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Made in us
Calm Celestian






Ireland

Holy balls, you're right! I haven't taken my Sisters out in a month or two. Surprised by how quickly I forgot

"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in us
The Hive Mind





Sasori wrote:
The models who can take crushing claws strike after guardsmen anyways, don't they? (Fex and Terv)


Fexes get +2 I on the turn they charge, so they'd strike at the same time as Guardsmen.

Not if they have Crushing Claws.

Also:

Toxin Sacs on a Carnifex (and to a lesser extent all other MCs).
Str 9 so pretty much always wounds on a 2+ (~84% chance)
Toxin Sacs means he'd would on a 4+ with re-rolls. (75% chance)

So you pay extra points to have a worse chance of wounding? GREAT SUCCESS!

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Death-Dealing Devastator





Wherever the Emperor commands.

Imperial guard

Unit: Rough riders

Good: cool fast attack cavalierly unit

Cons: crappy fluff (Space Mongolians?!?!) and silly models.
   
Made in gb
Servoarm Flailing Magos





pretre wrote:
Joey wrote:Creed doesn't have a Close Combat Weapon...fail.

He has two pistols which are one handed weapons. Reading comprehension fail.

...
Trolling or serious?
me-"He doesn't have any close combat weapons"
you-"LOL HE HAS TWO RANGED WEAPONS U MORON"
Creed has no close combat weapon, he cannot attack in close combat.
Re-read his wargear list. He has no close combat weapon, unlike Iron-Hand Straken.

This message was edited 1 time. Last update was at 2012/01/07 05:04:13


Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
Made in us
The Hive Mind





Joey wrote:
pretre wrote:
Joey wrote:Creed doesn't have a Close Combat Weapon...fail.

He has two pistols which are one handed weapons. Reading comprehension fail.

...
Trolling or serious?
me-"He doesn't have any close combat weapons"
you-"LOL HE HAS TWO RANGED WEAPONS U MORON"
Creed has no close combat weapon, he cannot attack in close combat.
Re-read his wargear list. He has no close combat weapon, unlike Iron-Hand Straken.

If he has pistols, he has close combat weapons. Because they're usable in close combat.
And there's no rule saying that you have to have a close combat weapon to attack in close combat.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in gb
Servoarm Flailing Magos





rigeld2 wrote:
Joey wrote:
pretre wrote:
Joey wrote:Creed doesn't have a Close Combat Weapon...fail.

He has two pistols which are one handed weapons. Reading comprehension fail.

...
Trolling or serious?
me-"He doesn't have any close combat weapons"
you-"LOL HE HAS TWO RANGED WEAPONS U MORON"
Creed has no close combat weapon, he cannot attack in close combat.
Re-read his wargear list. He has no close combat weapon, unlike Iron-Hand Straken.

If he has pistols, he has close combat weapons. Because they're usable in close combat.
And there's no rule saying that you have to have a close combat weapon to attack in close combat.

Having checked the rulebook it seems that "Close Combat Weapons" are in fact pointless in most wargear options unless they come with pistols. Hmm.

Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

rigeld2 wrote:
Sasori wrote:
The models who can take crushing claws strike after guardsmen anyways, don't they? (Fex and Terv)


Fexes get +2 I on the turn they charge, so they'd strike at the same time as Guardsmen.

Not if they have Crushing Claws.

Also:

Toxin Sacs on a Carnifex (and to a lesser extent all other MCs).
Str 9 so pretty much always wounds on a 2+ (~84% chance)
Toxin Sacs means he'd would on a 4+ with re-rolls. (75% chance)

So you pay extra points to have a worse chance of wounding? GREAT SUCCESS!


That was the point of this line of Statements....

4000+
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Thousand Sons 4000+
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Made in us
Speedy Swiftclaw Biker




Joey wrote:
pretre wrote:
Joey wrote:Creed doesn't have a Close Combat Weapon...fail.

He has two pistols which are one handed weapons. Reading comprehension fail.

...
Trolling or serious?
me-"He doesn't have any close combat weapons"
you-"LOL HE HAS TWO RANGED WEAPONS U MORON"
Creed has no close combat weapon, he cannot attack in close combat.
Re-read his wargear list. He has no close combat weapon, unlike Iron-Hand Straken.
Pistols count as CCWs, dummy. Check page 29 of your BRB if you don't believe me.


EDIT: Ninjas! Ninjas everywhere!

This message was edited 2 times. Last update was at 2012/01/07 05:19:22


 
   
Made in us
The Hive Mind





Sasori wrote:That was the point of this line of Statements....

Right, sorry... long day at work and I misread.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in au
Norn Queen






I'm not going to be that guy and go on about the entire Tyranid book, but there's a lot of gems in there for this discussion.

They can't bring down spore pods empty, even though any other army with a dedicated transport can deploy it empty (even drop pods).

The armies only IC cannot join a squad in its only dedicated transport, unlike every other army in the game.

Lictors reserve benefit not working while it is still hiding - it worked while hiding last edition, why change it?

Lictors not able to assault the turn they deepstrike, unlike other units with the same deployment type in other armies.

As mentioned, an army almost entirely dedicated to assault has two units with assault grenades, one of which is maximum of I4 the turn it assaults, with an upgrade on top of the assault grenades, otherwise I3 when it assaults, and the other unit can't assault when it arrives, thus rarely gets to assault anyway. Why bother?

The only army in the game with a friendly buff psychic power that counts as a shooting attack.

Lashwhips only counting on base initiative, before abilities that boost it like Banshee masks, unlike other weapons in the game that drop opponents initiative.

Trygon tunnel not being useable until the turn after it deploys, and being able to destroy units following by standing on top of the hole - did they even want this this rule to work at all?

This message was edited 1 time. Last update was at 2012/01/07 05:34:18


 
   
Made in us
The Hive Mind





-Loki- wrote:The armies only IC cannot join a squad in its only dedicated transport, unlike every other army in the game.

There's actually 2 ICs - Parasite. But yeah - you're right.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in ca
Confessor Of Sins





pretre wrote:
Pouncey wrote:Codex: Sisters of Battle
Problem: The Immolator can only carry 6 models, whereas the minimum squad size of a Battle Sisters Squad is 10 models, and cannot be split up into smaller groups

That's the best you can do for the SOB Codex? How about Celestian Command Squad has a shooty faith power and the ability to take close combat weapons and Celestians have an assaulty power and don't? (In fact if you swapped the faith power, they both might be more worth taking.) Taking vehicles you can't fit in is certainly nothing new as an option and provides sisters Immolators in every slot.


Sorry. I was posting in the context of the original post, which was stuff such as stikkbomms on Meganobz - entirely useless. It was the best I could think of, since there's no point in taking a transport vehicle for a unit which could never, EVER fit in it without taking casualties during the game.

Though, I'll admit that the Immolators could fill a role as support vehicles for footsloggers instead of being intended as a transport, and also being a sort of transport to rescue a stranded unit or something.

Actually, I kinda like that idea, and I seem to recall a scene like that in Faith and Fire - though it's been years since I read it, so not sure exactly, but I do remember a column of Sisters vehicles supporting Sisters on foot, with the main character manning the turret on an Immolator for a bit.

On a side note, today I built a turret for an Immolator, as well as a turret for a Sisters Rhino. So now I have 3 Immolator turrets for 2 Immolators, and 2 Rhino turrets for those same 2 Immolators.

Someone explain to me where my third Immolator went. Cause I don't remember ever having one. I have a normal Rhino, but I think it started life as a Space Marine Rhino which I just painted in my Sisters colors after they commandeered it from the Hellfire Marines' garage.

Unless...

Do Exorcists come with the sprue that houses the Immolator turret, Sisters' Rhino turret, and all the Sisters decals and stuffums?

Edit: No dispute on the lack of sense of having a shooty act on an assault unit, and an assault act on a shooty unit.

This message was edited 1 time. Last update was at 2012/01/07 06:19:19


 
   
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Between Alpha and Omega, and a little to the left

While there not much I would complain about the Ork codex, there is one thing: meks. Not BIg Meks. Normal ones. Why would I ever want to replace a loota or a burna boy for one?

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

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Made in ca
Regular Dakkanaut





Chambly, Quebec, Canada

For what it's worth, Ghazkull also has a grenades on his mega-armor and he also has a powerklaw, thus never needing the damn things.
   
Made in ca
Confessor Of Sins





Tarkand wrote:For what it's worth, Ghazkull also has a grenades on his mega-armor and he also has a powerklaw, thus never needing the damn things.


Actually, come to think of it, the current Ork Codex was released in 4th edition, wasn't it? Toward the end though, and written with 5th in mind.

If so, then the stickbombz make sense, because in 4th, you could opt to just make normal attacks instead of being forced to use any special close combat weapon you might have had. It would be useful, because if you were fighting, say, a squad of Guardsmen or Cultists or something with T3 and weak armor, you could strike either simultaneously or possibly first, and still wound on 2s - S5 and I4 or 5 (can't remember if Nobz have I3 or I4 on their profile) on the charge with Furious Charge, unless that USR was different in 4th - and unless your opponent rolled very well, you'd probably kill nearly as many models.

Good god, the Xmas tree lights are still on... That, or I'm hallucinating from all the gluing I've done today... Made so many damned models that built up in a backlog last year.
   
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Perfect Shot Black Templar Predator Pilot






The old Ork Choppa rule was pretty stupid, as it suggested that flak armour wouldn't be effected by on while terminator suits get destroyed. It could have just increased the AS by one (e.g. 3+ becomes 4+, 6 gets no save).
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

rigeld2 wrote:
-Loki- wrote:The armies only IC cannot join a squad in its only dedicated transport, unlike every other army in the game.

There's actually 2 ICs - Parasite. But yeah - you're right.


Aren't tryanid primes IC? And IIRC it can join a squad/.


Automatically Appended Next Post:
Luke_Prowler wrote:While there not much I would complain about the Ork codex, there is one thing: meks. Not BIg Meks. Normal ones. Why would I ever want to replace a loota or a burna boy for one?


That, and the fact that in the Loota/Burna box you HAVE to make a mek. They only give you 4 deffguns and 4 burnas. Srsly GW, wtf?

This message was edited 1 time. Last update was at 2012/01/07 10:49:20


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
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Stormin' Stompa





CthuluIsSpy wrote:
rigeld2 wrote:
-Loki- wrote:The armies only IC cannot join a squad in its only dedicated transport, unlike every other army in the game.

There's actually 2 ICs - Parasite. But yeah - you're right.


Aren't tryanid primes IC? And IIRC it can join a squad/.



Bolded the part you missed.

-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

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Ferocious Black Templar Castellan






Sweden

Pouncey wrote:

Actually, come to think of it, the current Ork Codex was released in 4th edition, wasn't it? Toward the end though, and written with 5th in mind.

If so, then the stickbombz make sense, because in 4th, you could opt to just make normal attacks instead of being forced to use any special close combat weapon you might have had. It would be useful, because if you were fighting, say, a squad of Guardsmen or Cultists or something with T3 and weak armor, you could strike either simultaneously or possibly first, and still wound on 2s - S5 and I4 or 5 (can't remember if Nobz have I3 or I4 on their profile) on the charge with Furious Charge, unless that USR was different in 4th - and unless your opponent rolled very well, you'd probably kill nearly as many models.

Good god, the Xmas tree lights are still on... That, or I'm hallucinating from all the gluing I've done today... Made so many damned models that built up in a backlog last year.


This. It IS a 4th edition Codex, after all. Also, if you want to remain locked in combat with a walker for one more turn, you can still use the stikkbommz instead of the Klaw to hit at S4.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Screaming Banshee






Cardiff, United Kingdom

Kodanshi wrote:Space Marines Codex

How Space Marines ‘advance’ to Tactical Squads only after campaigning successfully as a part of other units, such as Devastator. So you go from Scout to Devastator or Assault to Tactical. Imagine that:

“Brother Jim, you have served faithfully in the Devastators and honed your skills of long–range destruction. In order to put your long range combat experience to good use, take this chainsword and bolt pistol and go get ’em!”



A little off-topic but they aren't trusted with the heavy weapons unless they show proficiency enough to warrant them being a more long-term Devastator... Recruits are initially just stuck in the squad with a bolter to get them used to combat (from a safer position). Once they've grown some iron balls they are chucked into close-combat to err... well... grow the balls even larger?

   
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Regular Dakkanaut




Kefitzat Haderech

rigeld2 wrote:Toxin Sacs on a Carnifex (and to a lesser extent all other MCs).
Str 9 so pretty much always wounds on a 2+ (~84% chance)
Toxin Sacs means he'd would on a 4+ with re-rolls. (75% chance)

So you pay extra points to have a worse chance of wounding? GREAT SUCCESS!


I missed that when going through the ’dex. That’s pretty hilariously bad!

odorofdeath wrote:Ymgarl Genestealers using the Dormant rule always strike at Initiative 1 in in the following Assault phase, as they lack grenades. Why Tyranids, the best CC army in the game, only has access 2 units with Assault grenades, I do not know.


Looking through my copy of the ’Nid ’dex and I cannot see this at all. Where do I find this? Or did this crop up in an F.A.Q?

This message was edited 1 time. Last update was at 2012/01/07 12:46:27


 
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Rough Rider with Boomstick






Southern England

ZOMBIE CAT wrote:Imperial guard

Unit: Rough riders

Good: cool fast attack cavalierly unit

Cons: crappy fluff (Space Mongolians?!?!) and silly models.


When you think of Rough Riders, think of Krieg Death Riders. Makes it a lot, lot better.

 
   
Made in au
Norn Queen






Kodanshi wrote:
odorofdeath wrote:Ymgarl Genestealers using the Dormant rule always strike at Initiative 1 in in the following Assault phase, as they lack grenades. Why Tyranids, the best CC army in the game, only has access 2 units with Assault grenades, I do not know.


Looking through my copy of the ’Nid ’dex and I cannot see this at all. Where do I find this? Or did this crop up in an F.A.Q?


They deploy inside a terrain peice. So if they assault a unit from the terrain, they count as moving through terrain, thus strike at I1 in the assault - assaulting through cover.

However, since they can move when they arrive, they can just move out of the terrain before assaulting, so I don't know why he's complaining. If you're assaulting from the terrain, you're essentially punching yourself in the face for no reason.

This message was edited 1 time. Last update was at 2012/01/07 12:54:18


 
   
Made in gb
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Kefitzat Haderech

Oh of course. Right, terrain. Yes. I need to read more closely and cross–reference with the rules. Thanks .

On topic but directed at a different poster:

Andilus Greatsword wrote:Codex: Tyranids (not exactly my favourite but whatevs)

Unit: Carnifex (don't get me started)

Rule: Crushing Claws

Problem: So I'm paying another 25pts to give me +D3 attacks? Ok that's not so bad, rerolls from dual scything talons might be better, but I'd be willing to do that. Wait... I always strike at I1 if I do? ARGH.


Don’t Carnifexes start with Initiative 1 anyway?!

 

This message was edited 1 time. Last update was at 2012/01/07 12:55:08


 
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Made in gb
Fixture of Dakka







I can't believe I forgot to mention Nork Deddog.

Paying an extremely large amount of points (where you could get instead, another colonel) for a high toughness bodyguard model for your colonel.

Oh wait, majority toughness rules...
   
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Decrepit Dakkanaut




Yes, but gain +2I on the charge and another +1 if they take FC

Poison on S5 MCs does make sense, as your most common opponent is T4. 75% > 66%, especially if you then pass that benefit onto units near you
   
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The rules for Tau Ethereals. Especially that Space Pope.
   
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Lord of the Fleet






London

Codex: Dark Eldar wrote:Shuriken Pistols :"See the Warhammer 40,000 rulebook".


What possible reason did Games Workshop have to do this?
   
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Longtime Dakkanaut




St. George, UT

I think its rather odd that half of Njal Stormcallers bonus abilities don't do anything if you go second.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
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Lead-Footed Trukkboy Driver





Birmingham, UK

pretre wrote:

Celtic Strike wrote:
n0t_u wrote: The roof hatch on the back of the Immolator suddenly being locked as well as it no longer being able to drive at them and burn.


Immolators don't have back hatches. They have a front hatch tho, but so does a Razorback and they can't shoot out the top either.

Immolators have two side and the Fleur hatch, same as a sisters rhino.


Sisters used to be able to fire out of the roof hatch of the immolator - it counted as a fire point. Thanks to the new "codex" they cannot.

OT I also think its silly how SM scout bikers have shotguns which they never need - as they are relentless with TL boltguns, or RF astartes GL, which are always better than a shotgun.

This message was edited 2 times. Last update was at 2012/01/07 17:34:28


   
 
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