Skinnattittar wrote:bravelybravesirrobin wrote:I played 3rd ed.
Armies were divided into two groups
1. Set up and shoot
2. set up, race across the board and get into assault.
And 9/10 of the time that is still the way many people play
40k. Mostly because non-assault based armies are highly tuned to be unable to assault at all, which is rather boring and pathetic, really.
I completely disagree here.
In 3rd for many armies your shooty option was Sit and Fire Hell. Deploy and then roll dice. Guard, vanilla marines and some chaos builds (Iron Warriors) had no option to play other than this. The only shooty armies with any kind of mobility were Eldar, Tau (due to short range on crisis suits but the fire warriors were essentially a static firebase) and necrons (using the phalanx strategy of alternating static firebases)
In 5th many of the best shooting armies have a degree of dimensionality and movement to them unheard of in third. Guard are a top tier army (and won Ardboyz admittedly with quite a static list) and make frequent use of mobile shooting elements in the valkyrie/vendetta, mechvets, hellhound variants, etc.
Orks, Sisters, Marines, Chaos, Tau, Necrons, Eldar, Dark Eldar and Guard all make use of mobile shooting elements far more frequently than they did in 3rd ed. Basic troops form a core part of this strategy for many armies (Guard and Sisters in particular).
For me my main argument is that you'd be disallowing the use of shooting based troops in an agressive manner.
With the present rapid fire rules it is possible to advance troops to a position and then rapid fire with them. This allows a troop unit built around their rapid fire gun to be used actively. There are tons of examples of this kind of action in the modern game, fish of fury, Sisters or Grey Hunters rushing up in rhinos deploying and double tapping into an army, drop podding and rapid firing with a unit like Grey Hunters or Sternguard, etc.
All of this is gone.
Instead these troops all revert to a more passive role. To use Sisters effectively now they have to be standing completely still. Whereas before you could sweep in and lay down the hurt now you have to hope that enemy elects to move into rapid fire range of your girls. And good luck positioning units so multiple squads can focus fire on one enemy under your proposed system, that's how Tau firewarriors accomplish anything but now you'd have to hope your enemy is stupid enough to try and move into a killzone you set up rather than using your own troops actively.
Said troops switch from active to passive, they just become sit and shoot firebases again.
You say you are not disallowing mobility but the fact is you are. 1 shot doesn't cut it even if the charge is allowed afterwards. Not for Tau, or Sisters or Necrons.
Ah..but for marines or guard it would be great! Consider this.
12" guard can rapid fire for 2
str 3
bs 3 shots or shoot then charge for a
bs 3
str 3 and 3
bs 3
str 3 attacks. In most circumstances the guard would be better off charging since they would reduce enemy attacks and increase their own.
Marines are the same at 12" they can have 2 bs4
str 4 shots or they can have 1
bs 4
str 4 shot and 2 ws4
str 4 attacks and deny the enemy attacks. Why even bother bolters anymore?
Congratulations, rather than making assault weaker you just made it a better choice for guard and marines.
But lets look at Tau, they could trade 2
str 5 shots for 1 shot and 2
str 3
ws 2 attacks. They'll always go for the extra shot so all they've gained from your proposal is to switch from an active unit to a reactive one that is more difficult to use. Ditto Sisters, ditto Necrons.
The 3rd ed rapid fire rules make marines and guard better in assault and everyone else worse over all. They encourage troop units to be used as static firebases since they prevent anything except an assault unit from being used agressively. This leads to a dichotomy where shooty aries never move and assault is clearly superior.
Crap rules and whilst not the only problem with 3rd (assaulting from transports was a problem) it was one of the worst rules and one of the best changes in 4th ed.