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Consolidate into combat? @ 2013/11/08 03:02:07


Post by: Makutsu


Hey, I've started to play Fantasy lately and there was one really cool rule about it.
If you chase your enemy and you run into another unit you get into combat with that other unit.

The idea is if your D6" consolidation allows one model from your unit to base with an enemy model, then you can get into combat with that unit.
This prevents gunline armies that bunch up in a corner as one assault unit would just tear through the entire army.

I think this adds a lot more tactical decision to the gunline army side as:
- they can't deploy too close to each other, but needs to make sure the range is good enough to support another unit.
- Bunching up at a distance means pie plate bait, so again more decision on how to spread out.

What do you guys think?


Consolidate into combat? @ 2013/11/08 04:23:05


Post by: Dat Guy


That's how 40k last used to be lol it was good for some armies terrible for others it didn't work out balanced in the end that why it was taken out of 6th edition.


Consolidate into combat? @ 2013/11/08 04:29:10


Post by: curran12


There's a reason that the rule was removed a few editions ago.


Consolidate into combat? @ 2013/11/08 04:55:19


Post by: Makutsu


Dat Guy wrote:
That's how 40k last used to be lol it was good for some armies terrible for others it didn't work out balanced in the end that why it was taken out of 6th edition.


Didn't know that only started in 6th...

But honestly that's the whole point, while Gunline armies are good with shooting they can dominate with shooting and overwatch which should give them an edge under these circumstances.

Also, a rule taken out doesn't necessarily mean it is bad, it might be due to the overhaul of the entire system hence leading to the removal of the rule.


Consolidate into combat? @ 2013/11/08 06:24:43


Post by: Dakkamite


That's how 40k last used to be lol it was good for some armies terrible for others it didn't work out balanced in the end that why it was taken out of 6th edition.


I don't know if thats a fair statement to make. Its certainly not balanced with it gone.


Consolidate into combat? @ 2013/11/08 07:11:17


Post by: Dat Guy


Well I can't make that call for sure about it balancing out or being unbalanced for sure but, I know genestealers can no longer hop around from close combat to close combat to close combat and so forth. But a unit can only over watch during a charge being declared against them not a consolidation also on top of that a unit can only over watch once per turn.


Consolidate into combat? @ 2013/11/08 07:19:51


Post by: Rumbleguts


Dat Guy wrote:
Well I can't make that call for sure about it balancing out or being unbalanced for sure but, I know genestealers can no longer hop around from close combat to close combat to close combat and so forth. But a unit can only over watch during a charge being declared against them not a consolidation also on top of that a unit can only over watch once per turn.


While true, you could easily change the overwatch rules to allow a unit that is being brought into close combat by a consolidation move is allowed to fire overwatch. It should still have the restriction of only one overwatch per turn however. Still, that would only really affect tau (because of support fire rule), space marines (ATSKNF not allowing overrun so the same unit getting consolidated into), or a unit that was previously charged that turn but the charge failed. Not game breaking changes and it would help prevent close assault units hanging in the wind if they manage to wipe out a unit.


Consolidate into combat? @ 2013/11/12 20:57:19


Post by: Makutsu


This really makes sense in my opinion as then it penalizes gunline armies for cramming in a little corner in the far right.
It also allows you to recatch units that have fled combat if they rolled low enough for you to catch them.


Consolidate into combat? @ 2013/11/12 21:17:33


Post by: Dakkamite


But then, shooting wouldn't be all powerful, and we can't have that now can we.


Consolidate into combat? @ 2013/11/12 21:34:17


Post by: Selym


 Dakkamite wrote:
But then, shooting wouldn't be all powerful, and we can't have that now can we.

I, the Orks, the Tyranids, the Daemons and the CSM disagree
Personally, I can't imagine a Daemon Prince not munching half an army.

It'd make the price tag bearable.


Consolidate into combat? @ 2013/11/12 21:40:38


Post by: Makutsu


 Dakkamite wrote:
But then, shooting wouldn't be all powerful, and we can't have that now can we.


Yeah, why don't we make a hit on overwatch halve the charge distance, would definitely be perfect

Honestly though, I think that adding this little thing in would bring assault armies back to the same level as the shooting armies.


Consolidate into combat? @ 2013/11/12 22:21:02


Post by: dementedwombat


Only if you let me shoot into my own combats. They're Tau, everybody knows they're already dead. Might as well drop large blast templates and speed up the inevitable.


Consolidate into combat? @ 2013/11/12 22:28:44


Post by: Selym


 dementedwombat wrote:
Only if you let me shoot into my own combats. They're Tau, everybody knows they're already dead. Might as well drop large blast templates and speed up the inevitable.

Well said, commander of every artillery gunline ever!


Consolidate into combat? @ 2013/11/13 05:45:49


Post by: Dat Guy


Assault armies are still good, people who know how to play can do it well, chaos demons tear face. Also tyranids and orks still need to be updated, I would wait before this happens.

I actually think warhammer 40k right now has the best play style since 3rd edition. And assaults still happen and they are still effective and dirty.

People are complaining cause they want and expect too rampage across the board and kill everything and always win. Shooting is hard now with all these cover saves, yeah their is stuff that ignores cover but if you got skill you will know how to respond and counter act situations. Then it comes down to dice rolls.

I agree shooting is more powerful over all compared to close combat, but when close combat happens it FREAKING wrecks face!


Consolidate into combat? @ 2013/11/13 06:23:17


Post by: Peregrine


 Dakkamite wrote:
But then, shooting wouldn't be all powerful, and we can't have that now can we.


The problem isn't that it makes assaulting more powerful (or shooting too weak), it's that it makes assaulting even more black and white than it is now. Consolidating into combat doesn't help with the biggest problem with assault armies, getting into charge range in the first place. It just makes it so once you successfully charge you just massacre your way from unit to unit without spending any time out in the open where you can be shot at. So it's even more a case of "if I charge, I win, if I fail, you win".


Consolidate into combat? @ 2013/11/13 09:31:22


Post by: Selym


 Peregrine wrote:
 Dakkamite wrote:
But then, shooting wouldn't be all powerful, and we can't have that now can we.


The problem isn't that it makes assaulting more powerful (or shooting too weak), it's that it makes assaulting even more black and white than it is now. Consolidating into combat doesn't help with the biggest problem with assault armies, getting into charge range in the first place. It just makes it so once you successfully charge you just massacre your way from unit to unit without spending any time out in the open where you can be shot at. So it's even more a case of "if I charge, I win, if I fail, you win".

Isn't that how Waaaghs tend to go?


Consolidate into combat? @ 2013/11/13 13:35:07


Post by: EVIL INC


With the speed of many of the armies and the ability to literally plop down into the middle of an enemy, that totally unbalanced the game. Gunline armies are at a distinct disadvantage because of the short ranges of the weapons and the small size of the board. We even have had many bug and ork players shave their gaming boards down even smaller yet to make it worse (oh the other other guy wont notice if my table is 2 inches smaller than regulation).
Taking that out of the game did not give gunline armies any advantage at all. As a matter of fact the game is still close combat game oriented. It merely balanced it out a little bit to help add in more tactics and strategy.


Consolidate into combat? @ 2013/11/13 14:16:31


Post by: ZebioLizard2


EVIL INC wrote:
With the speed of many of the armies and the ability to literally plop down into the middle of an enemy, that totally unbalanced the game. Gunline armies are at a distinct disadvantage because of the short ranges of the weapons and the small size of the board. We even have had many bug and ork players shave their gaming boards down even smaller yet to make it worse (oh the other other guy wont notice if my table is 2 inches smaller than regulation).
Taking that out of the game did not give gunline armies any advantage at all. As a matter of fact the game is still close combat game oriented. It merely balanced it out a little bit to help add in more tactics and strategy.


...Have you played since 3rd edition? Because shooting has primarily been strong since 4th, got better in 5th, and generally got far too strong in 6th.


Consolidate into combat? @ 2013/11/13 14:47:42


Post by: EVIL INC


I have been playing since Rogue Trader and seen close combat and shooting in all of their incarnations. Yes, shooting has been getting stronger as the game has progressed. Currently in 6th, it is at it's strongest. Almost as powerful as close combat. Of course, you will always see the bug or ork players who will always cry and whine that it is "too strong". The game calls for the use of tactics and strategy. If you played on planet bowling ball with zero cover and removed fleet of foot, removed transports, removed deep strike and infiltrating, THEN shooting might be a little overpowered. As it stands, it is still 2nd to close combat in power.


Consolidate into combat? @ 2013/11/13 15:35:09


Post by: ZebioLizard2


EVIL INC wrote:
I have been playing since Rogue Trader and seen close combat and shooting in all of their incarnations. Yes, shooting has been getting stronger as the game has progressed. Currently in 6th, it is at it's strongest. Almost as powerful as close combat. Of course, you will always see the bug or ork players who will always cry and whine that it is "too strong". The game calls for the use of tactics and strategy. If you played on planet bowling ball with zero cover and removed fleet of foot, removed transports, removed deep strike and infiltrating, THEN shooting might be a little overpowered. As it stands, it is still 2nd to close combat in power.


Almost as powerful as...Yeah something is horribly off if you actually think CC is actually powerful aside from very, very specific builds. Screamerstar for example, but it certainly doesn't prove CC is awesome, it just means that the units are really, really good enough to survive in a shooting edition

Deepstriking: Most gunline armies will shoot your army down piece meal, in the case of tau they'll shoot you as you arrive, only good deepstrikers now are those with decent SHOOTING weaponry, such as combi-Terminators, combi-sternguard, and etc, even Daemons prefer to move across the board in most cases unless they have something specific setup.

Infiltrating: Same deal, except now your at the whims of the board edge, and you'll still be needing to stand there for a turn and be shot.

Fleet of Foot: Haha, really, it was good in 5th as it actually mattered, now it's just trying to help your hopefully lucky charges.

Transports: Unless its assault you are now stuck outside the vehicle for a turn and getting shot up, or the transport itself is weak and shot down forcing you to footslog.

In an era where Eldar, Tau, and IG exist, you've got plenty of anti-CC options if you want to take an all corners list. You gotta deal with Wave Serpant Spam, Riptides and cover ignoring markerlights, and large amounts of barrage sniping. CC is so laughable now.


Consolidate into combat? @ 2013/11/13 15:37:49


Post by: Spetulhu


No thanks, returning to the days when assault armies automatically won if they reached close combat doesn't really thrill me. A powerful enough CC unit would kill the first target and consolidate into the next before you even had a turn to move stuff away. Armies that sucked at CC would just fold after a 1st/2nd turn rush, the game being only about how long it takes to get wiped out instead of any thought about victory.


Consolidate into combat? @ 2013/11/13 15:46:16


Post by: ZebioLizard2


Spetulhu wrote:
No thanks, returning to the days when assault armies automatically won if they reached close combat doesn't really thrill me. A powerful enough CC unit would kill the first target and consolidate into the next before you even had a turn to move stuff away. Armies that sucked at CC would just fold after a 1st/2nd turn rush, the game being only about how long it takes to get wiped out instead of any thought about victory.


Yes because Third edition Rhino Rush assault was CC at the height of it's power. After that though it was about equal in 4th, then it drops quite a bit in 5th, and now it's not really an option anymore unless you have a deathstar unit capable of it.


Consolidate into combat? @ 2013/11/13 15:47:21


Post by: Makutsu


Spetulhu wrote:
No thanks, returning to the days when assault armies automatically won if they reached close combat doesn't really thrill me. A powerful enough CC unit would kill the first target and consolidate into the next before you even had a turn to move stuff away. Armies that sucked at CC would just fold after a 1st/2nd turn rush, the game being only about how long it takes to get wiped out instead of any thought about victory.


That's kinda the whole point, if you bunch your things up then they should all die because there is nowhere to run.
Don't forget consolidation is only 6" MAX.

The whole purpose is to penalize armies that bunch up in a bunker style.
Gunline armies tend to do that currently and it makes it much more difficult for armies that are suffering from high quality assault units.


Consolidate into combat? @ 2013/11/13 16:08:32


Post by: Selym


EVIL INC wrote:
Taking that out of the game did not give gunline armies any advantage at all. As a matter of fact the game is still close combat game oriented. It merely balanced it out a little bit to help add in more tactics and strategy.

Wat.

EVIL INC wrote:I have been playing since Rogue Trader and seen close combat and shooting in all of their incarnations. Yes, shooting has been getting stronger as the game has progressed. Currently in 6th, it is at it's strongest. Almost as powerful as close combat. Of course, you will always see the bug or ork players who will always cry and whine that it is "too strong". The game calls for the use of tactics and strategy. If you played on planet bowling ball with zero cover and removed fleet of foot, removed transports, removed deep strike and infiltrating, THEN shooting might be a little overpowered. As it stands, it is still 2nd to close combat in power.

Dafuq kind of drugs have you been on for the last two editions?
In 5th you could make a reasonable effort with assault, but it was not much better than shooting, now in 6th, even Tyranids have to focus on shooting.
Melee is almost entirely out of the question in this ed, everyone is slapping down gunlines, using fliers, and generally invalidating anything less than TH/SS termies.


Consolidate into combat? @ 2013/11/13 16:20:58


Post by: Big Blind Bill


I for one wouldn't mind seeing a true 'sweeping advance' where models actually move after combat as they do in fantasy - and if this move brings them into contact with another enemy, then so be it.

In most cases, getting into close combat in 6th ed. is harder than ever, so I don't see much of a problem in buffing the state of affairs for melee units once they get there. Logically it makes no sense for a unit that has just swept all opponents before it to stop, stand in the open, take a turn of shooting, and then take a further 'turn' of shooting from overwatch when they charge.

Another thing that this would hopefully change in my mind, is attempting to prolong a combat to last into your opponents turn.
I know some people consider it part of the challenge/ strategy of warhammer 40k, when trying to plan an assault to last through your turn, and then finish in the opponent's (this is of course to tie up an opponent's squad, and also keep yours out of the line of fire for a turn). However I find it wholly against the narrative of the game (competitive aspects aside). Why would a squad of Khorne Berzerkers try to minimalize casualties under any circumstance? We should offer some kind of reward or benefit to a squad that routs or wipes an enemy in the first turn of combat, not penalize them with an additional turn of shooting directed at them.


Consolidate into combat? @ 2013/11/13 19:58:09


Post by: StarTrotter


 Peregrine wrote:
 Dakkamite wrote:
But then, shooting wouldn't be all powerful, and we can't have that now can we.


The problem isn't that it makes assaulting more powerful (or shooting too weak), it's that it makes assaulting even more black and white than it is now. Consolidating into combat doesn't help with the biggest problem with assault armies, getting into charge range in the first place. It just makes it so once you successfully charge you just massacre your way from unit to unit without spending any time out in the open where you can be shot at. So it's even more a case of "if I charge, I win, if I fail, you win".


Which thus would make the units that can make it into cc already all the more terrifying. If you look at the chaos daemon codex, the assault armies don't tend to be chock full of bloodletters or anything. They tend to have a Lord of Change or Fateweaver (Fateweaver seems more popular), daemon princes, and then some flesh hounds and for some time slaanesh was being toted about for moves through cover fast moving models. All of these were popular because they could reach close combat in enough time to do enough damage whilst not being shot for 4 turns before making it there. With the advent of consolidation into another wave, as Pergrine states, this wouldn't help the ork boy make it into combat. It wouldn't help the footslogger slowly reach the enemy... All it would do is make the Chaos Spawn, Khornelord, nurgle biker lord, winged daemon prince CD, FMC, and Fleshounds better further distancing themselves from the CC units that are really struggling (if you are still really in the urge to test it out. I say perhaps at the very least making overwatch on the second and up charge at full bs. They just saw their buddies die. They might be afraid, but they are probably ready to shoot at them).

I love CC. Heck, I play daemons, I own quite a few berzerkers and spawn, and I'm planning on expanding to a small army of nids and orks someday. To me, cc is underpowered with very few lists being able to capably do it a good cause. The only real codex that can seemingly make it work is chaos and often they still drag tzeentch for the dakka and have to toss away their bloodletters and bloodchrushers due to the current edition. Yet, for all of that, I don't feel this would solve much for the bloodletters, bloodcrushers, orks, and the sorts and feel it would only better the few units that can already do damage.


Consolidate into combat? @ 2013/11/13 20:08:24


Post by: EVIL INC


I respect your guys opinions. You have a right to them and to express them. However, the facts simply do not support them. Warhammer 40k is still a "hero" game where the battle is won or lost in close combat. I have seen a lot of people express the opinions that shooting is overpowered when the all evidence shows that it simply is not. Fleet of foot and transports still get close combat armies into combat on turn 2, turn one if your opponent have first turn as the "no assaulting on turn one only applies to the player who actually gets to go first. I say if you find that you are losing to shooty armies, than instead of throwing up your hands and saying shooting is overpowered, understand that the fault lies in yourself.
1. Make use of cover-currently, more cover saves are allowed than ever before. You don't even need to actually be in cover, the silly tactic of staggering and mixing units alone gives you saves in the wide open spaces. Use buildings, vehicles and other units as cover and your killy killy units make t to combat unscathed. Use transports effectively.
2. Overwatch- by itself allows you to kill a model or two at the most since you need natural sixes to hit never mind those that actually wound still need to wound and allow armor saves. There is also the fact that they can only fire at the first unit making the charge attempt. You charge first with your cheapy throwaway unit and follow up with your heavy hitters.
3. There are a million ways to get around it. Learn more than one aspect of the game. Learn tactics and learn strategy, yes, they are two separate things.
Simply crying that shooting is too powerful will never make it so. The irrefutable fact remains, the game is geared towards close combat and the close combat armies have always had the advantage. This remains so now. The gap is narrowing but it is still there.



Automatically Appended Next Post:
If you are unable to make your way past a lasgun, try posting a thread for help in the tactics and strategy section and asking others with more experience to help you out and assist you in learning to wargame. Spamming here that shooting is too powerful and putting up bogus reasons will never help you. Become a better player and simply learn to overcome your weaknesses..


Consolidate into combat? @ 2013/11/13 20:22:31


Post by: StarTrotter


EVIL INC wrote:
I respect your guys opinions. You have a right to them and to express them. However, the facts simply do not support them. Warhammer 40k is still a "hero" game where the battle is won or lost in close combat. I have seen a lot of people express the opinions that shooting is overpowered when the all evidence shows that it simply is not. Fleet of foot and transports still get close combat armies into combat on turn 2, turn one if your opponent have first turn as the "no assaulting on turn one only applies to the player who actually gets to go first. I say if you find that you are losing to shooty armies, than instead of throwing up your hands and saying shooting is overpowered, understand that the fault lies in yourself.
1. Make use of cover-currently, more cover saves are allowed than ever before. You don't even need to actually be in cover, the silly tactic of staggering and mixing units alone gives you saves in the wide open spaces. Use buildings, vehicles and other units as cover and your killy killy units make t to combat unscathed. Use transports effectively.
2. Overwatch- by itself allows you to kill a model or two at the most since you need natural sixes to hit never mind those that actually wound still need to wound and allow armor saves. There is also the fact that they can only fire at the first unit making the charge attempt. You charge first with your cheapy throwaway unit and follow up with your heavy hitters.
3. There are a million ways to get around it. Learn more than one aspect of the game. Learn tactics and learn strategy, yes, they are two separate things.
Simply crying that shooting is too powerful will never make it so. The irrefutable fact remains, the game is geared towards close combat and the close combat armies have always had the advantage. This remains so now. The gap is narrowing but it is still there.



Automatically Appended Next Post:
If you are unable to make your way past a lasgun, try posting a thread for help in the tactics and strategy section and asking others with more experience to help you out and assist you in learning to wargame. Spamming here that shooting is too powerful and putting up bogus reasons will never help you. Become a better player and simply learn to overcome your weaknesses..


I must curiously ask. If it is decided in cc... then why is it that the generally considered two best armies involve one list that is pure shooting and another that very few lists actually bring cc specialists?

1. Less cover than before. Last edition all you needed was half your army in cover for it to work. IG, Orks, heck even arguably nids used this to their advantage to let them advance forward without having to fret about how crummy their armour was. Along with that, you seem to forget barrage weapons, the super popular heldrake, the super popular wraithserpent vehicles that shoot out enough dakka to laugh at your cover saves, the recent upgrade to the legion of the damned with ignores cover, and, perhaps most importantly, the advent of the Tau being upgraded from a middling codex that had pretty much only 1 effective build to becoming a codex with many powerful units. Now then, what do the tau have again that makes cover much less useful? Ah yes markerlights. Few lists don't have at least some of those in them. Yes, not every target they will shoot shall have markerlights blazing upon them, but they don't need it. To counter assaults all one needs is proper target prioritization. There's only so many fast and mobile targets that are designed to wrap you up in cc until the rest of the army catches up.
2. The throwaway unit might make the difference between first blood and denying them that. Along with that, charging that lone model comes with its own risk. The enemy might not actually shoot them. This is a gamble for the enemy but can still occur. Supporting fire is another thing that Tau have and although random, the overwatch can be buffed. Certain divination members can make their overwatch at natural bs, and necrons have a gun that if you roll a to hit of 6 x2 shots. Oh, and rolling a 6 isn't as bad on bs2 orks nor is it the worst possible thing on even bs3 dudes (still not optimal I will admit). It also means we need two units to be close enough to be capable of charging.
3. Try and play a pure Khorne daemon army against any proficient eldar/tau player. You'll find it isn't as easy as you might expect.
If you want to hear other reasons why many consider (In their own opinion), then I'll link Ailerous. I don't always agree with him, but in this one case he has a lot of valid reasons for why assault is generally considered worse and the only army that is generally considered to be able to do CC well in this edition is Chaos Daemons

In terms of the basics, it isn't really one thing per say. It's really a combination of small and tiny factors that continue to hammer down. Random charge distances that make every charge a ? meaning that people are much less prone to risking a charge unless even closer than the average of 7" strictly because there are those times you will roll 2 ones. It doesn't matter if the max range is 12. To charge 12" is so unlikely that unless you don't want to run and the enemy has a useless or no overwatch at all you'd never even try it. Overwatch is a minor one. Whilst it has made the difference between a foe making a charge on me once or twice, it isn't that common. It's more of a icing on the top as in cc you will risk even more losses. Doesn't matter if tau are worthless at CC. The worst they can do is hit you on a 5+ and most units on a 4+. Losing models from the front also was another little nerf. The buffing of the greatest shooting army as well as handing out more ignores cover guns crushed quite a few cc armies that tended to have bad armor to begin with. These things and more compounded into a crippling. The CC armies that can quickly reach their foes still work with brutal efficiency. The problem isn't with them. The problem is with the slower assaulting units.

Also vehicles and deep striking don't just help assault armies. They help shooty armies. Sternguard aren't known for their CC capabilities . The wraithserpent and Leman Russ as well as Heldrake aren't known for their ability to fight in cc either and don't forget the pretty little interceptor guns.


Consolidate into combat? @ 2013/11/13 20:30:53


Post by: The Shadow


Like others have said, it's been removed for a reason.

I think it'd be a cool rule for a certain unit to have, but not for every unit. Although this works nicely in Fantasy, and it is a great rule (Fantasy's full of 'em ) , it wouldn't really work in 40k. Overrun would be broken in Fantasy if you could do so in any direction, which is essentially what you're doing in 40k.


Consolidate into combat? @ 2013/11/13 20:31:14


Post by: Selym


EVIL INC wrote:
1) However, the facts simply do not support them.

2) Warhammer 40k is still a "hero" game where the battle is won or lost in close combat.

3) I have seen a lot of people express the opinions that shooting is overpowered when the all evidence shows that it simply is not.

4) Fleet of foot and transports still get close combat armies into combat on turn 2, turn one if your opponent have first turn as the "no assaulting on turn one only applies to the player who actually gets to go first. I say if you find that you are losing to shooty armies, than instead of throwing up your hands and saying shooting is overpowered, understand that the fault lies in yourself.

5) 1. Make use of cover-currently, more cover saves are allowed than ever before. You don't even need to actually be in cover, the silly tactic of staggering and mixing units alone gives you saves in the wide open spaces. Use buildings, vehicles and other units as cover and your killy killy units make t to combat unscathed. Use transports effectively.

6) 2. Overwatch- by itself allows you to kill a model or two at the most since you need natural sixes to hit never mind those that actually wound still need to wound and allow armor saves. There is also the fact that they can only fire at the first unit making the charge attempt. You charge first with your cheapy throwaway unit and follow up with your heavy hitters.

7) 3. There are a million ways to get around it. Learn more than one aspect of the game. Learn tactics and learn strategy, yes, they are two separate things.

8) Simply crying that shooting is too powerful will never make it so. The irrefutable fact remains, the game is geared towards close combat and the close combat armies have always had the advantage. This remains so now. The gap is narrowing but it is still there.

9) If you are unable to make your way past a lasgun, try posting a thread for help in the tactics and strategy section and asking others with more experience to help you out and assist you in learning to wargame. Spamming here that shooting is too powerful and putting up bogus reasons will never help you. Become a better player and simply learn to overcome your weaknesses..


1) Oh, really?

2) Define "hero game". 40k is a hero game in that it operates on the "heroic" scale (28mm), and in this Ed has a ridiculous focus on "characters". The battle in 6th tends to be decided by the big guns, not the pen knife Pvt. Larry has in his backpack. I have seen (and been on both ends of) games where one side gets shot off the table before getting within 6" of an enemy model.

3) No. Shooting is not op. Excessive cheese units, however, are. It just so happens that those cheese unit in this edition happen to have guns, and don't take to melee particularly well.

4) I have minimal experience of fleet, but transports are something I know about. The average Methul Bawks will not allow you to assault on the turn you disembark. Considering that you'll be spending one turn moving, and then another moving/disembarking, at best a transported unit will assault on turn 3. Assuming they/their transport was not shot to death.
If something like a LR is taken, a turn 2 transport assault is possible. However, it costs 220-250 points base, and does sod all for most of the game.
If open-topped transports are taken, they tend to be on the rather flimsy side, offering about as much protection as the proverbial cardboard box (I'm looking at you,Battlewagon).
Loosing to a shooty army may be partially down to personal faults. Such as the choice to take a knife to a gunfight.

5) Huh, and here I was thinking that open spaces are safer than those terrain pieces. Silly me. /sarcasm.
In a world where heldrakes ignore your saves, shooty units flank you (via either deployment or maneuverability), it's quite a bit harder to get cover than in the last ed. As for transports, I covered that in (4).

6) Overwatch isn't the problem. It just exacerbates the mechanics already in place. And Tau like to abuse it.
I take quite a few throwaway units at times, and do you know what they all have in common? They get shot to pieces before I can use them as cannon fodder my way.

7) There are very few ways to get around the power of a gunline in this ed.

8) Okay, at this point I'm getting the feeling you've never played a game of 6th ed 40k. Or 5th, for that matter.

9) And you could tell us what rule mechanics and and units make melee more powerful than shooting in this Ed. If you're unable to accomplish this, I shall just assume you're trolling here.


Consolidate into combat? @ 2013/11/13 21:09:50


Post by: EVIL INC


1. Yes really. Beyond really. Absolutely.
2. Hero game won by the multi wound heros wielding power fists and melta bombs. Getting them into combat with the enemies hero is one of the biggest aspects of the game.
3. Yes, cheese units are overpowered. For every cheese unit with a gun, you will see 2 that are geared towards close combat and although they may carry a gun, a bolt pistol is not a game changer. 50 rending strength 5 attacks are.
4. Learn to use your transports. You may have your games confused "Methul Bawks" are not items used in 40k.The ability to hop out of a transport in the enemy deployment zone into cover where you get a 4+ save in addition to your armor save and striking first if you are assaulted after deployment is a great thing. Then shooting and assaulting on your following turn is even more great. Add in the large numbers of open toped or assault vehicles where you can just assault right out of them and you top off the cake.
5. Getting cover saves is actually easier now than ever before. You don't even have to be in cover, just have another unit intermixed and you get it in the wide open. So yes, if you are unable to get one, it is due to your own lack of playing skill.
6. Throwaway units are just that. cheap units that you spend next to zero points for to guarantee your heavy hitters take out who you want them to. Again, check your own playing skill if you are unable to effectively use them. Tau overwatch can be killer. Fortunately, after you get into close combat, they are dead (even if lowly guardsmen assault them.
7. There are very MANY ways to get around a gunline in this edition. If you are unable to find them, don't blame the game, learn to play better. Post for help in a tactics forum or talk to someone with more experience.
8. I have actually played since Rogue Trader and every edition since then.
9. If presenting a reasonable argument and backing it up with facts and evidence is your idea of trolling, so be it .Instead of name calling, you would better served in understanding that there are players who have more experience than yourself along with a greater grasp of tactics and strategy. Your best bet would be to play a few games with both army types and learning new tactics. If simply rushing across open fields don't work for you, try something else, try different combinations and army builds. If you are looking for a coach, I am sure that there are plenty of old timers here who would be willing to help you out.

"


Consolidate into combat? @ 2013/11/13 21:10:12


Post by: techsoldaten


Echoing some other threads in this post, a game from way back in 1990 stands out to me.

Playing at the Games Workshop in College Park, Maryland, facing a Genestealer cult army. At the start of the game, my opponent told me I will get one round of shooting with my Ultramarines and that was it. His words proved to be true, the genestealers assaulted squads, ate them, and consolidated into assault with the next squad again and again. There wasn't enough room on the board to get away from them. Drove me to Chaos just to get a CL who could stand up to these things.

This game stops being fun when people are prevented from having full turns. Consolidating into assault is a mechanic that makes the game particularly unfun for players. I could totally see how this rule suited genestealers and made them seem a little more realistic, but also made them nearly impossible to beat. It's one of those things where the game can't be too real or it stops being run.






Consolidate into combat? @ 2013/11/13 21:24:09


Post by: StarTrotter


EVIL INC wrote:
1. Yes really. Beyond really. Absolutely.
2. Hero game won by the multi wound heros wielding power fists and melta bombs. Getting them into combat with the enemies hero is one of the biggest aspects of the game.
3. Yes, cheese units are overpowered. For every cheese unit with a gun, you will see 2 that are geared towards close combat and although they may carry a gun, a bolt pistol is not a game changer. 50 rending strength 5 attacks are.
4. Learn to use your transports. You may have your games confused "Methul Bawks" are not items used in 40k.The ability to hop out of a transport in the enemy deployment zone into cover where you get a 4+ save in addition to your armor save and striking first if you are assaulted after deployment is a great thing. Then shooting and assaulting on your following turn is even more great. Add in the large numbers of open toped or assault vehicles where you can just assault right out of them and you top off the cake.
5. Getting cover saves is actually easier now than ever before. You don't even have to be in cover, just have another unit intermixed and you get it in the wide open. So yes, if you are unable to get one, it is due to your own lack of playing skill.
6. Throwaway units are just that. cheap units that you spend next to zero points for to guarantee your heavy hitters take out who you want them to. Again, check your own playing skill if you are unable to effectively use them. Tau overwatch can be killer. Fortunately, after you get into close combat, they are dead (even if lowly guardsmen assault them.
7. There are very MANY ways to get around a gunline in this edition. If you are unable to find them, don't blame the game, learn to play better. Post for help in a tactics forum or talk to someone with more experience.
8. I have actually played since Rogue Trader and every edition since then.
9. If presenting a reasonable argument and backing it up with facts and evidence is your idea of trolling, so be it .Instead of name calling, you would better served in understanding that there are players who have more experience than yourself along with a greater grasp of tactics and strategy. Your best bet would be to play a few games with both army types and learning new tactics. If simply rushing across open fields don't work for you, try something else, try different combinations and army builds. If you are looking for a coach, I am sure that there are plenty of old timers here who would be willing to help you out.

"

1. What facts make CC better than shooting this edition? 2. Wait... then why are Tau so popular? Oh silly me I forgot about O'Sho'vire and his power fist and melta bomb! Oh! And the Eldar with their close combat stick of not transport gun. It is a big aspect because people like it.
3. You keep on saying somebody back it up with evidence yet where is that evidence? What is this 50 rending strength 5 attacks coming from?
4. And why don't I point out transports can also help shooty armies get closer to shoot, escape and shoot, and in the case of Eldar, be the shooting? You also seem to imply that the medium-low armored vehicles aren't easy to kill. Rhinos don't last long in the meta. Also same for guns. Also wait... having to wait a turn is better for me to do cc? Where I get shot at and then overwatched? Wait... where's my open topped rhino for my assaulty chaos army? Or my chaos daemon open topped vehicles?
5. Waaait. Season 5 you only needed a percentage of your units in cover which meant you could have a guy in the open that got a cover save. Now though, hey my giant horde can be focus fired actually!
6. And throwaway units also work for shooting. Hey look they want to assault me! Well time to put these units that have been whittled down or are my own throwaway units to block their way to my important dudes.
7. Then why aren't there more ork cc specialized armies, Black Templar, CSM, pretty much any army that isn't chaos daemons?
9. Here's the thing. THere is no evidence. There are claims and then spouting you just need to learn better tactics. What evidence have you that CC is better? Have you seen the dominant members of competitive gaming? At best cc is there in a small way of a few elite units the rest all shooting oriented. Tau dominate the competitions with eldar specialized in shooting being up there as well. CC is not the dominant powerhouse and hasn't been since 3rd edition or so. And shooting isn't a disadvantage. I'd rather have a plasma gun than a power sword any day.


Consolidate into combat? @ 2013/11/13 21:28:58


Post by: Selym


EVIL INC wrote:
1. Yes really. Beyond really. Absolutely.
2. Hero game won by the multi wound heros wielding power fists and melta bombs. Getting them into combat with the enemies hero is one of the biggest aspects of the game.
3. Yes, cheese units are overpowered. For every cheese unit with a gun, you will see 2 that are geared towards close combat and although they may carry a gun, a bolt pistol is not a game changer. 50 rending strength 5 attacks are.
4. Learn to use your transports. You may have your games confused "Methul Bawks" are not items used in 40k.The ability to hop out of a transport in the enemy deployment zone into cover where you get a 4+ save in addition to your armor save and striking first if you are assaulted after deployment is a great thing. Then shooting and assaulting on your following turn is even more great. Add in the large numbers of open toped or assault vehicles where you can just assault right out of them and you top off the cake.
5. Getting cover saves is actually easier now than ever before. You don't even have to be in cover, just have another unit intermixed and you get it in the wide open. So yes, if you are unable to get one, it is due to your own lack of playing skill.
6. Throwaway units are just that. cheap units that you spend next to zero points for to guarantee your heavy hitters take out who you want them to. Again, check your own playing skill if you are unable to effectively use them. Tau overwatch can be killer. Fortunately, after you get into close combat, they are dead (even if lowly guardsmen assault them.
7. There are very MANY ways to get around a gunline in this edition. If you are unable to find them, don't blame the game, learn to play better. Post for help in a tactics forum or talk to someone with more experience.
8. I have actually played since Rogue Trader and every edition since then.
9. If presenting a reasonable argument and backing it up with facts and evidence is your idea of trolling, so be it .Instead of name calling, you would better served in understanding that there are players who have more experience than yourself along with a greater grasp of tactics and strategy. Your best bet would be to play a few games with both army types and learning new tactics. If simply rushing across open fields don't work for you, try something else, try different combinations and army builds. If you are looking for a coach, I am sure that there are plenty of old timers here who would be willing to help you out.

"

1) You haven't yet given a single piece of evidence as to this. You haven't even given us an in-game example, such as form personal experience.

2) Have you seen the rules this ed? This is factually incorrect. Characters tend to be in for either the buffs or the shooty.

3) Name some. Cheese this ed: Heldrakes (cannot assault), Riptide (is immeasurably better shooting than assaulting), Vendettas (cannot assault). And so on.

4) I call on anyone in this thread to prove my earlier statement about transports to be wrong. And the standard cover save is a 5+, 4+ is uncommon.

5) You seem to forget how fliers and barrage weapons work. And the fact that meatshields can be circumvented. And that there are numerous weapons around that ignore cover. It takes an uncommonly skilled player to succeed in assault, unless they're playing daemons. In which case, they may have a fair chance.

6) 5 ppm is not next to zero. And they are pointless if they are getting eradicated in one round anyway. You seem to place a lot of emphasis on melee users this ed simply being incompetent, rather than explaining what we're doing wrong.

7) So far you have given no evidence as to why melee is more powerful than shooting. And you have given none of your "million" ways to get around a gunline.

8) Methinks we have a fibber.

9) You have not in any way provided a reasonable argument with any sort of facts or evidence or explanation. I have provided a number of examples where shooting is very powerful, and yet you seem adamant that melee is better. Until such time as you actually explain yourself, you're a rather useless part of this "debate".
And as for "simply rushing across", I don't do that. I tried advancing through cover and using transports, it never worked out. So I've moved onto being shooty. And it has proved far more effective.


Consolidate into combat? @ 2013/11/13 21:31:50


Post by: StarTrotter


 techsoldaten wrote:
Echoing some other threads in this post, a game from way back in 1990 stands out to me.

Playing at the Games Workshop in College Park, Maryland, facing a Genestealer cult army. At the start of the game, my opponent told me I will get one round of shooting with my Ultramarines and that was it. His words proved to be true, the genestealers assaulted squads, ate them, and consolidated into assault with the next squad again and again. There wasn't enough room on the board to get away from them. Drove me to Chaos just to get a CL who could stand up to these things.

This game stops being fun when people are prevented from having full turns. Consolidating into assault is a mechanic that makes the game particularly unfun for players. I could totally see how this rule suited genestealers and made them seem a little more realistic, but also made them nearly impossible to beat. It's one of those things where the game can't be too real or it stops being run.






Keep in mind that was 1990 . Things have changed since then. It also implies that the enemy has bunched all their models in a way you can just hop 6" from one unit to another. That being said, this is why I disagree with consolidating into other combat. Between shooting and cc, cc is the worse of the two. That being said, a buff such as this to cc would arguably only buff the mobile units that CAN make turn 2 charges. The units that really suffer are the ones that have to wait until turn 4 to generally actually get into cc. Yeah sure thiis would make up for turn upon turn of watching your models die, it wouldn't be much fun to just break it down right there.

I think my most crushing game was some time ago. I built a khorne list. Lots of zerkers, a khorne lord on steed with spawn guard, some oblit support.... I wanted to play a cc army and tally the dead. Entirely casual game. I was fighting a friend playing eldar. Wave serpents, Warp spiders, and a tank that could make mince my berzerkers. He crushed me. I had not made it past halfway before he had slaughtered my spawn guard, was about to kill my khorne lord (I failed a charge that lost my spawn. I needed a 3. I got a 2). His wave serpent ran around me slaughtering more. Any attempt to get closer only meant him shoving his troops into a skimmer to fly over me and escape all the while shooting me down. And then he charged me and gave me the win. The game was going to be a tabling turn 3 with me having killed not a single one of his models. There was nothing I could do. He saw that and charged me because he was my friend and wanted me to have just as much fun as him. I gave him the victory for the tournament match . He would have won and the fact that he did that meant so much to me.


Automatically Appended Next Post:
Oh! And welcome to dakkadakka EVIL INC!


Consolidate into combat? @ 2013/11/13 23:06:16


Post by: EVIL INC


1. I have provided credible evidence along with actual proof. Your using lack of playing ability as an excuse to ignore it does not negate that it is a simple fact. Again, Learn tactics and strategy to help you overcome this lack of playing ability. I am sure that there are plenty here who would be willing to coach you.
2. Yes, I have seen the rules for this edition. It is factually correct. Your stating otherwise does not alter the black and white words written into the rulebook.
3. Helldrakes vector strike, close combat, genestealers and variants, orks, the list goes on and on. Even the riptide which is considered a shooty unit is extremely effective in close combat.
4. Believe it or not, you ARE allowed to assault out ork trucks and battlewagons and storm ravens along with such items as the 3 land raider varients. All of which you see quite often (usually in multiples). Look into the rulebook under open topped and assault vehicles. The rules are listed for them in there and explain in detail about how you are able to assault out of them. Combine that with the ability to disembark out of non-assault vehicles up to 6 inches into cover to get a 4+ save, 5+ on the rare occasions you are unable to get a 4+ which is indeed rare, shoot and be in cover when assaulted make even non-assault transports effective. Another option is to use those non assault transports as mobile cover to walk and run behind safely across the field of battle in which case you have a mobile piece of terrain to provide cover (that is if you are so shortsighted as to want to ignore normal cover or the ability to intertwine units.
5. I am well aware of how fliers and barrage weapons work. You might want to look up the rules for the in the rule book to refresh your memory.Fliers still need to have a line of sight to a target so their targets are just as able to get cover from their shots as they are from land based shots. Additionally, if a flyer has chosen to fire at land based targets, any additional shots they take at other flyers will be snap shots. Barrage weapons do not ignore cover (except for a rarely used and overpriced guard variant). The shots are considered to have come from the center of the blast instead of the actual model firing it. This means that it is still possible to get cover saves from them. Additionally, if fired indirectly, it deviates the full distance rolled. So yes, even the newest players can make it into an assault and it is a rare player that is bad enough that cant. Again, seek help learning the game and how to play it.
6. 5 points per model is very cheap. Effectively next to zero when taken into account the underpricing of the hard hitting close combat units. When your heavy hitter close combat unit is underpriced by 5 points and it takes a 5 points per model to make the meat shield that guarantees they make it into battle, the meat shields are practically free.
7. I have provided proof and I have already given you several easy ways tyo get around them. If you do not wish to take advice from a veteran player, don't take it. That is your choice, but don't lie and deny the options given to you.
8. Think what you like. I do not have to prove that to you. I am providing more than enough evidence to support my stance. Needless to say, that the models have gotten better done since those days I remember but they have (I think) lost a lot of "character" since then. Particularly in the chaos marines and orks.. Would be nice to see them bring back biker squats and space slann though.
9. I have provided reasonable evidence and factual proof. We can do this little dance till the cows come home with me providing proof and you denying the proof through lame excuses to cover for poorplaying ability and a lack of grasp on tactics and strategy. Continue if you wish, I will continue to refute you.


Consolidate into combat? @ 2013/11/14 00:17:23


Post by: StarTrotter


I object! Joke aside, let's analyze for a moment.

Your first post talks about the speed of many armies and ability to plop down into the middle of an enemy.
First of all, that is something sternguard, a shooty army does, second of all, it requires a turn of doing nothing praying to the sweet and merciful emporer that he doesn't decide to make you scatter into something bad or off the table. It also means standing still for a turn likely in open terrain to be blasted off the face of the earth. Your second argument, that gunline armies are at a distinct disadvantage because of short ranges and the small size of the board. Now, to begin with there are several forms of deployment many of which favor the gunline. Second of all, whilst in reality 24" is a small range, considering this is the average for most standard infantry guns, let's think about that. Assuming that the enemy model moves 6" and then runs 4" (I rounded up rather than 3.5). That is about 10 inches per turn. This ignores high and low runs as well as having to move through cover. It also ignores the fact that there are many guns that have 30"-76" ranges that involve blasting the enemy off of their deployment zone. ALong with that, it assumes that the gunline armies move zero inches and all of their guns are 24" or less which is frankly nonsense.

Your next post goes on to state how you have played since Rogue Trader. You say that shooting has become stronger yet you say it is still weaker. This contradicts most individual's arguments that CC was best in 3rd and gradually has been increasingly nerfed whilst shooting has risen to the point where you can't last am onth without some post complaining about assault being inferior. Then you go on to say how the bug or ork players will always cry claiming shooting is too strong. If this argument is valid "evidence", then I counterject with the fact that shooting armies such as Tau will argue that CC is too strong even when it is the inferior of the two. THen you start talking about nerfing the cc to the ground by denying any capability for the enemy to have any protection from shooting to claim it might make shooting just a bit overpowered.

In your next post, you speak of 40k being a hero game. 2nd edition was hero hammer. 3rd edition was the edition of cc. 5th edition was the edition of vehicles (shooting) and 6th is FMC, flying planes, skimmers, and gunlines. You claim CC is where the game is won or lost yet never any real evidence. You go on to say that fleet of foot and transports still get cc armies into combat on turn 2. Well then, let's analyze that. Chaos Daemons do. I won't disagree with that. But SM? The rhino is av12 and then 11. Most armies spam mid strength guns (plasma guns S7) and lootas (better range). These can easily break a vehicle and so rhinos have been considered first blood donors to the enemy. Also, unless the enemy charges at you, runs towards you, and then positions themself outside of cover, it is almost impossible for an assault army to get a turn one charge. Then you argue that cover is better now. Except the counterpoint that cover also buffs shooting armies like IG, that cover still slows down assault armies, that the general cover went from 4+ -> 5+, and the fact that in earlier editions it was easier for hordes to give 4+ to entire units. You throw aside overwatch but the thing is, it is more of icing on the cake to kick in the teeth one last time. Your next argument is that there are ways to get around it with no real evidence.

Your next sources of evidence are claiming that multiwound heroes are what changes the game that are good in cc. This ignores the fact that the top two codices are shooting oriented codices, at the beginning of 6th edition, the shooty codex of Necrons was the best, and the most frightening broken units almost always are shooting oriented in this edition. You also state for every 1 unit with a gun that is cheese there are 2 to make up. What evidence backs this up? What is this 50 rending str 5 attacks coming from? You mention it but never describe its origins. Is it from a multi wound hero space marine? You talk about transports except shooting armies can also use them, the fact that rhinos are fragile, and that 4+ saves are less common nowadays. Also you don't get cover and an armor save and striking first if you are assaulted after deployment doesn't even make sense. Along with that, you claim there are a massive number of open toppes and assault vehicles even though there aren't. Orks have them (but they tend to be fragile), DE have them (but they are even more fragile), and that is about it. SM variants have land raiders but those are largely considered overpriced for their output and unless SM you can only load at most 10 dudes into them. Getting cover saves being easier also helps shooting armies. Throwaway units benefit both shooting and assault armies.

Now then, in your most recent post you bring some hard evidence. We might want to analyze them. Helldrake vector strike doesn't really count. It's more of a shooting attack that you have to fly over for it to work and its main selling point is its template flamer of doom. Genestealers aren't the most popular unit of tyranids. People prefer the dakkagaunts for the hoardy numberi n conjunction with a momma that births more of them. Tyranids win by tons of guns before rushing in to finish off their prey. Orks aren't at the top of meta in the slightest. They are doing okay but they are held up by lootas and the sorts not ork boys. The Riptide can fight in cc but it's his merits at shooting and being so bloody tanky that makes him great. Take his guns and he means nothing and you will find few that will send him into cc unless there is like 1 tau or one guardsman left.

Also, actually ork trucks, battlewagons, storm ravens, and land raiders aren't seen that commonly. You are more likely to see wraithserpents (eldar), tau, Heldrakes, and vendetta spam armies. Fliers can go over cover making it a bit more difficult to find cover and barrage can snipe vital targets in a way chaos can't as easily do. ANd being able to indirecetly fire still means you can fire even when you can't see them making cover not as usueful. 5 points is cheap until you realize it totals into about 200 points which is still a decent chunk out of your 1500 or so point army especially since you have to hope they still reach the enemy to be of any use.

To be earnest, you haven't provided proof. And for it all, you seem to ignore that the best two codices specialize in shooting one of which has almost no close combat capabilities in the slightest. For such a glaring weakness, why is it that the army that is the worst in cc happens to be the all around best codex?

And most importantly.... Hello EVIL INC! Although I might firmly disagree with you, I wish that you enjoy your time at Dakkadakka and hope you have fun here.

EDIT: And don't forget you have to remove models from the front as well as the fact that charge ranges are from 2" to 12" however most assault players would rather wait until at least 8" before charging and usually try to be more along the lines of 5" before charging.


Consolidate into combat? @ 2013/11/14 01:14:33


Post by: EVIL INC


I will admit that shooting is finally starting to come into it's own and become a valid and effective part of the game. However, all evidence shows that it is not overpowerfull. it is still possible to get to grips with a close combat army, you just need to learn to be smarter in how to do it. As a matter of fact, When I get the time, I will type up a thread starter for just what we are talking about to put into the tactics section. We can agree or not here or even agree to disagree. Spending page after page discussing the exact tactics of how to do what we are talking about is more appropriate there than here. For every strength in the game, there is an exploitable weakness.


Consolidate into combat? @ 2013/11/14 01:27:06


Post by: Makutsu


 techsoldaten wrote:
Echoing some other threads in this post, a game from way back in 1990 stands out to me.

Playing at the Games Workshop in College Park, Maryland, facing a Genestealer cult army. At the start of the game, my opponent told me I will get one round of shooting with my Ultramarines and that was it. His words proved to be true, the genestealers assaulted squads, ate them, and consolidated into assault with the next squad again and again. There wasn't enough room on the board to get away from them. Drove me to Chaos just to get a CL who could stand up to these things.

This game stops being fun when people are prevented from having full turns. Consolidating into assault is a mechanic that makes the game particularly unfun for players. I could totally see how this rule suited genestealers and made them seem a little more realistic, but also made them nearly impossible to beat. It's one of those things where the game can't be too real or it stops being run.


It's really your fault for bunching them up so that he could consolidate into combat with your next unit.
I don't know about back then, but with a D6" consolidate, unless you are really bunched up chances are you won't get assaulted by that.

So now you're split up, and the enemy has to make a decision as well, should I focus more of my melee units into this side or go after the other side of the table?
It adds tactical depth to both side, gunline armies have to be more considerate when deploying and melee based armies have to decide which side they need to throw units at.



Automatically Appended Next Post:
EVIL INC wrote:
I will admit that shooting is finally starting to come into it's own and become a valid and effective part of the game. However, all evidence shows that it is not overpowerfull. it is still possible to get to grips with a close combat army, you just need to learn to be smarter in how to do it. As a matter of fact, When I get the time, I will type up a thread starter for just what we are talking about to put into the tactics section. We can agree or not here or even agree to disagree. Spending page after page discussing the exact tactics of how to do what we are talking about is more appropriate there than here. For every strength in the game, there is an exploitable weakness.


What all evidence?
The biggest evidence is that shooty armies are winning tournaments and assault ones aren't.
Unless you're saying tournaments don't represent this game, then I don't know where you're pulling your facts from :/


Consolidate into combat? @ 2013/11/14 01:34:35


Post by: EVIL INC


Your not always given a choice in the matter. The "official" table size is 4'/6'. In stores, you will find that unles there is a tourney going on the average game table size is more like 2'/3' or 3'/5' which gives the huge advantage to the close combat army. many ork and bug players will even use smaller tables in home friendly games. Then, you look at the terrain set up that is designed for the game and you will see that it is simply impossible to spread your entire army out to the point of never ever allowing an assaulter to go from one unit to the next. The consolidating into combat was simply broken giving close combat the advantage to the point of comparing army lists "Oh, you have an ork army while mine is guard. rock paper scissors, you auto win". Taking it out added a new level of tactics to the game that was just not there before while actually making it more balanced.


Consolidate into combat? @ 2013/11/14 01:38:47


Post by: Makutsu


EVIL INC wrote:
Your not always given a choice in the matter. The "official" table size is 4'/6'. In stores, you will find that unles there is a tourney going on the average game table size is more like 2'/3' or 3'/5' which gives the huge advantage to the close combat army. many ork and bug players will even use smaller tables in home friendly games. Then, you look at the terrain set up that is designed for the game and you will see that it is simply impossible to spread your entire army out to the point of never ever allowing an assaulter to go from one unit to the next. The consolidating into combat was simply broken giving close combat the advantage to the point of comparing army lists "Oh, you have an ork army while mine is guard. rock paper scissors, you auto win". Taking it out added a new level of tactics to the game that was just not there before while actually making it more balanced.


Uh... if we're talking about unofficial table sizes then it's a different story.

Why don't we play on a 1' by 1' table and call assault cheesy???????

Shrinking the table is pretty much changing the game mechanics.............


Consolidate into combat? @ 2013/11/14 04:27:27


Post by: Big Blind Bill


2. Hero game won by the multi wound heros wielding power fists and melta bombs. Getting them into combat with the enemies hero is one of the biggest aspects of the game.

Yesterday I played tau vs nids. I set up a gun line of 36 firewarriors, within 6 of each other, with an ethereal at the centre. Thats 108 str 5 shots within half range, how do you think that game went for his horde of gaunts?
Even if he did manage to charge, because of tau overwatch rules thats another 108 snapfire shots on overwatch. This averages out to be 18 hits on overwatch.
Because of situations like this, melee is not what it once was.

Still, melee is not entirely dead, and some armies or specific units can do it rather well. However I feel you are overstating both its importance and how common place it is in 6th edition.
Maybe amongst your gaming group people do not shift to the meta or power game. But in places where they do, armies like DA devestation-standard bikes, Tau gunlines or move-shoot-run Eldar (not even mentioning Wave Sperpents) should make melee obsolete in most situations.

Back on topic: Whilst in previous editions sweeping into additional units after a charge might have been over powered, I feel the addition of random charge distances and overwatch in 6th ed. would be enough to warrant and also balance its appearance again.
Going back to my given example, even if the Nids managed to get into cc and wipe a squad of firewarriors, the next turn they would be cooked by the remaining two squads. This hardly seems fair for all the effort and luck it took for them to get there.

There should be some kind of buff to melee in 6th imo, and also more methods to deal with castling gunlines. True sweeping advances would do both, and if they maintain overwatch shots and random charge distances, then I would not believe it to be overpowered as in previous editions.


Consolidate into combat? @ 2013/11/14 07:52:48


Post by: Selym


EVIL INC wrote:
1. I have provided credible evidence along with actual proof. Your using lack of playing ability as an excuse to ignore it does not negate that it is a simple fact. Again, Learn tactics and strategy to help you overcome this lack of playing ability. I am sure that there are plenty here who would be willing to coach you.
2. Yes, I have seen the rules for this edition. It is factually correct. Your stating otherwise does not alter the black and white words written into the rulebook.
3. Helldrakes vector strike, close combat, genestealers and variants, orks, the list goes on and on. Even the riptide which is considered a shooty unit is extremely effective in close combat.
4. Believe it or not, you ARE allowed to assault out ork trucks and battlewagons and storm ravens along with such items as the 3 land raider varients. All of which you see quite often (usually in multiples). Look into the rulebook under open topped and assault vehicles. The rules are listed for them in there and explain in detail about how you are able to assault out of them. Combine that with the ability to disembark out of non-assault vehicles up to 6 inches into cover to get a 4+ save, 5+ on the rare occasions you are unable to get a 4+ which is indeed rare, shoot and be in cover when assaulted make even non-assault transports effective. Another option is to use those non assault transports as mobile cover to walk and run behind safely across the field of battle in which case you have a mobile piece of terrain to provide cover (that is if you are so shortsighted as to want to ignore normal cover or the ability to intertwine units.
5. I am well aware of how fliers and barrage weapons work. You might want to look up the rules for the in the rule book to refresh your memory.Fliers still need to have a line of sight to a target so their targets are just as able to get cover from their shots as they are from land based shots. Additionally, if a flyer has chosen to fire at land based targets, any additional shots they take at other flyers will be snap shots. Barrage weapons do not ignore cover (except for a rarely used and overpriced guard variant). The shots are considered to have come from the center of the blast instead of the actual model firing it. This means that it is still possible to get cover saves from them. Additionally, if fired indirectly, it deviates the full distance rolled. So yes, even the newest players can make it into an assault and it is a rare player that is bad enough that cant. Again, seek help learning the game and how to play it.
6. 5 points per model is very cheap. Effectively next to zero when taken into account the underpricing of the hard hitting close combat units. When your heavy hitter close combat unit is underpriced by 5 points and it takes a 5 points per model to make the meat shield that guarantees they make it into battle, the meat shields are practically free.
7. I have provided proof and I have already given you several easy ways tyo get around them. If you do not wish to take advice from a veteran player, don't take it. That is your choice, but don't lie and deny the options given to you.
8. Think what you like. I do not have to prove that to you. I am providing more than enough evidence to support my stance. Needless to say, that the models have gotten better done since those days I remember but they have (I think) lost a lot of "character" since then. Particularly in the chaos marines and orks.. Would be nice to see them bring back biker squats and space slann though.
9. I have provided reasonable evidence and factual proof. We can do this little dance till the cows come home with me providing proof and you denying the proof through lame excuses to cover for poorplaying ability and a lack of grasp on tactics and strategy. Continue if you wish, I will continue to refute you.


1) Credible evidence and proof? Thus far, your evidence has been no more than "you're incompetent" and "Melee is op!". You have not given a single game mechanic or in-game example to support your opinion. Your entire argument sounds extremely similar to a guy in a previous thread who was getting all butthurt about TH/SS terminators, calling them OP, and claiming that all armies spam them. I get the feeling that you play something like Tau, but keep failing to defeat anyone, despite the awesome guns in your force, and thus call melee OP.

2) The black and white words for the rulebook allow them to choose who to hit on any to-hit roll of a six, and to fight another character in single combat. The melee precision hit is hardly much, but the shooting one can see forces like the Orks be utterly unable to fight (take out the PK nob).

3) Vector strike is a shooting attack that occurs in the movement phase. It counts as firing one weapon. Orks are fairly underpowered. They rarely make competitive armies besides mass flakka-dakka with mekboys.

4) Most armies have no open topped vehicles, and the ones that do find them gone by turn 1 or 2, as they have terribad armour. And land raiders are never seen en masse, due to their overpricing.

5) You forget that fliers can see over objects and other units. Barrage weapons allow you to wound enemies from the centre of the blast, thus circumventing cover oftentimes. And it is rare to see any player even bother to assault. Even the Ork players prefer shoota boyz over sluggas.

6) Melee units such as terminators are far to costly to even bother with, and the ones that aren't so costly evaporate under fire.

7) Read your own posts. Your only method so far is: walk forwards, hit them with any melee unit. Insta-win!

8) Still not a single iota of evidence...

9) Refute all you like. I challenge you to make a tactica thread on the matter, to educate us "noobs". Please, enlighten us as to why your delusions are so powerful.


Consolidate into combat? @ 2013/11/14 12:48:19


Post by: EVIL INC


Bill, I would say that if your opponent had only a single small unit of gaunts to assault you with, than something was wrong. He should have hammered your gunline with shooting to whittle your ranks down a little bit beforehand. That small unit of gaunts should have been screening nasties so that after you were done overwatch (possibly removing a couple disposable gribblies, his heavy hitters waltz in scott free. With the new random assault distance and their ability to go further, they can do this from a full 12 inches away at times. rarely will you ever see a player roll under a six. Where was his monstrous creature fliers and his guy that pops up and makes all nearby units take wounds based on leadership tests?

Selym
1. If the shoe fits, wear it. Thus far you have provided no evidence at all beyond saying that shooting is op and melee is useless. I have provided game mechanics and in game examples to demonstrate my point. th/sh termies? I have not even mentioned marines in this. As a matter of fact, I have concentrated on bugs and orks. I have played several different armies ranging from chaos (my main one for decades), to marines of different flavors (toyed with orks and elder, pun intended) and now have a decent guard, grey knight and marine armies. Having played since rogue trader, I have had time to collect and use many different armies and go through the game using many different rulesets. I consider myself only an average gamer who would be much better if I stooped to mathhammer instead of using tactics and strategy.As far as being unable to win a game, I came in first at our last tourney and usually average about 3rd.
2. You only roll sixes? Perhaps someone should check your dice. Those loaded things must be mean on leadership rolls and psychic tests, or do you have a separate set for those that only roll low numbers? Even without their power claw nob, orks are devastating in combat. The huge number of dice they can roll even after having been whittled down by shooting along with being fearless (they will have more than 12 in the unit when they roll into you on turn 2 (turn one if they did not get the initiative).
3. Vecter strike is when a creature gets to assault another flyer in the movement phase. You can guarantee a chaos turkey will take out a flyer a turn with that. I will say, the orks are due for a new codex but using certain cheese lists, they can still be effective.
4. Orks have open topped vehicles and those battlewagons shielded by mechs almost always hit enemy lines. Dark elder also usually hit enemy lines as well with the wargear and jink combined. Space marine armies (there are many different ones and yes, they each count as a separate army( and you rarely see less than two land raiders as they are usually used in pairs. You cant just say "space marines and have it encompass them all as they are each separate. Grey knights (I find these especially good) all have assault vehicles that pop their units down in your face.
5. Yes, flyers can see over some objects such as infantry and some vehicles. You still need to draw a line of sight. This means that you can have parts of units take cover behind even a lowly rhino and buildings are still effective LOS blockers. That is unless they use non-standard flying bases. Barrage weapons can fire over walls. Sometimes they might even hit I wouldn't hold my breath very often on that though. However, they do not ignore terrain. When your unit is in area terrain or better yet, the ground floor of a ruin, they still get their cover or in the case of the ruins or buildings simply laugh as the dust settles around the from the top floor because barrage weapons always hit the top floor.
6. I usually don't take termies myself. Too many eggs in one basket. I found that larger units of power armored marines are more survivable and still have a great armor save that more often than not allows them to shrug off overwatch shots.
7. I have read my own posts. Not a single one says walk forward/insta win. There are many ways to get to grips with the enemy (I will write a tutorial and post it soon). I used to run afoul of some of them and have learned to compensate but as it is impossible to avoid melee, I still get hit at times. I learned from these different people and their different tactics over the years and employ their tactics myself when I want to reach combat.
8. re-read the posts. I am the only one who has provided evidence. You could start putting some forward to support your own.
9.I will indeed post a tactica thread on it. There you may post your delusions of why shooting is the only aspect of the game and why they have totally removed close combat from it altogether and why it is impossible to ever EVER reach close combat in any circumstances along with why it is impossible for a close combat oriented model to ever EVER win close combat against a lowly guardsman with a gun and bayonet.


Consolidate into combat? @ 2013/11/14 12:55:42


Post by: Makutsu


I'm pretty sure no one here thinks that you have provided solid evidence besides putting down a statement that "melee is OP".

I like how you actually say that you have provided evidence while you in reality haven't.

Most of your examples are so wrong that it's not even worth counter arguing...
Like Vector strike is when a creature gets to assault another flyer?
WHAT? Vector strike is treated as a shooting attack for all purposes by the rules.

And NO ONE EVER has said that melee is utterly useless, everybody has just agreed to
Shooting > Melee

And stop insulting people with accusations such as "delusions", "maybe you should check your dice", these words just make you sound like you lack all support for your statements.

So, stop trolling and learn how to discuss something properly without insulting anybody.


Consolidate into combat? @ 2013/11/14 13:20:23


Post by: EVIL INC


This is a quote from Selym "Please, enlighten us as to why your delusions are so powerful". I am the one being insulted. I used the term "delusion" to point out to him how it felt to have someone use it towards him. Your apology is accepted and assumed.
Indeed, you like how I say I have provided evidence. If you read the posts, you will like how it is actually there even more.
Vector strike is counted as shooting in the rules in that the target gets to make a jink save. There is no other cover because the models are actually touching one another at that point in time and the "shooting" attack is the game representation of the models clawing and biting at the other flyer as it goes by. In my mind, when you are clawing and biting at someone, it is a close combat attack jink save or not.
You guys keep on and on about how useless close combat it and how OP shooting is.
So feel free to stop trolling and learn to discuss a topic without insulting others. This is a public forum and you we all need to "live together". Learn that not everyone has had the same experiences that you have and that you are not the end all be all font of godly information. You can ALWAYS learn something new or get new perspectives. I learn new things all the time because my mind is open to them. We may not agree on this and that is fine by me because I understand that we are not mindless robots to be programmed. However, I will continue to support my position in a reasonable and respectful manner so we can do this dance (and I am willing to) forever for hundreds upon hundreds of pages or until the thread is locked. The choice is yours. Accept that I see the topic differently, or keep trolling.


Consolidate into combat? @ 2013/11/14 13:41:24


Post by: Makutsu


EVIL INC wrote:
This is a quote from Selym "Please, enlighten us as to why your delusions are so powerful". I am the one being insulted. I used the term "delusion" to point out to him how it felt to have someone use it towards him. Your apology is accepted and assumed.
Indeed, you like how I say I have provided evidence. If you read the posts, you will like how it is actually there even more.
Vector strike is counted as shooting in the rules in that the target gets to make a jink save. There is no other cover because the models are actually touching one another at that point in time and the "shooting" attack is the game representation of the models clawing and biting at the other flyer as it goes by. In my mind, when you are clawing and biting at someone, it is a close combat attack jink save or not.
You guys keep on and on about how useless close combat it and how OP shooting is.
So feel free to stop trolling and learn to discuss a topic without insulting others. This is a public forum and you we all need to "live together". Learn that not everyone has had the same experiences that you have and that you are not the end all be all font of godly information. You can ALWAYS learn something new or get new perspectives. I learn new things all the time because my mind is open to them. We may not agree on this and that is fine by me because I understand that we are not mindless robots to be programmed. However, I will continue to support my position in a reasonable and respectful manner so we can do this dance (and I am willing to) forever for hundreds upon hundreds of pages or until the thread is locked. The choice is yours. Accept that I see the topic differently, or keep trolling.


Uh, that's him? so if people do something wrong you think it's ok to continue doing it?
I'm sorry but I'm not apologizing as it isn't I who said that.

Uh, the target isn't allowed to make a jink save for vector strike? Please check your rules first.
Also, it isn't CC because the other units can strike you back when you vector strike and that is what CC actually is.

At least I didn't say melee was useless, and I haven't really seen anybody say melee is useless.
Implying it is weak compared to shooting doesn't equate to being useless.

Again, no one says that melee is useless, and I always run lists with melee units, but these melee units are limited due to the nature of the rules.
- Khorne Beserkers per say, there's no way to get them into CC without getting getting blasted to bits, with a LR that boosts their units to 400-500 pts.
That's very expensive compared to say a Riptide or 3 Broadsides which can dish out the same amount of damage at ranged.

The main way nowadays to get around from being blasted off the table is high toughness units, fast units, or a combination of both.
I don't think I've ever seen any assault units outside of those criteria in tournament lists.
This is mainly due to the strength of shooting > assault.

Also, how can you then explain that most tournament lists are all Tau and Eldar then?
The lists they have all focus on heavy shooting if not mobility and shooting.
It's pretty obvious now that assault just is not as competitive as shooting unless with units that are heavily geared towards it.


Consolidate into combat? @ 2013/11/14 14:04:36


Post by: EVIL INC


The tau have the special support fire rule that is unique to them. I do feel that that is a little over the top. Of course, with the riptide and a few other things, they are coming into a little more close combat abilities as well. My main beef with them is the support fire and targeting lasers. Personally, I feel that you should be able to get a cover save from those because just as with a gun,ou need to hit the target to get the lil red light on them. However, because the tau have a few exploitable rules is not a reason to totally discount close combat. I got ate up by support fire exactly one time. After that, I learned to angle my approach to them where the extra units were not able to get a direct LOS towards my assaulting unit(s) or where if they did, I would get a cover save. Again, this is where transports come into play by parking them between your assaulting unit and those support fire squads to deny them their shots.

Eldar are actually very effective in close combat. Their abundance of power and force weapons, high initiative and speed allow them to hit hard.

When I speak of strategy, Part of that is in your build. shooting and close combat combined make up the game. Despite your claims otherwise, close combat still plays a vital role. A role that usually decides who wins or loses the game. As a matter of fact, my last game in the tourney I won last weekend was down to close combat with a guardsman and a dire avenger. Last turn of the game, he killed my guardsman and was denied the objective because I had parked a transport in such a way that he was unable to get within 3 inches of the objective we were fighting over with his follow up move. had I not used my transport in that way, he could have tied the game.

All told, it is a science fiction space game where guns are SUPPOSED to play a vital role. Removing them from the game would be like removing swords from warhammer fantasy battle.


Consolidate into combat? @ 2013/11/14 14:22:43


Post by: Selym


Dear lord, this is going to be a long post.

Warning: Absurdly long post to follow. Tl;Dr: Shooting is more powerful than melee, I have given evidence to prove it, EVIL INC has not evidenced his assertion that the opposite is true.

EVIL INC wrote:
1) 1. If the shoe fits, wear it. Thus far you have provided no evidence at all beyond saying that shooting is op and melee is useless. I have provided game mechanics and in game examples to demonstrate my point. th/sh termies? I have not even mentioned marines in this. As a matter of fact, I have concentrated on bugs and orks. I have played several different armies ranging from chaos (my main one for decades), to marines of different flavors (toyed with orks and elder, pun intended) and now have a decent guard, grey knight and marine armies. Having played since rogue trader, I have had time to collect and use many different armies and go through the game using many different rulesets. I consider myself only an average gamer who would be much better if I stooped to mathhammer instead of using tactics and strategy.As far as being unable to win a game, I came in first at our last tourney and usually average about 3rd.

2) 2. You only roll sixes? Perhaps someone should check your dice. Those loaded things must be mean on leadership rolls and psychic tests, or do you have a separate set for those that only roll low numbers? Even without their power claw nob, orks are devastating in combat. The huge number of dice they can roll even after having been whittled down by shooting along with being fearless (they will have more than 12 in the unit when they roll into you on turn 2 (turn one if they did not get the initiative).

3) 3. Vecter strike is when a creature gets to assault another flyer in the movement phase. You can guarantee a chaos turkey will take out a flyer a turn with that. I will say, the orks are due for a new codex but using certain cheese lists, they can still be effective.

4) 4. Orks have open topped vehicles and those battlewagons shielded by mechs almost always hit enemy lines. Dark elder also usually hit enemy lines as well with the wargear and jink combined. Space marine armies (there are many different ones and yes, they each count as a separate army( and you rarely see less than two land raiders as they are usually used in pairs. You cant just say "space marines and have it encompass them all as they are each separate. Grey knights (I find these especially good) all have assault vehicles that pop their units down in your face.

5) 5. Yes, flyers can see over some objects such as infantry and some vehicles. You still need to draw a line of sight. This means that you can have parts of units take cover behind even a lowly rhino and buildings are still effective LOS blockers. That is unless they use non-standard flying bases. Barrage weapons can fire over walls. Sometimes they might even hit I wouldn't hold my breath very often on that though. However, they do not ignore terrain. When your unit is in area terrain or better yet, the ground floor of a ruin, they still get their cover or in the case of the ruins or buildings simply laugh as the dust settles around the from the top floor because barrage weapons always hit the top floor.

6) 6. I usually don't take termies myself. Too many eggs in one basket. I found that larger units of power armored marines are more survivable and still have a great armor save that more often than not allows them to shrug off overwatch shots.

7) 7. I have read my own posts. Not a single one says walk forward/insta win. There are many ways to get to grips with the enemy (I will write a tutorial and post it soon). I used to run afoul of some of them and have learned to compensate but as it is impossible to avoid melee, I still get hit at times. I learned from these different people and their different tactics over the years and employ their tactics myself when I want to reach combat.

8) 8. re-read the posts. I am the only one who has provided evidence. You could start putting some forward to support your own.

9) 9.I will indeed post a tactica thread on it. There you may post your delusions of why shooting is the only aspect of the game and why they have totally removed close combat from it altogether and why it is impossible to ever EVER reach close combat in any circumstances along with why it is impossible for a close combat oriented model to ever EVER win close combat against a lowly guardsman with a gun and bayonet.


1) Evidence I have provided in this thread, in chronological order:

 Selym wrote:

In 5th you could make a reasonable effort with assault, but it was not much better than shooting, now in 6th, even Tyranids have to focus on shooting.
Melee is almost entirely out of the question in this ed, everyone is slapping down gunlines, using fliers, and generally invalidating anything less than TH/SS termies.

 Selym wrote:

2) Define [*snip*] "characters". The battle in 6th tends to be decided by the big guns, not the pen knife Pvt. Larry has in his backpack. I have seen (and been on both ends of) games where one side gets shot off the table before getting within 6" of an enemy model.

 Selym wrote:

3) No. Shooting is not op. Excessive cheese units, however, are. It just so happens that those cheese unit in this edition happen to have guns, and don't take to melee particularly well.

 Selym wrote:

4) I have minimal experience of fleet, but transports are something I know about. The average Methul Bawks will not allow you to assault on the turn you disembark. Considering that you'll be spending one turn moving, and then another moving/disembarking, at best a transported unit will assault on turn 3. Assuming they/their transport was not shot to death.
If something like a LR is taken, a turn 2 transport assault is possible. However, it costs 220-250 points base, and does sod all for most of the game.
If open-topped transports are taken, they tend to be on the rather flimsy side, offering about as much protection as the proverbial cardboard box (I'm looking at you,Battlewagon).
Loosing to a shooty army may be partially down to personal faults. Such as the choice to take a knife to a gunfight.

 Selym wrote:

5) Huh, and here I was thinking that open spaces are safer than those terrain pieces. Silly me. /sarcasm.
In a world where heldrakes ignore your saves, shooty units flank you (via either deployment or maneuverability), it's quite a bit harder to get cover than in the last ed. As for transports, I covered that in (4).

 Selym wrote:

6) Overwatch isn't the problem. It just exacerbates the mechanics already in place. And Tau like to abuse it.

 Selym wrote:

3) Name some. Cheese this ed: Heldrakes (cannot assault), Riptide (is immeasurably better shooting than assaulting), Vendettas (cannot assault). And so on.

 Selym wrote:

5) You seem to forget how fliers and barrage weapons work. And the fact that meatshields can be circumvented. And that there are numerous weapons around that ignore cover. It takes an uncommonly skilled player to succeed in assault, unless they're playing daemons. In which case, they may have a fair chance.

 Selym wrote:

9) [*snip*] And as for "simply rushing across", I don't do that. I tried advancing through cover and using transports, it never worked out. So I've moved onto being shooty. And it has proved far more effective.

 Selym wrote:

2) The black and white words for the rulebook allow them to choose who to hit on any to-hit roll of a six, and to fight another character in single combat. The melee precision hit is hardly much, but the shooting one can see forces like the Orks be utterly unable to fight (take out the PK nob).

 Selym wrote:

3) Vector strike is a shooting attack that occurs in the movement phase. It counts as firing one weapon. Orks are fairly underpowered. They rarely make competitive armies besides mass flakka-dakka with mekboys.

 Selym wrote:

4) Most armies have no open topped vehicles, and the ones that do find them gone by turn 1 or 2, as they have terribad armour. And land raiders are never seen en masse, due to their overpricing.

 Selym wrote:

5) You forget that fliers can see over objects and other units. Barrage weapons allow you to wound enemies from the centre of the blast, thus circumventing cover oftentimes. And it is rare to see any player even bother to assault. Even the Ork players prefer shoota boyz over sluggas.

 Selym wrote:

6) Melee units such as terminators are far to costly to even bother with, and the ones that aren't so costly evaporate under fire.


In addition to this, there are the other posters on this thread who oppose your point of view.

Evidence you have provided:

EVIL INC wrote:
Warhammer 40k is still a "hero" game where the battle is won or lost in close combat.

EVIL INC wrote:
the fault lies in yourself.

EVIL INC wrote:
The irrefutable fact remains, the game is geared towards close combat and the close combat armies have always had the advantage. This remains so now. The gap is narrowing but it is still there.

EVIL INC wrote:
If you are unable to make your way past a lasgun, try posting a thread for help in the tactics and strategy section and asking others with more experience to help you out and assist you in learning to wargame. Spamming here that shooting is too powerful and putting up bogus reasons will never help you. Become a better player and simply learn to overcome your weaknesses.


And most spectacularly (regarding the removal of consolidating into assault):
EVIL INC wrote:
Taking that out of the game did not give gunline armies any advantage at all. As a matter of fact the game is still close combat game oriented. It merely balanced it out a little bit to help add in more tactics and strategy


2)I never said I only roll sixes, just that they had the potential to be powerful.

3)Pg 43, BRB, "Vector Strike": "At the end of the movement phase, nominate any one unengaged enemy unit the model has moved over that turn. This unit may even be an enemy flyer. That unit takes [calculation] hits, resolved at [calculation]. Against vehicles, these hist are resolved against the target's side armour. A model that made a Vector Strike counts as having already fired one weapon in its following shooting phase."
Nothing to do with assault. It's an effect that occurs during the movement phse, counting as having shot a weapon.

4)Correction: You'll rarely see any LR's at all. Ever.

5) #Heldrakes. That rhino will only cover one flank of a unit, we're living in a 3-dimensional world, not a 2-d platformer. Yes, barrage weapons can scatter 3d6", and only hit the top of buildings. But not everyone will have overhead cover, and there is a 1/3 chance of not scattering at all. And it won't always scatter the full 18".

6) Who are also far more capable when used as a gunline...

7) If you are finding it impossible to avoid melee, it is you who needs some learning. Lesson 1: Point the barrel of the gun at the enemy. Lesson 2: Fire.

8) Just done so, point 1 of this post. And no, you are still not providing evidence.

9) I have never mentioned that shooting is the only aspect of the game. None of us have. You, however, are asserting that it is the inferior aspect.
Btw:
EVIL INC wrote:There you may post your delusions of why shooting is the only aspect of the game and why they have totally removed close combat from it altogether and why it is impossible to ever EVER reach close combat in any circumstances along with why it is impossible for a close combat oriented model to ever EVER win close combat against a lowly guardsman with a gun and bayonet.
Wat. Use some commas, please. And what do you mean "it is impossible for a close combat oriented model to ever EVER win close combat against a lowly guardsman with a gun and bayonet"?

____________________________________
{Part 2}
____________________________________

EVIL INC wrote:
10)This is a quote from Selym "Please, enlighten us as to why your delusions are so powerful". I am the one being insulted. I used the term "delusion" to point out to him how it felt to have someone use it towards him. Your apology is accepted and assumed.

11)Indeed, you like how I say I have provided evidence. If you read the posts, you will like how it is actually there even more.

12)Vector strike is counted as shooting in the rules in that the target gets to make a jink save. There is no other cover because the models are actually touching one another at that point in time and the "shooting" attack is the game representation of the models clawing and biting at the other flyer as it goes by. In my mind, when you are clawing and biting at someone, it is a close combat attack jink save or not.

13)You guys keep on and on about how useless close combat it and how OP shooting is.

14)So feel free to stop trolling and learn to discuss a topic without insulting others. This is a public forum and you we all need to "live together". Learn that not everyone has had the same experiences that you have and that you are not the end all be all font of godly information. You can ALWAYS learn something new or get new perspectives. I learn new things all the time because my mind is open to them. We may not agree on this and that is fine by me because I understand that we are not mindless robots to be programmed.However, I will continue to support my position in a reasonable and respectful manner so we can do this dance (and I am willing to) forever for hundreds upon hundreds of pages or until the thread is locked. The choice is yours. Accept that I see the topic differently, or keep trolling.


10) Don't be pompous, it doesn't suit you.

11)Point (1).

12) Refer to point (3).

13) None of us have called melee useless, or shooting OP. In fact, I stated earlier:
 Selym wrote:

3) No. Shooting is not op.


14)
EVIL INC wrote:
the fault lies in yourself.




I'm going to take a break now, my keyboard is tired.


Consolidate into combat? @ 2013/11/14 15:05:13


Post by: EVIL INC


Evidence provided by myself that support my point of view.
EVIL INC wrote:

1. Make use of cover-currently, more cover saves are allowed than ever before. You don't even need to actually be in cover, the silly tactic of staggering and mixing units alone gives you saves in the wide open spaces. Use buildings, vehicles and other units as cover and your killy killy units make t to combat unscathed. Use transports effectively.
2. Overwatch- by itself allows you to kill a model or two at the most since you need natural sixes to hit never mind those that actually wound still need to wound and allow armor saves. There is also the fact that they can only fire at the first unit making the charge attempt. You charge first with your cheapy throwaway unit and follow up with your heavy hitters.

EVIL INC wrote:

3. Yes, cheese units are overpowered. For every cheese unit with a gun, you will see 2 that are geared towards close combat
"

EVIL INC wrote:

4. Learn to use your transports. You may have your games confused "Methul Bawks" are not items used in 40k.The ability to hop out of a transport in the enemy deployment zone into cover where you get a 4+ save in addition to your armor save and striking first if you are assaulted after deployment is a great thing. Then shooting and assaulting on your following turn is even more great. Add in the large numbers of open toped or assault vehicles where you can just assault right out of them and you top off the cake.
5. Getting cover saves is actually easier now than ever before. You don't even have to be in cover, just have another unit intermixed and you get it in the wide open. So yes, if you are unable to get one, it is due to your own lack of playing skill.
6. Throwaway units are just that. cheap units that you spend next to zero points for to guarantee your heavy hitters take out who you want them to. Again, check your own playing skill if you are unable to effectively use them. Tau overwatch can be killer. Fortunately, after you get into close combat, they are dead (even if lowly guardsmen assault them.
"

EVIL INC wrote:

4. Believe it or not, you ARE allowed to assault out ork trucks and battlewagons and storm ravens along with such items as the 3 land raider varients. All of which you see quite often (usually in multiples). Look into the rulebook under open topped and assault vehicles. The rules are listed for them in there and explain in detail about how you are able to assault out of them. Combine that with the ability to disembark out of non-assault vehicles up to 6 inches into cover to get a 4+ save, 5+ on the rare occasions you are unable to get a 4+ which is indeed rare, shoot and be in cover when assaulted make even non-assault transports effective. Another option is to use those non assault transports as mobile cover to walk and run behind safely across the field of battle in which case you have a mobile piece of terrain to provide cover (that is if you are so shortsighted as to want to ignore normal cover or the ability to intertwine units.
5. I am well aware of how fliers and barrage weapons work. You might want to look up the rules for the in the rule book to refresh your memory.Fliers still need to have a line of sight to a target so their targets are just as able to get cover from their shots as they are from land based shots. Additionally, if a flyer has chosen to fire at land based targets, any additional shots they take at other flyers will be snap shots. Barrage weapons do not ignore cover (except for a rarely used and overpriced guard variant). The shots are considered to have come from the center of the blast instead of the actual model firing it. This means that it is still possible to get cover saves from them. Additionally, if fired indirectly, it deviates the full distance rolled. So yes, even the newest players can make it into an assault and it is a rare player that is bad enough that cant. Again, seek help learning the game and how to play it.
6. 5 points per model is very cheap. Effectively next to zero when taken into account the underpricing of the hard hitting close combat units. When your heavy hitter close combat unit is underpriced by 5 points and it takes a 5 points per model to make the meat shield that guarantees they make it into battle, the meat shields are practically free.

EVIL INC wrote:

2. You only roll sixes? Perhaps someone should check your dice. Those loaded things must be mean on leadership rolls and psychic tests, or do you have a separate set for those that only roll low numbers? Even without their power claw nob, orks are devastating in combat. The huge number of dice they can roll even after having been whittled down by shooting along with being fearless (they will have more than 12 in the unit when they roll into you on turn 2 (turn one if they did not get the initiative).
4. Orks have open topped vehicles and those battlewagons shielded by mechs almost always hit enemy lines. Dark elder also usually hit enemy lines as well with the wargear and jink combined. Space marine armies (there are many different ones and yes, they each count as a separate army( and you rarely see less than two land raiders as they are usually used in pairs. You cant just say "space marines and have it encompass them all as they are each separate. Grey knights (I find these especially good) all have assault vehicles that pop their units down in your face.
5. Yes, flyers can see over some objects such as infantry and some vehicles. You still need to draw a line of sight. This means that you can have parts of units take cover behind even a lowly rhino and buildings are still effective LOS blockers. That is unless they use non-standard flying bases. Barrage weapons can fire over walls. Sometimes they might even hit I wouldn't hold my breath very often on that though. However, they do not ignore terrain. When your unit is in area terrain or better yet, the ground floor of a ruin, they still get their cover or in the case of the ruins or buildings simply laugh as the dust settles around the from the top floor because barrage weapons always hit the top floor.

Of course you arte entitled to your opinion and I respect that. facts and evidence however do not support your position. I will continue to disagree with you I will continue to think that close combat is still an effective part of the game, I will continue to believe that it is not a waste. I will continue to not think that just because an army has more guns, it will auto win. I will continue to believe that strategy and tactics can win a game. I will continue to believe that I have a right to express my opinion and disagree with you. We can play this game forever with me stating my opinions and you trolling. We have filled up two pages and I am willing to fill up as many as the server can handle before crashing in order to exercise my right to my opinion and support it with facts. So feel free to keep trolling or feel free to respect the fact that I have a right to my own point of view and to support it.


Consolidate into combat? @ 2015/08/01 08:50:30


Post by: Selym


Because I'm getting sick of requoting every individual thing, I'll just put my comments in cyan inside the quote:

EVIL INC wrote:
Evidence provided by myself that support my point of view.
EVIL INC wrote:

1. Make use of cover-currently, more cover saves are allowed than ever before. You don't even need to actually be in cover, the silly tactic of staggering and mixing units alone gives you saves in the wide open spaces. Use buildings, vehicles and other units as cover and your killy killy units make t to combat unscathed. Use transports effectively.
Not evidence, you are simply assuming we have never tried this.

2. Overwatch- by itself allows you to kill a model or two at the most since you need natural sixes to hit never mind those that actually wound still need to wound and allow armor saves. There is also the fact that they can only fire at the first unit making the charge attempt. You charge first with your cheapy throwaway unit and follow up with your heavy hitters. It's still another mechanic that strengthens shooting, and weakens melee. It's not much of a game changer, but the little things stack up. Also, we're already well aware of "send in the fodder first".


EVIL INC wrote:

3. Yes, cheese units are overpowered. For every cheese unit with a gun, you will see 2 that are geared towards close combat.
Incorrect on a fundamental level. That level being the actual units in the game. You have yet to name ONE cheesy melee unit. I, however, have named several cheesy shooty units.


EVIL INC wrote:

4. Learn to use your transports. You may have your games confused "Methul Bawks" are not items used in 40k.The ability to hop out of a transport in the enemy deployment zone into cover where you get a 4+ save in addition to your armor save and striking first if you are assaulted after deployment is a great thing. Then shooting and assaulting on your following turn is even more great. Add in the large numbers of open toped or assault vehicles where you can just assault right out of them and you top off the cake. Standard saves are 5+, not 4+. Additionally, you are far from guaranteed getting into cover this way. Especially if the cover in place is an ADL, which would only help the gunline.

5. Getting cover saves is actually easier now than ever before. You don't even have to be in cover, just have another unit intermixed and you get it in the wide open. So yes, if you are unable to get one, it is due to your own lack of playing skill.
I have already commented on this. It is incorrect.

6. Throwaway units are just that. cheap units that you spend next to zero points for to guarantee your heavy hitters take out who you want them to. Again, check your own playing skill if you are unable to effectively use them. Tau overwatch can be killer. Fortunately, after you get into close combat, they are dead (even if lowly guardsmen assault them. You tell us that it is our playing skill that prevents us from winning with assault, yet tournament level players from yesteryear are failing miserably when attempting to assault in competitive games. And the more you spend on fodder, the less offensively capable you become.


EVIL INC wrote:

4. Believe it or not, you ARE allowed to assault out ork trucks and battlewagons and storm ravens along with such items as the 3 land raider varients. I never said you couldn't.
All of which you see quite often (usually in multiples). Nopesicles. Look into the rulebook under open topped and assault vehicles. I have. The rules are listed for them in there and explain in detail about how you are able to assault out of them. Yes. Either with great difficulty or not at all on the TT. Combine that with the ability to disembark out of non-assault vehicles up to 6 inches into cover to get a 4+ save, 5+ on the rare occasions you are unable to get a 4+ which is indeed rare The std. save is 5+ in this Ed. 4+ is uncommon, unless you took fortifications for your gunline., shoot and be in cover when assaulted make even non-assault transports effective. Again, nope.
Another option is to use those non assault transports as mobile cover to walk and run behind safely across the field of battle in which case you have a mobile piece of terrain to provide cover (that is if you are so shortsighted as to want to ignore normal cover or the ability to intertwine units. You seem to think that we've never tried any of this. We have. It is ineffective.

5. I am well aware of how fliers and barrage weapons work. And yet somehow still sorely underestimate them. You might want to look up the rules for the in the rule book to refresh your memory. Just commented on that in my last post. Fliers still need to have a line of sight to a target so their targets are just as able to get cover from their shots as they are from land based shots. Hell to the no. Additionally, if a flyer has chosen to fire at land based targets, any additional shots they take at other flyers will be snap shots. And we care, because? Barrage weapons do not ignore cover (except for a rarely used and overpriced guard variant). They circumvent cover by blasting from behind it. The shots are considered to have come from the center of the blast instead of the actual model firing it. Exactly. Thus circumventing cover. This means that it is still possible to get cover saves from them. Never denied it, just mentioned it as an obstacle to getting saves. Additionally, if fired indirectly, it deviates the full distance rolled. Which can be as little as 3" on the 2/3 chance that scatter happens. So yes, even the newest players can make it into an assault and it is a rare player that is bad enough that cant. I refer you to the tourney level. Even they cannot make assault be more effective than shooting. Again, seek help learning the game and how to play it. How about you actually play a game of 6th Ed 40k?
6. 5 points per model is very cheap. Effectively next to zero when taken into account the underpricing of the hard hitting close combat units. When your heavy hitter close combat unit is underpriced by 5 points and it takes a 5 points per model to make the meat shield that guarantees (there are no guarantees in 40k) they make it into battle, the meat shields are practically free. Melee units tend to be overpriced in this ed.


EVIL INC wrote:

2. You only roll sixes? Never said I did. Perhaps someone should check your dice. Those loaded things must be mean on leadership rolls and psychic tests, or do you have a separate set for those that only roll low numbers? Even without their power claw nob, orks are devastating in combat. Welcome to 40k, may I introduce you to AV11+ and 2+ saves? The huge number of dice they can roll even after having been whittled down by shooting along with being fearless (they will have more than 12 in the unit when they roll into you on turn 2 Assuming the other guy forgot to bring guns. (turn one if they did not get the initiative) Wat. Assaults happen, at best, on turn 2..
4. Orks have open topped vehicles and those battlewagons shielded by mechs almost always hit enemy lines Until someone plays any kind of anti-armour.. Dark elder also usually hit enemy lines as well with the wargear and jink combined. Hey, guys, I just heard that AV10/11 is impenetrable! Space marine armies (there are many different ones and yes, they each count as a separate army( and you rarely see less than two land raiders as they are usually used in pairs. Very few people spend 440-500 pts or more on LR, as they are far too costly. You cant just say "space marines and have it encompass them all as they are each separate. Where did I say that? Grey knights (I find these especially good) all have assault vehicles that pop their units down in your face. And get munched by weight of fire.
5. Yes, flyers can see over some objects such as infantry and some vehicles. You still need to draw a line of sight. This means that you can have parts of units take cover behind even a lowly rhino and buildings are still effective LOS blockers. They can't block more than one flank. It is possible to move around them to get a shot. That is unless they use non-standard flying bases. Barrage weapons can fire over walls. Sometimes they might even hit I wouldn't hold my breath very often on that though. They auto-hit 1/3 times, and don't always scatter the full 18" However, they do not ignore terrain. When your unit is in area terrain or better yet, the ground floor of a ruin, they still get their cover or in the case of the ruins or buildings simply laugh as the dust settles around the from the top floor because barrage weapons always hit the top floor.


Of course you arte entitled to your opinion and I respect that. "delusions". facts and evidence however do not support your position. You have not read anything, have you. I will continue to disagree with you I will continue to think that close combat is still an effective part of the game, I will continue to believe that it is not a waste. We never said it was a waste, we are arguing that your assertion that melee is more powerful than shooting is incorrect. I will continue to not think that just because an army has more guns, it will auto win. I will continue to believe that strategy and tactics can win a game. Yes, they can. It also helps if your codex was written by ward and has lots of guns. I will continue to believe that I have a right to express my opinion and disagree with you. You do, that was not the argument. We can play this game forever with me stating my opinions and you trolling.Your opinions have no basis in fact, and trolling is something I don't do. We have filled up two pages and I am willing to fill up as many as the server can handle before crashing in order to exercise my right to my opinion and support it with facts. You seem to think that this argument is about me trying to supress you right to speak... So feel free to keep trolling or feel free to respect the fact that I have a right to my own point of view and to support it. I agree, you do have a right. Just as I have the right to prove that you are incorrect.


You call this evidence?



Consolidate into combat? @ 2013/11/14 16:01:58


Post by: EVIL INC


Absolutely, and that is just a taste of possible ways to get around a gunline. of course, this is a dynamic game where after you use those tactics to beat them, they will devise different builds and tactics which you in turn will have to counter and so on and so forth. Then after doing that a bit, you could always go back to your original build and tactics and win again because they will be tailored for something else. It is often also a matter of being a rock paper scissors game but a strategist and tactician can still come out ahead.


Consolidate into combat? @ 2013/11/14 16:03:42


Post by: Selym


EVIL INC wrote:
Absolutely, and that is just a taste of possible ways to get around a gunline. of course, this is a dynamic game where after you use those tactics to beat them, they will devise different builds and tactics which you in turn will have to counter and so on and so forth. Then after doing that a bit, you could always go back to your original build and tactics and win again because they will be tailored for something else. It is often also a matter of being a rock paper scissors game but a strategist and tactician can still come out ahead.


Would anyone else like to explain to him why he is wrong? He's not even trying to string together a coherent argument.



Automatically Appended Next Post:
 Makutsu wrote:
Spoiler:
Hey, I've started to play Fantasy lately and there was one really cool rule about it.
If you chase your enemy and you run into another unit you get into combat with that other unit.

The idea is if your D6" consolidation allows one model from your unit to base with an enemy model, then you can get into combat with that unit.
This prevents gunline armies that bunch up in a corner as one assault unit would just tear through the entire army.

I think this adds a lot more tactical decision to the gunline army side as:
- they can't deploy too close to each other, but needs to make sure the range is good enough to support another unit.
- Bunching up at a distance means pie plate bait, so again more decision on how to spread out.

What do you guys think?


Ah, Makutsu, it seems we have gone wildly off topic before even the end of page 1.

On Topic, I would like to see either the consolidation rule return, or just generally more reliable melee in 40k.


Consolidate into combat? @ 2013/11/14 16:12:22


Post by: ZebioLizard2


 Selym wrote:
EVIL INC wrote:
Absolutely, and that is just a taste of possible ways to get around a gunline. of course, this is a dynamic game where after you use those tactics to beat them, they will devise different builds and tactics which you in turn will have to counter and so on and so forth. Then after doing that a bit, you could always go back to your original build and tactics and win again because they will be tailored for something else. It is often also a matter of being a rock paper scissors game but a strategist and tactician can still come out ahead.


Would anyone else like to explain to him why he is wrong? He's not even trying to string together a coherent argument.



Automatically Appended Next Post:
 Makutsu wrote:
Spoiler:
Hey, I've started to play Fantasy lately and there was one really cool rule about it.
If you chase your enemy and you run into another unit you get into combat with that other unit.

The idea is if your D6" consolidation allows one model from your unit to base with an enemy model, then you can get into combat with that unit.
This prevents gunline armies that bunch up in a corner as one assault unit would just tear through the entire army.

I think this adds a lot more tactical decision to the gunline army side as:
- they can't deploy too close to each other, but needs to make sure the range is good enough to support another unit.
- Bunching up at a distance means pie plate bait, so again more decision on how to spread out.

What do you guys think?


Ah, Makutsu, it seems we have gone wildly off topic before even the end of page 1.

On Topic, I would like to see either the consolidation rule return, or just generally more reliable melee in 40k.


I think he's just trolling, he won't provide proof, all of the things he said as 'proof' are easily denied just by looking things over, and generally yes.


Consolidate into combat? @ 2013/11/14 16:26:28


Post by: EVIL INC


I think nit is funny that any time someone has an opinion that is different from your own you spam nonsense and ignore actual facts and evidence that is given to you in a logical and reasonable fashion tossing out strawman arguments of your own. When you are unable to support your position, you toss about the word trolling in a vain attempt to discredit them. Spam all you like, reasonable and experienced players can see that it is indeed you who are trolling. I am more than willing to feed your trolling because I am willing to support the fact that I have a right to an opinion, a right to express it and support it with facts and evidence. Besides, your antics are funny.


Consolidate into combat? @ 2013/11/14 16:37:42


Post by: Selym


EVIL INC wrote:
I think nit is funny that any time someone has an opinion that is different from your own you spam nonsense and ignore actual facts and evidence that is given to you in a logical and reasonable fashion tossing out strawman arguments of your own. When you are unable to support your position, you toss about the word trolling in a vain attempt to discredit them. Spam all you like, reasonable and experienced players can see that it is indeed you who are trolling. I am more than willing to feed your trolling because I am willing to support the fact that I have a right to an opinion, a right to express it and support it with facts and evidence. Besides, your antics are funny.

EVIL INC wrote:
We can play this game forever with me stating my opinions and you trolling. So feel free to keep trolling or feel free to respect the fact that I have a right to my own point of view and to support it.


Thus far you have made nothing more than wild assertions, whilst calling those who oppose you "trolls". You also insinuate that we are incompetent, and that we have no idea how to make an effective argument or even use basic game mechanics.

I and several others have used evidence to support our arguments, and you have done no more than tell us that you've used evidence.

I hereby declare you to be trolling, and cease to bother replying to you.


Consolidate into combat? @ 2013/11/14 17:11:57


Post by: EVIL INC


Thus far, I have made valid statements and I have supported them with factual evidence citing actual game mechanics while you make wild claims and refuse to support them. Just because I disagree with you, you started calling me a troll, telling me I have no right to have an opinion that differs from your own, that I have no right to express my opinion or support it with evidence and insinuate that I am incompetent as a player and unable to win games. You furthermore even flat out called me a liar when I stated that I have been playing this game since Rogue Trader.
Your behavior is what is called trolling in the "online" vernacular.
If you wish to stop trolling, than good, you will no longer be wasting the time of the rest of us.


Consolidate into combat? @ 2013/11/14 17:23:04


Post by: Selym


So, as we were saying, consolidating into combat would balance out the melee forces to some degree, but it would be possible to construct an unstoppable rape train if the enemy kept a 6" or less spread of units.

It seems that if there were some way of making melee more reliable, whilst upholding the strengths of shooting, we'd be onto something.

Perhaps making it so that you can run and assault, and making whatever rule that already allows you to do that into something else...

Or we could make it so that you can only consolidate into one extra unit, rather than all of them.


Consolidate into combat? @ 2013/11/14 18:35:30


Post by: EVIL INC


Actually, consolidating into combat with secondary units was removed because it unbalanced the game. The removal of it has actually helped bring a more balanced and well rounded game.
if it were to be brought back, I would want to see something brought in to help counterbalance it in other ways. For example, the secondary assault targets getting overwatch shots of their own at BS 2 so that they hit on a 5 or 6.
I can see MAYE going into a single second unit if it gets a regular overwatch shot. However, when something is already fixed and no longer broken, I don't see why re-breaking it would be necessary.
As it is now a 12 inch assault from a unit that is able to cross the field unscathed on turn one is bad enough already. Add in to that units like the special genestealers that just pop out of the terrain your in without even having to bother crossing the field tip it way over.


Consolidate into combat? @ 2013/11/14 18:38:24


Post by: Selym


I'm getting a buzzing noise.

Back when the consolidation rule was removed, it was because at the time melee was far more powerful than shooting. Not that the opposite is the case, having something to buff melee would be nice.

Still, I think that if consolidation into assault was brought back, we should keep the current consolidation distance (max 6"), and only allow it to take you into a second unit, rather than a third, fourth etc.


Consolidate into combat? @ 2013/11/14 19:31:28


Post by: techsoldaten


 Makutsu wrote:

It's really your fault for bunching them up so that he could consolidate into combat with your next unit.
I don't know about back then, but with a D6" consolidate, unless you are really bunched up chances are you won't get assaulted by that.

So now you're split up, and the enemy has to make a decision as well, should I focus more of my melee units into this side or go after the other side of the table?
It adds tactical depth to both side, gunline armies have to be more considerate when deploying and melee based armies have to decide which side they need to throw units at.

OH I KNEW SOMEBODY WOULD BLAME ME FOR IT! IT'S ON NOW BROTHA!

Seriously, the tables at GW stores were a lot smaller back then.

We were playing on a table with city terrain, I kept my guys out of the alleys and in place to shoot, more than 6 inches from anywhere the stealers could get out of.

50+ models do get bunched up when you are trying to make someone come to you.


Consolidate into combat? @ 2013/11/14 19:34:38


Post by: Selym


 techsoldaten wrote:
 Makutsu wrote:

It's really your fault for bunching them up so that he could consolidate into combat with your next unit.
I don't know about back then, but with a D6" consolidate, unless you are really bunched up chances are you won't get assaulted by that.

So now you're split up, and the enemy has to make a decision as well, should I focus more of my melee units into this side or go after the other side of the table?
It adds tactical depth to both side, gunline armies have to be more considerate when deploying and melee based armies have to decide which side they need to throw units at.

OH I KNEW SOMEBODY WOULD BLAME ME FOR IT! IT'S ON NOW BROTHA!

Seriously, the tables at GW stores were a lot smaller back then.

We were playing on a table with city terrain, I kept my guys out of the alleys and in place to shoot, more than 6 inches from anywhere the stealers could get out of.

50+ models do get bunched up when you are trying to make someone come to you.

Foot guard laugh at your concept of a full board!

And also laugh at your concept of "too many bodies".

And "too much artillery".



Consolidate into combat? @ 2013/11/14 21:54:05


Post by: Makutsu


 techsoldaten wrote:
 Makutsu wrote:

It's really your fault for bunching them up so that he could consolidate into combat with your next unit.
I don't know about back then, but with a D6" consolidate, unless you are really bunched up chances are you won't get assaulted by that.

So now you're split up, and the enemy has to make a decision as well, should I focus more of my melee units into this side or go after the other side of the table?
It adds tactical depth to both side, gunline armies have to be more considerate when deploying and melee based armies have to decide which side they need to throw units at.

OH I KNEW SOMEBODY WOULD BLAME ME FOR IT! IT'S ON NOW BROTHA!

Seriously, the tables at GW stores were a lot smaller back then.

We were playing on a table with city terrain, I kept my guys out of the alleys and in place to shoot, more than 6 inches from anywhere the stealers could get out of.

50+ models do get bunched up when you are trying to make someone come to you.


I do understand that 50+ models gets bunched up easily, but that's the whole point.
You can either trade off for tanks instead and not get consolidated every turn into a new combat, or risk the chance of that.

Fluffwise
If you have 50 guys in a room and a group of crazy guns wielding chain axes coming in to slice everything up.
The closer you are the less chance you will have to actually shoot at it.
Right now, it's as if I kill 10 guys I stand around and wait for you to shoot me instead of continuing slicing dicing through when you are right beside me.


Consolidate into combat? @ 2013/11/15 00:04:18


Post by: StarTrotter


Okay I'm sorry but Selym, no more arguments with EVIL INC. He likely means well (and or is trolling), but he is being rather beligerant and blindly dogmatic. Any counter arguments that I have posted are ignored and then he goes about claiming riptides = cc. At this point, I feel it best for us to lay down our arms as it will get us nowhere. A debate that goes nowhere is useless in the end and when you have several players pointing out flaws and they won't budge that's when it is time to jack out for good

Honestly I'm pondering that this random consolidate really wouldn't cause that much disruption. A d6 isn't going to frequently help you charge others that I know of. Perhaps it would even help hordes since they havem ore mass to charge other places. The problem right now isn't with fast assaulters but instead with too fragile for their cost and too slow cc monsters that usually have crummy saves. If an ork blob reaches the enemy, it might be useful to give them that chance to blob around and then charge again.


Consolidate into combat? @ 2013/11/15 02:51:04


Post by: EVIL INC


Thread started in tactics to help teach players to more effectively use assault armies and to demonstrate that close combat is not only still part of the game but also a lethally effective aspect. Kindly keep the trolling to a minimum there.


Consolidate into combat? @ 2013/11/15 03:21:37


Post by: Makutsu


EVIL INC wrote:
Thread started in tactics to help teach players to more effectively use assault armies and to demonstrate that close combat is not only still part of the game but also a lethally effective aspect. Kindly keep the trolling to a minimum there.


Funny thing is no one seems to agree that melee > shooting.


Consolidate into combat? @ 2013/11/15 04:45:36


Post by: EVIL INC


That's funny, I have seen where there are a great many who disagree with you. You have the right to believe that close combat is no longer a part of the game and no longer exists. that is your right, I will continue to disagree with you.


Consolidate into combat? @ 2013/11/15 05:01:50


Post by: Makutsu


EVIL INC wrote:
That's funny, I have seen where there are a great many who disagree with you. You have the right to believe that close combat is no longer a part of the game and no longer exists. that is your right, I will continue to disagree with you.


I'm done talking to you on this thread and moving back to my original concept, you seem to think that "I think that CC is dead" I don't know where you're pulling this from but stop putting out accusations that I did not say.


Automatically Appended Next Post:
 StarTrotter wrote:
Okay I'm sorry but Selym, no more arguments with EVIL INC. He likely means well (and or is trolling), but he is being rather beligerant and blindly dogmatic. Any counter arguments that I have posted are ignored and then he goes about claiming riptides = cc. At this point, I feel it best for us to lay down our arms as it will get us nowhere. A debate that goes nowhere is useless in the end and when you have several players pointing out flaws and they won't budge that's when it is time to jack out for good

Honestly I'm pondering that this random consolidate really wouldn't cause that much disruption. A d6 isn't going to frequently help you charge others that I know of. Perhaps it would even help hordes since they havem ore mass to charge other places. The problem right now isn't with fast assaulters but instead with too fragile for their cost and too slow cc monsters that usually have crummy saves. If an ork blob reaches the enemy, it might be useful to give them that chance to blob around and then charge again.


Well, that's why a D6 is actually decent, not good enough to break the game but bring that slight adjustment to help melee out.
Melee is really suffering from getting blasted while marching across the table, the reward should be great enough to compensate for it.


Consolidate into combat? @ 2013/11/15 05:35:58


Post by: Spetulhu


 Selym wrote:
Still, I think that if consolidation into assault was brought back, we should keep the current consolidation distance (max 6"), and only allow it to take you into a second unit, rather than a third, fourth etc.


Huh? It didn't allow you to fight another combat immediately, it just locked you with the new unit. Which was still unfair as the melee unit not only got protection from shooting but could then hack down their opponents in the enemy CC phase, consolidate again and be fresh for the next move+charge. In the best cases the melee deathstar didn't have to take a single shot after they reached their first CC - there were supporting units coming at the enemy from other sides so manuever room quickly ran out.


Consolidate into combat? @ 2013/11/15 05:38:24


Post by: Peregrine


 Makutsu wrote:
Melee is really suffering from getting blasted while marching across the table, the reward should be great enough to compensate for it.


But it already is. If you get into melee range against a pure shooting army (the kind that is capable of shooting you off the table before you can charge) you're going to slaughter them effortlessly. Once you charge the only thing your opponent can hope for is that you win combat in your turn and are exposed for a moment before charging and slaughtering the next units. Adding the ability to consolidate into combat does nothing to help with the frustrating games where you never make it into combat, it just makes the game even more one-sided once you do.


Consolidate into combat? @ 2013/11/15 05:48:25


Post by: Makutsu


 Peregrine wrote:
 Makutsu wrote:
Melee is really suffering from getting blasted while marching across the table, the reward should be great enough to compensate for it.


But it already is. If you get into melee range against a pure shooting army (the kind that is capable of shooting you off the table before you can charge) you're going to slaughter them effortlessly. Once you charge the only thing your opponent can hope for is that you win combat in your turn and are exposed for a moment before charging and slaughtering the next units. Adding the ability to consolidate into combat does nothing to help with the frustrating games where you never make it into combat, it just makes the game even more one-sided once you do.


Shooting units can blast off 1-2 units before an assault unit can reach them or at least weaken them enough so that they actually can fight back, on the other hand an assault unit will most likely only kill 1.

Also, for some reason, the new shooting units are tough as nails, even dedicated assault units can't always take them out effectively...
Couple of examples:
1. Daemon Prince vs Commander with S10 AP1 attack, charging into terrain was kinda my fault, but still getting ID by that Commander wasn't fun, shooty units should not be allowed to carry such a weapon to the battlefield...
2. Fleshhounds vs Broadsides/Riptides, couldn't do anything for the majority of time due to the 2+ save.
Just some examples of shooty units being pretty though in CC, my fault for charging the wrong units but still they are pretty hard to crack sometimes.

Also, consolidation again is only D6", so if your units are 6" apart this would not be a problem.
This would disallow people from bunching behind an Aegis like what they do right now.
Maybe adding an overwatch for a successful consolidate into CC would be nice too


Consolidate into combat? @ 2013/11/15 07:05:54


Post by: Selym


 StarTrotter wrote:
Okay I'm sorry but Selym, no more arguments with EVIL INC. He likely means well (and or is trolling), but he is being rather beligerant and blindly dogmatic. Any counter arguments that I have posted are ignored and then he goes about claiming riptides = cc. At this point, I feel it best for us to lay down our arms as it will get us nowhere. A debate that goes nowhere is useless in the end and when you have several players pointing out flaws and they won't budge that's when it is time to jack out for good

Honestly I'm pondering that this random consolidate really wouldn't cause that much disruption. A d6 isn't going to frequently help you charge others that I know of. Perhaps it would even help hordes since they havem ore mass to charge other places. The problem right now isn't with fast assaulters but instead with too fragile for their cost and too slow cc monsters that usually have crummy saves. If an ork blob reaches the enemy, it might be useful to give them that chance to blob around and then charge again.

I already stopped trying:

 Selym wrote:
I and several others have used evidence to support our arguments, and you have done no more than tell us that you've used evidence.
I hereby declare you to be trolling, and cease to bother replying to you.


Consolidate into combat? @ 2013/11/15 09:04:17


Post by: StarTrotter


Oh I am very sorry one that loathes metal boxes. I, alas, in my exhaustion from arguing uselessly with EVIL INC and tired of his gloating and general belittling as well as arguments of evidence that was simply not there (or was factually incorrect) to the point I just grew tired of reading the messages.

Yet again, my apologies.


Consolidate into combat? @ 2013/11/15 12:30:26


Post by: EVIL INC


Makutsu, Good, than stop cluttering up the thread dedicated towards helping people get past their inability to effectively use close combat units to win games.
You guys have already made up your mind that close combat is no longer a part of the game and is now useless. I have yet to see a single guardsman wipe out an entire ork or bug army simply because he has a lasgun. Stay here and complain or lean tactics and strategies to help you overcome this. Personally, I can win with a shooty army against a close combat army or I can trade with my opponent and use their list and still win (8 out of 10 times more easily). Keep your heads in the sand and ignore facts. You just cant help some people.


Consolidate into combat? @ 2013/11/15 14:08:50


Post by: Farseer Faenyin


I remember those sweeping advance Blood Angel armies. Not fun at all to combat. :-P

That being said, I could see reasons for the rule to come back now that Overwatch is present.


Consolidate into combat? @ 2013/11/15 14:23:12


Post by: Makutsu


EVIL INC wrote:
Makutsu, Good, than stop cluttering up the thread dedicated towards helping people get past their inability to effectively use close combat units to win games.
You guys have already made up your mind that close combat is no longer a part of the game and is now useless. I have yet to see a single guardsman wipe out an entire ork or bug army simply because he has a lasgun. Stay here and complain or lean tactics and strategies to help you overcome this. Personally, I can win with a shooty army against a close combat army or I can trade with my opponent and use their list and still win (8 out of 10 times more easily). Keep your heads in the sand and ignore facts. You just cant help some people.


I'm not sure if this is against the rules of shoving words in people's mouths as you seem to do it quite often.
Last time, NO ONE EVER SAID THAT CC IS USELESS


Consolidate into combat? @ 2013/11/15 14:40:20


Post by: Selym


 Makutsu wrote:
EVIL INC wrote:
Makutsu, Good, than stop cluttering up the thread dedicated towards helping people get past their inability to effectively use close combat units to win games.
You guys have already made up your mind that close combat is no longer a part of the game and is now useless. I have yet to see a single guardsman wipe out an entire ork or bug army simply because he has a lasgun. Stay here and complain or lean tactics and strategies to help you overcome this. Personally, I can win with a shooty army against a close combat army or I can trade with my opponent and use their list and still win (8 out of 10 times more easily). Keep your heads in the sand and ignore facts. You just cant help some people.


I'm not sure if this is against the rules of shoving words in people's mouths as you seem to do it quite often.
Last time, NO ONE EVER SAID THAT CC IS USELESS

Nor (EVIL INC), is this thread "dedicated towards helping people get past their inability to effectively use close combat units".
It is about the viability of bringing back the consolidate into combat rules, evaluating its possible effect on the game, and whether there are other rules that could do a better job.


Consolidate into combat? @ 2013/11/15 16:06:32


Post by: Co'tor Shas


Watching this argument go back and forth is highly entertaining.


Consolidate into combat? @ 2013/11/15 16:11:57


Post by: EVIL INC


Indeed, I am on topic here. Bringing that rule back is not really viable as it was taken out for the reason of it being broken. I'ts removal did not balance the game enough so they added in overwatch to try to make it a little more even. My point here is that I simply do not think bringing it back is a viable option and would only re-break the game. Because I simply made this statement you instigated the flamefest.


Consolidate into combat? @ 2013/11/15 17:05:39


Post by: techsoldaten


 Co'tor Shas wrote:
Watching this argument go back and forth is highly entertaining.

Pass the popcorn nom nom.

Units should be able to consolidate into close combat d6 after assault AND 3d6 after shooting, ignoring cover. 40k would just be more 'balanced' that way. Anyone who disagrees is weird.


Consolidate into combat? @ 2013/11/15 17:26:46


Post by: White Ninja


EVIL INC wrote:
We even have had many bug and ork players shave their gaming boards down even smaller yet to make it worse (oh the other other guy wont notice if my table is 2 inches smaller than regulation).
Actually per the rules for deployment as written you should always be measuring from the centerline anyways so they are starting the same distance away and only really taking away a whole inch away from the enemy to hide in on their own side. Now you have just given yourself less room to spread out in your own deployment zone as well so any arty army can do more damage if they get turn one.
Also even though I never actually played under the terror of genestealers being able to get into combat once with my guardsman and then it becoming a contest to see if I could run my units far enough away to stop them from staying their and killing everything. Even with overwatch two good sized units of genestealers could likely slaughter their way through all of a tau gun line in short order. Sure the battlesuits might survive but then they would now be alone against the entire remaining force.


Consolidate into combat? @ 2013/11/15 17:33:02


Post by: StarTrotter


EVIL INC wrote:
Makutsu, Good, than stop cluttering up the thread dedicated towards helping people get past their inability to effectively use close combat units to win games.
You guys have already made up your mind that close combat is no longer a part of the game and is now useless. I have yet to see a single guardsman wipe out an entire ork or bug army simply because he has a lasgun. Stay here and complain or lean tactics and strategies to help you overcome this. Personally, I can win with a shooty army against a close combat army or I can trade with my opponent and use their list and still win (8 out of 10 times more easily). Keep your heads in the sand and ignore facts. You just cant help some people.


Last post, I never said CC was dead. CC might be the inferior of the two options, but that doesn't make it useless. Certain units can still do it well and even sub par units with a bit of skill, luck, outplay, and copious use of cover can make it to the enemy to beat face. I play Chaos Daemons, borrow my friend's Nids, and I play with berzerkers. I loooove CC. The only game where I don't use CC is in my mechguard and that is more because cc doesn't really work with a tank army xD

Honestly I think that the consolidate into combat is an odd one. It's only d6 meaning that you can never trust it. It's a worse charge than your usual 2d6 charge. Your mooodels have bunched up from cc. Would 6" be enough? not enough? Who knows. And it would yet again bring more randomness to a game already random. I think the biggest problem is that the two are just so inherently opposite it is maddening to make the two equal. Guns? You bet your sweet lasgun they wreck CC oriented units! .... until they get charged. Now, there are units specialized in shooting that through certain ways or another happen to be good at cc (and some vice versa), they tend to fall. Personally, I almost wish there was a way to renovate the whole the model in the front always dies. 5th edition's model removal was pretty open to exploitation. Multiwound,, multiple armor saves.... people made this their plaything. At the same time, it made it so slower cc units could actually make it to CC in enough time to make a difference.


Consolidate into combat? @ 2013/11/15 17:42:44


Post by: Co'tor Shas



That's what you call model cows!


Consolidate into combat? @ 2013/11/15 19:14:57


Post by: EVIL INC


I thought the model cows were slanneshi? lol
I still feel (and am validated in many ways) that it was removed for a reason, to balance the game. Others disagree with me (and are validated if they use the exact same army builds and tactics without changing or updating them to take into account the newer rules) and want it returned.
However, personally I feel that that is more due to not wanting to update armies (buy new models or change their list) and LIKING their old tactics because they worked for them. A lot of this is nostalgia. heck, I want to go back to every single model in a chaos army having the ability to have random mutations and have khorne champions having plasma cannons for arms and so forth. Just because I liked those rules does not mean that they would make the current edition's rules balanced. I rather like the newer rules where guns actually play a valid part and it is no longer a matter of rock paper scissors in who wins. I understand that others disagree and I would never try to deny them their right to their opinion. Now if only they were to allow me my right to mine, I would be happy.


Consolidate into combat? @ 2013/11/15 19:39:14


Post by: Makutsu


EVIL INC wrote:
I thought the model cows were slanneshi? lol
I still feel (and am validated in many ways) that it was removed for a reason, to balance the game. Others disagree with me (and are validated if they use the exact same army builds and tactics without changing or updating them to take into account the newer rules) and want it returned.
However, personally I feel that that is more due to not wanting to update armies (buy new models or change their list) and LIKING their old tactics because they worked for them. A lot of this is nostalgia. heck, I want to go back to every single model in a chaos army having the ability to have random mutations and have khorne champions having plasma cannons for arms and so forth. Just because I liked those rules does not mean that they would make the current edition's rules balanced. I rather like the newer rules where guns actually play a valid part and it is no longer a matter of rock paper scissors in who wins. I understand that others disagree and I would never try to deny them their right to their opinion. Now if only they were to allow me my right to mine, I would be happy.


I didn't even play 5th edition so to me, this is what feels right.
I have never experienced your so called OP assault, at least never ever in this edition.
I played against multiple lists with heavy assault with DE and I have managed to table them every single time.

No one here is not allowing you to have your own opinions, but not accepting the proofs and facts that over people provide is not ok.


Consolidate into combat? @ 2013/11/15 20:08:00


Post by: EVIL INC


I speak from experience of the game that dates from the time of Rogue trader and taking part in tournaments from 2nd edition to the present. your personal anecdotal evidence does not necessarily represent overall evidence. There are many builds where an op assault is still possible and I have seen the sweep the tournament circuit. True, there are also shooty ones that do the same but this is a good thing. Before, you only saw assault armies win in the tourneys while now you are seeing a broader spectrum of armies and builds win.


Consolidate into combat? @ 2013/11/15 20:12:20


Post by: Makutsu


EVIL INC wrote:
I speak from experience of the game that dates from the time of Rogue trader and taking part in tournaments from 2nd edition to the present. your personal anecdotal evidence does not necessarily represent overall evidence. There are many builds where an op assault is still possible and I have seen the sweep the tournament circuit. True, there are also shooty ones that do the same but this is a good thing. Before, you only saw assault armies win in the tourneys while now you are seeing a broader spectrum of armies and builds win.


I agree that if Assault was dominating all of the tournaments then it's a good thing to see that shooting nowadays can take their own hold at tournaments.
The main thing is though, this role is now being reversed with Tau & Eldar standing at the top with their big guns plowing down on all the assault lists.
This isn't just my personal experience but the overall meta in general.

My personal experience just demonstrates how strong a shooty list can devastate an assault heavy list.


Consolidate into combat? @ 2013/11/15 20:29:43


Post by: EVIL INC


Keep in mind that a huge part of why elder are coming ahead is due in part for their close combat abilities rather than purely their shooting abilities. Trust me, I have faced the 1250 point jetcouncil/multiplefarseer combined with dark elder indy character giving them stealth. That is one hard close combat nut to crack that is virtually impossible to stop from rolling down your lines and that is the predominant elder build you see in the tourney circuit.
Tau... yes, they are broken. the support fire for overwatch is broken (although sometimes I wish I had it with my guard lol). and I personally feel that you should get cover saves from being hit by marker lights. true, they don't do actual damage but they would still need to actually "tag" you with it just as they would have to "tag" you with a damaging shot. The option to split fire into so many targets from a single unit is also crazy. Like longfangs on steroids but they can deep strike into the middle of your army and do it with more guns at close range (I would say that the unit should be able to target 2 separate units at the most).
I would say a shooty list CAN devastate an assault list. Likewise, an assault list CAN devastate an shooty list. I still think it comes down to build, strategy and tactics and luck of the dice as to who wins.


Consolidate into combat? @ 2013/11/15 20:40:02


Post by: Makutsu


EVIL INC wrote:
Keep in mind that a huge part of why elder are coming ahead is due in part for their close combat abilities rather than purely their shooting abilities. Trust me, I have faced the 1250 point jetcouncil/multiplefarseer combined with dark elder indy character giving them stealth. That is one hard close combat nut to crack that is virtually impossible to stop from rolling down your lines and that is the predominant elder build you see in the tourney circuit.
Tau... yes, they are broken. the support fire for overwatch is broken (although sometimes I wish I had it with my guard lol). and I personally feel that you should get cover saves from being hit by marker lights. true, they don't do actual damage but they would still need to actually "tag" you with it just as they would have to "tag" you with a damaging shot. The option to split fire into so many targets from a single unit is also crazy. Like longfangs on steroids but they can deep strike into the middle of your army and do it with more guns at close range (I would say that the unit should be able to target 2 separate units at the most).
I would say a shooty list CAN devastate an assault list. Likewise, an assault list CAN devastate an shooty list. I still think it comes down to build, strategy and tactics and luck of the dice as to who wins.


The jetseercouncil + Dark Eldar combo is a deathstar that utilizes heavily with psychic powers.
The seer council is hard to kill and it doesn't kill very well as most models aren't actually amazing in CC, but they can take a beating that's why they are so good.
Farsight bomb on the other hand is impossible to even touch with CC, 12" movement + 2D6" jump with amazing ranged guns makes it impossible to kill them.
They also, kill 2-3 units a turn if they know what they are doing.
But again I don't think deathstars are a good measurement of how good CC or shooting is.

Tau and Eldar just made shooting > assault a lot more prominent because they utilize the core book's rule to the maximum.
Of course everything CAN but how likely is the question.
The thing is Shooting has no risks no matter what, but assault you could potentially lose your own units if you roll badly unlike shooting.


Consolidate into combat? @ 2013/11/15 21:48:38


Post by: EVIL INC


I don't know, shooting can have risks. In order to take a shot, you need to get out where the enemy can see you and shoot back (unless your tau of course.
Likewise, a lot of shooting entails you getting in range which leaves you open to being assaulted in return. Again, except for tau.
I'm see a pattern here. To me, it is not a matter of shooting being overpowered but a matter of tau being overpowered. Armies like guard aren't really any better off. I think that if we addressed that, it would help ease the tensions a little bit. lol, for example. 1.get rid of support fire on overwatch 2. give cover saves from marker lights 3. instead of a d6 jump after the assault phase, make it less, like a set 3 for example.


Consolidate into combat? @ 2013/11/16 02:31:49


Post by: Co'tor Shas


EVIL INC wrote:
I don't know, shooting can have risks. In order to take a shot, you need to get out where the enemy can see you and shoot back (unless your tau of course.
Likewise, a lot of shooting entails you getting in range which leaves you open to being assaulted in return. Again, except for tau.
I'm see a pattern here. To me, it is not a matter of shooting being overpowered but a matter of tau being overpowered. Armies like guard aren't really any better off. I think that if we addressed that, it would help ease the tensions a little bit. lol, for example. 1.get rid of support fire on overwatch 2. give cover saves from marker lights 3. instead of a d6 jump after the assault phase, make it less, like a set 3 for example.


1. A single unit can still only over-watch once, and they can only supporting fire units within 6" so it is no that OP. Besides, on a 12 man fire warrior squad within 15" that only 4 hits.
2. Actually I agree fully with this one.
3. So make them worse in every way to jump-packs? BTW it's 2d6.

My main (and only) army is tau, so my opinion will be biased.


Consolidate into combat? @ 2013/11/16 05:48:56


Post by: Bobthehero


I park on my side of the board and lose most of the games, I don't to have something else that feths me over.


Consolidate into combat? @ 2013/11/23 20:54:26


Post by: Red Marine


No. Absolutely not.

This is coming from a BAs player.


Consolidate into combat? @ 2013/11/24 03:07:27


Post by: Slayer le boucher


ACHIEVEMENT UNLOCKED!!!!, absurdly long WALL OF TEXT OF DOOM posts thread unlocked!!

More seriously, i miss when in 3rd Ed my Zerkers could wipe an half army with 2 units by just sweep advance in it...


Consolidate into combat? @ 2013/11/25 16:00:42


Post by: AlmightyWalrus


How about we let units consolidate into combat (once per turn) if they successfully wipe out an enemy unit when charging? It's kinda like overrun in Fantasy and it'd partially solve the eternal issue of CC units not wanting to win combat on the charge to avoid fire.


Consolidate into combat? @ 2013/11/25 16:49:46


Post by: Selym


 AlmightyWalrus wrote:
How about we let units consolidate into combat (once per turn) if they successfully wipe out an enemy unit when charging? It's kinda like overrun in Fantasy and it'd partially solve the eternal issue of CC units not wanting to win combat on the charge to avoid fire.

Is that once per turn per army, or once per turn per unit per army?
I'm all for the consolidation idea, if it's given some limitations.


Consolidate into combat? @ 2013/11/26 01:49:40


Post by: knas ser


 AlmightyWalrus wrote:
How about we let units consolidate into combat (once per turn) if they successfully wipe out an enemy unit when charging? It's kinda like overrun in Fantasy and it'd partially solve the eternal issue of CC units not wanting to win combat on the charge to avoid fire.


That's pretty nice. I'd need to think it over but at first impression, that's a pretty neat way of resolving this.


Consolidate into combat? @ 2013/11/27 18:31:32


Post by: AlmightyWalrus


 Selym wrote:
 AlmightyWalrus wrote:
How about we let units consolidate into combat (once per turn) if they successfully wipe out an enemy unit when charging? It's kinda like overrun in Fantasy and it'd partially solve the eternal issue of CC units not wanting to win combat on the charge to avoid fire.

Is that once per turn per army, or once per turn per unit per army?
I'm all for the consolidation idea, if it's given some limitations.


Once per turn per unit. If it's too powerful there's always the option of making it count as a disordered charge.

The problem with this though is that it doesn't solve the main problem of CC, which is that most CC units don't get to CC quickly enough in the first place. As I said though, it partially solves the whole overkill on the charge dilemma.


Consolidate into combat? @ 2013/11/27 20:58:33


Post by: Makutsu


I think if they sweep, or overkill then they may attempt to do it.

If you do, you declare first eat another overwatch and then roll D6".
D6" isn't that far so it's actually not necessarily a good idea to eat a overwatch to "maybe" get into CC.
Provides the tactical decision to both sides, since it would be dangerous to bunch things up now.


Consolidate into combat? @ 2013/11/27 21:09:50


Post by: Selym


 Makutsu wrote:
I think if they sweep, or overkill then they may attempt to do it.

If you do, you declare first eat another overwatch and then roll D6".
D6" isn't that far so it's actually not necessarily a good idea to eat a overwatch to "maybe" get into CC.
Provides the tactical decision to both sides, since it would be dangerous to bunch things up now.

And could see the Tau having to gamble with their overwatching


Consolidate into combat? @ 2013/11/28 06:52:48


Post by: Trasvi


Honestly, this isn't actually going to solve the big 'issue' with combat units dying before they reach combat.
The main thing is that footslogging combat units are too exposed for too much of the game, and can only really threaten one unit or perhaps two at a time. The good combat units are fast. Deep striking, infiltrating, outflanking, cavalry, jetpacks, whatever. Things that only have to weather a single round of shooting before they are in combat.

That being said, 40k does have the ridiculous flaw that you want to cause minimal casualties on the charge and wipe the enemy on the second turn. And likewise, a shooty army wants to be wiped out first turn rather than holding on, hoping for double 6's on leadership. To me that is one of the fatal flaws of the game.

My 'solution' would be to allow consolidate in to combat- but allow overwatch (perhaps even with a +BS modifier) if they try.
I'd also allow:
a) any unit can voluntarily fail their leadership test to flee combat, also gaining +1 initiative to run away.
b) any unit can 'toy with their victims' by continuing combat (with charging bonuses( rather than removing the enemy via sweeping,




Consolidate into combat? @ 2013/11/29 12:40:26


Post by: Frozen Ocean


Selym, have you seen EVIL's signature? It also links to an unedited post of yours;

Selym wrote:Inquisitor Kavaroth.

Also a heretic, but oh well.


EVIL INC's signature wrote:
Selym wrote:EVIL INC you are indeed correct. I'm sorry.

I'm glad you finally realized that.


Um...



Consolidate into combat? @ 2013/11/29 13:37:14


Post by: Selym


 Frozen Ocean wrote:
Selym, have you seen EVIL's signature? It also links to an unedited post of yours;

Selym wrote:Inquisitor Kavaroth.

Also a heretic, but oh well.


EVIL INC's signature wrote:
Selym wrote:EVIL INC you are indeed correct. I'm sorry.

I'm glad you finally realized that.


Um...




I knew he'd fabricated it, but I didn't realize it was that fabricated!





Consolidate into combat? @ 2013/11/29 14:10:32


Post by: Frozen Ocean


I discovered it myself when I quoted your earlier posts for exactly the same purpose; to get the little code that makes your avatar show up in the quote box. Apparently it also links to the post being quoted, so he must have taken it from your Inquisitor Kavoroth post.

EDIT: Annnnd now he's changed it.


Consolidate into combat? @ 2013/11/29 21:46:18


Post by: Zewrath


I love you EVIL INC! Most amusing troll I've seen in months, I had many good laughs reading through all the pages for the sole purpose of reading your insane claims.


Consolidate into combat? @ 2013/11/29 21:51:29


Post by: Selym


Zewrath wrote:
I love you EVIL INC! Most amusing troll I've seen in months, I had many good laughs reading through all the pages for the sole purpose of reading your insane claims.

Ah, yes. He amuses us all

Now, back where we need to be:

The best way to abuse cover, it seems, is to be Jump INF or MC. You can move fast into cover, and then jump out from behind it.

Using this, and a little bit of hammer and anvil, you could herd your opponent into a CC trap.


Consolidate into combat? @ 2013/11/30 01:25:50


Post by: Frozen Ocean


I think that consolidation would be a fine thing to add. Bear in mind, even the best CC units won't last forever. Those Firewarriors are going to roll sixes sometimes, and each consolidation gets yet another Overwatch in your face (not counting Supporting Fire). With the inherent weakness of assault in this edition, a d6" consolidation into combat (even if they do manage to daisy-chain through multiple units more than once) doesn't mean they're simply going to steamroll everything.

I like the "CC trap" idea, Selym. Without consolidation, such a thing would only ever work on one unit, because the CC unit would be wiped out by the resulting retaliation of shooting focused on them.

Still. I hope for good things for CC when the new Tyranid Codex finally spores in.

EDIT: I just felt a shiver of joy as I imagined what it would be like if the Tyranid Codex created a similar dynamic as with Hordes, opening charge lanes for a stampeding Carnifex.


Consolidate into combat? @ 2013/11/30 11:50:04


Post by: Zewrath


To be honest, I think 6th edition took a step in the right direction when they reworked the CC system and AP values on different profiles.

1. Different power weapon profiles. I love how you can tailor your CC unit/character to combat a specific target, they even made power lances for the hit & run boys to play with.

2. They made it so a unit that was MADE for CC would be far more superior than those who where not and removed flawed systems, like 2-3 Commissars chopping away powered armored dudes because he had 30+ bodies to hide behind, making his shooty tarpit unit way more effective in CC than what was intended.

3. HoW and MC. Awesome new CC rules that made fighting huge hulking beasts even more scary.

However, with shooting already being really strong in 5th edition, the equal ammounts of buffs given to an already powerfull aspect of the game simply tips the powerbar in favor of shooting. WIth all that said though, I am still mentally scared from the days of BA Turbo charged engines, assaulting me with contemptuous ease in my own deployment zone, only to proced to my next unit. There was little to no counterplay and 40K just looked like a steampunked edition of WHFB, because everyone was just riding stupid transporters with swords and shields and axes and rushed charging towards eachother, while laughing at the guy with the gun.


Consolidate into combat? @ 2013/12/01 01:04:20


Post by: Frozen Ocean


Zewrath wrote:
To be honest, I think 6th edition took a step in the right direction when they reworked the CC system and AP values on different profiles.

1. Different power weapon profiles. I love how you can tailor your CC unit/character to combat a specific target, they even made power lances for the hit & run boys to play with.

2. They made it so a unit that was MADE for CC would be far more superior than those who where not and removed flawed systems, like 2-3 Commissars chopping away powered armored dudes because he had 30+ bodies to hide behind, making his shooty tarpit unit way more effective in CC than what was intended.

3. HoW and MC. Awesome new CC rules that made fighting huge hulking beasts even more scary.


I agree with all of this. I remember reading the new Smash rules in particular and loving it, as well as weapons having stats (although I wish they'd given chainswords AP6 at least, or made them an upgrade since C/SMs already have combat knives). It's unfortunate how it destroyed some things, though, like Eldar Banshees hunting Terminators and the like (I really though they would have gotten AP2 swords in 6E, but no). At the same time, Terminators no longer have to fear everyone with a cheap power weapon, which is good for them. Also, the ability to choose your flavour of power weapon is lovely, just for personalisation reasons. I gave all of my Khorne Terminators power axes just because they're Khorne (and because I like power axes).


Consolidate into combat? @ 2013/12/01 02:14:59


Post by: Alpharius


Quick reminder - do NOT post personal attacks against anyone.

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Thanks!


Consolidate into combat? @ 2013/12/02 11:02:00


Post by: disdamn


I don't see a problem with being able to consolidate into CC.

I do see a problem with the random charge ranges. I would like to see a minimum charge range and possibly a random additional inches on top of that further modified by dangerous or difficult terrain.

Overwatch is just fine, and I don't see a problem with removing models from the front, thus reducing charge range.

I think the SA is way overpowered, and at most a SA should not be able to inflict more wounds than the victor's total attacks as per their profile, or maybe just D6 + 1/models in the victor's unit. This would balance it out a little more so that a single model does not wipe a blob of 19 during a SA. It just doesn't make sense to me


Consolidate into combat? @ 2013/12/02 13:48:04


Post by: Selym


 disdamn wrote:
I don't see a problem with being able to consolidate into CC.

I do see a problem with the random charge ranges. I would like to see a minimum charge range and possibly a random additional inches on top of that further modified by dangerous or difficult terrain.

Overwatch is just fine, and I don't see a problem with removing models from the front, thus reducing charge range.

I think the SA is way overpowered, and at most a SA should not be able to inflict more wounds than the victor's total attacks as per their profile, or maybe just D6 + 1/models in the victor's unit. This would balance it out a little more so that a single model does not wipe a blob of 19 during a SA. It just doesn't make sense to me

SA makes sense to me, but that's because the last time I used it was in 5th when I sent in a Biker Khorne Lord with Daemon Weapon. That Ork mob was supposed to be a tarpit


Consolidate into combat? @ 2013/12/04 19:06:24


Post by: Zewrath


 Selym wrote:
 disdamn wrote:
I don't see a problem with being able to consolidate into CC.

I do see a problem with the random charge ranges. I would like to see a minimum charge range and possibly a random additional inches on top of that further modified by dangerous or difficult terrain.

Overwatch is just fine, and I don't see a problem with removing models from the front, thus reducing charge range.

I think the SA is way overpowered, and at most a SA should not be able to inflict more wounds than the victor's total attacks as per their profile, or maybe just D6 + 1/models in the victor's unit. This would balance it out a little more so that a single model does not wipe a blob of 19 during a SA. It just doesn't make sense to me

SA makes sense to me, but that's because the last time I used it was in 5th when I sent in a Biker Khorne Lord with Daemon Weapon. That Ork mob was supposed to be a tarpit


I lol'd.