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Made in us
Abel





Washington State

Third edition was probably the most assault orientated. The ability to move across the board in a transport 12", jump out within 3", then move the unit 6", shoot, then assault 6" was bonkers. There was no overwatch. The loser of the close combat, that is, the player that lost more models (not wounds, models), had to take a morale check on 2d6. Most units had a leadership of 6-10, with some fearless, or stubborn or other special rules. If they failed, they had to fall back. They would roll 2d6 and that is the distance the losing unit had to move. The winner could then consolidate d6" or perform a sweeping advance: They would roll 2d6 and if they beat the fall back move of the loser, the losing unit would be wiped out (removed as destroyed), AND the winning unit still got to move the sweeping distance. Either way, a unit could consolidate or sweep into another enemy unit and fight again.

Every edition since then has attempted to rework the Assault Phase/Close Combat/Fight Phase to reign in it's effect on the table. Eighth Edition is probably the best so far for close combat vs.shooting, though it still has a ways to go.

Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
Made in us
Keeper of the Flame





Monticello, IN

 Tamwulf wrote:
Third edition was probably the most assault orientated.


In my opinion, it was 4th that was more assault oriented. Not orientated, oriented. The root is orient with the suffix being ation on orientation, which leads to this confused nonword. Happens with converse vs. conversate as well, for some odd reason.

Either way, 4th actively made it harder to actually get OUT of combat, restricted shooting vs. +1A on the charge, and prevented the chance for a nice round of shooting for the sweeping advancers.

In my opinion, that made it worse. THAT and stiffer shooting rules across the board.

 Tamwulf wrote:
The ability to move across the board in a transport 12", jump out within 3", then move the unit 6", shoot, then assault 6" was bonkers.


Page 81 of the main 3rd Ed. rulebook, paragraph titled Disembarking:

A unit that begins its movement phase inside a vehicle can get out either before or after the vehicle has moved. When the unit disembarks the models are deployed within 2" of the vehicle. If the vehicle has already moved then the infantry cannot move other than to deploy, and they cannot disembark if the vehicle moved more than 12". If the vehicle has not yet moved the infantry may move as normal after disembarking, the vehicle can then move off separately at any speed.

So this illustration of a transport and unit magically crossing the 24" no man's land in Turn 1 is patently false. The exception being the Blood Angels, as they could still charge out of a Rhino travelling over 12", if memor serves.

 Tamwulf wrote:
There was no overwatch.


Because there was no reason to have it. Close Combat wasn't nearly as destructive as it is now. If you do math on average rolling my most vicious CC Marine unit, Veterans with Terminator Honors, Bolt Pistol and Close Combat Weapons for 28 pts. each would get 4 attacks per model on the charge, so if they ALL made it in, that's 40 attacks, 20 hit, 10-13 wound depending on enemy, and saves from there. That's assuming you have high enough initiative to strike first, or else you could potentially lose some of those attacks even if you charged. Any massive attack units were rare or so cost prohibitive you didn't see them in any meaningful numbers.

 Tamwulf wrote:
The loser of the close combat, that is, the player that lost more models (not wounds, models), had to take a morale check on 2d6. Most units had a leadership of 6-10, with some fearless, or stubborn or other special rules. If they failed, they had to fall back.


Page 67 under section 3. Determine Assault Results, paragraph 2:

To decide who has won the combat, total up the number of wounds inflicted by each side. The side that causes the most is the winner, the other side is the loser and may be forced back if they fail a Leadership check. Note that wounds which have been negated by armor saves do not count, nor do wounds in excess of a model's Wounds characteristic, only wounds actually inflicted.

Paragraph 4, entitled Tiebreaker (Moral HIgh Ground) establishes that draws are to be resolved with a dice roll, the higher roll being the victor. In the case of a draw on that roll, the combat is drawn.

 Tamwulf wrote:
They would roll 2d6 and that is the distance the losing unit had to move.


Only if infantry. Cavalry, Beasts, Jump Packs, Jet Packs, and Bikes rolled 3D6 both for fleeing and pursuing.

 Tamwulf wrote:
The winner could then consolidate d6"


Why does NOBODY ever get consolidation right?

Page 69 under the paragraph entitled Consolidate:

The victors move up to 3" in any direction to take advantage of cover/ground to consolidate their position. This is the only action a winner can take if they won the combat through a tie-breaker roll off. Units consolidating their position ignore difficult terrain.

 Tamwulf wrote:
or perform a sweeping advance: They would roll 2d6 and if they beat the fall back move of the loser, the losing unit would be wiped out (removed as destroyed), AND the winning unit still got to move the sweeping distance. Either way, a unit could consolidate or sweep into another enemy unit and fight again.


See above for faster troop types. Yes, a unit could sweep into another unit. However, if you look on page 68 in the Sweeping Advance text box with diagram:

Advancing units must move the full distance rolled, in the same direction twoards and through the enemy if they outpace them. If this brings them into contact with fresh enemy they move directly into base contact, effectively assaulting the enemy and beginning another close combat.

No Further combat is fought during the turn that the advance is made; combat is, instead, fought in the following turn. The advancing unit is considered to have launched an assault that turn, and receives the normal +1 Attack bonus.

Neat, right? Page 69, in the Shooting in Close Combat box, paragraph 2:

However, an exception to this rule is during a Sweeping Advance. In this case the advancing unit will be exposed to enemy fire as it moves forward - and will make a very tempting target. Therefore units making a Sweeping Advance can be fired at before the next assault phase is fought, even if they have moved into base-to-base contact with another unit. Range is measured to where the advancing unit has reached and even models they have moved into base-to-base contact with may fire.

But consolidating into an enemy, you say? Page 271 (unnumbered but counted from the last numbered page) in the paragraph entitled Consolidating:

The option to consolidate after winning a close combat is to represent a more measured approach to reoccupying a position or moving into cover rather than haring off after the defeated enemy. It is possible for a consolidating unit to move models into close combat with a nearby enemy unit - this represents the sprawling melee engulfing new opponets rather than a distinct charge into combat. In this case neither side counts as charging in the next round of close combat and the consolidating ynit may not be fired at in the way that a unit making a sweeping advance can.

Therefore you don't get any bonuses that result from charging at all.

Also of note is that if consolidated into before the receiving player's turn, he can simply charge another unit in that WILL count as charging.

Personally I wonder why people would have units bunched up closer than, say 8 inches in the first place.

 Tamwulf wrote:
Every edition since then has attempted to rework the Assault Phase/Close Combat/Fight Phase to reign in it's effect on the table.


Except 4th, which wound up making it worse.

 Tamwulf wrote:
Eighth Edition is probably the best so far for close combat vs.shooting, though it still has a ways to go.


No, I'd say that was 5th. Shooting is so lopsided in this edition that it's laughable.


Honestly the more I read posts like the ones in this thread make me come to some stark conclusions: either people flat out never played and are repeating netgripe falsehoods, people simply did not read their books and people took severe advantage of them, or nobody was actually using tactics in that edition, which resulted in bad blood from too many losses.

www.classichammer.com

For 4-6th WFB, 2-5th 40k, and similar timeframe gaming

Looking for dice from the new AOS boxed set and Dark Imperium on the cheap. Let me know if you can help.
 CthuluIsSpy wrote:
Its AoS, it doesn't have to make sense.
 
   
Made in us
Longtime Dakkanaut





Virginia

And again, this same comparison holds true if you ignore Guardsmen entirely and look at something like Tactical Marines instead. In 3rd Ed a Tactical Marine that moved was firing with the same one-shot-at-12" S4 AP5 profile as a Termagant, so they lost a lot of their effectiveness. Now it's two S4 shots out to 12", or 24" if they stand still or are Ultramarines, and you can pop one of many available stratagems to dramatically increase that firepower.


Yeah, I remember learning the game in 3rd edition not understanding why my marines couldn't fire a rapid fire weapon decently if they moved.

Annandale, huh?

This message was edited 1 time. Last update was at 2019/12/19 21:51:32


 
   
Made in no
Liche Priest Hierophant





Bergen

TheAvengingKnee wrote:
5th was very slashy stabby friendly, disembark an charge from assault vehicles and open topped, auto charge range, no Overwatch, initiative meaning assaulty armies almost always swung first, large charge bonuses. Losing cc against most dedicated melee units basically guaranteed your unit would be wiped out.

I would not call it a balanced edition.


Except 5th edition had IG who where underpiced and where very good at shooting.

At some point in 5th edition the infamous 'tank save' meant tanks had aditional protection thanks to the damage table. Most optimal 5th edituon armies where some form of parking lots. Not melee armies.

   
Made in gb
Witch Hunter in the Shadows





 Niiai wrote:
At some point in 5th edition the infamous 'tank save' meant tanks had aditional protection thanks to the damage table. Most optimal 5th edituon armies where some form of parking lots. Not melee armies.
Transports, not tanks.

Shoot a tank in 5e and it's usually out of the game for a turn and quite possibly crippled for the rest of the game, but a transport being used as a bunker is golden and more importantly against assault armies there was no consolidation into the newly disembarked unit after you smashed a transport in close combat.

GW had started bringing the costs of transports down in late 4e (possibly because they were deathtraps) and guard in particular had a lot of fire points to play with. Combine that with a footprint large enough to block an objective, the inability to remove both it and the contents from said objective in a single assault, and a transports ability to shock infantry off an objective in an edition where last turn grabs were key and they were the perfect spoiler units even if they did go up in smoke the moment a meltagun or krak grenade unit got into range.
   
 
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