Quote: (rpr @ 03 Aug. 2009, 14:58 )
The precise scenario here is more like this:
(the very first was not exactly like this but could have been)
Code Sample:
IIIIIII   ss
IIIIIIIII  ss
IIIIIIIii  ss #2
   iii ÂÂ
   ssss  #1
Here the "ssss" is the actual attacker. The smaller 'i's are defenders in 15cm range. Range to #2 is 6cm.
Now the defender (Ii) cannot countercharge any more units into range with clever/abusive (choose your POV) positioning of s-formation #2, nor cannot get any of them out of range either as they have to move sideways if they move at all. Thus all five 'i' remaing as targets for both main attack and support fire, despite any moves. In my opinion, major I force should be allowed to move toward #1, thus allowing them access to firefight, rather than moving toward #2 which they even cannot attack!
As my opinion before, some feel this is rules lawyering, some feel it is abuse, some think it is plain wrong and some think it is just clever and cunning tactics from attacker side - defender's problem that left such an open corner!
Is the complaint here because it is unbalanced, or that people think it "feels" wrong.
Balance is pretty easy to address.  For an assault to be near-guaranteed success and decisive, it should require 2 to 3 times the assets of the defender (depending on how specialized the assets are).  So, the question of whether this is a balanced tactic comes down to asking a series of questions.
What allows this to be set up?  How many points does the attacker have to use to get into this position?  How much prep and how many acivations are tied up in this?  How much damage does the target really take?
As an example, let's say this is an IG mech infantry company with Hydra being assaulted by Marines - #1 is 4 Assault Marines with Chaplain and #2 is 6 Tacticals (I and M, respectively).  That's 450 points of IG versus 525 points of SM.
Average kills by IG - ~1
Average kills by SM - ~4  (assuming no cover except vehicles)
Resolution mods for the Marines would be...
Kills - +3
Outnumbering - -2
Inspiring - 0 (chaplain v commissar)
BMs - +2 (assuming best case for Marines)
Most of the time SMs should win and kill ~7 units, or about 1/3 of the IG formation.  At +3, there's still a 20% chance of failure in resolution.  If the attackers have any BMs, that's an obvious offset.
That's a high chance to win but it's not assured. 7 kills still leaves an IG mech infantry formation quite combat-effective.  It's not a decisive assault, so that seems like about the right ballpark.
It is arguably a little bit more damage than you might expect, but I threw all the assumptions in favor of the Marines.  The IG don't have any 10cm counter charge moves that would force the support formations farther away or allow units from the opposite flank to get into range of the attacking formation, which would almost certainly be the case.  Also, a maneuver like that will require more involvement from the attacker in the form of prep fire or air transport or whatever, so the points-used ratio is a bit better.
I can see the argument that it might be a bit unbalanced with only ~20% advantage in points, but it's totally idealized.
What outcome would you propose? What should the likely results be?
As far as feel... I don't know what to say.  A coordinated attack that pins the enemy flank is an effective tactic.  Even if the game mechanics of which models move where and which stands fire aren't exactly perfect with respect to reflecting expected "real world" activity, the end result is dead on to my mind.
Is it the motions you go through in generating the end result that are causing objection?  Is it just a disconnect between the abstracted game process and "real world"?