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Fixing Assault by Addressing Vehicle Disembarkation  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Screaming Shining Spear






I think we all agree that we would like transports to be a viable competitive option for CC oriented armies, however, I still feel the disembarkation order needs to be adjusted.

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Made in us
Douglas Bader






StarHunter25 wrote:
I still don't understand why being able to assault turn 1 is such a faux pax.


Because it negates the entire concept of range. Short-ranged shooting takes longer to deliver than long-ranged shooting, and melee takes longer to deliver than short-ranged shooting. That's why you start the game 24" apart and range is a stat, instead of treating it like a CCG with generic attack and defense stats and any unit being able to attack any other unit. Having reliable turn-1 charges (and reliable turn-1 rapid fire plasma, etc) bypasses these limits and takes away the entire purpose of having long-range weapons.

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Made in fi
Courageous Space Marine Captain






 Peregrine wrote:

Because it negates the entire concept of range. Short-ranged shooting takes longer to deliver than long-ranged shooting, and melee takes longer to deliver than short-ranged shooting. That's why you start the game 24" apart and range is a stat, instead of treating it like a CCG with generic attack and defense stats and any unit being able to attack any other unit. Having reliable turn-1 charges (and reliable turn-1 rapid fire plasma, etc) bypasses these limits and takes away the entire purpose of having long-range weapons.

I actually agree. In theory this is how it should work. It is just that often the costs of the units do not properly reflect their effectiveness in the game. Many long-ranged units are undercosted or the melee units are overcosted. But yeah being able to ignore the range is a bad fix for this. That being said, transports are really not used a lot in this edition, at least for transport purposes, so either there is an issue with how their rules work, or how they're costed. Though you really cannot just lower the costs, as that causes problems with transports which also have decent firepower. People already spam empty Razorbacks, and that's not ideal.

This message was edited 1 time. Last update was at 2018/04/21 10:33:36


   
Made in us
Screaming Shining Spear






 Crimson wrote:
 Peregrine wrote:

Because it negates the entire concept of range. Short-ranged shooting takes longer to deliver than long-ranged shooting, and melee takes longer to deliver than short-ranged shooting. That's why you start the game 24" apart and range is a stat, instead of treating it like a CCG with generic attack and defense stats and any unit being able to attack any other unit. Having reliable turn-1 charges (and reliable turn-1 rapid fire plasma, etc) bypasses these limits and takes away the entire purpose of having long-range weapons.

I actually agree. In theory this is how it should work. It is just that often the costs of the units do not properly reflect their effectiveness in the game. Many long-ranged units are undercosted or the melee units are overcosted. But yeah being able to ignore the range is a bad fix for this. That being said, transports are really not used a lot in this edition, at least for transport purposes, so either there is an issue with how their rules work, or how they're costed. Though you really cannot just lower the costs, as that causes problems with transports which also have decent firepower. People already spam empty Razorbacks, and that's not ideal.




Again I think if we keep the costs of the transports exactly the same, but allow for disembarkation at the end of the movement phase, with all the restrictions we mentioned earlier, melee lists would quickly adopt that tactic, rather than trying to deep strike everything.

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