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Consider this change to 1.9.6 hit allocation rules

 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Sun Dec 13, 2009 1:21 pm 
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Doesn't apply to things like void shields though. There's no position that makes a difference and for the defender it is perfectly legal to allocate a lance hit against the shields and normal hits against the titan itself

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Sun Dec 13, 2009 1:30 pm 
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Well, IMHO we should consider Lance in the same way as MW - so apply the same procedure to both.

Otherwise you get the anomaly pointed out by Alansa that MW hits are allocated in a separate round and so would be allocated to the Titan while the Lance hits may not be.

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Sun Dec 13, 2009 8:01 pm 
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Quote: (alansa @ Dec. 13 2009, 06:21 )

Doesn't apply to things like void shields though. There's no position that makes a difference and for the defender it is perfectly legal to allocate a lance hit against the shields and normal hits against the titan itself

Ah, that's true, but with alternating allocation, if there are sufficient special weapon hits mixed with sufficient normal hits, the defend could only waste a portion of the special hits on the shields. The hits the attacker allocates to the shields will no doubt be basic AT shots, while the defender can be expected to try to waste the good hits first.

If there aren't enough special hits to make it through the alternating allocation, then the only difference from the current rules would be that those MW hits can't be held back until last.

If that's a deal breaker, I understand. But I always felt that the holding the MW shots back until last was a slap-dash fix to an unavoidable problem of people acting in their own best interest. Some form a joint (attacker and defender) hit allocation is the only way to avoid sniping on one hand and entirely wasted shots on the other.


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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Sun Dec 13, 2009 8:14 pm 
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Quote: (semajnollissor @ Dec. 13 2009, 19:01 )

But I always felt that the holding the MW shots back until last was a slap-dash fix to an unavoidable problem of people acting in their own best interest. Some form a joint (attacker and defender) hit allocation is the only way to avoid sniping on one hand and entirely wasted shots on the other.

I agree it was.

Alternate allocation would increase the attackers ability to snipe. Worst still, the real problem is that it would, i supsect, dramatically increase the time taken to resolve shooting.

Nah, simply utilise and extend what's already there; the 'fix' by adding other special weapons in the 2nd round of allocation. Won't be quite perfect but should be sufficient in in most cases.

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Sun Dec 13, 2009 9:21 pm 
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Nah, simply utilise and extend what's already there; the 'fix' by adding other special weapons in the 2nd round of allocation. Won't be quite perfect but should be sufficient in in most cases.

But should shots be allocated 'generously' or 'selfishly' by the defender?

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Mon Dec 14, 2009 2:58 am 
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Quote: (Evil and Chaos @ Dec. 13 2009, 14:21 )

But should shots be allocated 'generously' or 'selfishly' by the defender?

If there's gonna be some rule dictating that the defender has to allocate in such a way that it does the most damage, then you might as well have the attacker be the one who allocates. As it is, 'generously' is pretty subjective term and having that kind of rule will probably inspire more animosity than not.


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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Mon Dec 14, 2009 4:28 am 
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I had a thought in the previous thread, but have had a slightly different change, as it sort of favoured the attacker a little more than intended.

How about the attacker declares (in blocks of special abilities) and the defender allocates in that order?

Attacker declares "AP then Disrupt then Ignore Cover", rolls the dice, and then the defender applies all AP hits to the front units, Disrupt after those hits have been allocated (but not resolved), and Ignore Cover after that.

This kinda removes the ability for the attacker to actively game the system with the previous suggestion, but sort of represents the attacking officer giving some sort of directed instruction. "Missile Launchers, FIRE! Disruptors, FIRE! Flamers, FIRE!". Still up to the dice to determine where the hits will end up landing. Because the dice tend to be funny buggers* when you least expect it.

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Mon Dec 14, 2009 11:18 am 
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Quote: (Evil and Chaos @ Dec. 13 2009, 20:21 )

Quote: 

Nah, simply utilise and extend what's already there; the 'fix' by adding other special weapons in the 2nd round of allocation. Won't be quite perfect but should be sufficient in in most cases.

But should shots be allocated 'generously' or 'selfishly' by the defender?

Within the second round with Lance and other special weapons included you mean?

Who cares? Can you write a rule by which you which 'generous' or 'selfish' allocation can be judged?

It's not a perfect fix - I suspect a perfect fix will be too radical or faffy to execute. But it is better than what we currently have - and I suspect in most cases will be perfectly fine.

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Sat Dec 19, 2009 10:37 pm 
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You know all this issues would go away if you would shoot and allocate hits unit for unit (or shot for shot incase of units with multiple shots/weapons)instead of shooting with the whole formation at once and allocate all hits at once.

Yes this is time consuming and would result in one and the same target unit to be hit if the previous hits doesn't kill it as you still allocate a hit to the nearest unit first.

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 Post subject: Consider this change to 1.9.6 hit allocation rules
PostPosted: Sun Dec 20, 2009 9:11 am 
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Which would create a whole new raft of issues

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