There are a few of reasons why I don't like randomizing allocations.
1) its another layer of dice rolling. Adding another dice rolling layer is to me not attractive. However - as a guy that likes to retool rules I say if you enjoy that kind of thing please have at it.
2) it benefits elite units because I've seen units getting buffs so they are 2+ to hit. Thats not much of a disincentive to not shoot into combat but then the O&G players or any trash units that are hitting on 5+ are going to give nine times hell which I feel is not fair to them.
3) when I drop a big explosion of a mortar shell on a mob of combat, it doesn't make sense that if I'm hitting on 3 or 2+ that my large explosion is still only hitting mostly his guys and mine are not touched. (and on the opposite end if my mortar crew hits on a 5+ it doesn't make sense that I dropped a mortar shell on a big mob of combat and for whatever reason only my guys are taking the brunt of the hits)
Half and half is even, fair, consistent, and does not require an added layer of dice rolling.
On the topic of shooting into combat as designed, shooting into combat without penalty is touched on in the ruleset. If players want to use Azyr but also want to shoot into combat without penalty simply add +1 point to any missile armed unit to compensate for this. The cost factor right now assumes that units cannot just freely unload their missile units and then unsling swords and also attack (in essence getting double the attacks that they normally would get)
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the Bravery nerf just adds to the general anti-shooting bent of the Azyr Comp. With the buffed survivability of heroes, ya'll have turned a game that arguably favors shooting into one that certainly favors combat, particularly involving heroes.
It buffs hero survivability yes in that initial games where heroes are surrounded by their buddies still getting sniped by an entire enemy army seems way too gamey for my own personal taste. Heroic heroes hiding in the back of their army getting sniped by every missile unit that can see them is not heroic and I feel loses some of that personal agency or realm of what i'd consider somewhat realistic. Also the rules as they are written now with the comp state you have to be next to an unengaged unit, so its possible to tactically tie up that body guard unit and then shoot at the character. It also only works on like sized characters. Big stompy characters riding demon mounts or dragons are not going to get any benefit.
It still keeps shooting into combat, just not unrestrained shooting into combat which turns the game the other way. Unrestrained shooting into combat makes most of the players I've tested with go "why on earth would i ever take a model that doesn't have a missile weapon?" which to me is a very bad thing.
Its unrealistic, gamey, offers no risk/reward or any real strategic element beyond shoot as much as you can there, just reward/reward and why wouldn't i maximize my reward?
Not everyone is going to agree with that, mainly because many feel that the universal rules should never be altered, but in this case if i have to choose between a system that offers no semblance of some expected reality and offers few if any drawbacks to an obvious tactic, I'm not going to play that game, and I think based on the ragestorm that has kicked up over the past few weeks that that sentiment is shared by a lot of people.
I don't know off hand of any wargame that lets you shoot unrestrained into combat without some kind of balancing mechanism or drawback, and I feel that there is a reason for that - it wouldn't go over very well and most game designers are trying to also write a system that contains at least a partial sense of immersion which comes with rules that "make sense".
This is the first system I've seen in almost 30 years that lost all sense of that immersion out of the box.