Game Breaker/Tabletop Games/Warhammer 40,000: Difference between revisions

no edit summary
No edit summary
 
(3 intermediate revisions by 2 users not shown)
Line 1:
{{trope}}
Examples of [[{{TOPLEVELPAGE}}]]s in [[{{SUBPAGENAME}}]] include:
[[Game Breaker]]s in [[Warhammer 40,000]].
 
* The first edition of Warhammer 40000 (called "Rogue Trader") wasn't meant to be a competitive, tournament game, but more like a skirmish game with RPG elements. So it's not really surprising that it was possible to create hideously unbalanced units. Perhaps the most notorious example is a squad of Imperial Guardsmen (essentially the cannon fodder of the game) armed with grenade launchers firing Vortex Grenades. Sure, the grenades were expensive, but that one squad could basically lay down a set of ten templates that would instantly destroy any enemy they touched. To make it worse, in the first edition (unlike now) a squad was allowed to split its fire between several targets...
-----
* The 5th edition Ork codex in ''[[Warhammer 4000040,000]]'' was widely considered one of the most overpowered codexes Games Workshop has ever produced. Many of the units were under-costed for what they do (a standard Ork Boy is essentially a mini-Khorne Berzerker for the cost of a Guardsman, one of the weakest units in the game). The worst offender is the now infamous Nob Biker army, an army that uses Warbosses to count Nobs as troops, place them on bikes, and gives each model different equipment for the sole purposes of exploiting the new wound allocation rules. This gives Ork players a loophole by which they can place wounds on individual models to prevent casualties from being inflicted (you're normally supposed to place wounds to inflict casualties first). The result is one of the most horrifying power gaming army lists ever developed. On top of that, Nob Bikers have 2 wounds each being on bikers an extra toughness point, always count as being in cover (which gives them a save they can always take), and odds are you're going to give them cybork bodies (another save) and a pain boy (yet ''another'' save).
 
*** Except that it was only 'widely considered' this by a small group of people who were used to being able to roll over Orks from the previous Codex and even then only for a very short while because the Ork Codex was one of the first 5th Edition Codices and as soon as the other armies got ''theirs'' and people got more familiar with the new Edition rules, the Ork Codex turned out to be downright tame by comparison.
* The first edition of Warhammer 40000 (called "Rogue Trader") wasn't meant to be a competitive, tournament game, but more like a skirmish game with RPG elements. So it's not really surprising that it was possible to create hideously unbalanced units. Perhaps the most notorious example is a squad of Imperial Guardsmen (essentially the cannon fodder of the game) armed with grenade launchers firing Vortex Grenades. Sure, the grenades were expensive, but that one squad could basically lay down a set of ten templates that would instantly destroy any enemy they touched. To make it worse, in the first edition (unlike now) a squad was allowed to split its fire between several targets...
* The 5th edition Ork codex in ''[[Warhammer 40000]]'' was widely considered one of the most overpowered codexes Games Workshop has ever produced. Many of the units were under-costed for what they do (a standard Ork Boy is essentially a mini-Khorne Berzerker for the cost of a Guardsman, one of the weakest units in the game). The worst offender is the now infamous Nob Biker army, an army that uses Warbosses to count Nobs as troops, place them on bikes, and gives each model different equipment for the sole purposes of exploiting the new wound allocation rules. This gives Ork players a loophole by which they can place wounds on individual models to prevent casualties from being inflicted (you're normally supposed to place wounds to inflict casualties first). The result is one of the most horrifying power gaming army lists ever developed. On top of that, Nob Bikers have 2 wounds each being on bikers an extra toughness point, always count as being in cover (which gives them a save they can always take), and odds are you're going to give them cybork bodies (another save) and a pain boy (yet ''another'' save).
*** Except that it was only 'widely considered' this by a small group of people who were used to being able to roll over Orks from the previous Codex and even then only for a very short while because the Ork Codex was one of the first 5th Edition Codices and as soon as the other armies got ''theirs'' and people got more familiar with the new Edition rules, the Ork Codex turned out to be downright tame by comparison.
** The 5th edition Imperial Guard codex has a psyker battle squad with an ability that can be used to drop the leadership of one enemy unit by the number of psykers in the squad (to a minimum of 2). This already is nasty enough, but combined with a Callidus Assassin from the Inquisition codexes (which can be taken as allies) is becomes a real [[Game Breaker]]. The Callidus has an template weapon that deals damage based on leadership, so by combining the two you get a flamethrower that wounds on 2+ and instakills anything without a special rule that makes it immune to instant death. Oh, and the assassin will automatically appear near an enemy squad so it'll always get at least one shot in. On the plus side, this is probably the best way to deal with the aforementioned Nob Bikers.
*** Perhaps even more game breaking are "Meltavets", veteran squads (which were made troops in 5th edition) in a chimera and armed with 3 meltaguns, allowing them to fire 3 meltagun shots from a chimera. If you were one to prefer a faster firing option, for 125 points you can field the same squad except with 3 plasma guns and a plasma pistol instead of 3 meltaguns, allowing you 7 shots that can chew through marines, terminators, and light vehicles with ease. Forgot to mention that a chimera has five firing ports allowing one to fire up to five infantry weapons from the safety of the vehicle.
Line 21 ⟶ 19:
** The Battle Missions expansion features a special ork scenario which combined with the Apocalypse rules for force selection, take Ghazghkull and a few warpheadz you could have an ongoing Ghazghkull Waaagh!!! from turn 2 to the end of the game! It is countered by the point that Apoc level lets you take Titans or Baneblades.
** [[Memetic Mutation]] holds that Lucas The Trickster can punch-out Emperor class Titans. In practice, it's a result of a stasis bomb rigged to explode on his death which removes all models, friendly or otherwise, in base contact including colossal continent crushing mecha. This can even extend to him taking out two titans, provided the controlling player is stupid enough to move them so close. The upper limit with what Lucas can kamikaze is limited only by the size of his base.
** Burna-Wagon: 1 Battlewagon, 1 Big Mek with Kustom Forcefield and Burna, 15 Burna boyz. With the forcefield counterbalancing the speed limit required to fire, Exploiting the open-topped transport rules allowed the squad to stack 16 flame templates on top of each other, eg: If 2 space marines are under the flame template, then the squad receives 32 hits (2 x 16), or for example 8 Gaunts from a squad of 32, results in 128 hits (16 x 8), which should remove the existence of any squad, barring certain bizarre circumstances brought on by the [[Random Number God]].
** One of the Tyranids' special formations in ''Apocalypse'' had a horribly broken rule called "Out of ammo, Sarge!" which was intended to reduce the effectiveness of shooting at it by discounting all shooting if more than six 6s are rolled. Its actual writing omitted the shooting part and used the word attacks meaning that in melee if more than six 6s were rolled the entire squad lost its ability to punch/slash/stab. This is horrible as most melee units will roll upwards of 20-30 dice. Considering this applies to a blob of 120 'Nids, it considerably unbalanced battles and GW took too long to correct the mistake which was glaringly obvious to any player who had experience with several codices.
** Forge World's creations have been very overpowered in the past. The Elysian Drop Troops list in Imperial Armor volume 4 gave the Elysians the ability to take flying Valkyries as dedicated transports for every single squad. And flyers in this game are almost impossible to kill, as non-AA weapons only hit them on a 6 and all weapons have their range reduced by 12", and nobody in a normal-sized game has an AA weapon with a ghost of a chance of taking out a Valkyrie. Did we mention that they get Vultures (Valkyries that sacrifice transport capacity for more guns) as Heavy Support, and their flyers can mount three to five specialized heavy weapons each? No wonder these guys were so good at taking down Tyranids.
** The Imperial Armored Company list (thankfully no longer allowed) had Leman Russ battle tanks (around the fourth toughest tank in the game after Monoliths, Land Raiders, and Falcons) or artillery for every slot in your army.
** The "Grot line"; park a squad of Grots in a cordon around three squads of Lootas. If playing bases, there is almost ''no'' way for footslogging troops and non-skimmer vehicles to get past them in a decent amount of time.
** In Codex: Eldar, a full complement of Wraithguard can be taken with a spiritseer as a troops choice. Equip them with Eldrad, sit them on an objective, and they are utter doom to anything that tries to get near. They also just ''won't die''.
*** To be fair to this particular Troop choice, it costs upwards of 400 points (IE 150 points more than your average Land Raider) and has an effective range of 12 Inches, plus 6 for movement. It also can't take a transport and is woefully weak to Power Weapons and the like. Yeah 10 Wraithguard shooting at something is essentially going to kill it, but it's not THAT broken. Eldrad ups it's effective range a bit, but pushes the unit cost up to over 600 points!
** For dickishness's sake, add Maugan Ra to a squad of harlequins with a shadowseer roughly 3-4 inches away. ''Nothing'' can hit the harlequins from over 24 inches away (average is 18" range), and Maugan Ra can pump out lots of powerful shots from 36" away. If say the harlequins do get into close combat, on a charge they generally go first, roll four dice each, and automatically wound on sixes. They're great if you want the opponent to stay away.
** If it's a codex written by Matt Ward there will be many a gamebreaker involved. Most notably Deepstriking Land Raiders, Flying Librarian Dreadnoughts, Nemesis Deadknights and Lord Kaldor Draigo. The latter produced a minor [[Memetic Mutation|meme]] stating the only reason he was created was because Games Workshop refused to allow Ward to bring back [[Physical God|Roboute Guilliman]].
Line 35 ⟶ 33:
** During the 3rd and 4th edition, Eldar Falcons (basically anti-grav tanks that could also transport a small squad) were considered the cheesiest unit in the game, since they were almost impossible to destroy as long as they kept moving. As an illustration, a Lascannon (one of the most powerful anti-tank weapons in the game) shot had a 1.2% chance of destroying it. Yes, that's one point two, not twelve.
 
{{tropesub-subpagefooter}}
{{reflist}}
[[Category:{{BASEPAGENAME}}]]
[[Category:{{SUBPAGENAME}}]]