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Made in us
Bounding Dark Angels Assault Marine




North Carolina

I have only played couple of games of 6th edition and looked at a couple of Battle Reports and it is apparent that Wound Allocation can be atrocious. While there is a certain logic and simplicity in the nearest models suffering casualties first it seems ripe for abuse in some cases and can also slow the game down in the worst cases. With small children at home I have limited time to play so I am looking for a way to streamline this process:



Assuming Player A's models (Unit A) are causing the wounds and Player B's models (Unit B) are suffering the attacks:

1) Player A rolls to Hit and Wound per pg14 of the BRB.

2) Player A may allocate Precision Shot/Strike Wounds to any model in the squad being attacked.

3) Player B can then attempt LOS! for any characters/ICs. Successful LOS! rolls are moved from Precision Wound Pool to the General Wound Pool.

4) Player B divides the remainder of Unit B that has no Precision Shot/Strike Wounds allocated to it into groups based on the save roll they can attempt make armor(2+ to -)/invulnerable(2++ to 6++)/cover(2+ to 6+), each model that still has a precision Shot/Strike Wound is treated as a separate group of one model. Any models not in LOS or were not in range of Unit A at the start of shooting cannot have wounds allocated. If Focus Fire is used then Models in Unit B that have a cover save cannot have wounds allocated to them.

5) Player B allocates the wounds from the General Wound Pool to each group, one wound allocated for every eligible model in each group before a second wound is allocated to any model in any group. This can add additional wounds to models with precision shot/strike wounds if all other models in other save groups have as many wounds allocated to them. Must keep track of where wounds with different AP or that might cause Instant Death go.

6) Player B Characters/ICs that receive additional wounds from the General Wound Pool can attempt LOS!on those General Wounds. Successful LOS! rolls are reallocated to any Save Group, does not have to be done proportionally. You can dump these on model that you know will be a casualty.

7) Player B rolls all saves together for each group and allocates unsaved wounds to any model from each group (I am not sure if extra wounds should or should not carry over to other models or groups - see below). Unsaved wounds or Instant Death wounds must be allocated to multiple wound models from each save group to kill whole models first.

8) Player B rolls FNP for each model with this special rule. This could result in multiple multiwound models that are partially wounded.

9) Player B removes casualties from each group from anywhere within the applicable Save Group (does not have to be closest to firing unit)



That ended up being longer than I expected but it was written to cover all situations. I haven't thought about what would be different with assault yet. So basically wounds are allocated based on save with the attacker getting to pick a few lucky shots and the victim getting to allocate the rest. Any model in LOS and Range can potentially get hit. Characters get a chance to pawn off wounds thru LOS!. There should not be any rolling of lots of individual wounds in series or overpowered ability of a tank character to soak up all the wounds for a unit. I think the only place where it might under perform is if you have a lot of models with different armor/invulnerable/cover/LOS! saves in one unit... but that type of unit is always going to be difficult to roll saves for in an equitable way without taking a lot of thought /time put into it.

Carryover unsaved wounds from step 7 - If wounds do not carryover into different Save groups then this is great for Player B, he can spread things around to cause maximum wasted wounds and if they do carryover then Player A gets a benefit of a model failing a worse save but then causing a wound on a model with a better save. So I think that the most equitable way to handle this is that the best saves are rolled first (2+) and extra wounds become automatic unsaved wounds at the next Save Group since they clearly would have failed. Then any extra wounds at the next save group carryover to the next worse save group. Any extra wounds after rolling the worst save group are lost. Perhaps extra wounds on models with Precision Shot/Strike Wounds should not be allowed to carryover so that if Player A can maximize the chances of taking out an individual model but may sacrifice some extra wounds to do so.

I am going to run through a couple of scenarios to see how it works. Any comments or constructive criticism is welcome or if there are any glaring holes I missed please point them out. This should be just as fast for simple scenarios and could be faster for more complex scenarios as it eliminates rolling saves in series at the expense of spending time grouping saves. It could also mitigate the insanity of some of the new concoctions such as the Dark Harlistar and perhaps tamp down other Deathstar units such as Paladins or Nob Bikers a bit. I am sure upon closer investigation there will be a loop hole that some of these units or other units can exploit, let me know when you find one.

This might be better to have in a flow chart... just having that thought more than likely means this has failed (I have seen some of the other flow charts that people have already put together).




Automatically Appended Next Post:
OK, I have worked on the ill fated flow chart and realized a step is unecessary:

1) Player A rolls to Hit and Wound per pg14 of the BRB.

2) Player A may allocate Precision Shots/Strikes to any model in squad being attacked

3) Player B Creates Save Groups for each of the following; each character, each model receiving a wound from precision shot/strike, all other models broken up by save

4) Player B allocates wounds to each group such that all models have one wound allocated before any model has two (Precision Shot/Strike models may have more than one to begin with, but do not have to add any until all other models in the unit have the same number of wounds).

5) Player B may roll LOS!, successful rolls may be allocated to any other group (does not have to be done proportionally

6) Player B rolls all saves together for each group and allocates unsaved wounds to any model from each group. Unsaved wounds or Instant Death wounds must be allocated to multiple wound models from each save group to kill whole models first. Any extra unsaved wounds rolled at a lower save roll are carried over as unsaved wounds at a higher save roll (an extra failed 3+ armor save for a 3+ save group becomes a single unsaved wound for any other 3+ or higher(4+,5+,6+) save group).

7) Player B rolls FNP for each model with this special rule. This could result in multiple multiwound models that are partially wounded.

8) Player B removes casualties from each group from anywhere within the applicable Save Group (does not have to be closest to firing unit)


Saved a step by consolidating LOS! rolls into one step. I think it is more equitable, it still allows precision strikes to kill valuable models while allowing LOS! to save characters, it should consolidate rolls a bit although a unit with multiple armor saves in multiple types of cover with multiple characters will still be a pain (which is unavoidable unless the system is severely simplified).

This could also be used to reduce barrage sniping and allow carryover of wounds from a challenge to minimize using a sacrificial sgt from tying up a major character in assault.


This message was edited 5 times. Last update was at 2012/07/29 13:24:31


 
   
Made in us
Hardened Veteran Guardsman




I think it would be nice if we could just apply all not specific wounds to "rank and file" soldiers first. "rank and file" also include special weapons as they are still normal troopers.

I was thinking maybe if your sergeants or characters however are shot out of coherency of your squad you can preform a leadership check, if passed your squad moves a few inches to be in coherency of your sergeants / characters, if you fail your sergeants / characters must fall back to the squad to be in coherency.
   
 
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