Ranged just seems so superior...
Early:
Melee pros:
- Generally higher mobility
- Ability to parry (although, one parry or dodge per round)
- Tend to be better at grappling - although only because they put more points in strength, early on ranged can be about the same if they want to.
Ranged pros:
- Many, MANY more hits per round - 4 with 1 bolter, 8 with 2, up to 10 with a heavy bolter, versus 2 for melee, 3 if they dual-wield.
- Similar damage per hit - assuming SB of 10, a chainsword will do 1d10+13 with 4 pen while a Bolter will do 2d10+5 with 5 pen, meaning on a target with 5 or more armour (read: most targets) the bolter only needs a 7 on the second d10 to do as much damage - and the extra d10 is, of course, another chance at RF. A heavy bolter is just plain more powerful per hit, unless against a very lightly armoured target and rolling under 3.
- Better chance to hit - full auto plus range bonuses can be an easy +30, with more available in rarer circumstances. Melee get their charge - usually - and some ganging up bonuses if they all attack the same thing.
- Range - 100m for a basic bolter, compared to 1m for a melee weapon.
- More choice of weapons. Melee get either a Chainsword or one of the 4d10 damage weapons from RoB, which around half the GMs I see seem to think is just too many dice. Ranged get the three bolt weapons - as if they need more than that - more skill with grenades, missile launchers, flamers (Although I admit melee can use these as well - so long as they want to spend another set of exp on TWW (ranged) or lose a large amount of hit chance on their melee attacks.
- Non-reliant on strength for extra damage, so can put a good roll in Agility or Int or Perc or something.
So, maybe bring one melee to deal with anyone who gets in melee range of a ranged who doesn't have Acrobatics, since a Swift Attack is better than a Bolt Pistol single shot.
Later:
Melee pros:
- Still higher mobility. Oh, except that ranged can move and dakka in the same round, but hey.
- Higher damage per hit. Hurrah!
- Multiple reactions, three to be precise. Counterattack is also a nice thing, although a lot of heavy hitters are Unwieldy. Still, Lightning Claws.
- Can get to-hit bonuses, for like 1000 exp for 10 against a certain type of enemy. Or Frenzy, if you don't mind mindless bloodlust and are able to get it AND Battle Rage - unless you don't like parrying? So, they can get close to ranged in terms to bonuses.
- Lightning claws can do some decent pain if dual-wielded.
- Better grapplers. No questions asked, they are much better at it.
Not really sure where I'd put weapon choice - melee have a decent range now. I still think ranged have more, but won't put this point in either.
Ranged pros: (NOTE: Am not sure whether ranged can get Step Aside, I assume not for this)
- Yeah, you're getting 6-11 hits with your Heavy Bolter. Throw in some DW flamers (maybe even with C+P!) for hordes, maybe a launcher for long range, and you're set. Or heck, just use 2 storm bolters with Bolter Drill for a delicious 20 bullets, 2d10+5 Tearing dmg with 5 pen.
- A LOT more chances at RF. Apart from aforementioned 4d10 weapons and Lightning Claws, high end melee don't have tearing, and instead have Power Field so that they don't smash their weapons against Chaos's. Woop. If the ranged get some really nice rolls (ok, 50 under whatever their modified BS is) and land all 20 of those bullets I just mentioned, that's 60 chances at Righteous Fury - Tyrant-stompin' good! The Squad abilities only add to this difference - when melee get Lightning Attack from their charge, the ranged get another Full Auto Kill. I wonder which the squad leader is gonna go for?
- Still a way higher hit chance. Also, talents like Mighty Shot stack per bullet!
- Did I mention range?
- Still better with grenades. Sure melee can throw them further, but that's what Auxilary Launchers are there for! And missiles tend to be stronger - why bother flushing them out of cover when you can just remove the cover?
- Yet more to-hit bonuses from sights. Also, Gunslinger, no penalty for DWing!
- Sniping - yeah, ranged are just plain better at assassinations.
- Special ammo. Blast (2) bolts to melt hordes? 8 pen and 150m range to shred Chaos Marines? RIGHTEOUS FURY ON A 9 OR 10 FOR THOSE STORM BOLTERS and ignore natural armour (Tyranids? What Tyranids?)?
- Can start unloading full dakka right away - melee can't LA on a charge until the final rank, so they'll have to spend time getting in range and hoping their target doesn't burst under bolter fire before they can attack more than once.
So, again. One melee to mop up anything which slips through dakka alley? And remember, that's just 1 ranged.
Also, ranged don't get their faces smashed in as well by hordes dealing 3d10+whatever damage, they can use cover.
Honestly, the only way melee seem even slightly viable is with the big-number weapons from RoB, just to bring them back into the "slower hits than range, but a lot bigger" territory. And thats still kinda overshadowed by "up to 60 dice of damage, with RF on 9 or 10 for those special occasions"
Am I missing something? Would anyone play melee for a reason other than they think it sounds cooler (right up until the ranged upstage you totally), or "our group needed one melee"?