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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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Poll
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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MSS, ESPECIALLY when your opponent doesn't bloody tell you. That thing is so stupid.
I hate big IG blobs that are getting buffed with atsknf from a rune priest that is casting prescience and rocking cover saves in the open.
I hate the wolf guard with the plasma melta combi combos in a drop pod.

   
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Fixture of Dakka





San Jose, CA

Alright. There's a lot of dislikes of particular units, special rules or wargear in this game. I think I'm going to set up a poll to get a better gauge of the top 10 most vile, most hated, most annoying "things" in this game.


Roadkill Zombie wrote:
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.

BTW, just wanted to point something out. Flamers are annoying, that's for sure, but they aren't troops. They're still nasty buggers that I wouldn't want to see on a good day, but thank goodness they aren't scoring as well.

BTW, I once played against a daemon army with 44 flamers!




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West Midlands (UK)

Jaws / Long Fangs

Dark Eldar Beast-star (double annoyance-points for adding Eldrad)

Heldrake (especially now that he flames 360 all around)

   
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The most annoying/hated thing for me has to be I'll be Back/We'll Be Back/Reanimation Protocols/etc.

Something about the Necron models getting right back up really irks me. Always has!

In fact, my first regular opponent when I very first started playing back in 2000 was a Necron player using the old pre-codex list (along with those old, cool metal models - my personal fav being the old style destroyers). So it's been many, many years of being annoyed at that cursed rule

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If it's a Necron it's broken. Point blank fact.

Grey Knights are up there, but they at least they are killable.




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Flamers
Draigo
Flamers
GK Grenades
Flamers
Fateweaver
   
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I don't have any myself, but everyone seem's to truly hate my Epidemius, from the chaos daemons. Nurgling swarm's getting 2+ poison and ignore armour, are just cruel xD
   
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Cthonia

The Space wolves codex

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Jaws- This one power's presence in the metagame pretty much destroys the usefulness of a large number of units and army builds across multiple books. In the current meta, its the one power that is still superior to anything in the new edition's uber powers. Bitch and moan about nid stuff all you want (LOL), but remember that thanks to Jaws, an even smaller amount of a mostly crappy book is viable.

Halucination/Invisibility- These powers are ones that if you roll them, effectively make the game damn near unwinnable for the opponent. The entire Telepathy discipline is arguably one of the worst design decisions in the game, because either you roll one of those powers and EZmode your way to victory, or you roll the other largely pointless abilities and your psycher is basically an overpriced sgt.

Flamers- Make the templates not work with Overwatch and they might almost be fair. The ability to Overwatch with them pretty much makes them hobby wreckers on par with Jaws, unless you are allying GKs for Warp Rift, but then....

Warp Rift- Holy hell who though this was a good idea? Completely dicks over several army builds thanks to being able to combat squad carpet the table with it. If this power is to exist at all, it either needs to be centered on the squad leader or be confined to the jump infantry guys. Its just like Telepathy Discipline in that either it does absolutely nothing in the game or it results in the other guy wanting to punch a nun after the game.


Automatically Appended Next Post:
 Warp Angels wrote:
The Space wolves codex


And yeah, as a Xenos player, this times one million.....

Funny how the OP's list is a laundry list of xenos stuff that SM players moan and groan about, because yeah things like MSS are comparable to the Coward Shield and tons of AP4 no cover save allowed stuff xenos have to live with...

This message was edited 1 time. Last update was at 2013/02/19 23:08:34


 
   
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Snake Mountain

Heldrakes and Dreadknights. Frakking annoying units.

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 Warp Angels wrote:
The Space wolves codex
This too. even gameplay mechanics aside, reading that book made me hate Space Wolves more than anything I'd read 40k related aside from the GK codex which came out 2 years later

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Fateweaver still irks me to no end. Rerollable 3++, flying, a 12" bubble of rerollable saves, and the ability to use three psychic powers per turn on three separate targets without having to even test for them. Was the author who came up with these rules high when creating the Fateweaver entry?
   
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dead account

I used to hate playing against the Avatar. It would totally shutdown my melta and flamer lists.
   
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Norwalk, Connecticut

Every 'Nid player who loves their big gribblies should hate Skulltaker. He, by himself, can kill a fully decked out squad of 3 Carnifexes with slightly above average rolls. No other model in the game can solo a trio of Carni's in a single round of combat.

In my old 40k circle, Flamers of Tzeentch were hated more than anything else-I obliterated a friend's DA army a few weeks before the SS FAQ in a matter of minutes. This was also an army he placed in the top 10 tables in the 40k 'Ard Boyz (forgot the actual title, as I've never done those tourneys) in LA about 5-6 years ago.

I have to give my own units that people have/should hate the most, as I don't actually hate fighting anything on the table. Haven't found anything in 40k to be broken by the people I used to play against.

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San Jose, CA

Ok....poll added. I've included most of the stuff mentioned several times in this thread as well as some that I thought was annoying as well.

Later, when we get a few more votes, I will compile a Top 10 Most Hated list from all the posters here on dakka.



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Grotland

Grey Knights, 1k battle Draigo with 5 paladins, w/banner, w/ hammerhand. Im tired of this. . .



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San Jose, CA

Boss Grot Punt wrote:
Grey Knights, 1k battle Draigo with 5 paladins, w/banner, w/ hammerhand. Im tired of this. . .

Lol...I once played against Draigo and 10 paladins at 1K!!! His other troop choice was 1 soladin (single paladin) who just hid for practically most of the game. BTW, we played on a 4'x4' table so basically the paladin psycannons could reach almost the entire table.

I only won because his deathstar failed 1 morale test and ran off the board!




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 timetowaste85 wrote:
Every 'Nid player who loves their big gribblies should hate Skulltaker. He, by himself, can kill a fully decked out squad of 3 Carnifexes with slightly above average rolls. No other model in the game can solo a trio of Carni's in a single round of combat.

A soultrap/huskblade archon could, with only slightly above average rolls if he's already killed an IC or MC, and laughably easy if he's killed two already.

 
   
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Necron Reanimation Protocols get's my vote. Nothing is more demoralizing than pouring a bucket-load of dice into a squad of 10, killing 9 and watching your opponent stand 8 back up.

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Fort Wayne, IN

Re-rollable saves in general irritate me, even if it's only a 6+. It adds a bunch of useless dice rolling to the game, and makes certain units damned near unkillable.

Anything with a board-wide debuff is generally awful to play against (Imotekh, Runes of Warding). In my opinion, no debuff should have a board-wide effect unless it's limited to only one turn (and even then....)

Vendettas are some of the cheapest and most effective anti-flier (and anti-tank, for that matter) in the game, and laughably easy to fix (either increase their base cost by at least 30 points, or else make lascannons be upgrades that need to be paid for).

Jaws. As a Necron/Ork player, it should be evident why I hate this power.

Not specifically mentioned, but I despise Drop Pods in general. The fact that they pretty much ignore mishaps from terrain and models is ridiculously good, and for 35 points it's a steal.

I generally hate how Fliers seem to be either insanely good (Doom Scythe, Vendetta, Helldrake) or else laughably sub-par (Storm Talon, Nephilim Jetfighter, Dark Eldar flier), and yes, this is coming from a Necron player. I wish there were a middle ground here.

Allied Guardsmen get special mention, as with the right attached IC they can be downright nasty (Azrael, Rune Priests, pretty much anything with ATSKNF).

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Thinking about it I really hate playing against Tyranids and orks. Its just eurghhhh I killed 10 of you how many more are there, but nids are worse oh heres 3 preggers nids now im gonna spawn out more gaunts. If tyranid players are willing to do this thye shouldnt cry like little ****** when a Imperial player allies in GK for some awesome sauce tyranid powning
   
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 KingmanHighborn wrote:
If it's a Necron it's broken. Point blank fact.


Ummm, my Flayed Ones would like to have a word with you about that.

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As a Daemon player, I think GK's are the worst thing to have happened to 40k in a good long while.

Not only do they get every possible advantage plus the kitchen sink thrown in for good measure with things like Warp Quake, Daemonbane, psyk-outs, psycho 'nades, Warp Quake, 'Winning-Flame' (poor Orks & Tyranids know how sutpidly OTT this is too), SC's with 'remove from play' powers that get insane vs us, Warp Quake, Banishers, Truesilver Armour...
Did I mention Warp Quake?! On upto 9 squads in any single army... That can then Combat Squad!

Because me not even being allowed to put a single model on the table is all good and totally balanced apparently.

 
   
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I've yet to face domination by Helldrake, but just from the doom and gloom I hear on the forums, I suspect afterward, I'll be holding guardians in my hands, clutched to my chest, while taking a shower in the fetal position with my clothes on. I hate the sound of a flier passing over my army, popping a transport, and then flaming whatever comes out of it with its butt-flame.
Nor have I felt the sting of mind-shackle scarabs personally, but I've seen them take on a Squiggoth, making it confused, and it hurt itself to death in its own confusion. I don't like the idea of a single-digit pointed model assaulting my farseer and forcing him to perform a self-lobotomy with his spear.
On the contrary, while it might be sucky to fight against, I like the idea of a 2+ rerollable unit, mainly because it feels good to kill those units. It gives the feeling of a badass on the field to be avoided, which, really, 40k is absolutely littered with. We're practically tripping over Angrons and Lilleths and so on and so forth.

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As of Feb. 20, the "informal" Top 10 Most Hated looks like this:

1. Re-rollable 2+ saves

2. Mindshackle Scarabs

3. Heldrakes

4. The Necron Air Force

5. Flamers (Chaos Daemons)

6. Grey Knights (in general, tied for 6th)

6. Grey Knight Grenades (tied for 6th)

8. Jaws of the World Wolf (tied for 8th)

9. Doom of Ma'lantai (tied for 8th)

10. Necrons (in general)


Sir Pseudonymous wrote:
 timetowaste85 wrote:
Every 'Nid player who loves their big gribblies should hate Skulltaker. He, by himself, can kill a fully decked out squad of 3 Carnifexes with slightly above average rolls. No other model in the game can solo a trio of Carni's in a single round of combat.

A soultrap/huskblade archon could, with only slightly above average rolls if he's already killed an IC or MC, and laughably easy if he's killed two already.

BTW, Tyranid MC's with Iron Arm don't care (at least not about Skulltaker) assuming the soultrap/huskblade causes ID.


 Brock79 wrote:
Necron Reanimation Protocols get's my vote. Nothing is more demoralizing than pouring a bucket-load of dice into a squad of 10, killing 9 and watching your opponent stand 8 back up.

Tell me about it. I had one game where my Destroyer Lord with Res Orb got back up 4-5 times!!! My opponent must have been pissed!


Experiment 626 wrote:
As a Daemon player, I think GK's are the worst thing to have happened to 40k in a good long while.

Not only do they get every possible advantage plus the kitchen sink thrown in for good measure with things like Warp Quake, Daemonbane, psyk-outs, psycho 'nades, Warp Quake, 'Winning-Flame' (poor Orks & Tyranids know how sutpidly OTT this is too), SC's with 'remove from play' powers that get insane vs us, Warp Quake, Banishers, Truesilver Armour...
Did I mention Warp Quake?! On upto 9 squads in any single army... That can then Combat Squad!

Because me not even being allowed to put a single model on the table is all good and totally balanced apparently.

Yeah, I probably would have just said "Pass" if a GK player were to tailor his list against my daemons.

But honestly, other than striker-S5-stormbolter-warpquake-spam, daemons can and will kill the grey knights. That's just how powerful their power build (Tzeentch) is.


Lord_Of_Morthan wrote:
I've yet to face domination by Helldrake, but just from the doom and gloom I hear on the forums, I suspect afterward, I'll be holding guardians in my hands, clutched to my chest, while taking a shower in the fetal position with my clothes on. I hate the sound of a flier passing over my army, popping a transport, and then flaming whatever comes out of it with its butt-flame.
Nor have I felt the sting of mind-shackle scarabs personally, but I've seen them take on a Squiggoth, making it confused, and it hurt itself to death in its own confusion. I don't like the idea of a single-digit pointed model assaulting my farseer and forcing him to perform a self-lobotomy with his spear.
On the contrary, while it might be sucky to fight against, I like the idea of a 2+ rerollable unit, mainly because it feels good to kill those units. It gives the feeling of a badass on the field to be avoided, which, really, 40k is absolutely littered with. We're practically tripping over Angrons and Lilleths and so on and so forth.

Honestly, heldrakes are at their most annoying against MEQ (Marine Equivalent) armies. Against many of the Xenos armies (and guards), they're really not as big a deal.

Then again, most of the "Most Annoying Things" in this thread are situational against certain opponents.

This message was edited 2 times. Last update was at 2013/02/20 16:16:40



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MSS-Creates so much rage

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Captaintyrius wrote:
Thinking about it I really hate playing against Tyranids and orks. Its just eurghhhh I killed 10 of you how many more are there, but nids are worse oh heres 3 preggers nids now im gonna spawn out more gaunts. If tyranid players are willing to do this thye shouldnt cry like little ****** when a Imperial player allies in GK for some awesome sauce tyranid powning

So you're complaining about Horde builds or Nidzilla builds?

I'm curious because my model count is typically under a normal Space Marine list (I run 28 models starting on the board and average spawning another 20-30 or so).

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I've never gotten past the Doom's 3-up invuln with ID weapons

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 ChiliPowderKeg wrote:
I've never gotten past the Doom's 3-up invuln with ID weapons
IG 70pt IG platoon command squads with 4 meltaguns are beautiful at this job.

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