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Which version of the game was the most Tatical/Strategic? Meaning decisions at the table had the strongest influence of the out come?
Rogue Trader.
2nd edition
3rd
4th
5th
6th
7th
8th
Epic (pre 2000)
Epic reboot came out about 2000 wasn't supported long
Kill team
Necromunda
That new titan game.
Other. Throw in blood bowl or battle fleet gothic if you like.

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Made in ca
Wicked Wych With a Whip




I agree with the couple commets above.

A lot of 8th can be played with out ever looking at the table.

It has a lot in common with a colletible card game.

'I tap my guard to bubble wrap the knight.'

This message was edited 1 time. Last update was at 2019/02/07 03:14:01


 
   
Made in gb
Longtime Dakkanaut




Epic is probably the most tactical game GW have produced. The alternating activations, suppression mechanics and objectives based mainly around holding and taking ground rather than killing things tend to lead to games where decisions matter a lot. It has a good system for assaults, with supporting fire and positioning being important. The alternating activations system also means spamming the most powerful stuff (which is difficult anyway due to army construction) leaves you strategically vulnerable because your opponent can wait until you expose your key units before jumping on them, or render a deathstar relatively useless with an alpha strike that puts a bunch of blast markers on it. I think the AT/AP shooting system from Epic is something current 40k might want to look at adapting in order to balance the power of certain weapons that are good at killing everything.

The original Necromunda could be pretty tactical too in the beginning, before gangs had started to level up, but it tended to have the problem that the dice could be quite swingy. With hit rolls often being 5+ or 6+ a few good rolls could alter the game hugely. But it rewarded thinking ahead and use of cover very well and because every gang was pretty much the same so in order to come out on top you needed to out-think or out-play your opponent. Once gangs started gaining advances that stopped being the case.
   
Made in gb
Slippery Ultramarine Scout Biker




UK

ive only played 7th and 8th, so had to vote for one of them. Poll doesnt work really.

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Made in us
Decrepit Dakkanaut




 Inquisitor Lord Katherine wrote:
There's something missed, I think with the "tactics don't matter" people.

The fact is, both matter. You need both to win.

You can say "Oh, I can't win with my terrible list over that good list" and that therefore tactics don't matter, but the inverse is also true, since being bad at the tactics of the game can cause you to lose even with the best net list. We all know at least one of those people who never wins, period.

A good list alone won't carry you to victory, and good tactics won't either.

However, imbalance with units causes the list building to have greater impact.

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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