Switch Theme:

The worst rule ever.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Martial Arts Fiday






Nashville, TN

Fhanados wrote:
 SlaveToDorkness wrote:
TLOS has been in every edition. You might as well say using a tape measure is the worst thing about the game.


Fairly sure it wasn't in 3rd or 4th. I get those two mixed up a lot though. Anyway one of those editions had a much more abstract LoS rule, which I much preferred over 6th/7th.


It was in both. They had more abstract terrain and cover rules but when you weren't dealing with area terrain or a combat it was TLOS. People just played a lot of area terrain.

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

-Nobody Ever

Proverbs 18:2

"CHEESE!" is the battlecry of the ill-prepared.

 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


Albatross wrote:I think SlaveToDorkness just became my new hero.

EmilCrane wrote:Finecast is the new Matt Ward.

Don't mess with the Blade and Bolter! 
   
Made in gb
Worthiest of Warlock Engineers






preston

CBA quoting, but to those that replied to me, at least vehicles have more wounds now than they had HP's. And saves. Its not ideal but it is something.
Of course, as was pointed out, in this edition vehicles that move can still be hit as easily as vehicles that stay still, and now it is (laughably and stupidly) possible to lock vehicles in combat with infantry, snotlings or even other vehicles and effectively render them useless for the game.

So, we have had some improvements, but others just do not make sense.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in us
Librarian with Freaky Familiar






From 8th so far.
Vehicles and terminators taking a hit penalty for moving and shooting heavy weapons. Seriously they are designed with enhanced targeting system to calibrate for movement

To many unpainted models to count. 
   
Made in gb
Worthiest of Warlock Engineers






preston

Not to mention stabilisers and automated systems. Even in the mid-late 40's tanks where fitted with stabilisers, and modern tanks can lock on to a target the size of a man and stay trained on it until unlocked.
But apparently 41K tanks lack these basics.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in gb
Fixture of Dakka






The targeting matrix introduced in last 1st edition. Sounds cool when you read the rules, but in practise it's fiddly and annoying, and makes it much harder to do the sort of conversions that 40k's supposed to be all about.

That and the Orks in general. random tables for everything. stacked three deep, in places. Does your warboss have a kustom shoota? roll on some charts. a bionic pit? more charts. They weren't too bad, since you didn't roll on them mid-game. No, that was Madboyz. Roll on an chart to see which sort of mania they suffer from this turn. Then roll on the appropriate chart to get the precise effect. While you're doing it, your opponent is drawing from a deck of "malfunction" cardsd so that every time you shoot or move a vehicle, there's a chance it could break down or explode.
   
Made in us
Longtime Dakkanaut







If we're talking about 1st edition, Imperial Robots easily take the cake. Aside from needing their own separate phase to operate (called, hilariously enough, the "Robot Phase"), you had to spend points per "command block" in a robot's instruction set. You had logic gates for these robots with loosely-defined parameters, and worst of all, the Imperial Robots used GOTO while missing functions/methods, for loops, or any other hallmarks of competent computer programming 101.

Seriously man, you know the Imperium of Man is really ignorant if the Legio Cybernetica is using GOTO.
   
Made in gb
Fixture of Dakka






As with many things (such as vehicles ) the basic rules were simpler and better. Robots just acted like other models, but I think that if their Int was sufficiently low you had to write down their orders turn(s) in advance.
   
Made in us
Stubborn Prosecutor





The various iterations of 'after your toHit, toWound, and Armor save roll - hell just add another roll in there'

It really is the breaking point where the simplicity of relying on only d6s gets silly. I love the Iron Hands ability - but I hate all the roll tracking. It just takes one good joke and now I can't remember when of the four roll phases we are in or who should still be rolling.

Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


https://www.victorwardbooks.com/ Home of Dark Days series 
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

The two that always made me pound my head against the wall were:

Phase Out (as previously mentioned) - because hey, it seems fair to only have to kill 25-75% (once non-necron units are factored in) of an army to autowin.

Removed as a Casualty vs Removed from Play - one of the worst nit-picky distinctions in the game.


11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in gb
Worthiest of Warlock Engineers






preston

Not a specific rule, but the massive rules bloat in 6th/7th which resulted in special rules whose effects where to give the benefits of several special rules. Why could we not just have had those individual rules listed, instead of some obscure rule which we then had to look up to find that its only effects where to make us search for even more rules.... It really was annoying.

And Invisibility. Who's bright idea was it to include a rule that for all intents and purposes made the unit with it immune to enemy attacks.

Blind. Boy how I hated this one, mainly because it might as well never have existed as only about four units in the entire game could inflict it, and it became a pain keeping track of which units where affected because half the time you had forgotten the rule even existed.


Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in us
Death-Dealing Devastator




Chicago, IL

Last edition: Tank moves 7 inches, cant hit for spit. Flyers rockets across the board at 48 inches, can fire 4 weapons at full BS.

Also Yarrick last edition had a stupid combination of rules last edition that made it so he could never be your warlord. All commissars (including Yarrick) had the rule Chain of Command and it stated that this model could never be your warlord as long as a model in your army has the rule Senor Officer. Yarrick had both these rule so he could never be your warlord because he was out ranked by himself. This clearly wasn't intentional as Yarrick also had an assigned warlord trait. They also appeared to have forget to give him Stubborn (a rule all Commissars have) making him extra trigger happy with his Summary of Execution.

To those that say there is no stupid questions I say, "Is this a stupid question?" 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

My least favorite rule in the history of 40k was the addition of Escalation.

I love superheavies in normal games. I played the gak out of superheavies in normal games since Citadel Journal 11 when they got rules.

Then, escalation comes out and everyone bizarrely starts whining about superheavies in normal 40k as if they never were there before...

...while those of us with 2nd and 3rd edition Baneblades that we fielded in damn near every game are like "wtf is everyone on about?"
   
Made in gb
Brainy Zoanthrope






Lancashire, UK

True line of sight. I know it's always been a thing in 40K, and maybe it's just in the past six years or so since I started playing games like Malifaux and Warmachine, but it bugs me that - despite both being 12pts - the Genestealer on the left has a significant disadvantage compared to the one on the right 'cos she's as tall as a Broodlord And it's such a nice-looking Genestealer model too!

Spoiler:

This message was edited 1 time. Last update was at 2017/08/07 19:03:47


Looking for fun articles on painting, tactics and wargaming? Are you after a new regular blog to follow? Are you a bit bored with nothing better to do?

If the answer to any of the above is 'well, I guess' you could probably do worse than read my blog! Regular wargaming posts, painting and discussions

forgotmytea.wordpress.com
 
   
Made in us
Locked in the Tower of Amareo




3rd ed had abstracted LoS.
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

 Forgotmytea wrote:
True line of sight. I know it's always been a thing in 40K, and maybe it's just in the past six years or so since I started playing games like Malifaux and Warmachine, but it bugs me that - despite both being 12pts - the Genestealer on the left has a significant disadvantage compared to the one on the right 'cos she's as tall as a Broodlord And it's such a nice-looking Genestealer model too!

Spoiler:


Isn't that genestealer from a different game? Is it not universally true for all factions that the more scenic basing the high the model will get? Are there no models that shoot and thus could benefit from being made taller with scenic basing?


Automatically Appended Next Post:
 Unit1126PLL wrote:
My least favorite rule in the history of 40k was the addition of Escalation.

I love superheavies in normal games. I played the gak out of superheavies in normal games since Citadel Journal 11 when they got rules.

Then, escalation comes out and everyone bizarrely starts whining about superheavies in normal 40k as if they never were there before...

...while those of us with 2nd and 3rd edition Baneblades that we fielded in damn near every game are like "wtf is everyone on about?"


Speaking on the other side of that, we watch in horror as apoc overtook this game we played called warhammer 40k. Since apoc smothering 40k the games rules have worsened IMO. I'm not saying super heavies don't have a place, they have a place at higher point levels. 30k does a better job at managing that from my experience.

This message was edited 1 time. Last update was at 2017/08/07 19:26:41


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in us
Guardsman with Flashlight





Anyone remember Siren from back in 3rd Edition?

Current Armies: Guard, Dark Eldar, Raven Guard, Bretonnians 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 Crablezworth wrote:


Speaking on the other side of that, we watch in horror as apoc overtook this game we played called warhammer 40k. Since apoc smothering 40k the games rules have worsened IMO. I'm not saying super heavies don't have a place, they have a place at higher point levels. 30k does a better job at managing that from my experience.


I agree that the game's rules have worsened since Apoc was introduced into normal 40k - but I argue that is correlation, rather than causation. Apoc entered 'normal' 40k just as 40k was entering a tailspin... which it would have entered whether or not APOC was included or not.

And why are Super Heavies 'only good at high points levels' while IG Armoured Companies can be played at 500?

I never understood that. Superheavies are not some mystical threat that play unlike anything the game has ever seen; they've always been essentially just really big tanks (for a long time a LRBT squadron was comparable to a Baneblade; now the Baneblade has even less durability while being more expensive).
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

Personally? 7th edition mob rule. Took enough wounds to run away? Take more wounds! Pinned? Take more wounds! That's assuming you didn't roll that one, in which case watch that 20 boy squad hitting the dirt or running for the hills. What's that, it doesn't apply to fear? too bad! Orks were the only army that was actually worried about units with Fear, aka the rule that was considered basically useless by everyone else. They made nobs/meks with bosspoles manditory, for absolutely the wrong reasons.

If you had a unit in trukks when it explode (and it DID explode, because they were bombs on wheels), you'd lose half the boys, then lose tmore from mob rules against pinning and falling back, and you'd end up with a confused nob sitting in a crater.

Outside of that? Removing casualties from the front. It made playing assault a hair pulling experience, unless you played one of those armies that had invisible deathstars (which, despite the gripping and whining, was only Imperium factions)

This message was edited 1 time. Last update was at 2017/08/07 20:10:30


Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

 Unit1126PLL wrote:

And why are Super Heavies 'only good at high points levels' while IG Armoured Companies can be played at 500?

I never understood that. Superheavies are not some mystical threat that play unlike anything the game has ever seen; they've always been essentially just really big tanks (for a long time a LRBT squadron was comparable to a Baneblade; now the Baneblade has even less durability while being more expensive).



I don't like 1 thing armies, I don't like armoured company, I don't think mono build is good for combined arms skirmish game. I shockingly think a knight at 500 is just as bad for the game as armoured company. It's not balance, it's structure. It's the reason forgeworld limits what can be fielded in zone mortalis, there are physical barriers that kinda trump anyone's subjective opinion on what should and shouldn't be able to be fielded in that context. I don't think a baneblade is a problem in a 2500 point game, but so long as it has to actually draw line of site from the weaponry it wishes to engage units with. But it is a large model, its inclusion often requires concession to be made on the part of terrain, the amount of it and its overall placement, and I don't even mean in terms of balance so much as practicality, what good is a baneblade thats stuck in its deployment zone and doesn't fit anywhere? The next complaint is their tanks and knights should be able to climb all terrain because its not fair that there's some objectives they can't reach.

An example of that being a problem, in a tournament I and a buddy ran in 5th, (pre super heavies) one ork player had a battlewagon built off a baneblade. It was a very cool model, we couldn't really prevent him from using it and he had no substitute. However we told him no concessions would be made for its dimensions, meaining, he would often be stuck not being able to move very far and at times even able to rotate. We had a lot of impassable terrain, altering 10 tables that took hours to design and setup wasn't fair or even realistic to demand of us and certainly not fair to any of the other 19 players who didn't have any super heavy sized models. When setting up, we used rhinos and dreadnoughts and wave serpents to check spacing between impassable terrain elements, we wanted it to be be clear that if there was only room for like a 60mm, well, no dice. Thinking every gap and bottleneck should be baneblade sized fundamentally changed the game.

There has certainly been sentiment for a whilenow that things were better off when apoc and 40k were seperate, because a lot of things that haven't functioned well post 5th have had a lot to do with trying to make a skirmish game work at epic levels. One aspect just crushes the detail and nuance of the other, every time. Epic is better at epic. It also didn't have to asphyxiate 40k in its crib to be epic.

This message was edited 6 times. Last update was at 2017/08/07 20:25:12


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in nl
Longtime Dakkanaut




 MagicJuggler wrote:
Other than "no premeasuring," or barrages using to be "guess range" weapons, how come nobody has mentioned Maelstrom yet? A system that gives you random, occasionally unwinnable objectives ("Slay an enemy Psyker." "But I'm fighting Necrons" "Y U No Gud at Strategy?"), and just in case this system was noncompetitive enough, many of the objectives gave you a random number of Victory Points. Imagine playing a game like Settlers of Catan where each Settlement you build gives D3 Victory Points and each City gives D6. I doubt Klaus Teuber would have won Spiel de Jahres were that the case


Because Maelstrom is awesome and makes the game so much better. Not because of the random objectives or random victory points, but because it combines two crucial components of the game, objective capture and progressive scoring. The game becomes a LOT better when movement is a required part of the game, and when scoring happens from the first turn forwards rather than in a mad dash on turn six.
   
Made in us
Longtime Dakkanaut







Incidentally, speaking of badly-implemented rules, Tank Shock. I wouldn't call it the worst rule of 40k (for me, that's still a tossup between Maelstrom objectives/random victory points, or not being allowed to premeasure), but the implementation was off. Don't get me wrong, I like the idea of units that can displace other units, and still prefer Tank Shock to the 8e "vehicles are battlebots" cluster, but there were...oddities.

Things like a flimsy Ork Warbuggy being able to stop a Land Raider in its tracks ("You failed to roll a 6, and only did 1 HP worth of damage"), or a Rhino being able to shove aside a Wraithknight, or an Imperial Knight being slowed to a crawl by a gaggle of Spore Mines. Of course, there was the hilarity that was the Lord of Skulls, which could run over enemy infantry and vehicles to grind them into a fine paste, at least until said infantry started poking them with sticks.

A simple option would be a "Push" or "Pull" option to certain units. Roll a D3 and add your strength. For each point your strength exceeds your opponent's strength, you may displace them by that many inches (to a max of your move rating). Or fine-tune the mechanic accordingly; the idea is that even if a Land Raider doesn't necessarily destroy lighter vehicles in its path, it will smack them out of the way.

This message was edited 1 time. Last update was at 2017/08/07 20:33:37


 
   
Made in nl
Longtime Dakkanaut




 Crablezworth wrote:
 Unit1126PLL wrote:

And why are Super Heavies 'only good at high points levels' while IG Armoured Companies can be played at 500?

I never understood that. Superheavies are not some mystical threat that play unlike anything the game has ever seen; they've always been essentially just really big tanks (for a long time a LRBT squadron was comparable to a Baneblade; now the Baneblade has even less durability while being more expensive).



I don't like 1 thing armies, I don't like armoured company, I don't think mono build is good for combined arms skirmish game. I shockingly think a knight at 500 is just as bad for the game as armoured company. It's not balance, it's structure. It's the reason forgeworld limits what can be fielded in zone mortalis, there are physical barriers that kinda trump anyone's subjective opinion on what should and shouldn't be able to be fielded in that context. I don't think a baneblade is a problem in a 2500 point game, but so long as it has to actually draw line of site from the weaponry it wishes to engage units with. But it is a large model, its inclusion often requires concession to be made on the part of terrain, the amount of it and its overall placement, and I don't even mean in terms of balance so much as practicality, what good is a baneblade thats stuck in its deployment zone and doesn't fit anywhere? The next complaint is their tanks and knights should be able to climb all terrain because its not fair that there's some objectives they can't reach.

An example of that being a problem, in a tournament I and a buddy ran in 5th, (pre super heavies) one ork player had a battlewagon built off a baneblade. It was a very cool model, we couldn't really prevent him from using it and he had no substitute. However we told him no concessions would be made for its dimensions, meaining, he would often be stuck not being able to move very far and at times even able to rotate. We had a lot of impassable terrain, altering 10 tables that took hours to design and setup wasn't fair or even realistic to demand of us and certainly not fair to any of the other 19 players who didn't have any super heavy sized models. When setting up, we used rhinos and dreadnoughts and wave serpents to check spacing between impassable terrain elements, we wanted it to be be clear that if there was only room for like a 60mm, well, no dice. Thinking every gap and bottleneck should be baneblade sized fundamentally changed the game.

There has certainly been sentiment for a whilenow that things were better off when apoc and 40k were seperate, because a lot of things that haven't functioned well post 5th have had a lot to do with trying to make a skirmish game work at epic levels. One aspect just crushes the detail and nuance of the other, every time. Epic is better at epic. It also didn't have to asphyxiate 40k in its crib to be epic.


Well, 8th edition sort of fixes both problems in a rather brute way. The baneblade can now shoot any gun at any direction out of any part of its model, like, say, out of a radio antenna. But on the other hand, knights and baneblades cannot capture and hold objectives if there are two enemy grots standing nearby controlling the site.
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

pismakron wrote:
 Crablezworth wrote:
 Unit1126PLL wrote:

And why are Super Heavies 'only good at high points levels' while IG Armoured Companies can be played at 500?

I never understood that. Superheavies are not some mystical threat that play unlike anything the game has ever seen; they've always been essentially just really big tanks (for a long time a LRBT squadron was comparable to a Baneblade; now the Baneblade has even less durability while being more expensive).



I don't like 1 thing armies, I don't like armoured company, I don't think mono build is good for combined arms skirmish game. I shockingly think a knight at 500 is just as bad for the game as armoured company. It's not balance, it's structure. It's the reason forgeworld limits what can be fielded in zone mortalis, there are physical barriers that kinda trump anyone's subjective opinion on what should and shouldn't be able to be fielded in that context. I don't think a baneblade is a problem in a 2500 point game, but so long as it has to actually draw line of site from the weaponry it wishes to engage units with. But it is a large model, its inclusion often requires concession to be made on the part of terrain, the amount of it and its overall placement, and I don't even mean in terms of balance so much as practicality, what good is a baneblade thats stuck in its deployment zone and doesn't fit anywhere? The next complaint is their tanks and knights should be able to climb all terrain because its not fair that there's some objectives they can't reach.

An example of that being a problem, in a tournament I and a buddy ran in 5th, (pre super heavies) one ork player had a battlewagon built off a baneblade. It was a very cool model, we couldn't really prevent him from using it and he had no substitute. However we told him no concessions would be made for its dimensions, meaining, he would often be stuck not being able to move very far and at times even able to rotate. We had a lot of impassable terrain, altering 10 tables that took hours to design and setup wasn't fair or even realistic to demand of us and certainly not fair to any of the other 19 players who didn't have any super heavy sized models. When setting up, we used rhinos and dreadnoughts and wave serpents to check spacing between impassable terrain elements, we wanted it to be be clear that if there was only room for like a 60mm, well, no dice. Thinking every gap and bottleneck should be baneblade sized fundamentally changed the game.

There has certainly been sentiment for a whilenow that things were better off when apoc and 40k were seperate, because a lot of things that haven't functioned well post 5th have had a lot to do with trying to make a skirmish game work at epic levels. One aspect just crushes the detail and nuance of the other, every time. Epic is better at epic. It also didn't have to asphyxiate 40k in its crib to be epic.


Well, 8th edition sort of fixes both problems in a rather brute way. The baneblade can now shoot any gun at any direction out of any part of its model, like, say, out of a radio antenna. But on the other hand, knights and baneblades cannot capture and hold objectives if there are two enemy grots standing nearby controlling the site.


Silver lining over a scorched earth is more like it


Automatically Appended Next Post:
 MagicJuggler wrote:
Incidentally, speaking of badly-implemented rules, Tank Shock. I wouldn't call it the worst rule of 40k (for me, that's still a tossup between Maelstrom objectives/random victory points, or not being allowed to premeasure), but the implementation was off. Don't get me wrong, I like the idea of units that can displace other units, and still prefer Tank Shock to the 8e "vehicles are battlebots" cluster, but there were...oddities.

Things like a flimsy Ork Warbuggy being able to stop a Land Raider in its tracks ("You failed to roll a 6, and only did 1 HP worth of damage"), or a Rhino being able to shove aside a Wraithknight, or an Imperial Knight being slowed to a crawl by a gaggle of Spore Mines. Of course, there was the hilarity that was the Lord of Skulls, which could run over enemy infantry and vehicles to grind them into a fine paste, at least until said infantry started poking them with sticks.

A simple option would be a "Push" or "Pull" option to certain units. Roll a D3 and add your strength. For each point your strength exceeds your opponent's strength, you may displace them by that many inches (to a max of your move rating). Or fine-tune the mechanic accordingly; the idea is that even if a Land Raider doesn't necessarily destroy lighter vehicles in its path, it will smack them out of the way.



I would tend to agree on the shunting idea, we tried it in 5th but it was hard to implement. You run into problems when the forced push moves one unit into another or terrain, it gets messy.

This message was edited 1 time. Last update was at 2017/08/07 22:02:33


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in us
Keeper of the Flame





Monticello, IN

Overcharged Rhinos for the 3rd Ed Blood Angels.




Okay, so pretty much ANY BA rule that didn't have a points cost attached to it.


Followed CLOSELY by whatever the Fall Forward rule for Templars was.

www.classichammer.com

For 4-6th WFB, 2-5th 40k, and similar timeframe gaming

Looking for dice from the new AOS boxed set and Dark Imperium on the cheap. Let me know if you can help.
 CthuluIsSpy wrote:
Its AoS, it doesn't have to make sense.
 
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

 Just Tony wrote:
Overcharged Rhinos for the 3rd Ed Blood Angels.


Yeah very true. Always had a hell of time against BA in 3rd.

Do you play 30k? It'd be a lot cooler if you did.  
   
Made in us
Clousseau





East Bay, Ca, US

pismakron wrote:
 MagicJuggler wrote:
Other than "no premeasuring," or barrages using to be "guess range" weapons, how come nobody has mentioned Maelstrom yet? A system that gives you random, occasionally unwinnable objectives ("Slay an enemy Psyker." "But I'm fighting Necrons" "Y U No Gud at Strategy?"), and just in case this system was noncompetitive enough, many of the objectives gave you a random number of Victory Points. Imagine playing a game like Settlers of Catan where each Settlement you build gives D3 Victory Points and each City gives D6. I doubt Klaus Teuber would have won Spiel de Jahres were that the case


Because Maelstrom is awesome and makes the game so much better. Not because of the random objectives or random victory points, but because it combines two crucial components of the game, objective capture and progressive scoring. The game becomes a LOT better when movement is a required part of the game, and when scoring happens from the first turn forwards rather than in a mad dash on turn six.


Completely and 100% agree.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Posts with Authority





Worst rule ever:

I'm using a Sicaran tank. I put one inch of its treads past a wall. I can see your dudes and shoot all of my guns at them, even though every single weapon on my tank is behind a wall. Oh, and yes- even the sponson gun on the other side. It's shooting completely over my tank and hitting you.

Reivers can throw grenades six inches. For perspective, a superhuman killing machine is lobbing something to size of a soda can across the average living room, max.


Mob Rule is not a rule. 
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

 Adeptus Doritos wrote:
Worst rule ever:

I'm using a Sicaran tank. I put one inch of its treads past a wall. I can see your dudes and shoot all of my guns at them, even though every single weapon on my tank is behind a wall. Oh, and yes- even the sponson gun on the other side. It's shooting completely over my tank and hitting you.


Yeah it's really impossible to ever get used to that.



 Adeptus Doritos wrote:

Reivers can throw grenades six inches. For perspective, a superhuman killing machine is lobbing something to size of a soda can across the average living room, max.



Seems low yeah, 8 inches also always felt kinda short.

This message was edited 1 time. Last update was at 2017/08/09 22:50:47


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in us
Posts with Authority





 Crablezworth wrote:
Seems low yeah, 8 inches also always felt kinda short.


I always liked 'strength + D6' as a throwing distance. If I'm not mistaken, that was the Shadow War rule.

Mob Rule is not a rule. 
   
Made in us
Brain-Dead Zombie of Nurgle





Everything regarding flyers. The scale of Warhammer 40,000 really doesn't support the idea of fighter jets and the like represented on the tabletop. Skimmers and hovercraft work because they move slow enough to have the right kind of impact. Flyers just move too fast and should never have had models introduced to the tabletop outside of Epic scale games. If they wanted to represent them, buying bombing runs and the like could have been options available to commanders. As silly as 40K can be, this has always been the biggest thing that tends keep me from suspending my disbelief.


EWM Hobbies
Tabletop game bases and dice. 
   
 
Forum Index » 40K General Discussion
Go to: