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.
|