Hi All!
So, as the subject suggests - now that we have a new codex, what do you people think of our close combat specialists, taking into account the updated costs and rules?
I'm asking in hope to initiate some meaningful discussion on the topic, but also because it's a matter of personal interest to me
As a long-time Saim-Hann player, I'm trying to figure out whether it's at all possible to build an (at least moderately) strong and competitive list based solely on Saim-Hann attribute. And since that attribute obviously seems to favour melee-oriented units, the question of viability of melee specialists in our new codex becomes very important. To me, however, there's an even more important question - that of viability of close combat in general.
So, what's the purpose of melee in 8th edition? How is it different from shooting and is that difference truly meaningful? In other words, can melee units accomplish anything that ranged units can't?
For example, in the past editions there was a fundamental difference between melee and shooting: once two units got locked in close combat, they stayed locked until one of them (usually the weaker one) was destroyed. For beaten units there was also a special way of taking morale checks, failing which a unit could flee and get instantly destroyed. This mechanic created unique possibilities of completely locking out an enemy shooty unit, securely "hiding" your own unit from shooting by charging it in combat and even, provided your fighters are sufficiently strong, instantly destroying a charged unit. Neither of those things (at least in most cases) could be accomplished by shooting.
In 8th everything has changed, and the difference between melee and shooting is blurred. Combat is no longer permanent, and morale checks are universal for everything. Basically, melee seems to be just another way of dealing damage to enemy units, and while you can prevent an enemy ranged unit from firing for a turn, it doesn't feel like a great achievement - especially since you don't even need melee specialists for that, as it can be easily done by vehicles.
In fact, one can almost say that there's long-range combat that happens at ranges of 36" and more, mid-range combat at 18"-24", close-range combat at 6"-12", and then there's also ultra-close-range combat at 1". It can also be said that getting within 1" of the enemy is considerably more difficult compared to other 'types' of combat, and being that close to the enemy position is extremely hazardous for any unit. So, what's the pay-off that we get for those additional risks?
General questions aside, our two most "classic" melee units - Banshees and Scorpions - look a bit questionable to me, and I'd love to hear your opinion on them. My main concern is not whether they are good enough for their cost, it's their specialisation. Thing is, both units seem to be specifically suited to killing infantry, and killing infantry is just what our Troops units are also perfectly suited to doing with their ranged weapons. And since we have to take multiple Troops if want to get some extra CP, after filling the compulsory Troops slots with some DAs I find it really hard to justify also taking Shees or Scorps, because they'd essentially want to go after the same targets that are already covered by DAs.
Shining Spears are a unit that I know literally nothing about. On paper it looks fairly durable for its points, but their modest 2A per model leave me wondering whether they are actually good or not.
Thoughts?