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Made in hk
Shas'la with Pulse Carbine





Hong Kong

Which army has the most and funnest special rules for their army and special units.
Blood angels have some pretty sweet stuff.






 
   
Made in us
Boosting Black Templar Biker




Fenton Michigan

Well chaos has a lot of random effects, but I would have to say for pure fun reasons Orks have a slew of them, especially within their vehicles,magic, and units.

This is good.... isn't it?
-Big Boss 
   
Made in be
Regular Dakkanaut




Orks, most definately orks.
Almost every unit description made me chuckle. For example stormboyz, they're described as the place where young orks belong when they're sick of being told they can do whatever they want, and actually want some discipline. When they describe why their occasional jetpack malfunctions they put it down to "A mek likes the sight of a malfunctioning jetpack just like any other ork". And they've got the craziest gun in regular 40k (not counting apoc or forgeworld stuff): the Shock Attack Gun, it uses grots as ammo which are sucked in the gun by vacuum and propelled thru a miniature warp conduit to emerge within the opponents armor and or body.

This message was edited 1 time. Last update was at 2010/01/11 12:15:10


"ANY" includes the special ones 
   
Made in au
Sinewy Scourge






Western Australia

And almost every ork weapon bigger than a slugga or attack other than ordinary melee has a random chance of going wrong. Some have tables to see exactly what type of wrong happened. All tend to be hilarious.

Kabal of Venomed Dreams
Mourning Angel
UsdiThunder wrote:This is why I am a devout Xenos Scum. We at least do not worship Toasters.

 
   
Made in us
Secret Force Behind the Rise of the Tau




USA

The MEQ have some pretty simple rules. Go shoot this powers, go whack that powers etc.

I have to agree Orks. I've only leafed through their codex but they have some weird rules.

   
Made in cz
Stabbin' Skarboy






Czech Republic

Orks are for sure crazy...

Gotta love the "It's a Grot's life" rule which basically means that when orks suspect a minefield, they'll rush in gretchins first to "clean it up"

   
Made in us
Gargantuan Gargant





Binghamton, NY

Personally, I think ork rules make perfect sense. The descriptions are what make them "crazy." For example, "A Warboss may not have both mega armour and a warbike, as he would probably fall off a lot" (Codex: Orks, p.97) seems a bit silly, due to the comic justification, but is a perfectly sensible rule. Likewise with the "It's a Grot's Life" rule. If it was a SM tac squad clearing a minefield by hucking grenades into the area in question, then taking some casualties, it would seem odd. Funny, but (mostly because it is) incongruous with the general "super-trained elite warriors of divine justice" thing that SM have going on. The orks are every bit as silly as they are brutal and terrifying, so it works. I'd say that the ability to resurrect your troops (Necrons' WBB) is a lot more crazy than losing a stormboy to rokkit malfunction. The flavor text just isn't as (delightfully) ridiculous.

The Dreadnote wrote:But the Emperor already has a shrine, in the form of your local Games Workshop. You honour him by sacrificing your money to the plastic effigies of his warriors. In time, your devotion will be rewarded with the gift of having even more effigies to worship.
 
   
Made in my
Yellin' Yoof




There isn't anything about the orks that I don't find funny. I really enjoyed the codex.
   
Made in us
Krazed Killa Kan






Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos

Even if you never play Orks, it's worth it to track down the codex (Even just borrow a copy) to give it a read. I especially love the fact that Stormboyz have the chance to spin out of control and crash into a building. Oh, and the special rules for rolling doubles on the zzap gun (I believe) are a riot. I love the fact that the gun can literally fling its entire crew onto the battlefield and into combat.

My Armies:
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The Court of the Wolf Lords

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Made in nz
Mutilatin' Mad Dok




New Zealand

Another vote for Orkses. The rules are great when you read them a bit, although they could use some anti tank.

Take for example, the Zzap guns, an artillery unit manned by grots.

Rule:
Each time a Zzap gun battery is fired roll 2D6 to determine its strength. If the roll is above 10, one of the Gretchin crew is killed but the shot is still fired, counting as strength 10.

Fluff justification:
The Zzap gun's power is directly proportional to the nerve of the Grot operator, for the longer the Grot dares to hold down the electrocuting lever, the greater the power of the shot.


Automatically Appended Next Post:
Another vote for Orkses. The rules are great when you read them a bit, although they could use some anti tank.

Take for example, the Zzap guns, an artillery unit manned by grots.

Rule:
Each time a Zzap gun battery is fired roll 2D6 to determine its strength. If the roll is above 10, one of the Gretchin crew is killed but the shot is still fired, counting as strength 10.

Fluff justification:
The Zzap gun's power is directly proportional to the nerve of the Grot operator, for the longer the Grot dares to hold down the electrocuting lever, the greater the power of the shot.

This message was edited 1 time. Last update was at 2010/01/12 11:24:17


 
   
Made in hk
Shas'la with Pulse Carbine





Hong Kong

Orks do have power klaws though which seems to be the weapon they lean on the most in the army for just about everything.
Since we're all agreeing on orks, who is the craziest ork unit?

I gotta go with stormboyz. I love the models, fluff and rules and they perform well! Overall, an awesome unit






 
   
Made in au
Sinewy Scourge






Western Australia

Toss up between weirdboyz and the shokk attack gun. Either various kinds of snotlings flung through the warp in weird directions (teleported properly, hole too small and teleporting grot gibbets, dropping them on your own head, somehow teleporting yourself and falling on the enemies head...) or completely random psykic powers. Especially the special character version, which can turn IC into squigs. I need to paint a golden Dante squig...

Kabal of Venomed Dreams
Mourning Angel
UsdiThunder wrote:This is why I am a devout Xenos Scum. We at least do not worship Toasters.

 
   
Made in us
Longtime Dakkanaut





FUNNEST it isn't, but Necrons have the most special rules, hands down. The Necrons do NOTHING like other armies.

We don't move right (teleport, WBB shenanigans)
We don't shoot right (gauss silliness, monolith shooting pie plate even when shaken/stunned)
We don't deep strike right (Monolith shoving units aside)
We don't assault right (C'tan moving through terrain, ignoring invul saves)
We don't take assaults right (C'tan misdirect, ethereal tempest)
We don't even die right (WBB)

Teaching someone to play if they use Necrons doesn't remotely prepare them to play other armies.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

daemons. their entire codex is basically spent telling you how they break/rewrite the normal rules other armies use.
   
Made in us
Huge Hierodule




United States

I'm going to have to second Necrons...but Orks are a close second.

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Made in us
Grisly Ghost Ark Driver






Necrons definitely. You learn to appreciate every unit selection you take as it could make you lose instantly if they wipe out o.0

25% army left= GONE. Craziest rule ever for today's brutal lists.
   
Made in hk
Shas'la with Pulse Carbine





Hong Kong

Necrons sound pretty cool. i've always been drawn in by their models and concept. That 25% thing really bugs me though






 
   
Made in nz
Speedy Swiftclaw Biker






*sigh* Have a look at "Ere we go!" and "waaargh! the orks" books for Rogue Trader, some of the rules make the ork codex look like codex: Dark Angels. Seriously there is so much flavor inside those old books, my head exploded.*gets off the old people soap box*

This message was edited 1 time. Last update was at 2010/01/13 00:45:18


skarboy wrote:People got tired of winning or having more than one useful choice per force org slot, so Necrons upticked in popularity.


 
   
Made in hk
Shas'la with Pulse Carbine





Hong Kong

We need more spontaneous armies. Orks are good but don't cut it for my taste






 
   
Made in us
Unhealthy Competition With Other Legions





sevend3f wrote:*sigh* Have a look at "Ere we go!" and "waaargh! the orks" books for Rogue Trader, some of the rules make the ork codex look like codex: Dark Angels. Seriously there is so much flavor inside those old books, my head exploded.*gets off the old people soap box*

A week ago I read the part of 'Ere we go! that describes the Shokk Attack Gun. Oh... My ... God... You mean to tell me that there are rules for having an insane snotling appear in a terminator/dreadnought's armour and deficate in his right ear? Actually, there are six differnt results on THAT particular chart. One, he spend the entire game walking in a neat little circle, trying to get his ear clean, another, he suffocates and or drowns, sitll another features the crippled man inside the dreadnought BITING THE SNOTLING'S HEAD OFF and the fourth involves him immeadiatley freaking out and flicking the self destuct switch.

Honestly, I've been noticing that GW has decided to keep rules and humor segregated recently. From 6th to 7th ED fantasy, they took out the rule in which you had to laugh maniacally as your opponent rolls on the miscast table.
Little things like that have been dissapering as of late. I think it really coulden't kill GW to put a little spark back in the rules section.

OT, the DE have Asurbial Vect. (sp?) He's an open topped, fast skimmer with armour 14 on all sides. But only against shooting! In CC, he acts as a walker, is S 6 and has a power weapon with 5 attacks. However, he can not move flat out the turn he assults, but he can make a 6" assault move! Has full ravager armament, plus their pistols, slave girls and BS 6. And is an indipendant charecter. Somehow. All he needs is a 2+ invul save and he'll be set!

This message was edited 1 time. Last update was at 2010/01/13 04:52:00


6000 points IG, Leviathins 8th company, (store regiment) 60% painted
4500 points Empire 80-90% painted!
2500 Ogres 2% painted
WIP Biker Battle Company 95% painted
2500 Points Isstavan Drop site massacre Iron Hands (still waiting for dat codex)
I managed to play a 1750 point game with minimal proxieing on the first day DE came out. go me!
The Gutterballers, a relatively successfull BloodBowl team
Oh, and Howard's Faildar

4000 points Adeptus Titanicus  
   
Made in hk
Shas'la with Pulse Carbine





Hong Kong

All i read was slave girls. AWESOME






 
   
Made in au
Sinewy Scourge






Western Australia

And Vect has a throne on his vehicle.

I need to figure out how to convert that model to something I can use for a counts as Vect in my army. As soon as I skim across the 2.2k mark.

Kabal of Venomed Dreams
Mourning Angel
UsdiThunder wrote:This is why I am a devout Xenos Scum. We at least do not worship Toasters.

 
   
Made in es
Stalwart Tribune





La Coruna, Spain

Obviously orks, but I love the CSM Dreadnoughts crazyness.
   
Made in us
Raging Ravener





Lufkin, Texas

Orks. Hands down, Even their fluff is full of roflcopters.
Look at Wazdakka, He drove his bike through an emperor titan. Grotsnik has his sneaky taktiks WHICH ALLOW HIM TO BRING HIM AND A SQUAD AND GAZKHULL to your opponents backside. and their guns only work because they think they do. Another fun one isthe trukk entry. "ork trukks work until they attain such an extreme amount of damage, that the driver doesn't believe it can function any longer."

BeRzErKeR wrote:
MagicJuggler wrote:It's not a matter of grippage. It's a matter of weight ratios. A 500-lb thrust Rokkit, cannot carry a 2-ton Warboss. And don't ask about African Rokkits.









 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Orks.
The Big Mek heavy weapon, Warphead, Trukkz, and Looted Tanks have some random elements
that can be nasty for the enemy but also for the Ork army itself.

This message was edited 1 time. Last update was at 2010/01/14 15:46:24


Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Mutilatin' Mad Dok




SE Michigan

Victimized Tyrant wrote:Orks. Hands down, Even their fluff is full of roflcopters.
Look at Wazdakka, He drove his bike through an emperor titan. Grotsnik has his sneaky taktiks WHICH ALLOW HIM TO BRING HIM AND A SQUAD AND GAZKHULL to your opponents backside. and their guns only work because they think they do. Another fun one isthe trukk entry. "ork trukks work until they attain such an extreme amount of damage, that the driver doesn't believe it can function any longer."


I apologize your post filled me with nerd rage. . . you will burn for it
Wazdakka went through a warlord titan
Its snikrot that brings in the unit to the enemies rear

but I would agree with orks, just the shokk attack gun and the ramshackle rule. . . really for ramshackle you could end up hitting the enemy battle line even if you lose the trukk

www.mi40k.com for pickup games and tournaments
3000+


 
   
Made in au
Horrific Howling Banshee





Australia

Yeah, i agree: Orkz all the way. I loved reading the codex and I always like looking at the ridiculous size of their HQ's, along with mega armoured nobz

custom craftworld "Kuro-i" 1400pts
 
   
Made in hk
Shas'la with Pulse Carbine





Hong Kong

What about the new tyranids? It seems like they got some cool new bugs. Tervigon that can poop troops? Actually with all the new tyranid creatures i don't see how footslogging orks could possibly beat them






 
   
Made in ca
Dakka Veteran






Nova Scotia, Canada

Wait...what? Orks? I mean, I only play orks, but they don't seem that weird to me. The codex is a masterpiece of comedy writing, but aside from the SAG, Weirdboys and a "crew killer" here and there their rules are pretty basic. Playing a match as an ork more or less involves thinking: Well I can send the big things over there to take out the tank, while the little things charge the guys. If the Big guy on the other side attacks my little guys then I can throw my REALLY big guy their way, or send my fast guys with the PK over there. and if that doesn't work we still win cause wes is orkses and orkses never lose.

On the other hand, when Tau and IG talk about some of their rules my eyes just sort of glaze over. what about the crazy Dreadnoughts of the Chaos Spez Mariens? Or the the absurd customisability of the Nids?

Orkses is still da best though.

This message was edited 4 times. Last update was at 2010/01/18 02:33:20


In a Society in which there is no law, and in theory no compulsion, the only arbiter of behaviour is public opinion. But public opinion, because of the tremendous urge to conformity in gregarious animals, is less tolerant than any system of law. When human beings are governed by "thou shalt not", the individual can practise a certain amount of eccentricity: when they are supposedly governed by "love" or "reason", he is under continuous pressure to make him behave and think in exactly the same way as everyone else.

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Made in hk
Shas'la with Pulse Carbine





Hong Kong

Thats true as i am about to start an ork army and have thoroughly went through the codex after reading it a couple of times it just sounds normal. The first time of course is always humourous as it diverges the normal formality of codex' but after awhile it just becomes the norm






 
   
 
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