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Slave to Heresy!
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Now the book is out has anyone found any rules that simply make no sense?

Something like los in 5th edition and being able to see one guy means you can shoot everyone in the squad... even though they're behind a building and the justification of tlos in the first place was to make the game feel real?
 

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Played a 4000pt game yesterday and so far I'm impressed. It feels like they've sat down and said "right, what have we screwed up, over complicated, or just completely failed at".... "Ok, here's how we fix it"

The new charging rules take a bit of getting used to, keep looking at my units and thinking "Ooo this charges 12, this 8" when in fact it's 8-18 or 6-16. any slow moving stuff seems to charge the same distance as before, if not further. Dwarves for example are on average going to charge 10.

The magic system is FANTASTIC! so many things are cool with it I don't even know where to begin.

I'd imagine anything that'll make me go WTF will be some of the tiny changes that you don't notice at first.

Only thing that concerns me so far is the terrain set-up. Too many "weird" terrains for my liking and they guys in my local GW insist on rolling for everything on the tables so we had the anvil of vaul hill, a mystery wood, the wyrding pool AND an idol of gork on the table. This can be solved by just not using those rules though, or slapping your opponent until he capitulates to "no sillyness"
 

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Too many "weird" terrains for my liking and they guys in my local GW insist on rolling for everything on the tables so we had the anvil of vaul hill, a mystery wood, the wyrding pool AND an idol of gork on the table. This can be solved by just not using those rules though, or slapping your opponent until he capitulates to "no sillyness"
I am hoping that the "everything could be really spooky so it is really spooky" effect will go away after a while.

I have not played with funky scenery yet. Assuming that not all the scenery is special, do the special rules for scenery work?
 

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they're not bad.

Anvil of Vaul is either "oo moderately funky yet somewhat useless" or "WOW I JUST OWNED YOUR ASS!"

Magical Flaming attacks for anything within 6" of a specific hill.

Thery certainly add a cool element to games, yet too many of them is just pointless. They make for excellent focus points on a table, fantastic for campaign games for specific missions. However they're a bit pointless for one off games.
 

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Now the book is out has anyone found any rules that simply make no sense?

Something like los in 5th edition and being able to see one guy means you can shoot everyone in the squad... even though they're behind a building and the justification of tlos in the first place was to make the game feel real?
While it doesn't make sense indeed, I don't think its as much of a problem here as it is in 40K. Here there are tons of shooting modifiers that can screw up your shooting phase no problem, in fact, you're rarely going to use your base BS, which happens to have an average of 3, meaning that anything that wants to hit you and doesn't fire templates starts from a 4+, which can escalate to 5+/6+ without too much trouble (for instance I'm behind a forest and beyond your 50% range). The only time you're going to use your original BS is the second turn where your opponent is just about to charge. After that your archers are supposed to thin the ranks of those who couldn't make it into CC.

Whereas in 40K if I can see your finger I can hit you on a 3+ with my Land Raider that just moved 12". Most likely it is a twin-linked weapon (assault cannon most probably) and I can re-roll anything that managed to miss with. I think WHFB has the better version.
 

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I'm fairly harsh towards GW's rules, but I must say that I'm very impressed with the WFB 8th ed. book. the rules are explained in a very easy to read way. The humor is very aprreciated also. While I haven't any WTF moment for now, I'm sure there will be a problem or two. After all GW games are very "opened" to unusual situation as opposed, say, to chess.

I must say that we've discussed the random terrain rules and I insisted to used them. Terrain has a lot of influence on the game depending on your army. As a lizardmen player, I always used to get those "Yeah, nice try" when adding water features. So now, it's up to the random table!

Phil
 

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Steadfast is a bit too hard to take away in some instances I think, and the new terrain system can lead to some quite retarded things, but these can easily be fixed in friendly games. Terrain in particular, I know that we'll just start picking pieces after awhile. One thing that makes me scratch my head though, is the lack of giving Devastating Charge to cavalry. That would have made a lot of sense, and would balance out the nerfiness handed to them in 8th.
 

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Steadfast is a bit too hard to take away in some instances I think, and the new terrain system can lead to some quite retarded things, but these can easily be fixed in friendly games. Terrain in particular, I know that we'll just start picking pieces after awhile. One thing that makes me scratch my head though, is the lack of giving Devastating Charge to cavalry. That would have made a lot of sense, and would balance out the nerfiness handed to them in 8th.
QFT!

And Jez is right on one thing. TLoS I have always disliked. I have yet to play with all that mysterious terrain mumbojumbo but it seems pretty weird. It could be fun as long as both parties are bent on making it silly as hell.
 

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Pretty much the only thing I've disliked so far is the terrain effects. Nice idea... but they're just too randomly silly and can over complicate a game.
 

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Having read through the entire rules section nothing really stands out as WTF-ish.

OK, the scenary generator is a bit too silly, but as others have said, people will get bored and we'll all go back to the classic "one hill in each deployment zone and a wood or two in the middle," maybe occasionally throwing in something random to make things exciting.

After reading the first passage of breath weapons I thought "one use only? WTF?" but that is entierly justified when you realise that it can be used in combat now. I've yet to play against my mate' War hydra and I'm already scared. The already formidable monster now has a Thunderstomp (D6 s5 automatic hits) AND the potential to add a further 2D6 S4 hits if it wants. :puke:

Everything else just really works, and it's nice to see the obtuse and irritating charge movements have been simplified with regards to determining whether you're in range (it's now "measure the closest point of your unit to the closest point of the target, if you get the score with charge range you're in." This makes so much sense as it takes a lot of the frustration out of measuring charge ranges and should leave a little less bad feeling when key charges fail by a whisker.
 

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After reading the first passage of breath weapons I thought "one use only? WTF?" but that is entierly justified when you realise that it can be used in combat now. I've yet to play against my mate' War hydra and I'm already scared. The already formidable monster now has a Thunderstomp (D6 s5 automatic hits) AND the potential to add a further 2D6 S4 hits if it wants. :puke:
Nah, it's even worse, it's S5 so long as you don't lose a wound. :p
 

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I like the random Terrain Idea too. I played a game of my Khorne WoC vs Skaven last week, and I won, though Id have said it was a close game. Effectively, the terrain being random is a nice touch, since A. no one who can use woods or hills or water hazards to their advantage can make sure they are there. At the same time, with the funky special rules, my Marauders got Frenzy and riped through some rat slaves. so i like the new rules.
 

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WTF#1: Terrain effects. Formed infantry can charge through a woods at the same speed as across an open field, or even a paved plaza? And nobody trips over a root or brains himself on a low-hanging branch? And keep perfect formation with all the other guys?

WTF#2: Random weird terrain. Ah, we're back to the good old days when the Tyranids could win a game before it started, only now it's any army.
 

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WTF#1: Terrain effects. Formed infantry can charge through a woods at the same speed as across an open field, or even a paved plaza? And nobody trips over a root or brains himself on a low-hanging branch? And keep perfect formation with all the other guys?
Re-read the rules mate. Charging, marching, fleeing, pursuing and overrunning through woods causes a dangerous terrain test. If you just move you're fine.

Nah, it's even worse, it's S5 so long as you don't lose a wound.
Yeah sorry, Typo. Though by that stage the thing's usually lost a wound anyway. I may have to drop a Screaming skull catapault on it now (D6 wounds an no regen, take that!)
 

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Re-read the rules mate. Charging, marching, fleeing, pursuing and overrunning through woods causes a dangerous terrain test. If you just move you're fine.
Yup, except woods are only dangerous to cav, monstrous cav and monsters (or something of that sort)... so infantry can charge through a wood with no penalty, while cavalry need to move at their base movement rate in order to not take dangerous terrain... I do agree that they should all be slowed at least slightly from terrain though.
 

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Yup, except woods are only dangerous to cav, monstrous cav and monsters (or something of that sort)... so infantry can charge through a wood with no penalty, while cavalry need to move at their base movement rate in order to not take dangerous terrain... I do agree that they should all be slowed at least slightly from terrain though.
yeah, perhaps something like -D3 movement.
 

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I stand corrected, sorry. I now realise I confused the "dangerous terrain" paragraph with "woodland."

Infantry are however penalised in woods in another way, If you charge them whilst they are even partially in the woods they receive NO rank bonus and cannot be steadfast. Skirmishers and lone models however become stubborn. It does explain how they aren't penalised by movement, in that the unit is now in a more loose formation and therefore cannot pack together to for solid ranks and force themselves forwards (hence no ranks or steadfast).

Cavalry therefore have acquired a new role: attacking units emerging from woodland as they will almost certainly win the combat given the enemy has no ranks, and should break them as they are no longer stubborn.
 

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just because your units are nicely formed rank and file on the table, doesn't mean that's how they move ALL the time. I can see infantry running through a wod fairly easily, and yeah, they get no rank bonus, which shows you that they'll be scattered about while doing it so makes perfect sense really.
 

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A wtf for me is the fact that if you take a magic weapon or shield you will never get the parry save, even if they are both magical, one isn't, etc. That makes no sense to me as a weapon is still a weapon regardless of magic properties to me. That sword of steel or the sword with the poison edge are still both swords so why can't I parry with the poisoned one?
 

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I always took the 'hand weapon and shield only, in order to get the 6+ ward save' as a sign that the unit is using a phalanx type formation, with their shields high and their weapons jabbing over them. In other words, they're not fighting normally, and would not be able to use fancy or strange weapons effectively that way.

Despite what we see in movies, shields aren't very useful in personal combat. They were only really used in phalanx formations, jousting, and to protect against arrows. If the combat became man to man, shields were usually dropped, so you could attack more effectively.

I like the random terrain chart because it keeps people from having arguments if someone wants an odd terrain piece, like a river. Anything that keeps arguments to a minimum, and the game moving is alright in my book.

My only complaint with the new edition is the fact that cavalry don't really have a way to negate steadfast bonuses without the cav unit being absolutely huge (and thus very expensive). Cavalry can still inflict a lot of casualties, especially if they have a higher initiative than their opponent, but with enemy blocks of troops having steadfast, and very likely a BSB nearby, breaking them is nearly impossible on their own.

All in all, cavalry is now mainly for warmachine hunting and for tipping 'infantry vs infantry' close combats in your favor, and if that's the case, you might as well use chariots instead, for the impact hits.
 
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