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Made in gb
Guard Heavy Weapon Crewman





Things that shouldn't exist:
Ultramarines (joke)
imotech the storm lords night fight rule and thunder

' All men are equal in darkness, save those who embrace it ' Captain Shrike raven guard 3rd company  
   
Made in au
Fighter Pilot




Townsville, Queensland

Well, cover saves should work how they worked in rt days. If you don't know it was harder to hit the unit, instead of 4's you might need 5's or 6's. all depends on cover.

2000pts
5000 pts
1 squad

Leigen_Zero

"Armour? orks have armour? 6+ you say?

I don't think I've ever had to roll an armour save for my boyz outside of CC "


(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

What irks me is Combat Squads. You split up your SM Tactical squad and you have 2 scoring units which you have to kill both of before you can get a kill point.
Kind of like cutting a cake in half and eating both halves just to make sure that it's gone.

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 gb
Speedy Swiftclaw Biker




England, Northamptonshire

When me and my friend play, we always roll to see who goes first, then the other person rolls for seizing initative. Then we deploy and so on, it balances the game out alot easier and doesn't mess lists up. Perhaps you guys should try it?

"Space Wolves' Wolf Armour is painted Wolf Grey using Fenrisian Wolf Paint applied with Wolf Brushes made from the finest Wolf Hair."  
   
Made in au
Malicious Mandrake





BlapBlapBlap wrote:What irks me is Combat Squads. You split up your SM Tactical squad and you have 2 scoring units which you have to kill both of before you can get a kill point.
Kind of like cutting a cake in half and eating both halves just to make sure that it's gone.


Sorry to burst your bubble, but this is wrong. Each combat squad is a separate unit, and hence each half is worth a kill-point. Not that people actually combat squad in KP missions.

*Click*  
   
Made in au
Member of a Lodge? I Can't Say



Australia

The only thing that irks me, which hasn’t been mentioned yet, are 3++ saves.

During the previous edition I played in, which was third, 4++ were the best saves possible and only available to characters, with rank and file only having access to 5++ saves at best. It was a far better system IMO.

Mechanic wise, 3++ saves are sloppy rules design IMO as it essentially allows the unit a 66% chance to shrug of anything that comes their way. The commonality of 3++ saves in 5th and the fact that some units can even get 2++ saves in even more mind boggling IMO.

Personally if I re-could rewrite 40k, I’d cap Inv saves at 4++ with only certain special characters like Ghazz in special circumstances getting access to 3++ saves.

H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in au
Norn Queen






Warboss Gutrip wrote:3. Jaws of the World Wolf. I really just think this shouldn't exist. It doesn't really hurt other top-end books at all, just distributes a real kick to the teeth for some of the more subpar armies out there. Just in general, it's not like the SW book is weak to MC-heavy lists (thanks to missiles), but Jaws just turns battles from "difficult matchup" to unwinnable situation.


While I'm meant to hate this power by default as a Tyranid player, I really only hate its execution. I really don't mind pwoerful abilities like this, but what bugs me about the power is it bypasses all other tests for killing a model.

Usually, for a psychic power, it is Psychic Test > To Hit > To Wound > Armour/Invulnerable Save, then check to see if instant death is applicable, and if so, if the target has Eternal Warrior. Just like any other shooting attack, but requiring a psychic test. I can even forgive psychic powers that don't require a to hit or to wound roll (mostly to hit through, as template weapons do this anyway). Even psychic powers that 'wound' based on another stat - it's just another type of wounding.

Jaws of the World Wolf crosses the line multiple times. All it requires is a psychic test and an initiative 'to wound' test. There's no attempting to hit, you automatically hit everything under the line. It allows sniping, bypassing wound allocation - you can specifically angle the line to take out, say, sergeants. It bypasses all kinds of saves, even invulnerable saves. And on top of that, they felt the need to word it so it doesn't cause Instant Death, but simply removes the model from play. Eternal Warrior is bypassed.

It's not really broken in that it's overpowered, it's broken in that it bypasses just about every hoop you need to jump through to kill a model. One test, removed from play entirely if failed. It's a terribly designed power from a game design point of view.

This message was edited 2 times. Last update was at 2011/12/19 01:18:11


 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Wraiths had 3++ saves in 3rd, but were about the only ones that did (possibly a very few others).

Dark Eldar have always had the 2++ until failed Shadow Field, AFAIK.

Blame Ward for turning an item that gives a 4+ invulnerable save in CC against ONE opponent into a perpetual 3++ save on a 2+ unit..

2+/3++ anoys the hell out of me too.

Daemons with 4++ or 3++ saves are less annoying, as they don't generally have armour saves as well (3+,4++ for Khorne stuff, is all)

This message was edited 1 time. Last update was at 2011/12/19 01:19:06


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

The "Beat this unit!" thread.

I know it is not a unit or mechanic of the game, but it really is useless.

As for 'rules/mechanics' they need to take out the ability to auto hit skimmers in CC, a vehicle floating 10-20 meters above the battlefield should never be auto hit in an assault.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in gb
Speedy Swiftclaw Biker




England, Northamptonshire

DeathReaper wrote:The "Beat this unit!" thread.

I know it is not a unit or mechanic of the game, but it really is useless.

As for 'rules/mechanics' they need to take out the ability to auto hit skimmers in CC, a vehicle floating 10-20 meters above the battlefield should never be auto hit in an assault.


the idea is that it lands at the end of the phase and basically hovers very lowly above ground.
One thing that annoys me is that people NEVER read the rulebook. They take it as rules as written, and then miss out the explanation for why things do that.

"Space Wolves' Wolf Armour is painted Wolf Grey using Fenrisian Wolf Paint applied with Wolf Brushes made from the finest Wolf Hair."  
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

The Son Of Russ wrote:the idea is that it lands at the end of the phase and basically hovers very lowly above ground.


Right, which is a big change from previous editions, where Skimmers were hit only on a 6 in CC no matter how far they moved.

Skimmers have no need to hover 'very lowly above ground' it makes it strange in the flow of things.

Another rule that needs to go, or be changed, is fast skimmers that move 13 inches get a cover save, and fast skimmers that move 12 inches get nothing.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Dakka Veteran




Somewhere in the Galactic East

The only thing that kinda irritates me to no end in this edition is Outflanking and the removal of the Auspex and Auspex-ish type abilities.

182nd Ebon Hawks - 2000 Points
"We descend upon them like lightning from a cloudless sky."

Va'Krata Sept - 2500 Points
"The barbarian Gue'la deserve nothing but a swift death in a shallow grave." 
   
Made in se
Dakka Veteran




I like the way cover works in most situations. Sitting in a ruin or forest should easily warrant 4+ cover imo, but it's too easy to get it in stupid situations where it's not realistic. Conga lines around a corner come to mind. Would make more sense to cap the death toll at the number of models visible in the unit, or something.

Things that just shouldn't exist:
-The black library.
-Fluff in general? maybe? All it does is cause ridiculous arguments and more marine books.
-The extra marine books. Marines are my favourite TEAM but they don't need more than one codex, plus it's obviously too much work.
-Chaos gods. They spend too much time and effort on this stuff and it was always hyper-lame.
-Special model sniping rules. It would be alright if it came with sniper weapons, but it's awful as it is.
-2++ saves
-Shadow fields
-Comp scores
-Storm ravens
-Terminator-size LC hands on PA marines. Seriously, what is the deal with this? Whose idea was it?
   
Made in us
Krazed Killa Kan






Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos

Warboss Gutrip wrote:I wish fanboism didn't exist.

I don't mind people getting excited over new releases, but it annoys the crap outta me when Mr. Generic bandwagoner is running around the FLGS mouthing off to anyone who will listen about how his SPATHE MAHREENS are STHO AMATHING and will beat ANYTHING thanks to his new codex.

The irony inherent in these players is that they are generally the same guys that run armies consisting of 500+ points lumped into HQ or other 'uber' units, but fail miserably on the tabletop.


The opposite side of the fence here is annoying, too. The people who play one army and decide to bitch and moan about the new flavor of the month codex that just came out. I've got one friend who just moans constantly about how Grey Knights are the worst thing to happen to the game, and they're so incredibly overpowered - and I've played a few games where I just outright slaughtered a GK player's army without taking too many major casualties. Heck, I've even seen a daemon player, an army who the GKs were meant to counter, wipe the floor with the Knights.

My Armies:
Kal'reia Sept Tau - Farsight Sympathizers
Da Great Looted Waaagh!
The Court of the Wolf Lords

The Dakka Code:
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Made in us
Shas'ui with Bonding Knife





Concord CA

RAVEN 97 wrote:Things that shouldn't exist:
Ultramarines (joke)
imotech the storm lords night fight rule and thunder


This^ I do not have so much a problem with the night fight rule, though I do find it strange, as much as the lightning. Its a gimic that relies completely on luck and should be gotten rid of completely. Most of the time it should fail, rolling a 6 should be pretty difficult. But it is on those rare occasions where you see a mech or ig army lose all their vehicles first turn due to some lucky gimic, b/c it has the capability to just wreck for no good reason and based off of no strategy is the reason it bothers me so much. I do not like the night fight ability either, but it is slightly less bothersome

I will...never be a memory 
   
 
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