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![[Post New]](/s/i/i.gif) 2009/10/23 11:30:14
Subject: Best and Worst Rules in 40K
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Nimble Ellyrian Reaver
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What is your favorite rule in W40k? And which rule do you hate most?
To get the ball rolling, my most hated rule is Daemonkin for possessed marines, random abilities decided after deployment isn't terribly fun.
My favorites would have to be the 5th Edition deployment rules, not because they are particularly great (although outflanking is fun) but because they are so more straightforward than 4th Edition deployment.
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![[Post New]](/s/i/i.gif) 2009/10/23 11:38:41
Subject: Best and Worst Rules in 40K
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Hardened Veteran Guardsman
'Waves hand' This isn't the user you are looking for.
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Hmm oddly enough my favourite is daemonkin the best way is to simply put them in a rhino in reserve then whatever you roll it can be used correctly.
anyway my least favourite rule is flank march for apocalypse so good and so banned.
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A firm believer in yin and yang.
My eternal thanks to lennysmash for helping me with pics in my blog.
stephen fry wrote: Stephen 'My Bottom is a treasure house' Fry
W/L/D
1/150,000,000/2 |
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![[Post New]](/s/i/i.gif) 2009/10/23 12:03:10
Subject: Best and Worst Rules in 40K
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Frightening Flamer of Tzeentch
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Favorite would be the Monstrous Creature rule. you just can't knock it.
My least favorite would be that bloody waste-of-points Daemonkin rule... IMHO
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When you call an intimate moment with your partner "the Assault Phase"
Is that followed by a pile-in move?
That brings a whole new meaning to the term "Hit and Run"
Can that be following a deep strike, or do you have to wait until the next round? |
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![[Post New]](/s/i/i.gif) 2009/10/23 18:52:17
Subject: Re:Best and Worst Rules in 40K
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Lead-Footed Trukkboy Driver
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Well my least favourite was the way that an immobilized vehilcel in a squadron counts as destroyed - what are the grot riggers on my buggies going to do now!
That was until the IG guard codex came out, now I love that I can destroy those pesky LRBT squadrons with glancing hits!
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![[Post New]](/s/i/i.gif) 2009/10/23 18:58:14
Subject: Best and Worst Rules in 40K
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Elite Tyranid Warrior
Florida
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At the moment I think quite a few are nice. The one I wish was a bit different would have to be deepstrike.
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![[Post New]](/s/i/i.gif) 2009/10/23 18:59:06
Subject: Best and Worst Rules in 40K
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Numberless Necron Warrior
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Phase Out (on the entire army, mind you) is a ridiculous rule. Here's to hoping that the next 'cron codex changes it up a bit (something like on a per-squad basis combined with Stubborn?)
Warscythes are pretty badass, being the only thing in the game (iirc) that ignores invulnerable saves. Pity the only unit they're really worth taking on are Lords...
Broken rules like techmarines never actually being able to repair vehicles they're in and the deployment rules in general are rather amusing.
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I own and play:
Space Marines (all flavours)
Tau Empire
Tyranids
Necrons |
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![[Post New]](/s/i/i.gif) 2009/10/23 19:20:21
Subject: Re:Best and Worst Rules in 40K
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Decrepit Dakkanaut
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I think the way Rending works now is my least fav thats coming to mind. It used to be so awesome. now its kind of blah. It really took the umph out of SM scouts with sniper rifles. I dont play SM but still that just sucks.
My fav.........I think an attack squig on a boss w/PK is pretty awesome lol.
Personally I love the run rule.
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![[Post New]](/s/i/i.gif) 2009/10/23 19:24:31
Subject: Best and Worst Rules in 40K
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[ARTICLE MOD]
Fixture of Dakka
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Least Favourite: Casualties can come from anywhere. Seriously, it's a game with "True Line of Sight" - Casualties should come from visible models in the shooting phase, and from engaged models in the assault phase.
Favourite: I think the rules for faith in a WH army are very well done. They're not over-the-top, nor are they useless. They're well-defined as to when they have to be activated, and the underlying theme has an elegance to it (offensive acts of faith require more models in the squad to work, defensive work better when there are few girls left). They're a set of rules that are a good skill-tester - in that winning or losing with Sisters can often come down to knowing when to use the right act of faith.
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![[Post New]](/s/i/i.gif) 2009/10/23 20:09:47
Subject: Best and Worst Rules in 40K
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Kabalite Conscript
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Redbeard wrote:Least Favourite: Casualties can come from anywhere. Seriously, it's a game with "True Line of Sight" - Casualties should come from visible models in the shooting phase, and from engaged models in the assault phase.
I thoroughly agree with this. If anything, I wish that an IC could at least choose who they want to attack in close combat out of a squad. Why would I waste my time attacking a buncha wimpy boyz when the nob with a power klaw is gonna snip me in half? Hurr durr you only killed some from the back of the squad cause they ran forward and got stabbed
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![[Post New]](/s/i/i.gif) 2009/10/23 20:12:11
Subject: Re:Best and Worst Rules in 40K
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Elite Tyranid Warrior
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Best - I agree with redbeard - the faith rules are wonderful.
Worst - KP (nuff said) or casulatie rules (can come from behind buildings etc, stacking ID wounds etc)
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Armys: , , , Skaven
Number of Threads Won: 1 |
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![[Post New]](/s/i/i.gif) 2009/10/23 20:28:20
Subject: Best and Worst Rules in 40K
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Deadly Dark Eldar Warrior
Bellingham WA
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Worst Rule in 40k: Necron phase out and wound allocation are a tie
Best Rule in 40k: 5th edition assault phase!
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![[Post New]](/s/i/i.gif) 2009/10/23 22:58:14
Subject: Best and Worst Rules in 40K
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Unhealthy Competition With Other Legions
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HolyCause wrote:Warscythes are pretty badass, being the only thing in the game (iirc) that ignores invulnerable saves. Pity the only unit they're really worth taking on are Lords...
The Inquisition would beg to differ, with C'Tan phase weapons, psycannons, psycannon bolts (on LRC's!  ) incinerators and shieldbreaker rounds, "Invul" saves are toast... Unless you have a 3+ save
Favorite? Stubborn, and the "Insperational Hero" "Forward, You Dogs!" or "chapter tactics" rule that gives it to my whole army. Sternguard and G-man blob squads that never run away (or get rallied next turn automaticly) and never take fearless wounds. The only troops scoring rule is awesome too.
Least? Defensive weapons. At least make assault weapons defensive, I just don't buy not being able to fire heavy flamers on the move.
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This message was edited 1 time. Last update was at 2009/10/23 22:59:30
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 |
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![[Post New]](/s/i/i.gif) 2009/10/24 11:20:16
Subject: Re:Best and Worst Rules in 40K
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Lieutenant Colonel
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Hi all.
Best , how to adapt -modify dice rolls on page 2 of the rule book. A comprehensive list of how to cover complicated interactions simply.
Worst., the rest of 40k rules seems to be how to write the worst defined rule set in the world, by ignoring the use of the methods outlined on page 2!
(And the apology for not being able to write well defined rules at the top of pg 2 doesnt excuse this IMO.)
EG.
A small amount of modifiers , eg light cover -1 to hit, heavy cover -2 to hit.
Or 300+ words of abstracting cover into a physical protection that overides actual physical protection in a counter intuitive way !
Guess what 40k uses....
And the inaprorpiate charactiristic line and game mechanic and resolution methods do not do the game play ANY favors...
PLEASE someone tell GW that 'well defined and comprehensive rules writing ' has not been copywrited by other game developers, 40k game devs can use it after all!
I like the asthetics of 40k , but the rule set is the worst commercialy available!(Comparitivley based on amount game play to written rules...)
TTFN
Lanrak.
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This message was edited 1 time. Last update was at 2009/10/24 11:23:09
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![[Post New]](/s/i/i.gif) 2009/10/24 12:17:17
Subject: Best and Worst Rules in 40K
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Regular Dakkanaut
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Best: The new blast template rules. Ravagers are even more awesome now.
Worse: KPs
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![[Post New]](/s/i/i.gif) 2009/10/24 12:28:48
Subject: Re:Best and Worst Rules in 40K
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Paramount Plague Censer Bearer
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My favorite rule is Eldar Jetbikes can move 6" in the assault phase. I didn't even know that until I found it in the rulebook. My least favorite? hmm... Destructable buildings. These rules must be accepted by both players if to be used, I never use them.
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Nurgleboy77 wrote "Callum officially WINS!" |
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![[Post New]](/s/i/i.gif) 2009/10/24 12:33:39
Subject: Best and Worst Rules in 40K
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Lord of the Fleet
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Least Favourite: Cerebus Launcher and Jamming Beacon, terrible rules, almost never used. The Frag Assault Launchers are pretty terrible as well, as any troops that a LR can carry have frag grenades as standard.
Most Favourite: Nemesis Force Weapons
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![[Post New]](/s/i/i.gif) 2009/10/24 18:18:14
Subject: Best and Worst Rules in 40K
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Unhealthy Competition With Other Legions
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the frag assault launchers are for the poor terminators who find it hard to throw grenades with power fists on. Just one of the myrad ways the LRC is making your life better.
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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 |
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![[Post New]](/s/i/i.gif) 2009/10/24 18:48:16
Subject: Best and Worst Rules in 40K
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Grim Rune Priest in the Eye of the Storm
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Favorite Rules: Currently the IG Commander Orders
Hated: the fact that if you Assault, you can still go last.
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![[Post New]](/s/i/i.gif) 2009/10/24 18:57:12
Subject: Best and Worst Rules in 40K
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Storm Trooper with Maglight
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Pinning: The most pointless rule ever since most things are immune to it.
The best rule for me were the old doctrines for guard, some of them were brilliant (close order drill for example).
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![[Post New]](/s/i/i.gif) 2009/10/24 18:59:23
Subject: Best and Worst Rules in 40K
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Lord of the Fleet
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sniperjolly wrote:the frag assault launchers are for the poor terminators who find it hard to throw grenades with power fists on. Just one of the myrad ways the LRC is making your life better.
yes but Terminators would be striking last anyway due to powerfists and thunderhammers. In fact, the only way frag launchers are useful is if the Land Raider is transporting Terminators with Lightning Claws
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This message was edited 1 time. Last update was at 2009/10/24 22:13:51
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![[Post New]](/s/i/i.gif) 2009/10/24 19:05:31
Subject: Best and Worst Rules in 40K
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Martial Arts Fiday
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Best: IG Orders (very fluffy and non-game breaking)
Combat Tactics (especially balanced with the lure of SCs that negate it)
Codices with very hard choices for what to take instead of awesome units vs. slowed units.
Worst:
S4 Defensive weapons (Boo HISSS!)
Comm links (makes you hear someone better only from 12" away?)
Kill Points (for those too lazy to use a calculator)
Rolling a Difficult Terrain test less than the distance too the terrain=still only move that distance.
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This message was edited 2 times. Last update was at 2009/10/24 19:07:49
"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"
-Nobody Ever
Proverbs 18:2
"CHEESE!" is the battlecry of the ill-prepared.
warboss wrote:
GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up. 
Albatross wrote:I think SlaveToDorkness just became my new hero.
EmilCrane wrote:Finecast is the new Matt Ward.
Don't mess with the Blade and Bolter! |
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![[Post New]](/s/i/i.gif) 2009/10/24 21:56:52
Subject: Re:Best and Worst Rules in 40K
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Human Auxiliary to the Empire
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best:monstores creaturs
worst:phase out it sucks
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2000
sometimes the biger they are the harder they kick your ass |
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![[Post New]](/s/i/i.gif) 2009/10/24 22:40:02
Subject: Best and Worst Rules in 40K
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Deadly Dark Eldar Warrior
Bellingham WA
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I'd like to add in another worst rule: That you can only fire out of a transport if you move under 6 inches, even if it is a fast vehicle.
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![[Post New]](/s/i/i.gif) 2009/10/24 22:44:06
Subject: Best and Worst Rules in 40K
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Lord of the Fleet
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Another bad rule: Unless it's Ap1 or Open-topped, you can't destroy a vehicle with a lucky glancing hit. I still remember the time when a lucky Hunter-Killer rolled 3 6's and destroyed a Monolith!
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![[Post New]](/s/i/i.gif) 2009/10/25 01:05:46
Subject: Best and Worst Rules in 40K
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Mysterious Techpriest
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Best: Lumbering behemoth. Helps to have my Russes keep firing while I advance.
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DQ:90S++G+M++B++I+Pw40k04+D++++A++/areWD-R+++T(M)DM+
2800pts Dark Angels
2000pts Adeptus Mechanicus
1850pts Imperial Guard
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![[Post New]](/s/i/i.gif) 2009/10/25 01:22:41
Subject: Best and Worst Rules in 40K
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Sinewy Scourge
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I like "We'll be Back" most, Necrons don't stay dead for long from experience.
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![[Post New]](/s/i/i.gif) 2009/10/25 01:58:04
Subject: Re:Best and Worst Rules in 40K
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Nasty Nob on Warbike with Klaw
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Best: Rapid fire dice (FUN!!!)
Worst: Wound allocation/5th edition TLOS (Migraine!!!)
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WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! |
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![[Post New]](/s/i/i.gif) 2009/10/25 02:21:07
Subject: Best and Worst Rules in 40K
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Decrepit Dakkanaut
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Best: Only Troops count as Scoring. Finally, makes Troops valuable.
Worst: Kill Points are used in 1/3 of basic missions. I'd prefer all Objectives, all the time.
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![[Post New]](/s/i/i.gif) 2009/10/25 02:27:14
Subject: Best and Worst Rules in 40K
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Automated Rubric Marine of Tzeentch
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Worst: Wound allocation & Cover Saves
Best: I really like TLOS... but Cover Saves kinda bring it down.
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![[Post New]](/s/i/i.gif) 2009/10/25 02:54:31
Subject: Best and Worst Rules in 40K
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Ork-Hunting Inquisitorial Xenokiller
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Best: Hull down (I play dirty, oh so dirty with this rule, 3 Russ tanks, 2 behind 1, the back two get 4+ for being obscured by the front non squadron one... oh so dirty) Worst: Sweeping advance, I really think they need to tweak this rule a bit... how does one model kill over 50 guardsmen over a failed I test... They should change it to something like if I test is failed by the falling back unit, they still fall back but suffer D6 attacks per winning model by the winning unit. Good rule, but hated: Warp-time
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This message was edited 4 times. Last update was at 2009/10/25 11:52:16
2009's 1500 IG - 11/5/5 (W/L/D) |
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