Monday, May 14, 2012
40k is a Shooting Game? Pt. 2
First off thank you all for the particiaption in the last post. There were some good thoughts but this is one I wanted to address directly as it King does a good job at stating why he perceives the games as slanted toward shooting. This is naturally open discussion. Everyone is entitled to their opinion and I'm not cutting or slamming TKE. I felt I should point that out as, while I'm sure TKE knows it, I wanted to make sure other readers did too.
TheKingElessar wrote:
Vis-a-vis a shooting game, however, I have to disgaree that the two are perfectly balanced in the core rules. The fact that you hit vehicles on the Rear is poor compensation for hitting them on 4+ or 6s virtually any time you catch up to one you haven't already damaged, only getting a single strike from Grenades, Melta Bombs not being AP1, and then the myriad issues with time constraints, distances, blocking, bubblewrap, and the fact that (barring Kharn) it will always be easier for skilled shooting units to hit and thereby have a chance to inflict damage than for combat units* - there are a great many more limiting factors to inflicting melee damage than shooting damage.
Is the gap as wide as perhaps it is sometimes asserted? No. However, if hyperbole is the only way to get people to pay attention to the debate long enough to see for themselves the inequality, then I have no qualms with that.
* - For anyone who doesn't already realise, this is two-fold: the fact that you can hit on a 2+, and often with a re-roll built in, shooting, but can't in CC; but also because shooting rolls to hit are based only on your own ability without the comparative process for Weapon Skill. A Shooting unit will always be exactly as good at hitting in any circumstance, but a combat unit is inherently less reliable, despite the variation being small and unusual, but they also variably take damage BACK, a much more important factor as they can hit things that kill them much more easily than they'd like.
First I think there is a bit of a disconnect between how we're viewing the balance. Initially TKE points to combat vs. vehicles and shooting vs. vehicles to show the game is slanted toward shooting.
I'd point out that the example is skewed. In armies designed for CC (such as Nids/Daemons) you have units with mass attacks to make up for the difficulty hitting/damaging a moving vehicle. In armies designed for shooting they provide more shots. In generalist armies such as marines you'd find that the difference for shooting vs. combat is pretty minimal (approximately 3.1% for 10 grenades vs. 1 melta gun) to achieve a destroyed result. Granted if you have two melta or the unit moved less 6" or less the number shift and they shift again with a powerfist in a squad. Either way that doesn't seem obviously slanted toward shooting as some people would indicate.
TKE points out that the core rules favor shooting due to no comparitive stats and that you can do it without also taking damage. And on the surface that's a solid arguement. I'd assert however that the while the core mechanics could be seen to encourage shooting over combat that the codexes shift it. And since 40k isn't just a rulebook game but instead is a multisource game I'd still disagree with shooting being significantly stronger than combat. I'd also assert that people's belief in MSU has also pushed the idea that shooting is king because when you use minimum sized units they obviously don't hold up outside of transports.
In regards to the note regarding the always hit based on your stat TKE points out what would be an HQ or super special unit choice (i.e. vindicare). It's a little silly as outside of the vindicare most HQ's that can shoot would do better in CC properly equipped than whatever they're shooting opponents with. While base stats to hit are better than comparison stats to hit the difference lies in the number of attempts to be made in the two phases, combat and shooting.
Bear in mind I'm not saying that CC is always better. There are going to be situations where shooting is better and situations where combat is better. And all units generally swing one way or the other. The three units that are true generalists that come to mind are Shoota Boyz, Grey Hunters, and Chaos Space Marines. These units generally produce the same results from shooting as from combat. Combats numbers are significantly higher (once you include charging + assualt weapons) but that is leveled out by losing some models.
The myth of 40k being a shooting game is heavily based upon the lack of terrain throughout 5th, general meching up, the advocation of MSU, and the hyperbole spit out by a very vocal member of the 40k community. However, how many truly MSU have won a major event in the last few years. Especially the general track? Take a look at the lists that win. They have a CC component and have a method of dealing with CC units outside of shooting.
Those are my thoughts on it. Let's discuss :)
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40k is a Shooting Game? Pt. 2
2012-05-14T05:00:00-07:00
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TheKingElessar 71p · 672 weeks ago
Please bear with me whether I determine whether comments or an article are a better reply...
PS - If only you'd waited a week, till my painting was done... :P
MVB · 672 weeks ago
I successfully run mech-vet w/ outflanknig and straken. I win GT's with it. Why? Why does it make any sense for me to upgrade a melta command squad into a fairly legitimate but pricey close combat unit?
Is it because it can reach out and kill things in assault? Nope.
It's because huge swathes of opposing armies' baseline troops and kill units suddenly can't risk trying to get close to my tight-packed center-controlling ball of mechvets. MSU marine 'melta hunter' units can't race up and try to gank chimeras, b/c Straken alone can multi-assault and kill all of them for their efforts.
The value of combat is in deterrence, its impact on the movement phase, and its ability to use combat movement to do really, really awful things to people. There's an entire article or three to write about it, but while shooting is ... simply shooting, and largely doesn't have a major impact on threat ranging or where people go (it does, just not as dramatic), assault and movement are enormously important keys to keeping your army in-tact, in-position, and fighting for the win near the end of a tight game.
It's incorrect and short-sighted to base a criticism of assault on what assault does or does not kill in comparison to shooting. That's not the reason it's a critical component of the game.
Neil Gilstrap · 672 weeks ago
abusepuppy 121p · 672 weeks ago
Other factors contribute as well, but I think it's fair to say that, even with more LOS-blocking terrain around, shooting is still the default strategy in 5E. Yes, tournaments often are very short on terrain, but this only exacerbates a problem that already exists in the rules; it doesn't create the problem.
Nurglitch · 672 weeks ago
Calypso2ts 1p · 672 weeks ago
When you assault vehicles you are often stuck in the open ready for opponents to annihilate the unit that assaulted. Also assault moves by their nature pull you into the heart of the enemy firepower.
The biggest problem may not be destroying a vehicle in assault (although it can be a challenge with units that rely on Rending to do so), but in surviving the firestorm that follows.
Bill Kim's Daemon list from Adepticon this year highlights both problems (and their solutions) - Skarbrand maximized the chance to hit moving vehicles, Fateweaver allowed units to survive the response.
Nurglitch · 672 weeks ago
Denying emergency disembarkation is also really useful, and you can do it to a Rhino with six models on 25mm bases, if you wreck the vehicles with chainswords instead of krakking it. Then you have the wreck for cover.
Calypso2ts 1p · 672 weeks ago
Assuming any result other than Shaken is desirable (to let you do as you describe - get cover from the wreck or keep it in place), there is a 75% chance that you will do nothing appreciable to the vehicle (only Shake to be conservative, since I do not want to calculate the chances of multiple weapon destroyed results) with 20 S4 attacks. (5/6 miss + 1/6*5/6 fail glance + 1/6*1/6*1/2 shake). To make it to a 50/50 shot you need about 50 attacks.
Those odds kind of suck - but at least that 25% of the time you can take cover behind the tank...
Nurglitch · 672 weeks ago
If a Rhino is immobilized, then you only need two Immobilized/Weapon-Destroyed results to Wreck it. You also hit automatically. So call it 3 glances on average, it's basically 3D6 at 5+ with two results = destroy.
Krak Grenades might get you 9 hits, one penetrating and two glancing, for something equivalent except for the risk of taking wounds upon explosion, and survivors being placed where the Rhino used to be.
TheKingElessar 71p · 672 weeks ago
Nurglitch · 672 weeks ago
inquisitor_dunn 51p · 672 weeks ago
There was also the chaos brass symbols tables and the lava tables. Both were better but still alot of difficult terrain. This was also 3rd edition.
Point is balanced forces did ok. I was lucky and had paid for dozer blades because I had modeled them, score me. I also had tons of flamers....SoB chapter approved army!
Terrain will never be perfect for anyone. You can always have that one peice not in the right place even on a perfect board. Armies need to adapt and over come terrain. Can terrain swing wildly in both directions, sure. Look at your board and talk to you opponent is the best cure.
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inquisitor_dunn 51p · 672 weeks ago
L'Etat C'Est Moi · 671 weeks ago
spaguatyrine · 671 weeks ago
You have to be able to fight in close combat. Hence why certain people on a certain blue site that thinks tons of regular razorbacks with 5 guys in them is a viable option..... Maybe it is but not for me. Give me a power weapon, power fist, etc. I would rather bash your face in than shoot it in. :)
Target (Andrew G) · 671 weeks ago
I remember one example he posted (mostly why he came to mind as the primary person) where he stated that he was in an unwinnable game because his opponent had 30 terminators (DW i believe) in the corner, in cover, and there was no way he could shoot them out, and what did they expect him to do, charge them with 30 marines? Lol, the terrain is broken. If his list had contained combat elements (and not just 6x5 marines), then he would have had the option to do just that: dig the guy out, or force him to move/react in ways that would let the rest of his shooting capitalize.
My .02!
blacksly · 670 weeks ago
Yes, I do think that shooting > assault.
But, I also believe in supply vs demand in an army list... after you have 18 Missile Launchers, getting 2 more will not help you as much as getting your first CC unit that can make an opponent unwilling to enter your space to assault your MLs, or that can dig opponents out of terrain.
A list full of multiple options is a good list. It does not have to be "balanced" in terms of having approximately equal CC and shooting ability (whether by killyness or by points spent), but it should have amounts of both shooting and CC that are not insignificant. CC is not as good as shooting, but it's good enough to buy some units that are meant to engage in CC.
In addition, many Codices will have some great buys in either shooting or CC (but generally we're looking at shooting first)... so after you buy the A+ shooty choices, and the B+... do you invest in the C+ shooty units rather than in an A-rated CC unit? That also happens to cover your hole in CC? If we believe shooting to be not only better than CC, but so dominant that we can ignore CC, then of course you would... but it's not that dominant. At this point, you should get the A-rated unit for CC rather than the C+ shooty unit, both for balance and also because shooting is not so superior that an average shooting unit is better than a great CC unit.
Nurglitch · 670 weeks ago
Additionally, combat allows units to engage multiple units, whereas shooting units, barring special rules, can only shoot one unit at a time. Being able to engage multiple units is very powerful, which is why MSU seems like such a good strategy sometimes.
polaria · 670 weeks ago