Hi folks.
Because the game itself is really secondary to selling models - something they're doing more of right now than in the past 10-15 years. That's not a critique of them. I don't expect glorious, amazing rules - those days are behind them.
You will never, ever see a suppression mechanic in a game the scale of 40K with the aim at putting increasingly more models on the table, and wiping them off progressively faster each rendition.
I agree with this summery of what focus
GW have, and probably everyone can see this.
However, this does not mean to say that it a good focus, or healthy long term for the games.
GW are simply selling more models to the customers that are easy to please.The ones that do not really care about the rules/game play.
If we assume the current
GW collectors would not change buying habits, after rule s changes.(They just buy what they think looks cool any way.)
If the game play and rules were a better fit to players expectations more people would play
40k and buy into it.(Rather than the churn and burn model
GW still follows.)
I would like to challenge the current core game mechanics as the source of the problem.
So to be more specific.
In the
40k battle game , shooting is too effective compared to the density of deployment and the game turn used.
Eg The alternating game turn requires both sides units /models to have to move into effective weapons range.
If we swap out the game turn mechanic for alternating activation/turn.Then this reduces the effect of '' alpha strike'' a bit.It also increases the depth of tactics players can use.
However, shooting is still more effective at killing , compared to close combat.(As close combat requires the unit to move into contact.)
So the question is how do you want to address this imbalance?
Automatically Appended Next Post: To continue from my previous post..
There are several options to reduce the effectiveness of shooting.
A)Use more L.O.S blocking terrain to artificially limit shooting .
B)Reduce the effective range of shooting.But as the ranged as massively out of scale with the minatures as is, I am not sure if this would look right.(This is where 6mm to 15mm scale minatures have an advantage over 28mm heroic minatures in a battle game.)
C)Change the function of shooting to primarily be about controlling enemy movement.(Suppression/disabling transport etc.)
With assault being the primary method to finish off units.
D)Replace the fixed roll to hit with something more proportional.(Add limited ''to hit'' modifiers or use a scalable opposed value system.)
I believe the best results would be from a combination of C and D.