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Made in au
Dakka Veteran




Australia

myUserName wrote:
I really like the basic concept behind the rules for movement.
The ability to move my units across the battlefield makes the game far more dynamic than they were without it.


What game do you play that doesn't have rules for movement? MTG?
   
Made in us
Powerful Phoenix Lord





I think there's a modicum of sarcasm being employed here...
   
Made in gb
Hungry Ork Hunta Lying in Wait





As much as I hated it, I also loved it in equal measure my old Chaos Daemon codex back in 5th ed, WHOLE army deep struck, scattered (Unless the first wave had a icon or two survive) and the mishap table shafted you seven days to sunday.

BUT if the dice gods were somewhat merciful it really did feel like a full on Daemonic incursion, random hordes of Daemons popping up left right and centre and the opponents carefully deployed 'battle line' means nothing when that bloodthirster popped up behind his tank!

Or in my case, impaled on a tree.
   
Made in ch
The Dread Evil Lord Varlak





 The Forgemaster wrote:
The rules & customisability of CSM 3.5 codex.


Yes and no..

Yes for customizability, no for the Job done by gw.

Otoh IA13 was fun even though 7the was the gakshow par excellence.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in de
Battlefield Tourist






Nuremberg

I really liked the Force Organisation Chart. It helped a lot with making armies look like armies, a proper combined arms approach.
The change to move, shoot, assault also made the game much better than the old move and shoot, stay still and shoot, run or charge situation.

   
Made in gb
Longtime Dakkanaut






I loved the 4th edition Ork Shokk Attack gun rules, where every double did a different effect.

I liked the chaos rules from 7th where the model gains chaos gifts by winning combats, and can become a daemon prince!


I loved the old build-a-tyranid rules, where you had sooooo many options (and by combining monstrous creature, furious charge and rending, you had a maximum armour penetration roll on a carnifex of 28!!).

I loved vehicles pre-hull points, where your vehicles can keep pottering around, losing weapons and function, just by rolling luckily. Hull points made it too easy to kill vehicles, and then going over to wounds is just a meh cop-out to make the rules too easy.


If I had to pick one thing to bring back to the game, it would be vehicle facings & firing arcs. the new system is too abstract, especially if the idea is to forge a narrative!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Longtime Dakkanaut





My two best rules actually aren't very good but they are funny.

First one is, " It's a grots life " from orks, always made me laugh made me think of " It's a hard knocks life " song.

The second and I've enjoyed it greatly the rule of " It's for your own good " where if a commissar was in a unit with a psyker when they perils he executes them to avoid the perils. It changed a bit over time but I loved it, it felt so good.

Many is the psyker of mine that has died to my own commissars because they dared to perils.

Personally, if they perils and fail me, they are worthless things that deserve to die so I'm glad the commissar does his duty. I used to always be sure they were in the same squads as my psykers. I know, it was a negative but I don't take failure lightly in my army.


Edit: Old shock attack gun rules, they were amazingly fun and my favorite ork unit by far. Now they are boring dull. How many times did I roll the double where the gots of a snotling are shot at the enemy ? Too many, and I don't even own orks but I would borrow them just to shoot those guns.

This message was edited 1 time. Last update was at 2019/09/12 10:03:20


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

My favourite has to be the First Prince rule from 7th edition Corsairs.

Basically, a Corsair Prince would pick a single power from a table to make him more focused. None of them were overpowered (in fact, many even came with drawbacks), but you had some many options and so much flavour. You could have a Prince with FNP and IWND (but he suffers if he fails the IWND roll), you could have a Prince with Rampage, you could have a Prince able to use demonic magic (but pray you never roll Perils), you could have a Prince with an artefact from the Eldar, DE or Harlequin books. What's more, each power had lesser abilities that could be applied to your other HQs (for a price) if you so chose. e.g. characters in the same army as a Prince with an artefact could pay 10pts to make one of their weapons Master Crafted.

I have yet to see anything even come close to the First Prince rule in terms of either flavour or sheer customisation (and bear in mind that Corsair Princes weren't lacking in wargear options either).

The same book also gave us:

Reckless Abandon - Corsair units that fired at an enemy within 12" could immediately move 6" away from that enemy (6+d6" with a Jetpack or Jetbike). This, combined with the fact that *every* Corsair infantry model could take a Jetpack and/or Jetbike really made Corsairs *feel* mobile. You really felt like you were playing a fast, agile army. They really were everything I wanted Dark Eldar to be.

The Corsair Fleet Raiding Company - this detachment bears some resemblance to the current Dark Eldar one (where you get 4CPs if you take 3 patrols). The difference is that for Corsairs it actually worked.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in ch
The Dread Evil Lord Varlak





I have yet to see anything even come close to the First Prince rule in terms of either flavour or sheer customisation (and bear in mind that Corsair Princes weren't lacking in wargear options either).


IA 13 demagogue devotions for renegades and heretics.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Old Zogwort turning enemy characters into squigs.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Longtime Dakkanaut



London

Running around on fire...
   
Made in us
Shadowy Grot Kommittee Memba






 Jidmah wrote:
Old Zogwort turning enemy characters into squigs.



Ohhhh, I miss old Zogwart. I still tell my fond story of going to an unfamiliar game club in 5th and ending up against the one guy standing around with nobody wanting to play him, and he had the competitive draigostar list and was also cheating in like a dozen different ways, but right at the end of the game I squigged Draigo and he got UNBELIEVABLY pissed off.

Wonderful rule. I loved that it didn't give you the Warlord Kill - you still had to go get the squig as it was still trying to command the enemy army.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in cz
Mysterious Techpriest






Fortress world of Ostrakan

The best rule ever?

First rank fire, second rank fire!


Neutran Panzergrenadiers, Ostrakan Skitarii Legions, Order of the Silver Hand
My fan-lore: Europan Planetary federation. Hot topic: Help with Minotaurs chapter Killteam






 
   
Made in us
Mekboy on Kustom Deth Kopta






The best 40k rule... when some units were apocolypse only. I don't mind titanic vehicles and things liek warhounds, stompas and larger models in larger narrative games. I would have preferred imperial knights, wraith kinights, storm surges and other large models not be part of general 40k. To me 40k was the smaller part of a battle where 2 armies of infantry tanks and a few small robots did battle, not an army vs like 3 big robots. I do realize that train has left the station and there is no going back.

10000 points 7000
6000
5000
5000
2000
 
   
Made in gb
Malicious Mandrake




Red wunz go fasta.
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control





Holy Terra

8th edition in general has the best 40k rules overall.

-~Ishagu~- 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Before 8th I was always peeved by monsters not suffering any of the disadvantages of vehicles. I mean a Dreadnought should be something akin to a Wraithlord. However the former could be destroyed with one shot, immobilized, stunned, weapons destroyed etc when the latter just strode along with full effectiveness until it lost its last wound. Now they are both on par and vehicles and monsters alike suffer from degrading profiles.

So one could say one of my favorite rules is in fact the abolishment of vehicle facings, firing arcs, and (penetrating hit) damage tables.

This message was edited 2 times. Last update was at 2019/09/12 12:56:05


7000+
3500
2000 
   
Made in gb
Longtime Dakkanaut






I think my fave rules that are no longer with us were:

• Area terrain blocking LoS unless you were inside it
• Having to shoot the nearest enemy unit unless you pass a Ld test

Were those both in 4th? I'm old and all the previous editions are kinda jumbled up in my head now.

Oh and asymmetrical objectives from the cards in 2nd.


Automatically Appended Next Post:
Oh I'm really keen on the return of Split Fire in 8th. Always hated having to shoot my Tac Squad Bolters and Lascannon all at the same thing.

This message was edited 1 time. Last update was at 2019/09/12 13:02:39


 
   
Made in gb
Mekboy Hammerin' Somethin'





Dorset, England

I always liked the rule that gave you an extra attack in close combat if you hadn't shot any weapon. It always felt a really tough decision whether to take the guarenteed shots or bank on the CC attacks doing more damage.
   
Made in gb
Longtime Dakkanaut






Oh I also liked when Special Characters were opponent's permission only.
   
Made in us
Shadowy Grot Kommittee Memba






 Elbows wrote:
Any Ork rules from 2nd edition.

When the game was much smaller, the flavor was far stronger. Flavor was set aside in favor of more models = more sales = more money.


You know....I've played 2nd edition once or twice.

I really do like the breadth of options you have for what your models can do during a turn, and I like the combat involving vehicles a LOT. It is....NOOOOOOOOOT balanced. Like if you think 8th, or 7th, or whatever, is bad, 2nd edition 40k is literally like "Roll on tables to see what happens, the game."

I really strongly disagree that armies had more 'distinct flavor' in 2nd than in 8th.

Let's take a look at ork rules in 2nd edition.

1) Stats. Orks in 2nd edition had a base statline of M4, WS3 BS3 S3 T4 W1 I2 A1 Ld7. They had the same wargear as space marines (started with Bolt Pistols and Axe/Sword as base weapons, any ork could take Chainswords, Power Axes, Power Swords, Plasma Pistols etc. The only distinction was Space Marines got Boltguns as standard, while Boltguns were lumped into the Special Weapon list for Orks alongside Flamers meltas Plasmaguns etc.) Note that the only distinction in statline between a guardsman and an ork boy was 1 point of toughness more on an ork, and 1 point of initiative more on a guardsman.

All the different unit options (Stormboyz, Goff Skarboyz, Madboyz, Blood Axe Kommandos) tended to be slight stat-swaps. Nobz for example were WS4 LD8 and BS4, and they could all take special weapons and wore 4+ instead of 6+ armor.

Only Ork Boyz could choose which clan they were. Certain clans gave different options, for example Boyz from Snakebites could take Boars, and Bad Moonz boyz could take all special weapons, meaning "Shoota Boyz" only existed within Bad Moonz.

All Kommandos had to be Blood Axes. All Skarboyz had to be Goffs.

2) Units that don't exist anymore. Madboyz, Boars as a transport option, Snotlings, Ogryns, and several special characters including Ghazzy's standard bearer Makari, Wazdakka Gutsmek, Zodgrod the super-runtherd, and Nazdred Ug Urdgrub no longer exist.

However, it is worth noting that the only vehicles to exist are war bikes, nob bikes, war buggies, war trakks, and battlewagons, and then there's an Ork Dreadnought and Grot Artillery list. Battle wagons are not what they are today, they're just War Buggies that have the ability to transport an unlimited number of orks rather than having a gun.

War Buggies and War Trakks have the same weapons as Space Marine Razorbacks (Twin HB's, Heavy Plasma Gun, multi-Melta, Twin Autocannon). They were functionally identical, just having slightly different speeds and one following the rules for Wheeled Vehicles (making it more susceptible to different terrain).

in 2nd edition, each individual model had vastly more wargear freedom, it's true. However, in terms of how distinct my ork army is in practice to my opponent's army, they play much different in 8th than they do in 2nd, and in terms of having wargear that other factions don't have access to, orks now are far more distinct than orks then, and the same tends to hold true for all armies.

It is REALLY cool to shoot a gun at something, roll on a location table and see "Vehicle flips over, killing crew. The wreck comes to rest D6" away in a random direction, any model under it when i lands takes D3 S6 Ap-2 hits" or be able to randomly hit the crew and have a gunner die. it is a fun skirmish game system for sure. But I think if you look at 8th and you say "OK, my army of Raven Guard space marines, how different is it from an army of Orks and how different is it from an army of Ultramarines space marines" it'll be more distinct than the same thing in 2nd.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in pl
Fixture of Dakka




 Weazel wrote:
Before 8th I was always peeved by monsters not suffering any of the disadvantages of vehicles. I mean a Dreadnought should be something akin to a Wraithlord. However the former could be destroyed with one shot, immobilized, stunned, weapons destroyed etc when the latter just strode along with full effectiveness until it lost its last wound. Now they are both on par and vehicles and monsters alike suffer from degrading profiles.

So one could say one of my favorite rules is in fact the abolishment of vehicle facings, firing arcs, and (penetrating hit) damage tables.


Which mostly means units with degrading state line are not taken unless they are super cheap or super efficient.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in us
Ultramarine Terminator with Assault Cannon






EASY question!!!

The best rule to have ever been introduced is more of a system...

The Keyword system.

Boom! Done. Winner!
   
Made in gb
Longtime Dakkanaut



London

Don't agree that the armies were less distinct back then. While the stat lines were similar and the weapon names the same they played very differently. tactics that worked well for one were not as good for the other army. Whatever the reasons for this were, I suspect they were similar to historical wargames where the sides are often very similar in terms of stats and equipment yet often play very differently.


Automatically Appended Next Post:
the_scotsman wrote:
However, in terms of how distinct my ork army is in practice to my opponent's army, they play much different in 8th than they do in 2nd, and in terms of having wargear that other factions don't have access to, orks now are far more distinct than orks then, and the same tends to hold true for all armies.


Don't agree that the armies were less distinct back then. While the stat lines were similar and the weapon names the same they played very differently. tactics that worked well for one were not as good for the other army. Whatever the reasons for this were, I suspect they were similar to historical wargames where the sides are often very similar in terms of stats and equipment yet often play very differently.

This message was edited 1 time. Last update was at 2019/09/12 15:08:02


 
   
Made in us
Deathwing Terminator with Assault Cannon






 oni wrote:
EASY question!!!

The best rule to have ever been introduced is more of a system...

The Keyword system.

Boom! Done. Winner!
I agree with this. I just wish they really flesh out this system, along with a glossary of terms.
   
Made in gb
Fixture of Dakka







 skchsan wrote:
 oni wrote:
EASY question!!!

The best rule to have ever been introduced is more of a system...

The Keyword system.

Boom! Done. Winner!
I agree with this. I just wish they really flesh out this system, along with a glossary of terms.

Yeah, weapons could've benefited from further implementation of it from a TYPE perspective, even if attaching things like Bolt, Melta, Flame, Plasma had no rules directly attached, they could've served as elegant anchors for other rules (looking at you, Bolter Discipline...)

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in us
Powerful Phoenix Lord





Re: the_scotsman

That's a nice opinion, but not one that I share. I don't think armies feel that different now beyond powerful stratagems or "I can re-roll this, and you can re-roll that". 2nd edition to me, really does feel far more thematic than current editions. You don't have to agree, but that's the beauty of opinions.
   
Made in gb
Automated Rubric Marine of Tzeentch





UK

Best rule ever?

The Rogue Trader cyclone missile launcher catastrophic launch chart


[1,800] Chaos Knights | [1,250] Thousand Sons | [1,000] Grey Knights | 40K editions: RT, 8, 9, 10 | https://www.flickr.com/photos/dreadblade/  
   
Made in us
Sadistic Inquisitorial Excruciator




Imperial Guard Doctrines.

I'll always miss those.

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in us
Shadowy Grot Kommittee Memba






 Elbows wrote:
Re: the_scotsman

That's a nice opinion, but not one that I share. I don't think armies feel that different now beyond powerful stratagems or "I can re-roll this, and you can re-roll that". 2nd edition to me, really does feel far more thematic than current editions. You don't have to agree, but that's the beauty of opinions.


That is true. And there are definitely some aspects - particularly "what weapon is my model holding" that are much more free and loosey-goosey in 2nd edition. It is neat to be able to have a Genestealer Cult land raider supported by brood brothers carrying bows and arrows, that's....a thing you can do for sure.

But when it comes to "statistically, what is the difference between my regular joe schmoe guardsman, a monstrous alien hybrid genestealer cult acolyte, an ork boy, and an eldar guardian" the difference is usually something like "Well, one inch of movement here, a couple points of initiative there, and the Guardian can have a lasgun/laspistol/chainsword/power axe/power fist/power sword/hand flamer/needle pistol, while the Ork boy can have an axe/sword/power fist/power axe/chainsword/autopistol/bolt pistol"

Some of that is just the greatly reduced scale of the game, where a Land Raider is basically the biggest tank in the game, but it's also due to the high level of overlap in what different factions have. At that point in the game, most factions had a bunch of footslogging special characters, a psyker, some foot infantry, some bikers/cavalry, a medium walker, a transport, a medium tank, and some static artillery.


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
 
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