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Dumb Rules

6K views 43 replies 23 participants last post by  uberschveinen 
#1 ·
Ok guys i've been thinking about the game recently wondering what's pathetic about it.

My main major gripe is the rediculous Tank Shock rules. How and why the hell can't you ram the shit out of people like in 2nd edition?

So what annoys you the most about the current rules set.

What would you like to be 'developed/changed' by GW to make the game more fun and realistic?
 
#2 ·
Movement. The way it works at the moment really doesnt sit right with me. Thats one aspect of 2nd edition i actually miss :cry:
 
#5 ·
1) Twin-linked- O I have an extra shot but since I already hit, I'm not going to shoot it

2) Point-blank- There's a 20 foot carnifex in front of me that's two inches away. O crap, I missed my lascannon shot.

3) Two handed weapons- I have a bolt pistol that does the same damage as my power fist. Cool.

Many other things have problems, but I've learned to deal with it.
 
#7 ·
cccp_one said:
you cant use a pistol 2 handed
He's referring to the extra CCW giving a Power Fist etc an extra attack.

Here's a couple posts I made in the past regarding 40k problems:

I've never been happy with how rend works on vehicles; and high toughness good save models - the Wraithlord being the best example.

Have it so that a rending 6 gives +1 to damage a vehicle, not a D6. This for example would mean a Terminator with Assault Cannon could only damage a Land Raider with the Tank Hunters skill. It would also make the missile option a little more desirable (especially if rend is also toned down versus non-vehicles). Fans of Daemonettes will cry foul that they can only harm 11 armour. Perhaps Demons could get an additional +1 versus vehicles. *shrug*

Also have it that a rend adds 2 to your strength for wounding versus non-vehicles, and the save is -2. So a rend from an Assault Cannon wounds a Wraithlord on a 4+ (instead of a 6) and the Wraithlord gets a save of 5+ (instead of 3+).
One example I find silly is Space Marines with their great leadership and their And They Shall Know No Fear. If they fail a leadership test in CC and aren't outnumbered 2-1 it's like they passed. In other words if they aren't outnumbered, there's no point rolling the dice...

It should start at one save, then be, 2 for 2-1, 3 for 3-1, and 4 for 4-1. And it shouldn't stop at 4-1. It should go all the way up to 10-1.

Having to take 10 3+ saves because you are insanely outnumbered... where's the harm in that?
 
#8 ·
I hate with a passion that you could field a imperial guard army with nothing but lascannons its so cheap and annoying, if i could change a rule it would be put a limit on how many you could have of a certain heavy weapon like 0-5 lascannons or 0-6 misslie launchers.

p.s. sorry if this sounded a bit ranty
 
#9 ·
it does im afraid. the strengths of guard are its firepower, otherwise theyre crap. i would never take a guard list with more than 3 squad based lascannon, most of the time i go with missile launchers or heavy bolters, and replace the ML with an autocannon for horde armies
plus, having a limit on heavy weapons defeats the object of the fire support squads and other suchlike
 
#10 ·
cccp_one said:
it does im afraid. the strengths of guard are its firepower, otherwise theyre crap. i would never take a guard list with more than 3 squad based lascannon, most of the time i go with missile launchers or heavy bolters, and replace the ML with an autocannon for horde armies
plus, having a limit on heavy weapons defeats the object of the fire support squads and other suchlike
very true but lascannon heavy armies still annoy me
 
#14 ·
Sorry, slightly off topic, but doesn't the "And They Shall Know No Fear" rule refer to regrouping after falling back? Not about whether they fall back or not in the first place? They automatically regroup? No? Am I way off base with that reading of the rules? And is this too many questions in a row for one post? Hmmm...
 
#15 ·
with ATSKNF they will auto regroup once they fall back and then may act as normal.

What ppl forget is the regrouping is done at the start of your turn, you then get a 3" consolidate then instead of your move but are otherwise free to act as normal. SM's are slightly differnet in the the RAW wording f thier rules says they can get the 3" and then MOVE AS NORMAL - effectivly been able to move 9"! But kiddies remember if a SM unit falls back and is still within 6" of an enemy model at the start of the Sm turn then they keep running.

"nowhere to run to, nowhere to hide"
 
#18 ·
Where did Overwatch go?....(at least for Rapid Fire weapons if nothing else) When a group of howling maniacs are running at you and you haven't moved or fired that turn, your gonna what? a) invite them in for tea and biscuits...or b) Shoot the S**t out of them.

Movement..But that's already been covered.

Range modifiers should be in the Rules...

I've said this on another Forum, but i reckon that they should release an Advanced Rules Supplement, that allows for more a complex set of rules, so if you want the short blast away version you can stick with the main rules, and if you like more of a strategic game (ok would last longer than 15 nano seconds) then use the Advanced Supplement.
 
#22 ·
GW should really remove the turn based style of play. It should be:

Both players roll for iniative. The player that rolled the highest gets to move one unit/vehicle then the other player moves a unit/vehicle until all movement is done. Shooting would work the same way. Close Combat would work teh same way; the unit that charged gets the bnonus attack.
 
#25 ·
Beaky said:
My main major gripe is the rediculous Tank Shock rules. How and why the hell can't you ram the shit out of people like in 2nd edition?
People, funnily enough, don't just stand there when a few hundred tonnes of screaming metal doom is bearing down on them. They run. And they run in an organised fashion, having been held together by the strong leadership of their immediate boss, or flee in terror and disorganisation. Funnily enough this is covered almost perfectly by the current tank shock rules.

On the other hand, I'd think ramming between things with armour value shgould be allowed, since it's much easier to just run than fire up the left track, spin it forward, spin the right track backwards, stop the engines, fire up the engines, change gear, and move forwards. It's probably just a matter fo what it'd do to already-established vehicle point costs, and the fact that GW has learned a valuable lesson in regards to single-source retonning.


Lord Sinkoran said:
I hate with a passion that you could field a imperial guard army with nothing but lascannons its so cheap and annoying, if i could change a rule it would be put a limit on how many you could have of a certain heavy weapon like 0-5 lascannons or 0-6 misslie launchers.

p.s. sorry if this sounded a bit ranty
Cheap, no. For that one lascannon, I could take a few heavy bolters, or a missile laucher or two, or even a half squad of guardsmen.

Annoying, no. Unless your army is Deathwing, you should hardly care. And if it is Deathwing, you should be experienced enough to avoid this problem.

Hudge said:
"I'm going to shoot this guy. Damn he's out of range, even though my gun is loaded still I can't shoot anyone"
WTF?
You mistake the shooting processes. The way it works, the guys aim and start shooting, represented by you declaring targets. Then, either they're within range, and get hit, or beyond effective range, and nothing really happens. You can't take back a bullet that's left the barrel.


Hudge said:
"Damn I only have 7 blood claws, none of them can fight"
I don't get this one.



WarEagle said:
why do assault marines only hit fast tanks on a 6? they arnt lnad units they can fly up to it grab hold and smake the crap out of it.
The day you can fly what is basically a rocket strapped to your back accurately enough that you can fly through the utter havoc that is war at eighty kilometres per hour, drop out of the sky on top of a vehicle that is travelling at eighty kilometres per hour and doing its level best to stop you coming close to it, with such incredible efficiency that you can do it flawlessy with but a single explosive device, is the day I give you this point.
Hint: This won't happen.


As for the people advocating a change in the turn sequence, you would be bollocksing about for no other reason than you don't feel comfortable with the concept of disassociated time. The turns of 40K are supposed to represent simultaneous movement on the batttlefield, which, as we all know, can't actually happen. The way the game's been snce creation has been player turns, and that you'd want to make such an incredibly huge change for such a simple reason indicates to me that you don't know what would happen to the entire rules system to balance this seemingly small feature. Some house rules may be close, but I've yet to see one set without a large and fairly obvious flaw.
 
#26 ·
As for the people advocating a change in the turn sequence, you would be bollocksing about for no other reason than you don't feel comfortable with the concept of disassociated time. The turns of 40K are supposed to represent simultaneous movement on the batttlefield, which, as we all know, can't actually happen. The way the game's been snce creation has been player turns, and that you'd want to make such an incredibly huge change for such a simple reason indicates to me that you don't know what would happen to the entire rules system to balance this seemingly small feature. Some house rules may be close, but I've yet to see one set without a large and fairly obvious flaw.
Excellent..!! So you've obviously tried it then...how did it go and what "Flaws" were apparent then?
To me wondering weather i'm going to win the next initative round adds more of a tactical game, as you have to postion your units whilst bearing in mind that you might not get to go first again the following round.
It means that you have to plan ahead, and Overwatch comes into it's own (we only allow rapid fire weapons to go into Overwatch).
It seems to me that you like to stick to the Rules and not deviate from them, that's fine but I would highly recommend the Iniative turn sequence to other players, after all the Rules are basic and after a while kinda boring, which has given me an idea for a new thread :D
 
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