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Made in gb
Regular Dakkanaut




 Jambles wrote:
Stikkbomb Chukkas upgrade for Ork vehicles.

Confers stikkbombs to a unit that charges the turn it disembarks.
Ain't no infantry in the codex that don't have stikkbombs...


Except Meganobz (that have power klaws and thus have no use for them)
And Wierdboys

This message was edited 1 time. Last update was at 2017/04/18 02:54:48


 
   
Made in us
Mutilatin' Mad Dok





Georgia

Jbz` wrote:
 Jambles wrote:
Stikkbomb Chukkas upgrade for Ork vehicles.

Confers stikkbombs to a unit that charges the turn it disembarks.
Ain't no infantry in the codex that don't have stikkbombs...


Except Meganobz (that have power klaws and thus have no use for them)
And Wierdboys


Don't forget grots, in case you want to waste the points sticking them in a trukk.

Speaking of which, red paint job. It gives us +1'' movement when flatting out. Not really worth the 5 points.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in us
Dakka Veteran




That bonus move is a old through back to 2nd edition. Where painting your vehicles red allowed them to 1" faster. No charge.
   
Made in ca
Insect-Infested Nurgle Chaos Lord






It was also the only rule that actually required you to paint your models a certain way. Although as TVTropes put it, if you managed to convince your opponent that your non-red vehicle really was red, it'd be a feat worthy of an Ork.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in ca
Mutilatin' Mad Dok





Jbz` wrote:
 Jambles wrote:
Stikkbomb Chukkas upgrade for Ork vehicles.

Confers stikkbombs to a unit that charges the turn it disembarks.
Ain't no infantry in the codex that don't have stikkbombs...


Except Meganobz (that have power klaws and thus have no use for them)
And Wierdboys


Check again! Meganobz have stikkbomz too, believe it or not! It's crazy.

Vitali Advenil wrote:

Don't forget grots, in case you want to waste the points sticking them in a trukk.



Okay fair enough, I missed one - to be fair though, the RUNTHERD does still have stikkbomz
   
Made in ca
Insect-Infested Nurgle Chaos Lord






Painboyz also don't have stikkbombz.

So I guess the only use for that is on the off chance you want to give your painboy or weirdboy their own personal limo.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in ru
!!Goffik Rocker!!






 Vitali Advenil wrote:

Don't forget grots, in case you want to waste the points sticking them in a trukk.


I've once won a tourney with grots charging a ravenwing deathstar out of a trukk. Well, technically they just ate overwatch but this overwatch would have killed 3 meganobz and grots wouldn't be able to reach dark angels without a trukk.

This message was edited 1 time. Last update was at 2017/04/18 06:01:38


 
   
Made in lt
Longtime Dakkanaut






Wrecker and Amphibious.

Strafing Run is one of the rules that make Vultures so good.

   
Made in us
Auspicious Daemonic Herald





 MechaEmperor7000 wrote:
Arson Fire wrote:
Many tyranid monstrous creatures coming with an AP6 close combat weapon is kinda amusing. Particularly on those that are unable to replace it, or take a second one.


Adding to this, the Bloodcrusher's 6+ armor save.

6+ ARMOR SAVE. The thing has the freaking Daemonic Rule. Why the hell does this exist? And it doesn't even matter for Grav anyways since I think the default is 6 anyhow.

The 40k daemons had their stats copied from the WHFB 8ed Daemon book. Their bloodcrushers had 6+ armor so the 40k ones get 6+ armor
   
Made in us
Fresh-Faced New User




 Jaxler wrote:
 MechaEmperor7000 wrote:
Arson Fire wrote:
Many tyranid monstrous creatures coming with an AP6 close combat weapon is kinda amusing. Particularly on those that are unable to replace it, or take a second one.


Adding to this, the Bloodcrusher's 6+ armor save.

6+ ARMOR SAVE. The thing has the freaking Daemonic Rule. Why the hell does this exist? And it doesn't even matter for Grav anyways since I think the default is 6 anyhow.


Probably as a place holder or something. Every unit I think has a save. It's probably there in case you find some rule that modifies saves in some way. If it had no save it'd be impossible or need some FAQ if it got something like a +1 to armor save reroll if armor saves.

Also it sorta kinda helps against dangerous terrain I guess.


There are models without saves. Chaos Spawn for example don't have an actual armor save ( sv -) instead relying on toughness and wounds to protect them. I think there's something somewhere in the rules where if a model with no save has it's save buffed, such as +1 to armor save, it goes from armor save - to 6+ giving it an actual armor save (and +2 would make a sv - become 5+). I'm not really sure why daemons have armor saves worse than the invul granted by daemon.

It's kinda funny how Chaos Spawn are huge and yet for the purpose of Grav weapons are feather light.

Edit: Forgot to list my useless rules: Soul Blaze and Fear. Soul Blaze just doesn't seem to be worth keeping track of unless its to know something is immune to it and there's just too much stuff that makes fear useless.

A specific pointless example from 6th was Relentless on Maugan Ra since he has an assault weapon. I never could understand that one.

Although it's not pointless I do have a problem with Slow and Purposeful. It seems like a watered down version of Relentless. Personally I think from the description you would be better at overwatch (bs 2 or some such) rather than not being able to use it at all. The other parts like no running and such fit. It almost seems like it should be called "Slow and Aloof". With increased overwatch skill it would be a nice alternative to Relentless.

This message was edited 1 time. Last update was at 2017/04/20 21:23:15


 
   
Made in us
Decrepit Dakkanaut




SaP has its pros and cons compared to Relentless.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Irked Necron Immortal



Colorado

I'm gonna say Fear, Acute Senses, Vector Dancer and Strafing Run. These rules are practically useless and superfluous to boot.
   
Made in ca
Insect-Infested Nurgle Chaos Lord






I would also like to suggest the "Assault Weapon" type.

Now assault weapons as a rule isn't useless, in fact it's very useful. The issue I have is that the "Assault Weapon" type is basically the default type of weapons, with the others basically being restrictions on top of the "basic" assault weapon. Whenever I play introductory games with people, this often gets some confusion as they think that because it's a listed special rule, it should have more rules than the basic "has no penalties when shooting and you can still assault".

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Shadowy Grot Kommittee Memba






 Roknar wrote:
It's not so much soul blaze that is an issue, but that you pay for it. And it's pretty much never ever worth it, so nobody takes the stuff that has it. At the very least it would have to stack.

I'd say precision strikes/shots is the most useless rule in the game. I can't even think of unit that has the rule....assasins?


Uhhhh no, that rule is absolute gold on my Death jesters. use it to snipe out special weapons from squads all the time.

If we're talking the most useless as in basically never gets used, I'm going to have to rank it:

1) Concussive. This rule almost never happens because the most common weapons that have it are hugely strong and/or, hilariously, Unwieldy. And most models only have 1 wound to take anyway... The number of times I've seen Concussive ever apply I can count on the fingers of one hand, and I'm a highly unsuccessful pirate so they're both hooks.

2) Fear. Only when playing vs Eldar, Orks, or Dark Eldar, and even then it rarely comes up.

3) Soul Blaze. So much bookkeeping, so little effect...

4) Crusader. Does something - just not anything terribly impactful.

5) Precision Strikes. This one is only, ONLY this low on the list because one time my solitaire charged a conscript blob, managed to insert himself such that he was base to base with the commissar, even though he refused the challenge I precision striked him, he rolled 1 on his look out sir, and the solitaire killed him and swept the other 47 members of the blob. So this one, I've only ever seen happen once. But god was it a glorious one time...

"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 us
Decrepit Dakkanaut






SoCal, USA!

Leadership & Morale. 40k would be a better game without it at all.

   
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Oozing Plague Marine Terminator





The Heldrake Terror Packs 'Merciless Pursuit' is pretty much never getting used. You get d6 vector strikes over units falling back, pinned, or gone to ground, which are usually effects that happened after, or are removed before the Movement Phase.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Accute Senses.
When using Outflank accute senses allows you to re-roll the dice determining what board edge the unit enters the board from.

Not sure about other Armies but all Space Wolves have Accute Senses, so it actually sounds pretty cool, until you consider how useless/random Outflank is for the Wolves. Due to the "No assault out of Reserves" rule melee units pop out of the board edge then stop and stare at the enemy. Outflank works best for armies, units and models that have low mobility and high RoF. Easiest way of getting it for Space Wolves is Harold Deathwolf, a mobile melee monster.
Getting Outflank on Obj Sec Grey Hunters means a one in six chance or keeping Harold connected to them in Reserves.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in lu
Rampaging Khorne Dreadnought






the_scotsman wrote:
 Roknar wrote:
It's not so much soul blaze that is an issue, but that you pay for it. And it's pretty much never ever worth it, so nobody takes the stuff that has it. At the very least it would have to stack.

I'd say precision strikes/shots is the most useless rule in the game. I can't even think of unit that has the rule....assasins?


Uhhhh no, that rule is absolute gold on my Death jesters. use it to snipe out special weapons from squads all the time.

If we're talking the most useless as in basically never gets used, I'm going to have to rank it:

1) Concussive. This rule almost never happens because the most common weapons that have it are hugely strong and/or, hilariously, Unwieldy. And most models only have 1 wound to take anyway... The number of times I've seen Concussive ever apply I can count on the fingers of one hand, and I'm a highly unsuccessful pirate so they're both hooks.

2) Fear. Only when playing vs Eldar, Orks, or Dark Eldar, and even then it rarely comes up.

3) Soul Blaze. So much bookkeeping, so little effect...

4) Crusader. Does something - just not anything terribly impactful.

5) Precision Strikes. This one is only, ONLY this low on the list because one time my solitaire charged a conscript blob, managed to insert himself such that he was base to base with the commissar, even though he refused the challenge I precision striked him, he rolled 1 on his look out sir, and the solitaire killed him and swept the other 47 members of the blob. So this one, I've only ever seen happen once. But god was it a glorious one time...


Point 5 made me laugh
   
Made in us
Beautiful and Deadly Keeper of Secrets





Cybork Armor. If you really want a FNP roll why not take a Dok? Why would they remove the only invulnerability besides a mek shield!?
   
Made in gb
Smokin' Skorcha Driver




London UK

I've got a big issue with mob rule. I always end up making several dice rolls and end up falling back anyway.
   
Made in us
Calculating Commissar




pontiac, michigan; usa

the_scotsman wrote:
 Roknar wrote:
It's not so much soul blaze that is an issue, but that you pay for it. And it's pretty much never ever worth it, so nobody takes the stuff that has it. At the very least it would have to stack.

I'd say precision strikes/shots is the most useless rule in the game. I can't even think of unit that has the rule....assasins?


Uhhhh no, that rule is absolute gold on my Death jesters. use it to snipe out special weapons from squads all the time.

If we're talking the most useless as in basically never gets used, I'm going to have to rank it:

1) Concussive. This rule almost never happens because the most common weapons that have it are hugely strong and/or, hilariously, Unwieldy. And most models only have 1 wound to take anyway... The number of times I've seen Concussive ever apply I can count on the fingers of one hand, and I'm a highly unsuccessful pirate so they're both hooks.

2) Fear. Only when playing vs Eldar, Orks, or Dark Eldar, and even then it rarely comes up.

3) Soul Blaze. So much bookkeeping, so little effect...

4) Crusader. Does something - just not anything terribly impactful.

5) Precision Strikes. This one is only, ONLY this low on the list because one time my solitaire charged a conscript blob, managed to insert himself such that he was base to base with the commissar, even though he refused the challenge I precision striked him, he rolled 1 on his look out sir, and the solitaire killed him and swept the other 47 members of the blob. So this one, I've only ever seen happen once. But god was it a glorious one time...


I'd imagine precision strikes actually can be useful but similar to the way precision shots is. Haemonculus covens can get it in a formation i think and i think it could be ok but you'd need plenty of decent attacks to make it worth anything. I think it might be ok in theory if you fight a mixed unit with different gear. I mean let's say you're fighting dudes with storm shields and some that don't have it. You get to pick who gets hit sometimes which could be helpful. I'm not sure if it is useful considering the weapons that have it but it has potential if given to the right weapons or units unlike many rules that just suck because of the rule themselves.

I actually find your point on concussive to be funnier with the pirate hooks.

I actually had fear matter vs my dark eldar. I failed a Ld 10 check vs a stormsurge with my archon group. I cried a little on the inside and complained heavily on the outside. Lesson learned? If you get fearless as a warlord trait for your archon spam. TAKE IT! Also take raiders with the grisly trophies for leadership re-rolls just in case. They probably won't live but once their passengers are outside people tend not to focus on killing them anymore. Funny thing is my archon posse still murdered that stormsurge in the game to everyone's surprise. 4x archon bro force with huskblades and shadow fields ftw! On the subject i'd just like to make a point of how unlucky my blaster and blast pistol shots with my archon were when i only used one (haven't used it on archon posse yet). I've failed to wound like 90% of the time i swear whether from missed shots or far more likely rolling a one to wound. Keep in mind it's normally a 2 to wound (str 8 ap 2 lance) and like BS 7 and i've missed hits at least once or twice. Seriously sometimes luck just likes to screw with you.

Can't even remember what crusader does. That probably is a big hint how much it comes up.

Soul blaze does next to nothing and i only get it if i have mandrakes which are an ok-ish to bad unit (at least theoretically) in an army that needs its good units most of the time. Shame mandrakes can't be taken as troops or have a couple points dropped. Their FOC has them compete with incubi, grotesques and trueborn and you'd never take mandrakes given those other choices. Going unbound they might actually be ok but dark eldar get nothing from being bound anyway.

I think dark eldar only have a couple concussive units and it tends to not matter as we're usually striking first (except for the fact we don't have combat grenades on most of our melee units thanks to idiots in the rules department). I know reavers can take an upgrade for it but it is massively inferior to cluster caltrops and i've never seen someone prefer one anywhere.

Agreed on precision shots though. You gotta realize you don't tend to kill characters with precision shots but rather special weapons or an imperial guard's vox caster model (the hq voxes) or banner bearer ;P.

This message was edited 1 time. Last update was at 2017/04/21 08:46:42


Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

It's subjective, but Sniper in Kill Teams.
They even listed it as a 'skill' to give to models.
It lets you pick which model to target, in a unit of one model.

This message was edited 1 time. Last update was at 2017/04/21 09:10:19


6000 pts - 4000 pts - Harlies: 1000 pts - 1000 ptsDS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK 
   
Made in ru
!!Goffik Rocker!!






 Skinnereal wrote:
It's subjective, but Sniper in Kill Teams.
They even listed it as a 'skill' to give to models.
It lets you pick which model to target, in a unit of one model.


Doesn't it also give rending?
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

 koooaei wrote:
 Skinnereal wrote:
It's subjective, but Sniper in Kill Teams.
They even listed it as a 'skill' to give to models.
It lets you pick which model to target, in a unit of one model.
Doesn't it also give rending?
Probably. Good point.
As I was using Eldar with shuriken weapons, that wouldn't help me, so I must have skipped past that bit.

6000 pts - 4000 pts - Harlies: 1000 pts - 1000 ptsDS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK 
   
Made in us
Speedy Swiftclaw Biker





Norfolk, VA

Crusader almost never gets used if not just forgotten because it's basically useless. Oh I have to run? That extra die will definitely help my shooty army or my melee guys that can't charge afterwards, and rarely do we actually get to use sweeping advance. Speaking of that, with the current ways to just ignore leadership checks sweeping advance just becomes pointless.

2700 - The Fierce Eye's Hammer
2000 - Grukk's Wrekkin Krew
1850-Hellcrusha's Fist 
   
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Slippery Ultramarine Scout Biker




UK

 Jaxler wrote:
 MechaEmperor7000 wrote:
Arson Fire wrote:
Many tyranid monstrous creatures coming with an AP6 close combat weapon is kinda amusing. Particularly on those that are unable to replace it, or take a second one.


Adding to this, the Bloodcrusher's 6+ armor save.

6+ ARMOR SAVE. The thing has the freaking Daemonic Rule. Why the hell does this exist? And it doesn't even matter for Grav anyways since I think the default is 6 anyhow.


Probably as a place holder or something. Every unit I think has a save. It's probably there in case you find some rule that modifies saves in some way. If it had no save it'd be impossible or need some FAQ if it got something like a +1 to armor save reroll if armor saves.

Also it sorta kinda helps against dangerous terrain I guess.


Standard demon princes dont have a save unless you equip them with armour - on its stat list it just has a - where armour save is ...

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Made in ca
Mutilatin' Mad Dok





 ZebioLizard2 wrote:
Cybork Armor. If you really want a FNP roll why not take a Dok? Why would they remove the only invulnerability besides a mek shield!?

Orks' latest codex was somewhat phoned in, IMO... Not the only or worst low-effort codex by a long shot, but still one of the most egregious.
I definitely don't think the change to Cybork body was a good one, so I'm glad to hear I'm not the only one that thinks so. If nothing else, it should stack with the Painboy's FNP bonus, gosh darnit!

This message was edited 1 time. Last update was at 2017/04/21 14:41:18


 
   
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Dakka Veteran




How many people remember characters of the same initiative as non-characters must pile in first?

When is the last time you have used Glorious Intervention?

   
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Ragin' Ork Dreadnought




Youn wrote:
How many people remember characters of the same initiative as non-characters must pile in first?

When is the last time you have used Glorious Intervention?


I used Glorious Intervention last week!
I had a 2w Librarian in a Command Squad that only had one other character - A 1w apothecary. The Librarian was far more valuable, but twice as durable, so I put him in the challenge. Lo and behold, he took 1w - Since he was no longer any more durable, I swapped in the Apothecary to tank shots.
   
Made in lu
Rampaging Khorne Dreadnought






Oh wow, I had completely forgotten about glorious intervention. As in literally forgotten XD
   
 
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