Page 3 of 8 FirstFirst 1 2 3 4 5 ... LastLast
Results 41 to 60 of 141

Thread: Does shooting really trump melee in fifth? Or...

  1. #41
    Veteran Sergeant
    Join Date
    Dec 2007
    Location
    Sydney
    Posts
    141

    Re: Does shooting really trump melee in fifth? Or...

    Quote Originally Posted by hazmiter View Post
    Hehehe its a tourney player LOL, she's pretty Damn good. Got 1 win outta 6 games with her so far.
    Just takes time.
    I do jumper, fnp, the devs didn't do much.
    Need my vindicator up and running.
    Maybe it's in your deployment, oh and 1 tank in an army is not a good idea, her oblits will blow it up very very easily. If you go mech you go all mech. Plus a vindicator is a bad choice, if you really want tanks and don't like your devs then auto-cannon lascannon sponson preds are the next option. Also do you have a libby? Blood lance is a very very good power and shield will help you get into assault range and minimise some casualties if she uses a lot of plasm or melta. You may also try vanguard but keep them cheap, a power fist and lightning claw with two shields will hurt if your senwible about your placement. Just remember declare heroic intervention before lacing your one model.
    Victoris aut mortis!

  2. #42
    Chapter Master Chem-Dog's Avatar
    Join Date
    Aug 2005
    Location
    Tantonis IV
    Posts
    5,521

    Re: Does shooting really trump melee in fifth? Or...

    In short, No Shooting doesn't trump Melee and it's hard for me to see why people would think that. I play a variety of armies, some rely on Shooting and some rely on getting in close. If you're a shooty guy, you have to make it count and get your licks in before the b*stards get into your lines, if you're assaulty, you have to take it on the chin as you close on them.
    Problem is, these days there are too many ways to bypass that walk through the storm.

    Melee has always been far more dangerous than shooting, bar a few mishaps with temperamental or inaccurate ranged attacks, Melee is the only situation where you stand to loose models in your own turn and, unless Melee becomes a system where only the player whose turn it is can attack, it will always be a more dangerous proposition.
    40K spend '09: £205.70.'10: £87.50.'11: £29.00. '12: £89.00. '13: £6.00
    Models painted in 2013: 0.5

    Brimstone. Gone but not forgotten.

  3. #43
    Veteran Sergeant
    Join Date
    Dec 2011
    Location
    Off in deep space...
    Posts
    149

    Re: Does shooting really trump melee in fifth? Or...

    The concept of being inside an exploding transport and walking out has always pissed me off. Personally, I think that it should be a default that models are wounded on a 4+, with rending. That way here are some unfortunates who just wont ever see daylight again, and some get a chance to bail out.

    Aside from wounds, being inside an exploding wreck should auto-pin once the unit bails out. A unit may be uber-badass, but they still have to stop drop and roll.

    I like the idea of a unit having to bail out on a pen, but a more 'interesting' method might be to force an Ld test at the end of the phase. The unit inside has to make a leadership check at -1 per pen, and if they fail are forced out and auto-pinned.
    A girl once told me that the fastest way to a man's heart is through his stomach. I kindly replied that I had always thought it was through the ribcage...

  4. #44

    Re: Does shooting really trump melee in fifth? Or...

    If we want to improve melee versus mech, we should allow units which wrecked or exploded a transport in close combat to pile-in against its contents.
    Quote Originally Posted by DoctorTom View Post
    this is probably the first time in the forum someone had to give a definition for "a". Congratulations.

  5. #45
    Chapter Master Chem-Dog's Avatar
    Join Date
    Aug 2005
    Location
    Tantonis IV
    Posts
    5,521

    Re: Does shooting really trump melee in fifth? Or...

    Quote Originally Posted by Phaeron Setek View Post
    The concept of being inside an exploding transport and walking out has always pissed me off. Personally, I think that it should be a default that models are wounded on a 4+, with rending. That way here are some unfortunates who just wont ever see daylight again, and some get a chance to bail out.

    Aside from wounds, being inside an exploding wreck should auto-pin once the unit bails out. A unit may be uber-badass, but they still have to stop drop and roll.
    I agree with the idea that being in a Vehicle when it explodes should be harmful but I don't think a blanket one-size-fits-all effect is the answer, it should be graded.

    For example, one thing that should be factored in is Speed, if you're going flat out, even bailing out before the Kaboom is going to be potentially lethal. Being in a Vehicle that moves over, say, 12" should be roll a 1 or take a hit, moving sub 12" would be a 4+ and maybe only a 6+ on the occupants of a stationary vehicle.

    There are ways to effectively score greater than 6 on the Vehicle Damage chart, this could be expanded.
    Score 6 and you get the basic "Explodes" result score 7 and you get "Detonates" score an 8+ and you get a "Annihilated" result. Destroyed = s3 Explodes =S4 Detonates =S5 and Annihilated =S6.

    So a Transport moving at 18" gets destroyed by an "Annihilated" result every model transported would be looking at a S6 hit on a 2+


    Quote Originally Posted by Nurgling Chieftain View Post
    If we want to improve melee versus mech, we should allow units which wrecked or exploded a transport in close combat to pile-in against its contents.
    How about allowing models in a unit to split their attacks against a transport. The Stuff that can hurt a tank can be aimed AT the tank and the rest can be held back in case the vehicle gets blown up and used on the occupants (if not they've lost their chance to strike)?

    I'd also consider giving attacks that "ignore armour" equivalence to Ap1, well some of them. Powerfists and the other heavy stuff, for example,maybe MC's and certainly Meltabombs.
    40K spend '09: £205.70.'10: £87.50.'11: £29.00. '12: £89.00. '13: £6.00
    Models painted in 2013: 0.5

    Brimstone. Gone but not forgotten.

  6. #46

    Re: Does shooting really trump melee in fifth? Or...

    Quote Originally Posted by Phaeron Setek View Post
    The concept of being inside an exploding transport and walking out has always pissed me off. Personally, I think that it should be a default that models are wounded on a 4+, with rending. That way here are some unfortunates who just wont ever see daylight again, and some get a chance to bail out.

    Aside from wounds, being inside an exploding wreck should auto-pin once the unit bails out. A unit may be uber-badass, but they still have to stop drop and roll.

    I like the idea of a unit having to bail out on a pen, but a more 'interesting' method might be to force an Ld test at the end of the phase. The unit inside has to make a leadership check at -1 per pen, and if they fail are forced out and auto-pinned.
    I like the adding rending onto the 4+ wound. Although maybe it should have a set strength if it rending? Actually, it'd be pretty funny if it's rending, pinning, and wounds on a 4+ (AKA: Sniper special rule) XD.

    I'm not about the leadership on a pen thing for two reasons: It's pretty scary stuff to have a autocannon round enter your space, it doesn't get much worse I'd imagine. The second reason is I'm not too privy on how battlefield stuff works, it seems to me that bailing out because of penetrating might not only be because it's scary, but because you're supposed to and it's suicidal to not. I think we should go with whatever's realistic for that.
    A melta to the face: if it's good enough for Huron, it's good enough for me.
    Quote Originally Posted by Darnok View Post
    Why in the hell should you [assemble 40-50 models] in one go? Try eating ten pizzas in one go, and I'll promise you you'll puke. That doesn't mean there is anything wrong with pizzas...
    Did you know I have a blog? Neither did I, but apparently it's here! I review codices, write unbalanced, childish homebrewed rules, and post articles of my painting, conversions, and writing.

  7. #47
    Veteran Sergeant
    Join Date
    Dec 2007
    Location
    Sydney
    Posts
    141

    Re: Does shooting really trump melee in fifth? Or...

    I think you guys are massively overcomplicating things. Game designers want to streamline games not make them harder and slower. I agree something. eeds to be done to tone down mech armies a little bit but it is in keeping with the fluff, every army uses a lot of their own tanks particularly marines. Personally it doesn't bother me too much though as I have psycannons or melta.
    Victoris aut mortis!

  8. #48

    Re: Does shooting really trump melee in fifth? Or...

    Quote Originally Posted by Dazza612 View Post
    Personally it doesn't bother me too much though as I have psycannons...
    Funny how Grey Knight players think there's nothing wrong with the rules as they are.
    Quote Originally Posted by DoctorTom View Post
    this is probably the first time in the forum someone had to give a definition for "a". Congratulations.

  9. #49
    Veteran Sergeant
    Join Date
    Dec 2007
    Location
    Sydney
    Posts
    141

    Re: Does shooting really trump melee in fifth? Or...

    Quote Originally Posted by Nurgling Chieftain View Post
    Funny how Grey Knight players think there's nothing wrong with the rules as they are.
    Funny how being also a blood Angels player as well which you clearly missed and have loads of melta doesn't bother me either.
    Victoris aut mortis!

  10. #50
    Chapter Master hazmiter's Avatar
    Join Date
    Jan 2012
    Location
    Australia, N.S.W
    Posts
    1,365

    Re: Does shooting really trump melee in fifth? Or...

    LOL, nah Gk, Ba and ig....... Apocalypse.......
    Warhammer 6th edition.
    Grey knights: wins:8 draws:1 losses:1.
    Blood angels: wins:2 draws:0 losses:1.

    New projects: dark elves, cygnar, blood angels (brotherhood of blood)

  11. #51
    Veteran Sergeant
    Join Date
    Dec 2007
    Location
    Sydney
    Posts
    141

    Re: Does shooting really trump melee in fifth? Or...

    Well actually grey knights, guard and tau that would be quite disgusting, you'd have the best mid-range and long-range shooting and the cheapest shooting.
    Victoris aut mortis!

  12. #52
    Commander Faeslayer's Avatar
    Join Date
    Sep 2005
    Location
    Chicago
    Posts
    588

    Re: Does shooting really trump melee in fifth? Or...

    I play Orks, and the only time I feel I'm on even footing is in Apocalypse games... because of the shooting I can bring in Apocalypse games.

  13. #53
    Chapter Master Bunnahabhain's Avatar
    Join Date
    Mar 2007
    Location
    Edinburgh
    Posts
    11,959

    Re: Does shooting really trump melee in fifth? Or...

    Quote Originally Posted by Dazza612 View Post
    I think you guys are massively overcomplicating things. Game designers want to streamline games not make them harder and slower.
    This is true for most games companies, and the GW specialist games division. However, 40k and Fantasy are bloated awkward monstrosities, that pile special rule on rule and exception. If this is due to the ineptness of the writers, the constant changes of writers and direction with a slow codex release cycle, direction from higher up, or all of them, I'm not sure.
    Occasionally accused of being helpful and constructive.
    One ring Book to rule them all, one ring place to find them, One ring Codex to bring them all, and in the Darkness future bind them. Time for the unified Marine Codex.

  14. #54
    Veteran Sergeant
    Join Date
    Dec 2007
    Location
    Sydney
    Posts
    141

    Re: Does shooting really trump melee in fifth? Or...

    I'm noticing a trend in a number of posts and that's coming from ork or nid players, unfortunately these struggle against top armies and competitive gaming. I don't think it's a good thing just the way it is.
    Victoris aut mortis!

  15. #55
    Chapter Master hazmiter's Avatar
    Join Date
    Jan 2012
    Location
    Australia, N.S.W
    Posts
    1,365

    Re: Does shooting really trump melee in fifth? Or...

    Agreed, even my blood angels can out cc my mates orks..... Oh wait, they have power armour vs clothing.....
    My imperial guard can out cc his boys....... My bad, furious charge from creed.
    Damn it!!!!!
    Warhammer 6th edition.
    Grey knights: wins:8 draws:1 losses:1.
    Blood angels: wins:2 draws:0 losses:1.

    New projects: dark elves, cygnar, blood angels (brotherhood of blood)

  16. #56
    Veteran Sergeant
    Join Date
    Dec 2007
    Location
    Sydney
    Posts
    141

    Re: Does shooting really trump melee in fifth? Or...

    I don't know the ork codex well but they don't seem to have a reliable powerful long range gun. Otks hurt thing in cc but they rely on weight of numbrs to do it. Most armies have enough armies to wittle them down till they aren't a threat. Guard have the long range shooting, massed shooting and with the psykers they can reduce their leadership enough they can run them off the board with ease.
    Victoris aut mortis!

  17. #57
    Veteran Sergeant
    Join Date
    Dec 2007
    Location
    Sydney
    Posts
    141

    Re: Does shooting really trump melee in fifth? Or...

    By the way hazmiter if you're struggling against mech chaos with your BA use your mech guard and she'll hate you!!
    Victoris aut mortis!

  18. #58
    Chapter Master hazmiter's Avatar
    Join Date
    Jan 2012
    Location
    Australia, N.S.W
    Posts
    1,365

    Re: Does shooting really trump melee in fifth? Or...

    Oh she hates basilisks and leman russes, as well as mortars.
    Warhammer 6th edition.
    Grey knights: wins:8 draws:1 losses:1.
    Blood angels: wins:2 draws:0 losses:1.

    New projects: dark elves, cygnar, blood angels (brotherhood of blood)

  19. #59
    Commander Shadow Lord's Avatar
    Join Date
    Oct 2006
    Location
    The Phoenix Inn at Darujhistan
    Posts
    612

    Re: Does shooting really trump melee in fifth? Or...

    Orcs are Orcs, so they shouldn't at all be relaible shooters at long range. They should be the raving melee nutcrackers the fluff has them pictured. They can lay down massive fire power, but only hitting on a 5+ isn't reliable indeed...if you want reliable fire power, don't play Orcs...
    Problem for Orcs is to get into melee against an overwhelming majority of IG or SM-chapters, which isn't at all easy. Footslogging vs the current meta-MEQ armies and the awesome gunline IG have is neigh impossible without alot of casualties. Then even in melee their only true chance lies in charging (furious charge) and hopefully don't break them in 1 turn of CC or they get shot to pieces by the remaining fire power.
    5th edition wanted vehicles to play at the forefront of every army (because they weren't that good in 4th and didn't sell all too well), but if you don't want to play that type of army or your current codex doesn't support this kind of army, then you're screwed over! Melee in 5th is still a very good prospect for most armies because they have very good vehicles or other means (drop pod/deep strike) to get their CC-specialists where they're needed. Those who can't/won't will struggle against these type of armies at every turn. Even footslogging GK's will be blown away by a good IG-gunline. If they're in a Stormraven or they are in your face with a Landraider you can't bring down, well...then even the IG gunline will get ripped a new one...
    Last edited by Shadow Lord; 15-05-2012 at 11:03. Reason: typo's
    Don't dismiss my anger as mindless fury.I assure you,it has a purpose!

  20. #60

    Re: Does shooting really trump melee in fifth? Or...

    Quote Originally Posted by althathir View Post
    I'd actually make the argument that it has more to do with true LoS than with shooty vehicles. Its really hard to hide things, and the benefits of terrain (cover) are counteracted by the disadvantages (moving slower). As good as a 4+ save is, its not nearly as good as old area terrain rules preventing them from getting fired at in the first place. I like to read battle reports from the tournies I can't afford to go to , and Nova was really interesting because a lot of players complained there was too much LoS blocking terrain (just read an interesting blog article about it), and lot of the more spamming netlists (razor spam, leafblower) didn't do very well.
    This.

    Plus old vehicle damage probabilities would go a long way to balancing everything and less melta spam.

    I personally like the emphasis on mech and shooting. It's a sci-fi combat game.

Page 3 of 8 FirstFirst 1 2 3 4 5 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •