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Made in be
Dakka Veteran






We solved a big part of this issue in our last campaignday by placing a realmgate on the table far enough out of deployment zones so that nobody could use it turn 1. It gave slower melee armies the possibility to charge from any board edge turn 2 with multiple units which really is a serious problem for the all shooting list.
   
Made in us
Death-Dealing Devastator




Chicago, IL

One thing I think worth mentioning about shooting is that it only activate on your turn where assault will activate on your opponents turn as well. So instead of a 2 to 1 activations its more of a 3 to 2 activations. In most cases 2 close combat activations from a range unit wont equal one activation from a dedicated close combat unit. Now most range units can make this back in turns prior to an assault unit reaching combat.

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Made in us
Humming Great Unclean One of Nurgle






 Venerable Ironclad wrote:
One thing I think worth mentioning about shooting is that it only activate on your turn where assault will activate on your opponents turn as well. So instead of a 2 to 1 activations its more of a 3 to 2 activations. In most cases 2 close combat activations from a range unit wont equal one activation from a dedicated close combat unit. Now most range units can make this back in turns prior to an assault unit reaching combat.
While certainly true, and intuitively it seems like things would work this way, but on the tabletop a counter-factor of models in range becomes an issue. Shooting units generally get to make shooting attacks with every model, melee units often have models 'stranded' outside of melee range that don't get to attack. The latter is also a reason that more elite melee units need higher point costs than their stats would signify in order to balance them against more swarmy options (note; this generally doesn't happen).

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I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
 
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