I was looking for this topic all over and since i'm new member since yesterday and now able to use the search engine, i finally found the long sought after answers

I am a absolute fan of the Imperial Wolf Packs and there were a few things about cc that unsettled me. I know this thread is more than a year old, but still i wanna thank archer to point out (apparently again) that any ranged weapons in cc except for sidearms make ST-damage by quoting p. 120. We made the house rule that butts of weapons make dam ST+2, but this i even like more

I have always very much disliked that a HMG even at a -3 or -4 was supposed to make more damage in cc than my Headhunters with a freaking battle axe. But this makes it official now for us.
Another thing that oakwolf pointed out i totally agree with: (I'm not sure if i got the quoting right)
2. You are right when you say that both types of troopers have the same odds of killing their prey (basically), but the occurrence is much more difficult to achieve for the CC trooper, while the RC combatant can perhaps get that occurrence on turn 1. So…just extrapolating that reasoning, both troopers need to shoot or strike roughly the same numbers of time to get a kill, but one of the two gets far more actions to attempt it…so perhaps the CC trooper should get a better chance to kill on its strike? Just food for thought.
The way we handle this is the following and i would not mind oppinions on that, even though it might stretch the rules of uwz a little far:
We basically use the cc rules of 2. Ed. of combating simultaniously. IMO, this has two advantages:
1. It makes cc a lot more fun and more flavourful.
2. It somewhat resolves oakwolf's problem in most cases. A lot of times a cc-specialist needs all three actions to charge an enemy because you need to cover open ground whilst a rc-specialist does not have to do that. He can fire 3 times in a row. Thus the cc-spec has only one action to do damage this turn. If the charged model survives and its unit activates before the cc-spec's unit activates again, the charged model will have 3 actions to hit back without any ground covering needed. Even if the charged model isn't also a cc-spec, it'll still have three actions to hit whereas the originally charging model just has to take it. So what's the point in using three actions to charge somebody?
If, on the other hand, cc is played simultaniously, the originally charging model is not at such a disadvantage and it will be rewarded for being as courageous to charge by being given the chance to hit back. This rule will always make the better cc-spec even better, but it doesn't give a rc-spec such an advantage in cc. imo, that's the way it should be and it's my fault if i charge a model that is better in cc than mine. However it shouldn't backfire at me if i charge a rc-spec, that afterwards gets 3 chances to kill my cc-spec (disadvantages of rc-weapons in cc considered) without him being able to do something about it.
What do you think about this house rule? What flaws do you see in it?
thx for your honest oppinions.
Last thing: I too find it necessary that shotguns are usable in cc, but with a -3 or -4. There is no reason why they shouldn't.