Assigning Wounds Based on LOS

By jcshep19, in Rules

So I believe I understand the rules as written, just wanted to get the community's take on it because if I understand it correctly it takes a small leap in logic for the sake of game simplicity.

Scenario : Squad A of 6 troopers is attacking Squad B of 4 troopers. all 6 troopers from Squad A have LOS to a single trooper from Squad B, however 1 of those Squad A troopers also has LOS to the remaining 3 troopers from Squad B.

The rules as I understand them:

- 6 troopers from Squad A have LOS to "A mini" in Squad B, so they each contribute a die (weapon) to the attack pool. Assume Squad A rolls 6 hits.

-Squad B cancels 2 hits because over 50% of the squad is behind this blocking cover that is ruled as heavy cover, 4 hits remain.

- Squad B blanks out on defensive dice, suffer 4 wounds.

- No other abilities, tokens or effects are added to this scenario.

-Squad B suffers 4 wounds, and at 1 health each, all minis are killed and Squad B is destroyed.

It's this last point specifically that I'm looking for clarification on, as logically speaking, assuming the 1 trooper with LOS to everyone is one of the hits, the other three troopers have only the same target to shoot at, so Squad B should only suffer 2 wounds maximum from this scenario. I get why it makes sense from a streamlining standpoint to make this a thing, just trying to make sure I don't "over-logic" the scenario, as many other rules in the game do follow a IRL common sense approach. Sorry if this has already been cleared up in a previous thread. Thanks!

Yeah, your point is well taken, don't overthink this.

There's lots of problems modeling real life. IRL, guys are constantly moving around, doing their best to avoid becoming casualties, and doing their best, sometimes, to help the other side turn into casualties. You can look at the mini's positions as a snapshot in a timeline or an electron cloud, but yeah, it's made simple to make it a more straightforward game to play.

4 hours ago, jcshep19 said:

So I believe I understand the rules as written, just wanted to get the community's take on it because if I understand it correctly it takes a small leap in logic for the sake of game simplicity.

Scenario : Squad A of 6 troopers is attacking Squad B of 4 troopers. all 6 troopers from Squad A have LOS to a single trooper from Squad B, however 1 of those Squad A troopers also has LOS to the remaining 3 troopers from Squad B.

The rules as I understand them:

- 6 troopers from Squad A have LOS to "A mini" in Squad B, so they each contribute a die (weapon) to the attack pool. Assume Squad A rolls 6 hits.

-Squad B cancels 2 hits because over 50% of the squad is behind this blocking cover that is ruled as heavy cover, 4 hits remain.

- Squad B blanks out on defensive dice, suffer 4 wounds.

- No other abilities, tokens or effects are added to this scenario.

-Squad B suffers 4 wounds, and at 1 health each, all minis are killed and Squad B is destroyed.

It's this last point specifically that I'm looking for clarification on, as logically speaking, assuming the 1 trooper with LOS to everyone is one of the hits, the other three troopers have only the same target to shoot at, so Squad B should only suffer 2 wounds maximum from this scenario. I get why it makes sense from a streamlining standpoint to make this a thing, just trying to make sure I don't "over-logic" the scenario, as many other rules in the game do follow a IRL common sense approach. Sorry if this has already been cleared up in a previous thread. Thanks!

The rules are a abstract model to make it "easier" or faster.

A more realistic model would be that roll for each mini against each target on their own.
You could even use aim and cover this way, not for each single attack, but for the attack as whole. But this system would take way more time (choose mini to attack, choose mini as defender, roll attack die, choose to reroll, roll defense die, choose to block/cover, ...)
But this way would cost a bit more time, but would be way better.

Yeah we had this come up and confuse us a bit where a few models could only see one guy and some could see the whole squad etc.

We just said LOS is how many can the squad see as a group , not just individual models.

Cool, thanks yeah just wanted to make sure, totally get why they did that for simplicity’s sake, and it’s an easy enough concept to justify.

I’ll just tell myself that while the other troopers can’t see other targets, their suppressing fire is pinning the enemy and allowing the trooper who can see them to take multiple well aimed shots at the exposed troopers.