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Made in us
Martial Arts Fiday






Nashville, TN

Yes, as it was in 2nd.

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

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Don't mess with the Blade and Bolter! 
   
Made in us
Posts with Authority





 PlaguedOne wrote:
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.


In all honesty, all flyers that don't fit some small-scale close air support like the Stormtalon should have never been introduced.

But thanks to 8th edition, I can now fistfight a fighter jet.

Mob Rule is not a rule. 
   
Made in gb
Norn Queen






 PlaguedOne wrote:
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.
Simple fix is to not play games with flyers.
   
Made in us
Keeper of the Flame





Monticello, IN

PlaguedOne wrote: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.


Pretty much EVERYTHING that was Epic specific should have stayed there.
















Except the Vindicator Tank, that thing is so hot...

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 us
Widowmaker




Somewhere in the Ginnungagap

The previous editions' rules of cover giving you a different save rather than applying a modifier. That is just poor design right there as it makes cover useless in certain situations. It's also not intuitive.
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

 DrNo172000 wrote:
The previous editions' rules of cover giving you a different save rather than applying a modifier. That is just poor design right there as it makes cover useless in certain situations. It's also not intuitive.

Yeah it also led to some feel bads when one guy claimed he could see your dude's foot from behind a wall while shooting through a window, past a tree, and in between another guy's legs. And then of course the conversation is something like "so do you get like -100000 to that shot?" "Nope, you just get a cover save, and if it's not better than your armor then you get nothing sir."

20000+ points
Tournament reports:
1234567 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 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.


That always bothered me about infantry, tanks, bikes, cavalry, and especially Monstrous Creatures in every edition ever.

Like how is your Exocrine shooting my squad with its tail?

How can your Harridan fire it's guns at my warhound directly behind it?

How can your Seekers of Slannesh draw line of sight (back when it was required to charge) from their tongues sticking out behind a wall?

This message was edited 1 time. Last update was at 2017/08/10 03:04:31


 
   
Made in gb
Fixture of Dakka






 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.



Figure scale =/= ground scale. Otherwise a battlecannon only has a "range" of 100 m?
   
Made in gb
Soul Token




West Yorkshire, England

 DrNo172000 wrote:
The previous editions' rules of cover giving you a different save rather than applying a modifier. That is just poor design right there as it makes cover useless in certain situations. It's also not intuitive.


I can understand it as an anti-turtling measure. If cover saves are rarer for high-armour models, they can move around more freely instead of being anchored to terrain. Whether than worked in practice is another matter.

I was always fond of Chimera Death Roulette from 2e--when disembarking from a vehicle, you take a STR (speed -10) hit. A Chimera's combat speed is 11.

"The 75mm gun is firing. The 37mm gun is firing, but is traversed round the wrong way. The Browning is jammed. I am saying "Driver, advance." and the driver, who can't hear me, is reversing. And as I look over the top of the turret and see twelve enemy tanks fifty yards away, someone hands me a cheese sandwich." 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Martel732 wrote:
Basically, 2nd ed.


Seconded, if I can't say a whole edition then I pick blind grenades (2nd edition). Nominate the point on the ground you want to target. Roll to hit it, hitting only on a 6 because of reasons. Since you probably missed roll for scatter and put down a template. Now no one can shoot through that template and if they move through they get disoriented and some out at a random spot.

Do this 9 more times for the whole squad.

At the start of your NEXT turn roll to see if they stay, drift or dissipate, rolling separately for each cloud.

Continue until you decide to play Mutant Chronicles.

 
   
Made in it
Dakka Veteran




 DrNo172000 wrote:
The previous editions' rules of cover giving you a different save rather than applying a modifier. That is just poor design right there as it makes cover useless in certain situations. It's also not intuitive.


Guess what, now it's the other way around (useless for hordes, OP for 3+ saves)
   
Made in us
The Hammer of Witches





A new day, a new time zone.

 Kid_Kyoto wrote:
Martel732 wrote:
Basically, 2nd ed.


Seconded, if I can't say a whole edition then I pick blind grenades (2nd edition). Nominate the point on the ground you want to target. Roll to hit it, hitting only on a 6 because of reasons. Since you probably missed roll for scatter and put down a template. Now no one can shoot through that template and if they move through they get disoriented and some out at a random spot.

Do this 9 more times for the whole squad.

At the start of your NEXT turn roll to see if they stay, drift or dissipate, rolling separately for each cloud.

Continue until you decide to play Mutant Chronicles.

Virus Bombs haven't been brought up yet?

"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
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Potent Possessed Daemonvessel





Warp Storm Table. Any rule which has the ability to decide a game and happens outside the realm of player action is a terrible rule.
   
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[MOD]
Otiose in a Niche






Hyderabad, India

 Bookwrack wrote:

Virus Bombs haven't been brought up yet?


Virus outbreak has but not the grenade.

I played Marines at the time so it didn't bug me

 
   
Made in dk
Horrific Howling Banshee




Finland

 Marmatag wrote:
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.


While that is good, the only way to do that is not giving a deck of random cards with random abilities. I don't care much about the competitive aspects, but the maelstrom hardly makes any sense from a narrative standpoint. The matched play scenarios in the AoS General's handbook do the same for the game, but the scenarios actually have point instead of reminding playing arcade shooters.

But that's not my choice. It's the inclusion of flyers to the game as a moving element on the table. Especially the fighter jets. They just don't feel right any ways at the gaming table. The models are nice and I can understand putting them on the table from that standpoint, but the original apocalypse rules were just so much better.

Feel the sunbeams shine on me.
And the thunder under the dancing feet. 
   
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Decrepit Dakkanaut






Springfield, VA

What do you guys think about the non-Apocalypse Forge World rules for flyers in 3rd and 4th Editions?

Personally I liked those rules for Superheavies better as well (with each superheavy taking up a mix of slots on the FOC, such as Baneblades that were 3 Heavy Support slots or Warhounds that were 3 Heavy Support and 1 HQ)?
   
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Clousseau





East Bay, Ca, US

 Unit1126PLL wrote:
What do you guys think about the non-Apocalypse Forge World rules for flyers in 3rd and 4th Editions?

Personally I liked those rules for Superheavies better as well (with each superheavy taking up a mix of slots on the FOC, such as Baneblades that were 3 Heavy Support slots or Warhounds that were 3 Heavy Support and 1 HQ)?


That would be an interesting buff. Each baneblade basically gives you a spearhead for the +1CP.

 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.
 
   
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Keeper of the Flame





Monticello, IN

 Unit1126PLL wrote:
What do you guys think about the non-Apocalypse Forge World rules for flyers in 3rd and 4th Editions?

Personally I liked those rules for Superheavies better as well (with each superheavy taking up a mix of slots on the FOC, such as Baneblades that were 3 Heavy Support slots or Warhounds that were 3 Heavy Support and 1 HQ)?



Pretty much ANYTHING Forgeworld was permission only, and you could plan for it back then. Now, stuff just shows up. It mostly makes no sense that you have some Defcon 1 war machine show up for a 40 man skirmish. And it also devalues Epic when you can simply play Epic at 28mm scale. It's part of the reason that Warmaster died as fast as it did. What did it provide that WFB didn't at the time? Not monsters, they were already there. I take that back, a Sphynx. Granted, both systems used a different playstyle than the 28mm games, but what is the motivation for learning an entirely different style of play if you can do the same thing at the scale you're already playing at, with the rules you already know? Oh, yeah. Almost forgot. Painfully tiny minis that are horrific to paint. That's your draw: make your hobby more difficult.

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 us
Decrepit Dakkanaut






Springfield, VA

Marmatag wrote:
 Unit1126PLL wrote:
What do you guys think about the non-Apocalypse Forge World rules for flyers in 3rd and 4th Editions?

Personally I liked those rules for Superheavies better as well (with each superheavy taking up a mix of slots on the FOC, such as Baneblades that were 3 Heavy Support slots or Warhounds that were 3 Heavy Support and 1 HQ)?


That would be an interesting buff. Each baneblade basically gives you a spearhead for the +1CP.


Sort of; you'd need an HQ for each Baneblade, raising their relative cost (compared to just running 3 in a LOW detachment like you can now)

Just Tony wrote:
 Unit1126PLL wrote:
What do you guys think about the non-Apocalypse Forge World rules for flyers in 3rd and 4th Editions?

Personally I liked those rules for Superheavies better as well (with each superheavy taking up a mix of slots on the FOC, such as Baneblades that were 3 Heavy Support slots or Warhounds that were 3 Heavy Support and 1 HQ)?



Pretty much ANYTHING Forgeworld was permission only, and you could plan for it back then. Now, stuff just shows up. It mostly makes no sense that you have some Defcon 1 war machine show up for a 40 man skirmish. And it also devalues Epic when you can simply play Epic at 28mm scale. It's part of the reason that Warmaster died as fast as it did. What did it provide that WFB didn't at the time? Not monsters, they were already there. I take that back, a Sphynx. Granted, both systems used a different playstyle than the 28mm games, but what is the motivation for learning an entirely different style of play if you can do the same thing at the scale you're already playing at, with the rules you already know? Oh, yeah. Almost forgot. Painfully tiny minis that are horrific to paint. That's your draw: make your hobby more difficult.


I still maintain that everything (including Forge World, but also anything GW, whatever) is still permission only. Outside of tournaments (which have their own rules divested from the Rule Book), I still think you should discuss lists ahead of time and whatever. But that's been done to death and we can PM about it if you want!

And yes, I have played Baneblades in 40k since 2nd edition - as for your reason why a "Defcon 1 War Machine would show up to a 40 man skirmish" I would say "Well, it probably wouldn't, but I play a Concordian superheavy tank regiment, and if we're ordered to the front, we go to the front - even though regiments of the Imperial Guard aren't allowed to field any unit type aside from what their regiment is." It's why I'm so fond of team-games; that allows my regiment to form a 'battlegroup' with another regiment (the way they would fight in the fluff except in certain desperate or erroneous circumstances).
   
Made in us
Stubborn Prosecutor





 PlaguedOne wrote:
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.


I like how Team Yankee handles it. You roll to see if your aircraft is available (or are performing a flight mission for someone else, refueling, in transit, etc). When it shows up they can be placed anywhere on the map during your movement. Before they make thier attacks however, the enemy gets to open up with anything AA worthy on the flyer that hasn't already opened fire on something else. It makes for a great piece of narrative and keeps Aircraft in a good role.

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 
   
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Daring Dark Eldar Raider Rider




The Mid-Western Front

Ynnari when they were first introduced last edition.... UGH, I still have PTSD from my first game against them, losing a Lychstar to counterfired D-Cannons after I teleported them and shot some bikes to death

P'tah Dynasty
Iron Warriors
Dark Eldar

" It is always good to remember WHY we are in this hobby, and often times it is because of the PEOPLE we share our time with" 
   
Made in us
Longtime Dakkanaut




Central California

Nothing new here, just summing up a bunch of other posts this way, and let me preface. I play the game for the tactical idea of playing the "squad leader" style wargame. I love the variety and such of the game plus the sci-fi nature. I build tough armies but not a Magic the Gathering deck of the most powerful cards just because they win. My worst rule is the combining of epic and 40k skirmish level. It ruins the narrative/"feel" of the game for me. I like the idea of giant warmachines, but only fighting other warmachines in battles that they were built for.
Eliminate the idea this is a 1/1 model ratio (as in one marine really is one marine) or keep it a skirmish level game. For example using my history knowledge:

Do not send a super heavy, mega rare, nearly irreplaceable (by their own fluff) super heavy/giant walker/ etc etc, along with 40 soldiers to take a farm held by 50 enemy soldiers. Big Bertha does not accompany a trench raid.

Do not send General George Patton out with 2 tanks and 20 rifleman to fight Erwin Rommel and his 4 tanks...LAME!!!!!!!!!!!

Do not call in a b-29 bomber to hit an enemy foxhole because it has a machine gun that is holding up sgt smith's five man squad.

Alas, 40k really has no basis in reality, I understand, so this is just my two cents. When I show up with what in real life is a tiny little assault force of IG (come on...we run platoons on the table, not divisions and corps...Picket's Charge involved 30,000 men between the two sides, and was one charge in one battle of a war...) and the enemy has the equivalent of the Yamato, Nagato, and Kirishima sitting in his deployment zone (say, 3 super walkers), I want to take my models and find another game. (Ok, the battleships might be an exaggeration, but titans, knights, wraithknights etc should be equally husbanded by their rulers)

Oh, and I also hate true line of sight. I understand the cool factor of sighting down your models gun. I love it! But...
It is about scale. Terrain is NEVER at the same scale as models. A hill on the tabletop to use true line of sight should then be four square feet at base and four feet tall...since even a tiny hill of a hundred feet (barely noticeable on contour maps) is ten times the height of a tank. So, true line of sight makes zero sense given the space and physical limitations of terrain. (that little copse of woods? Each tree should be 40 feet tall (or 8-10") and cover an area of a square foot to really be in scale). Yes, of course you can't claim cover for your 30MM model, when the tree he is hiding behind has a 5mm trunk (or in real life, maybe a foot, the trees in my back yard (fruitless Mulberries) each have a trunk now past 3 feet wide).
Area terrain rules work much better at the scale the tabletop must be physically for the game to play well. If you have a table built to true scale at 30MM, go for true line of sight and I think you're awesome! But your going to find your baneblade fits nowhere on it if you actually have terrain.

Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in us
The Hammer of Witches





A new day, a new time zone.

 Kid_Kyoto wrote:
 Bookwrack wrote:

Virus Bombs haven't been brought up yet?


Virus outbreak has but not the grenade.

I played Marines at the time so it didn't bug me

How about the Eldar Ranger disruption table? (okay, that was third edition, but still... )

"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
Made in us
Keeper of the Flame





Monticello, IN

 Bookwrack wrote:
 Kid_Kyoto wrote:
 Bookwrack wrote:

Virus Bombs haven't been brought up yet?


Virus outbreak has but not the grenade.

I played Marines at the time so it didn't bug me

How about the Eldar Ranger disruption table? (okay, that was third edition, but still... )


Pretty much Codex: Craftworld Eldar in its entirety. There was a moment when you could see what balances they were aiming for slip through the cracks. Mutable genus was the start, which begot Doctrines, which begot Chaos Space Marines 3.5, and somewhere in there you had Templars falling forward, Craftworld Eldar, eventually customizable Space Marine chapters with a ridiculously overpowered trait system. True Grit didn't seem like much early on, but ANY benefit that broke turn events creating out of sequence gameplay at no points was completely borked. There was a TON of good stuff from 3rd, it's the edition I chose to stick with. However, there were quite a few broken things. Had those been fixed, it may very well had been a perfect edition, with new content being the only necessity.

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 us
Decrepit Dakkanaut






Springfield, VA

edwardmyst wrote:
Nothing new here, just summing up a bunch of other posts this way, and let me preface. I play the game for the tactical idea of playing the "squad leader" style wargame. I love the variety and such of the game plus the sci-fi nature. I build tough armies but not a Magic the Gathering deck of the most powerful cards just because they win. My worst rule is the combining of epic and 40k skirmish level. It ruins the narrative/"feel" of the game for me. I like the idea of giant warmachines, but only fighting other warmachines in battles that they were built for.
Eliminate the idea this is a 1/1 model ratio (as in one marine really is one marine) or keep it a skirmish level game. For example using my history knowledge:

Do not send a super heavy, mega rare, nearly irreplaceable (by their own fluff) super heavy/giant walker/ etc etc, along with 40 soldiers to take a farm held by 50 enemy soldiers. Big Bertha does not accompany a trench raid.

Do not send General George Patton out with 2 tanks and 20 rifleman to fight Erwin Rommel and his 4 tanks...LAME!!!!!!!!!!!

Do not call in a b-29 bomber to hit an enemy foxhole because it has a machine gun that is holding up sgt smith's five man squad.

Alas, 40k really has no basis in reality, I understand, so this is just my two cents. When I show up with what in real life is a tiny little assault force of IG (come on...we run platoons on the table, not divisions and corps...Picket's Charge involved 30,000 men between the two sides, and was one charge in one battle of a war...) and the enemy has the equivalent of the Yamato, Nagato, and Kirishima sitting in his deployment zone (say, 3 super walkers), I want to take my models and find another game. (Ok, the battleships might be an exaggeration, but titans, knights, wraithknights etc should be equally husbanded by their rulers)

Oh, and I also hate true line of sight. I understand the cool factor of sighting down your models gun. I love it! But...
It is about scale. Terrain is NEVER at the same scale as models. A hill on the tabletop to use true line of sight should then be four square feet at base and four feet tall...since even a tiny hill of a hundred feet (barely noticeable on contour maps) is ten times the height of a tank. So, true line of sight makes zero sense given the space and physical limitations of terrain. (that little copse of woods? Each tree should be 40 feet tall (or 8-10") and cover an area of a square foot to really be in scale). Yes, of course you can't claim cover for your 30MM model, when the tree he is hiding behind has a 5mm trunk (or in real life, maybe a foot, the trees in my back yard (fruitless Mulberries) each have a trunk now past 3 feet wide).
Area terrain rules work much better at the scale the tabletop must be physically for the game to play well. If you have a table built to true scale at 30MM, go for true line of sight and I think you're awesome! But your going to find your baneblade fits nowhere on it if you actually have terrain.


You're thinking from a very American perspective.

The Soviet Union would absolutely send a heavy tank platoon to wipe out the enemy's picket line if they had it available. Americans (or at least western warfare) emphasizes 'efficiency of force' while the Soviet Union (or eastern forces) have typically emphasized 'maximization of force.' That is to say, an American would say "why send a B-29 when you could send an SOF?" and the Soviets would say "Why send a B-29 when you could send a motorized rifle regiment with 2 battalions of mechanized infantry and 1 battalion of tanks?"

If the commander of my war-zone in which my regiment is stationed orders a superheavy tank to attack a farm house with 3 Praetorian soldiers having tea, then by the God-Emperor I am sending my superheavy tank to obliterate that farmhouse. It was the Emperor's will.

This message was edited 2 times. Last update was at 2017/08/11 13:32:19


 
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





If anyone here has ever played 2nd edition, you will know it contained some of the worst rules ever created. Thinking back on it, the only games of 2nd I ever enjoyed were really small games with only a few units. Examples of terrible 2nd edition rules include:

1. The close combat was god awful. You would roll and add WS to to the roll and the difference was the number of hits. But only to that model. Close combat took FOREVER and was very lobe-sided when characters attacked non-characters.

2. The pop up attack. There was a rule that allowed skimmers to "pop up" from behind cover, shoot, then go back down. Only over-watch could hit them, but you needed to give up shooting in the shooting phase to go on over-watch. It was stupid, and made playing Eldar not fun in any way.

3. The sustained fire dice. So for machine guns they had special dice which were basically a D3, but had a jam icon. If you rolled a jam icon you couldn't shoot that round or next. It made things like heavy bolters so inconsistent that they were not worth bringing.

4. Super complicated Vehicle rules. For any person who thinks 8th edition's vehicle rules are overly simple, I invite you to go back an play a game of 2nd with a handful of vehicles on each side. The armor pen was complicated (melta used a D20), each part of the vehicle had its own armor value, treads, turret, etc. but you could not target them, you had to roll to see what you hit. Then roll to pen. Then look up that part of the vehicle's own special damage table. Then roll. then apply the result, and make sure you keep track of all the different effects on all the different parts of the vehicle.

but if you want what is the single worst rule ever, not just in 40k, but ever I submit to you the 2nd edition wave serpent......

So, before there was forge world, there was another company called Armor-something that made epic style vehicles for 2nd edition. One of those was the wave serpent (BTW Eldar had no vehicles other than bikes, walkers and dreads in its codex). My friend who played Eldar bought one for like $60 at a game convention. It came with a giant pink cutout template that was the shield. The shield was probably about 12 inches high in the middle and went down to about six inches on each end. It formed a 90 degree triangle in front of the wave serpent. Now here is the thing. It blocked vision of anything behind it just like terrain. And you could literally hide half or more of an eldar army behind it with the right angling. Also it could not be penetrated by any weapon. Not like you had to roll 6 6s in a row, but complete invincible. So the wave serpent was invincible from the front. And if that was not bad enough, it could shoot the shield as well. And that was ever stupider. So you would fire the shield, and what you did was move the shield template on a straight line to the end of the battle field. That was the range, to the end of the battle field. it hit every model it passed by for like a St 4 or 5 hit. Additionally the rules stated that any model hit would have to be moved out of the way to the edge of the shield. So after seeing what survived, all the models were then clumped together on either edge of the shield path. So in perfect order to get template weapon attacked. Oh and finally after shooting the shield it was no longer in front of the serpent, well until the end of the eldar players turn, when it came back up. So even after shooting with it, it was still in place during my next shooting phase. oh and by the way, it was like the same price as a lemon russ or predator. It was soooooooooooo broken.
One time my buddy was playing his orks against the eldar player we had, on a kitchen table. Now the table was a bit to narrow for the game, but we were in highschool so we needed to make due. The whole eldar army was behind the shield and so my buddy moved his orks around to try to get to the side. Then on his first turn, the eldar player moved he wave serpent with its very good movement to such an angle that when he fired the shield he hit EVERY MODEL in the ork army. All of them. It killed like 60-70% of them, and the remaining were all bunched together and then were completely annihilated. It was over after the first turn. After than we no longer let him use it, and he became all but hurt about it because he spend $60 on it. So then we just let him use the model without the shield.

There you have it, the absolute worst rule ever created
   
Made in ie
Norn Queen






Dublin, Ireland

1. The close combat was god awful. You would roll and add WS to to the roll and the difference was the number of hits. But only to that model. Close combat took FOREVER and was very lobe-sided when characters attacked non-characters.

2. The pop up attack. There was a rule that allowed skimmers to "pop up" from behind cover, shoot, then go back down. Only over-watch could hit them, but you needed to give up shooting in the shooting phase to go on over-watch. It was stupid, and made playing Eldar not fun in any way.

3. The sustained fire dice. So for machine guns they had special dice which were basically a D3, but had a jam icon. If you rolled a jam icon you couldn't shoot that round or next. It made things like heavy bolters so inconsistent that they were not worth bringing.

4. Super complicated Vehicle rules. For any person who thinks 8th edition's vehicle rules are overly simple, I invite you to go back an play a game of 2nd with a handful of vehicles on each side. The armor pen was complicated (melta used a D20), each part of the vehicle had its own armor value, treads, turret, etc. but you could not target them, you had to roll to see what you hit. Then roll to pen. Then look up that part of the vehicle's own special damage table. Then roll. then apply the result, and make sure you keep track of all the different effects on all the different parts of the vehicle.


I actually enjoyed all of them bar the pop up attack.
I think 2nds overwatch rule sucked hard however.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Longtime Dakkanaut




xeen wrote:
If anyone here has ever played 2nd edition, you will know it contained some of the worst rules ever created. Thinking back on it, the only games of 2nd I ever enjoyed were really small games with only a few units. Examples of terrible 2nd edition rules include:

1. The close combat was god awful. You would roll and add WS to to the roll and the difference was the number of hits. But only to that model. Close combat took FOREVER and was very lobe-sided when characters attacked non-characters.

2. The pop up attack. There was a rule that allowed skimmers to "pop up" from behind cover, shoot, then go back down. Only over-watch could hit them, but you needed to give up shooting in the shooting phase to go on over-watch. It was stupid, and made playing Eldar not fun in any way.

3. The sustained fire dice. So for machine guns they had special dice which were basically a D3, but had a jam icon. If you rolled a jam icon you couldn't shoot that round or next. It made things like heavy bolters so inconsistent that they were not worth bringing.

4. Super complicated Vehicle rules. For any person who thinks 8th edition's vehicle rules are overly simple, I invite you to go back an play a game of 2nd with a handful of vehicles on each side. The armor pen was complicated (melta used a D20), each part of the vehicle had its own armor value, treads, turret, etc. but you could not target them, you had to roll to see what you hit. Then roll to pen. Then look up that part of the vehicle's own special damage table. Then roll. then apply the result, and make sure you keep track of all the different effects on all the different parts of the vehicle.

but if you want what is the single worst rule ever, not just in 40k, but ever I submit to you the 2nd edition wave serpent......

So, before there was forge world, there was another company called Armor-something that made epic style vehicles for 2nd edition. One of those was the wave serpent (BTW Eldar had no vehicles other than bikes, walkers and dreads in its codex). My friend who played Eldar bought one for like $60 at a game convention. It came with a giant pink cutout template that was the shield. The shield was probably about 12 inches high in the middle and went down to about six inches on each end. It formed a 90 degree triangle in front of the wave serpent. Now here is the thing. It blocked vision of anything behind it just like terrain. And you could literally hide half or more of an eldar army behind it with the right angling. Also it could not be penetrated by any weapon. Not like you had to roll 6 6s in a row, but complete invincible. So the wave serpent was invincible from the front. And if that was not bad enough, it could shoot the shield as well. And that was ever stupider. So you would fire the shield, and what you did was move the shield template on a straight line to the end of the battle field. That was the range, to the end of the battle field. it hit every model it passed by for like a St 4 or 5 hit. Additionally the rules stated that any model hit would have to be moved out of the way to the edge of the shield. So after seeing what survived, all the models were then clumped together on either edge of the shield path. So in perfect order to get template weapon attacked. Oh and finally after shooting the shield it was no longer in front of the serpent, well until the end of the eldar players turn, when it came back up. So even after shooting with it, it was still in place during my next shooting phase. oh and by the way, it was like the same price as a lemon russ or predator. It was soooooooooooo broken.
One time my buddy was playing his orks against the eldar player we had, on a kitchen table. Now the table was a bit to narrow for the game, but we were in highschool so we needed to make due. The whole eldar army was behind the shield and so my buddy moved his orks around to try to get to the side. Then on his first turn, the eldar player moved he wave serpent with its very good movement to such an angle that when he fired the shield he hit EVERY MODEL in the ork army. All of them. It killed like 60-70% of them, and the remaining were all bunched together and then were completely annihilated. It was over after the first turn. After than we no longer let him use it, and he became all but hurt about it because he spend $60 on it. So then we just let him use the model without the shield.

There you have it, the absolute worst rule ever created


I played a bit of 2nd and that rule sounds both incredibly bad but also in line for what I remember of 2nd. 2nd was a game of squads and individual models where 3rd became a game of chapters and platoons. Each has its own advantage. But would you consider that a bad GW rule if it was written up by a 3rd party company?
   
Made in us
Fresh-Faced New User




 Unit1126PLL wrote:
. . .
If the commander of my war-zone in which my regiment is stationed orders a superheavy tank to attack a farm house with 3 Praetorian soldiers having tea, then by the God-Emperor I am sending my superheavy tank to obliterate that farmhouse. It was the Emperor's will.


That sounds like the opposite of fun on the tabletop, but I'll be damned if that isn't a HIGHLY amusing image.
   
Made in us
Fresh-Faced New User





Cover should be WYSIWYG. Makes playing khorne stupid hard because one of my bloodletters stupid heads is poking through a ruin window.
   
 
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