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I'm not the biggest fan either, to be honest I find all the rules lawyering that seems to be going on lately a massive turn off.
I don't find there to be any rules lawyering going on when range stretching is used, being as "range stretching" is an intended part of the shooting rules.
Jervis clearly wanted to speed up the shooting process so that you didn't have to make up multiple stacks of hits and then allocate and save against each stack independently (Which would take two or three times as long), so instead of keeping track of multiple "hit stacks" you roll to hit, pool all hits, then allocate in blocks
(normal, then MW, then TK). Simples.
If someone was levering in usages or effects from the rules that were never intended in the first place
(Like that idea about War Engines barging enemy formations out of coherency so that half of the formation disappears in a poof of logic), then that
is rules lawyering.
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just to clarify, a unit has to be in range (and line of sight) of at least one weapon to be allocated any hits and therefore removed as a casualty?
Yes.
To shoot, a weapon has to be in range and LOF of one enemy target of the correct Type*.
To be allocated a hit, a unit has to be in range and LOF of one enemy weapon**.*AP or AT.
**Regardless of Type.
I can see various justifications for having the rules another way, but Jervis went for a rather abstract system in the case of shooting, clearly feeling that speed of play was more important than "granularity" in this case.
I mean, if you want granularity over speed of play, eventually you start measuring and allocating hits not just in "range blocks", but
per weapon, which would take a long, long time.