nealhunt wrote:
Movement and formation positioning in the GT scenario is driven by the need to take objectives, use terrain defensively, control/channel enemy movement and support/defend in potential assault situations. There's little opportunity and virtually no advantage to trying to manipulate allocation for range stretching. If someone is doing it by design rather than coincidence, they're probably making a mistake with respect to those other far more important considerations.
It's extremely rare with most armies and only slightly more prevalent with Tau due to their unusual combinations of range.
I heartily disagree. When range stretching is allowed it is very useful. Especially with armies that have usually short ranges, but can increase their range by buying a single (or two for backup) longer range models, like an Battlewagon in a deathcopter mob. The "zone of thread" increases. Normally you don't care if your Orc opponent can get within 30 cm of a single model. But suddenly he can hit as many as he wants.
In the first two turns I kill and break as many enemy units as possible, in the third I will make sure to grab objectives to win or at least prevent my opponent from winning and to get a forth turn. In the killing part, range stretching is great, because I can move and fire, and while my opponent might usually be able to use sustained fire to retaliate, I might be be able to prevent this. Just imagine two units of Land Raiders. The one who has the Hunter can attack the flank and potentially kill all opponents. If he rolls miserably only one Land Raider can fire back, without a move action. Just image a contested objective. Only one model is in range of your chimeras, but 5 other in range of the last surviving guardian. And suddenly you have the chance to break that unit, which you wouldn't have been able to break without range stretching. If it is allowed you can play to exploit it.
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If you see EA just as an game like chess or stratego, than this doesn't matter at all, because than it's just about rules and to hell with sense and sensibility.
But I personally think you will miss out some of the fun and some of "stimulus" the the genre want's to provide.
Exactly! Your emphasis on exact range and "this unit hits that unit" is the chess/stratego approach in my opinion. I believe it's a waste of time worrying about that kind of detail and you're missing out on what I consider to be the fun part.
See there we differ. The properties of the formations are part of the fun. There are some which are good in CC, some in FF some have long range firepower, some short range but MW. It's part of the imagery. A heavy tank unit should behave like a heavy tank unit, and a short ranged unit should not be able to fight at a medium range with the same efficiency as a medium ranged unit.
I do not worry about the procedure. It's absolutely intuitive. You move your shooters in position and you measure the range, you do that also, don't you or is that also gritty detail ? And when you measure range you know who you can hit. No extra step needed, no worrying.
There is no real practical difference in procedure.
The difference is in effects and in looks. You see a short ranged and a long ranged unit and you think to know the long ranged unit will outreach the short ranged unit, but it doesn't have to, if you allow to stretch ranges.
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You said you would not play with someone who stretched ranges. Well, I would not want to play with someone who was upset because a unit 47cm from a Land Raider was killed.
Nice try. No I said I would ask him to follow the procedures by the book. And if the house rules or whatever say to stretch ranges, I will play so. And if we agree before the game that this is the way to play, I will do so.
And I do not talk about a give or take a cm or to roll a singe shooter separately, when 3 others can reach deeper into the formation anyway. I talk about exploiting a rule a described before.
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"Any" enemy is the most reasonable interpretation with respect to normal English usage and the phrasing used in the rules. While you might make an argument if that were the only description of how to allocate hits, the Macroweapon allocation description in the third paragraph uses a slightly different descriptive text which does not have any room for interpretation.
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Hits from macro-weapons can only be applied to units that are in a position to be hit by a macro-weapon
The target unit only has to be in range/LoS of "a" macroweapon, not "the" macroweapon. There's really no way to read that except as in range of
any macroweapon in normal English usage. If it required the target to be in range of the particular macroweapon which scored the hit, it would use "the" as a designating article.
Doesn't it make sense that the method of allocation is supposed to be the same for both, rather than having a strict "unit X to target Y" allocation for normal hits and "free" allocation for macroweapons?
You know that the rules say
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You must allocate hits inflicted on your formation against targets that are within range and line of fire of the enemy.
Please note the "the enemy". Will you now start to discuss whether this is a single enemy or the enemy in it's entity ?
By the way this paragraph about MWs states that the hit can only be allocated to a unit which can be hit by a unit with a distinctive property. In this case the MW property.
That is the reason why you roll AT, AP an MW attacks separately.
The to hit roll is also a distinctive property. That's the reason why you roll them separately.
And the models you can hit is also a distinctive property. That's the reason why you should roll them separately.
By the way I agree about the "a macro-weapon". This obviously talks about the case where you rolled more than one MW in a batch (see macro-weapons). And within that batch it doesn't matter which MW it is, because if it would matter, you wouldn't have rolled them in a batch.
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With regular gaming partners such problems are solved quickly and they will agree on a way to play and will do so.
There is also usually a friendly solution when people with different opinions meet at a gaming table - it only gets difficult if one gets the impression that the other tries to gull him.
I'm off to a holiday, so I will not continue this discussion, but I admit enjoyed it.