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![[Post New]](/s/i/i.gif) 2018/06/06 19:41:00
Subject: If shooting worked the same way close combat did...
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Committed Chaos Cult Marine
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Unit1126PLL wrote:If ranged worked like melee:
I shoot your unit, and if a model or two survives the shooting attack and morale, your unit cannot act during its turn.
I can then do this for every unit until I run out of bullets.
The only time units fall back from melee is if the unit's owner positioned exceptionally well (outplaying the melee player) or the melee player forgot the myriad tactics for preventing fall-back from being possible.
Or they just brought a bunch of single-model melee units that can't surround enemy models.
Don't you mean that my unit could only attack that unit that attacked it with a shooting attack back or fall back? Or have misread the rules giving assaulted player an attack back no matter how pathetic the melee attack. I mean I will totally play it your way and we can watch my units die in hail of gunfire unable to do anything back while your's get cut down by chain and blade. Seems kinda boring though. Remember, you are saying falling back isn't a thing for either of us. A successful attack means that the attacked unit can't do anything at all during its turn.
If you are going to spin the OP premise, at least try to keep it fair on how it would work. Over exaggeration hurts your argument more than helps.
Elbows wrote:That's why I said "in a science fiction setting filled with guns".
Yeah, suck it Dune with your explanation why guns don't work in that setting. And all the other settings where melee has been decided to be better than guns. It shall be decreed from this point on if you have it filled with guns in your Sci-Fi setting they MUST be better than melee. NO EXCEPTIONS!
I am not saying that melee should be better or even as good as guns, but to throw out a blanket statement about all sci-fi comes off wrong.
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![[Post New]](/s/i/i.gif) 2018/06/06 19:57:54
Subject: If shooting worked the same way close combat did...
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Willing Inquisitorial Excruciator
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If shooting worked the same way combat did, every shooting model would get an extra movement phase (or two!) per turn. OP seems to have forgotten this.
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This message was edited 1 time. Last update was at 2018/06/06 19:59:21
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![[Post New]](/s/i/i.gif) 2018/06/06 19:58:34
Subject: If shooting worked the same way close combat did...
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Decrepit Dakkanaut
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The fact all the fight twice Strategems are 3CP proves GW overvalues melee a lot.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/06/06 19:58:39
Subject: If shooting worked the same way close combat did...
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Fixture of Dakka
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This conversation reminds me of when I played Cygnar in WMH, and was always paying for the mistake of bringing a gun to a knife fight.
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![[Post New]](/s/i/i.gif) 2018/06/06 19:59:07
Subject: If shooting worked the same way close combat did...
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Pestilent Plague Marine with Blight Grenade
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fe40k wrote: Xenomancers wrote:Ummm...close combat is king right now. Harliquens - shining spears - rever jetbikes. All these things charge you turn 1 almost automatically and kill at least 1 important unit and tie up others. Plus they can all move out of combat and act as normal for a stratagem or just as a base ability.
Close combat is hardly king right now - and just because a handful of units can leap across the table turn 1, doesn't mean every unit can. The FAQ significantly slowed down melee armies, by not being able to deploy outside your deployment zone turn 1 (minus 1-2 units via special ability; Da Jump, etc.).
Meanwhile, a ranged army can bring all of their firepower to bear on turn 1, with no restrictions.
A ranged army can delete a significant chunk of an opponents army, P1T1, before their opponent has even had a chance to do anything.
Contrast this with the 1-2 units that may enter an enemies front line, only to ALSO have to roll charge distance, and hope they don't brick.
I think you are failing to understand the fluff of this universe. What is INSANE about 40k is that there are units dedicated to close combat lol, and what is more insane is there are units that EXCEL in close combat in this universe.
The close combat system is much nicer now that it's a static WS with some modifiers. It was ported nearly directly over from Age of Sigmar.
If you want more close combat, come over and join us playing Age of Sigmar. Those filthy shooting armies are treated with disdain for their cowardice.
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![[Post New]](/s/i/i.gif) 2018/06/06 20:03:48
Subject: If shooting worked the same way close combat did...
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Shadowy Grot Kommittee Memba
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Xenomancers wrote:fe40k wrote: Xenomancers wrote:Ummm...close combat is king right now. Harliquens - shining spears - rever jetbikes. All these things charge you turn 1 almost automatically and kill at least 1 important unit and tie up others. Plus they can all move out of combat and act as normal for a stratagem or just as a base ability.
Close combat is hardly king right now - and just because a handful of units can leap across the table turn 1, doesn't mean every unit can. The FAQ significantly slowed down melee armies, by not being able to deploy outside your deployment zone turn 1 (minus 1-2 units via special ability; Da Jump, etc.).
Meanwhile, a ranged army can bring all of their firepower to bear on turn 1, with no restrictions.
A ranged army can delete a significant chunk of an opponents army, P1T1, before their opponent has even had a chance to do anything.
Contrast this with the 1-2 units that may enter an enemies front line, only to ALSO have to roll charge distance, and hope they don't brick.
Shooting is significantly nerfed with the prevalence of -1 and -2 to hit all over the place. It is becoming less and less reliable.
Automatically Appended Next Post:
the_scotsman wrote: Xenomancers wrote:Ummm...close combat is king right now. Harliquens - shining spears - rever jetbikes. All these things charge you turn 1 almost automatically and kill at least 1 important unit and tie up others. Plus they can all move out of combat and act as normal for a stratagem or just as a base ability.
Harlequins charge you turn 1 almost automatically?
Are you playing on a 12" wide board?
No I think I'm playing on a board where a 22 inch move is enough to charge turn 1. AKA - every deployment setup in the game.
This doesn't even factor in things like...double moves and deployments that start 18" apart
Harlequins move 8"+ D6". Add 3" if they start in a transport. 16"+ 2D6" if they use twilight pathways.
So one unit can move an average of 23" then charge. The rest move 11. Where are you getting 22"?
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2018/06/06 20:16:33
Subject: If shooting worked the same way close combat did...
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Clousseau
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Yes, you can move super fast and charge.
But you had better recoup the value of the squad that did this in that first round of combat, because it's dead after that.
But that's all kind of moot.
Shooting is too strong in most codexes... It's unfortunate. Look at a plagueburst crawler. That thing is so incredibly cheap for what it does - 2D6 gnarly flamers, artillery guns, toughness 8, 5+++... all for what, less than 140 points? Or just open a page to the guard codex at random. It'd be nice to see shooting toned down quite a bit. In general things die way too fast. Right now with the big faq this is a game of "who goes first."
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Galas wrote:I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you 
Bharring wrote:He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic. |
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![[Post New]](/s/i/i.gif) 2018/06/06 20:25:50
Subject: If shooting worked the same way close combat did...
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Longtime Dakkanaut
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Saturmorn Carvilli wrote:
Yeah, suck it Dune with your explanation why guns don't work in that setting. And all the other settings where melee has been decided to be better than guns. It shall be decreed from this point on if you have it filled with guns in your Sci-Fi setting they MUST be better than melee. NO EXCEPTIONS!
I am not saying that melee should be better or even as good as guns, but to throw out a blanket statement about all sci-fi comes off wrong.
The point is that 40k is a setting where guns do work. The distinction was sci fi filled with guns. There are more ranged weapons in the ork index than melee weapons, and more ranged units than melee units. Guns are king in this particular setting. And if guns work then melee is necessarily at a range disadvantage, because that's the whole point of guns.
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![[Post New]](/s/i/i.gif) 2018/06/06 20:28:16
Subject: If shooting worked the same way close combat did...
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Battlewagon Driver with Charged Engine
Between Alpha and Omega, and a little to the left
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*Special weapons are limited to one per unit, regardless of size, except for either specialist unit that are only good at one thing, or elite units that cost twice of anything comparable. Such special weapons are just your normal weapon with +1 in a stat or a bigger weapon that has drawbacks while using and is still only as good as similarly cost weapons without the same drawbacks.
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![[Post New]](/s/i/i.gif) 2018/06/06 22:06:06
Subject: If shooting worked the same way close combat did...
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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Another thread for some posters to insist that meele doesn't belong in 40k, or that at best it should be something optional and not a real competitive option, with a constant need for guns and ranged combat even when some factions are designed from the ground up both from fluff and crunch as heavy or pure meele armies?
Grrrrrrrrrrreat.
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Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
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![[Post New]](/s/i/i.gif) 2018/06/06 22:16:44
Subject: If shooting worked the same way close combat did...
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Scuttling Genestealer
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Bharring wrote:If Ranged worked like Melee...
Some units would be able to shoot twice in one Shooting phase! That'd be stupid gak! (looks at Leman Russes and Fire Prisms..) oops.
A lot of units can actually do that naturally and for the rest there are stratagems. They can attack units on different edges of the table with this, not just 'units they declared an attack on earlier'. Also double the attacks if the target is close, yay.
Getting good-AP weapons that can swing on the move without needing 6s wouldn't be hard! (looks at half the changes in the last two editions....) oops.
Plasma...
Units would be unasailable if they successfully shot a unit that didn't die and couldn't fall back... Wait, that one does vary. If it's not Fly. Or UM. Or uses some stratagem.
Unassailable, except for... smite storms, counter charge by the whole enemy army?
And when does this mythical 'couldn't fall back' ever happen? I see it once every full moon.
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This message was edited 1 time. Last update was at 2018/06/06 22:17:18
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![[Post New]](/s/i/i.gif) 2018/06/06 23:23:46
Subject: If shooting worked the same way close combat did...
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Killer Klaivex
The dark behind the eyes.
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Galas wrote:Another thread for some posters to insist that meele doesn't belong in 40k, or that at best it should be something optional and not a real competitive option, with a constant need for guns and ranged combat even when some factions are designed from the ground up both from fluff and crunch as heavy or pure meele armies?
I'm not saying 40k shouldn't have melee, but it is implemented in very strange ways.
- First off, let's be honest here - guns are better than swords. There's a reason that modern armies go into battle with rifles, rather than swords, and why tanks fight other tanks with shells or missiles, rather than punching them to death with mechanical arms. Now, it's still useful to carry around a knife - maybe even a sword/bayonet - but as a sidearm, not as your primary weapon.
- Now, in some settings, melee weapons are given a chance by having all the guns be rubbish. But that clearly doesn't apply in 40k - pretty much every army has a plethora of devastating weapons, without even getting into those used by spacecraft and such.
- The thing is, I can still see melee being used by certain races. Orks and maybe DE probably prefer the visceral feel of melee, where possible, even if they also use guns for pragmatic purposes. Okay. Ah, and there are also tyranids - which could easily necessitate melee because they're biological creatures and therefore... oh... wait... no, they just use biological guns built into their arms. I guess they really don't need melee then - especially not with a Hive Mind that would be looking for the most pragmatic means of combat possible. Strange that it's so keen on melee.
- Finally, we have the completely bizarre specialisation in melee by certain units. Now, as above, I can understand marines carrying knives or even swords as sidearms (and captains may carry them as much for symbolic reasons as anything else), but why on earth would you specialise in them to the point where you don't even carry a gun? That's just nonsensical. Moreover, why on earth would you ever equip a heavy-weapon platform with a sword and shield instead of a gun? Did the Imperium get its combat tactics from watching old episodes of Power Rangers or something?
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2018/06/06 23:56:05
Subject: If shooting worked the same way close combat did...
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Longtime Dakkanaut
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vipoid wrote: Galas wrote:Another thread for some posters to insist that meele doesn't belong in 40k, or that at best it should be something optional and not a real competitive option, with a constant need for guns and ranged combat even when some factions are designed from the ground up both from fluff and crunch as heavy or pure meele armies? I'm not saying 40k shouldn't have melee, but it is implemented in very strange ways. - First off, let's be honest here - guns are better than swords. There's a reason that modern armies go into battle with rifles, rather than swords, and why tanks fight other tanks with shells or missiles, rather than punching them to death with mechanical arms. Now, it's still useful to carry around a knife - maybe even a sword/bayonet - but as a sidearm, not as your primary weapon. - Now, in some settings, melee weapons are given a chance by having all the guns be rubbish. But that clearly doesn't apply in 40k - pretty much every army has a plethora of devastating weapons, without even getting into those used by spacecraft and such. - The thing is, I can still see melee being used by certain races. Orks and maybe DE probably prefer the visceral feel of melee, where possible, even if they also use guns for pragmatic purposes. Okay. Ah, and there are also tyranids - which could easily necessitate melee because they're biological creatures and therefore... oh... wait... no, they just use biological guns built into their arms. I guess they really don't need melee then - especially not with a Hive Mind that would be looking for the most pragmatic means of combat possible. Strange that it's so keen on melee. - Finally, we have the completely bizarre specialisation in melee by certain units. Now, as above, I can understand marines carrying knives or even swords as sidearms (and captains may carry them as much for symbolic reasons as anything else), but why on earth would you specialise in them to the point where you don't even carry a gun? That's just nonsensical. Moreover, why on earth would you ever equip a heavy-weapon platform with a sword and shield instead of a gun? Did the Imperium get its combat tactics from watching old episodes of Power Rangers or something? Ive been saying this for years, It is absolutely ridiculous that a science fiction game should have such a huge prevalence of close combat weapons. It kind of lessens the appeal of the game by making it unbelievable and making it feel fake. I mean I can totally get why there are fungoid space aliens that reproduce by spreading spores, I totally get how terminator style robots are waking up from a million year slumber; those things are completely believable. I get that demons exist and can burst into the real world through portals and any number of other ways, I understand how numerous races including humans have powerful psykers, I get that giant bugs can exist in the vacuum of space indefinitely and how they can eat worlds and then somehow transfer the biomass into orbit to power there huge space bug vessels. I get how all of this happens, I just cant wrap my head around using a sword or an axe, that just pushes me over the edge of reason.
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This message was edited 1 time. Last update was at 2018/06/06 23:56:34
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![[Post New]](/s/i/i.gif) 2018/06/06 23:57:49
Subject: Re:If shooting worked the same way close combat did...
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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- Now, in some settings, melee weapons are given a chance by having all the guns be rubbish. But that clearly doesn't apply in 40k - pretty much every army has a plethora of devastating weapons, without even getting into those used by spacecraft and such.
But in Warhammer40k is exactly the inverse. They don't nerf guns. They make meele weapons absolutely devastating, with guys exploding tanks with a punch of a Power-Fist like a superhero.
And yeah as much as Peregrine comes and says that if you have the technology to do that with a meele weapon they should make a gun that fires powerfists at the enemy because it would have much more strenght than the arm of one random dude... ok, thats realistic, but Warhammer 40k is heavy metal. We all make concesions for the universe to work, and meele weapons not being only usefull but actually tactically interesting as the main way of making war is one of those concesions.
- Finally, we have the completely bizarre specialisation in melee by certain units. Now, as above, I can understand marines carrying knives or even swords as sidearms (and captains may carry them as much for symbolic reasons as anything else), but why on earth would you specialise in them to the point where you don't even carry a gun? That's just nonsensical. Moreover, why on earth would you ever equip a heavy-weapon platform with a sword and shield instead of a gun? Did the Imperium get its combat tactics from watching old episodes of Power Rangers or something?
Yes, yes they did. Thats exactly one of the appeals of the universe. As designed by the originals authors and all the others that have follow.
I have never seen anybody claim that guns have no place in Warhammer 40k, and that at maximun they should be just side-arms, but with how iconic meele weapons are in warhammer 40k I don't know why so many people really brings this over and over and over again. (Not saying you specifically, Vipoid, just in general)
Meele is a core part of the universe, both in gameplay and in "feeling" of the fluff. Of course, is absolutely reasonable to disagree with that and have your own opinions. But thats how it is the universe, it does not matter how you try to twist it.
By the way, Adeptus Custodes Galatus Dreadnoughts are just rock&roll. Having your giant robot deflecting missiles and giant lasers with a shield to then cut in half a giant tank with his sword? Thats pure warhammer. (And then it gets blow up by a lone guardsmen carring a melta bomb)
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This message was edited 1 time. Last update was at 2018/06/07 00:00:31
Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
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![[Post New]](/s/i/i.gif) 2018/06/07 00:37:51
Subject: If shooting worked the same way close combat did...
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Longtime Dakkanaut
Northridge, CA
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SemperMortis wrote:I mean I can totally get why there are fungoid space aliens that reproduce by spreading spores, I totally get how terminator style robots are waking up from a million year slumber; those things are completely believable. I get that demons exist and can burst into the real world through portals and any number of other ways, I understand how numerous races including humans have powerful psykers, I get that giant bugs can exist in the vacuum of space indefinitely and how they can eat worlds and then somehow transfer the biomass into orbit to power there huge space bug vessels. I get how all of this happens, I just cant wrap my head around using a sword or an axe, that just pushes me over the edge of reason.
Not @Semper: for real: take the "muh realism" argument somewhere else. This thread is very specifically talking about problems between melee and ranged combat and how much easier it is to have a shooting army as opposed to a melee one at the moment.
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This message was edited 2 times. Last update was at 2018/06/07 00:40:50
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![[Post New]](/s/i/i.gif) 2018/06/07 00:41:56
Subject: If shooting worked the same way close combat did...
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Pestilent Plague Marine with Blight Grenade
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lolman1c wrote:....If cadian gets turn 1 then they delite almost exsactly 50% of ork boyz. If go first and get a first turn charge then they probably win as well but depends on if they get there.
This is basically what 40k has been since 6th Ed.
8th Ed just greatly sped up the process, with each passing codex I rarely see games go past turn 3.
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"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.
To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle
5300 | 2800 | 3600 | 1600 | |
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![[Post New]](/s/i/i.gif) 2018/06/07 01:30:12
Subject: If shooting worked the same way close combat did...
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Battlewagon Driver with Charged Engine
Between Alpha and Omega, and a little to the left
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Seems any time the complaint of how tedious, unsatisfying, random, unfair, or just generally not fun Assault can be, people get quick to argue it against as it being "realistic" as if that somehow relates to the complaints.
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![[Post New]](/s/i/i.gif) 2018/06/07 01:35:16
Subject: If shooting worked the same way close combat did...
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Douglas Bader
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andysonic1 wrote:This thread is very specifically talking about problems between melee and ranged combat and how much easier it is to have a shooting army as opposed to a melee one at the moment.
Shooting being better than melee is a feature, not a bug. It encourages you to make fluffy shooting-focused armies instead of unrealistic melee armies that only work because 40k's scaling is way off.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2018/06/07 01:37:41
Subject: If shooting worked the same way close combat did...
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Essentially it's another one of 40k's numerous scale issues. Close Combat, to get the feel that the designers really want, has to be detailed down to a skirmish and almost RPG level. They could just say "once model A from unit B makes base contact with model X from unit Y, every in both unit makes their attacks and resolves casualties from anywhere". Gimmickry with contact stuff aside, they could treat CC just like shooting as above, but that's not what people want out of the experience.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2018/06/07 01:37:44
Subject: If shooting worked the same way close combat did...
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Humming Great Unclean One of Nurgle
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Peregrine wrote: andysonic1 wrote:This thread is very specifically talking about problems between melee and ranged combat and how much easier it is to have a shooting army as opposed to a melee one at the moment.
Shooting being better than melee is a feature, not a bug. It encourages you to make fluffy shooting-focused armies instead of unrealistic melee armies that only work because 40k's scaling is way off.
So I take it the Chainsword is less iconic than the Bolter?
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2018/06/07 01:51:59
Subject: If shooting worked the same way close combat did...
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Douglas Bader
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Yep. And far less realistic. If 40k was actually a 28mm game instead of a weird mix of scales chainswords would be virtually nonexistent outside of officers carrying ceremonial weapons.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2018/06/07 02:07:30
Subject: If shooting worked the same way close combat did...
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Humming Great Unclean One of Nurgle
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Peregrine wrote:
Yep. And far less realistic. If 40k was actually a 28mm game instead of a weird mix of scales chainswords would be virtually nonexistent outside of officers carrying ceremonial weapons.
There's that realism argument. If that's the case, we shouldn't have:
-Orks
-Space Marines (Have you read their biology? That ain't real)
-Tyranids
-Tau
-Eldar of any type
And so on and so on. Do we remove all that in the name of realism too?
Edit: Also, you know what else wouldn't belong? Ground battles, 99% of the time. Because once you control the space around a planet, you can precision laser out defenses and just do clean up.
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This message was edited 1 time. Last update was at 2018/06/07 02:15:25
Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2018/06/07 02:35:50
Subject: If shooting worked the same way close combat did...
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Douglas Bader
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No, because that's not the same. Yes, space marine biology is unrealistic, but it's the kind of unrealistic thing that depends on looking at it carefully with the intent to find things that are not realistic. It's easy to just ignore it and consider the end result, because the details of space marine biology aren't really important to the story. But the scale issues are impossible to ignore. Every time you look at the table or measure a distance you're forced to confront the fact that you're playing a supposed 28mm game with weirdly distorted 32mm infantry models, 20-25mm vehicles, 10mm terrain, 28mm movement distances (at least most of the time), and 2mm shooting distances. Melee combat in 40k only works because table size and movement distances use one scale while shooting ranges use a significantly different scale. If everything was correctly scaled to the supposed 28mm scale of the game then melee units would get shot to death long before they could reach a target.
Edit: Also, you know what else wouldn't belong? Ground battles, 99% of the time. Because once you control the space around a planet, you can precision laser out defenses and just do clean up.
This is true. It's implicit in the 40k rules that we're playing the 1% of battles where a battle occurs at all.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2018/06/07 02:39:39
Subject: If shooting worked the same way close combat did...
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Humming Great Unclean One of Nurgle
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Peregrine wrote:
No, because that's not the same. Yes, space marine biology is unrealistic, but it's the kind of unrealistic thing that depends on looking at it carefully with the intent to find things that are not realistic. It's easy to just ignore it and consider the end result, because the details of space marine biology aren't really important to the story. But the scale issues are impossible to ignore. Every time you look at the table or measure a distance you're forced to confront the fact that you're playing a supposed 28mm game with weirdly distorted 32mm infantry models, 20-25mm vehicles, 10mm terrain, 28mm movement distances (at least most of the time), and 2mm shooting distances. Melee combat in 40k only works because table size and movement distances use one scale while shooting ranges use a significantly different scale. If everything was correctly scaled to the supposed 28mm scale of the game then melee units would get shot to death long before they could reach a target.
Edit: Also, you know what else wouldn't belong? Ground battles, 99% of the time. Because once you control the space around a planet, you can precision laser out defenses and just do clean up.
This is true. It's implicit in the 40k rules that we're playing the 1% of battles where a battle occurs at all.
Okay. What does it take to make Orks unrealistic? They're sentient fungus that works on the power of belief.
Or, hell, Daemons. I play Daemons, and they're very, VERY unrealistic. Should my army be removed?
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2018/06/07 02:44:02
Subject: If shooting worked the same way close combat did...
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Frenzied Berserker Terminator
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fe40k wrote:1. Units would have to roll 2d6 per 12" range of their weapon; added together to determine final shooting range. More elite units would get to re-roll (all) these dice. If all of their targets are out of range, the shooting attack fails.
2. Units would block line of sight to the models behind them, unless the firing model was able to draw an uninterrupted line that doesn't cross between two models in the same unit (representing not being able to pass through small enough gaps).
3. For each enemy unit that is targeted during the shooting phase, they may attempt "counter-fire"; following normal shooting rules, but only hitting on 6's.
[4. Something about enemy units being able to shoot back during the enemies turn, once actually engaged by the enemy... I don't think there's a good enough parallel; short of allowing the enemy unit to use it's melee attacks or something as a ranged "close combat" - to represent the lesser skilled models fighting back (ala unskilled models versus skilled models in a firefight).]
5. Units engaged in a firefight can't move, unless it is to fall back. Units falling back can't advance or shoot that round, unless possessing special skills.
6. Firefight ("ranged melee") continues between engaged units...
Funny how typing all that out sounds excessive - but it's what melee models must currently endure, just to reach and engage the enemy lines.
That said, there's an interesting concept of units getting engaged in "firefights"; essentially ranged version of close combat; it pins units in place, forcing them to duke it out round to round with other enemy units - and prevents the engaged units on both sides from being able to target other units, or move around until they decide to fall back first.
Maybe the sequence would be...
1. Player's units decides to shoot at # of targets.
2. # of targets attempt "Overwatch" with their ranged weapons, hitting on 6's.
3. Player's units shoot as normal.
4. After all Player's units have finished shooting, enemy units return fire (per normal rules).
5. Unless a unit falls back, units are considered "engaged", and will continue standard shooting (in alternating format), at the end of each round; ala standard close combat rules, albeit at range.
This is all far too complicated, not to manage 'counter fire' is completely unrealistic, in war you shoot targets or do suppressing fire, you don't know specifically who shoots at you and then go 'he shot at me, I better shoot him back' everyone is shooting at you.
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This message was edited 1 time. Last update was at 2018/06/07 02:46:34
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![[Post New]](/s/i/i.gif) 2018/06/07 02:55:44
Subject: If shooting worked the same way close combat did...
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Douglas Bader
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JNAProductions wrote:Okay. What does it take to make Orks unrealistic? They're sentient fungus that works on the power of belief.
Or, hell, Daemons. I play Daemons, and they're very, VERY unrealistic. Should my army be removed?
Again, there is a difference between "this is unrealistic because it's a fictional story and the author wanted to do this even if it isn't realistic" and "this is unrealistic because GW's rules are trash and they can't even get basic things like 'have a consistent scale for your game' right".
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2018/06/07 03:40:56
Subject: If shooting worked the same way close combat did...
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Pragmatic Primus Commanding Cult Forces
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Delvarus Centurion wrote:fe40k wrote:1. Units would have to roll 2d6 per 12" range of their weapon; added together to determine final shooting range. More elite units would get to re-roll (all) these dice. If all of their targets are out of range, the shooting attack fails.
2. Units would block line of sight to the models behind them, unless the firing model was able to draw an uninterrupted line that doesn't cross between two models in the same unit (representing not being able to pass through small enough gaps).
3. For each enemy unit that is targeted during the shooting phase, they may attempt "counter-fire"; following normal shooting rules, but only hitting on 6's.
[4. Something about enemy units being able to shoot back during the enemies turn, once actually engaged by the enemy... I don't think there's a good enough parallel; short of allowing the enemy unit to use it's melee attacks or something as a ranged "close combat" - to represent the lesser skilled models fighting back (ala unskilled models versus skilled models in a firefight).]
5. Units engaged in a firefight can't move, unless it is to fall back. Units falling back can't advance or shoot that round, unless possessing special skills.
6. Firefight ("ranged melee") continues between engaged units...
Funny how typing all that out sounds excessive - but it's what melee models must currently endure, just to reach and engage the enemy lines.
That said, there's an interesting concept of units getting engaged in "firefights"; essentially ranged version of close combat; it pins units in place, forcing them to duke it out round to round with other enemy units - and prevents the engaged units on both sides from being able to target other units, or move around until they decide to fall back first.
Maybe the sequence would be...
1. Player's units decides to shoot at # of targets.
2. # of targets attempt "Overwatch" with their ranged weapons, hitting on 6's.
3. Player's units shoot as normal.
4. After all Player's units have finished shooting, enemy units return fire (per normal rules).
5. Unless a unit falls back, units are considered "engaged", and will continue standard shooting (in alternating format), at the end of each round; ala standard close combat rules, albeit at range.
This is all far too complicated, not to manage 'counter fire' is completely unrealistic, in war you shoot targets or do suppressing fire, you don't know specifically who shoots at you and then go 'he shot at me, I better shoot him back' everyone is shooting at you.
Unless you are in the artillery...
Ranged combat definitely needs some mechanics to make it interesting. Something like suppression could add a whole new element to the game and add some tactical elements. Because currently, using ranged weapons requires absolutely zero tactics or gameplay. It is just line up your models and throw dice. Not very interesting.
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Error 404: Interesting signature not found
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![[Post New]](/s/i/i.gif) 2018/06/07 04:19:35
Subject: If shooting worked the same way close combat did...
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Krazed Killa Kan
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Iron_Captain wrote: Delvarus Centurion wrote:fe40k wrote:1. Units would have to roll 2d6 per 12" range of their weapon; added together to determine final shooting range. More elite units would get to re-roll (all) these dice. If all of their targets are out of range, the shooting attack fails.
2. Units would block line of sight to the models behind them, unless the firing model was able to draw an uninterrupted line that doesn't cross between two models in the same unit (representing not being able to pass through small enough gaps).
3. For each enemy unit that is targeted during the shooting phase, they may attempt "counter-fire"; following normal shooting rules, but only hitting on 6's.
[4. Something about enemy units being able to shoot back during the enemies turn, once actually engaged by the enemy... I don't think there's a good enough parallel; short of allowing the enemy unit to use it's melee attacks or something as a ranged "close combat" - to represent the lesser skilled models fighting back (ala unskilled models versus skilled models in a firefight).]
5. Units engaged in a firefight can't move, unless it is to fall back. Units falling back can't advance or shoot that round, unless possessing special skills.
6. Firefight ("ranged melee") continues between engaged units...
Funny how typing all that out sounds excessive - but it's what melee models must currently endure, just to reach and engage the enemy lines.
That said, there's an interesting concept of units getting engaged in "firefights"; essentially ranged version of close combat; it pins units in place, forcing them to duke it out round to round with other enemy units - and prevents the engaged units on both sides from being able to target other units, or move around until they decide to fall back first.
Maybe the sequence would be...
1. Player's units decides to shoot at # of targets.
2. # of targets attempt "Overwatch" with their ranged weapons, hitting on 6's.
3. Player's units shoot as normal.
4. After all Player's units have finished shooting, enemy units return fire (per normal rules).
5. Unless a unit falls back, units are considered "engaged", and will continue standard shooting (in alternating format), at the end of each round; ala standard close combat rules, albeit at range.
This is all far too complicated, not to manage 'counter fire' is completely unrealistic, in war you shoot targets or do suppressing fire, you don't know specifically who shoots at you and then go 'he shot at me, I better shoot him back' everyone is shooting at you.
Unless you are in the artillery...
Ranged combat definitely needs some mechanics to make it interesting. Something like suppression could add a whole new element to the game and add some tactical elements. Because currently, using ranged weapons requires absolutely zero tactics or gameplay. It is just line up your models and throw dice. Not very interesting.
Cover mechanics and blast weapons use to make shooting require a bit more movement and made target selection a more complex decision. In addition it made your opponents movements and placement matter more as one of the better ways to protect valuable units was to put them in cover and you could screen units from shooting with other units if they had to push forward through open ground. Its a shame now that ranged is basically only about LoS and firing range with little concern for actual model placement or the stuff between the shooter and the target.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2018/06/07 10:15:23
Subject: Re:If shooting worked the same way close combat did...
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Killer Klaivex
The dark behind the eyes.
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Galas wrote:
But in Warhammer40k is exactly the inverse. They don't nerf guns. They make meele weapons absolutely devastating, with guys exploding tanks with a punch of a Power-Fist like a superhero.
Except that they're not actually better than guns to any significant degree, especially when you start to factor in the limitations of melee.
And quite why they'd invest so many resources into making powerful melee weapons instead of more/better guns is completely beyond me.
Galas wrote:
And yeah as much as Peregrine comes and says that if you have the technology to do that with a meele weapon they should make a gun that fires powerfists at the enemy because it would have much more strenght than the arm of one random dude... ok, thats realistic, but Warhammer 40k is heavy metal. We all make concesions for the universe to work, and meele weapons not being only usefull but actually tactically interesting as the main way of making war is one of those concesions.
I get that. I really do. I understand that 40k is going for what it thinks looks good, rather than what's realistic. I just think it goes too far, to the point where it breaks the rule of cool and just ends up looking plain stupid.
It's probably not helped by the background, which seems to have gotten increasingly serious, even as the models get more and more ridiculous.
Galas wrote:
I have never seen anybody claim that guns have no place in Warhammer 40k, and that at maximun they should be just side-arms, but with how iconic meele weapons are in warhammer 40k I don't know why so many people really brings this over and over and over again. (Not saying you specifically, Vipoid, just in general)
Meele is a core part of the universe, both in gameplay and in "feeling" of the fluff. Of course, is absolutely reasonable to disagree with that and have your own opinions. But thats how it is the universe, it does not matter how you try to twist it.
By the way, Adeptus Custodes Galatus Dreadnoughts are just rock&roll. Having your giant robot deflecting missiles and giant lasers with a shield to then cut in half a giant tank with his sword? Thats pure warhammer. (And then it gets blow up by a lone guardsmen carring a melta bomb)
As I said, I can get behind melee being a thing in this universe, but it's the degree of specialisation that bothers me.
I appreciate that this is purely subjective, but for me the 'giant robots wielding swords and shields' just shatters any immersion or verisimilitude.
Oh, one thing I will say, there is one scenario in which I could see melee getting more focus - ammunition. Most units aren't depicted carrying around much in the way of extra ammunition, even when their weapons are clearly magazine-fed and probably don't hold all that many rounds. And when units are being fired down in drop pods, teleported into the battle, flying in on jump packs etc., I imagine they can't take that much ammunition with them (even if we assume the models are carrying more than is depicted on them). And even if they have enough for a 'standard' fight, they might well run short against waves of tyranids or orks - or want to conserve it for the larger ones. Hence, some decent melee weapons and training could come in handy.
Granted, it would still be weird to specialise completely in melee, to the point where you don't even carry a gun at all, and one might fairly ask whether it would be more sensible to instead focus on carrying more ammunition or using guns that don't require large quantities of ammunition. However, I think lack of ammunition would probably be one of the more plausible scenarios for troops utilising melee.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2018/06/07 10:33:59
Subject: If shooting worked the same way close combat did...
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Scuttling Genestealer
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People are too stuck on this 'guns > knifes' argument.
In this game, close combat is the only this that brings in an aspect, that is otherwise lacking:
Tactical maneuvering
Guns are not an issue, but the majority of them having enough range to shoot every target in sight combined with most of them having no kind of falloff makes for a boring mechanic.
The super simplified sightlines, removal of any kind of templates and almost non existing cover and terrain rules add on to this.
Terrain does not help much. Yes you might block a sightline with it, so the shooters may have to shuffle left and right a bit. Or they just point their guns at some other visible target...
Melee is a replacement for what really should be there: close range shootouts. More factors should impat shooting than just: in range? yes/no
The most we have here is that you sometimes have to stick your melter up a tanks rearend, so it does more damage.
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This message was edited 1 time. Last update was at 2018/06/07 10:34:55
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