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Made in us
Sneaky Kommando





Codex: Orks

Unit:Meganobz

Rule: All Meganobz come equipped standard with Stikkbombs(assault grenades)

Problem: All meganobz have Power Klaws which strike at initiative 1 regardless and have no other weapon options.

WHHHYYYYYYYY!?!?!?!
   
Made in ca
Confessor Of Sins





Codex: Sisters of Battle

Unit: Battle Sisters Squad

Rule: The unit may take an Immolator as its dedicated transport

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
   
Made in dk
Stormin' Stompa





@ Grots R OP

That makes perfect sense.

In the Ork society Nobs are the biggest and strongest (barring the Warboss, of course) and so they lay claim to the most loot and the snazziest equipment (like the Mega-Armour itself, for example). Whether they can use it or not should be completely irrelevant to the Nob. He is strong, therefore he should get it.

Now why said Meganobs do not have access to Cybork Bodies (kool gear) or Boss poles (status symbol showing he is the biggest and baddest).....now THAT makes no sense at all.


....

This message was edited 1 time. Last update was at 2012/01/06 18:09:09


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

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Made in gb
Fixture of Dakka







Marbo's Envenomed Blade isn't a Close Combat Weapon (but maybe that's the source of his 4th attack instead of 3rd?)

This might be a memory fail. But, I think it's Tycho who has digital weapons and a Master Crafted sword... Both do the same thing
   
Made in us
Stalwart Strike Squad Grey Knight





MN

Codex: Grey Knights

Unit: Brotherhood Champion

Rule: Can take Digital Weapons to re-roll a single failed 'to wound' roll.

Problem: He is armed with what is effectively a lightning claw, so he already re-rolls all failed 'to wound' rolls.


 
   
Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

Compel wrote:Marbo's Envenomed Blade isn't a Close Combat Weapon (but maybe that's the source of his 4th attack instead of 3rd?)

This might be a memory fail. But, I think it's Tycho who has digital weapons and a Master Crafted sword... Both do the same thing


Yes, yes it is......


As for my pet peeve, if you go second the PBS leadership power does not last till the next turn, just that turn.....which is insanely limiting.

 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Llhaeman.

Why? She only upgrades one weapon for the Archon, and 5pts could get a Venom Blade, which does exactly the same in CC for a lower price.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Speedy Swiftclaw Biker




When Space Wolves want to use their Wolf Standards, they either have to declare it in the Shooting phase or wait until the NEXT assault phase to activate them, instead of the CURRENT assault phase!

This message was edited 1 time. Last update was at 2012/01/06 18:42:39


 
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

Black Templar terminator command squad-picture suggests a banner is possible, but there is no option for it. Bad terminator command squad!!


Automatically Appended Next Post:
At tycho comment: master crafted is to hit, digital is to wound, I believe. And if I'm wrong, it means he can re-roll up to 2 attacks. How is it pointless, either way?

This message was edited 1 time. Last update was at 2012/01/06 20:22:14


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Made in gb
Stalwart Veteran Guard Sergeant





BlapBlapBlap wrote:Llhaeman.

Why? She only upgrades one weapon for the Archon, and 5pts could get a Venom Blade, which does exactly the same in CC for a lower price.


Her only purpose is to be converted into Lady Malys
   
Made in us
Sneaky Kommando





We should send this thread to the editors lol. I am glad to see your codexes are f-ed up too though .
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





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.

Bonus: The Shadow in the Warp is described as cutting off entire sectors from contact, and basically instant-killing any psykers. Yet in the game, it only extends 12" (half the distance of a hood) and, amazingly, is stopped cold by Transport vehicles.


This message was edited 2 times. Last update was at 2012/01/06 23:13:22


"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown

"Yeah, f*ck you too!" - R.J. MacReady, The Thing 
   
Made in us
The Hive Mind





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.

Not always... if you leave the terrain in your movement and don't have to roll for terrain during the assault move, you don't get owned on init.

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





Creed doesn't have a Close Combat Weapon...fail.

Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
Made in gb
Regular Dakkanaut




Kefitzat Haderech

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!”


 
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Made in us
Tzeentch Veteran Marine with Psychic Potential





Nice catch, rigeld. I think I'll give Ymgarls another try then. The lack of army-wide grenades is still annoying.

"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown

"Yeah, f*ck you too!" - R.J. MacReady, The Thing 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

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

It's almost like he's not meant to fight in close combat or something.
Compel wrote:Marbo's Envenomed Blade isn't a Close Combat Weapon (but maybe that's the source of his 4th attack instead of 3rd?)

This might be a memory fail. But, I think it's Tycho who has digital weapons and a Master Crafted sword... Both do the same thing

Master crafted rerolls one hit, digital weapons reroll wounds.

I really hate the prevalence of the word "fail" in its current usage. Ugh.

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Made in us
Slaanesh Chosen Marine Riding a Fiend






The sink.

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.

Bonus: The Shadow in the Warp is described as cutting off entire sectors from contact, and basically instant-killing any psykers. Yet in the game, it only extends 12" (half the distance of a hood) and, amazingly, is stopped cold by Transport vehicles.




Hey Bloodletters don't have assault grenades either! Go Figure.
   
Made in us
The Hive Mind





odorofdeath wrote:Nice catch, rigeld. I think I'll give Ymgarls another try then. The lack of army-wide grenades is still annoying.

Oh, absolutely. And if you don't roll high enough to get out of the terrain, you can still run in the movement phase to get a second chance to get out - fleet lets you still assault.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in au
Lady of the Lake






Pouncey wrote:Codex: Sisters of Battle

Unit: Battle Sisters Squad

Rule: The unit may take an Immolator as its dedicated transport

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


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.

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!”



Even though the Codex before it they advanced the other way around, the one that actually made sense; scout then to tactical, depending on skills shown determined where they went next. You can shoot that bolter pretty accurately? Go to devastators. You punch them good? Assault Marine.

   
Made in us
Decrepit Dakkanaut






Leerstetten, Germany

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!”



I think to an extend it actually makes sense.

Tactical marines have to be well rounded. They have to be able to shoot, be able to survive in close-combat. They have to be, well, tactical. Why expect them to shoot AND assault when they were never specifically trained for either?

So you just graduated scout school,, and you start in the Devastator squad. Your first assignment is probably as far back from battle as you can get when you are a Space Marine. Your job is pretty much this: Hand ammo to the guy doing the shooting, and learn. Do it long enough and you may even someday get to shoot the thing. By the time you are done you know everything about shooting.

After that you move to the assault squad. You learn everything there is to know about that specialty. You already know how to kill people from far away, now it is time to learn how to kill people with a sword. As we all know the only purpose of warp-travel, orbital landings, and huge tanks is to get close enough to hit people with swords.

Now you know how to shoot, and you know how to fight in close combat. NOW you become a tactical marine, where both is equally important and unless you can do both you are a useless tactical squad. What good is a tactical squad that is good at shooting but gets slaughtered in assault, or a squad that can't hit the broadside of a barn and no ability to assault.

n0t_u wrote:Even though the Codex before it they advanced the other way around, the one that actually made sense; scout then to tactical, depending on skills shown determined where they went next. You can shoot that bolter pretty accurately? Go to devastators. You punch them good? Assault Marine.


Well, to an extend we still have the same system represented in the new codex. The new fluff is basically:

Scout -> learn how to shoot -> learn how to fight in close combat -> serve in the squad where you have to know how to do both -> if you are really good at one of the two specialties (even for Space Marine standards) you can become a Sternguard or Vanguard Veteran.
   
Made in us
Fireknife Shas'el





United States

d-usa wrote:

I think to an extend it actually makes sense.

Tactical marines have to be well rounded. They have to be able to shoot, be able to survive in close-combat. They have to be, well, tactical. Why expect them to shoot AND assault when they were never specifically trained for either?

So you just graduated scout school,, and you start in the Devastator squad. Your first assignment is probably as far back from battle as you can get when you are a Space Marine. Your job is pretty much this: Hand ammo to the guy doing the shooting, and learn. Do it long enough and you may even someday get to shoot the thing. By the time you are done you know everything about shooting.

After that you move to the assault squad. You learn everything there is to know about that specialty. You already know how to kill people from far away, now it is time to learn how to kill people with a sword. As we all know the only purpose of warp-travel, orbital landings, and huge tanks is to get close enough to hit people with swords.

Now you know how to shoot, and you know how to fight in close combat. NOW you become a tactical marine, where both is equally important and unless you can do both you are a useless tactical squad. What good is a tactical squad that is good at shooting but gets slaughtered in assault, or a squad that can't hit the broadside of a barn and no ability to assault.
No. In the modern day military, you train for both, and if you show an aptitude for shooting, you can opt to be a sniper. You don't train as a sniper then learn how to be a Marine.

There shouldn't be a linear progression. It should split after tactical into Devastator or Assault squads. It should be Scouts (learn CC and shooting) -> Tactical (enhance those skills) -> IF prefer shooting=Devastator /IF prefer CC then Assault -> Sternguard or Vanguard Veteran Squad. While keeping the noobs in back sounds like a good idea, forcing them to then go headfirst into the enemy after they've had zero training in that area (for what, years?) is an even worse idea. "Hey, I know you've been training as a sniper for the past decade, but your next assignment is to strap this thing on an run at the enemy."

On topic: Necron Codex- Triarch Praetorians, the well-trained bodyguards of the Necron Overlords, only have WS4 and 1 A. Really? I know they can get back up, but come on. I mean, their staff isn't even worth a tenth of their point cost.

This message was edited 1 time. Last update was at 2012/01/07 03:20:14


 
   
Made in gb
Rough Rider with Boomstick






Southern England

I think a linear progression suits the backwards IoM & the Astartes. It fits with the rigid way in which things are done in the Imperium. D-usa's comments also ring true. Tactical Squads are the backbone of each Company, the ones who are called upon to fight toe-to-toe with the enemy with boltgun & combat knife. Better to have a well-rounded, well-trained force who can adapt to situations than a fresh, new recruit who has just moved on from being a Scout, thrown into the fray against xenos and traitors headfirst without understanding the differences between fighting up close and at range, when to close the distance, when not to, when to shoot the enemy down and when to fight them in a melee.

It also differs Astartes from the Eldar. Eldar choose and specialise in a single path, mastering it utterly until they might, possibly, choose a different path one day. That sense of free-will suits the Eldar but I don't think it really sits well with the IoM or Astartes.

As for Codex mistakes - IG Rough Riders. Can take a pistol OR a sword. Not both. So as a CC unit they can charge with their lances, get all their attacks and then be reduced to 1A each following that.

Also Mogul Kamir has Furious Charge which is silly. The hunting lances strike at an unmodified S5 I5 - his furious charge +S1 & +I1 isn't going to help there. With him in the unit they also suffer from Rage, so they have to move towards the closest enemy unit which could be exploited by your opponent by them shoving a target the lances can't hurt against them. Such as a Land Raider. They ride in, use their lances to no effect and become S3 guardsmen who can move 12" with their awesome power weapon attacks, a sure-fire Terminator Squad killer, wasted. I wouldn't take him ever - 40 points I could spend elsewhere.
Maybe if they could take a sword & pistol for the extra 1A then he might be alright for the Fearless and subsequent charges at +S1 +I1, but as I'd only use them as a blocking unit/'terminator' killers, that's little use to me.

This message was edited 1 time. Last update was at 2012/01/07 03:41:58


 
   
Made in us
Decrepit Dakkanaut






Leerstetten, Germany

I guess it depends on how you look at a Devastator. He could either be a Tactical Marine that turned out to be really good with a gun. Or he could be a Tactical Marine without close combat training.


Automatically Appended Next Post:
I think if I have to pick the worst rule/makes-no-sense-whatsoever entry in the Vanilla Marine codex it would be a toss-up between either:

a) The Storm not being a designated transport for scouts even though scouts are the only unit that can ever ride in one

b) The fact that a Captain can take a jump pack, and his command squad can't.

This message was edited 1 time. Last update was at 2012/01/07 03:51:58


 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

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. I know it's not like it really matters against MEQ, but I've lost Fexes to lowly Guardsmen because of it.

On top of that, almost every upgrade in the Nids codex, aside from Toxin Sacs and Adrenal Glands (in some cases), is terrible/overcosted/useless.

   
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Nihilistic Necron Lord




The best State-Texas

The Entire Tyranid FAQ.

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Badass "Sister Sin"






Camas, WA

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.

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

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


Automatically Appended Next Post:
Andilus Greatsword wrote:
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. I know it's not like it really matters against MEQ, but I've lost Fexes to lowly Guardsmen because of it.

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

This message was edited 1 time. Last update was at 2012/01/07 04:08:45


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Made in us
Calm Celestian






Ireland

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.

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Badass "Sister Sin"






Camas, WA

sfshilo wrote:As for my pet peeve, if you go second the PBS leadership power does not last till the next turn, just that turn.....which is insanely limiting.

Seriously? Does your opponent take a lot of morale tests on their own turn? Is one full player turn of being able to make any unit run away not enough? lol


Automatically Appended Next Post:
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.

This message was edited 1 time. Last update was at 2012/01/07 04:10:59


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The best State-Texas

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.

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