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Consider this change to 1.9.6 hit allocation rules

 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Wed Dec 09, 2009 8:45 pm 
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Think about the implications of changing the first paragraph of 1.9.6 (the hit allocation rules) from:
Quote: 

You must allocate hits inflicted on your formation against targets that are within range and line of fire of the enemy. Hits are allocated ‘from the front to the back’ of a formation. Note that this is the opposite of suppression. AP hits can only be allocated against infantry units, and AT hits may only be allocated against armoured vehicles. Hits must be allocated to the closest potential target first. You may not allocate a second hit to a unit until one hit has been allocated to every potential target, or allocate a third hit until all targets have been allocated two hits, etc.

to the following:
Quote: 

Starting with the player of the attacker’s choosing, players take turns allocating hits inflicted on the target formation to units that are within range and line of fire of the attacking formation. Allocation starts with the unit nearest to the attacking formation, and continues to the next nearest unit, and so forth, until all hits have been allocated. If all units in a target formation have been allocated a hit and there are still remaining hits that have not been allocated, then the processes repeats, starting with the unit nearest to the attacking formation, and continuing as described above. In cases where there a multiple units that are of equal distance from the attacking formation, the allocating player is free to choose any of the units that are at the same range.

And changing the last paragraph of the same section from:
Quote: 

If an attacking formation scores hits both with normal weapons and weapons with the macroweapon ability, then the opposing player must allocate and make any saves for the normal hits first, and then allocate and make any saves for the macroweapon hits. Hits from macro-weapons can only be applied to units that are in a position to be hit by a macro-weapon.

to:
Quote: 

If an attacking formation scores hits both with normal weapons and weapons with a special ability (such as lance, macro-weapon, ignore cover, etc.), then those hits are allocated at the same time as the normal hits. Hits from a weapon with a special ability can only be applied to units that are in a position to be hit by the special weapon.


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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Wed Dec 09, 2009 8:48 pm 
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I was also thinking that this might also require a "look out sir!" type rule that would allow a unit containing a character to swap hits with another unit of the same type (Inf, LV, or AV).


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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 12:08 am 
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I'm curious as to why you think these changes are necessary?

In my, albeit somewhat limited experience of the current rules, the way in which hits are allocated works well enough.

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 12:11 am 
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This is really just an offshoot of this thread.


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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 12:27 am 
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Ah yes, I've just read through that, and it has made my eyes and brain hurt, so I think the least said soonest mended on that one  :) (please refer to my reply there if you are confused by my answer).

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 3:50 pm 
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I think the concept would work in principal but I think you'll eventually run into similar kinds of problems.  It mixes up which player will allocate a hit to a given unit but you'll still end up with gamey choices.  A defender is going to burn all the special hits as soon as possible so the attacker doesn't have them available to allocate to more valuable targets (with obvious exceptions if the defender is allocating on a valuable unit).  Also, in close cases you would have to measure range to many of the units to determine exactly who gets to allocate to the valuable units, whereas that's rarely necessary currently.


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Edit:  Ack.  Some days I cannot communicate effectively.  Rewritten so as not to sound like a non-grammatical idiot.




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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 3:53 pm 
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For me its either attacker or defender that allocates. Either way you are favoring one side but doing so consistently.


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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 3:57 pm 
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Quote: (Mephiston @ Dec. 10 2009, 14:53 )

For me its either attacker or defender that allocates. Either way you are favoring one side but doing so consistently.

I agree; one should be picked and settled on concretely.

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 3:58 pm 
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The one change I'd like to see in hit allocation is allowing the attacker the ability of targeting WEs with TK weapons when there is a mixed formation.

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 4:02 pm 
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Technically you can already DS as when shooting at mixed formations you chose WE or none WE, but I'm sure you mean AT/AP/MW at normal and TK at WE  :p


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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 4:21 pm 
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Quote: (Dwarf Supreme @ Dec. 10 2009, 14:58 )

The one change I'd like to see in hit allocation is allowing the attacker the ability of targeting WEs with TK weapons when there is a mixed formation.

Er, that's already in the rules:

If a formation includes both war engines and non-war engine
units then an attacker must state whether any attacks he makes
on the formation will be directed at the war engines or the
other units in the formation. Attacks directed at the war
engines can only be allocated against war engines if they hit,
while attacks directed at other units may not be allocated to the
war engines in the formation.


You just indicate that your TK weapons... and heck, any AT weapons you desire, are targetting war engines.

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 4:24 pm 
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Oops, my bad.  :;): What was I thinking of?

Edit: I think I was thinking of allowing MW (but not TK) to choose vehicles instead infantry.




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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 5:10 pm 
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I guess my assumption behind this type of alternating allocation is that it rewards a defender for hiding valuable units several units deep behind less valuable ones or rewards the attacker for working into a position that puts the valuable targets closer. That's the kind of tactics that this game seeks to reward, right?

The idea that the defender will try to allocate special hits to throwaway units is understood. The counter to this would be for the attacker to try to get into a position where he can make sure he'll get to allocate a 'good' hit onto a 'good' unit. If a good firing position is chosen, then the attacker can prevent the defender from wasting all of the special hits before the attacker can allocate at least some of them.

Having the attacker decide who allocates first is meant to prevent players from gaming the system by arranging their units in an alternating throwaway/valuable/throwaway/valuable/... pattern.

I also think that most of the time this won't cause much extra measuring, because most formations tend to be homogeneous with only one or two special units. I think more time would be spent by the attacker trying to count whether the juiciest target is an even or odd number in the order of allocation, so that he can decide who allocates first. But counting like that is faster than measuring (for most people).

I imagine this type of hit allocation would result in the same kind of situation that happens when my wife and I play Backgammon. In most cases, based on the dice roll, we both know what the optimal move will be and we can practically play for each other (like if she gets a roll that lets her bump one of my checkers off the board, I know full well that she'll do it, because that's how the game works). In the same way, a friendly group that is familiar with each other will probably get into the habit of just having a single player allocating the hits in a method the splits the difference of who gets the advantage.





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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Thu Dec 10, 2009 5:14 pm 
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Like I said in the other thread. The MW second round allocation rule was put there to fix the problem caused by the defender allocates rule (which is there to prevent sniping)

For me the most practicable options are:
Include other special weapons in the second round or
Allow attacker to allocate or
Leave well alone and accept that defenders can allocate special shots in any order they like.

Everything else discussed suffers from hideous levels of subjectivity or complexity




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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Sat Dec 12, 2009 5:16 pm 
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Quote: 

The idea that the defender will try to allocate special hits to throwaway units is understood. The counter to this would be for the attacker to try to get into a position where he can make sure he'll get to allocate a 'good' hit onto a 'good' unit. If a good firing position is chosen, then the attacker can prevent the defender from wasting all of the special hits before the attacker can allocate at least some of them.


Yeah, tbh, this argument has convinced me.  I think you're right.


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