Melissia wrote:I wouldn't change it at all.
But if it had to change?
I would have rending be based on to-hit. *shrug*
What about Eldar Rangers or others who've got special effects based on certain rolls on hit and wound at the same time?
What I'm getting at is that there's certain units where, if you rolled wound last, you'd end up with a bunch of extra rolls for successful armour saves which would just be "let's see if they really didn't make the save, after all...". I'm not saying that you can't put wound rolls last, I'm just saying that it'll potentially create a lot of strange situations.
Additionally, the current rules are made to be streamlined, something that's necessary in larger games, where to-hit and to-wound are rolled for with minimum amount of different rolls. The number of different weapon stats used to shoot at a squad can be assumed to be rather limited (8 guys using weapon X, 1 guy using weapon X with a better chance to hit, and 1 guy using weapon Y) as compared to the squad targeted (1 Hive Tyrant, 3 Tyrant Guard, 1 Tyranid Prime).
So you pick up 16 red dice, 2 blue dice, and a white die and roll to hit. Under the current rules, the results from the blue and red dice can after this be added together and you then roll those against T6 and the weapon Y (if it hits) can have the white dice re-used. After that you hand the dice over to your opponent who then places each successful dice next to his creatures and rolls them creature-by-creature (the Tyrant Guard being treated like one creature for rolling purposes).
Under the proposed rules, an extra layer of complexity is added to the wounding roll, since each creature (type) has to be taken care of. Instead of rolling one set of red dice and one set of white dice, you are now forced to roll up to 6 sets of dice for wound rolls - simply by using a unit with two weapon types!
This means that the number of rulls required for determining casualties is n*n under the proposed rules against merely n under the current rules (n representing the largest possible number of dice types or creature types involved under any given step).