying about having battlewagons stuffed full of boyz ramming their way into the enemy lines.6th introduced random charge range and overwatch, and fucked over Orks so badly that by the time the new codex dropped I stopped playing entirely. Fuck random charge range with overwatch.7th I never played because of how little I liked 6th.8th is great. The introduction of stratagems, the attempt to finally move the fluff forward, GW's willingness to balance things and introduce significant changes through the FAQ and CA products, I'm definitely a fan. Aside from the imbalance of LoW it's a solid entity.So overall I would say that my favorite editions are 2nd and 3rd for nostalgia, but 8th for how it's evolved. My perspective on this is probably unusual and not particularly helpful.
I played Rogue Trader and a little 2nd edition, then I went away and now I'm playing Kill Team.2nd edition removed a lot of the rough edges from Rogue Trader but also dulled down the weird and wonderful feeling of the setting and the openness of the rules. No more custom Rhinos with defence lasers, or orbital bombardments! On the other hand the vehicle rules were better than every attempt made in Rogue Trader and consistent rules and a set of viable army lists in the box reduced the arguments about which White Dwarf rules were to be acknowledged and which were to be ignored.Kill Team, which sounds very similar to 40k 8th edition, seems very nice. Things play much more smoothly. The skirmish scale of things feels more in keeping with what Rogue Trader was originally aiming for, before hordes of vehicles, massive armies and Apocalypse came on the scene. I play with a friend who played original Necromunda and reckons that it was superior, but I think that most of the things he cites as evidence were better lost in order to streamline play.I do miss the original Rogue Trader's attitude of 'if it has the range of a bolter, the strength of a bolter and the AP of a bolter, then it's a bolter, even if it's made from chitin and sinew', which made understanding different armies easier.
That didn't even make it to the end of that edition though. I've only played since 5th, so I don't have enough experience playing anything before 5th (only did a few games for fun). Personally, I liked 5th more than 6th, but 7th was ultimately the best and most complete rules set.
The problems with 7th started once formations and special detachments arrived. The formations themselves where somewhat fluffy way of army building, but the bonuses stacked up so quickly that it broke the carefully balanced system in 7th. These issues are mostly addressed in Horus Heresy where formations don't exit. 6th was a very odd edition, as it addressed certain issues from 5th but had some strange quirks which where solved when 7th landed. I find 8th edition to be a decent edition, but it does have issues with consistencies with special abilities/rules between units.
I still miss armour facing (front +1t and rear -1t would work) and weapon firing arcs but it's clear that GW moved 40k into the beer and pretzels level of play which is ok nothing wrong with that, if I want to play something with more depth and complexity I'll play Horus Hersy.