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#1 | |
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Join Date: Jul 2008
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If they're simply a part of a larger battle, it's not clear how they change anything. If they're instead of a larger battle, obviously they save a lot of destruction...but you could save even more by settling the matter with a game of chess instead. And a champion duel isn't any better than a chess showdown for determining who would actually win in a battle.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#2 | |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Many kinds of warfare have units that do greatly effect the outcome of the battle: Champions in pre-formation warfare, knights in medival europe, aircraft in many modern situations. Any of these will normally kill a lot of units, and you counter them by simply replying with your own. If that is the situation, and both sides have other enemies to worry about, its best to pit the units that will decide the battle against each other as a 'champions match'. Presumably the outcome of the battle is the same (as the deciding arm is the same), and you didn't loose all of the conscripts you would have in a pitched battle. Close Battles are costly affairs. If you are fighting an honest to goodness one on one war, that doesn't matter. If you are dealing with a complex political situation, its advantageous.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#3 | |
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Join Date: Jan 2010
Location: Brighton
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dedicated soldiers had one job to fight*. So while they are individually resource intensive to train, equip and maintain and you don't waste them by any means if they're fighting their earning their keep. Once warm bodies become a less critical resource (and equipping them less of a burden) to gamble the out come on your best chap not having an off day becomes less attractive. *and keep the chaps with the big hats in power. |
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#4 | |
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Join Date: Aug 2005
Location: Portland, Oregon
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__________________
"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison Last edited by jason taylor; 01-23-2015 at 12:32 AM. |
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#5 | |
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Join Date: Aug 2005
Location: Portland, Oregon
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__________________
"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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#6 |
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Join Date: Sep 2004
Location: Montréal, Québec
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Why does it work in 40k?
Are effective weapon ranges incredibly low, or maybe weapons are incredibly inaccurate, jam all the time or hold very low ammo and reload or cycle very slowly? Then again, maybe it doesn't work in 40k either. How close to the source (which I barely know) do you want to stick? Misunderstood, badly maintained technology is easy to make cumbersome to use. Maybe firing a ranged weapon requires being stationary, drilling spikes into the ground, getting a lock-on (which registers on your target's sensors) and so on, making you melee bait. Give weapons a huge Bulk, and impose Bulk on unaimed shots (sort of like a better version of Third Edition Snapshot). Cap Move and Attack at 9 with ranged weapons. There's a ton of stuff you can do here. As an aside, GURPS rounds are 1 second. If you take the duration of a 40k round (6 seconds, 1 minute, I have no idea) and determine that this is the actual rate of fire, you can possibly both follow the lore and make ranged weapons stupidly slow. |
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#7 | |
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Join Date: Jul 2008
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In the fiction I've seen, it mostly works because of furious handwaving. With an occasional side of fighting in close environments that make it at least slightly less implausible.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#8 | |
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Join Date: Mar 2013
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* It goes up to 11. |
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#9 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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#10 | |
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Join Date: Jan 2010
Location: Brighton
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Believe me if you play Imperial guard (WW1 rifles troops) or Tau (manga power armour) it very much becomes a shooting war. Space Marines chapters (loose organisational groupings) are basically all of histories great warrior cultures with the word space tacked on the front. So you have space Mongols, space Vikings, space legionaries, space crusader knights (and when that's not enough you have space vampires). hand to hand combat fits the motif. You have to remember of course that 40k came our of warhammer fantasy battle, and it's first edition was practically the same rules set. Now in the setting (and the RPG, Death watch), marines are very tough, very strong, very fast and very well armoured. Their initial purpose was for small numbers of them to win wars against much greater numbers of less well equipped troops. They are functionally immune to normal rank and file weapons (but can be brought down my massed fire). Hand to hand combat suits them in because it plays to their strengths and to the weaknesses of who they are supposed to be fighting. But it also suits their tactics, they are all lighting strikes to the opposing commanding officers and out again etc, etc. They are not rank and file in gun lines or normal engagements. So h-t-h is good for them because they can do while they go, these chaps theoretically don't get bogged down in fire and manoeuvre fire fights. Someone once described a standard warhammer 40k battle (two roughly equal armies lining up approx 100 yards away from each other) as something having gone badly wrong for both sides. |
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| Tags |
| damage, guns, melee, warhammer, wh40k |
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