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Old 22 Jul 2008, 10:29   #1 (permalink)
Esque
Shas'Ui
 
Join Date: Sep 2004
Location: Denmark
Posts: 954
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Default The tactical game of WH40k

WHFB has always been more tactical than 40k. Or so I've understood, without being a whfb player myself, during the games I've witnessed. 40k has always largely been a "target selection while you close in/stay back" game while whfb has been a "target selection+tactical maneuvering/charge denial" game, largely due to the different phase structure of charging and moving. 40k has lacked this aspect of leaving your troops in the open, only making it possible to charge in the beginning of your turn, so you gotta position yourself as such. I am not saying 40k is without tactics at all, I'm saying its just more in whfb.

EDIT: BUT THATS BESIDES THE POINT. Thread aint about FB./EDIT

But does the run-feature actually add tactical maneuvering, so that you effectively can deny opponents their charges by removing yourself from them at the same speed, or possibly grab cover that was definitively out of reach of slow troops in 4th? Is there a more fluent tactical element of maneuvering and charging now, or is the game inherently the same, but with bigger movement patterns?

Things that have changed in 5th that might prove to add tactical possibilities:

*only troops score, so you need to use (sacrifice?) your elite squads to allow the scoring troops to survive!

*you can screen yourself from opponents firing squads, using other opponents less dangerous squads as cover.

*you can fire the really heavy guys in your army, and then "run" less dangerous units in front of the to shield them from the enemys retaliation.

*you can distance yourself from incoming chargers, with a little luck.

*more of the board will be used with increased movement options, so positioning AFTER deployment will be possible/important as well as the deployment itself.

*outflanking from both scouts and infiltrators.

*you gotta make sure your tanks are protected from infantry, all the while ordnance shots have increased massively in damage output (no partials is pretty evil). Tanks have higher output, and lower survivability so needs more love from their player, and presents a higher bounty than before to kill.

All this screening and troop choice survival warfare, does this add a tactical element not present before, or is it just a new way of doing the same stuff? Not having tried 5th yet, I'm pretty interested in your responses. State whether youve tried 5th in person too, seen it in action, or if you've just deduced your assumptions from plain reasoning and reading the Big Red Book (BRB).
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