An interesting discussion came up, that offers a bit of finesse to the combined assault rules, RAW or RAI?
I've been playing 40K for a while, and until about a month ago, regardless of being the attacker or defender, as long as you declared your dice allocations in the assault phase before you rolled them, I did not care where you allocated them, except for the caviats of the IC rules for allocation.
About 2-3 months ago, in the Badab campaign, the renegades (all a great group of players) identified that they thought we non-renegades had been allocating assault dice in error. They then to back up their claims, showed us the BRB page 41 bullets and the added third bullet from the FAQ. In a nutshell they wanted us to play in the following manner:
1. If a unit is assaulted in turn A by one unit of side X, pretty much everything is as normal. You fight it out, and say for argument sake, both sides X and Y have survivors that remain locked in combat...you fight again on Y's player turn. yadayada. Bullet 1 on Page 41.
[as normal, the defender consolidates the 6 inches into the combat before declarations and dice are rolled]
2. Then it is turn B. Side X charges in a second unit. Side Y is now attacked by 2 units! The renegade's interpretation of the rules as written is that side Y has to allocate all their attacks vs the first unit for this assault phase (X's turn), but any survivors can allocate their attacks on Y's turn to either attacking unit. This is worded in Bullet 2 on P41.
[note here that any unengaged enemy models can move up to 6 inches to consolidate with the new assaulting unit before declarations and dice rolls are made]
3. Lastly, if the attacker is actually assaulting 2 units, the attacker's units BTB with each enemy unit has to apply it's attacks to the unit it is BTB with. Non-BTB units can allocate to either defending unit, distance requirements (the 2-inch rule) applies. Declaration of attacks occur before dice are rolled. This is bullet 3 from the FAQ.
Overall, at the insistence of the players, we adopted these "clarifications" and played happily, and it actually created tactical finessing for assaults (hit a strong unit with a weaker unit, and while it is busy, hit them with a more powerful unit, to get a benefit for just one assault phase). It actually seemed to make the details of all these assault bullets and pages of text make sense.
We then used this when it came up in a monthly tournament.
I created a situaltion that one guy did not like - the microbattle within the battle went like this:
T1 my phase: I pod in a 10-man sternguard squad, libby, and kantor. I shoot up a bike captain and his command squad on bikes. Kill the retinue.
T1 his phase: His bike captain, nearby venerable dread, and dismounted tac squad shoot up my 12 guys, I lose like 7 sternguard. Ouch!
T2 my phase: normal assault squad deep strikes next to the pod (beacon). The asault squad shot up his tac squad. The libby, sternguard, kantor pistol the captain and then do a combined assault on he captain and the adjacent venerable. A bad choice, but we hoped for the best. The I5 T5 arty (2+/4+) bike captain applies his attacks to the libby and kills him. The dread fails to wound Kantor. We remain locked in combat.
T2 his turn: his tac squad stands there and shoots my assault squad. I take a bunch of casualties. Then we continue the assault. His dread misses Kantor, the captain kills all but 2 of the remaining sternguard.
T3 my turn: A terminator squad beacons in and shoots up the neaby tac squad. The assault squad piles in to aid the assault on the captain. This is where we get tricky - the other player wants to apply all the captains hits on the new assaulters, and I tell him he cannot for this phase, he has to continue on the remaining sternguard. Everyone else says has has to. We fight it out. At I5 the captain kills the last sternguard. At I4, Kantor is smushed by the venerable and then my assault squad kills his captain. We consolidate (I'm stubborn), the venerable is now BTB withe remnants of my assault squad (still very bad for me). The opposing player is pissed over losing the captain. Heck, I'm not happy either, the venerable is impossible to defeat, the captain had a S6 sword, and I've lost 3 KPs to 2 (plus both my HQs) and in T3 his turn I lose the assault squad. Not the best example, but, it illustrates what we are doing (besides trying to kill a venerable with a I1 powerfist...). In the end, I lost the actual game (the primary objective was table quarters, and I lost 1-0...). If I had killed the venerable T5 with my assault termies then I'd have had a draw 1-1 or maybe a win 2-1).
Thoughts? Does the actual details of the rules as written imply the allocation be finessed? Or is it just a free-for-all? If his captain had survived to T3 his turn and he was in BTB with 2 units (say both Kantr and the assault squad), he would allocated the captain's hits to either unit. Got it? RAW seems to be that he just could not do it on my turn, as he would be too busy with the ongoing attackers to turn around and decide to hit the new ones. On his phase/player turn, those restrictions would not apply....WWJD [what would Jervis do?]....
Lengthy....