So I undertook a venture to compare shooting and assault mechanics between two squads in 5e and 6e rules. My friend Kaffis and I sat down to compare his sisters and a squad of jump pack templars with a Chaplain HQ. No, the comparison is not point balanced. It isn't meant to be. The point is just to see what the results look like. We messed up a couple things along the way just from getting our rules crossed, but check out the play-by-play below. I'll tell you when I messed something up.
Here's the two WYSIWYG sample groups: 5 Templar jump marines on left, 2x plasma pistols, a storm shield, a power fist, and a Chaplain
On the right, some battle sisters, with rhino, 10 sisters, one vet, a melta and a heavy flamer
Assaulting in 5e:
Our forces line up on opposing sides. There is no premeasuring, so while I eyeball the BT distance and think I'm good, I declare the charge.
I'm good! Closest model is within 6".
Next is all the boys on I4, or namely 2 plasma pistols, a generic templar, and the guy on the right with a storm shield. 3 attacks each except for Mr. 3++:
As you can see, that leaves me with two down and a wound on the Chaplain (purple die). Now the fist goes (white dice).
After the re-roll, he hits with both, wounds with both, and Kaffis fails to make his 6++ with both. Two more Nunny Sisters in Space down! As you can see, resolution is therefore 6 v 3, or winning by 3.
He falls back THIIIIIIIIS much.
Whereas I consolidate into coherency.
Final outcome, 4 sisters under 50% strength, running away.
Assaulting in 6e:
So here we are, lined up again, essentially the same marching order. Only now, it's 6th Edition time baby!
I get to premeasure. The Sister Space Sisters are about 7" away, untouchable in 5e but now with an average roll I can get it done. So I declare my charge! (Cue trumpet blast)
Now in 5e, I'd take that on a generic dude and maybe the chaplain. This time, I MUST allocate it on the closest guy, the Storm Shield man. Luckily, he saves both.
On the other hand, Kaffis doesn't want the Chaplain rolling attacks Like a Boss and killing his whole squad, so he DOES make a challenge with his Vet Sister. I don't wanna lost the Chaplain's contribution all together, so I accept the challenge and his vet switches places to fight. They go from the layout on the left to the layout on the right:
So the Chaplain got 6 attacks last edition. Now he gets 8! 3 base, 1 for paired weapons, 1 for charging, and 1 for Terminator Honours and now he has Rage instead of Preferred Enemy, thanks to the FAQ changes to the BT codex and the BT vows.
She fails more than one, and ends up keeeeled. However, none of the extra failures roll over to the squad, so she succeeded in protecting them.
Now comes the Pile in for I4 (the Chaplain didn't pile in on I5, because he was already in BTB contact). You pile in up to 3" now, on your Initiative pass.
He fails 4, so those are allocated to the closest models first.... the 3 in base contact then 1 more. Note that he has already lost special weapons and his character due to this allocation.
Now the Sisters, who go on I3, make their 3" pile in move:
Four attacks with rerolls to hit, anything but 1's to wound, yields me 3 AP2 wounds, which Kaffis can attempt to save with hit 6++ on the sisters. However, he fails all 3. These get allocated to the model's closest to the person striking at that initiative. See the dice layout below:
The purple dice are his morale roll, which he fails since at a -7 modifier he needs snake eyes.
Next we test initiative for Sweeping advance. He rolls a majestic 6 and I roll a paltry 3, giving him 9 to my 8, and he gets away.
In the end, you can see how different the outcomes are for both, how the order of your units matters more, and how it's going to be harder to keep guys equipped with key wargear alive. What are your thoughts on how to get your marching order together?
Keep an eye out for a comparison of shooting and assaulting vehicles, coming soon.