Assault - Tweaking the Weapon Skill Chart

Monday, April 1, 2013


One thing I regularly screw up when working out assaults is the Weapon Skill or 'To Hit' chart. Why? I  guess I assume it should more closely follow the Strength vs Toughness chart / number distribution. It would make more sense too, in my opinion. Maybe I'm overlooking something integral to the game's balance, but I can't for the life of me understand how they arrived at the current Assault (WS vs WS) to hit chart. If you can offer some insight, please do share. But it seems to me that this chart is skewed. The best you can do is 3+ to hit even if you are WS 10 striking WS 1, and the worst vice versa is 5+. Yet shooting, many units/models can attain 2+ to hit regardless of who they are targeting.


My point is, many models are in their element when they assault -- I truly believe Lilith vs a guardsmen should be able to hit on 2+; and no, I'm not sure the guardsmen should be able to hit her so easily... 6+ at best if at all possible with such a huge number spread (WS 9 vs 3). On top of the weird distribution of the WS chart, there's also things like Overwatch and random charge length which discourage assaults. Would it really hurt the game if the Assault phase followed a more even distribution when striking blows in close combat? I don't think so, as it's already more challenging to get your Assault units into close combat in 6th edition. To be fair, I think this WS chart has been the same for past few editions, but I've always wondered about it and now with the other changes to Assault I feel like I have to mention it. I'd hate to see this game turn into nothing but a shooting phase. What do you think?