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The Most Annoying/Hated 40K Units/Characters/Wargear/Special Rules to Play Against  [RSS] Share on facebook Share on Twitter Submit to Reddit
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As an opponent, what do you find to be the most annoying thing - either unit, character, wargear or special rule - to play against? (Please pick at least 5)
Re-rollable 2+ saves (armor, cover or invuln's).
Mindshackle Scarabs
Eldrad
Jaws of the World Wolf
And They Shall Know No Fear
Runes of Warding
Tervigons
Iron Arm (especially on Monstrous Creatures)
St. Celestine
Doom of Ma'lantai
GK Grenades (Psykatrokes, Rad, Psyk-Outs)
Heldrakes
Vendettas
Necron Reanimation Protocols (We'll Be Back!)
Fearlessness
Wolf Guards/Sternguards in Drop Pods
Immotekh
Flamers (Chaos Daemons)
Screamers (Chaos Daemons)
Necron Air Force (Necron flyer-spam)
Warp Quake
Kairos Fateweaver
Necrons (in general)
Grey Knights (in general)
Space Wolves (in general)
Hallucination/Invisibility Psychic Powers
Epidemius and his Tally
Other (please explain below)

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Made in us
Fixture of Dakka





San Jose, CA

As an opponent, what do you find to be the most annoying thing - either unit, character, wargear or special rule - to play against? For me, this would be my Top 10 of most Annoying things to play against.

Jy2's Top Ten Most Hated
1. Re-rollable 2+'s - whether Fortune with a 2+ character, psychic powers or whatever, it is just not fun to play against units with re-rollable 2+ saves (whether armor or cover). It is actually downright stupid, especially when you take into consideration most of these re-rollable 2+'s also can do Look-Out-Sirs.

2. Mindshackle Scarabs - if you ever have a character, you will learn to fear and hate MSS like the plague.

3. Eldrad - a force-multiplier character who is just so good that he is the center of an entire army's strategy. His psychic powers will just kill you and he's got one of the best psychic defenses. He is a bane to all of my psychic armies.

4. Jaws of the World Wolf - the bane of all low-Initiative armies. It's gotten even worse now that it can affect tau crisis suits and necron wraiths+destroyer lords (i.e. jump infantry).

5. And They Shall Know No Fear - very under-rated but a pain to play against. ATSKNF is so good currently that it is annoying. Can't sweep those darn marines, can't break them completely and can't put the fear in them. You can also put an ATSKNF IC with an allied unit (i.e. IG blob squad) to make them annoying as well. ATSKNF only gets worse when combined with Combat Tactics as you can get a poor-man's version of Hit & Run for free.

6. Runes of Warding - one of the reasons why Eldrad is so annoying. I'm a little biased here as I play psychic-heavy armies, but this is the paper to my rock. Does anyone else here have unlimited range psychic defense that not only stops your psychic powers at least 1/2 of the times, but also hurts you 1/3 of the times? Thank goodness no.

7. Tervigons - what's wrong with an ultra-tough unit that just gives your more free scoring units? One of the reasons why you hate to play against tyranids in mission-based scenarios.

8. Iron Arm on Flying Monstrous Creatures - ever played against a T8/9 MC that can't be insta-killed? What if that T8/9 MC was a flying monstrous creature as well? That is one tough and frustrating unit to take down and next turn, he will be in range to threaten your entire army.

9. St. Celestine - just when you think she's down, she gets right back up and starts to kill again. If she was 230+ pts, it wouldn't be so bad....but she's about half that only! Yeah, you just can't keep a good girl down.

10. Doom of Ma'lantai - the ultimate disruption unit in what is primarily a foot-based meta.



So what are your most hated/annoying things to play against? You don't necessarily have to give us a top 10 list, but it may be fun.



ADDED -

As of Feb. 22, the "informal" Top 10 Most Hated as voted by Dakka members looks like this:

Dakka's Top Ten Most Hated
1. Re-rollable 2+ saves

2. Mindshackle Scarabs

3. Jaws of the World Wolf

4. The Necron Air Force

5. Heldrakes

6. Flamers (Chaos Daemons, tied)

6. Grey Knights (in general, tied)

8. Vendettas -- NEW!!!

9. Doom of Ma'lantai

10. Grey Knight Grenades


Dropped Out - Reanimation Protocols


This message was edited 6 times. Last update was at 2013/02/23 01:36:35



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Pretty much everything you said twists me up in a fit. Except Jaws, Eldrad, Runes of Warding, and MSS.

Those never seem to bother me.

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I hate MSS.

But at the same time I know if that wasn't there, my units would pretty much sweep the IC in question, considering that Necron lords really aren't built for true combat.

But yeah, most of that list sums it up as well.

This message was edited 1 time. Last update was at 2013/02/19 16:06:07


 
   
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Blood-Raging Khorne Berserker





New Jersey

1. MSS
2. Valk/Vend(s)
3. Heldrake(s)
4. Wolfguard drop pod combi bomb

Thats a top 4 for me. I don't rank the flyers higher because I don't really mind shooting a lot of twinlinked psycannons into the air.

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Add Imotekh and his night fighting shenanigans and Purifiers to jy2's list and you have mine...



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Flamers
Screamers
Jaws
Eldrad
Vendettas
Abbadon
Vindicare Assassin

There are a lot of other ones as well.

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On moon miranda.

Imotekh for sure, one of the best examples of awful game design I've ever seen, allowing for a huge potential amount of destruction to an enemy force simply for putting him on the board and not having to worry about LoS, Range, cover, etc, on top of stealing Init on 4+ and controlling an enemy's shooting ability through Nightfight and being ridiculously hard to kill.

Personally I've never actually found MSS to be that annoying, though I've only ever had it used against me while playing IG so it was sort of pointless

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DC Metro

My list is short. I hate flamers of Tzeentch. They're a brutal firepower unit that are all but impossible to assault effectively because of how Wall of Death works.
   
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Fixture of Dakka





Vendettas: They were not given a cost that reflects their current abilities.

That is all, everything else is acceptable.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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I hate Khorne Bezerkers with the MoK right now (because i play my brother's CSM 'Zerker spam army). I run a gunline of tac marines with two CC squads for counter attack, but i don't kill enough of his zerkers to stop him from rolling me over.

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Vendetta's are definitely a #1 for me. Everyone at my FLGS who plays guard (ie it feels like half of them sometimes) runs like two or three every game. It is quite un-fun.


 
   
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Necron Flying Circus isn't a lot of fun to play against either.

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Tbh I really hate playing against Grey Knights. Oh yes we can do anything chaos can do but 10x betta cause we serve tha emprahhhhhhh
   
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Fearless units in cc. They'll no longer get additional wounds when they loose one round of combat. This makes elite armies with a smaller number of models, like DW, less viable in this edition.

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The one I hate is the Grey Knight power that auto hits every model that Charges them.

 jy2 wrote:

2. Mindshackle Scarabs - if you ever have a character, you will learn to fear and hate MSS like the plague.

Used them, but only faced them once. But as the Necron Lord prepared, ready for a Charge next turn, my Old Zogswort turned him into a Squig

Apologies for talking positively about games I enjoy.
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Beijing, China

 jy2 wrote:

1. Re-rollable 2+'s - whether Fortune with a 2+ character, psychic powers or whatever, it is just not fun to play against units with re-rollable 2+ saves (whether armor or cover). It is actually downright stupid, especially when you take into consideration most of these re-rollable 2+'s also can do Look-Out-Sirs.
2. Mindshackle Scarabs - if you ever have a character, you will learn to fear and hate MSS like the plague.
3. Eldrad - a force-multiplier character who is just so good that he is the center of an entire army's strategy. His psychic powers will just kill you and he's got one of the best psychic defenses. He is a bane to all of my psychic armies.
4. Jaws of the World Wolf - the bane of all low-Initiative armies. It's gotten even worse now that it can affect tau crisis suits and necron wraiths+destroyer lords (i.e. jump infantry).
5. And They Shall Know No Fear - very under-rated but a pain to play against. ATSKNF is so good currently that it is annoying. Can't sweep those darn marines, can't break them completely and can't put the fear in them. You can also put an ATSKNF IC with an allied unit (i.e. IG blob squad) to make them annoying as well. ATSKNF only gets worse when combined with Combat Tactics as you can get a poor-man's version of Hit & Run for free.
6. Runes of Warding - one of the reasons why Eldrad is so annoying. I'm a little biased here as I play psychic-heavy armies, but this is the paper to my rock. Does anyone else here have unlimited range psychic defense that not only stops your psychic powers at least 1/2 of the times, but also hurts you 1/3 of the times? Thank goodness no.
7. Tervigons - what's wrong with an ultra-tough unit that just gives your more free scoring units? One of the reasons why you hate to play against tyranids in mission-based scenarios.
8. Iron Arm on Flying Monstrous Creatures - ever played against a T8/9 MC that can't be insta-killed? What if that T8/9 MC was a flying monstrous creature as well? That is one tough and frustrating unit to take down and next turn, he will be in range to threaten your entire army.
9. St. Celestine - just when you think she's down, she gets right back up and starts to kill again. If she was 230+ pts, it wouldn't be so bad....but she's about half that only! Yeah, you just can't keep a good girl down.
10. Doom of Ma'lantai - the ultimate disruption unit in what is primarily a foot-based meta.

those and

psycotrope grenades

Max Vendettas

Max Night Scythes

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MSS...

If they were a one use weapon yeah I could grumble of that but it would not hurt me too much...

...But noooooooo, they have it constantly don't they? IMO perfect example of broken rules, but this is just my opinion...

Also jaws and Warp quake...

This message was edited 1 time. Last update was at 2013/02/19 18:06:11


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MSS for sure! I learned very quickly to ask any necron player which units have MSS. Any of those units I would mark as a "Shoot Only" unit or I would throw gaunts at them.

Jaws is annoying so as a Tyranid player I keep my Tervigons far away and rush my other Psykers in to put the rune priest under shadows of the warp.

As a Nid player I can agree that a lot of people are not fans of Tervigons. T6 W6 Troop choice that spawns more troops. It is also a bit funny to see my opponent's expression after they deal a wound to it and I say "OK, it has 5 wounds left."

I wouldn't be too afraid of a Flyrant with Iron Arm mostly because it still only has a 3+ armor save and no invul save. Jink is OK if you are about to die but forced snap fire next turn is a bummer. Plus grounding tests don't allow armor saves. A Demon Prince with Iron Arm would be a different story.

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Those GK grenades...

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Psychotrope grenades definitely should get into that list.
One of the worst designed items in the game.

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I started to write a list, but nearly everything on it was a necron rule or unit, so I guess just necrons. The amount of rules they have which range from constant minor irritation to OTT broken is just silly. It's like the army was intentionally designed just to troll the rest of the 40k world.


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Furioso Dreads. As my opponent inevitably goes into a never ending string of armor penning wounds, my soul dies a little inside.

Scarabs. They are shockingly resilient, and while I can usually bring enough firepower to bear to bring them down (a heavy flamer usually does the trick) they wind up taking too much of my time. Very irritating.

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For me it is only one unit...Flamers of Tzeentch. Who thought it was ok to have a unit of jump troops with two wounds, an invul save, and a weapon that kills whole squads in one turn of shooting because they don't allow armour or cover saves, and auto hit if you charge them?

Seriously the most broken unit in all of 40k. Necrons and Eldrad have nothing on these guys. I'm just glad I only have to play against Chaos Space Marines taking one unit of them instead of full armies of Daemons spamming 3 to 6 units.

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from the Renegades supplement for Epic Space Marine, page 54-55
 
   
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I can't stand playing Grey Knights, not due to power level (although it's pretty high), but due to complexity level. Every single unit has a million unique snowflake special rules.
   
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Grey Knight Santa Claus characters... I can toss not just one grenade a round no I can toss about 6 different grenades a round and still kill you.

GK power that allows them to kill stuff in HTH. It wouldn't bother me if it were 1 attack per live GK but 1 per enemy is idiocy,

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Jaws irks me so much. I played Nids and this one ability would kill me every game(5th edition). Having 4 rune priests that can cast it on my termagants rushing in, draw a line of sight to include my tervigon in the far back. And failing the int test on a 2 or less sucks. One turn I lost 800 points to 4 different jaws hitting 3 tervigons and 2 carnifex, all failing the int test in one turn.

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Rynn's World

Flamers
Screamers
Yarrick ( i smashed him over the head 3 times with a PF in a game against a mate and up he gets every time )
The Masque
Fateweaver
My dice ( they hate me so much )


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