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![[Post New]](/s/i/i.gif) 2014/02/02 10:24:21
Subject: Most powerful special rule?
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Fighter Pilot
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Is there any consensus on this?
My vote would go to Feel no Pain.
For some reason people I play against it always seems to even stop instant death. I dont know how many times I have hit a T4 model with a Lascannon to beat the cover save, beat the Invul save, then they get saved by Feel no pain. I think I will just concede in future vs a FnP army.
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![[Post New]](/s/i/i.gif) 2014/02/02 10:26:39
Subject: Most powerful special rule?
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Regular Dakkanaut
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You're being cheated then. Can't take fnp vs instant death.
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![[Post New]](/s/i/i.gif) 2014/02/02 10:28:27
Subject: Most powerful special rule?
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Morphing Obliterator
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Probably smash.
Btw instant death cancels out fnp.
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Playing mostly Necromunda and Battletech, Malifaux is awesome too! |
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![[Post New]](/s/i/i.gif) 2014/02/02 10:30:35
Subject: Most powerful special rule?
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Fighter Pilot
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Are there any situations in any codex where a T4 model can use FnP vs instant death from a Lascannon?
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This message was edited 1 time. Last update was at 2014/02/02 10:31:22
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![[Post New]](/s/i/i.gif) 2014/02/02 10:32:16
Subject: Most powerful special rule?
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Morphing Obliterator
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No, can't think of any.
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Playing mostly Necromunda and Battletech, Malifaux is awesome too! |
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![[Post New]](/s/i/i.gif) 2014/02/02 10:32:49
Subject: Most powerful special rule?
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Towering Hierophant Bio-Titan
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I'll vote for, 'The Rule of Cool'.
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Oli: Can I be an orc?
Everyone: No.
Oli: But it fits through the doors, Look! |
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![[Post New]](/s/i/i.gif) 2014/02/02 10:47:57
Subject: Most powerful special rule?
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Hallowed Canoness
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Eternal Warrior stops you dying, but I don't think it lets you use Feel no Pain.
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"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2014/02/02 11:21:56
Subject: Most powerful special rule?
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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Ignore cover in this shooty edd. My orks hate it :/
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Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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![[Post New]](/s/i/i.gif) 2014/02/02 11:33:50
Subject: Most powerful special rule?
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Sword-Bearing Inquisitorial Crusader
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I'd probably go for ignores cover. If your army relies on it to survive and you run up against an army with plentiful ignores cover, you won't be having a good day.
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![[Post New]](/s/i/i.gif) 2014/02/02 11:36:31
Subject: Most powerful special rule?
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Longtime Dakkanaut
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Can't pick one Ignore cover is huge this edition , but so is ASKNF in every edition.
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![[Post New]](/s/i/i.gif) 2014/02/02 11:39:42
Subject: Most powerful special rule?
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Waaagh! Warbiker
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8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam
Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one
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![[Post New]](/s/i/i.gif) 2014/02/02 11:44:44
Subject: Most powerful special rule?
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Drakhun
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FNP is brilliant on T5 because there is very little in the game that can instant death it.
But ignores cover is pretty huge, especially when used with a low AP gun.
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DS:90-S+G+++M++B-IPw40k03+D+A++/fWD-R++T(T)DM+
Warmachine MKIII record 39W/0D/6L
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![[Post New]](/s/i/i.gif) 2014/02/02 11:49:48
Subject: Most powerful special rule?
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Nasty Nob
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I think that And They Shall Know No Fear is the special rule which has the most influence in the game as played.
Smash is probably the one I would pay most points for, although Ignore Cover and Shrouded are also damn good on the right models.
Feel No Pain is very good and works well on pretty much everything. Other than vehicles and T 2 models, everyone is significantly better with FNP.
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![[Post New]](/s/i/i.gif) 2014/02/02 19:14:09
Subject: Re:Most powerful special rule?
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Did Fulgrim Just Behead Ferrus?
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Ignore Cover is very powerful, especially as we seem to have more powerful weapons this edition that ignore cover in some way. And some weapons also indirectly ignore cover, like Barrage weapons (hiding behind a wall does you no good if the template lands behind the wall).
And They Shall Know No Fear is still very good. Automatically rallying, as well as simply not dying if you can't escape from assault, is a strong ability.
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"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me." - Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks |
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![[Post New]](/s/i/i.gif) 2014/02/03 00:59:08
Subject: Most powerful special rule?
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Longtime Dakkanaut
St. George, UT
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I dont think there is any one special rule that I dislike, but I hate anything that stacks from a game balance perspective. There should be no way to get a 2+ cover save for example. Things should just give a solid number and you get to use the better of all the choices that apply.
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See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2014/02/03 01:07:34
Subject: Most powerful special rule?
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Ragin' Ork Dreadnought
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Destroyer. Screw Destroyer.
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![[Post New]](/s/i/i.gif) 2014/02/03 01:33:39
Subject: Re:Most powerful special rule?
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Hellish Haemonculus
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And They Shall Know No Fear. No question in my mind.
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![[Post New]](/s/i/i.gif) 2014/02/03 01:57:06
Subject: Most powerful special rule?
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Raging Ravener
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FNP easily. I fought against my own Nurgle army last night and found out how stubborn it makes units.
I couldn't shift the plague marines off of objectives.
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More than 7pts, less than 7000...just
4000+ 2500 2000+
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![[Post New]](/s/i/i.gif) 2014/02/03 02:05:49
Subject: Most powerful special rule?
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Homicidal Veteran Blood Angel Assault Marine
Massachusetts
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He got cheated twice, because you can't take a cover save and an invulnerable save for the same wound.
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![[Post New]](/s/i/i.gif) 2014/02/03 02:12:28
Subject: Re:Most powerful special rule?
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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This rule is much too powerful for what it does and for that fact the so many armies have it
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![[Post New]](/s/i/i.gif) 2014/02/03 04:11:23
Subject: Re:Most powerful special rule?
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Warp-Screaming Noise Marine
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Do you reckon anyone would support toning it down to something a little more like it was back in the days of 2nd Ed?
"Units containing a model with this special rule become Shaken if they fail a Morale Check. Shaken units may not move toward enemy models. Shaken units may Rally, just as Broken units, returning to normal. A Shaken Unit that fails a subsequent Morale Check becomes Broken.
Units containing a model with this special rule may also reroll failed tests for Fear."
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![[Post New]](/s/i/i.gif) 2014/02/03 04:18:55
Subject: Most powerful special rule?
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Heroic Senior Officer
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when my whole army can run and shoot, with rerolls on that run, its pretty scary. i feel sorry for my enemies whenever i use that rule to shoot and hide (as i always do)
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![[Post New]](/s/i/i.gif) 2014/02/03 04:25:58
Subject: Most powerful special rule?
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Powerful Phoenix Lord
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Swastakowey wrote:when my whole army can run and shoot, with rerolls on that run, its pretty scary. i feel sorry for my enemies whenever i use that rule to shoot and hide (as i always do)
Eldar trickery at its finest.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2014/02/03 04:35:11
Subject: Most powerful special rule?
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Regular Dakkanaut
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The Destroyer special rule, by a country mile.
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![[Post New]](/s/i/i.gif) 2014/02/03 04:45:48
Subject: Most powerful special rule?
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Longtime Dakkanaut
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In the main rulebook: Interceptor. It can swing a game to the point where player A is playing at one point level, and his/her opponent is playing at another.
Using a flyer? Unless it has a ton of HP, obscenely high armor, or an invuln save, it'll be destroyed when it comes on against some armies.
Using deep strikers? Not only do you get to deal with the possibility of mishaping, you also get to deal with opponents potentially wiping out that unit that just came in, before it gets to do anything.
Adding in the supplements I'd have to say Destroyer.
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![[Post New]](/s/i/i.gif) 2014/02/03 05:14:36
Subject: Most powerful special rule?
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Resolute Ultramarine Honor Guard
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Soul Blaze: it makes everything better.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2014/02/03 05:51:14
Subject: Most powerful special rule?
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Member of the Ethereal Council
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Relentless if you ask me. Being able to move and fire those weapons.
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![[Post New]](/s/i/i.gif) 2014/02/03 06:08:48
Subject: Most powerful special rule?
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Long-Range Land Speeder Pilot
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ATSKNF is required to make marine units even playable. If your 5 point unit can sweep a 14-60 point unit (yes, 60 points, that's how expensive some of our gak can get) then what's the point?
There's a reason CSM players don't use CSM.
Most powerful rule is Ignore Cover and Battle Focus. ATSKNF doesn't even change anything in terms of winning or losing other than making marines even worse. "Oh no, those Dark Angels know no fear! How will I ever win now?" said no player ever.
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Hail the Emperor. |
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![[Post New]](/s/i/i.gif) 2014/02/03 06:33:31
Subject: Most powerful special rule?
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Preacher of the Emperor
Hanford, CA, AKA The Eye of Terror
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Tyberos the Red Wake wrote:ATSKNF is required to make marine units even playable. If your 5 point unit can sweep a 14-60 point unit (yes, 60 points, that's how expensive some of our gak can get) then what's the point?
There's a reason CSM players don't use CSM.
Most powerful rule is Ignore Cover and Battle Focus. ATSKNF doesn't even change anything in terms of winning or losing other than making marines even worse. "Oh no, those Dark Angels know no fear! How will I ever win now?" said no player ever.
You've never played IG or Tau! You have no idea how many men i have lost to sweeping advances over the years when they clearly had a numerical advantage but they got beat by a leadership roll. 50 man blob? Nope, all dead because a handful of lucky space marines caused you to fail and you rolled crummy on your leadership. THAT is a huge pain in the butt if i ever saw one. Ignore cover is pretty strong but it won't insta gib a massive squad based off of two dice. Its close though!
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17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"
-Imperial Guard Uplifting Primer |
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![[Post New]](/s/i/i.gif) 2014/02/03 07:10:27
Subject: Most powerful special rule?
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Longtime Dakkanaut
St. George, UT
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The special rule of ignore cover wouldn't be so bad if there was no way to get a 3+ or better cover save in the first place. Or if weapons that have ignore cover don't have any other special rules either like rending.
Ignoring cover weapons have been around for ages. Ordnance barrage should still get to ignore cover, flamers should still get to ignore cover, however AP4 is probably the best any ignore cover weapon should have ever been. Its just the way power creep escalates until the game becomes unplayable. Its been part of GWs design philosophy for years.
6th edition is just the beginning of the end as its just like what 2nd edition was at its end. Powercreep is getting to high for the current rule set to support and the "extra" supplements etc. are just like all the old crap you had to keep track of.
I'd be willing to bet that 8th edition sees an entire new game with a clean slate and start over.
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This message was edited 1 time. Last update was at 2014/02/03 07:11:37
See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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