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Old 01-23-2015, 12:26 AM   #1
jason taylor
 
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Default Re: Who brings a knife to a gun-fight?

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Originally Posted by Ulzgoroth View Post
Champion duels aren't particularly pragmatic either.

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.
If they are members of small tribes, eliminating the greatest warrior in either tribe could make resuming hostilities impractical. It would be like sinking a carrier. If they are nations, with a dispute that is minor strategically but major in terms of face, a duel is a reasonable way to solve it, and possibly the only way to do so and avoid shedding blood without looking like one is trying to. A game of chess lowers the stakes to much, unless of course the loser has to commit sepukku. No nation of course could be trusted to wager it's existence on a duel if it can continue to fight afterwords, but for minor disputes it can be a useful way to keep one's street cred. And of course high-strung young fools wanting to send challenges across no mans land because they are bored don't need to be practical. A lot of champion duels were no more then that and had no other intention.
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Old 01-23-2015, 11:18 AM   #2
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Default Re: Who brings a knife to a gun-fight?

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If they are members of small tribes, eliminating the greatest warrior in either tribe could make resuming hostilities impractical. It would be like sinking a carrier. If they are nations, with a dispute that is minor strategically but major in terms of face, a duel is a reasonable way to solve it, and possibly the only way to do so and avoid shedding blood without looking like one is trying to. A game of chess lowers the stakes to much, unless of course the loser has to commit sepukku. No nation of course could be trusted to wager it's existence on a duel if it can continue to fight afterwords, but for minor disputes it can be a useful way to keep one's street cred. And of course high-strung young fools wanting to send challenges across no mans land because they are bored don't need to be practical. A lot of champion duels were no more then that and had no other intention.
An ordeal might do for this purpose but it has to be a conspicuous display of prowess. I once wrote a short story where a feud in the Sword Worlds was aborted by the Wise Woman of the Mountains(a famous local backcountry diplomat), ordering the two tribes to have a race to capture an eagle in the cliffs and present it to the local Hertug's aviary. If I remember both tribes captured one, the Hertug took the hint and accepted both eagles. But the point was the Wise Woman of the Mountains realized that the real reason they were feuding was to avoid being looked upon as people who wouldn't feud-and by extension as easy prey. Giving them a rigorous task serves the same purpose. Just as a duel does. A mere chess game doesn't.
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Old 01-23-2015, 12:58 PM   #3
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Default Re: Who brings a knife to a gun-fight?

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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Old 01-23-2015, 02:15 PM   #4
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Default Re: Who brings a knife to a gun-fight?

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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.
In the tabletop game, the ranges are incredibly low.

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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Old 01-23-2015, 03:40 PM   #5
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Default Re: Who brings a knife to a gun-fight?

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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?
The entire premise of 40K is Maximum Grimdark, with an additional side-helping of grimdark. They are the Spinal Tap * of grimdark, if you will. Missing out on bloody melees would reduce the grimdark quotient and therefore the rules are tweaked to ensure that hand-to-hand combat is useful at a technology level where it should seldom be a thing.

* It goes up to 11.
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Old 01-23-2015, 03:57 PM   #6
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Default Re: Who brings a knife to a gun-fight?

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The entire premise of 40K is Maximum Grimdark, with an additional side-helping of grimdark. They are the Spinal Tap * of grimdark, if you will. Missing out on bloody melees would reduce the grimdark quotient and therefore the rules are tweaked to ensure that hand-to-hand combat is useful at a technology level where it should seldom be a thing.

* It goes up to 11.
It's also a wargaming artifact where you don't have an entire gym's worth of terrain to push your guys over.
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Old 01-24-2015, 02:16 AM   #7
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Default Re: Who brings a knife to a gun-fight?

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Originally Posted by ArchonShiva View Post
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.
First off there's a difference between just looking at space marines and looking at the whole setting.

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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Old 01-24-2015, 02:37 AM   #8
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Default Re: Who brings a knife to a gun-fight?

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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.
Most tactically interesting scenarios involve significant mistakes. If only one side makes mistakes, you wind up with either no fight or a slaughter, depending on whether the side that didn't make a mistake was weaker or stronger than the side that did.
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Old 01-24-2015, 06:51 AM   #9
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Default Re: Who brings a knife to a gun-fight?

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Originally Posted by ArchonShiva View Post
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?
Drive me closer!
I want to hit them with my sword!


In 40k the overall movement speed seems to be high compared to effective weapon range. Especially if you aren't playing something shooty like Tau or Imperial Guard.
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Old 01-24-2015, 10:29 AM   #10
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Default Re: Who brings a knife to a gun-fight?

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Drive me closer!
I want to hit them with my sword!


In 40k the overall movement speed seems to be high compared to effective weapon range. Especially if you aren't playing something shooty like Tau or Imperial Guard.
Yes, now I'm not completely up on the latest edition, but IIRC you could start at max range for rifle equivalent weapon and arrive in close combat with rifle wielder, in the time it takes the rifle wielder to attack twice.
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