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Made in us
Daring Dark Eldar Raider Rider






Anyone have certain units in their armies or units you face off against that just seem to slow down the game?

Used to be conscripts for me until I just gave in and put them all in a tray together. Now I find myself internally sighing when I see daemons and knowing they have to roll on 12 different charts before the game can begin.

Alone in the warp. 
   
Made in us
Quick-fingered Warlord Moderatus






My dakka banner.

shooting 98 tl bolter shots always slows the game down i think X-X

"Do you really think 7th edition was the best edition?"

"Yes, and I'm tired of thinking otherwise."

 
   
Made in es
Growlin' Guntrukk Driver with Killacannon






Imothek the Stormlord, hands down. Also any Chaos Space Marine character with the Boon of Mutation rule. Yay, that table is cool and flavorful and reeks of fondly-remembered vintage GW books, but somehow it feels clumsy in the supposedly more streamlined post-3rd ed. 40k.

Random tables and night fighting, lightning strike shenanigans aside, the dubious honor goes to the lowly ork boy/Imperial guardsman, specially when accompanied by 29 of his mates.



War does not determine who is right - only who is left. 
   
Made in jp
Furious Raptor





Osaka, Japan

Any random effect chart. Chaos is especially a perpetrator in this

 
   
Made in no
Grovelin' Grot




Norway

Mobs of 30 boyz seem to take forever to move sometimes, but I've gotten quicker moving them
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

Chaos of both variants. With a blatant lean on assault in one and a slight lean on assault in another, randomness is already inherently there. But now for the fun! The Chaos Champion's special rule rolling on the table to get powers and document it. The often forgotten Soul Blaze Special rule that exists in such a minor way that most people forget it. Huron's psyker ability being a random roll and then another random roll. Quite a bit of random.... now then...

Chaos Daemons! Oh yes we hit the jackpot. Patron god of Psykers that's heralds and GD just so happens to be a psyker? Check. Ever felt Imohtek slowed down the game? Well enjoy Chaos Daemon warpstorm! Roll daemonic instability for your entire army, roll it on 3d6 for one hq, make the enemy take a ld test on 3d6 if failed place a herald, spawn 2d6+3 extra models, four rolls that will make every enemy and even some of your own models have to roll a d6 and on a d6 get blasts or other random hits that you then roll for? Check. A lesser, greater, and exalted upgrade that are all random requiring you to roll on them like a psyker roll and then promptly documenting it/memorizing it?

I love my armies but good gosh they slow down the game xD

(and also any horde army so boyz, termigaunts, etc xD)

2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) 
   
Made in au
[MOD]
Making Stuff






Under the couch

In 5th edition my Nob Mob was a problem for this. 5th ed wound allocation was handy, but by gorry it was tedious.

6th ed does go some way towards making them less painful, although since they changed how LOS works in the FAQ, any unit with characters in it is a little painfull when the character is out front.

 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Anything with a random effect or needs to generate random things tends to slow the game down quite a bit.

However i blame the player in most cases, not the rule. I usually move a 1500-1750 green tide faster than my opponents move 40-50 models, and im not just blindly moving either im paying attention to terrain and line of sight in the process. When i play tau im even faster just because i have like 1/3 the models lol (and i have never played the static gunline tau, a couple ionheads with a FW bubble squad is as close as ive gotten but i still had crisis/riptides running around distracting and exploding things)

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in cn
Longtime Dakkanaut





Saratoga Springs, NY

Close combat, it takes twice as long as shooting. Close combat is ruining the game

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

Legion Seeker squads. Nothing like 20 small blasts when firing at half range. You will wear out your scatter dice in a hurry.

And to top the seeker squads, Quad-launcher squads. 4 Blasts each, and you can take up to 9....36 scatter rolls a turn. Even doing 4 a minute you are looking at 10 minutes per shooting phase just for these guns.

Looking for Durham Region gamers in Ontario Canada, send me a PM!

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Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

Psykers...

...but we all love them.

4000
2000  
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Tervigons and Tomb Spyders.
I mean, how many more turns do I have to fight past all these critters before I can annihilate my opponent in full?

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

 Super Ready wrote:
Tervigons and Tomb Spyders.
I mean, how many more turns do I have to fight past all these critters before I can annihilate my opponent in full?


Drown in my sea of termagants!

This message was edited 1 time. Last update was at 2013/07/25 09:42:39


 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in fi
Rough Rider with Boomstick




Finland

Any unit that has a random ability that needs to be checked repeatedly.

Good example are the Chaos Spawn from Codex:CSM with their "Mutated beyond Reason" and Random Attacks- rules.
So lets say four Chaos Spawn get into melee. First you must roll for each individual Spawn what they get for mutation. Then you roll how many attacks each individual Spawn gets.
Then you get to the actual fight part! Make sure you remember their stats and quirks correctly! If the combat continues to a second round you get to repeat the whole process...

12001st Valusian Airborne
Chrome Warriors
Death Guard
 
   
Made in pt
Longtime Dakkanaut





Portugal

Units of 30+ models. They aren't that fun when the opponent has to move them

This message was edited 1 time. Last update was at 2013/07/25 08:52:25


"Fear is freedom! Subjugation is liberation! Contradiction is truth! These are the truths of this world! Surrender to these truths, you pigs in human clothing!" - Satsuki Kiryuin, Kill la Kill 
   
Made in nz
Boom! Leman Russ Commander




New Zealand

 A-P wrote:
Any unit that has a random ability that needs to be checked repeatedly.

Good example are the Chaos Spawn from Codex:CSM with their "Mutated beyond Reason" and Random Attacks- rules.
So lets say four Chaos Spawn get into melee. First you must roll for each individual Spawn what they get for mutation. Then you roll how many attacks each individual Spawn gets.
Then you get to the actual fight part! Make sure you remember their stats and quirks correctly! If the combat continues to a second round you get to repeat the whole process...


You roll once for the entire unit.

Also re: Warp Storm frustration. That table takes the place of a shooting phase for Demons. I really don't see the issue with it.

This message was edited 1 time. Last update was at 2013/07/25 09:05:50


5000
 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Reavers before the FAQ. Have a look at this thread by Mushkilla and thank god no one actually enforced this rule.

http://www.thedarkcity.net/t3651-the-reaver-randomization-rollercoaster

 
   
Made in no
Terrifying Doombull





Hefnaheim

For whom face mostly ork & nids pluss a side order of Eldar it has to be hordes of Orks and Horumgaunts, I mean like I dont mind the wait for my opponent to move them. But by the all father! Sometimes I question their decsion to bring hundreds of the damned things. Or for Eldar those damned War walkers when I field my own Nid swarm
   
Made in gb
Morphing Obliterator






MarsNZ wrote:
 A-P wrote:
Any unit that has a random ability that needs to be checked repeatedly.

Good example are the Chaos Spawn from Codex:CSM with their "Mutated beyond Reason" and Random Attacks- rules.
So lets say four Chaos Spawn get into melee. First you must roll for each individual Spawn what they get for mutation. Then you roll how many attacks each individual Spawn gets.
Then you get to the actual fight part! Make sure you remember their stats and quirks correctly! If the combat continues to a second round you get to repeat the whole process...


You roll once for the entire unit.

Also re: Warp Storm frustration. That table takes the place of a shooting phase for Demons. I really don't see the issue with it.


It doesn't replace it; try playing a Tzeentch Horror list!

Random, random everywhere...

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Made in gb
Cowboy Wannabe



London

Chaos Daemons. Far too much randomness gets confusing and slows the game down.

   
Made in gb
Jovial Plaguebearer of Nurgle




London, UK

Warpstorm doesn't slow the game down when you consider that Chaos Daemons have almost no shooting of their own compared to other armies.

What I find slows the game down are Tau Broadsides. 36 shots Intercepting. 36 shots in their own turn. 36 shots Overwatching.

At least the Warpstorm is my thing, in my own turn. I don't stop my opponent mid turn and take time to shoot bucket loads of dice.
   
Made in nz
Screamin' Stormboy





Queenstown

So many boyz, so many boyz. ~shudder~

Wakatipu40k
 
   
Made in nz
Boom! Leman Russ Commander




New Zealand

-Shrike- wrote:
MarsNZ wrote:
 A-P wrote:
Any unit that has a random ability that needs to be checked repeatedly.

Good example are the Chaos Spawn from Codex:CSM with their "Mutated beyond Reason" and Random Attacks- rules.
So lets say four Chaos Spawn get into melee. First you must roll for each individual Spawn what they get for mutation. Then you roll how many attacks each individual Spawn gets.
Then you get to the actual fight part! Make sure you remember their stats and quirks correctly! If the combat continues to a second round you get to repeat the whole process...


You roll once for the entire unit.

Also re: Warp Storm frustration. That table takes the place of a shooting phase for Demons. I really don't see the issue with it.


It doesn't replace it; try playing a Tzeentch Horror list!

Random, random everywhere...


Oh, so one unit then. Out of how many again? Over a dozen? I'm sure the ensuing assault phase is just as difficult to endure seeing as horrors are such a wonder in assault.

My main opponent plays demons and his shooting phase is shorter than mine, and my army's not even a gunline.

This message was edited 1 time. Last update was at 2013/07/25 11:34:31


5000
 
   
Made in gb
Three Color Minimum





Second ed virus grenades, make the turn they are thrown take ages and ages but every turn after takes 2-3 mins at most:-)
   
Made in gb
Longtime Dakkanaut





Blob squads of 50.

hello 
   
Made in ca
Bounding Ultramarine Assault Trooper




Montreal, Quebec

In my case, its playing against horde armies (or playing my orks with 4 squads of boys). It basically more than double play time! Though, movement with my orks are now quite faster than they were now that I move 2 or 3 orks as references and then use both hands to quicly move the rest forward relative to the initial reference movements. But shooting, and assault are a pain. I stoped playing ork as hordes, can't stand the time it takes.

* I have to say that NewGW impresses me a lot... 
   
Made in gb
Cowboy Wannabe



London

 Daba wrote:
Blob squads of 50.


Shouldn't take that long to play. I use one of those, and it's fine. Just takes some practice. Though to be fair if you can get an invulnerable save and FNP, then the time does increase a lot.
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

People with tons of proxies. That will slow down the game every time.

What were those guys again?

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in gb
Longtime Dakkanaut





Jangustus wrote:
 Daba wrote:
Blob squads of 50.


Shouldn't take that long to play. I use one of those, and it's fine. Just takes some practice. Though to be fair if you can get an invulnerable save and FNP, then the time does increase a lot.

If you get into combat with them, they have to start moving models 3" from across the board, then carefully measure which are in combat or not. That's really where they start to slow things down.

Against shooting they're fine, just remove them from the front as normal.

hello 
   
Made in gb
Deranged Necron Destroyer




 XT-1984 wrote:
What I find slows the game down are Tau Broadsides. 36 shots Intercepting. 36 shots in their own turn. 36 shots Overwatching.


If your opponent is doing that, they're cheating. You cannot fire interceptor shots and then also fire the same weapons in your next shooting phase. Warpstorm is incredibly slow if the Daemons have good shooting as well. I'm not entirely sure that firing 36 shots is particularly slow either, maybe a or 2 minute at worst?
   
 
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