Melee vs Ranged: Is there Balance?

By octothorpe2, in Deathwatch

Considering that the Deathwatch "go for the jugular" it would make sense that a stealth approach and stealth kill may be necessary.

In this case, you don't get much quieter than face to face combat (this versus loud rocket-propelled bullets with explosive tips).

Space Monkey said:

Could I just mention the glaringly obvious advantage of Melee over Ranged?

Ammo.

Is it just me or has no one noticed that one yet? When the Heavy Bolter has run out of ammo, the close combat peeps just keep on killing...

I played the Death Angel Assault marine at the event center, and I don't think I even shot my bolter, but maybe twice over the 2 adventures. The stats between that and the powerfist just didn't justify using the bolter.

I used to play a space game (Alternity) with an old group and we had all kinds of guns. Only thing was everything was always in our face in melee. If you think about it some, predators typically are melee and hide stealth in rocks/corridors/woods and jump out at you and are in melee. Devastators would be at a disadvantage there.

Devastators would be used for area denial, and against big frikkin hordes.

...and against big frikkin single targets, assuming the Devastator packed something more suited to single opponents than a Heavy Bolter. Plasma Cannons and Missile Launchers spring to mind.

Darq said:

Don't give them the option of Ranged Combat. A Deathwatch kill team isn't going to get called out to a stand up fight over an open field. They will board Space Hulks with twisting tight corridors that don't give the SM time to light um up, or undergound warrens riddled with murder holes that Xenos can down on you from.

Running the game - you where the encounters happen. Take your Devastator and put him in front in a twisting set of corridors with side passages and your Medic will have something to do in no time.

Or have them go up against a hardened bunker or such like. Make the devastator think about bringing a lascannon or multimelta... not so useful against hordes. The devastator will play a vital roll, but the tacs and assault marines will have the vital job of clearing the path...

Cifer said:

...and against big frikkin single targets, assuming the Devastator packed something more suited to single opponents than a Heavy Bolter. Plasma Cannons and Missile Launchers spring to mind.

I don't know... Potentially dishing out gobs of damage over multiple hits has a certain usefulness as well. And such attacks are generally harder to avoid. But, yes, for that one big critter with a fairly high Armor and Toughness or a tank, give me my MP Lascannon.

-=Brother Praetus=-

Plasma Cannons and Missile Launchers are actually fairly good multi-role weapons - a missile launcher loaded with Krak Missiles deals a big lump of damage to a single foe, while a frag missile can tear a chunk out of a horde. Plasma cannons are even simpler - high damage potential and the blast trait make for a potent weapon in many situations.

Kasatka said:

I still feel that if you take a starting range character and pit them against a starting melee character, the ranged is likely to win.

Depends on the situation - If you are not in an environment where you can take advantage of the range you loose. Can't even shoot (except pistols) if you are in melee. There are plenty of situations characters can get into with less than a couple meters space around them: Jungles, caverns, starships. BOTH melee and ranged characters have their uses - Its up to the DM to make sure both get a chance to do their thing.

Idealy the rest of your marines should be carrying one or two mags for your devestatour marine so he can keep the base of fire going as the rest of the marines assualt the xenos. But all marines should have a close combat weapon even it is just there punch from there power armour.

Space marines generally have combat knives in addition to their other gear.

Another way to challenge your players is to place physical obstacles that make them second guess bringing the heaviest weapons all the time.

Moglwi said:

Idealy the rest of your marines should be carrying one or two mags for your devestatour marine so he can keep the base of fire going as the rest of the marines assualt the xenos. But all marines should have a close combat weapon even it is just there punch from there power armour.

Just keep in mind a magazine is gone in 6 shots - If you are limited to what you are carrying through a game, or even several gaming sessions - that will be eaten pretty rapidly and would become apparent to the players it should be saved for "Special" occasions.

Darq said:

Moglwi said:

Idealy the rest of your marines should be carrying one or two mags for your devestatour marine so he can keep the base of fire going as the rest of the marines assualt the xenos. But all marines should have a close combat weapon even it is just there punch from there power armour.

Just keep in mind a magazine is gone in 6 shots - If you are limited to what you are carrying through a game, or even several gaming sessions - that will be eaten pretty rapidly and would become apparent to the players it should be saved for "Special" occasions.

Yeah and then that special occasion dose not happen as you keep it becouse something better will come up to use it on gran_risa.gif So end of mission and you have not fired your uberwepoan as you think a better target will apperar