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There are a fair amount of rules that IMO are really dumb, especially when used against me. What are some of these rules for you? Which ones seem to be stupid and would never happen in future battles? Just curious/bored.

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I don't think "illogical" means what you think it means...
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Darn it, I got here late and missed the joke.

Anyway, I don't get rules "used against me." I mean, wound allocation is kinda wonky as far as realism goes, but its a good rule.

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Well one thing that really pisses me off is at my gaming store there is a kid who plays space wolves and blood angels and for the love of god he takes what rules he has and never

presents the actual ones, and when you get him cornered he will go oh my bad, and act as if nothing happens.

Something like this really pisses me off when it comes to gaming when you are trying to have a fun game and someone has to botch their own rules and trying to make them

more powerful then they really are.

I guess an example would be Corbulo giving furious charge within a radius and the guy will count that radius being the entire board.

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First time I played against Tau the fellow got me to believe that the Hammerhead fired a Large Blast S10 AP1 weapon at 72". I believed him, of course.


Ah, for the folly of youth...

But as for actual rules, I don't have many complaints. I have complaints against some interpretations, however....

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True line of sight- great idea, you can only shoot at stuff your figures would actually be able to see. Casualty removal from shooting- take from anywhere in the unit (even if the figures are totally out of sight), totally ruins the true line of sight idea!

Our local group amends it so that only figures that can be seen can be removed, makes it a lot more tactical and enjoyable...

Mick

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Huh, I can see how that could lead to quite a few arguments...

"The only guy I can see is your sergeant with fifty points of wargear."

"Nuh-uh!"

And so on...

But if it works for your gaming group, cool.

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50% of unit in cover = cover saves for everyone. People hate when i play this, i have a hive tyrant and two tyrant guard, and I'm able to screen them with gaunts in the wide open due to the T. Guard being infantry models. Yes, that's a big giant bug out in the open. oops! he ducked!

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With my giant 30-man mobs it frequently happens that guys in the front get hit with a flamethrower but models 24 inches away are removed. They light the front rank on fire who are OK, but some guy in the back stubs his toe on a rock and dies.

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I always thought of that as the front guys are dieing, but the guys in the back are moving to the front.

What I dont like is a blob of land with two or three trees in it somehow represents a whole forest, and I can't hit the guys behind it.

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Any time they have a universal rule but give it a cool name.

Like the Jessie the Body Ventura guy in the IG who has the rule 'Catachan Devil' rather than just saying infiltrate/move through cover.

 
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Luke_Prowler wrote:I always thought of that as the front guys are dieing, but the guys in the back are moving to the front.

What I dont like is a blob of land with two or three trees in it somehow represents a whole forest, and I can't hit the guys behind it.


True line of sight fixed this.

Not sure this is a rule but:

my Fast attack wraiths have 3+ invulsave because they phase out. The C'tan as a 4+ invulsave even though he can phase his body out as well... his body is made of necron space ship metal, he can alter the fabric of time and space, he ignores the laws of physics, he has enslaved billions, slaughtered untold trillions, and is 100 million years old. A fething WRAITH has a better save though -.-

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Someone at a tournament told me that Kroot Hounds had rending...

I play:

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Frostreaver wrote:Someone at a tournament told me that Kroot Hounds had rending...


I wish.....

WH40K
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Ogres 3000 pts. Chaos Dwarfs 2000pts. 
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If you roll less than your actual distance to Difficult Terrain you still only move that distance because you're "approaching cautiously".

FUTARDED!!!!!

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I think the worst rules are the following

Frag Assault Launchers: They give frag grenades to any unit disembarking from the Raider. Good, but if you consider that almost every Marine unit has them as standard, or strikes at I1 anyway due to Power Fists/Thunder Hammers. The only unit that can actually benefit from the launcers are Lightning Claw Terminators.


Ceramite Shielding: This Thunderhawk rule means that Melta weapons only roll 1D6 for penetration. This is where the rule falls short:
1: Due to the range reduction for flyers, most Melta weapons can't even touch the 'Hawk
2: If they are within the reduced range, they still only have a 1/6 chance to hit. Even then they will almost never be in range as any Melta higher than 12" will need to be within about 6" of the flyer
3: The only weapon that this rule could possibly efficiently affect is a pintle-mounted Multi-Melta, which just happens to be in the same army as the 'Hawk itself.

Valk

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The requirement to roll fleet/running in the shooting phase, making players move units twice per turn and doubling the time taken.

The inability to split squad fire between targets. It would add almost no extra playing time and open up a range of tactical choices and encourage lists with units with more than just a single, narrow purpose.


Mick A wrote:True line of sight- great idea, you can only shoot at stuff your figures would actually be able to see. Casualty removal from shooting- take from anywhere in the unit (even if the figures are totally out of sight), totally ruins the true line of sight idea!

Our local group amends it so that only figures that can be seen can be removed, makes it a lot more tactical and enjoyable...

Mick


I don’t know if you played earlier editions, but that used to be the rule, only models visible to the attacker could be taken as casualties. It caused a lot of problems – people would take landspeeders with multi-meltas to character snipe, carefully positioning them so they could only see the opposing general. Or they’d take rhinos that would roll around their own lines, setting up to restrict the LOS of heavy weapons so the only model able to be targeted was the heavy weapons dude.

The new rules cause some odd events, but these events are mostly accidental, and given they don’t happen too often they can be explained away more or less. In the alternative system though, there was a different benefit to the attack to restrict LOS, and that resulted in attacking units manoeuvring to abuse the rules, and so if you were unlucky in your choice of opponents it happened a lot.

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Valkyrie wrote:I think the worst rules are the following

Frag Assault Launchers: They give frag grenades to any unit disembarking from the Raider. Good, but if you consider that almost every Marine unit has them as standard, or strikes at I1 anyway due to Power Fists/Thunder Hammers. The only unit that can actually benefit from the launcers are Lightning Claw Terminators.





Characters in Terminator armor don't have grenades. I know what you're talking about, but when there are only four possible Terminator configurations for CC, and they make the rule to benefit Terminators it works...just strangely.
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Wound allocation. Just...wound allocation.

MeanGreenStompa wrote:
penek wrote:wtf is wrong with GW ???

It's being run by people with short term vision and enough greed to extinguish a sun.

Perhaps they're the C'tan.
 
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kaptaink wrote:
Valkyrie wrote:I think the worst rules are the following

Frag Assault Launchers: They give frag grenades to any unit disembarking from the Raider. Good, but if you consider that almost every Marine unit has them as standard, or strikes at I1 anyway due to Power Fists/Thunder Hammers. The only unit that can actually benefit from the launcers are Lightning Claw Terminators.





Characters in Terminator armor don't have grenades. I know what you're talking about, but when there are only four possible Terminator configurations for CC, and they make the rule to benefit Terminators it works...just strangely.


That's the point he's trying to make, though. Of all the units and configurations in the Marine codex, there are only a couple of things that actually benefit from having them. I would say that the launchers are much more useful for Space Wolves, though - Wolf Guard are prohibitively expensive to run as TH/SS (68 points a model!) so it's far more common to see them at initiative 4.

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So it's dumb to have something included that benefits even a small percentage of the army?

My BT buddy who plays lots of FC Preferred Enemy LC Termies will disagree!

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the worst rule is that psychic powers that are auto cast can't be stopped by Psychic hoods

though no 40K rule can compare with the Yhetee rule from WHFB that says they are "immune to Ice magic" which does not nor ever has existed

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Deep Striking..... Land Raiders

 
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alexwars1 wrote:Wound allocation. Just...wound allocation.

I'll have to second this. It worked well in Epic: Armageddon, but it doesn't work so well in 40k. I think it's because these rules promote mixed units, which works well to promote a combined arms approach in Epic, but just means shenanigans on a skirmish level. Besides, the niceties of range/LOS sniping were fun. Of course, the interesting this is that the justification given for each approach is exactly opposite!
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Master Llyons wrote:Deep Striking..... Land Raiders


this
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Hitting back armour of a vehicle in assult... never understood the reasoning for it. Yes you can stick your hand in there but apparently the hot as a sun plamsa shot just missed that fuel pipe or crack in the armor while it was burning the paint away. I think everything should be done by facing, would make movement important.
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The rules in regards to vehicles moving and shooting weapons are stupid in the extreme. I know it's silly to talk about "realism" in a fantasy game, but they are implausable. Apprently in the Grim Darkness of the Far Future, they have forgotten how to make gyro-stablizers.....a piece of WW2 era technology. The former tanker in me shakes my head at these rules.

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Moving through difficult terrain/running annoys me pretty good.

Roll 2 d6 and pick the highest, when moving through rubble, blown up vehicles, barbwire fences and the like. But running on FLAT OPEN GROUND you roll 1 d6. So I guess its harder to run on open ground then running through a blowd up building

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Multiple templates. If the models coveredoverlapped you shouldn't be able to get wounds from completely different models.

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