Author Topic: Assault versus shooting in 6th Ed 40k (and implications for Grey Knights)  (Read 1367 times)

Sir_Prometheus

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Nah, this whole construct is kinda stupid.  We have a basic system where once units touch each, they are bound together with the strong nuclear force.  Unless you have this magical thing called "hit&run" and then like necrons only making it night fight in their turn, you can manipulate the turn structure and abuse the crap out of it. 

The whole, "my assault turn, your assault turn" thing is silly too, where it is magically a thousand times better to win combat in two phases, rather than 1.  And of course, hit&run, combat tactics, and other weird special abilities let you manipulate the hell out of that, too.

People pretend there's some tactics to it....tuning you CC unit so it kills the enemy in 2 rounds, challenges, etc, but there's really not, even when performed by the best players it's more random than anything else, and it's all so artificial.

I would really prefer a system similar to warmachine's, where a unit can break off, but there's a fairly hefty penalty for doing so (usually a very nasty back stab).

It's why I was so excited by the leaked beta of 6th.... something to change around the turn order would have been great.

MM3791

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I was just informed that Khan and Dante have hit and run, so no need to take xeno allies lol

Benjamin

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Well, I think they're generally too good at tarpitting.  It's a valid concept that should exist but I don't want the current situation where nearly any fearless blob can tie up nearly any other unit for the whole game.
The answer is built into the game. It's called the Shooting Phase.

Sir_Prometheus

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That doesn't make any sense.

MM3791

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I think in the next Speez Meeez codex they need the following.

Nuclear Bomb
-Costs 1999 points
-Counts as HQ and 2 Troops
-Kills Everything on the field automatically
-Releases a black box that can capture objectives

This will teach those fearless blobs a lesson

Mad Dok Rob

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I think in the next Speez Meeez codex they need the following.

Nuclear Bomb
-Costs 1999 points
-Counts as HQ and 2 Troops
-Kills Everything on the field automatically
-Releases a black box that can capture objectives

This will teach those fearless blobs a lesson

Nah, that is waaaaay over costed.  That is definitely not fair to the Speez Meeez.  It will be a 500 pt upgrade to any Speez Meeez (but only a 5 point upgrade to GK because they are so awesome and underpowered).  To keep it balanced it will not go off if the opponent can roll three straight 6+ saves.  There, the Speez Meeez and Xenos are perfectly balanced.
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Mike_k

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Nah, this whole construct is kinda stupid.  We have a basic system where once units touch each, they are bound together with the strong nuclear force.  Unless you have this magical thing called "hit&run" and then like necrons only making it night fight in their turn, you can manipulate the turn structure and abuse the crap out of it. 

The whole, "my assault turn, your assault turn" thing is silly too, where it is magically a thousand times better to win combat in two phases, rather than 1.  And of course, hit&run, combat tactics, and other weird special abilities let you manipulate the hell out of that, too.

People pretend there's some tactics to it....tuning you CC unit so it kills the enemy in 2 rounds, challenges, etc, but there's really not, even when performed by the best players it's more random than anything else, and it's all so artificial.

I would really prefer a system similar to warmachine's, where a unit can break off, but there's a fairly hefty penalty for doing so (usually a very nasty back stab).

It's why I was so excited by the leaked beta of 6th.... something to change around the turn order would have been great.


I think your simplifying and dumbing down the decision making process for shooting and assaulting a bit much. It is a tactical game and you do make decisions and choices to give yourself the best chance to get the desired results. Also then factoring in randomness adds to the dynamic because there should be no "sure things" in a pvp game. If we could always dictate outcomes it wouldn't be a skill based game it purely become a army building game. If you know your facing scissors you will always bring your rocks etc.

When combining all these factors (RNG, Army building, stats etc) you turn it into a game of taking informed and educated chances.

Assaulting now more than ever requires thought and planning when last edition you assaulted with impunity if you had the superior hand to hand unit.
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