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Post by Mr. Harold on Jan 31, 2013 15:47:54 GMT -5
Hi All,
I was just wondering, I suppose it has a lot to do on the objectives you play, but so far in our games we haven't actually gotten into Close Combat.
Is this unusual? We usually stick to cover and shoot, and try and maneuver around the enemy.
Do you find Close Combat is a decisive act that works well?
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Post by RuneCaster_Aris on Jan 31, 2013 16:06:51 GMT -5
In my last few games, CC was usually towards the end of the game when everyone was pressing in. But Papabees and I both run forces leaning on range combat.
Personally I find it a good option as the game ticks down to the last moments if I have the forces to spare. But again, playing a shooty army, I really rather play the cover and flank game if I can, for as long as I can.
That said, I have been considering taking a Merc squad based around getting into CC to bog down the enemy, and take advantage of my opponents more shooty nature (Be ready Papabees... I'm coming for you!).
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Post by timsnoddy on Jan 31, 2013 16:36:19 GMT -5
It depends if you are using any units with a reasonably good assault stat. There is a big "got ya" to close assault. Remember suppressed units do not get a chance to react so if you can suppress with one unit and use another to assault a suppressed unit it can really be useful for clearing objectives or buildings. Even if the assaulted unit only loses by 1 waxed model it still has to make a condition brown test. I am about to try this tactic with masses of low cost infantry this weekend.
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Post by Mr. Harold on Jan 31, 2013 16:52:13 GMT -5
You both bring up great points. I actually have a merc squad I just painted up that I saw kinda as the "expendable" CC unit. To use either to break the enemy line, or to worry the enemy so they commit more units towards them. I painted them kinda flashy for the same reason
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Post by inrepose on Feb 1, 2013 6:34:21 GMT -5
It does not happen very often in my games. The wave of "need better assault" which came through after the first release was a surprise and then I realised that people from the WH40K type world expect a toe-2-toe fight, when real modern/sci-fi warfare is not really about fisticuffs. It needs to be represented in the game but it is not really a big part of Gruntz. Thats why I took such a light touch approach to it in the first release.
The exception would be that last ditch charge or where you might have aliens with claws. In which case they really need to get that charge to use their higher assault skill. It is still not a major part of the game though.
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Post by baldlea on Feb 1, 2013 7:58:24 GMT -5
Only really with "tooth and claw" aliens.
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Post by RuneCaster_Aris on Feb 1, 2013 10:04:45 GMT -5
I think that at the end of the day, close combat is as viable a strategic option as shooting if you've dedicated a force to it. But like anything you need to weigh the trade offs on the points level.
As far as mindset goes, it seems to me that with a shooty army you're focused on 'firing lanes', being finding the best locations where one squad can have maximum effect and cover more area with bullets. Where as with a CC army, the mindset is more in troop placement and counter maneuvers, utilizing cover and deployment as your biggest advantages. Shooty seems more early game strong, CC is more mid/late game strong.
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Post by inrepose on Feb 1, 2013 10:08:38 GMT -5
On this subject I think we also have a fixed view of what close assault is e.g. Bayonet to the stomach or knife to the neck. I actually think close assault could be closer to simply modelling what happens when two groups of people with guns get in very close but instead of switching to swords, they instead just use the guns until the very last moment.
I think if I was looking at a more details close assault in perhaps a 28mm game I would be thinking about how different weapons work better up-close. So shotguns etc would be a bigger benefit in assault than a rifle.
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Post by RuneCaster_Aris on Feb 1, 2013 11:59:13 GMT -5
I personally like the assault rules as they sit, they're simple and not overly complex about figuring out who wins. Then again, adding some complexity could equate to new strategy, perhaps better strategy than what currently exists... Something to think about, but I do know this:
Flow charts are awesome and should be done again if you decide to change anything because it made life easy.
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Post by timvidlak on Feb 1, 2013 16:02:00 GMT -5
It really depends on the force I am using. Some of my Factions are dependent on getting into close assault others in my factions will avoid close assault whenever possible as they are not well equipped for close combat. In almost all of my games there is a fair amount of close assaults. Especially around the objective markers near the end of the game.
With my Zerge Alien force it is essential that they make it into close assault with the enemy. My Zergling which form the 2 basic Gruntz squads available the arms both have the swarm perk eliminating the options for any ranged attack. The first class of Zergling uses a short range Natural energy discharge when they assault giving them a damage of 7 with an AP of 1. The second class of Zergling attack using their natural claws when assaulting giving them a damage of 8 with an AP of 2. To use a lot of the model I have for my Zerge force I have had to modify the rules slightly to allow the fact that nearly the entire Army is Armed primarily for close combat and only a couple of unit types in the Army have any range combat weapon at options for them.
Most of my other forces are capable in close assaults. Unfortunately most of my infantry units are armed with small hands to hand weapons or basic hands to hand weapons.
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