Bluefog wrote:we won't even target him/her because what's the point?
Grinding it down, a minifig takes up about an inch to an inch and a half of space. If they aren't packed onto a squad plate, they're likely spread out a bit. Say, maybe an inch or two between them. Unless put on the plate, I don't really see very many redshirts standing around within 6 inches. At most, say around 5 to 8, most of whom will be standing on the extreme edge of that radius. Each face on a d6 is around a 16% chance, so pulling in the majority of those available redshirts poses between a 16 to 32% chance, really. Hero naturally chooses those within a safer radius (I don't know, maybe) but if he does, he's limited to 2 or 3 safe sacrifices in a turn. It gets harder to pull them in from further away and requires bonus dice from anyone outside the 6" radius. So, from a generally mathematical point of view, it seems worth it to put the hero under lots of fire and crush him quickly by chewing through his available safe redshirts and counting on that failed inspire roll.
But I don't know, that gives me a headache. So here's how I see it instead. I find it more fun to target the hero instead of the redshirts for several reasons. Heroes who pull the bullshit and make several armor rolls in a row, especially against heavier damaging weapons, makes them seem more awesome. Everyone around the table cheers for the Hero. Choruses of "Oh, my god," "How the FUCK?" and "NOWAI!" make the game seem more fun. What's more, the potential for hilarity exists in the system of being able to redshirt from across the table with high enough bonus dice rolls. Once, I redshirted the pilot of a helicopter overhead, which then crashed into the ground and killed all remaining combatants. I think rules systems like that are what help to ensure everyone wins.