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[POLL] How many "custom rules" do you actually utilise when playing 40K?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Poll
How "unofficial" 40K do you actually play?
All rules "to the letter". (RAW)
"To the letter" but use "spirit of the game" as a guideline when in doubt. (RAI)
ITC/ETC/CommunityComp or other widespread modification of official rules.
Some minor houserules (e.g. redraw unachievable Maelstrom missions; pick warlord traits etc..)
As above and/or minor point tweaks, FOC restrictions but with official units/stats only (e.g no LOW units under 2000pts, 1-per-3 scatterbikes etc)
Some custom statlines/major point tweaks, heavy FOC restrictions (e.g. no LOW or flyers, some larger point tweaks, pre FAQ attacks increase on Dreadnoughts, etc)
Some self-designed units and or rules but nothing to extreme.
Custom units/rules that are core to your army or whole Fan-dexes.
So many core rules/units changes that it is basically "Myhammer 40K".
Ruleset totally reinvented from scratch.
[bonus option] Still playing one of the old editions.

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Made in pl
Wicked Warp Spider





I participate in a lot of "proposed rules" threads here on dakka, but I really can't grasp exactly how many modifications in those discussions are purely "Theoryhammer" or "Wishhammer". How often people actually modify 40K to suit their needs/tastes or how much they stick to official rules/popular tournament formats. Hence this small poll, to help me establish some wider context of such discussions in the future.

I have tried to construct this poll as much as a "scale of customisation" as possible, but this is obviously limited by linear nature of scales (and I wanted to avoid multiple choice poll or dozens of possible options). So please try to place yourself on an this imaginary spectrum with some dose of good will [I promise, I will not invoke any "significant minorities" that may arise here in any of my future debates ]. If this list lack your true option badly, please describe it in a comment.

One important clarification: what I'm interested in the most, is how "unofficial" are the games you most commonly participate in, not how experimental "one offs" you have played. And, for the sake of any usefulness of this, please, skip this poll if you do not play often (around once a month in the past year should be a minimum).

As for myself: I play "Myhammer" almost exclusively and the list of customisations include custom mission format and objectives; custom warlord traits tables; custom psychic disciplines; many core rule changes including run distances, terrain influence and AP/rend mechanics; many custom rules or rules adapted from previous editions; statline changes, point cost adjustments, custom units and FOC/formations. It is a constatly evolving process of refinement/customization over about 100 games played to date. It is still strongly anchored in official rules/dexes/statlines and utilizes post 3.5ed core concepts, so it is not "reinvented from scratch" and strenghts/weaknesses/purposes of units (and main bulk of statlines) are preserved, but is far, far from RAW.

This message was edited 1 time. Last update was at 2016/11/02 01:00:06


 
   
Made in us
Blood Angel Terminator with Lightning Claws



Sioux Falls, SD

I play with a few house rules but not a lot. I play it a house rule for impossible tactical objectives get rerolled. Invisibility and summoning daemons(for non daemon players) are not used in friendly games.

Blood for the bloo... wait no, I meant for Sanguinius!  
   
Made in us
Blood-Drenched Death Company Marine




We dropped the wound allocation all together, and let the owner pick casualties.
   
Made in us
Longtime Dakkanaut





The way my group plays it is mostly RAW with ample use of spirit of the game and common sense being applied whenever in doubt. We also use 1 minor houserule which is to redraw 100% impossible to achieve maelstrom cards, but even then apply some RAW.

Like say you get psychological warfare against a army that is comprised of 100% fearless units. Why at face value its impossible to achieve due to fearless, but RAW they do take morale tests they just auto pass them. Now if the enemy army was 100% vehicles then yeah you redraw the card.


 
   
Made in us
Terminator with Assault Cannon





The only "house rules" I generally use are ad hoc stipulation of terrain rules. "This piece of terrain shall count as 5+ cover and is dangerous."

This message was edited 1 time. Last update was at 2016/11/02 06:01:26


 
   
Made in us
Norn Queen






I currently play RAI leaning heavily towards RAW atm. But my play tests have been very promising and I can see myself going almost entirely "Ruleset totally reinvented from scratch." in a matter of months.



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

- unachievable maelstrom cards (in the entire game, not just that turn) are discarded and the player can get a new card for each one discarded
- no flyers under 1000p; no SHV/GC/D-weapons under 2000p (tournaments are excepted)
- gentlemen's agreement: no gladius, riptide wing, zounds of wraithknights - unless for testing purposes
- draft faqs are in play
- proxy for rules is ok (our resident AM miniatures have been already everything in this game)

mostly those

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

A few house rules.

- Like Vector Strike's group: unachievable maelstrom cards (in the entire game, not just that turn.) are discarded and the player can get a new card for each one discarded

- If you choose to roll your warlord trait in the big rule book, roll and then choose which table to apply the result. If you choose your codex's warlord trait, you get what you get. Rerolls for your CAD or whatever still apply.

- We don't play with super heavies unless someone wants a one-off scenario.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Redraw unacheivable Maelstrom, "be reasonable" on Flyers/superheavies/D-weapons in pick-up games (which typically means 'ask first'), mix of draft FAQ/ITC rules. Hard terrain definitions, loose proxy restrictions, homebrew army books if someone (usually me) wants to.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Ultramarine Terminator with Assault Cannon






To the letter with RAI all the way.

I've tried games against 'fan-dex' armies and the like and they're such bull gak I can't stand it. All of them.

The 'social contract' is such that we're to play a game and the fundamental understanding of the definition of what 'game' means is Warhammer 40,000 by Games Workshop + its associated game publications by the same publishing entity.
   
Made in us
Hellish Haemonculus






Boskydell, IL

ITC in one club, RAI in the other.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Heroic Senior Officer





Western Kentucky

The new group I'm playing with is in the "As above and/or minor point tweaks, FOC restrictions but with official units/stats only (e.g no LOW units under 2000pts, 1-per-3 scatterbikes etc)" category.

If it used to be in apocalypse, its banned under 2k. The "don't be a @$#" rule is in effect for other things like super friends and the like, where unless you and another guy agree to it, leave it at home.

We mostly play kill team though, so the majority of the house rules consider it. For example, we pick warlord traits at the start of the game. The kill team traits vary wildly in usefulness for different kill teams so we didn't feel it was fair that an IG player could roll "slay warlord in a challenge" against a khorne player who gets zealot on his bezerker. We're also testing out rules that let players attack buildings at will to bring them down, since 80% of our terrain is buildings, to help tone down cover save armies (its not uncommon to see +2 cover saves every game)

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in fi
Locked in the Tower of Amareo





Rule change #1: 2nd edition. This fixes like 80% of issues.

Then whole bunch of changes to fix up minor annoyances and to make game more akin to our vision. Reduce stay-effects, quicken up hand to hand by simple d6+modifiers to get number of hits, bunch of weapon stats modified(we have been especially heavy on armour save modifiers to make non-terminator/non-inv saves to actually matter something) and some wargear/unit selection rules changed(for example remove pricey HQ's as requirements to lead to allow for smaller 750 pts armies to work etc).

Also whole scenario/army building is basically "screw it". Rather than making lists to equal point values we make up custom scenarios based on campaign which includes army lists themselves. This way we have nice variance on army lists rather than same units fighting it out and creates nice narrative for our games.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

 Crimson Devil wrote:
We dropped the wound allocation all together, and let the owner pick casualties.


This is the only good way to play 40k.

   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

The only house rules my FLGS uses are:

Dice that hit the floor are automatic fails, because they failed to hit the table.

In case of a draw, the better painted army wins.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in au
Thinking of Joining a Davinite Loge






Assault 6"+D6, -2 for charging through terrain.
Difficult terrain=1/2 movement.
Can assault out of a stationary vehicle.

My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
 
   
Made in us
Longtime Dakkanaut





Connecticut

ITC FAQ. Sometimes mission format.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Discard unachievable Maelstrom cards.

And... Um... I think that's it. Other than that, general stuff about sportsmanship, like asking to bring Knights in lower point games, but no real rule changes.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Flashy Flashgitz




Armageddon

I house rule that Dark Angels, Blood Angels, and Space Wolves have access to the betrayal at calith models.

Are you telling me that your goofy nonsense made-up chapter has contemptors but my founding legion doesn't? Get out of here.

I might have to try out the 'owner picks casualties' rule. It seems to work out great in Sigmar tbh and I hated the change when it first happpened in 40k.

"People say on their first meeting a Man and an Ork exchanged a long, hard look, didn't care much for what they saw, and shot each other dead." 
   
Made in gb
Missionary On A Mission






Our only house rules are that no models on the table is not an auto-lose as long as you have something in reserve, unless you have nothing on the table at the end of game turn 1 in which case you forfeit. Generally though the only rule is "it's fine as long as your opponent agrees". Also if you don't "WAAGH!" properly when using the WAAGH! special rule it doesn't count - that's non-negotiable.

- - - - - - -
   
Made in us
Missionary On A Mission



Eastern VA

We use a few:

Impossible Maelstrom cards can freely be tossed and redrawn, to include those that become impossible during play. (For example, I have Big Game Hunter, but my opponent's only MC/Vehicle dies to Perils of the Warp before I can kill it - toss, redraw, even though it's still his turn).

No "true Titans" below 3k (Revenant, Phantom, Warhound, Reaver, Warlord, Ta'Unar, Hierophant, Gargants and that sort. We generally permit Wraithknights, Knights, Baneblades, etc within reason above 1500 or so).

FAQ notwithstanding, enemy models can stand on or move over drop pod doors, provided they stay 1" from the hull and are otherwise moving legally. (IOW, this doesn't let you move in any way you normally can't, you just pretend drop pod doors don't exist.)

FAQ notwithstanding, Preferred Enemy, BS6+ and similar effects do allow a re-roll of Gets Hot on blast weapons.

Dice that fall off the table get re-rolled and that reroll doesn't count (so if it's for a twin-linked shot, say, you can still use that).

Actual no-op warlord traits can be rerolled, but they have to literally be useless, not just bad. For example, Fear on a guy that has Fear already, or +1 Initiative on a Keeper of Secrets or some kind of thing like that, where the Warlord Trait actually does nothing. But, Stubborn on a guy who's Ld 10 and Fearless already? Keep it. It's not actually a no-op. (or of course re-roll if you normally could.)

This message was edited 1 time. Last update was at 2016/11/03 17:08:02


~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
Made in pl
Wicked Warp Spider





Thank you all for voting! Hundred votes is enough to draw some conclusions from this.

First of all, it really suprises me, that ITC/ETC isn't more popular - from all that competetive focus in various threads I expected it to be one of the most dominant options. I assume, that some of you who voted for "RAI" or "Some minor houserules" play in fact a lot of tournament preparation games, just not enough to be the first choice (in other words, "ITC/ETC" votes are "canibalised" by just being "next best option").

What was to be expected is that "common sense" (options "RAI" and "Some minor houserues") is significantly more prevalent that "usual forum rants and flamewars" would indicate. People generally content with any given subject are less likely to be vocal about it. Also, as some responses in this thread indicate, those options are the best "safe ground" for people who might want to see a lot of official changes in 40K but are tired of rule lawyering or bad houserules and want to simply play a game...

Oddly enough, there seems to be some sort of balance in number of people who favor "creative expansion" and those who modify the game only by imposing significant restrictions.

But what this poll (and thread "testimonies") really show, is that if there is no "official body" to support it, most "proposed rules" discussed on dakka do not stick outside of small, closed groups.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

10% ITC seems about right. The competitive players are loud, but not that numerous. And GW knows it, which is why they focus on the 90% casual crowd.

As far as "house rules" go, there are 2 that stick:
1. ignore "impossible" Maelstrom objectives
2. owner determines wounds and casualties

This message was edited 1 time. Last update was at 2016/11/03 21:23:00


   
Made in nl
Longtime Dakkanaut






Ruins get often house ruled to they work like they did in 6th


Automatically Appended Next Post:
Doors are not solid walls, but openings.




Automatically Appended Next Post:
All 40k cool terrain is just terrain that doesnt have all those strange IoM buffing abilities, crates do not have those insane rules as suggested.

This message was edited 2 times. Last update was at 2016/11/03 21:27:29


Inactive, user. New profile might pop up in a while 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Oh, yeah, I forgot about "mysterious terrain" and "mysterious objectives". We basically never use those.

   
Made in pl
Wicked Warp Spider





 JohnHwangDD wrote:
10% ITC seems about right. The competitive players are loud, but not that numerous. And GW knows it, which is why they focus on the 90% casual crowd.

As far as "house rules" go, there are 2 that stick:
1. ignore "impossible" Maelstrom objectives
2. owner determines wounds and casualties


I was expecting that most folks will be casual/by the book, but exact figures closer to 25% for "standard formats" and 75% for various flavours of casual crowd.
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Impossible maelstrom (game, not turn) may be discarded.
The drop pod door rules in the FAQ/Errata are also ignored because they're insane.
Other than that, RAW with a touch of RAI as required with a dice off to settle the matter if an agreement can't be reached.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Longtime Dakkanaut




St. George, UT

I play a heavily modified 4th edition rule set with modified 5th ed or under codexs to match the rule set and our own percieved level of balance.

So yeah, house rules out the wazooo. But I am having fun again with this game, so its all good.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in us
Perfect Shot Dark Angels Predator Pilot





Eastern CT

My group uses the following house rules.

1: No Allies

2: 40% Troops minimum - you can use Formations and Detachments, but you're still required to get your 40% Troops from somewhere. Our Eldar players don't spam Scatbikes, so that hasn't been a problem needing addressing.

3: Psykers can only use their own power dice and those generated by the Harness the Warp roll at the beginning of the psychic phase. No giving each other power dice.

These three rules have given us a fabulous, relaxed environment that has also resulted in some very exciting tight games. Generally speaking, most of our games have been close. Only very rarely has there been a blowout.

Check out my brand new 40K/gaming blog: Crafting Cave Games 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

For random wounds for things like a transport exploding, the owner just picks the mooks that have to make the saving throws. Random wounds are a pain in the ass.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
 
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