40k greatest hits

What were the rules you liked most, either from the core, expansions, or specific army books of the various editions of 40k?

For example, I think every ork player misses the proper looted vehicle rules from 3rd ed and before, allowing you to use any vehicle from another faction with a reduced BS score.

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  1. 7 months ago
    Anonymous

    Bump. I'll add another one, templates and scatter were cool and the game hasn't felt as fun without them. I could go without the "lose your entire squad to deep strike" scatter, but most of it was nice.

  2. 7 months ago
    Anonymous

    Harlequins also miss their looting, and dark eldar miss their harlequins. Truly, xenos life is suffering. Have a named Primaris Lieutenant.

    • 7 months ago
      Anonymous

      >Have a named Primaris Lieutenant.
      get that shit away from me

  3. 7 months ago
    Anonymous

    I liked when the Hellforged Rapier Battery could go berserk and start moving on its on in an attempt to eat people (which was just a wholesale ripoff of the Hellcannon from Fantasy, but it's a damn fun thing to rip off)

  4. 7 months ago
    Anonymous

    8e Hellforged Chaos Tanks that got better in melee as they took damage. It was just fun

  5. 7 months ago
    Anonymous

    I miss stuff like animosity or stupid or berserk. It feels like intelligence of a unit isn't even remotely taken into account anymore. Everything is a perfectly disciplined unit that follows orders exactly, unless they see something scary. I want more units that are just thick.

    • 7 months ago
      Anonymous

      Little b***h players can't deal with the Crazy anymore.
      Which is why eternal glory of the Boxnaught is now eternally denied to them.

      Here's your Helbrute and Redemptor, Timmy.

  6. 7 months ago
    Anonymous

    The Burning Chariot is my favorite kit GW has ever made.
    It's usable in 40k and Fantasy while offering options to build a ton of different characters and units.
    1 kit contains:
    >1 Disc of Tzeentch
    >1 Changecaster
    >1 Exalted Flamer
    >2 Screamers
    >3 Blue Horrors
    With 4 Burning Chariot kits you can build a fully legal over 1,300 Tzeentch army in AOS and it clocks out at around 800 something points in 10th edition 40k.
    It's a crazy grab bag of cool stuff that I just can't get enough of.

  7. 7 months ago
    Anonymous

    4th edition 40k with 3rd edition codices (or 3rd for those who didn't get an update) was peak 40k and will never be topped.

    • 7 months ago
      Anonymous

      This is where I started and I tend to agree. It's all felt too much like a sport since then. Right now I've been picking up all the older reasonably priced 3rd/4th/5th expansions (apocalypse, planet strike, cities of death, etc) in order to get a grasp on how it played back then. The only one I'm missing is the rules for planetary empires, but my friend has the tiles for it. (If anyone has a pdf, link me eh?).

      I'm writing a Retroclone of 3rd edition, stuck on the name. Should i go with "Nightmare future" or "Damnatus" ?

      I'm doing something similar, going back to the roots while fixing a few things I don't like. Nightmare future is a little too close to OPR's grim dark future, so I'd look out for that.

      The game has long moved beyond the scale where the old roleplay-esque stuff would be feasible but I miss all the shit from 'Ere We Go and Freebooterz - what was it, 6 different Madboyz charts, Dok's jobs, the ability to roll up some kustomized shoota that would either vaporise a land raider or kill the firer with no in-between (Boss Hedkikka, your brief but eventful career will never be forgotten), all of it.
      One thing from there that sort of survived was the concept of an internal 'faction' system - if you were Goffs you got more Nobz, Evil Sunz, Meks, and so on, which is a form of skew and differentiation I wish was used more than simply granting a stat boost, reroll or strong (and inevitably rankable) ability that is the current fashion.

      >The game has long moved beyond the scale where the old roleplay-esque stuff would be feasible
      This. My introduction was the Battle for Maccrage box, and it had a simple intro of six little chained missions that lead to the end and then showed you the larger conflicts possible. Deathstorm did something similar. The limited RP elements are really lacking lately.

      • 7 months ago
        Anonymous

        >Battle for Maccrage box
        Building the intro box around a thematic scenario involving actual objective models on the board instead of 'here's two armies go punch each other I guess' was genius and I have no idea why they never did it again.

        • 7 months ago
          Anonymous

          Wasn't an intro box, but they still do it on occasion.
          I split a Loon Curse box, and have the token sheet still sitting around, for example.

          Although I guess that was 4 years ago now.

        • 7 months ago
          Anonymous

          Bit of speculation, bit of soapbox:
          The former, I feel that we've gone past the point where the people writing the stuff now got into Warhammer via Warhammer, rather than RPG's, and further via 'PUG/Tournament/Internet Warhammer' rather than more relaxed, less structured influences. You can't write what you don't know.
          Soapbox: even if they do know, it doesn't get the attention compared to "this wombo combo is so efficient"; unfortunately narrative style is not as noisy online - and perhaps at the checkout - as competitive.

  8. 7 months ago
    Anonymous

    I'm writing a Retroclone of 3rd edition, stuck on the name. Should i go with "Nightmare future" or "Damnatus" ?

  9. 7 months ago
    Anonymous

    The game has long moved beyond the scale where the old roleplay-esque stuff would be feasible but I miss all the shit from 'Ere We Go and Freebooterz - what was it, 6 different Madboyz charts, Dok's jobs, the ability to roll up some kustomized shoota that would either vaporise a land raider or kill the firer with no in-between (Boss Hedkikka, your brief but eventful career will never be forgotten), all of it.
    One thing from there that sort of survived was the concept of an internal 'faction' system - if you were Goffs you got more Nobz, Evil Sunz, Meks, and so on, which is a form of skew and differentiation I wish was used more than simply granting a stat boost, reroll or strong (and inevitably rankable) ability that is the current fashion.

  10. 7 months ago
    Anonymous

    The Imperial Guard's old platoon system tickled my autism in the best way, made it feel like you were actually building an army instead of a collection of units.

  11. 7 months ago
    Anonymous

    >2 full pages of options for building custom stompas and battlefortresses

    • 7 months ago
      Anonymous

      got a link?

      • 7 months ago
        Anonymous

        Nevermind, I have found it through dark and unscrupulous means.

  12. 7 months ago
    Anonymous

    I don't know about favorite, but as a Tau player I'm sick of people continuing to b***h about fish of fury.

  13. 7 months ago
    Anonymous

    Failed morale and tank shock forcing units to move involuntarily.

  14. 7 months ago
    Anonymous

    Cover being worth a damn.

  15. 7 months ago
    Anonymous

    Instant death. Game is fricking awful without it.

  16. 7 months ago
    Anonymous

    "LOOK OUT SIR!" chains are the funniest shit

  17. 7 months ago
    Anonymous

    The clan rules for 3rd edition - Goffs using Skar Boys as troop choices, Badmoons having more Flashgitz, Bloodaxes able to field just Kommandos, Snakebites able to field primitive boys armed with bows, spears and other WHFB figures. It was fun and made clans different apart from being just different colours. Then 5th dropped and killled it all.

  18. 7 months ago
    Anonymous

    3rd ed Imperial Guard - the rule where if a vehicle was destroyed, you could place the laspistol armed crew outside the hulk and they would continue to fight on an a mini squad.

  19. 7 months ago
    Anonymous

    5th edition is easily my favorite period. Perhaps with 4th ed codexes though. Modern 40k feels too much like a game and not like a cool battle

  20. 7 months ago
    Anonymous

    Creed. "I have a Warlord Titan hiding behind this lampost. Surprise!"

  21. 7 months ago
    Anonymous

    I miss 4th/5th ed the most. It was when warhammer was fun, stuff like the stompa coming out and continuing to shoot until it ran out of bullets (rolled a double).

    Guard were proper platoons, eldar had cool rules such as wraith sight and wraithlords were also untouchable to str 4 or less. Terminators were actually good.

    Add to that armour facings and templates were awesome. Deep striking was dangerous but when it paid off it paid off well.

  22. 7 months ago
    Anonymous

    Sounds like a lot of people agree that 3rd/4th/5th was peak. I tend to agree. It felt better.

  23. 7 months ago
    Anonymous

    >What were the rules you liked most
    5th Ed by a mile. It is not close.
    >either from the core
    "Torrent of Fire" and the melee equivalent. If you scored more wounds than the unit had models you, as the active player, chose who rolled the first wound. I'll add in range/los sniping; you could only pull casualties from the range of the weapon so if you killed a guy with a meltagun and only the enemy sarge was within 12", only he could die. Los sniping worked similarly; only models in Los were viable casualties so using rhinos to limit a lascannon's los to just the sarge meant only he was a viable casualty.
    >expansions
    Cities of death special terrain rules rocked. Giving everyone in a building fnp because it was a hospital felt so cool.
    >specific army books
    The old chapter creation rules from the 4th Ed book.

  24. 7 months ago
    Anonymous

    Punishing retreats from melee was a good rule.
    Giant apocalypse-template blast zones for Titan weapons was a good rule.
    Little cards for psykers warp storms like existed in 2nd edition was a good rule.
    Plasma weapons overheating and melting their user was a fun rule.
    Antagonism, where one orc would run over and punch another if he was doing better than him was a flavorful rule.
    Prime Raveners making tunnels for the tyrannids to travel around the map through was a good rule.
    Choosing an Inquisitor to summon a squad of Stormtroopers for 300 requisition was a good rule.
    Banking all your action points to fire 1 techmagi's weapon which wipedout most of the necrons in 1 turn was a good rule.
    Critical hits rolling on a table for special damage was a good rule.

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