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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?
 

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Movement. The way it works at the moment really doesnt sit right with me. Thats one aspect of 2nd edition i actually miss :cry:
 

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Ravensoul said:
Movement is definately high on my priorities for an overhaul.

Mostly i'd like to see more advance vehicle damage tables. Maybe a 2D6 chart with a few more effects.

Damaged tracks for 2" less move per turn for example.
I like this sort of suggestion.
 

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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.
 

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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?
 

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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
 

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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
 

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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
 

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"Damn I only have 7 blood claws, none of them can fight"
"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?
 

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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...
 

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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"
 

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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.
 

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two things

1-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.

2-I want to be able to use my land raider and assault aunother tank you know plow right over that chaos rhino
 
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