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 :)

Comments (19)

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Thanks for this, and I knew it wouldn't be slating, lol.

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
People misunderstand the value of assault.

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.
1 reply · active 672 weeks ago
Neil Gilstrap's avatar

Neil Gilstrap · 672 weeks ago

This is exactly my thoughts on most CC oriented units. I always call this a "threat bubble" that close combat units produce. It's the effect on how your opponent is now forced to move to avoid those units which is what makes them powerful, not necessarily the damage they will do before the game ends.
I don't think it's just the lack of terrain- the predominance of mech also plays a major factor. As noted, killing tanks in melee is HARD, because you're hitting on bad numbers and you're losing one of the main advantages of melee (getting to participate during both players' turns) most of the time. More importantly, melee is simultaneous while shooting is sequential- if my first Meltagun volley kills that tank, I don't need to shoot Lascannons at it as well, but if I want to be assured of destruction when charging something, I have to overkill it pretty much every time.

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.
Meh, just beat him again at NOVA 2012. I'm sure he'll teach us all a valuable lesson when he loses. :P
To echo on AbusPuppy's sentiments, the real killer is the ordering of assaults vs. shooting. With shooting you can throw a few weapons at a vehicle to destroy it and then focus all your small arms fire at the unit that emerges to weaken it (and maybe prepare for a followup charge).

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.
5 replies · active 672 weeks ago
The trick to assaulting vehicles is a lay-up with a stunned or immobilized result first.

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.
Units with 3+ armor do not suffer as much as Tyranids or Daemons from this, but the odds are not very good to do what you describe with standard tacticals.

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...
Standard Tactical Squads come with Chainswords? Tacticals are too slow to surround a vehicle. Assault Squads are Jump Infantry, armed with Chainswords, and have three attacks on the charge. So call it 18 attacks for the minimum six to surround a Rhino-hull.

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.
6 may mathematically suffice, but not in reality. There's simply no way you'd have the models in the right positions to legally make that move in the Movement Phase, and still be in coherency. :s
No, really, you only need 6 models in unit coherency to surround a Rhino and prevent emergency disembarkation. The thing is that disembarkation is movement, according to the rulebook FAQ, so disembarking models can't move within 1" of enemy models. Seriously, get out a Rhino and some infantry and try it for yourself.
Tournaments and terrain have always had surprises for everyone. When we went to the 2003 Minneapolis GT that GW ran, we were surprised to see forest tables with tons of craters and .......forests. I mean alot, like you can't move a rhino without a test lot!

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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2 replies · active 671 weeks ago
As far as 5th being a shooty edition, maybe. I run a pretty combined force. It has shooty elements, but they are their to creat a threat bubble. ( 2 vindis). I also pair them up with a redeemer full of termies so there is a assualt bubble too. Sometimes it is the shooty that wins th game for me, sometimes it is the Lysander and termies. I never know from game to game, but it seeme to work 90% of the time. My point is they work together and give my opponent a tough chioce. 5th edition is really about chioces
L'Etat C'Est Moi's avatar

L'Etat C'Est Moi · 671 weeks ago

I fully agree. It is this flexibility that allows one to be reactionary, even on the offensive. Look at Alex's Necrons from Adepticon. He had range and combat and could sit back and wait for you to move before acting. He won some games with range and some with combat, but either way his opponent's had lots of choices.
spaguatyrine's avatar

spaguatyrine · 671 weeks ago

I agree with you Hulk. Kind of like when you have paladin's and want to get to the middle of the board to threaten your opponent to move away, but also have shooty units that are mobile that can knock down transports and kill infantry easily. ;)

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)'s avatar

Target (Andrew G) · 671 weeks ago

Balanced forces are where it's at, and I don't think that should be a surprising thing, or considered a bad thing. I'll use (as most are) the blue site fella as an example, but he's not the only one by a longshot. His list was one-dimensional, it was a shooting list. A "Good" GT list (this is just my opinion) is balanced, it can perform both combat and shooting. Balanced lists do just fine in any sort of terrain environment, they aren't as "win-buttony" under the ideal scenario as a one-d list is, but they are never out of the fight.

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!
The problem is that the argument is painted as a black and white.

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.
Something else to add about combat is that it's also exclusive with shooting, and it's easier to defend from shooting by moving into combat than it is to defend from combat by shooting.

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.
As a Necron player I feel close-combat is often several times more deadly than any amount of shooting, simply because Sweeping Advance can (and often will) disassemble whole squads of mine at a time. But then again a good 80% of armies are immune to Sweeping Advance in one way or another, so you are free to disagree by claiming Sweeping Advance is only problem for lower tier armies.

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