Showing posts with label stupid imperials. Show all posts
Showing posts with label stupid imperials. Show all posts

Friday, August 31, 2012

6th Edition thoughts

Psst I made that :D

So I originally wrote a legitimate thing about sixth ed and such (down below) but recent events have made me just look at 40k in general.

And how horrible its rules/mechanics are.

Lets start with saves shall we?

To win warhammer, you can just roll dice. Not even thinking at all, just put your guys on an objective and roll high. The saves mechanic is broken because there is no torrent of fire or anything to get rid of saves permanently.

Which in real life terms is like an enemy standing in front of you with just a armour plate on for protection over his abdomen and you just constantly shooting him there and the  bullets only having a small chance of penetrating it. When instead you could... ya know shoot him in the face?

I mean 40 guardsmen rapid firing at a terminator sarge with out a helmet on and not one of those shots hits him in the face?

Sure you can fail your armour save and die representing one of those lucky shots! But what if that doesnt happen? (harlequins with 2+ rerollable) How realistic is that? Not at all, thats why its retarded.

In dust you dont take a save for every shot, you can only take a certain amount of saves dependent on the type of armour you have. That kids, makes sense.


Now cover..ah cover I love it. If your getting shot at and duck behind a wall. Why do you do that? TO HIDE AND MAKE YOURSELF LESS VISIBLE. Well not in 40k! No you hide behind that wooden fence to protect your space marine armour from plasma guns that just seem to bounce off that wooden fence. BUT DUDE YOU CAN FAIL A COVER SAVE WHICH IS REPRESENTING THE COVER BREAKING AND STUFF! What if he doesnt fail his cover? And that plasma cannon explosion that 100000000000000000000million times hotter then the sun just bounces off that wooden fence, is that realistic? No.

Cover should make you harder to hit, not give you another save.

Now...wound allocation :). Picture this: 1000 guardsmen are charged by a tactical squad led by a captain with a chainsword and bolt pistol. They all rapid fire their 2k shots...All into him...any of the bullets go back and nail someone in the back? (other then look out son) NOPE! They all just pepper that captain till he falls over then the rest of the shots hit the guy behind him.

This is just stupid, if your shooting hundreds of bullets at them some of the bullets wont hit the front guys.
Is that realistic? No.

The best part of the whole game (40k) is that...adult men play this competitively, and act like its one of the most important things in their life.

Now people may argue that:

It isnt supposed to be realistic! Its warhammer!

It doesnt matter if its warhammer or not this is how this stuff works, all this crap leads to a confusing retarded game. Its insanely un cinematic and slows everything down.

Its been like this for years! They cant change the game to fit a certain type of people needs!

Well considering people "play" this at tournaments and get serious about winning it. They might need to change that....





So comment/whatever I'll be over here playing infinity/warmachine to my hearts content!






















Wednesday, November 9, 2011

unit of the week No.1! Imperial guard Veterans

Ahhhh veterans, the Swiss army knife of the
Imperial guard and the back bone of any mechanized Imperial guard army.

Veterans are different than basic guardsmen in that they have BS4, and a sergeant with Ld 8. But what makes them the star of the show is the ability to take three special weapons, making them the anti-tank squad of choice along with the CCS, all mounted in either Chimeras or Valkyries. The sniper rifle is a complete waste on the veterans, and flamers and Grenade Launchers can be gotten for cheaper elsewhere (a PCS or SWS, perhaps), leaving the Plasma gun as the other top notch option for the Vets. The downside to the Plasma gun is their ready availability in platoons, Leman Russ Executioner, and even sentinels (well, the last two are plasma cannons, but they share a common target pool). One veteran can take a Heavy Flamer instead of another special, but like in command squads, the cost in both points and opportunity is too great for anything other than a fun choice. Veterans can take a heavy weapon, and the decision of whether or not to take advantage of that will no doubt be the source of much future debate, but my current rule of thumb is: never for Airmobile squads, always for foot squads, and sometimes for mechanized squads. If you’re packing melta guns in a chimera, you might expect to move full speed, but you also might stay put to shoot with the chimera. In those times, packing an autocannon for 10pts is simply a good buy. Further, vets with three plasmas and a lascannon run only 135pts, and can tuck into cover or a Chimera to provide great cover fire.

Veterans can take one of three doctrines: Carapace armor, camo cloaks and defensive grenades, or melta bombs and a demo charge, all for 30pts. Carapace armor is overpriced as always, but provides a good way to use Kasrkin models without having to swallow the awful Storm Trooper rules. The camo cloaks are also quite pricy, and defensive grenades are nice but not enough to save veterans from anything but the weakest charging unit. Demolitions add a nice mix to the squad, and while 30pts is a lot of points for a demo charge in an airmobile squad that charge can often reap huge benefits. Melta bombs are also generally good.

So all in all veterans are an AWESOME inexpensive troops choice but remember to not spend to much on them because remember they are a T3 unit with a 5+.

The Emperor Protects