the_scotsman wrote:I like to call
WH40k 7th "whose edition is it anyway".
Because the rules are made up and the points don't matter.
"Ok, Sir, we're ready for battle"
"Right. Lieutenant, give me my battle strategy from High Command!"
"Er... I'm actually on the phone with them now. They're not sure what the objectives are, they say they'll figure them out as it goes."
"What? That's ludicrous! Call my librarian, he's a Telepath, have him contact High command and - "
"Sir, your librarian says he can't be sure WHAT kind of psyker he is, nor what his capabilities are. He's reasonably certain that he can manage to yell, but that's about it."
"Ridiculous! Why, if I weren't an urban warfare specialist, veteran of dozens of campaigns, I would be utterly unprepared for this..."
"Respectfully sir, you were an urban warfare specialist last week, today we can't be sure!"
Best reply.
I figure I should answer some of the replies regarding 3-5ed. Espescially why I chose what I did for Herohammer.
About rhino rush in 3-5ed:
It's true 5th ed saw tanks (and transports) get much tougher by introducing hull points. 5th ed introduced a bunch of other things though that shook things up a bit. Like the plastic drop pod kit for example, or outflanking. Rhino rushing saw much use through 3-5ed and arguments can be made for which was the prominent transport era. To me it was 4th because in 5th a bunch of other options, like deathstars and psyker teleportation, where simply that much better. Also a big rulechange people tends to forget was that in 3ed you only rapid fired on close range if your model was stationary. In 4th, moving out of a transport allowed double the shots from 3ed. You could also charge out if a transport in 4th if it hadn't moved, and the smoke launchers combined with extra armour was very powerfull back then, allowing you to pretty reliably get your Troops forward to a turn 2 charge of 26" from the tanks starting position.
Whenever I attended a tournament in 4th there was always a bunch of rhino based
SM armies, kind of how you always see knights today, though that was probably more of a local meta.
All theese things togheter made me pick 4th as the rhino rush ed.
Oh and I'm very well aware that the fish of fury had nothing to do with assulting the enemy, it's just that the tactic spawned (and dominated) in 4th, as far as I'm aware anyway. I could be wrong.
About 5th herohammer:
This explainatiom is much simpler. Pick up any 4th or 3.5ed codex. Look at the number of special characters and look at the doctrines rules. Craftworld Eldar, Orks, Space marines, Imperial Guard and chaos all had their diffrent versions of it. Then pick up any 5the ed codex and look at the special characters section. It will usually be about 4times bigger, and all the old doctrines rules where included for special characters instead. Which is to say that if you wanted army wide special rules from 5th and onwards you had to pick a special character to get theese rules, whilst you purchased them for your army in 4th. 5th also introduced the hero sergeants, upgrading a single squad leader to be a special character, which saw much use in 5th (3ed nork deddog being the only exception to this).
That combined with the "opponents concent" and army size restrictions of special characters shows a huge change in how special characters where treated in 5th, and it stayed that way.
To explain theese rules: in 4th you where only allowed to take certain special characters at various high point games. An example is old grandpapa smurf (Marneus Calgar) who was only allowed in games of 1500p or higher, and even then only if your opponent agreed to him being used. The idea behind this rule was to stop special characters from dominating when the opponent had no way to deal with them. 5th ed entirely removed this and it's been that way ever since.
That's why 5th is herohammer edition to me.
8th: dakka dakka hammer.
The change to twin linked, combi weapon and Guard orders is going to make it the shootiest edition yet