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Made in gb
Slippery Scout Biker





Does anybody have any self-imposed limitations they use for their army for fluff or any other reason?

For example if I ever do Salamanders again and run a Chapter Master, it will absolutely be Tu'Shan:

Artificer armour, thunder hammer, shield eternal/ storm shield in the form of a drakescale cloak and so on. On foot or in a redeemer.

Also the fast attack choices 0-1 each and obviously loads of flamers and meltas.

No Vulkan. Whatever the rules, I can't stand the character. He's ok in the Tome of Fire series but the model he's always taken but meant to be all alone. Even with comandeering chapter assets for his little quest he's seen way too much on the table - the fluff doesn't match the game is my point.

And if I do Flesh Tearers again (I probably will do both again), it's back to the limited resources rule and lots and lots of choppy goodness.

So what limitations do you impose on your own army?

This message was edited 1 time. Last update was at 2014/08/30 19:47:35


 
   
Made in us
Dakka Veteran





California

I won't use Lootas since I can't stand Deff Skulls. I lean towards bad moons and evil suns, so the thought of thieving gitz around rubs me the wrong way.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

I play Ulthwe Eldar, so yeah only a couple of Aspect Units.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Why not use the Vulkan (Primarch) model for Tu'shan? Might be big but its too epic not to use.

For my Blood Ravens I only impose characterfulness on my minis. I write extensive background fluff for each character and squad and give it appropriate rules from each Special Character where applicable. For example, for Gabriel Angelos I use the rules for Lysander as both have a super-awesome hammer. I also collate the fluff in a way that makes sense for the characters to work together. My 2nd and 10th Captains (Calgar and Sicarius), my Master of Sanctity (Cassius) and Chief Librarian (Tiguirius) all started out in the same batch of recruits and were firm friends even before that before Niven's powers "activated" during puberty and was inducted into the Librarium.

My GK and Tyranids I have no restrictions. However, in my Khorne CSM army I only use models with a Mark of Khorne or no Mark, and no Psykers, allied Psykers, Slaanesh or Tzeentch allies.

I'm celebrating 8 years on Dakka Dakka!
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Made in dk
Infiltrating Prowler






Don't know if I'd call it a limitation, but I always have some grenade launchers for my guardsmen, even though it's a terrible upgrade. I just love the fluff about cadians and I know cadians always brings a lot of grenade launchers.
   
Made in us
Guarding Guardian





I tend to do a *lot* of self-imposed restrictions on my armies, for various and sundry reasons.

For example, my Eldar army's theme, being Corsairs, is "No one touches the ground". Basically, there are no foot slogging troops - everything is either in a hovertank transport, or a jetbike. Guardians and the like can disembark onto the ground, but don't have to. This accidentally turned out to be really good this edition, but wasn't the intent at the time. Similarly, in that army I take very few Aspect units and no Wrath* units.

My Spaces Wolves army has been nicknamed "It's Not Lupus" because I've essentially decided to heavily push the "Space Vikings" theme rather than cover everything in wolves.


www.variancehammer.com - In the Grim Darkness of the Far Future, There is Only the Law of Large Numbers

Twitter: @VarianceHammer 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

I always do this.
I won't use a model that I don't like the look of - regardless of how uber its stats are. And without a model, I won't use the unit.

(I had GK for close to 12 years. Never used draigo for example. Although that was also a combination of stupid fluff, duff stats and a bogus model.

If I ever played chaos, I'd NEVER play a Khorne marked sorcerer.


I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in us
Veteran Knight Baron in a Crusader





My limitations are the FOC and point cost. I run the most effective units without much concern for fluff. Space wolves probably wouldn't take 6 minimum size squads of GH in drops pods and assign a WG with combi melta to each squad, along with giving them drop pods. However, it's been the most effective way to run the army for me so that's what I do.
   
Made in gb
Member of a Lodge? I Can't Say



UK

Some people say Crisis Suits are essential to Tau but I play Tau and I don't have any Crisis Suits cause I think the models look rubbish.


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in us
Screaming Shining Spear





When I play with my Craftworld Mymeara army, I always take Irillyth as my Warlord and stick him in a decked out unit of Shadow Spectres. I used to also run Farseer Bel-Annath, but sadly his rules are now too out of date.

4000 points: Craftworld Mymeara 
   
Made in gb
Land Raider Pilot on Cruise Control





Englandia

I never use named (unique) characters in Space Marines (I can't now since I'm Iron Backhands, but before that I refused to).
The only time I use "named" or "unique" characters is if I use my homebrew stuff, or when I use a model I've named (I consider him to be unique in his own way).

Also, I never run a list without "Gadreel", and always run him as my Warlord (Gadreel is the acting-chapter master of my chapter).
Fluff thing, really.
I never take allies, always additional detachments (also a fluff thing).

If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. 
   
Made in gb
Member of a Lodge? I Can't Say






For my white scars I had no dreadnoughts, no thunder fire cannons and everyone was either on a bike or in a transport (no drop-pods as the white scars prefer not to split their force, either everyone is in a drop-pod or no one is).

“Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls.
The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does.
That is why we are the Eaters of Worlds, and the War Hounds no longer."
– Eighth Captain, Khârn 
   
Made in my
Regular Dakkanaut





Malaysia

For my battle-forged armies:

- foot-slogging IG, I always must have at least 100 infantry.
- mech infantry IG, everyone must be mounted on APCs (duh).
- armored company IG, max out on Leman Russ, take no more than 2 vet squads to satisfy FOC and both must be mounted in APC, no flyer support.
- AirCav IG, no tanks, no tracked vehicles.
- Windrider Eldar, no feet on the ground, everything's a skimmer or jetbike.
- Ranger Force Eldar, at least 5-6 ranger/pathfinder squads, no tanks.
- Tzeentch/Thousand Sons, all troops must be Thousand Sons, any marks taken must be Tzeentch, if allied with daemons they. must be Tzeentch.
- Ravenwing, if it's not Ravenwing (bikes, attack bikes, land speeders, flyers, black knights), I'm not taking it.

I don't have any unbound armies yet, but I'm dreaming of a cavalry regiment made up entirely of Rough Riders.

This message was edited 1 time. Last update was at 2014/08/31 02:07:59


Member of Legio Malaysia
http://spunkybass.blogspot.com/  
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

With Daemons being my primary army, I've arbitrarily decided to never use the grimoire to get a 2++ on any of my units- though I will use it naked to give units a 3++. I've also never used Screamers, even when running mono-Tzeentch lists.

Playing with my Chaos armies, I've never run a Heldrake and probably never will. They're not even stupid anymore, but I just don't find the model appealing and I don't like flyers.

I don't use flyers in general, though I do like to use FMC's.

This message was edited 1 time. Last update was at 2014/08/31 02:55:07


 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

All of my infantry units must be at least somewhat capable in melee. That is why I have Havocs with extra CCWs and marks, etc.

This is the natural result of fighting a lot of Orks. My 7 Havocs repelling a full squad of stormboyz+Zagstruk was epic.

I should think of a new signature... In the meantime, have a  
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

No Psykers for me. I never had any and even with the new psychic stuff and the possibility to do a lot of things with them (and possibly have a large number of them). Im mostly Mechanized and Armored IG/ Ad Mech.

Perhaps I could make mechanical ones that instead of doing psyker stuff would be based around machinery and robotics. (no summoning deamons. summon robots from orbiting space craft. I dunno)



Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.  
   
Made in pr
Longtime Dakkanaut




Rochester, MN

I avoid taking named characters. This battle is the story of my dudes, not some character that a GW writer thought up.
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

No Leman Russes, I play a an artillery company with infantry attached to protect it, and a few specialists picked up after the Siege of Vraks.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Tunneling Trygon






Ultramarines 3rd company. I only use Tyrannic War Veterans from 1st Company. No Sternguard, no Terminators, no Vanguard. And Captain Ardias with weapon Relics, Master of the Armoury and all.
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

My chapter has none of the rare Space marine stuff being a brand new chapter. They also can only have one 10 man Termie squad and two Land Raiders max. They also rarely use stuff that isn't mentioned in the Codex astartes like Razorbacks (0-2 unless the Chapter Master is present). That's how Codex Compliant they are.

This message was edited 1 time. Last update was at 2014/08/31 05:51:36


Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in us
Powerful Pegasus Knight





My fluff is that they live on a forest world thus there can be no tracked vehicles or any vehicle that could not easily traverse thousands of miles of forest. The regiment is also made up of all veterans.

I cannot use Lemon Russes, Chimeras, Tauroxes, Wyverns, Basilisks, or Manticores.

I use sentinals, Vendettas, Valkyries, CCS, Veterans, Heavy weapons teams, storm troopers, Psykers and in the future rough riders.

all veterans must have either camo cloaks, and or carapace.

i have yet to win a game.

This message was edited 1 time. Last update was at 2014/08/31 05:58:47


 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

But at least you get to call them Ghosts.
   
Made in us
Powerful Pegasus Knight





they are more than anything half of the ghost doctrine and half of the Elysian doctrine.

if you really want to read my fluff here it is
Spoiler:
Arkan is a temperate world covered in forests. The planet is 25% larger than Terra and revolves around a bright blue star, named Arka. Arkan means of Arka.
The world’s forests consist of taiga, redwood, deciduous, jungle, and pine. No matter where you are on Arkan you are either surrounded by forest, above it, or on the oceans. There are no deserts, or plains, there is only forest. The lack of any kind of environment that does not include forests is due to the rapid rate at which vegetation grows. Once a tree is cut down it only takes a year for a new tree to grow and become just as big as the one that was cut down. No one knows why vegetation grows so quickly, but the ecclesiarchy officially states that it is a gift of the emperor even if reports dating back before contact with the great crusade mention the growth phenomena.

Forests and plants grow so quickly that any indent on the landscape is restored in a short time. This makes permeant settlements, and clearing land for agriculture hard. Force fields seem to have an effect on the rapid growth of vegetation so all major settlements employ their use. Agriculture gets around this problem by consolidating land, labor, and capital into plantations that have force fields on their outskirts that prevent the forest from encroaching on agricultural land, whilst still allowing for the rapid growth of produce. The most common way for agriculture to be done is a nomadic system. Forest fires rage all the time on Arkan and some have found a way to employ them to their benefit. Land that has been cleared by forest fires in quickly turned into temporary agricultural ground where it is utilized until the forest begins to encroach again.

Forest fires are very dangerous and constantly threaten the people of Arken. Walls are erected, and trees are constantly cleared from around settlements to combat the threat. An entire section of the planetary defense force is dedicated to fighting these fires. The men and women that make up this task force are the initiates of the local defense force.
Under the constant threat of fire, and hindered by thousands of miles of forest, traditional vehicles are essentially impossible to utilize for transportation between settlements. In their stead aircraft perform the same role. Without an abundance of aircraft transportation of goods and personnel would be dangerous and hindersome. Due to their importance many people and families have aircraft. These can be small gyro copters, balloons, prop planes, helicopters, jets, VTOL capable aircraft, and amphibious landers. Storage of the majority of the aircraft is in underground hangers that can house an entire settlements supply of aircraft. Airports are the center of commerce and trade on Arkan. Every town has an airport for without one it could not send or receive anything. The abundance of aircraft on Arkan and its imperative use by its citizens makes them a very good pilots and airmen.

Arkan society is pseudo class based. Mutants generally work in the nomadic agricultural and logging trains where they. Humans of low class either work in the plantations as sweat shop “employees” or as valued workers, or clear the land around settlements for protection from fire. Low class citizens also work as mechanics on the vast array of aircraft. Arkan’s middle class is comprised of cargo pilots, low ranking members of Arkans planetary government, accountants, lawyers, teachers etc. High ranking members of Arkan society are high ranking members of the Planetary Government, members of nepotistic business families, and the descendants of famous persons. Above all of them is the Planetary Governor. The Planetary Governor is elected by the people in a first past the post system. Every citizen of Arkan votes for the Governor each has a single vote. The only people that cannot vote are mutants, and criminals. Once a Planetary Governor has been elected he serves until his death at which point a new Governor is voted upon.
The Governor heads the entire planet and is responsible for its defense, imperial tithes, and the wellbeing of the people. The people vote for the candidate that they feel benefits them the most, thus most planetary governors fulfill that purpose well in relation to other imperial worlds. Not all provide for their people though, as that ruse was only needed to get elected, and thus protected by edict of the imperium. Imperial tithes are required of Arkan like almost every other imperial world. It supplies a vast amount of lumber, and produce, so vast that Arkan is not required to give units to the imperial guard or navy.

The Planetary defense force defends the planet from possible invasions, heretics, and lawbreakers. The unique property of Arkan draws a certain kind of criminal. Drug farmers come to Arkan from all over to plant illicit vegetation in the shield of the woods. The planetary defense force employs task forces to find destroy, and execute these criminals and their drugs. It does this by deploying scouting and recon forces on the ground which are equipped with horses that can traverse the terrain for months at a time without needing to refuel. Behind them are light infantry detachments made up of heavy weapons teams, equipped with mortars, rocket launchers, lascannons, and heavy bolters, general infantrymen, and sentinels ,which can traverse the forests due to their bipedal nature. The task force is then supported by air cavalry that drops troops via grav chute, or fast rope into combat; and provides air support. The aerial element also intercepts and destroys criminal aircraft. If the situation warrants it can execute aerial boarding protocols with vtol aircraft, or even moving planes.
The lack of imperial guard and navy recruitment has left the PDF with many veterans. In response to this the First Arkan Volunteer Group was formed by a veteran of the pdf that wished to fight on other worlds for the imperium. Ever since then volunteer groups have formed on Arkan that seek to serve the Imperium. The members of the 1ST AVG are the most veteran members of the PDF. They are given leave from the PDF to join the 1st AVG by the Planetary Governor. Each member of the 1st AVG must be given leave by the Governor and then accepted by its commander.

The 1st AVG itself is not under the command of anyone but its leader. It exists outside the authority of the Governor, as he only gives leave to its members and supplies them with some of their equipment. The organization itself is pretty much free to do as it wishes and take on tasks that please it. The freedom that this unit is able to operate with is both a boon and a burden. While the governor gives his blessing and supplies them with some equipment they still possess fewer resources than other regiments. To get around this they take on jobs that pay well, and resupply them. Surprisingly they are well equipped even with these logistical nightmares. They contain a vast array of aircraft, sentinels, camo cloaks, carapace armor, and hotshot lasguns but no tanks or any tracked or wheeled vehicles. Some suspect that they are regularly hired by inquisitors to perform jobs such as support a revolution on a world against a corrupt Planetary Governor as a way to keep inquisitorial involvement shrouded.


The pilots and men of the 1st AVG are all veterans that fight in the forests and the skies for an imperium that didn’t ask them to join.
   
Made in us
Dark Angels Librarian with Book of Secrets






Hey, that sounds awesome. I'd rather lose and play an army I love, than win playing Bordar or Taurrible (bad attempt at 40k puns)

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Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

My DE are a coven themed armada,

I use lots of raider hulls, and almost never use venoms, as they just don't fit for me aesthetically.

I don't use wyches or kabbies, and bring pain engines even though they really kind of suck. They look amazing.

My daemons are mono nurgle, and often built in squads of 7 or a multiple thereof.

My orks are very mek themed, and heavy on the walkers and big guns. I don't really use units that don't go with that theme.

This message was edited 1 time. Last update was at 2014/08/31 06:33:48


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in fi
Battlewagon Driver with Charged Engine






Finland

I don't use the cheesiest/overpowered/toptier units in my army ( Imperial Knights, Tigurius+Centurions, 3xDK, Riptide -spam etc. ) because winning with such units doesn't feel like winning at all to me. It's like the game does it for you. Winning with conventional units takes more skill, and I enjoy these kind of victories the most.

   
Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

I try to use multiples of 7 for my Burgle aligned CSM army wherever possible and points permit. They are also foot slogging in line with the Death Guard doctrine.

   
Made in us
Painlord Titan Princeps of Slaanesh





I am a chaos player and I tried the turkey free army.
   
Made in gb
Slippery Scout Biker





Another limitation that could be quite positive is organisational limitations. For example, should I ever do Ultramarines (probably a successor to avoid throwing up in my mouth) it would probably start with an assault squad, 3 tac squads in rhinos and a devastator squad. The assault squad hits the objective and pushes ahead to engage the enemy, the tac squads roll up and secure it, the devs provide fire support, and there you go, half a codex company. Other resources added as points allow.

Right now I'm doing an Iron Hands successor that is far more moderate and has broken ties with them almost completely. The idea behind them is that they remove weakness by building strength, so have more in common with, paradoxically, the Raven Guard and Salamanders and are more likely to aid beleagured imperial units. The other idea is that they see the voluntary removal of body parts to conquer the weaknesses of the flesh is in itself an act of weakness. Unfortunately the organ that allows them to enter a regenerative coma does not work, so they end up with lots of bionics anyway.

But what fluffy limitations could be made to such a force?

This message was edited 1 time. Last update was at 2014/08/31 09:32:07


 
   
Made in us
Shas'o Commanding the Hunter Kadre




Missouri

 jreilly89 wrote:
Hey, that sounds awesome. I'd rather lose and play an army I love, than win playing Bordar or Taurrible (bad attempt at 40k puns)


Because no one that plays them loves Tau or Eldar?

I think there's a lot more wrong with your post than just the puns.

 Desubot wrote:
Why isnt Slut Wars: The Sexpocalypse a real game dammit.


"It's easier to change the rules than to get good at the game." 
   
 
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