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Allocating Hits

 Post subject: Allocating Hits
PostPosted: Sat Jul 28, 2007 1:46 am 
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Regarding the allocating hits conundrum, here are two questions:

1. What are you playing currently? Experimental hit allocation rules? Main rulebook rules? More recent version?

2. What do you think the rules should be?

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 Post subject: Allocating Hits
PostPosted: Sat Jul 28, 2007 6:23 am 
Purestrain
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(Hena @ Jul. 28 2007,05:18)
QUOTE
However I think that the main rulebooks version for shooting works best and probably should be taken to use. With few exceptions from experimental (like the TK).

Yes I tend to agree. But what else apart from the experimental beyond the TK?

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 Post subject: Allocating Hits
PostPosted: Sat Jul 28, 2007 9:54 am 
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We use the core rulebook rules, with the multi-hit TK modification from the experimental rules.

The experimental rules in full were universally hated and we stopped using them after a couple of months.

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 Post subject: Allocating Hits
PostPosted: Sat Jul 28, 2007 10:05 am 
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We use the rulebook rules too.

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 Post subject: Allocating Hits
PostPosted: Sun Jul 29, 2007 1:53 am 
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Well that's basically what my group ended up doing too. Interesting.

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 Post subject: Allocating Hits
PostPosted: Mon Jul 30, 2007 2:09 pm 
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For the record, the multi-TK allocation is in the FAQ.  Even at a strictly book-rules tourney, I think they should be used.

We use book rules, with the TK FAQ, and we don't do the MWCC/base contact restriction.  With the exception of WEs, no unit differentiates between CC or FF hits.  They are all effectively 15cm range.  Allowing non-base contact MWCC allocation actually removes an exception to the normal rules.

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 Post subject: Allocating Hits
PostPosted: Mon Jul 30, 2007 2:14 pm 
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Heh, my group's been using flying powerfists for so long that I'd forgotten we also used that mod. :D

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 Post subject: Allocating Hits
PostPosted: Mon Jul 30, 2007 3:07 pm 
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This is the way I've always played it.  It's mostly from the book with a few experimental/house rules in there.

Shooting: As per the book, front to back.  TK hits must be applied to WEs if there are some in the formation.

Assault: CC MW hits get allocated first, followed by regular CC.  Once base to base units are all dead, excess is lost.  FF, any unit more than 15cm away from closest opposing unit cannot be hit.  All excess lost if everything within 15cm is dead.

For MW FF and shooting attacks, we alternate between the players in choosing which unit is hit by the MW attack starting with the shooter/assaulter.  They have to be within range of course and no unit may be hit twice until every unit that could be hit has had one hit allocated to it.  Simple and pretty fair.

Has anyone else tried this?  Thoughts?

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 Post subject: Allocating Hits
PostPosted: Mon Jul 30, 2007 3:12 pm 
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For MW FF and shooting attacks, we alternate between the players in choosing which unit is hit by the MW attack starting with the shooter/assaulter.  They have to be within range of course and no unit may be hit twice until every unit that could be hit has had one hit allocated to it.  Simple and pretty fair.


Any method that involves choice is inherently gamey.

"I hit my grotz"
"I hit your warlord"
"I hit my grotz"
"I hit your nobz"


It's balanced, because the other player gets to do it to you too.

But does it make for a good simulation mechanism?      No.

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 Post subject: Allocating Hits
PostPosted: Mon Jul 30, 2007 3:30 pm 
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Agreed, but using the book or the experimental rules I found that the MW hits would also be going to the grots in your example.

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