Instead of cluttering
Matt's thread, I thought I'd start a new thread here. I mentioned that I really like many aspects of Epic 40k, but prefer the close assault rules of Epic: Armageddon, which integrate melee and firefights far more seemlessly than Epic 40k does. For those not familiar with it, Epic 40k resolves assaults with a single die roll which automatically breaks the loser. Blast markers figure prominently in the modifiers for that die roll, which I like, but still leaving everything up to one roll feels a bit swingy. The Epic 40k rules for assaults also diverge pretty significantly from the regular shooting rules and futhermore seem to steal the thunder from firefights (you rarely fight in a firefight if you fought in an assault, and assaults seem to be much more powerful). Both of the latter two issues are problems, in my mind, as I like some symmetry in combat rules and I think assaults and firefights should be integrated and compementary, as in EA.
So what would a hybrid of E40k and EA look like? I am an advocate of trying all rules as written at least once, but it would be interesting to brainstorm a bit. The most straightforward solution would just be to treat assaults as regular shooting, with attacker and defender rolling their attack dice simultaneously, and units in base to base combat using their assault value as their firepower.
So, 2 Assault Marine stands in base to base combat with 2 Skar Boyz and a Shooty Boyz, with 1 stand of Devastators supporting, would have the Marine player rolling 10 (4+4+2) firepower worth of dice (Space Marine Assault value 3 for the two base-to-base units, +1 each for the Assault ability, +1 Firepower for the Devastator, +1 for the Heavy Weapons ability). The Ork player would roll 7 firepower worth of dice (3+3+1), since the base-to-base Ork stands each have an Assault score of 2, +1 for each of the Skar Boyz due to their Assault ability, -1 for the Shooty Boyz Heavy Weapon ability. If the Ork detachment had two Blast markers, their firepower would drop to 5 (as normal), and they would check the firepower chart to see that they will roll 3 attack dice against the Marines (who count as infantry in the open as they charge, even if they are in cover). The Marines would normally roll 5 dice for their firepower 10, but the Orks are defending some ruins so they count as infantry in cover (meaning the Marine player will only roll 4 dice).
Whichever side rolled the most hits is the winner and the loser is broken as usual. If this is tied, then the assaulting side is the loser. Casualties are chosen as normal from the closest eligible targets (according to armour value).
The only downside to this method is that the default Epic 40k rules allow you to ignore the tough armour of enemy units, since all attack dice roll against a fixed value according to how soundly the enemy was beaten in the single die roll (for example, even a Terminator unit can be hit on a 2+ if they lose badly enough). The above method makes high armour units a lot tougher, because there is no way around their armour. The upside is that you can skip a step in figuring out a melee (and you can skip the firefight segment entirely).