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#21 | |
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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#22 | |
Join Date: Mar 2013
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* It goes up to 11. |
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#23 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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#24 | |
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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#25 |
Join Date: Feb 2005
Location: Berkeley, CA
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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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#26 | |
Join Date: Jan 2010
Location: Brighton
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But I get you point, but given the very different factions motifs and combat ethos involved it particularly glaring in 40k. There is of course also the point that if you were being true to the setting then 95% of fights should be Imperial guard vs. Imperial guard equivalent, or Imperial Guard vs. Ork (but then thst an issue to an extent with most wargames)! |
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#27 | ||
Join Date: Aug 2004
Location: Germany
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https://www.youtube.com/watch?v=aDPlWAq-11I In WWI the soldiers improvised Weapons for Close Quarter, then the armies reintroduced the dagger for fighting in the trenches. AFAIK the Gurkhas used their kukris in WWII in Close combat.
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#28 | |
Join Date: Jan 2010
Location: Brighton
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#29 | |
Join Date: Oct 2007
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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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#30 | |
Join Date: Jan 2010
Location: Brighton
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Tags |
damage, guns, melee, warhammer, wh40k |
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