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		<title><![CDATA[Latest posts for the thread "Wound allocation in 6th edition"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Wound allocation in 6th edition"]]></description>
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				<title>Wound allocation in 6th edition</title>
				<description><![CDATA[ I quite like the new wound allocation rules in 6th edition.<br /> <br /> Basically, individual saving throws are rolled based on the stats of who is the closest to the shooter.<br /> <br /> However, to wound roles are based on the average toughness of the unit?<br /> <br /> Why not do to wound roles the same way as saves, as in, use the toughness of the model being shot? You need to break up roles to save based on armor, and the rulebook details the process, why not do the same for wounds, particularly as they're likely to be the same groups you need to break up for saves anyway?<br /> <br /> What do people think? And would using this as a house rule significantly unbalance the game?]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 13:37:02]]> GMT</pubDate>
				<author><![CDATA[ clinton]]></author>
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				<title>Wound allocation in 6th edition</title>
				<description><![CDATA[ <blockquote><div><cite>clinton wrote:</cite>I quite like the new wound allocation rules in 6th edition.<br /> <br /> Basically, individual saving throws are rolled based on the stats of who is the closest to the shooter.<br /> <br /> However, to wound roles are based on the average toughness of the unit?<br /> <br /> Why not do to wound roles the same way as saves, as in, use the toughness of the model being shot? You need to break up roles to save based on armor, and the rulebook details the process, why not do the same for wounds, particularly as they're likely to be the same groups you need to break up for saves anyway?<br /> <br /> What do people think? And would using this as a house rule significantly unbalance the game?</div></blockquote><br /> <br /> I think because if you wanted to be "fair" with toughness, you'd have to resolve each hit as it came in. So, you have 10 pistols (to keep it simple) firing into a squad where the guy in front is T5 and everyone is T4. You'd want to roll to hit, say you get 7 hits, then roll to wound... This is where it slows down: Roll to wound against T5, T5 guy rolls <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> or save, then move on to next hit... I just think it'd get too cumbersome.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 13:58:32]]> GMT</pubDate>
				<author><![CDATA[ jms40k]]></author>
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				<title>Re:Wound allocation in 6th edition</title>
				<description><![CDATA[ I see what you mean, but if that T5 person has a better armor save, you'll have to roll armor saves one at a time anyway.<br /> <br /> And there's quicker ways to do this. e.g, lets say the person has a save of 3+:<br /> <br /> Roll the saves first. If the T5 person in front makes 2 saves and fails the 3rd, you can roll to wound in groups of 3 initially. Remove the saves with successful wounds.<br /> <br /> Also, not only armor saves separate armor saves, but "look out sir" in addition pretty much forces you to do a lot of rolling one at a time unless you're smart about it. I don't think doing wounds against individual models like saves and "look out sir" would have made this much more complicated than it is.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 14:25:27]]> GMT</pubDate>
				<author><![CDATA[ clinton]]></author>
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