Spent yet another game taking 2.5 game turns (so, literally half the game) stuck in an assault that eventually worked out exactly the way we predicted (based on expected averages) it would. For the record, I lost that combat.
Why can't we arrive at the same conclusion, but faster? The Assault Phase of the game does not play at anywhere near the speed (tempo may be a better word to use?) of the Shooting Phase.
One of the things that stands in the way of speeding up combat is the to-hit chart.
I'll forego the reasoning and just put out the proposal:
WS 4 v 4 (equal) = 3's to hit on both sides (anytime
WS is equal it's 3's)
WS 3 v 4 (plus one) = 4's to hit for the WS3 and 3's to hit for the WS4
WS 2 v 4 (double) = 5's to hit for the WS2 and 2's to hit for the WS4
WS 2 v 5 (double plus one) = 6's to hit for the WS2 and 2's to hit for the WS5, with rerolls for the WS5, hitting on 5's
WS 2 v 6 (triple) = 6's to hit for the WS2 and 2's to hit for the WS6, with rerolls for the WS6, hitting on 3's
WS 2 v 7 (triple plus one) = 6's to hit for the WS2 and AUTOHITS for the WS7
So: Rather than keep the status quo set at 'you hit each other 50% of the time', we bump it up to ~66% of the time. We also recognize the advantages enjoyed by god-like, legendary fighters taking on truly inferior opponents (Bloodthirster v Scarabs, for example).
Additional ideas (that I'm not necessarily tied to, but seem like they'd speed up close combat):
--The To-Hit chart should be expanded to include 6's ('snap hits'). I have included this in the proposed table above.
--There should be more AP6/5/4 close combat weapons than there are currently (again, would speed up close combat).
--Different weapon types (Maul/Axe/Sword for example) should modify from the model's BASE initiative, rather than placing it at a fixed value.
And perhaps Master Crafted would allow a re-roll to hit OR to wound?
I look forward to your reasoned responses.