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		<title><![CDATA[Latest posts for the thread "2nd edition Rules"]]></title>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ Just wanted to post some of my thoughts, these are just my opinions.<br /> And by the way from the format of the website and the yellow and black lines this appears as I website I used to visit in the 90's back then it was a "website" or a blog as it later became known.<br /> <br /> I tried playing 3rd edition but it really did not do it for me, too different for my tastes.<br /> Gave 6th ed a cursory glance, I like a bunch of stuff in it, looks like they brought back overwatch too.<br /> 2nd ed had its bad points but it had its good points, in the current system it is somewhat "paper rock scissors" when it comes to armor penetration and saves.<br /> In the 2nd ed all weapons had armor save modifiers. I do not remember exact numbers but for example you had a -1 to your save if you got hit with a bolt gun  and I think around -4 to your save if you got hit with a lascannon. ( not real numbers I forgot actual stats)<br /> Terminators rolled <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> and were generally tough to kill and cost a lot of points.<br /> <br /> I just like the fact that  weapons had graduated save modifiers versus "paper rock scissors" type situation. I think it is called <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value.<br /> <br /> What I like about new edition, close combat is fast and feasable. In 2nd edition it was painfully slow.<br /> It is made for large battles and I can field all those unites that I wanted to field without having an 8 hour game.<br /> <br /> Which is better? Neither!  One is a skirmish game, the other is a large scale battle game, both have their pros and cons.<br /> I would like to see armor save modifiers for weapons back in the game, but that is just my pet peeve I guess you could say.<br /> If you fail to have a good time with either of the rule set you need to find a new person to play with!<br /> Oh yes some things never change, G.W. are still a bunch of *bleep* and *bleep* *bleep* upon them *bleep*]]></description>
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				<pubDate><![CDATA[Wed, 22 Jan 2014 15:33:52]]> GMT</pubDate>
				<author><![CDATA[ Petrov]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ I agree with you, I'd love to see a return of armour save modifiers instead of <span class="glossaryitem" onmouseover='gp(6);'>AP</span> values (or even a combination, where some weapons could ignore, say, 5+ armour saves but didn't affect 4+ at all, but some other weapon just had a flat -1 to saves), and the modern combat mechanics are much more intuitive.<br /> <br /> Depending on your local group, it might be possible to find people to play 2nd Ed (if they've got the books), or alternatively create "house-rules" for 6th to make it more to your tastes.<br /> If you just play pick-up games though, you're kind of stuck with the default rules.]]></description>
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				<pubDate><![CDATA[Wed, 22 Jan 2014 16:50:52]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ I still think the change to the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system was one of the worst moves <span class="glossaryitem" onmouseover='gp(50);'>GW</span> made with <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. It's terrible for game balance. I've heard people say the current system is more logical... I think they're both equally logical, but the 2nd edition system was way better for balance.<br /> <br /> 2nd edition definitely had it's flaws. I enjoyed the combat system, but it did hamstring the game to being purely skirmish. Playing against Tyranids at any decent amount of points was just painful.<br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> kind of threw out the baby with the bath water when they went 2nd to 3rd. Things definitely needed to change with how close combat was handled and the game needed some tweaks, but other than that I really liked 2nd edition.<br /> <br /> I've never been able to find people to get together and play 2nd, unfortunately.]]></description>
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				<pubDate><![CDATA[Wed, 22 Jan 2014 18:54:37]]> GMT</pubDate>
				<author><![CDATA[ AllSeeingSkink]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ 2nd Edition always devolved into gunlines sitting in cover on overwatch waiting to be mullered by the massively overpowered characters. I much prefer the current edition to 2nd ed. The <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system actually allows heavily armoured troops to act as they should. ]]></description>
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				<pubDate><![CDATA[Thu, 23 Jan 2014 11:11:18]]> GMT</pubDate>
				<author><![CDATA[ Flinty]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ 2nd edition was worse for <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armor then 3rd to present rules set, because anything better then a lasgun had at least a -1 to the armor save. Heavy bolters and assault cannons were the weapons of choice for ranged death vs troops. Terminator armor shrugged off anything less powerful then melta weapons and tank busting heavy weapons. Assault cannons were also really good at killing vehicles. Which made terminators a really good unit since they were one of the few that could carry assault cannons, along with the effective <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 7 Dreadnought.  <br /> <br /> Models got to take both armor and field (invulnerable) saves.<br /> <br />  Vehicles could fire all their weapons each turn, and <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and Eldar vehicles all had targeters (+1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>) making vehicle fire extremely deadly. <br /> <br /> No instant death rule, but many weapons inflicted multiple wounds per hit, so they could effectively <span class="glossaryitem" onmouseover='gp(269);'>ID</span> quite a few things. <br /> <br /> Assault was brutal. Power weapons were cheap. Swords gave a parry. Combat was handled on model at a time, with multiple models in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> against one getting an advantage on the 2nd an following attacker. Character models were nastier in 2nd edition <span class="glossaryitem" onmouseover='gp(19);'>CC</span> then in 6th. Especially if they were psykers.  Evesor assassin where absolute nightmares. <br /> <br /> There were tons of special rules scattered throughout the books that were often easy to miss. Two examples I remember painfully as a tyranid player was that if a model equipped with a conversion field (iron halo in modern terms) made a successful field save then a burst of light was emitted. Any unit within a radius equal to the <span class="glossaryitem" onmouseover='gp(123);'>str</span> of the attack the field blocked that didn't have protected senses would be blinded ( until that player's turn after next? something like that) reducing the effected model's <span class="glossaryitem" onmouseover='gp(149);'>WS</span> to 1. Then you had to dig through the rules just to find out what were considered units with protected senses. Another quick one was that jetbikes could avoid being charged by choosing to say they were hovering high enough to stay out of melee, never beat my friend's elder army after he found that rule and bought guardians with jetbikes. <br /> <br /> 6th edition has some very weird rules (especially when you add the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> in) but overall is better written and balanced. Not saying 6th is great, and there are aspects of it I really dislike, but 2nd edition had some big problems with it as well. <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 23 Jan 2014 11:43:47]]> GMT</pubDate>
				<author><![CDATA[ Rumbleguts]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ I played assault oriented armies in 2nd, Flinty, never had an issue with overwatch and I played in a wide variety of places.<br /> I do miss the mark of Khorne giving a +1 on armor giving termies a 2+ armor save on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>. <br /> My other favorite parts<br /> -Displacer Field- make a save and teleport 1d6 inches away in a random direction<br /> -Plague Wind- turning half my opponents troops into PlagueBearers, When I say half, in a fight vs Nids, I literally turned more of his armies into Plaguebeareres than I had models to represent them.<br /> -Powerfist and chainsword combo on assault marines-hits with the powerfist and gets the parry of the chain sword. Everybody in the squad typically got this combo.]]></description>
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				<pubDate><![CDATA[Thu, 23 Jan 2014 13:15:22]]> GMT</pubDate>
				<author><![CDATA[ Col. Dash]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ Yeah special characters were incredibly powerful to the point of stupidity. Me and my friends never used them.<br /> <br /> Close combat was kinda slow and painful in 2nd ed.<br /> <br /> I disagree about the terminators, plasma weapons las cannons and plenty of other things could ruin their day too.<br />  <br /> To be honest I kinda really attached to them, they were an awesome and really tough unit. <br /> <br /> How many here had terminators or played against terminators in 2nd ed?<br /> Are they too powerful?]]></description>
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				<pubDate><![CDATA[Thu, 23 Jan 2014 15:11:07]]> GMT</pubDate>
				<author><![CDATA[ Petrov]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ Terminators in 2nd were really powerful. As mentioned, they rolled 3+ save on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>, which meant you have to kill them with lascannons (other anti tank weapons didn't have a high enough save modifier - a battlecannon for example was only a -3) or power fist equivalents and even then they had a good chance to survive. That wasn't the bad part though - they were one of the few units with access to assault cannons. <br /> <br /> Asault cannons had 3 sustained fire dice, and <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> each die's sides were 1,1,2,2,3,jammed (jammed guns couldn't fire for 1 turn). Against armor, each hit was as effective as 1 krak missile, and dealing 1d10 wounds per hit it could absolutely murder greater demons and big critters. and Space Wolves could field a huge amount of them.<br /> <br /> I had some very good 2nd edition games with a friend when we decided to use no psykers, no characters over X points, and use some line of sight blocking terrain at the center of the table. <br /> <br /> The thing I miss the most from 2nd edition wasn't actually the modifiers to hit or <span class="glossaryitem" onmouseover='gp(171);'>ST</span>, is the move stat. Especially for vehicles. Marine tanks were very fast and fun to use, compared to the 3rd-6th edition turtles.]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 14:35:17]]> GMT</pubDate>
				<author><![CDATA[ rowenstin]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6468295.page"><b>Petrov wrote:</b></a><br/>How many here had terminators or played against terminators in 2nd ed?<br /> Are they too powerful?</div></blockquote>They were pretty powerful. They were also pretty expensive, I think about 70pts each compared to a basic Marine that was around 30pts I think. Marines were the only thing with rapid fire back then, which allowed them to fire twice at full range and no penalty if they didn't move.<br /> <br /> Overall I liked the 2nd edition rules, I think most the problems just came from the codices rather than the rules themselves.]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 19:03:05]]> GMT</pubDate>
				<author><![CDATA[ AllSeeingSkink]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6472673.page"><b>AllSeeingSkink wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/575152/6468295.page"><b>Petrov wrote:</b></a><br/>How many here had terminators or played against terminators in 2nd ed?<br /> Are they too powerful?</div></blockquote>They were pretty powerful. They were also pretty expensive, I think about 70pts each compared to a basic Marine that was around 30pts I think. Marines were the only thing with rapid fire back then, which allowed them to fire twice at full range and no penalty if they didn't move.<br /> <br /> Overall I liked the 2nd edition rules, I think most the problems just came from the codices rather than the rules themselves.</div></blockquote><br /> And a pain in the  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> if you needed to make more than a few saves. You rolled <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> for your saves. Imagain that now against that 50 Model Gaurd Blob with the <i>"First Rank Fire!, Second Rank Fire!"</i> Order.]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 19:10:43]]> GMT</pubDate>
				<author><![CDATA[ Anpu42]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ 2nd edition Nids, Eldar, and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> all made the game virtually unplayable for everyone except those lists. The sonic blaster from 2nd STILL gives me the willies. I didn't win a single game of 2nd with <span class="glossaryitem" onmouseover='gp(10);'>BA</span>. Not one. Actually, I didn't even get close. Sounds like 6th on steroids....]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 19:37:31]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ 2nd edition was best with as much <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking terrain as you could find.<br /> That 50 model guard blob would be pretty useless against terminators, they could never all fire at the same target as models in their own unit block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>.<br /> <br /> Personally i like 2nd edition, however a lot of the extreme rules/units/wargear combos were <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d to have better balance, im lucky that i have all the white dwarfs from back then, without them it wouldn't be as much fun.<br /> <br /> 3rd+ definitely plays faster, and allows you more models on the table, (lower model count of 2nd makes it a much cheaper game though!)<br /> <br /> My gut feeling is that a revised and improved 2nd edition, would have been a better choice for the 3rd edition. They should have left large scale battles to the epic system.<br /> <br /> Standard terminators were 63 pts/model, Deathwing 68 and Wolf Guard 64 (thats Storm bolter + power fist)<br />  ]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 19:37:41]]> GMT</pubDate>
				<author><![CDATA[ machineuk]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ Wow. Terminators are only 23 pts cheaper than they were in 2nd. That's bad. Marines are 16 pts cheaper and started at 30. <span class="glossaryitem" onmouseover='gp(652);'>Teqs</span> need a LOT of work in 6th. ]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 19:40:50]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6472797.page"><b>machineuk wrote:</b></a><br/>2nd edition was best with as much <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking terrain as you could find.<br /> That 50 model guard blob would be pretty useless against terminators, they could never all fire at the same target as models in their own unit block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>.<br /> <br /> Personally i like 2nd edition, however a lot of the extreme rules/units/wargear combos were <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d to have better balance, im lucky that i have all the white dwarfs from back then, without them it wouldn't be as much fun.<br /> <br /> 3rd+ definitely plays faster, and allows you more models on the table, (lower model count of 2nd makes it a much cheaper game though!)<br /> <br /> My gut feeling is that a revised and improved 2nd edition, would have been a better choice for the 3rd edition. They should have left large scale battles to the epic system.<br /> <br /> Standard terminators were 63 pts/model, Deathwing 68 and Wolf Guard 64 (thats Storm bolter + power fist)<br />  </div></blockquote><br /> <br /> 50 Guradsman blob? I dont think you could pull that off in 2nd ed, things were much more expensive. Plus you could put them on overwatch, that is a whole lot of shots <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> How much did 50 guardsmen cost in 2nd ed with all the acoutrements ?]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 19:51:24]]> GMT</pubDate>
				<author><![CDATA[ Petrov]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ 10 man squad 100 points + heavy weapon 10-30, special weapon 6-10<br /> <br /> 5 squads need 2 command squads 75 points for the captains squad, 60 for a lieutenant + weapons for all.<br /> <br /> Could just about squeeze it all into a 750 point army if you left out a few heavy weapons.]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 20:07:31]]> GMT</pubDate>
				<author><![CDATA[ machineuk]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ hmm, that left you enough to throw in a leman russ too?<br /> Yeah I guess if you put in a perspective they were a "bit" overpowered <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> I still say that armor save modifiers need to make a comeback. ]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 20:48:18]]> GMT</pubDate>
				<author><![CDATA[ Petrov]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6473061.page"><b>Petrov wrote:</b></a><br/>hmm, that left you enough to throw in a leman russ too?<br /> Yeah I guess if you put in a perspective they were a "bit" overpowered <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> I still say that armor save modifiers need to make a comeback. </div></blockquote><br /> <br /> Yay! Make 3+ saves even worse then they already are!]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 20:50:19]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6468295.page"><b>Petrov wrote:</b></a><br/><br /> <br /> How many here had terminators or played against terminators in 2nd ed?<br /> Are they too powerful?</div></blockquote><br /> <br /> I played space wolves and had my "special terminator squad"  for thos opponents who were to cheesy with special characters or nasty ally combo's. Even though they were very nasty every so often it was fun to play such a retardedly firepower bastion as that (with Azrael allied in if the opponent I played was a real <span class="glossaryitem" onmouseover='gp(127);'>TFG</span>).<br /> <br /> But, nothing was more fun that some termies with one or mroe heavy flamers in the unit and the rest with twin lightning claws. Up close and personal as it should be done with Space wolves.<br /> <br /> In all honesty, I loved 2nd a lot more than the current rule set, even though the rules seemed like a huge mess they were mostly pretty well written with only a few really dumb things in it, which we in our regular playing group banned or houseruled.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 20:58:21]]> GMT</pubDate>
				<author><![CDATA[ Gertjan]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ If save modifiers were to make a comeback, <span class="glossaryitem" onmouseover='gp(269);'>id</span> say there would need to be a lot of weapons with a 0 modifier (most basic weapons lasgun etc)<br /> <br /> 2nd Ed <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> is 205 points]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 20:58:48]]> GMT</pubDate>
				<author><![CDATA[ machineuk]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6473073.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/575152/6473061.page"><b>Petrov wrote:</b></a><br/>hmm, that left you enough to throw in a leman russ too?<br /> Yeah I guess if you put in a perspective they were a "bit" overpowered <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> I still say that armor save modifiers need to make a comeback. </div></blockquote><br /> <br /> Yay! Make 3+ saves even worse then they already are!</div></blockquote><br /> <br /> Never had problems with saves in 2nd ed, it affected EVERY ONE across the board so it evened out. <br /> There was no paper rocks scissors effect like there is now with weapons.]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 21:29:58]]> GMT</pubDate>
				<author><![CDATA[ Petrov]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ As a vet of 2nd, I have to say I largely prefer the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system, as modifiers really eroded the benefit of any armour other than <span class="glossaryitem" onmouseover='gp(332);'>TDA</span>. <br /> <br /> To Hit modifiers in lieu of cover saves however, is something I'd really get behind. ]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 22:07:05]]> GMT</pubDate>
				<author><![CDATA[ Azreal13]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ About the only thing I have a problem with about 2nd edition save modifiers is that too many guns that are "-1", should be "0", like basic ranged weapons for each army.  I think the numbers for the heavy weapons were/are perfectly fine, but the low-end is not "low" enough.<br /> <br /> I think 2nd edition is an awesome ruleset as long as you don't try to force it to handle armies of a size equivalent to modern editions, because that's where it breaks down.  remember that points values in modern <span class="glossaryitem" onmouseover='gp(3);'>40K</span> are in many instances 50% of what they were in 2nd edition.<br /> <br /> I refuse to believe that 2nd edition's rules were as much of a mess as many people "claim". when so many other people have nothing but praise for Necromunda, which uses nearly the exact same rules for hand-to-hand and ranged combat, though admittedly the game flows much faster with Necromunda-sized forces using those rules.<br /> <br /> I actually encourage people to try out the 2nd edition rules with friendly games of 300-500pt forces and all rules governing squad cohesion removed.  You pretty much end up with the fun of Necromunda with the other races of <span class="glossaryitem" onmouseover='gp(3);'>40K</span> involved (or at least those from the 2nd edition era, which rules out Tau and most of the Necrons' forces).  The army section restrictions automatically limit how powerful vehicles and characters could otherwise be in such small games, too.]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 22:23:35]]> GMT</pubDate>
				<author><![CDATA[ AegisGrimm]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ Yeah I guess the overall <span class="glossaryitem" onmouseover='gp(6);'>ap</span> penalties could be reduced but still keep the system so there can be a gradient of a weapons power.<br /> <br /> 2nd edition was a bit more "tactical"<br /> Every one was harder to hit if they were in cover.<br /> <br /> Now it is a parade of power armor out in the open.]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 22:55:47]]> GMT</pubDate>
				<author><![CDATA[ Petrov]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><cite>Martel732 wrote:</cite>Wow. Terminators are only 23 pts cheaper than they were in 2nd. That's bad. Marines are 16 pts cheaper and started at 30. <span class="glossaryitem" onmouseover='gp(652);'>Teqs</span> need a LOT of work in 6th. </div></blockquote>Marines were more capable back then with full range rapid fire that no one else had on their base troops. Their armour might have been less effective, but the enemy would have to survive a real torrent of fire.<br /> <br /> <blockquote><div><cite>machineuk wrote:</cite>If save modifiers were to make a comeback, <span class="glossaryitem" onmouseover='gp(269);'>id</span> say there would need to be a lot of weapons with a 0 modifier (most basic weapons lasgun etc)<br /> <br /> 2nd Ed <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> is 205 points</div></blockquote>Yeah, some of the small arms that had a -1 modifier could probably do with no modifier. Though it didn't really bother me that Marines effectively had a 4+ save because most things were at least -1 (autoguns were 0 modifier though, which was meaningful to me as one of my main opponents took a lot of them with gretchin).<br /> <br /> <blockquote><div><cite>azreal13 wrote:</cite>As a vet of 2nd, I have to say I largely prefer the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system, as modifiers really eroded the benefit of any armour other than <span class="glossaryitem" onmouseover='gp(332);'>TDA</span>. </div></blockquote><br /> My main gripe with the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system is that it is inherently unbalanced. Some weapons should be more effective against armour than others, yeah, but the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system is unbalancing because a weapon with AP4 should really be worth a different amount of points depending on which army you are playing against. Against marines, AP4 is worth almost nothing, against an army that primarily has 4+ saves, it's worth a lot more.<br /> <br /> It just makes the armies unbalanced relative to each other and favours list tailoring. Too rock-paper-scissors for my liking.]]></description>
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				<pubDate><![CDATA[Sat, 25 Jan 2014 08:03:18]]> GMT</pubDate>
				<author><![CDATA[ AllSeeingSkink]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6474348.page"><b>AllSeeingSkink wrote:</b></a><br/><br /> My main gripe with the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system is that it is inherently unbalanced. Some weapons should be more effective against armour than others, yeah, but the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system is unbalancing because a weapon with AP4 should really be worth a different amount of points depending on which army you are playing against. Against marines, AP4 is worth almost nothing, against an army that primarily has 4+ saves, it's worth a lot more.</div></blockquote><br /> <br /> Changing cost based on the opponent sounds like the wrong way of balancing things.<br /> <br /> If a unit comes stock with a crappy gun then that should be baked into the units cost and the cost of adding to the unit or upgrading the units weapons. You could just work out the stats of 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> marines in a shoot out vs 10 Guardsmen. Who would win? Now keep adding Guardsmen till that balances out... That could work for an approx. baseline for points.<br /> <br /> Anyways, as for 2nd Edition... I'd love a hybrid of overwatch from that edition and 6th. Basically you could take snapshots (6th) only if your unit didn't move or shoot (2nd) and plus I think 2nd required you to declare the unit was on overwatch.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 25 Jan 2014 18:40:42]]> GMT</pubDate>
				<author><![CDATA[ gravitywell]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6475597.page"><b>gravitywell wrote:</b></a><br/>Changing cost based on the opponent sounds like the wrong way of balancing things.</div></blockquote>Exactly, that's my point, that's why I don't like the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system. It's a system where weapons and troops have wildly varying values against different opponents. A Heavy Bolter is worth almost nothing against a Space Marine. It's worth heaps against Tyranid Warriors though. If we had a save modifier system instead of the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system, you could make a Heavy Bolter -2 armour save, that way it has similar value against both a Space Marine and also against a Tyranid Warrior.]]></description>
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				<pubDate><![CDATA[Sat, 25 Jan 2014 18:49:22]]> GMT</pubDate>
				<author><![CDATA[ AllSeeingSkink]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ I miss to hit modifiers, coupled with modifiable armor saves and the abilit to roll an invulnerable and armor save. Don't forget marines and vehicals had targeters which gave plus one to hit. None of this <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 ignoring cover stuff that exists today. Oh yeah, I killed Abbadon with Dante in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in 2nd Ed... Just sayin!]]></description>
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				<pubDate><![CDATA[Sat, 25 Jan 2014 21:21:28]]> GMT</pubDate>
				<author><![CDATA[ TheLionOfTheForest]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ At the 2000 point level, 2nd Edition rules were a pain in the hoop to work through.  Also, blind grenades.  These little beauties left a persistant blast marker on the table that blocked shooting and <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>... and had a chance to drift in a random direction every turn.  "That doesn't sound too bad" I hear you young 'uns say... but then, recall that EVERY vehicle in the <span class="glossaryitem" onmouseover='gp(533);'>IoM</span> armory could get them, some Xeno vehicles could, quite a few infantry models had access to them, and they typically fired off in clusters of three templates.<br /> <br /> Now, picture the table in a battle between two <span class="glossaryitem" onmouseover='gp(533);'>IoM</span> factions... Marines v <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, lets say... around turn four, there could be upwards of forty or more 4" diameter blast templates blocking line of sight IN ADDITION to whatever terrain already existed on the board.  It was not uncommon at our <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> for players to run out of photocopied blind grenade templates during a battle.<br /> <br /> And blind grenades were not the only things to leave persistent templates on the board; they were just the most common (plasma grenades/missiles were annoying, but vortex grenades were straight-up terrifying).<br /> <br /> Hand to hand was an overly-complicated pain in the rear end that made it virtually impossible for anything that wasn't a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Captain armed with two power swords to win combat against a basic Genestealer (WS6 and A4 on a basic troop model?  That sounds perfectly reasonable!) because you added your highest Attack die roll to your <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and compared it to your opponent's roll.  However many points you beat them by was how many times you HIT them; now roll to wound for each hit!<br /> <br /> Armor save modifiers were horrible, as EVERYBODY's basic infantry gun had at least a -1 save.  This meant <span class="glossaryitem" onmouseover='gp(119);'>SM</span> were usually rolling 4+ instead of 3+, <span class="glossaryitem" onmouseover='gp(69);'>IG</span> never got a save, even against Orks (who used Boltguns) Orks never got a save unless they were in Mega Armor, and any Eldar who wasn't an Aspect Warrior could safely assume he was dead in the first shooting phase (especially since Eldar were among the last armies to get a transport vehicle model for squishy infantry to hide in).<br /> <br /> Sniper rifles wounded everything on a 4+, except for a laundry list of things that were immune to them (including ALL Tyranid/Genestealers, Daemons, Thousand Sons Marines, etc) which meant nobody ever took snipers except to fill out points (there was no such thing as "pinning" in those days... which made it about the only thing they didn't have a rule for, actually).<br /> <br /> Characters could take any wargear off of an absolutely huge list (with the possibility of a FREE bonus item, if you drew the right Strategy Card before the game) which led to some very abusive combinations cropping up in the meta.  Not to mention characters (not even special characters) could be fairly <span class="glossaryitem" onmouseover='gp(280);'>OP</span>... the generic, non-temple Imperial Assassin was a certified murder machine with no brakes.  I once killed 1000 points of a 2000 point Ork army with a single 300-odd point Assassin model.<br /> <br /> And don't get me started on psychic powers...  they were a hot mess from the word go.<br /> <br /> Oh god, the horrors of 2nd Ed!<br /> <br /> Oddly enough, as someone mentioned earlier, the exact same rules that made 2nd Ed a bloated nightmare of a platoon-level game made for a very good squad-based game in Necromunda.  Although, that may have had something to do with the very limited selection of gear and weapons in Necromunda, which limited the number of <span class="glossaryitem" onmouseover='gp(280);'>OP</span> combos you could get... also, nobody had more than 15 models on the board at a time, which helped things move quickly.<br /> <br /> Third Edition was a much needed streamlining of the rules.  The only thing I didn't like about 3rd edition was the way it nerfed vehicles hard.  It used to be that a tank could move and shoot all of its weapons, as tanks were expensive models to field, and gosh, why the feth WOULDN'T a tank be able to move 6 meters and shoot every Emperor damned gun?  Movement made it harder to hit your target, but at least you had the chance to TRY.<br /> <br /> That was why I liked 4th Eds vehicle rules better than any edition since then.<br /> <br /> Some people like to look back on 2nd Ed with rose-colored glasses and claim it was some kind of utopia of balanced rules and happy players and absolutely no rage, but they are all insane.<br /> <br /> The rules were just as fethed-up then, only in different ways.  The balance was just as much out of whack, only it benefitted different armies.<br /> <br /> I will admit to missing the creative freedom and wide-open possibility of the armies in 2nd Ed... Admech troops?  They had rules.  Genestealer cults?  They had rules (and models)!  Chaos armies that felt chaotic?  They had those (until the codex, anyway)!  Beastmen and cultists in Chaos armies?  They had those!  Ork armies where the different clans you used actually affected your army?  They had those!  Squats? They had those!<br /> <br /> Space Marines allied to Imperial Guard AND Orks because of a rule oversight?  They had those!]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 07:29:27]]> GMT</pubDate>
				<author><![CDATA[ squidhills]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ I think all that 2nd ed needed to be a solid game, better than 3rd onwards, tweak the close combat system (it was actually a good system for a skirmish game, just not for 50+ models) and then rewrite the codices to be a bit less wacky and unbalanced. Oh, and the psychic powers needed to be changed. Save modifiers were fine, they just needed to change it so most basic weapons didn't have -1 armour save. Even the flashlight (lasgun) had -1 armour save from memory.]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 08:03:39]]> GMT</pubDate>
				<author><![CDATA[ AllSeeingSkink]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6477182.page"><b>squidhills wrote:</b></a><br/>At the 2000 point level, 2nd Edition rules were a pain in the hoop to work through.  Also, blind grenades.</div></blockquote><br /> <br /> How could I forget the blind grenades. They (and flamers) were an excellent way to neutralize characters; is a model was inside a blind grenade he lost it's turn and had to move randomly some distance. Flamers had a chance (4+) to set models on fire, dealing automatic hits and, unless they were berserkers or had terminator armor, were forced to move randomly and do nothing. <br /> <br /> Now I recall the mark of Khorne giving +1 to srmor <span class="glossaryitem" onmouseover='gp(171);'>ST</span>, same as in WFB. 2+ in <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> terminator armor? Sure!<br /> <br /> <blockquote class="uncited"><div> any Eldar who wasn't an Aspect Warrior could safely assume he was dead in the first shooting phase (especially since Eldar were among the last armies to get a transport vehicle model for squishy infantry to hide in)</div></blockquote><br /> <br /> HIding in transports was a really bad idea, as most of the hits on the hull meant the passengers were killed. No save, no roll of the die, straight up killed. I don't recall anybody using transports for more than one turn, The funny thing is, you could disembark from transports no matter how much it had moved, though doing so at high speeds caused a high <span class="glossaryitem" onmouseover='gp(123);'>Str</span> hit. But if you had a character with a lot of wounds and a invulnerable save, you could ignore that and zoom in your rhino directly into the enemy's deployment zone (rhinos were fast those days)]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 09:58:07]]> GMT</pubDate>
				<author><![CDATA[ rowenstin]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ i think the truth of 2nd edition is somewhere between the rose-tinted look and the horror stories.<br /> A lot of the horrors stories are exaggerated, or i some cases just plain wrong.<br /> Likewise some of the better aspects are mis-remembered or stripped of their frustrating/broken aspects.<br /> <br /> I've played a lot of 2nd edition and still do. <br /> I find that most of the scarier combos are rarely worth points. Characters although lethal in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> spend most of the game out of it (assassins are the exception to this, the Eversor in particular is proper scary!) <br /> Most games are settled by heavy weapons, (playing with tyranids are exception to this, their success tends to relate to how many genestealers make it in to <span class="glossaryitem" onmouseover='gp(19);'>CC</span>)<br /> how many, how accurate, how well deployed and maneuvered.<br /> <br /> For me the great strength of 2nd edition is in the army lists. The flexibility allows you to create a large number of different armies from a single list, and very few lists were 'unbeatable' or 'useless'.<br /> <br /> The big downside is that it was a very different game at the end of its life compared to the beginning. Many extreme options had been limited or removed ( i still have the <span class="glossaryitem" onmouseover='gp(143);'>WD</span> where we were told to destroy Virus grenade and Virus outbreak cards)<br /> Speeding up the game could have been achieved by removing most of the quirkier and underused aspects (eg tanglefoot grenades), removing some of the randomness (eg expanding/contracting/moving templates),<br />  and tidying up <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> (experienced players with lots of different coloured dice could resolve it quite quickly, but it was a real drag for beginners)<br /> <br /> A revised 2nd edition could have been done, but wouldn't have required the doubling of army size and therefore increased spending on models that 3rd did. (cynical hat on there!)<br /> <br /> If anyone has questions about 2nd then fire away, i still have all rulebooks, codexes and most of the <span class="glossaryitem" onmouseover='gp(143);'>WDs</span> from that version]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 15:41:37]]> GMT</pubDate>
				<author><![CDATA[ machineuk]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ I basically play games of "revised" 2nd edition, because they are friendly games where we have decided to ignore all the parts of the game that didn't add to the fun, like anything with Vortex or virus in the name (<span class="glossaryitem" onmouseover='gp(84);'>lol</span>), and we simply don't use blind grenades.  <br /> <br /> I refuse to believe that 2nd edition was some giant abortion of a ruleset that everyone seems to like to claim that it was.  You could probably come up with just as big a list of list of things about 6th edition that aren't fun in that edition, too.]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 19:39:07]]> GMT</pubDate>
				<author><![CDATA[ AegisGrimm]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ You can refuse to believe it, but after experiencing sonic blasters, plague grenades, warp spiders, and cheap hormagaunts, you can keep your 2nd edition.]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 19:53:03]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6477352.page"><b>rowenstin wrote:</b></a><br/><br /> <br /> Hiding in transports was a really bad idea, as most of the hits on the hull meant the passengers were killed. No save, no roll of the die, straight up killed. I don't recall anybody using transports for more than one turn, The funny thing is, you could disembark from transports no matter how much it had moved, though doing so at high speeds caused a high <span class="glossaryitem" onmouseover='gp(123);'>Str</span> hit. But if you had a character with a lot of wounds and a invulnerable save, you could ignore that and zoom in your rhino directly into the enemy's deployment zone (rhinos were fast those days)</div></blockquote><br /> <br /> Hits on a vehicle only killed passengers if the vehicle was destroyed.  Of course, with the location-specific damage tables, vehicles had 99 ways to die in a turn (lets see... I hit your treads and rolled a 5... your Land Raider flips over onto its roof and lands <span class="glossaryitem" onmouseover='gp(24);'>D6</span>" in a random direction... oh, directly on top of your Librarian!), so they did tend to explode more often than in later editions, but every transport that wasn't carrying Orks was immune to the basic infantry weapon, so Rhinos, Chimeras, and the rest wouldn't get popped by mass boltgun fire.  As long as you kept them clear of heavy weapon sight lines (or put something on the table people wanted to shoot at more, like 3 Leman Russes) you could keep them around for a few turns.<br /> <br /> Or you could employ decoy transports.  Remember; transports were purchased from the vehicles allotment.  There was no such thing as dedicated transports.  You could buy three Rhinos and legally put a squad in only one of them.  Typically, players in my area would announce that a squad was beginning play in a Rhino, then write down on a scrap of paper *which* Rhino had the squad in it.  If that Rhino were destroyed or if the squad popped out of it, the player would show the paper to his opponent to prove the squad had been in that particular Rhino all along.<br /> <br /> As for deploying from a transport that had moved and taking damage, this was used as a tactic in my area so often it got a little silly.  Ten Beastmen in a Rhino, move it 12" at the enemy, jump out, take a S10 hit (its ok, I have 2 wounds on each model) then charge 8" into my opponent's face.  It was glorious.  Then the next opponent I played pulled the same stunt on me, but with Ogryns in a Chimera.  They have more than 2 wounds... and guns that automatically hit when fired at targets closer than 12"... Then our local Squat player put an Ancestor Lord in Exo Armor with Conversion Field on a bike, drove him 18" at the enemy and had him jump off the bike.  That led to a S10" hit, with a conversion field flash-blind RADIUS of 10"... I forget who he was fighting, but half his deployment zone couldn't see to shoot for the rest of the battle.  Oh, the shenannigans we used to get up to in 2nd Ed.]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2014 23:59:11]]> GMT</pubDate>
				<author><![CDATA[ squidhills]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6478578.page"><b>Martel732 wrote:</b></a><br/>You can refuse to believe it, but after experiencing sonic blasters, plague grenades, warp spiders, and cheap hormagaunts, you can keep your 2nd edition.</div></blockquote><br /> <br /> Warp Spiders! I still have an irrational fear of them to this day. They made me fear to send my Bloodthirster out into combat. Imagine a giant demon who in 2nd edition was a BOSS, looking around every corner and kneading his hands in nervous agitation as he looked for any signs of warp spiders.<br /> <br /> I loved 2nd ed, but 6th is a better game.<br /> <br /> That said, I would love a re-done 2nd edition with all the new 6th ed units and such as a side game.]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2014 00:43:46]]> GMT</pubDate>
				<author><![CDATA[ MWHistorian]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ I have never played 2nd edition, but from the comments I have read about it the system seems to be very good for casual games between friends...and not much else.<br /> <br /> Although the vehicle hit location charts are something I would very much like to experience at least once in my life.]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2014 01:23:09]]> GMT</pubDate>
				<author><![CDATA[ dementedwombat]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/575152/6478578.page"><b>Martel732 wrote:</b></a><br/>You can refuse to believe it, but after experiencing sonic blasters, plague grenades, warp spiders, and cheap hormagaunts, you can keep your 2nd edition.</div></blockquote>Again, all problems with 2nd edition armies, not 2nd edition rules. Overall, I think 2nd edition rules were just a few tweaks away from being solid.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/078f1848c791a9b61d733e45dbadd6ae.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/575152/6479357.page"><b>dementedwombat wrote:</b></a><br/>I have never played 2nd edition, but from the comments I have read about it the system seems to be very good for casual games between friends...and not much else.<br /> <br /> Although the vehicle hit location charts are something I would very much like to experience at least once in my life.</div></blockquote><span class="glossaryitem" onmouseover='gp(3);'>40k</span> has never really been good for anything more than casual games between friends and still isn't. It's always required tweaks to actually be balanced. That was the case in 2nd edition and that's the case now.]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2014 14:15:07]]> GMT</pubDate>
				<author><![CDATA[ AllSeeingSkink]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I have never played 2nd edition, but from the comments I have read about it the system seems to be very good for casual games between friends...and not much else. </div></blockquote><br /> <br /> I very much agree.  But then again, those were the days where that was what <span class="glossaryitem" onmouseover='gp(3);'>40K</span> was SUPPOSED to be played like.  <span class="glossaryitem" onmouseover='gp(3);'>40K</span> <u>used </u>to be a laid-back casual affair.<br /> <br /> <blockquote class="uncited"><div>Again, all problems with 2nd edition armies, not 2nd edition rules. Overall, I think 2nd edition rules were just a few tweaks away from being solid.</div></blockquote><br /> <br /> That could be true.  I have limited experience with Chaos Marines in 2nd ed, and absolutely none with Tyranids.  But 2nd edition <u>had </u>to be mechanically sound, or no one would like Necromunda (or to a limited group, Gorkamorka).  Because shooting and close combat are the same, and every weapon in Necromunda has the exact same profile as that weapon has in 2nd edition.  Sure, there are more weapons that are more powerful than those in Necromunda, but there are also many more ways to splatter that guy with such a powerful weapon.  <br /> <br /> The only mechanic of 2nd edition that is inescapable and cumbersome is close combat.  I would not want to run a close combat army in 2nd, because the game could take hours longer than it should.  But in small model count games where combats tend to be one-on-one or with very small groups, it works just fine.]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2014 14:51:38]]> GMT</pubDate>
				<author><![CDATA[ AegisGrimm]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ Yeah, close combat is one of the "tweaks" I'd make to 2nd, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. The 2nd ed system was fun as long as you had no more than, ohhh, say 40 models a side, anything more than that it got cumbersome.]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2014 15:24:06]]> GMT</pubDate>
				<author><![CDATA[ AllSeeingSkink]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ i generally play 1500pts for 2nd. <br /> That level keeps games manageable, and forces you to make difficult decisions when list building (especially with marines, where it was tough to get more than 20 marines in if you wanted any vehicles)<br /> That was the point level for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> tournaments back then, and their tournaments normally had a load of restrictions too. A pointer that they knew the game needed work.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2014 15:45:14]]> GMT</pubDate>
				<author><![CDATA[ machineuk]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ I played 2nd at my local <span class="glossaryitem" onmouseover='gp(50);'>GW</span> store every Saturday for about two years. I think I must have been quite lucky after having read some descriptions of how beardy players could ruin the fun with gun-line armies, vortex grenades, uber characters and the like.<br /> <br /> I still haven't had chance to play 6th yet so I cannot compare the two but when 3rd came out, it was a swifter game which certainly was fun to play, but it lost a lot of character I think. <br /> <br /> Taking out several (at least two, maybe three) genestealers in <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> with a devastator was a moment I shall never forget, alongside another occasion when some chap crowed about how his Khorne Berseker army would cream my measily two combat squads army only for me to kill, in one hit on the first turn, his entire havoc squad with a well placed heavy plasma gun shot and then mowing down his berserkers as they slowly ran across the table.<br /> <br /> Assault in 3rd seemed much too powerful to me with the focus on unit rather than individual combat. My first introductory game in 3rd was five marines versus ten dark eldar. The marines were reduced down to the sergeant in return for no kills, who then assaulted, killed one dark eldar  and routed the whole unit, over running them and killing the lot; fun for me as the marine player but not so realistic I thought.<br /> <br /> On the subject of terminators, they've always been a favourite of mine, but I remember a dreadful game with ten terminators  plus terminator characters, during 3rd where they got butchered in two turns by an eldar player; hardly representative of what they are supposed to be capable of in the background. On the other hand, it was a truly amazing thing to witness Abaddon and a full terminator bodyguard get killed to only one model in a single turn due to some truly horrendous dice rolling back in 2nd.<br /> <br /> 2nd had some rules that could make gameplay slow and stodgy and though I didn't encounter it myself, I believe others when they talk about beardy cheesemongers creating stupid armies but it would seem that those people still exist. The real problem as I see it with all subsequent Editions is that Games Workshop realised that some people are willing to pay silly money just so they can stomp on anyone they might play against and will buy three of the big expensive uber units. They also realised that making a swifter game with compulsory unit choices also meant those (like myself probably who only fought with ten marines in 2nd with, eventually some terminators and dreadnoughts and a bike squadron, simply because I find tanks and bigger models too cumbersome to carry around for a game and so I had little interest in buying such things then and only have the intention to buy such models now simply for the fun of making them) would be forced to buy more models. I completely see the business sense in such a move but, for me, I would rather play a smaller, narrative oriented game (for which 2nd was fairly ideal) than a horde versus horde game which is how the newer Editions seem to me as somewhat of an outsider to the game now.<br /> <br /> I know people moan about 'herohammer' but at least it had heroes, characters that you could create and have it actually mean something in the game (anyone remember the white dwarf article that allowed you to design your own Chapter Master?). From what I see now from other people discussing the game, it seems more about who can afford and be beardy enough to use three Riptides or three Heldrakes. That doesn't seem like much fun to me.]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2014 23:54:02]]> GMT</pubDate>
				<author><![CDATA[ Gogsnik]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ I suspect people's perceptions of 2nd are very much a product of the environment they played in. <br /> <br /> Remember, the Internet wasn't as all pervasive as it is now, access was limited to using a <span class="glossaryitem" onmouseover='gp(331);'>PC</span>, which was still a relatively expensive investment for a young person. <br /> <br /> Consequently, if you played largely as I did (within a small group of friends in a vacuum, rarely owning more than one of any unit, often only at minimum size, we didn't write a list, whoever had travelled to the hosts house added up the points of what they brought, and them the host picked models to match that) then you're far more likely of having fond memories of it. <br /> <br /> When I see people talking about some of the broken stuff now, it surprises me, because in my little bubble, it just passed us by. <br /> <br /> I guess that might be how <span class="glossaryitem" onmouseover='gp(50);'>GW</span> think the player base still operates!]]></description>
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				<pubDate><![CDATA[Tue, 28 Jan 2014 01:24:54]]> GMT</pubDate>
				<author><![CDATA[ Azreal13]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/89d430d85d83f218a2c87d99c6417a33.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/575152/6482724.page"><b>azreal13 wrote:</b></a><br/>I suspect people's perceptions of 2nd are very much a product of the environment they played in. <br /> <br /> Remember, the Internet wasn't as all pervasive as it is now, access was limited to using a <span class="glossaryitem" onmouseover='gp(331);'>PC</span>, which was still a relatively expensive investment for a young person. <br /> <br /> Consequently, if you played largely as I did (within a small group of friends in a vacuum, rarely owning more than one of any unit, often only at minimum size, we didn't write a list, whoever had travelled to the hosts house added up the points of what they brought, and them the host picked models to match that) then you're far more likely of having fond memories of it. <br /> <br /> When I see people talking about some of the broken stuff now, it surprises me, because in my little bubble, it just passed us by. <br /> <br /> I guess that might be how <span class="glossaryitem" onmouseover='gp(50);'>GW</span> think the player base still operates!</div></blockquote><br /> That's pretty much my experience with 2nd. It's also how I still like to play, though when I go to stores, I have different expectations and I realize that the gaming culture has changed as well. Spamming something to win wasn't even a concept with us.]]></description>
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				<pubDate><![CDATA[Tue, 28 Jan 2014 01:51:59]]> GMT</pubDate>
				<author><![CDATA[ MWHistorian]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ Spamming to win is virtually unheard in 2nd edition because of several factors:<br /> <br /> 1. Unit cost,<br />  the higher cost of most units in 2nd compared to now means that in any normal battle size there just wasn't the points available to do it.<br /> <br /> 2.Effectiveness of units<br /> Kind of links to 1. any unit worth spamming was too expensive, any unit cheap enough wasn't really worth it.<br /> <br /> 3. Army Structure<br /> with most armies the 50% limit on support makes spamming difficult.<br /> take space marines as an example<br /> 1500pt army<br /> min 375 on squads<br /> min 100 on captain<br /> max 750 on vehicles<br /> so in that 750 you could fit in 3 dreads, but spending all those points on 3 models means you would have a very small army perhaps 15 models total<br /> against most opponents you would be swamped, making it very difficult to achieve your mission objective and therefore win.<br /> <br /> take imperial guard as another example<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> come in platoons of <span class="glossaryitem" onmouseover='gp(184);'>cmd</span> sqaud + 1-3 inf/heavy squads<br /> now you can only have 1 vehicle for each squad you have (apart from chimeras which could be taken as transports for squads)<br /> so again cost comes into it an inf sqaud is min 100pts, a chimera 145, and a <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> 205<br /> you could spam chimeras and maybe get 5/6 into a 1500pt army, but you would struggle against heavily armoured troops and vehicles (power armour/terminator armour/ <span class="glossaryitem" onmouseover='gp(9);'>av</span> 15+)<br /> <br /> In my experience a flexible varied list is the way to go in 2nd. Especially if you dont know what your opponent is taking or what mission you will get<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 28 Jan 2014 12:33:48]]> GMT</pubDate>
				<author><![CDATA[ machineuk]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ The reality of 2nd is that you definitely had to have a group that was capable of seeing something as broken and unfun, and then deciding to never do that again because "it made for a dumb game".  And that's been true ever since those days, it's just losing out in modern days to <span class="glossaryitem" onmouseover='gp(323);'>WAAC</span> players.  <br /> <br /> Also, the guys that consistently made the game horrible (which I guess I am also in the small group that never experienced such a thing) in 2nd edition, if they are still around, are doing the same thing in 6th edition- just with different parts of the game.  <br /> <br /> It's more problem of the gamer rather than the game.  I know right now I could play a game of 2nd edition with a Warboss with some fun gear, a couple squads of boyz, a herd of gretchin and either a min-strength bike squad or a dreadnought, and have a really fun game.  <br /> <br /> Or have a perfectly legal all-Terminator Ultramarines "1st Company" force.  I know that was one of the coolest parts of the game, where certain armies weren't tied to certain codexes.  I didn't <u>have </u>to have the Angels of Death codex if I wanted to play the Terminator-armored veterans of a generic chapter of my own.]]></description>
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				<pubDate><![CDATA[Tue, 28 Jan 2014 14:10:38]]> GMT</pubDate>
				<author><![CDATA[ AegisGrimm]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ Or you could write rules that people can't take advantage of. ]]></description>
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				<pubDate><![CDATA[Tue, 28 Jan 2014 14:25:09]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(50);'>GW</span> can't do that, proven by over 25 years of <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.]]></description>
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				<pubDate><![CDATA[Tue, 28 Jan 2014 14:37:28]]> GMT</pubDate>
				<author><![CDATA[ AegisGrimm]]></author>
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				<title>2nd edition Rules</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(50);'>GW</span> have had decent rules in other games, just not <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.]]></description>
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				<pubDate><![CDATA[Tue, 28 Jan 2014 14:39:25]]> GMT</pubDate>
				<author><![CDATA[ AllSeeingSkink]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ Yeah, but after 20 years of playing varoious editions of <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, Necromunda, Gorkamorka, Epic <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, and Battlefleet Gothic, there are always instances where players cooperate to either ignore or house rule some part of the rules.  People think lots of the codexes for 2nd were overpowered (and some obviously were), but then lots of people are currently hating Eldar and Tau in 6th edition, or the Necrons when they came out in Battlefleet Gothic. ]]></description>
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				<pubDate><![CDATA[Tue, 28 Jan 2014 15:25:58]]> GMT</pubDate>
				<author><![CDATA[ AegisGrimm]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, 2nd ed <span class="glossaryitem" onmouseover='gp(3);'>40k</span> core rules were a few tweeks away from being a solid rule set.(As previously discussed.)<br /> (6th edition needs a major overhaul to arrive at a half decent rule set.)<br /> <br /> The codex books needed some serious pruning/balancing , but then thats the case with every edition of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> <span class="glossaryitem" onmouseover='gp(3);'>40k</span> 2nd ed was the last edition using <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> skirmish rules for a skirmish rule set.And so was probably the best edition in terms of game mechanics and resolution methods delivering the intended game play.<br /> <br /> Using <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> skirmish rules for a modern battle game , is just not that effective , in terms of clarity and brevity.(You have to add loads of additional rules to cover the game play.)]]></description>
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				<pubDate><![CDATA[Wed, 29 Jan 2014 10:46:29]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:2nd edition Rules</title>
				<description><![CDATA[ True.  The 2nd edition mechanics were part of the fun of Necromunda, which being a completely different type of game allows an overview of the basic mechanics of 2nd edition without the possible beardy-ness of the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> codexes coloring anything for the outside viewer.  If Necromunda would have been done with the mechanics of 3rd edition-onwards, (I think) it would likely have been a great deal less fun to play for what it was supposed to deliver.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/575152/6489617.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/575152/6489617.page</link>
				<pubDate><![CDATA[Wed, 29 Jan 2014 22:51:35]]> GMT</pubDate>
				<author><![CDATA[ AegisGrimm]]></author>
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