PenitentJake wrote:5th was pretty good.
Lil tough if you're playing Genestealer Cults or Custodes. I don't think Admech have a 5th compatible dex either. Not sure about Harlequins or Deathwatch either.
Think you have to use the 3rd ed Witch Hunters to field Sisters, and when you do there's not going to be any difference between the orders.
I did like the game though, so not slamming anyone for making that choice. Doesn't sound like
OP is necessarily looking for campaign play, so you're not missing out on Crusade. More accurately, you are missing out on Crusade, but you'd be missing out on it even if you were using 9th.
I think the Pro-Hammer 5th guys might have rules for armies that weren't given dexes until 8th, but I'm not sure.
I'm gonna go back to this for a second
.witch hunters codex-yes we use it in 5th and it works just fine, not only does it work fine like any other 3rd ed codex. it's rules are far more lore based rather than focusing on different orders for the sake of slight variations.
7th edition codexes can also be directly used without problem by simply following the core rules of 5th-meaning that any rule from 7th must conform to the
USRs and standard 5th ed rules
Quick example since i play 7th ed cult mechanicum in 5th- all infantry models in the game move in 3 ways-standard infantry-6" move/
d6" run(instead of shooting), 6" assault-cav/beasts/leaping-6" move/
d6" run/12" assault
slow and purposeful-
2d6" move(take the highest result)/
d6" run/
2d6" highest result charge so you woulld just ignore all the various odd movement distances from any codex unit in 7th edition
example 2-many mechanicus units have a "dunestrider" rule to represent how they can move through rough terrain. giving them an extra 3" move and assault distance-this would just revert to the 5th ed rule-"move through cover" to represent the same intent without granting extra movement not allowed in 5th.
On the points you just use whats in the codex, we have added a 5th edition addendum-all standard kit became free in 5th so photon, frag and krak grenades etc...are free for every armies standard infantry kit but not upgrades like melta bombs and such
keep in mind
GW does not base points values by comparing one army to another army across the game. they base it on how valuable that unit is
within it's own codex compared to other units there in.
A 3rd example of how easy it is-As i noted earlier our chaos player uses the 3.5 chaos dex, but he also owns a helldrake and wanted to put it in his list. that works like so-
.base points costs from 7th ed codex-pay points costs for all upgrades and follow their abilities/rules form the 3.5 codex so his helldrake is a base helldrake with the parasitic possession upgrade (it is already has demonic possession in it's base loadout) and the
FW flyer upgrade of chaff/flare launchers available for all vehicle flyers in the game.
This also greatly helps out armies like tyranids. we favor the 4th ed codex but as most of you know the only real big bugs that existed in that edition were the carnifex and hive tyrant.
So say you want to add in the exocrine or trygon in your 4th ed list-do the same as above for the helldrake and use the (non-weapon) carnifex biomorph table for upgrades from the 4th ed codex.
You will find the game is very intuitive and fun to play