Captain Solon wrote:as for Shooting into combat: even eldar would shoot into their own guys, if they felt it would aide the cause.
But, make it more simplistic, once more.
infantry, jump infantry and their equivalents:
BS to hit:
4+ to hit target, 3- hit your own guys
Wounds and so forth.
Count-as two models, bikes
Things like terminators are a bit bigger/easier targets.
therefore:
BS to hit
3+ to hit target
2- to hit your own guys
Dreadnought/Walker, Monsterous creatures EQ.
are so massive that they're hard to miss. so:
BS to hit
2+ to hit target
1- to hit your own guys.
HOWEVER:
When facing larger troops, this gets difficult, like a carnifex vs. a dreadnought, is obviously a 4+ - you're just as liekly to hit either.
and in the case of, say bikers vs. carni fex [bike eq vs mc] it could be a 3+ to hit carni, rather then a 2+. this would be rather difficult.
OK, you posted this on another thread, it died, so you rehash it and post again?
Lets take your new suggestions and mathhammer again!
So my
IG squad is sitting a little away from an
IG blob squad of 50 in combat with a single grot.
The firing squad triggers its lascannon... 4+ to hit the grot... wait, what?
On the other hand... A single grot is in combat with 50
IG, the ork burna squad rolls up next to the combat... i wonder how many tightly packed
IG i can fit under 1 template?
If you want firing into combat it has to be something complicated, no other way around it...
I'd ignore the following, it hurts my brain.
Firing into Combat
In times of great need or sheer desperation (or cunning strategical sacrifices) A commander of a force may order his own men to fire at a combat. To do this follow these steps.
1) When nominating a target for shooting, declare that your unit will fire into combat, and indicate which combat you wish to fire at. Normal
LoS and range rules apply.
2) When firing into combat, due to the closely packed formation of the combatants all shots are at +1 to hit. Roll your dice as you normally would.
3) Take the unit strength of the targets, and work out a percentage for each unit compared to the total unit strength in the combat...
To work out unit strength count up the number of wounds on the starting profile of each model (more wounds usualy means a) bigger or b) more shiny things)
Anything that counts as a bike/jetbike, has a 2+ save or is on a base larger than 25mm adds 1 to its unit strength.
Montrous creatures count as double.
Walkers count as their front armour -4. (war walker =6, kan =7, normal dread =8)
Example 1: Chapter master on a bike, 6 marines and 4 terminators V's Ork warboss, 5 nobs and 2 killa kanz.
Unit strength of
CM on bike = (wounds)3(bike, large base)+1 = 4
Unit strength of 6 marines = (wounds)6
Unit strength of 4 terminators = (wounds)4(large base, 2+ save)+4 = 8
Unit strength of Ork warboss = (wounds)3(large base)+1 = 4
Unit strength of 5 nobs = (wounds)10
Unit strength of 2 Killa kans = 14
Total unit strength = 4+6+8+4+10+14 = 46
To work out %, simply multiply each unit strength by (100/46) and round to nearest whole %
So... Unit strength of...
CM on bike = 9%
6 marines = 13%
4 termies = 17%
warboss = 9%
5 nobs = 22%
2 kans = 30%
Now roll a D100... to determine who you hit.
4) Roll to wound as normal
5) Allocate wounds and make saving throws, to represent the confusion of melee, every model recieves a 4+ cover save.
Important note. With regards to blast weapons and templates, simply count the number of models hit, then half that number and allocate as you would with normal hits in step 3.
ARRRRRRRRRRGH!
I'm not doing that every time i want to fire into combat... and there is no simple, but fair way of doing it.
Which is most likely why you can't do it in the first place!
A simple 5+/4+/3+ to hit certain targets just wont work most of the time as combats are never really even sided anyway, and it brings up the unfortunate situation described above before my post of death.