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Applying hits with special effects.

 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 2:42 pm 
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Quote: (Evil and Chaos @ Dec. 09 2009, 13:39 )

I agree there could be some choice differences though they would be fairly rare IMO, but in either case I prefer an impartial "rules allocate" rather than the more adversarial, and dare I say it, "gamey" style of the attacker allocating.

Sorry, didn't realise that I never stated I was advocating for "defender allocates, while maximising effect" - just pointing out that there will occasionally be (potentially serious) differences.

What's the greatest difference in value two (non WE) RA units can have and still be in the same formation? Anyone?





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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 2:45 pm 
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Quote: (old_gamer @ Dec. 09 2009, 13:42 )

What's the greatest difference in value two (non WE) RA units can have and still be in the same formation? Anyone?

Technically, 4 Terminator units and 4 Land Raiders will cost about the same points values (exactly the same if using the EpicUK lists, in fact!). :)

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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 2:56 pm 
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"Attacker allocates" is definitely not the same thing as "defender allocates but must allocate efficiently."  Attacker allocation allows many situations of "sniping" valuable units.

Just as an example, if you had a bunch of Marines with a Chaplain in CC the defender gets to choose and would probably avoid hitting the Chaplain until absolutely necessary.  An attacker would hit the Chaplain first.

==

I'm beginning to think this is more hassle than it's worth.

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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 2:57 pm 
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With the LR / Term formation some of this is limited as the attacker will need to have both AP and AT lance hits, and will have already therefore made some choice as to what to fire (assuming the weapon has both modes available to it).


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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 2:59 pm 
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Of course usually Terminators will take the AP lance hits and Land Raiders the AT lance hits. The only occasion where this could come up would be in an engagement with an enemy with lance FF or CC. Shining Spears are the only example I can think of.

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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 3:21 pm 
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Different Mephiston I think Honda. The only 'pylons' I own are of an ottery nature and in packets on a shelf!


As a matter of fact, it was a different Mephiston, who goes by the moniker of "Man of Kent". That'll teach me to be clever before my cup of chai.

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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 3:25 pm 
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I'm not sure why it's important but a Russ company has RA units with different value.

Even if the point cost per unit is not different, there's a lot of potential situational value.  For example, if you had an Eldar Storm Serpent and Scorpion in the same formation and there were no more formations in the Webway, the Storm Serpent has become much less valuable tactically.

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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 3:26 pm 
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Quote: (Honda @ Dec. 09 2009, 14:21 )

Quote: 

Different Mephiston I think Honda. The only 'pylons' I own are of an ottery nature and in packets on a shelf!


As a matter of fact, it was a different Mephiston, who goes by the moniker of "Man of Kent". That'll teach me to be clever before my cup of chai.

:laugh:

Now I know what the 'pylon incident' is all about  :agree:


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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 4:06 pm 
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Quote: (nealhunt @ Dec. 09 2009, 13:56 )

"Attacker allocates" is definitely not the same thing as "defender allocates but must allocate efficiently."  Attacker allocation allows many situations of "sniping" valuable units.

Just as an example, if you had a bunch of Marines with a Chaplain in CC the defender gets to choose and would probably avoid hitting the Chaplain until absolutely necessary.  An attacker would hit the Chaplain first.

==

I'm beginning to think this is more hassle than it's worth.

But if your playing as a good sport Neal, you would know that the attack would prefer one of the hits to go on your chaplain and allocate accordingly?

Or is combat just less friendly than shooting?

(Large dose of devil's advocate here  :peace: )


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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 4:13 pm 
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It would be the same in if all units where the same distance from the shooters. Given the choice you'd want to hit the 'choicest' units first

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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 4:49 pm 
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You either set it concretely as "the rules allocate the most favourable for the defender" or "the rules allocate the most favourable for the attacker" (including 'sniping' characters with Lance shots, should that be possible, etc).

Either way would be fair, as long as it is concretely one or the other.

Currently, some people are playing the former, and some people are playing the latter, and that is not a fair situation.

.




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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 4:57 pm 
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Quote: (Mephiston @ Dec. 09 2009, 15:06 )

Quote: (nealhunt @ Dec. 09 2009, 13:56 )

Just as an example, if you had a bunch of Marines with a Chaplain in CC the defender gets to choose and would probably avoid hitting the Chaplain until absolutely necessary.  An attacker would hit the Chaplain first.

==

I'm beginning to think this is more hassle than it's worth.

But if your playing as a good sport Neal, you would know that the attack would prefer one of the hits to go on your chaplain and allocate accordingly?

Or is combat just less friendly than shooting?

Hey Meph:  I know you're being a bit silly but that was just an example.  It can happen with ranged fire as well.  You could have a Lance hit in a round of fire that hits both a normal Russ and a Vanquisher.  You could have a formation in cover with an IC hit that could be applied to a commander or a normal unit.

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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 5:13 pm 
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Quote: 

You could have a formation in cover with an IC hit that could be applied to a commander or a normal unit.

In that case there could actually be debate as to which unit would be best to hit (the commander has a save and could pass it, the infantry unit has no save).

I'm kinda coming around to the 'attacker allocates' camp...

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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 5:14 pm 
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Problem is though is though, is that this can get pretty messy and complicated?

player 1: "Ok, i've allocated all the hits in the most favourable way possible"
player 2: "No you haven't. That hit should be allocated before that one, thus hitting that unit instead"
player 1: "How do you work that out then?"

I guess a "hits are allocated by the defender/attacker pretty much in any order he likes" rule prevents any such arguments.

allocated by the attacker means you don't need any LV+inf clarifications or anything like that.




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 Post subject: Applying hits with special effects.
PostPosted: Wed Dec 09, 2009 5:14 pm 
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I agree and currently the rules say defender chooses, but with a suggestion that they should be sporting about it, so the character get's it!

Or should the distinction be allocate to the attackers favor with effects that have no bearing on saves, but allow the defender to chose were saves are affected?

Do people see the effect of disrupt different to say lance?

Lets face it. If the attack chooses they can snipe (kind of), if the defender chooses they get a "look out sir" ability.





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