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I wasn't backtracking nor was I assuming incredible luck. Please don't accuse me of doing something I didn't do.
Just calling it as I see it.
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Shooting and firefighting are more common than close combat, but I would argue that close combat can be far more effective than the former two.
That statement is clearly misleading if it intended to say that shooting and firefighting is more effective, but close combat 'can' be more effective in rare circumstances. It reads far more that you consider CC to be 'far more effective'.
When called on it, you argued the definition of 'can' that rendered your strongly worded ('far more effective') previous statement pointless.
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Perhaps, but there are many, many units that can choose whether or not they end up in B2B when making a charge move. Assault marines, rough riders, shining spears, any infantry in a transport, any infantry with infiltrator, etc can easily manage to make it into B2B at some point during a game. It is not lost on me that most of that list is comprised of the 'CC specialists'. And, that's not counting the countercharge move if the opponent prefers CC for some of his own troops.
It is a shorter distance, and so easier to move into 15cm of an enemy unit than to get into base-contact. No amount of arguing will dispute that logic. I'm 30cm away, is it a shorter distance to get within 15cm (15cm) or to get within base contact (30cm).
If a Firefight orientated attacker allows the opponent to counter-attack into base contact (i.e. moved within 5/10cm) he deserves to lose the Engagement.
A formation with both CC and FF troops tends to be inferior to a purely CC or FF formation for the reasons you give amongst others- they allow enemy FF or CC troops to get some good use regardless of how you attack them.
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As for your aversion to Assualt Marines, I can't really speak to that. I find that they can be quite useful late in the game (after they having been whittled down) as both throw-away activations and as objective-contesting threats. Maybe using them that way seems gamey to you (it does to me) but that doesn't reduce their ability to sway a game. I certainly don't see how a unit of devs can cause as much concern to an opponent trying to secure objectives as a single assault unit that can move 105cm (The idea being that CC-specialists might have uses beyond assault).
105cm? Assault Marines can move 90cm at best.
I think your thinking of the formation that beats Assault Marines at this niche, the 35cm move Landspeeder. The Speeder can do this, can still shoot, can avoid CC to use it's MW Firefight, has Scout and has 1 more model than an Assault unit for 25pts more...
So CC troops can Engage, and grab objectives (March) and Support Fire poorly.
A Firefight (and almost always Firepower) unit can Engage, Sustain, Overwatch, Advance shoot, Double shoot, Supporting Fire well, and grab objectives.
Don't get me wrong, when I used Assault Marines I did have a straggler 1 unit left, which would rally and try to scurry after objectives. I found the Landspeeders could do this faster whilst being plain better in shooting, and Supporting Fire.
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Conversely, some armies have formations whose base contact abilities are significant enhanced by extra attacks and or MW, so it can be advantageous to get into base contact, even if the opposing formation has similar abilities.
Eh? Not so much conversely, as rewording and repeating my statement?
Read through the thread- another poster stated that CC Troops do indeed tend to have more punch in Engagements (if they get into h2h) due to usually having more extra attacks and MW than equivalent FF Troops.
I argued that in this case CC Troops assaulting other CC Troops will recieve more casualties in return (from these extra attacks) than FF Troops assaulting other FF Troops (with less extra attacks, etc). Not only does this make the CC Troops more fragile, prone to Breaking and reduce their number but it means the Combat Res is more dependant on casualties (a factor both sides are equal in) than pre-Engagement set-ups (putting Blast Markers on the defender, etc) which the attacker should aim to utilise. It is in the defenders interests for combat to depend more on both sides casualties than pre-Engagement set-ups.