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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ How do!<br /> <br /> So this thought occurred to me reading Ashiraya’s latest post in the Nutrition thread. I’ll quote the relevant bit.<br /> <br /> <blockquote><div><cite>Ashiraya wrote:</cite>It's Final Fantasy, basically. You have people in advanced carbon weave armour wielding steel swords and shields.</div></blockquote><br /> <br /> Which is of course a classic <span class="glossaryitem" onmouseover='gp(3);'>40K</span> trope. Other than Tau (even then they’ve the Kroot), everyone has examples of fighty-punchy-eye gougy nutters in their ranks.<br /> <br /> Necrons have Praetorians, Lychguard and Ophidian Destroyers to name three. Eldar have Scorpions, Banshees, Wyches, Harlequins and others. Marines have Assault Marines and in the past Destroyers and lots of elite face-punching units. Kin have the Cthonian Beserks, and the Orks have <i>everywun</i>.<br /> <br /> Indeed, whilst most Boyz enjoy a good bit of Dakka Dakka? Getting into an actually proper fight where you can dish out actual proper stomping is still preferred. And of course? They’re the most wildly successful and widespread species. And if they are indeed descended from the Krork? May have always been fond of proper fisticuffs over anything fancy and clever.<br /> <br /> And it’s that very fact which I think may explain why so many other species have close combat specialists in their ranks. Because sooner or later? You can bet your bottom [insert currency here] that you’ll be mixing it up with Orks. And so they’re the prime mover here. Everywhere humanity, Eldar and anyone else has been? The Orks got their first. So no matter where you go? It’s just a matter of time until you’ll have to deal with someone trying to literally kick your head in.]]></description>
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				<pubDate><![CDATA[Mon, 29 Jun 2026 17:06:47]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ So your theory is Orks are the main driving force behind <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, yes?<br /> <br /> So it makes you wonder why Orks are driven towards <span class="glossaryitem" onmouseover='gp(19);'>CC</span> that much.<br /> IF Orks were indeed created as a weapon against Necrons/C'tan/Necrontyr it might be part of their genetic programming to like <span class="glossaryitem" onmouseover='gp(19);'>CC</span> because that's especially effective against Necs - think about how We will be back/ Reanimation protocols in some editions was turned off by <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. <br /> <br /> I know it's a little wonky on actual fluff (everything about the War in Heaven is quite nebulous) and mixes background with rules, but in the end, why not? So the actual reason for Orks to want <span class="glossaryitem" onmouseover='gp(19);'>CC</span> might be War in Heaven.]]></description>
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				<pubDate><![CDATA[Mon, 29 Jun 2026 18:44:36]]> GMT</pubDate>
				<author><![CDATA[ Sgt. Cortez]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Or, and here’s where a pet theory comes in?<br /> <br /> The Orks are only <i>kind of</i> the Krork. Kinda like how technically, Domestic Chickens are T-Rexes. All related, but very different.<br /> <br /> The Orks could be direct descendants, or a mutated version. Either naturally, accidentally or purposefully.<br /> <br /> Perhaps another surviving species of the War in Heaven, also created by the Old Ones, decided to try something to restrain the Krork. Only it all went horribly wrong, and Orks were the end result.<br /> <br /> I mean, that’s a whole thread and a whole lot more speculation unto itself.<br /> <br /> But whenever Modern Orks first arose? They live for punch ups first and foremost, it being much more fun than just shooting someone, though that’s fun too.<br /> <br /> And so, the other major species had to develop their military with inevitable and regular hand to hand in mind.]]></description>
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				<pubDate><![CDATA[Mon, 29 Jun 2026 18:53:38]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ I don't think it's that complicated. The melee is there for thematic and aesthetic reasons, <span class="glossaryitem" onmouseover='gp(3);'>40k</span> would lose an enormous amount of its theming if they tried to make it overly realistic.<br /> <br /> They often don't really try to justify it in-universe, and even when they do it's paper-thin. Could you imagine how horrifying Harlequins with proper guns would be? Not only can you hardly draw a bead on them due to the holosuits, they're also hiding in cover two hundred metres away and picking off your troops with incredibly advanced precision rifles that they've spent a century mastering. <br /> <br /> But they fight in melee instead because that's just what <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is, and that is fine. It needs no further justification. One must imagine the chainsword happy.]]></description>
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				<pubDate><![CDATA[Mon, 29 Jun 2026 22:05:00]]> GMT</pubDate>
				<author><![CDATA[ Ashiraya]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Well, technically <span class="glossaryitem" onmouseover='gp(281);'>irl</span> close combat weapon in army still in use, and in fact, it's used rarely compared to sai wwI but still in use. And in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> we have all kind of force/refraction/psychic protection fields which stop projectile/laser/nameit but can be passed by ol' good slab of metal. So why not use your choppa if you could get yourself in range. Also it's pretty hard to shoot when enemy zooming up close and trying slash you with chainsaw. So your favorite power shovel would be preferred option ]]></description>
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				<pubDate><![CDATA[Mon, 29 Jun 2026 22:52:48]]> GMT</pubDate>
				<author><![CDATA[ kabaakaba]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9b8f2c2159ccdaf4069f88817b2ee653.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830643.page"><b>kabaakaba wrote:</b></a><br/>And in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> we have all kind of force/refraction/psychic protection fields which stop projectile/laser/nameit but can be passed by ol' good slab of metal</div></blockquote><br /> <br /> This is actually pretty rare. It's really just void shields and their counterparts in other factions (kustom force fields, holo-fields, etc). Refractor fields, iron halos and the like all work perfectly fine against melee attacks. <br /> <br /> And I am not saying <span class="glossaryitem" onmouseover='gp(3);'>40k</span> would not have melee weapons in it, I am just saying that if it wanted to concern itself with such things, it'd need to do a lot more work to justify the existence of things like Assault Intercessors. It doesn't want to concern itself with that, which is fine, but if this was a harder form of sci-fi, it'd definitely need to.]]></description>
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				<pubDate><![CDATA[Mon, 29 Jun 2026 23:57:28]]> GMT</pubDate>
				<author><![CDATA[ Ashiraya]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Given the wars the Imperium ends of fighting close combat is not that unrealistic. Trench warfare basically guarantees that you will end up in knife fighting range at some point. There is more than one body cam video out of Ukraine of soldiers ending up knife fighting.<br /> <br /> If you have that, plus armor tech being at the point where you can have soldiers who are relatively safe from going down to a couple shots, and it actually makes sense to spec into some dedicated melee soldiers. You can have armored soldiers with melee weapons sneak into enemy trenches and start a stabbing spree. Its WW1 trench raids all over again, and they didn't even have armor that was proof against anything bigger than a pistol. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> does have armor that is spec'd against rifle rounds and better. ]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 04:14:53]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Given that warfare usually requires you to push the enemy off a location, or capture a location with your own troops, you would by necessity end up physically closer to the enemy in order to so.<br /> <br /> And given <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has a combination of very numerous and/or tough and/or fast and/or armoured soldiers, with a lot of blind fanaticism, psycho indoctrination, mindlessness or mental war mask control, I'd say that combat just results in getting physically closer to the enemy that you haven't managed to kill yet with your guns more often than in the real world.<br /> <br /> <br /> Given <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has planet destroying weaponry deployable by all factions and orbital bombardment capability is a regularly tool, the only time foot troops appear is when the other things can't be used for whatever reason.<br /> <br /> And in the circumstances of a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> foot troop battle, those aforementioned features found in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> would statistically lead to enemies within punching distance more often than not.<br /> <br /> <br /> <br /> So orks fulfil l]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 04:42:03]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/43b9df6dc5b7b335f41e6e68fd19ed77.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830688.page"><b>Grey Templar wrote:</b></a><br/>Given the wars the Imperium ends of fighting close combat is not that unrealistic. Trench warfare basically guarantees that you will end up in knife fighting range at some point. There is more than one body cam video out of Ukraine of soldiers ending up knife fighting.<br /> <br /> If you have that, plus armor tech being at the point where you can have soldiers who are relatively safe from going down to a couple shots, and it actually makes sense to spec into some dedicated melee soldiers. You can have armored soldiers with melee weapons sneak into enemy trenches and start a stabbing spree. Its WW1 trench raids all over again, and they didn't even have armor that was proof against anything bigger than a pistol. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> does have armor that is spec'd against rifle rounds and better. </div></blockquote><br /> <br /> Trench warfare isn't necessarily the standard in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Yes, if you send in Kriegers they will love WW1 tactics, but Guard in general prefer WW2 tactics otherwise, whereas Tau for example fight like 21st century NATO forces (who don't tend to focus very much on melee, fittingly).]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 12:10:46]]> GMT</pubDate>
				<author><![CDATA[ Ashiraya]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Trenches and Urban fighting both necessarily involve close quarters combat.]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 12:24:01]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ It does, but not "spammed troops using a chainsaw as a primary weapon" levels of close quarters combat (which I already said and feel like everyone is ignoring).]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 12:57:28]]> GMT</pubDate>
				<author><![CDATA[ Ashiraya]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ But again every faction has methods to force melee combat even against mobile opponents like the T'au. Marines have armor and jump packs. Orks have numbers, fast vehicles, and general disregard for personal safety. Eldar have speed, holofields, etc... Almost everybody has teleportation. <br /> <br /> Worth noting that the Imperial Guard doesn't really have a dedicated melee unit, outside of Rough Riders I guess. Officers do get and take melee weapons, but they focus much less on it than factions who can force melee if desired.<br /> <br /> And I wouldn't say that marines spam melee troops either. Assault marines and Assault Terminators are definitely a specialist troop. The default equipment for a marine is a bolter and a combat knife/bayonet. The default Terminator loadout is a Storm Bolter and a Power fist(which is a demolition tool that doubles as a melee weapon), so they are still ranged focused. <br /> <br /> I guarantee you if we had an analog to power armor with a controllable jetpack today we would see melee troops become a major part of doctrine. ]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 14:04:16]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Even in close quarters combat actual hand-hand fighting is a rarity. <br /> <br /> If you watch videos of Ukraine 99% of trench clearing is still by assault rifle and grenade (and drones). It's blind firing round corners, throwing grenades around corners, radioing in a drone team to scope/blow out the next stretch, etc. Compared to that actual hand-hand fighting is exceedingly rare. Like so rare I'm only aware of it happening once and that incident is like THE big thing. <br /> Hand-hand fighting in WW1 is as much a symptom of the fact that short/wieldy automatic weapons hadn't really been developed up to that point. A long bolt action rifle isn't good in a trench. But once SMGs and shotguns started hitting the trenches? That was it. <br /> <br /> Even at a range at which you can reach out and hit someone with a sword - shooting them is going to be more effective. Even a biologically and mechanically enhanced warrior like an Astartes is going to be able to deliver a deadlier blow, quicker, and from further away with a firearm than they are a melee weapon (and reach is *massive* in hand-hand combat).<br /> <br /> The current game zeitgeist of having a special "melee combat" in which units are locked together, protected from outside firepower, and *only* allowed to use hand-hand weapons is incredibly contrived and not at all representative of real life combat. <br /> <br /> The Tau are absolutely the only ones doing the "realistic" thing of using shotguns instead of swords.<br /> I wish pulse blasters had a melee weapon profile though, like the new Twin Lance have for their weapons.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> But responding to the specific idea that melee troops are necessary to counter enemy melee troops (such as the Orks);<br /> <br /> There is *some* truth to this. <br /> In the Pacific theatre the Japanese were famous for their 'banzai' bayonet charges. Initially these usually were quite successful if they made contact - US troops were almost entirely untrained in bayonet fighting (rather bayonet drills were used to teach aggression rather than technique) and would panic and run, turning their backs to the Japanese. <br /> Then the US army began to more properly train their troops in bayonet fighting, specifically teaching them to stand and fight. This meant the troops could actually repel a Japanese bayonet charge quite effectively - the Japanese didn't really teach fighting styles much either. <br /> <br /> But all that's deliberately glossing over the fact that Japanese were already suffering casualties in a ratio like 10-1 just charging into contact in the first place. Bayonet charges rarely achieved more than just making it easier for the enemy to kill them. <br /> <br /> Swapping your rifle for a sword may allow you to fight that hand-hand combat better, but you're only doing it on parity (all else being equal). But to do so you've sacrificed a 10-fold advantage you'd have had with a rifle vs a swordsman. <br /> <br /> I guess the only possible contrarian point is that power weapons seem to be relatively common in universe and much more effective against say an astartes than a bolter seems to be. <br /> But are they more common than a plasmagun? Old lore suggests they are, but certainly in-game dispositions suggest they're not. The only <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> carrying powers weapons are veterans. Whereas relatively basic squads like Hellblasters all carry plasmaguns - so plasmaguns probably outnumber powerweapons like 2-1 or more in an astartes chapter. ]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 14:17:15]]> GMT</pubDate>
				<author><![CDATA[ kirotheavenger]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/43b9df6dc5b7b335f41e6e68fd19ed77.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830746.page"><b>Grey Templar wrote:</b></a><br/>And I wouldn't say that marines spam melee troops either. Assault marines and Assault Terminators are definitely a specialist troop. The default equipment for a marine is a bolter and a combat knife/bayonet. The default Terminator loadout is a Storm Bolter and a Power fist(which is a demolition tool that doubles as a melee weapon), so they are still ranged focused. </div></blockquote><br /> <br /> Again, Assault Intercessors. Primaris have had en-masse chainsword foot guys for way longer than they have had jump pack models. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a9a9e796c545e52c80603929805ba2ed.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830751.page"><b>kirotheavenger wrote:</b></a><br/>I guess the only possible contrarian point is that power weapons seem to be relatively common in universe and much more effective against say an astartes than a bolter seems to be. <br /> But are they more common than a plasmagun? Old lore suggests they are, but certainly in-game dispositions suggest they're not. The only <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> carrying powers weapons are veterans. Whereas relatively basic squads like Hellblasters all carry plasmaguns - so plasmaguns probably outnumber powerweapons like 2-1 or more in an astartes chapter. </div></blockquote><br /> <br /> I'd argue it's not true even in old lore.<br /> <br /> In 30k, you have entire battleline squads with plasma guns (<span class="glossaryitem" onmouseover='gp(130);'>TSS</span>, likely the inspiration for Hellblasters both in and out of universe). And while it's true plasma was better understood back then, so were power weapons, and yet they were concentrated in the hands of sergeants and veterans, with power weapons being sprinkled into melee squads rather than being fielded en masse (exception, again, for veterans).<br /> <br /> And for the Guard, you see plasma guns in the hands of regular guardsmen. One per squad, maybe, but that's still in guardsman hands, whereas power swords are not used by anyone below sergeant rank. And "one per squad" is itself a new phenomenon, besides. If we're talking older lore, we had Guard Special Weapons Squads where fully half the unit could rock plasma guns. The Special Weapons Squad didn't get booted into Legends until the very end of 9th edition.]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 16:01:13]]> GMT</pubDate>
				<author><![CDATA[ Ashiraya]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Lethal ranged weapons have existed back into prehistory. Bows, javelins, slings, even the humble rock have been able to kill at range.<br /> <br /> Yet melee didn't disappear as a common part of warfare until the end of the 19th century at the earliest, and probably the interwar period in practice.<br /> <br /> I think it is worth noting that plate armour was developed after firearms appeared in Europe. Essentially, if troops can close to melee range, melee will occur because it is an effective way of breaking enemy troops and pushing them off ground.<br /> <br /> That said, with the advent of repeating firearms, the only practical way for melee to return is being tough enough to typically tank a few shots and still be combat capable- speed is no longer enough. For humans, this means armour. For <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, it can also just be toughness or weird optical effects.<br /> <br /> But shooting is still better than stabbing, I hear you say. Not always so. Melee has two chief advantages over shooting if most shots will not penetrate armour- melee attacks are much easier to target at weakpoints in the armour (as seen in renaissance combat between fully-armoured men-at-arms), and melee attacks can defend in a way guns cannot. Guns can only offend by shooting. They can defend if used as melee weapons but often make for poor melee weapons compared to purpose-built ones.<br /> <br /> So if you find yourself up-close with an Ork, you can't rely on your lasgun to stop the Ork with shooting, but you can use the gun to parry/block the Ork's blows and try to attack past their guard. It isn't either/or too- shooting with a bayonet fixed is possible. If the Ork has armour, humans are much better at stabbing into the gaps than shooting into them durimg combat.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 17:06:20]]> GMT</pubDate>
				<author><![CDATA[ Haighus]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/34ee7daab1a43d92d2efb4d1a30cff9e.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830724.page"><b>Ashiraya wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/43b9df6dc5b7b335f41e6e68fd19ed77.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830688.page"><b>Grey Templar wrote:</b></a><br/>Given the wars the Imperium ends of fighting close combat is not that unrealistic. Trench warfare basically guarantees that you will end up in knife fighting range at some point. There is more than one body cam video out of Ukraine of soldiers ending up knife fighting.<br /> <br /> If you have that, plus armor tech being at the point where you can have soldiers who are relatively safe from going down to a couple shots, and it actually makes sense to spec into some dedicated melee soldiers. You can have armored soldiers with melee weapons sneak into enemy trenches and start a stabbing spree. Its WW1 trench raids all over again, and they didn't even have armor that was proof against anything bigger than a pistol. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> does have armor that is spec'd against rifle rounds and better. </div></blockquote><br /> <br /> Trench warfare isn't necessarily the standard in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Yes, if you send in Kriegers they will love WW1 tactics, but Guard in general prefer WW2 tactics otherwise, whereas Tau for example fight like 21st century NATO forces (who don't tend to focus very much on melee, fittingly).</div></blockquote><br /> <br /> Depends which Death Korps unit, Forgeworld released an entire army list for the <span class="glossaryitem" onmouseover='gp(312);'>DKoK</span> that makes them play how the Steel Legion would be played, heavily mechanised infantry with a lot of mobile artillery and all that]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 21:16:11]]> GMT</pubDate>
				<author><![CDATA[ Bobthehero]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Yeah. By love I mean that it's the specialisation they are famous for, so it's what they will often be sent to handle. They don't literally "love" fighting in the trenches. Indeed in the novel I just read, Ghost Legion, an Inquisitor requisitioned Kriegers among other things to assault a Chaos-held system, and as there was no time for a slow siege grind, they pressed on directly instead (and called down an artillery bombardment on themselves when they believed the Alpha Legion commander and his bodyguard had charged them, but that's rather besides the point).]]></description>
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				<pubDate><![CDATA[Tue, 30 Jun 2026 23:03:55]]> GMT</pubDate>
				<author><![CDATA[ Ashiraya]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Echoing Ashiraya in that "Melee doesn't really make sense." Not as a first strategy, at least. <br /> <br /> Squad has knives for when the enemy closes? Makes sense.<br /> Squad has nothing but pistols and big, unwieldy chainswords? Less so.<br /> <br /> And that's okay! <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is not a sensible, sober look at what war might be like in the future. It's a gonzo setting where literal daemons from another dimension are here to eat your soul. It's also a game we play for fun.]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 01:42:55]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5cb629f12cb23744a3f9b727773e6842.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830785.page"><b>Haighus wrote:</b></a><br/>Lethal ranged weapons have existed back into prehistory. Bows, javelins, slings, even the humble rock have been able to kill at range.<br /> <br /> Yet melee didn't disappear as a common part of warfare until the end of the 19th century at the earliest, and probably the interwar period in practice.<br /> </div></blockquote><br /> The capabilities of the ranged weapons are very different though;<br /> Bows were relatively slow rate of fire and couldn't be sustained over a long period. They were also relatively ineffective against the best armour of the time. Same for slings and such. Also the lethality difference between a bow and a spear thrust wasn't that substantial. <br /> This slow rate of fire in particular carried right through into the early modern era.<br /> Modern firearms are rapid fire with large magazines and completely change the equation. And these are all factors which continue into <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Even the super lethal weaponary like plasma is capable of rapid fire with a large magazine.<br /> <br /> Even in medieval/ancient warfare the premier melee weapon was the spear - IE the weapon with the longest range possible. The Roman reformed army was very exceptional in their use of the shortsword, which was a specific combination with their heavy shields and well drilled assault tactics.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/34ee7daab1a43d92d2efb4d1a30cff9e.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830774.page"><b>Ashiraya wrote:</b></a><br/><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a9a9e796c545e52c80603929805ba2ed.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830751.page"><b>kirotheavenger wrote:</b></a><br/>I guess the only possible contrarian point is that power weapons seem to be relatively common in universe and much more effective against say an astartes than a bolter seems to be. <br /> But are they more common than a plasmagun? Old lore suggests they are, but certainly in-game dispositions suggest they're not. The only <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> carrying powers weapons are veterans. Whereas relatively basic squads like Hellblasters all carry plasmaguns - so plasmaguns probably outnumber powerweapons like 2-1 or more in an astartes chapter. </div></blockquote><br /> <br /> I'd argue it's not true even in old lore.<br /> <br /> In 30k, you have entire battleline squads with plasma guns (<span class="glossaryitem" onmouseover='gp(130);'>TSS</span>, likely the inspiration for Hellblasters both in and out of universe). And while it's true plasma was better understood back then, so were power weapons, and yet they were concentrated in the hands of sergeants and veterans, with power weapons being sprinkled into melee squads rather than being fielded en masse (exception, again, for veterans).</div></blockquote><br /> <br /> 30k isn't old lore, it's like new 'historical' lore  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br /> When I referred to old lore I meant more like 2nd ed when it was said an entire regiment might typically only have 1-2 plasma guns with only the very lucky ones having more. Of course, even back then every platoon could have half a dozen plasma guns by rules.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830897.page"><b>JNAProductions wrote:</b></a><br/>And that's okay! <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is not a sensible, sober look at what war might be like in the future. It's a gonzo setting where literal daemons from another dimension are here to eat your soul. It's also a game we play for fun.</div></blockquote><br /> Totally agree on that - but I also do like that the option is there to play more 'realistic' forces without the melee focus. <br /> But I do wish the rules didn't push melee quite so heavily. We should have a way to push a position with closerange firepower, which is currently only possible with melee combat. I think it could be as simple as redefining melee as "CQB" and including in "CQB weapons" pointblank profiles for shotguns, SMGs, and similar weapons. ]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 07:52:03]]> GMT</pubDate>
				<author><![CDATA[ kirotheavenger]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ There’s definitely an in-game limit to the application and adherence to the background.<br /> <br /> Close Combat Monster Tau? No, thank you. It’s established they find <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> distasteful and would far rather develop better weapons to prevent you getting close in the first place. It’s also a deliberate, intended weak point in their army.<br /> <br /> Imperial Guard having a surprising amount of supposedly rare equipment? Less bothersome. There’s still a strict limit on how many you can field, and it gives basic infantry of usually limited means a chance to have a meaningful role beyond clogging up the enemy. There, that’s player agency.<br /> <br /> For more nuanced and subtle issues? I get people wanting random for the random god stuff reduced. But I still feel Orks benefit from some random stuff because that’s just part of their societal thing, and needs some reflection on the board. How much is very much open to discussion, but 3rd Ed more or less excised it entirely (with, if dim memory recalls correctly) was basically just the Zap Gub being S <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>, rolled every shot. That for me is way too little.]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 08:06:55]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Problem with "Tau are just weak at melee" is when melee is a key and central part of the objective/game structure; which it is now. <br /> This doesn't just apply to Tau, this applies to anyone that doesn't find running into melee and punching someone compelling (so a lot of <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, and can be basically any faction). <br /> <br /> This makes lack of melee extremely problematic for the viability of a faction, and means you either force someone to bring something they don't want to, or means you have to completely up-power the firepower of a faction. But that's unsatisfying because now they're tabling the opponent turn 2/3 (which is pretty much what it takes to score if you can't push in and score the same turn).]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 08:22:05]]> GMT</pubDate>
				<author><![CDATA[ kirotheavenger]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a9a9e796c545e52c80603929805ba2ed.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830918.page"><b>kirotheavenger wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5cb629f12cb23744a3f9b727773e6842.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830785.page"><b>Haighus wrote:</b></a><br/>Lethal ranged weapons have existed back into prehistory. Bows, javelins, slings, even the humble rock have been able to kill at range.<br /> <br /> Yet melee didn't disappear as a common part of warfare until the end of the 19th century at the earliest, and probably the interwar period in practice.<br /> </div></blockquote><br /> The capabilities of the ranged weapons are very different though;<br /> Bows were relatively slow rate of fire and couldn't be sustained over a long period. They were also relatively ineffective against the best armour of the time. Same for slings and such. Also the lethality difference between a bow and a spear thrust wasn't that substantial. <br /> This slow rate of fire in particular carried right through into the early modern era.<br /> Modern firearms are rapid fire with large magazines and completely change the equation. And these are all factors which continue into <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Even the super lethal weaponary like plasma is capable of rapid fire with a large magazine.<br /> <br /> Even in medieval/ancient warfare the premier melee weapon was the spear - IE the weapon with the longest range possible. The Roman reformed army was very exceptional in their use of the shortsword, which was a specific combination with their heavy shields and well drilled assault tactics.<br /> <br /> <br />  </div></blockquote><br /> I think you are putting the cart before the horse a bit here. A bow is incredibly dangerous to an unarmoured human without a shield. It also doesn't need to be powerful- a 30Ib draw weight bow is common for hunting and entirely reasonable for inflicting lethal wounds on unarmoured flesh (especially with broad tips). People do hunt with stronger bows but they certainly don't reach late medieval and early modern warbow strengths. A fit person can shoot such a bow all day, and fast. It doesn't take much effort to reach reasonable proficiency with such a weapon.<br /> <br /> The reason this didn't dominate warfare alone is effective countermeasures existed- shields, and later armour. Humans without these would not reliably be able to close and combat would be mostly ranged with little melee as it is today. The countermeasures also forced bows to adapt into something more awkward and less useful overall- draw weights went up, arrows got heavier, tips were adapted to penetration instead of injury. Eventually only highly-trained, specialist archers were still useful combatants until demographic changes made that unfeasible at scale.<br /> <br /> Today, firearms are indeed very capable, and we don't have the technology to armour infantry against them beyond a few stray shots. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> does though, and has some very tough creatures that can take a lot of shots naturally too. The logical outcome is that 1) firearms will adapt by becoming larger and more unwieldy to defeat armour and be less useful in CQB (see autoguns firing <i>8mm</i> calibre bullets), and 2) melee will return as a way to fight armoured foes. <br /> <br /> We've actually seen this before with firearms. As plate armour was developed, partly in response to improving ranged weapons like firearms, the firearms got dramatically larger to keep up and still be useful. They then shunk down again once armour stopped being economically viable. A 16th century musket is much heavier and more powerful than an 18th century musket, because it was intended to counter armoured foes. The later musket is much closer in size and weight to the earlier arquebus which fell out of fashion as good armour became widespread for awhile. Now the US Army is switching to a much more powerful infantry rifle supposedly to counter improving body armour- many (including me) think this is premature but the process is the same. The M7 and M8 are obviously going to be harder to use in CQB given they fire a full-sized rifle cartridge at 80000psi on combat loads.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 08:51:23]]> GMT</pubDate>
				<author><![CDATA[ Haighus]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ Bodkin tips were also developed. Against a mounted foe, the main aim is to get them unmounted. And if it’s a muddy field? That’s a mucky end.<br /> <br /> The remains of English and Welsh Longbowmen show they used it often enough to effect physical changes to their Skellington, and presumably muscle mass associated with shooting a bow.<br /> <br /> You get two or three hundred such lads together? Each volley is the same number of arrows in the air, and the sheer mount of practice meant they could get them to land where you needed them to land.<br /> <br /> Armour did somewhat reduce the risk, but not everywhere or everyone was armoured.<br /> <br /> Agincourt reputedly had between 5,000 and 7,000 archer on the English side, and we all know how that worked out. Though there of course it more notable that the fallen French Knights were murdered, rather than captured for ransom.<br /> <br /> Thought Crecy (sp) remains my favourite for sheer daftness and shenanigans.]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 09:00:27]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5cb629f12cb23744a3f9b727773e6842.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830924.page"><b>Haighus wrote:</b></a><br/>...<br /> </div></blockquote><br /> You're generally correct in this arms vs armour race, although it was very push and pull through history - but it begs the question of is melee deadlier than firearms in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>?<br /> In the medieval era that was certainly the case - an armoured knight could be wrestled to the floor and gaps found in a way that a bow could not. <br /> <br /> But is that true of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>?<br /> A carnifex may well be fairly resilient to a boltgun - but is a chainsword any better? Almost certainly not. Even an astartes can't slice a chainsword faster than he can a bolt shell. And your bolter has the advantage of being able to tear chunks out of the Carnifex *before* it rips you in half with casual ease. <br /> A plasmagun is more lethal than a powersword. <br /> <br /> The only exception I can possibly think of is the thunderhammer. Especially now that with newer models/lore a thunderhammer is wieldy enough for even a power armoured astartes to wield one one handed - it offers them a level of punch greater than a plasmagun. Of course there's still inferno pistols (which are apparently rare as hens teeth) and meltaguns (which are probably fairly slow <span class="glossaryitem" onmouseover='gp(381);'>RoF</span>) which both provide more stopping power than a thunderhammer at much greater range but there's a conceivable niche for something like your thunderhammer/stormshield units. The stormshield being very important for providing protection into range - you're basically fighting in the late Roman style here.<br /> <br /> But what's an Assault Intercessor seriously bringing to the table that wouldn't be done better by a boltrifle?<br /> Of course, on the tabletop what the Assault Intercessor gains is the ability to get <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> free bonus movement with their attack, plus pilein/consolidate (basic infantry can run faster than jet fighters!) through a wall, as well as an unrealistically boosted attack profile (could luck swinging a chainsword faster than you can magdump a rifle), and yet more besides.]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 09:08:58]]> GMT</pubDate>
				<author><![CDATA[ kirotheavenger]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a9a9e796c545e52c80603929805ba2ed.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830930.page"><b>kirotheavenger wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5cb629f12cb23744a3f9b727773e6842.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830924.page"><b>Haighus wrote:</b></a><br/>...<br /> </div></blockquote><br /> You're generally correct in this arms vs armour race, although it was very push and pull through history - but it begs the question of is melee deadlier than firearms in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>?<br /> In the medieval era that was certainly the case - an armoured knight could be wrestled to the floor and gaps found in a way that a bow could not. <br /> <br /> But is that true of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>?<br /> A carnifex may well be fairly resilient to a boltgun - but is a chainsword any better? Almost certainly not. Even an astartes can't slice a chainsword faster than he can a bolt shell. And your bolter has the advantage of being able to tear chunks out of the Carnifex *before* it rips you in half with casual ease. <br /> A plasmagun is more lethal than a powersword. <br /> <br /> The only exception I can possibly think of is the thunderhammer. Especially now that with newer models/lore a thunderhammer is wieldy enough for even a power armoured astartes to wield one one handed - it offers them a level of punch greater than a plasmagun. Of course there's still inferno pistols (which are apparently rare as hens teeth) and meltaguns (which are probably fairly slow <span class="glossaryitem" onmouseover='gp(381);'>RoF</span>) which both provide more stopping power than a thunderhammer at much greater range but there's a conceivable niche for something like your thunderhammer/stormshield units. The stormshield being very important for providing protection into range - you're basically fighting in the late Roman style here.<br /> <br /> But what's an Assault Intercessor seriously bringing to the table that wouldn't be done better by a boltrifle?<br /> Of course, on the tabletop what the Assault Intercessor gains is the ability to get <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> free bonus movement with their attack, plus pilein/consolidate (basic infantry can run faster than jet fighters!) through a wall, as well as an unrealistically boosted attack profile (could luck swinging a chainsword faster than you can magdump a rifle), and yet more besides.</div></blockquote><br /> I don't think that really changes anything. Melee attacks weren't better at defeating plate armour, it is just easier for a human to stab a weakpoint than shoot it. Volume of fire can substitute the latter (and why many think the M7/M8 is a premature development compared to just sticking with intermediate cartridges like in Ukraine). To use the longbow example- longbows did not stop being effective when plate armour became widespread that could reliably stop arrows... because enough arrows would still find gaps and manufacturing defects and thinner plates eventually. The problem is they couldn't do it quick enough to prevent men-at-arms from closing in many cases. There is an interesting example in the Battle of Vernueil in 1424. The English won the battle overall, but there was a contingent of fully-barded Milanese cavalry that was able to break part of the English force for minimal casualties by attacking before they'd had chance to build anti-cavalry defences. The combination of good armour and speed utterly countered the advantages of the bowmen without defensive preparations.<br /> <br /> Is a chainsword better at hurting a carnifex than a boltgun? No. But if the carnifex has made it into melee anyway you don't have much choice, and the chainsword has more options than the boltgun and is probably a little easier to stab into eye sockets and joints and so on (ironically never represented in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules). Can someone parry a carnifex? I imagine it is extremely difficult but parrying can only require a slight deflection to work. Blocking is almost certainly out for basically everyone except other monstrous creatures and the like. That said, neither weapon is a good counter to carnifexes.<br /> <br /> I think a better question is what happens if a unit of Marines with chainsword/bolt pistol engages a unit with boltguns. The latter has an advantage in open terrain, but in close terrain the melee marines can close and then a boltgun is not enough to reliably stop a marine before said marine can start engaging with the melee weapon. They can use the chainswprd to bat the boltgun out of aim and suddenly it is a harnessfechten wrestling match where one combatant has a purpose-built melee weapon plus an off-hand weapon that can also take opportunistic shots even in close proximity, and one who has a short block of metal in a shape fairly poorly adapted for melee (bit better with a bayonet) and no off-hand weapon if they can't get their knife out in time. In that situation, you'd expect the marine with the chainsword to usually win because they can control the fight better.<br /> <br /> But the boltgun <i>is</i> more useful overall. Marines have always had more ranged than melee troops in most Chapters. There just happens to be a place for dedicated melee troops in situations where closing with the enemy is useful (clearing objectives) and is also <i>possible</i>. We know that in particularly dangerous situations, like storming prepared defences in a siege line, marines prefer to put assault marines inside vehicles like Land Raiders to achieve that. They know that melee only works if the shooting is neutered enough to be able to close with the enemy.<br /> <br /> Re. power swords being less common than plasma. I think that is entirely because ranged combat is a preference and generally more useful than melee. Melee is an adjunct that is situationally useful, and sometimes forced by the enemy. A marine tactical sergeant has melee weapons as a contingency for being forced into melee, or for the occasional opportunistic melee assault (to clear a building for example). In the latter, say against orks, the boltguns would probably be a little more effective but also using combat knives and the like does allow for ammo conservation and allows for defense against melee attacks in return when bolt rounds were not enough to down an ork.<br /> <br /> Also worth noting that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> melee has long been stated to include point-blank use of firearms. The gun profiles were not used for a mix of simplicity and to represent how hard it can be to shoot someone who is also engaging you with an attack at the same time. Again, shooting is a purely offensive action, it cannot defend as melee weapons can, and a firearm being used to defend becomes a melee weapon with disadvantages due to having the components that let it be a firearm. That said, I strongly suspect that a typical guard trooper does fire their lasgun throughout melee combat until the laspack runs dry though. There isn't really a disadvantage- no recoil, can still have the bayonet equipped, and can take opportunistic shots instead of or alongside stabbing and hacking. Compare to a boltgun, which seems to have some recoild even for soldiers in power armour, or a large, bulky plasma gun which is going to be very hard to use up-close beyond smoking a single combatant.<br /> <br /> Re. speed. Fencing is quick, and marines and eldar etc will be really quick. Humans can do multiple strikes per second. If a soldier comes round a corner and meets another within a couple metres, they can probably get off 2-5 rounds before the melee weapon could strike home. That is a best-case scenario for melee, and would most likely still result in a dead melee fighter and unharmed rifle user today. But a soldier in power armour? Probably just shrugged those shots off and parried the rifle/injured an unarmoured foe, and now it is a melee fight. Obviously as ranges open up this gets harder and harder for melee fighters, and I don't think it is an accident that the vast majority still carry a side-arm to suppress the enemy with on approach.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also sword and shield appeared multiple times in history. Broadly speaking, it is equivalent to spear and shield in efficacy for infantry combat (lacks a bit against heavy cavalry, which is part of why legionaries struggled against parthians and ended up adopting cataphractii themselves in response), but swords were hard for nations to produce in much of history so spear and shield was far more common until plate armour and similar heavy armour made two-handed melee weapons the clear winner.]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 10:47:52]]> GMT</pubDate>
				<author><![CDATA[ Haighus]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830928.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Bodkin tips were also developed. Against a mounted foe, the main aim is to get them unmounted. And if it’s a muddy field? That’s a mucky end.<br /> <br /> The remains of English and Welsh Longbowmen show they used it often enough to effect physical changes to their Skellington, and presumably muscle mass associated with shooting a bow.<br /> <br /> You get two or three hundred such lads together? Each volley is the same number of arrows in the air, and the sheer mount of practice meant they could get them to land where you needed them to land.<br /> <br /> Armour did somewhat reduce the risk, but not everywhere or everyone was armoured.<br /> <br /> Agincourt reputedly had between 5,000 and 7,000 archer on the English side, and we all know how that worked out. Though there of course it more notable that the fallen French Knights were murdered, rather than captured for ransom.<br /> <br /> Thought Crecy (sp) remains my favourite for sheer daftness and shenanigans.</div></blockquote><br /> <br /> It takes more than archers to win the battles, you can see that happen in Patay, they attempt to pull a 2nd Crecy/Agincourt, but were caught before they were fully prepared, the result is that the 5000 Englishmen were crushed by 1500 Frenchmen at a frightening ration. Wikipedia states the Frenchmen had 3 men killed for around 2k Englishmen killed, and a good bit captured. ]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 10:58:23]]> GMT</pubDate>
				<author><![CDATA[ Bobthehero]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ You're still making the assumption that pointblank firing with a firearm is not possible - it absolutely is. <br /> <br /> An enemy in arms reach in no way precludes you from shooting them, and parrying a rifle is harder than parrying a sword because just putting a sword in the way is enough to stop another sword reaching you, you can also block a sword swing with a rifle. Whereas to parry a rifle you have to physically push the weapon out of line. A move as simple as taking one step backwards will take you out of range of the sword and allow you full use of your rifle. The range in which a melee weapon is more useful than a potent, automatic, and high capacity firearm is really impossibly short it isn't even the norm in a building or trench network. <br /> <br /> When I said speed what I was referring to is how an assault intercessor gets, what, 3 attacks a turn? They can swing their chainsword 3 times. A rifle intercessor gets to fire their boltrifle twice. In no real world can an astartes make more good attacks with a chainsword than they can snap off shots/bursts of a rifle. <br /> Old rules like "if you carry a pistol you get +1 attack with your melee weapon" don't even begin to represent the reality of point blank firearms usage. ]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 11:00:37]]> GMT</pubDate>
				<author><![CDATA[ kirotheavenger]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a9a9e796c545e52c80603929805ba2ed.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830940.page"><b>kirotheavenger wrote:</b></a><br/>You're still making the assumption that pointblank firing with a firearm is not possible - it absolutely is. <br /> <br /> An enemy in arms reach in no way precludes you from shooting them, and parrying a rifle is harder than parrying a sword because just putting a sword in the way is enough to stop another sword reaching you, you can also block a sword swing with a rifle. Whereas to parry a rifle you have to physically push the weapon out of line. A move as simple as taking one step backwards will take you out of range of the sword and allow you full use of your rifle. The range in which a melee weapon is more useful than a potent, automatic, and high capacity firearm is really impossibly short it isn't even the norm in a building or trench network. <br /> <br /> When I said speed what I was referring to is how an assault intercessor gets, what, 3 attacks a turn? They can swing their chainsword 3 times. A rifle intercessor gets to fire their boltrifle twice. In no real world can an astartes make more good attacks with a chainsword than they can snap off shots/bursts of a rifle. <br /> Old rules like "if you carry a pistol you get +1 attack with your melee weapon" don't even begin to represent the reality of point blank firearms usage. </div></blockquote><br /> I'm pretty sure a "shot" in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> represents a burst for most small arms. I'm not discounting this at all, but a burst from a gun is far less effective if the shots just deflect off a breastplate. CQB shooting aims at centre mass and aimed shooting into less-armoured limbs and joints is just harder and slower. Up-close, a burst into centre-mass is quicker than a melee strike, but only just, and such a burst will not reliably stop power armoured foes, nor will it be likely to constrain their actions. Melee or retreat then becomes inevitable.]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 11:29:27]]> GMT</pubDate>
				<author><![CDATA[ Haighus]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ I think the Kommandos Kill Team drives the point of Ork's melee lethality home wonderfully. Big <span class="glossaryitem" onmouseover='gp(3);'>40K</span> only does it with the "buckets and buckets of dice", which isnt nearly as thematic feeling <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span><br /> <br /> As for melees' prevalence in the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> setting, I have always felt its that "Fantasy In Space" angle <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is going for. Of course Knights In Space Have Swords, Hammers and Axes.. The archetypical swashbuckler (pistol and sword) feels very fitting for <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, where gaming tables are small parking lots and cover is pretty meaningless in most cases<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 11:29:50]]> GMT</pubDate>
				<author><![CDATA[ tauist]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5cb629f12cb23744a3f9b727773e6842.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830943.page"><b>Haighus wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a9a9e796c545e52c80603929805ba2ed.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830940.page"><b>kirotheavenger wrote:</b></a><br/>You're still making the assumption that pointblank firing with a firearm is not possible - it absolutely is. <br /> <br /> An enemy in arms reach in no way precludes you from shooting them, and parrying a rifle is harder than parrying a sword because just putting a sword in the way is enough to stop another sword reaching you, you can also block a sword swing with a rifle. Whereas to parry a rifle you have to physically push the weapon out of line. A move as simple as taking one step backwards will take you out of range of the sword and allow you full use of your rifle. The range in which a melee weapon is more useful than a potent, automatic, and high capacity firearm is really impossibly short it isn't even the norm in a building or trench network. <br /> <br /> When I said speed what I was referring to is how an assault intercessor gets, what, 3 attacks a turn? They can swing their chainsword 3 times. A rifle intercessor gets to fire their boltrifle twice. In no real world can an astartes make more good attacks with a chainsword than they can snap off shots/bursts of a rifle. <br /> Old rules like "if you carry a pistol you get +1 attack with your melee weapon" don't even begin to represent the reality of point blank firearms usage. </div></blockquote><br /> I'm pretty sure a "shot" in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> represents a burst for most small arms. I'm not discounting this at all, but a burst from a gun is far less effective if the shots just deflect off a breastplate. CQB shooting aims at centre mass and aimed shooting into less-armoured limbs and joints is just harder and slower. Up-close, a burst into centre-mass is quicker than a melee strike, but only just, and such a burst will not reliably stop power armoured foes, nor will it be likely to constrain their actions. Melee or retreat then becomes inevitable.</div></blockquote><br /> A boltrifle dice may well represent a dice - but we're now still talking about artificial buffs of melee attacks. If a single dice is one chainsword swipe, why is it equally lethal to an entire burst of rifle fire? And it's still being generous to say you can get 3 good swipes in but only 2 good bursts. <br /> <br /> You're also under no obligation at all to aim a burst at centre-mass. That's usually what they train because it's easier but you can easily aim it at a head or something. This is even today a trained technique called the Mozambique drill and you see it in real combat footage. <br /> It also assumes that a plasmagun to centre-mass is less effective than a chainsword, which it isn't. <br /> Even aiming a melee weapon is hard - medieval armoured combat was more like wrestling/grappling to then get your rondel out, you're not getting a sword strike straight into an armpit just like that. <br /> We also have the very real question of why aren't astartes more regularly equipped with heavy shotguns or similar? Boltguns are already shown as being [barely] capable of penetrating power armour, a dedicated CQB firearm could do it even more effectively. Instead the only people who wield such weapons are the barely trained initiates  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d5fdeb1c900d92c3e1e19ed662d842e9.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830944.page"><b>tauist wrote:</b></a><br/>I think the Kommandos Kill Team drives the point of Ork's melee lethality home wonderfully. Big <span class="glossaryitem" onmouseover='gp(3);'>40K</span> only does it with the "buckets and buckets of dice", which isnt nearly as thematic feeling <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span><br /> <br /> As for melees' prevalence in the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> setting, I have always felt its that "Fantasy In Space" angle <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is going for. Of course Knights In Space Have Swords, Hammers and Axes.. The archetypical swashbuckler (pistol and sword) feels very fitting for <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, where gaming tables are small parking lots and cover is pretty meaningless in most cases<br /> <br /> </div></blockquote><br /> A lot of it also comes from the like renaissance fantasy of the officers carrying swords. Hence sergeants and command staff are often the people using melee weapons (/slash using the fancy melee weapons in a melee squad).<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 12:15:06]]> GMT</pubDate>
				<author><![CDATA[ kirotheavenger]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a9a9e796c545e52c80603929805ba2ed.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830953.page"><b>kirotheavenger wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5cb629f12cb23744a3f9b727773e6842.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830943.page"><b>Haighus wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a9a9e796c545e52c80603929805ba2ed.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830940.page"><b>kirotheavenger wrote:</b></a><br/>You're still making the assumption that pointblank firing with a firearm is not possible - it absolutely is. <br /> <br /> An enemy in arms reach in no way precludes you from shooting them, and parrying a rifle is harder than parrying a sword because just putting a sword in the way is enough to stop another sword reaching you, you can also block a sword swing with a rifle. Whereas to parry a rifle you have to physically push the weapon out of line. A move as simple as taking one step backwards will take you out of range of the sword and allow you full use of your rifle. The range in which a melee weapon is more useful than a potent, automatic, and high capacity firearm is really impossibly short it isn't even the norm in a building or trench network. <br /> <br /> When I said speed what I was referring to is how an assault intercessor gets, what, 3 attacks a turn? They can swing their chainsword 3 times. A rifle intercessor gets to fire their boltrifle twice. In no real world can an astartes make more good attacks with a chainsword than they can snap off shots/bursts of a rifle. <br /> Old rules like "if you carry a pistol you get +1 attack with your melee weapon" don't even begin to represent the reality of point blank firearms usage. </div></blockquote><br /> I'm pretty sure a "shot" in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> represents a burst for most small arms. I'm not discounting this at all, but a burst from a gun is far less effective if the shots just deflect off a breastplate. CQB shooting aims at centre mass and aimed shooting into less-armoured limbs and joints is just harder and slower. Up-close, a burst into centre-mass is quicker than a melee strike, but only just, and such a burst will not reliably stop power armoured foes, nor will it be likely to constrain their actions. Melee or retreat then becomes inevitable.</div></blockquote><br /> A boltrifle dice may well represent a dice - but we're now still talking about artificial buffs of melee attacks. If a single dice is one chainsword swipe, why is it equally lethal to an entire burst of rifle fire? And it's still being generous to say you can get 3 good swipes in but only 2 good bursts. <br /> <br /> You're also under no obligation at all to aim a burst at centre-mass. That's usually what they train because it's easier but you can easily aim it at a head or something. This is even today a trained technique called the Mozambique drill and you see it in real combat footage. <br /> It also assumes that a plasmagun to centre-mass is less effective than a chainsword, which it isn't. <br /> Even aiming a melee weapon is hard - medieval armoured combat was more like wrestling/grappling to then get your rondel out, you're not getting a sword strike straight into an armpit just like that. <br /> We also have the very real question of why aren't astartes more regularly equipped with heavy shotguns or similar? Boltguns are already shown as being [barely] capable of penetrating power armour, a dedicated CQB firearm could do it even more effectively. Instead the only people who wield such weapons are the barely trained initiates  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> <br /> <br /> </div></blockquote><br /> Firstly, helmets have traditionally been as heavily armoured as breastplates, so I'd expect a power armour suit to have very thick faceplates too, for obvious reasons of torsos and heads containing vital organs. Just switching to headshots probably isn't enough with power armour, although would make a difference with open-faced helmets such as typically seen in the likes of carapace armour.<br /> <br /> Obviously soldiers can be trained to shoot at more vulnerable spots instead of centre mass, but centre mass is used because it is quick and reliable (especially for a moving foe). Forces like marines, stormtroopers etc with higher levels of general marksmanship are going to be better placed to do so, but from what we know of the likes of power armour and even carapace armour it is just unlikely to incapacitate an armoured opponent in such a way as to prevent them fighting. Also, those techniques are mostly used by special forces, and typically against poorly-trained insurgents in clearing operations in most cases. In the peer combat we are seeing in Ukraine those kinds of techniques are not common despite widespread body armour and instead much more cautious approaches with pre-firing, pieing etc. that rely on volume of fire and minimal exposure are the norm. Neither really maps to an ork or marine counter-charging round the corner instead of a human hiding round the corner, but assuming the enemy is waiting I don't think we'd see much of the rapid-entry clearing style against skilled opponents except by armoured/tough soldiers like marines or orks who can take some accurate return fire and probably keep going.<br /> <br /> I agree melee attacks also struggle to hit vulnerable spots, but a huge part of that is that the opponent gets a vote. It is actually quite easy to train a typical human to reliably strike very small fixed targets with a tool (including weapons), easier than it is to teach them to shoot them unless you try to jam the barrel into the target (at which point it can be parried etc and is not functionally different from a melee attack in delivery except needing less strength to injure). For direct comparison, I'd wager it would take less time to get the average untrained person accurately stabbing a face with a pike at 3m than hitting the face with a rifle from the same range in a snapshot scenario (say, the human shape pops up for a brief period to simulate a sudden, close encounter). We are not talking about pikes in general, but just used it as a direct comparison for equivalent short range and ease of a task. I'd also suggest most people would be better at learning how to hit a moving nail with a hammer than shooting the moving nail from a hammer-length away. When we look at historical examples, armoured people in melee did aim for eye slits and joints in combat, they usually resorted to grappling if their opponent was sufficiently skilled to protect vulnerable areas and needed to be overpowered.<br /> <br /> The key thing about the opening burst is that a human combatant today cannot block it (although modern body armour might allow them to survive it) and modern assault rifles are relatively easy to rapidly and accurately shoot a burst with, so there isn't a likely need for follow up unless they missed or only wounded the enemy (and wounding probably reduced the combat efficacy of the enemy). A melee enemy essentially gets very little chance to reach melee range, and whoever shoots first for ranged enemies probably wins (assuming the enemy has adequate training/skill, see above about insurgents). But if the first burst is unlikely to incapacitate then you have to contend with retaliation, and if that retaliation is melee then now your firearm is an unwieldy stick unless you can line up a shot again. That is why, at very close quarters, a second burst is unlikely against a melee enemy. The gun has to be pointing at the enemy to be useful as a firearm, and the moment it starts being used to parry or block and prevent the opponent from gaining control of the fight it is not going to be pointing at the enemy much at all. An opening might be generated but now the advantage switches to the purpose-built weapon(s) for melee, for obvious reasons.<br /> <br /> Again, this is the best case scenario for melee- an extremely close ranged environment where two enemies encounter each other within range for a single lunge into melee. Things like room clearing. Even today, this is very dangerous for the soldier with the rifle even against enemies without firearms. But with good armour? Melee can be forced and therefore purpose-built melee weapons will enter limited use.<br /> <br /> The further out the ranges get, the less melee becomes viable. But we have obvious adaptations for this- Land Raiders, jump packs and so on. But outside of the Black Templars and maybe the Space Wolves, every marine chapter recognises melee is more situational and has a predominence of units armed with ranged primary weapons, and the majority of melee units have either side arms or extra thick armour (and sometimes a massive shield).<br /> <br /> <br /> Adressing side points:<br /> <br /> I'd also hold that attack dice also can represent a flurry of attacks in the same way a single "shot" is probably a burst for small arms. Turns in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> are obviously quite abstract and there has never been a firm explanation of how long one lasts (except Rogue Trader?) nor is it really desirable. But given how far basic infantry move, I think the idea a single attack actually represents just one strike for most melee attacks is... unlikely. The abstraction is a balance mechanic that give flavour as much as anything. Actual human melee combat can include multiple strikes per second, to say nothing of astartes or eldar and so on.<br /> <br /> As an aside, for the purposes of this I am assuming chainswords are reasonable melee weapons and not unwieldy bricks where you have to constantly fight the gyroscopic effect. The lore says they are effective and can be used for duelling, so I am working off that. How that is the case? Who knows. I would assume the materials used and tech inside is able to counter the downsides.<br /> <br /> I'm also not really sure why plasma is relevant. Sure, it can be used up close and will take out most things it hits. But it is also a support weapon in the same vein as a grenade launcher or <span class="glossaryitem" onmouseover='gp(563);'>MG</span>, and is clearly much more bulky than equivalent rifles. I'd expect them to be unwieldy and not suited to snap-shooting, and the likes of marine chapters choose to only dispense them sparingly even though a marine chapter typically has the resources to give every marine a plasma gun if they wished. The logical conclusion being they are quite limited in their battlefield role compared to a rifle and are a specialist tool instead of a general-purpose one. In game, they have always been a straight upgrade to basic rifles aside from overheating, but the game is a small snapshot of the overall campaign with abstracted rules. As such, comparing plasma guns to chainswords isn't particularly helpful, they just aren't fulfilling the same roles on the battlefield and there is probably a reason only some soldiers are equipped with plasma guns beyond general rarity.<br /> <br /> I don't think shotguns change much. They don't offer much over a modern intermediate-cartridge carbine in close quarters, besides being better at breaching doors. Special forces today rarely use them as primary weapons, although I believe some US marines found shotguns more helpful in Iraq than carbines. It is pretty marginal though. A marine can comfortably wield a boltgun as a carbine and even bolt rifles seem to be fine, so shotguns are probably only a marginal improvement up close. Probably a bigger deal for, say, a Chaos cultist if their autogun is firing massive 8mm bullets to switch to a shotgun for cqb though... Autoguns seem to be closer to automatic battle rifles than assault rifles.]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 14:19:04]]> GMT</pubDate>
				<author><![CDATA[ Haighus]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5cb629f12cb23744a3f9b727773e6842.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830968.page"><b>Haighus wrote:</b></a><br/><br /> Firstly, helmets have traditionally been as heavily armoured as breastplates, so I'd expect a power armour suit to have very thick faceplates too, for obvious reasons of torsos and heads containing vital organs. Just switching to headshots probably isn't enough with power armour, although would make a difference with open-faced helmets such as typically seen in the likes of carapace armour.<br /> <br /> Obviously soldiers can be trained to shoot at more vulnerable spots instead of centre mass, but centre mass is used because it is quick and reliable (especially for a moving foe). Forces like marines, stormtroopers etc with higher levels of general marksmanship are going to be better placed to do so, but from what we know of the likes of power armour and even carapace armour it is just unlikely to incapacitate an armoured opponent in such a way as to prevent them fighting. Also, those techniques are mostly used by special forces, and typically against poorly-trained insurgents in clearing operations in most cases. In the peer combat we are seeing in Ukraine those kinds of techniques are not common despite widespread body armour and instead much more cautious approaches with pre-firing, pieing etc. that rely on volume of fire and minimal exposure are the norm. Neither really maps to an ork or marine counter-charging round the corner instead of a human hiding round the corner, but assuming the enemy is waiting I don't think we'd see much of the rapid-entry clearing style against skilled opponents except by armoured/tough soldiers like marines or orks who can take some accurate return fire and probably keep going.</div></blockquote><br /> Things like bolters are routinely shown as being capable of penetrating power armour though, and the helmet is usually described as a weaker spot than the breastplate. <br /> Chainswords have almost always been pretty well as-lethal hit for hit as the wielder's standard smallarm is (eg astartes chainsword = astartes bolter). There's pretty much zero situation that a chainsword can handle that a bolter cannot, and a bolter can handle several hundred feet worth of more situations to boot. <br /> I really don't see why an enemy charging around the corner makes it *harder* for guns to deal with them - if anything it makes it easier as they deprive you of the difficult step of entering the room yourself. <br /> Special forces in particular have spent a lot of time practicing the best way of entering a contested room - even entering a contested room without collateral damage (which rules out prefiring and grenades). Still their solutions are all firearms based. If there was any validity to charging round that corner with a sword they'd be doing that, as it is they don't even bother to fit bayonets these days.<br /> Remember even just the width of a room is actually quite a lot of range where a firearm is effective but a sword is not. <br /> <br /> <blockquote class="uncited"><div>I agree melee attacks also struggle to hit vulnerable spots, but a huge part of that is that the opponent gets a vote. It is actually quite easy to train a typical human to reliably strike very small fixed targets with a tool (including weapons), easier than it is to teach them to shoot them unless you try to jam the barrel into the target (at which point it can be parried etc and is not functionally different from a melee attack in delivery except needing less strength to injure). For direct comparison, I'd wager it would take less time to get the average untrained person accurately stabbing a face with a pike at 3m than hitting the face with a rifle from the same range in a snapshot scenario (say, the human shape pops up for a brief period to simulate a sudden, close encounter). </div></blockquote><br /> Why are we talking about untrained opponents as if that's any relevance to an astartes? Who starts training for combat as a teenager and basically lives their entire life between praying for war, practicing for war, and conducting war?<br /> Plus, it's just a minority of targets that cannot be simply shot by a boltgun. 90% of Orks? Cultists? Gaunts? Boltgun will go straight through. Even enemy astartes? Boltgun can do it still.<br /> <br /> <blockquote class="uncited"><div>Again, this is the best case scenario for melee- an extremely close ranged environment where two enemies encounter each other within range for a single lunge into melee. Things like room clearing. Even today, this is very dangerous for the soldier with the rifle even against enemies without firearms. But with good armour? Melee can be forced and therefore purpose-built melee weapons will enter limited use.<br /> <br /> The further out the ranges get, the less melee becomes viable. But we have obvious adaptations for this- Land Raiders, jump packs and so on. But outside of the Black Templars and maybe the Space Wolves, every marine chapter recognises melee is more situational and has a predominence of units armed with ranged primary weapons, and the majority of melee units have either side arms or extra thick armour (and sometimes a massive shield).</div></blockquote><br /> As I touched on above you're expanding the size of the 'best case scenario' for melee substantially. It's not room clearing - room clearing has vast gulfs of room (boom boom) in which an attacker will be completely exposed and vulnerable to a shooter. Melee is only remotely viable at literal arms length which is basically just not a thing 99.9% of the time. I made the argument before that a marine equipped with a heavy shield and heavy melee weapon could be an effective force. But something like an assault intercessor or choppa wielding Ork just isn't.<br /> At least Orks have the excuse that they don't really care if 95% of them die when closing in. There's still no reason a Marine would logically forgo their rifle for a sword to fight in the dirt with that Ork.<br /> Things like Landraiders don't really help. We already have armoured vehicles like that and firearms are still the best weapons for clearing a building after a transport has delivered you there. Jump Packs similarly - sure they can reduce the time you spend outside of melee range but there's still a large range and time in which you could have just shot the enemy/they can just shoot you. Jump Packs also slightly undermine the whole "melee is important for ultra close confines" because you've now got a giant thruster that can barely fit in said ultra close confines. <br /> <br /> <br /> <blockquote class="uncited"><div><br /> Adressing side points:<br /> <br /> I'd also hold that attack dice also can represent a flurry of attacks in the same way a single "shot" is probably a burst for small arms. Turns in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> are obviously quite abstract and there has never been a firm explanation of how long one lasts (except Rogue Trader?) nor is it really desirable. But given how far basic infantry move, I think the idea a single attack actually represents just one strike for most melee attacks is... unlikely. The abstraction is a balance mechanic that give flavour as much as anything. Actual human melee combat can include multiple strikes per second, to say nothing of astartes or eldar and so on.</div></blockquote><br /> Sure you can interpret each dice as widely as you like - but the central point is that a Marine with a chainsword is 50% more deadly than a marine with a rifle. Which just isn't the case given the quantity of high-velocity exploding adamantine a boltrifle can throw.<br /> <br /> <br /> <blockquote class="uncited"><div><br /> I'm also not really sure why plasma is relevant. Sure, it can be used up close and will take out most things it hits. But it is also a support weapon in the same vein as a grenade launcher or <span class="glossaryitem" onmouseover='gp(563);'>MG</span>, and is clearly much more bulky than equivalent rifles. I'd expect them to be unwieldy and not suited to snap-shooting, and the likes of marine chapters choose to only dispense them sparingly even though a marine chapter typically has the resources to give every marine a plasma gun if they wished. The logical conclusion being they are quite limited in their battlefield role compared to a rifle and are a specialist tool instead of a general-purpose one. In game, they have always been a straight upgrade to basic rifles aside from overheating, but the game is a small snapshot of the overall campaign with abstracted rules. As such, comparing plasma guns to chainswords isn't particularly helpful, they just aren't fulfilling the same roles on the battlefield and there is probably a reason only some soldiers are equipped with plasma guns beyond general rarity.</div></blockquote><br /> Plasma is relevant because it shows there are firearms in usage, even common usage, that are plenty capable of blowing through marines.<br /> If you want to compare basic melee to basic rifles - boltgun beats chainsword 99.9% of the time. <br /> If you wanted to add in fancier melee weapons that start to materially surpass bolters in lethality - plasma guns undercut them again. <br /> As I mentioned earlier, there's only really the thunderhammer standing as a melee weapon without an obviously superior firearm adjacent (although meltas arguably would).<br /> <br /> <blockquote class="uncited"><div>I don't think shotguns change much. They don't offer much over a modern intermediate-cartridge carbine in close quarters, besides being better at breaching doors. Special forces today rarely use them as primary weapons, although I believe some US marines found shotguns more helpful in Iraq than carbines. It is pretty marginal though. A marine can comfortably wield a boltgun as a carbine and even bolt rifles seem to be fine, so shotguns are probably only a marginal improvement up close. Probably a bigger deal for, say, a Chaos cultist if their autogun is firing massive 8mm bullets to switch to a shotgun for cqb though... Autoguns seem to be closer to automatic battle rifles than assault rifles.</div></blockquote><br /> Part of the reason modern carbines surpass shotguns for CQB is that penetration isn't really that important so the <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> is a big factor. <br /> But for certain scenarios more oomph is important in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> - such as Tau pulse blasters vs the pulse carbine. ]]></description>
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				<pubDate><![CDATA[Wed, 1 Jul 2026 14:49:27]]> GMT</pubDate>
				<author><![CDATA[ kirotheavenger]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ One reason why Space Marines might also favor melee is because of the limited ammunition they can carry. Bolters and bolter shells in background are higher end weapons that are more expensive and maintenance intensive compared to things like stubbers and autoguns, and especially if the bolter shells have additional religious rites done over them. To expend bolter shells on cultists and mutants would be cost ineffective and risk the marines running out of ammunition at a more important time. Unlike in the computer games, spare bolter reloads are not lying around everywhere to pick up. The need to conserve ammo therefore may mean it is better for the marine to go chainsword a cultist or punch their head in with their armored gauntlet rather than expend a more valuable bolter shell, when the marine is likely to survive whatever ramshackle weaponry the cultist might have. ]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2026 01:04:16]]> GMT</pubDate>
				<author><![CDATA[ Iracundus]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/819237/11831064.page"><b>Iracundus wrote:</b></a><br/>One reason why Space Marines might also favor melee is because of the limited ammunition they can carry. Bolters and bolter shells in background are higher end weapons that are more expensive and maintenance intensive compared to things like stubbers and autoguns, and especially if the bolter shells have additional religious rites done over them. To expend bolter shells on cultists and mutants would be cost ineffective and risk the marines running out of ammunition at a more important time. Unlike in the computer games, spare bolter reloads are not lying around everywhere to pick up. The need to conserve ammo therefore may mean it is better for the marine to go chainsword a cultist or punch their head in with their armored gauntlet rather than expend a more valuable bolter shell, when the marine is likely to survive whatever ramshackle weaponry the cultist might have. </div></blockquote>Which really makes you ask-why don't Marines, with their power packs, use laser weapons?]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2026 01:04:55]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ I think the explanation given that the 30K background now has it that Marines did have access to other energy weapons like volkite, was that the bolter was the balance between stopping power, reliability, and availability. Other more esoteric energy weapons were less reliable, more maintenance intensive, or were in limited production. That is why not every Marine is carrinyg a plasma gun or plasma pistol. Las weapons seem to have a gap between lasguns and the lascannon, and maybe it is the power draw. The Marines with lascannons are shown with heavy cabling to an upgraded backpack power system. So maybe the lasgun is too weak, and anything bigger (but below lascannon) does not provide enough benefit for the additional hassle of maybe needing a bigger power system.]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2026 01:09:13]]> GMT</pubDate>
				<author><![CDATA[ Iracundus]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/819237/11831066.page"><b>Iracundus wrote:</b></a><br/>I think the explanation given that the 30K background now has it that Marines did have access to other energy weapons like volkite, was that the bolter was the balance between stopping power, reliability, and availability. Other more esoteric energy weapons were less reliable, more maintenance intensive, or were in limited production. That is why not every Marine is carrinyg a plasma gun or plasma pistol. Las weapons seem to have a gap between lasguns and the lascannon, and maybe it is the power draw. The Marines with lascannons are shown with heavy cabling to an upgraded backpack power system. So maybe the lasgun is too weak, and anything bigger (but below lascannon) does not provide enough benefit for the additional hassle of maybe needing a bigger power system.</div></blockquote>What about Multilasers? Or Volley Guns?]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2026 01:11:53]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11831067.page"><b>JNAProductions wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/819237/11831066.page"><b>Iracundus wrote:</b></a><br/>I think the explanation given that the 30K background now has it that Marines did have access to other energy weapons like volkite, was that the bolter was the balance between stopping power, reliability, and availability. Other more esoteric energy weapons were less reliable, more maintenance intensive, or were in limited production. That is why not every Marine is carrinyg a plasma gun or plasma pistol. Las weapons seem to have a gap between lasguns and the lascannon, and maybe it is the power draw. The Marines with lascannons are shown with heavy cabling to an upgraded backpack power system. So maybe the lasgun is too weak, and anything bigger (but below lascannon) does not provide enough benefit for the additional hassle of maybe needing a bigger power system.</div></blockquote>What about Multilasers? Or Volley Guns?</div></blockquote><br /> <br /> I think the issue of bulkiness and weight for not enough benefit? The multilaser is really more for unarmored infantry so maybe it was decided the Marines didn't need to carry a larger bulkier laser just for that kind of target as they are effective already against that.]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2026 01:47:27]]> GMT</pubDate>
				<author><![CDATA[ Iracundus]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ There is a bit of a prestige thing going on with Bolters. They are a high end expensive weapon with a lot of in-universe lore around them. Its a status weapon which is why marines use them. Bolters are also very versatile thanks to the ability to switch ammo types. <br /> <br /> Bolter ammo is also not THAT uncommon. Sure, its rare and most guardsmen won't ever see any. But enough officers and other higher end soldiers in the Imperium get bolters and bolt pistols that if marines are desperate, they can requisition nearby stocks. <br /> <br /> But yes, Marines will always need to be at least mindful of their ammo usage so punching something to death is a good way to do that.]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2026 02:00:34]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/819237/11831069.page"><b>Iracundus wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11831067.page"><b>JNAProductions wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/819237/11831066.page"><b>Iracundus wrote:</b></a><br/>I think the explanation given that the 30K background now has it that Marines did have access to other energy weapons like volkite, was that the bolter was the balance between stopping power, reliability, and availability. Other more esoteric energy weapons were less reliable, more maintenance intensive, or were in limited production. That is why not every Marine is carrinyg a plasma gun or plasma pistol. Las weapons seem to have a gap between lasguns and the lascannon, and maybe it is the power draw. The Marines with lascannons are shown with heavy cabling to an upgraded backpack power system. So maybe the lasgun is too weak, and anything bigger (but below lascannon) does not provide enough benefit for the additional hassle of maybe needing a bigger power system.</div></blockquote>What about Multilasers? Or Volley Guns?</div></blockquote><br /> <br /> I think the issue of bulkiness and weight for not enough benefit? The multilaser is really more for unarmored infantry so maybe it was decided the Marines didn't need to carry a larger bulkier laser just for that kind of target as they are effective already against that.</div></blockquote><br /> <br /> Volleyguns really aren't that much bulkier and combine the benefits of a lot of bolts merged together, longer range, good armor penetration, it would lack some of the fancier ones that can ignore cover or are loaded with acid, but that's a case of mission pre-planning]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2026 02:21:51]]> GMT</pubDate>
				<author><![CDATA[ Bobthehero]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ On Las Weapons?<br /> <br /> Confrontation, the immediate predecessor of Necromunda explained that whilst Las weapons all shared the same power packs, the bigger you went, the more it required and the fewer shots you got.<br /> <br /> Sadly I don’t have the <span class="glossaryitem" onmouseover='gp(143);'>WD</span> with that part of the rules, but I was something like 20 Lasgun or Pistols shots per power pack. But, a Lascannon required 6 power packs as a literal battery, and would get a single shot from it.<br /> <br /> Not completely gospel as I’ve inserted numbers. But the framework is correct.<br /> <br /> Of course. That’s in an Underhive, and so wouldn’t include Astartes Grade versions. We could interpret the cabling on Devastators to be a source of power to recharge the Lascannon battery, rather than directly powering the thing. Though could do both in a pinch perhaps.]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2026 06:16:34]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Orks, punch ups, and why your bayonet is an essential piece of kit.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a9a9e796c545e52c80603929805ba2ed.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830978.page"><b>kirotheavenger wrote:</b></a><br/><div style="margin-top:5px; margin-bottom:10px;">
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<blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5cb629f12cb23744a3f9b727773e6842.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819237/11830968.page"><b>Haighus wrote:</b></a><br/><br /> Firstly, helmets have traditionally been as heavily armoured as breastplates, so I'd expect a power armour suit to have very thick faceplates too, for obvious reasons of torsos and heads containing vital organs. Just switching to headshots probably isn't enough with power armour, although would make a difference with open-faced helmets such as typically seen in the likes of carapace armour.<br /> <br /> Obviously soldiers can be trained to shoot at more vulnerable spots instead of centre mass, but centre mass is used because it is quick and reliable (especially for a moving foe). Forces like marines, stormtroopers etc with higher levels of general marksmanship are going to be better placed to do so, but from what we know of the likes of power armour and even carapace armour it is just unlikely to incapacitate an armoured opponent in such a way as to prevent them fighting. Also, those techniques are mostly used by special forces, and typically against poorly-trained insurgents in clearing operations in most cases. In the peer combat we are seeing in Ukraine those kinds of techniques are not common despite widespread body armour and instead much more cautious approaches with pre-firing, pieing etc. that rely on volume of fire and minimal exposure are the norm. Neither really maps to an ork or marine counter-charging round the corner instead of a human hiding round the corner, but assuming the enemy is waiting I don't think we'd see much of the rapid-entry clearing style against skilled opponents except by armoured/tough soldiers like marines or orks who can take some accurate return fire and probably keep going.</div></blockquote><br /> Things like bolters are routinely shown as being capable of penetrating power armour though, and the helmet is usually described as a weaker spot than the breastplate. <br /> Chainswords have almost always been pretty well as-lethal hit for hit as the wielder's standard smallarm is (eg astartes chainsword = astartes bolter). There's pretty much zero situation that a chainsword can handle that a bolter cannot, and a bolter can handle several hundred feet worth of more situations to boot. <br /> I really don't see why an enemy charging around the corner makes it *harder* for guns to deal with them - if anything it makes it easier as they deprive you of the difficult step of entering the room yourself. <br /> Special forces in particular have spent a lot of time practicing the best way of entering a contested room - even entering a contested room without collateral damage (which rules out prefiring and grenades). Still their solutions are all firearms based. If there was any validity to charging round that corner with a sword they'd be doing that, as it is they don't even bother to fit bayonets these days.<br /> Remember even just the width of a room is actually quite a lot of range where a firearm is effective but a sword is not. <br /> <br /> <blockquote class="uncited"><div>I agree melee attacks also struggle to hit vulnerable spots, but a huge part of that is that the opponent gets a vote. It is actually quite easy to train a typical human to reliably strike very small fixed targets with a tool (including weapons), easier than it is to teach them to shoot them unless you try to jam the barrel into the target (at which point it can be parried etc and is not functionally different from a melee attack in delivery except needing less strength to injure). For direct comparison, I'd wager it would take less time to get the average untrained person accurately stabbing a face with a pike at 3m than hitting the face with a rifle from the same range in a snapshot scenario (say, the human shape pops up for a brief period to simulate a sudden, close encounter). </div></blockquote><br /> Why are we talking about untrained opponents as if that's any relevance to an astartes? Who starts training for combat as a teenager and basically lives their entire life between praying for war, practicing for war, and conducting war?<br /> Plus, it's just a minority of targets that cannot be simply shot by a boltgun. 90% of Orks? Cultists? Gaunts? Boltgun will go straight through. Even enemy astartes? Boltgun can do it still.<br /> <br /> <blockquote class="uncited"><div>Again, this is the best case scenario for melee- an extremely close ranged environment where two enemies encounter each other within range for a single lunge into melee. Things like room clearing. Even today, this is very dangerous for the soldier with the rifle even against enemies without firearms. But with good armour? Melee can be forced and therefore purpose-built melee weapons will enter limited use.<br /> <br /> The further out the ranges get, the less melee becomes viable. But we have obvious adaptations for this- Land Raiders, jump packs and so on. But outside of the Black Templars and maybe the Space Wolves, every marine chapter recognises melee is more situational and has a predominence of units armed with ranged primary weapons, and the majority of melee units have either side arms or extra thick armour (and sometimes a massive shield).</div></blockquote><br /> As I touched on above you're expanding the size of the 'best case scenario' for melee substantially. It's not room clearing - room clearing has vast gulfs of room (boom boom) in which an attacker will be completely exposed and vulnerable to a shooter. Melee is only remotely viable at literal arms length which is basically just not a thing 99.9% of the time. I made the argument before that a marine equipped with a heavy shield and heavy melee weapon could be an effective force. But something like an assault intercessor or choppa wielding Ork just isn't.<br /> At least Orks have the excuse that they don't really care if 95% of them die when closing in. There's still no reason a Marine would logically forgo their rifle for a sword to fight in the dirt with that Ork.<br /> Things like Landraiders don't really help. We already have armoured vehicles like that and firearms are still the best weapons for clearing a building after a transport has delivered you there. Jump Packs similarly - sure they can reduce the time you spend outside of melee range but there's still a large range and time in which you could have just shot the enemy/they can just shoot you. Jump Packs also slightly undermine the whole "melee is important for ultra close confines" because you've now got a giant thruster that can barely fit in said ultra close confines. <br /> <br /> <br /> <blockquote class="uncited"><div><br /> Adressing side points:<br /> <br /> I'd also hold that attack dice also can represent a flurry of attacks in the same way a single "shot" is probably a burst for small arms. Turns in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> are obviously quite abstract and there has never been a firm explanation of how long one lasts (except Rogue Trader?) nor is it really desirable. But given how far basic infantry move, I think the idea a single attack actually represents just one strike for most melee attacks is... unlikely. The abstraction is a balance mechanic that give flavour as much as anything. Actual human melee combat can include multiple strikes per second, to say nothing of astartes or eldar and so on.</div></blockquote><br /> Sure you can interpret each dice as widely as you like - but the central point is that a Marine with a chainsword is 50% more deadly than a marine with a rifle. Which just isn't the case given the quantity of high-velocity exploding adamantine a boltrifle can throw.<br /> <br /> <br /> <blockquote class="uncited"><div><br /> I'm also not really sure why plasma is relevant. Sure, it can be used up close and will take out most things it hits. But it is also a support weapon in the same vein as a grenade launcher or <span class="glossaryitem" onmouseover='gp(563);'>MG</span>, and is clearly much more bulky than equivalent rifles. I'd expect them to be unwieldy and not suited to snap-shooting, and the likes of marine chapters choose to only dispense them sparingly even though a marine chapter typically has the resources to give every marine a plasma gun if they wished. The logical conclusion being they are quite limited in their battlefield role compared to a rifle and are a specialist tool instead of a general-purpose one. In game, they have always been a straight upgrade to basic rifles aside from overheating, but the game is a small snapshot of the overall campaign with abstracted rules. As such, comparing plasma guns to chainswords isn't particularly helpful, they just aren't fulfilling the same roles on the battlefield and there is probably a reason only some soldiers are equipped with plasma guns beyond general rarity.</div></blockquote><br /> Plasma is relevant because it shows there are firearms in usage, even common usage, that are plenty capable of blowing through marines.<br /> If you want to compare basic melee to basic rifles - boltgun beats chainsword 99.9% of the time. <br /> If you wanted to add in fancier melee weapons that start to materially surpass bolters in lethality - plasma guns undercut them again. <br /> As I mentioned earlier, there's only really the thunderhammer standing as a melee weapon without an obviously superior firearm adjacent (although meltas arguably would).<br /> <br /> <blockquote class="uncited"><div>I don't think shotguns change much. They don't offer much over a modern intermediate-cartridge carbine in close quarters, besides being better at breaching doors. Special forces today rarely use them as primary weapons, although I believe some US marines found shotguns more helpful in Iraq than carbines. It is pretty marginal though. A marine can comfortably wield a boltgun as a carbine and even bolt rifles seem to be fine, so shotguns are probably only a marginal improvement up close. Probably a bigger deal for, say, a Chaos cultist if their autogun is firing massive 8mm bullets to switch to a shotgun for cqb though... Autoguns seem to be closer to automatic battle rifles than assault rifles.</div></blockquote><br /> Part of the reason modern carbines surpass shotguns for CQB is that penetration isn't really that important so the <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> is a big factor. <br /> But for certain scenarios more oomph is important in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> - such as Tau pulse blasters vs the pulse carbine. 
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</div></div></blockquote><br /> <br /> I'm going to go back to the original point. Melee only works if soldiers can typically reach it. Modern special forces use firearms because firearms reliably stop opponents even at very close range with today's armour. I've pointed this out above too. That is the current balance between protection and ranged lethality, ranged wins.<br /> <br /> In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, lots of enemies are not reliably stopped by ranged fire, especially small arms. In close quarters, that makes melee inevitable in the way it has become inevitable throughout history because the enemy gets a vote.<br /> <br /> Yes, boltguns _can_ penetrate power armour. But not reliably, and it usually takes a lot of fire. I haven't seen any lore indication that typical small arms are likely to stop a marine from crossing a room and reaching melee with the exception of some very high-powered examples like Tau pulse weapons. There is a reason special armour-piercing bolt rounds were developed to fight traitor astartes, with the trade off that they sometimes explode! Clearly a non-trivial problem. Again, if encountering an enemy at close range who cannot easily break your armour with fire, why would you let them continue to pour fire into you and not disrupt their ability to aim in melee? Especially if they fired first and are also armoured.<br /> <br /> Do you disagree that once melee is reached, a purpose-built melee weapon + pistol has an advantage over a rifle/carbine?<br /> <br /> Re. game rules making chainswords better than boltguns in a given scenario- the rules are abstracted and modified to balance a given situation. Attacks have also been consistently explained as including point-blank small arms fire in the rules blurbs for melee. It isn't worth going too granular.]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2026 07:15:11]]> GMT</pubDate>
				<author><![CDATA[ Haighus]]></author>
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